Leader, Behemoth
The maddening clang of a Screaming Bell is no normal sound but a magical effect that can twist reality around it, invigorating nearby skaven or even ripping a hole through the veil between worlds as the Grey Seer atop it cackles in manic delight.
Warpstone Staff |
| Warpstone Staff | 2" | 3 | 4+ | 4+ | -1 | D3 |
Tearing Claws and Fangs |
| Tearing Claws and Fangs | 1" | 4 | 4+ | 3+ | -1 | 2 |
Rusty Spikes |
| Rusty Spikes | 1" | | 3+ | 3+ | -1 | 1 |
0-6 | 6" | 6 | Casting +2/Chanting +1 |
7-9 | 5" | 5 | Casting +1/Chanting +1 |
10-12 | 4" | 4 | Casting +1/Chanting 0 |
13+ | 3" | 3 | Casting 0/Chanting 0 |
Unit Size: 1 Points: 250
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Grey Seer on Screaming Bell is armed with a Warpstone Staff.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
MOUNT: This unit’s Screaming Bell is armed with Rusty Spikes.
CREW: This unit has a Rat Ogor crew armed with Tearing Claws and Fangs.
Altar of the Horned Rat: An eerie sense of watchfulness surrounds this war engine, and an unholy warding protects it from harm. This unit has a ward of 5+. In addition, at the start of your hero phase, you can say that this unit will beseech the Horned Rat instead of attempting to cast spells in that phase. If you do so, in that phase, this unit is treated as having the Priest keyword instead of the Wizard keyword.
Avalanche of Energy: Waves of lurid green energy ripple from the Screaming Bell, filling the Grey Seer who rides it into battle with unbridled power. Add the Avalanche of Energy value on this unit’s damage table to casting and chanting rolls for this unit.
Peal of Doom: The ominous tolling of a Screaming Bell resounds above the clamour of battle, crying out ‘Doom! Doom! Doom!’.
At the start of your
hero phase, you can say that this unit will ring its Screaming Bell. If you do so, roll a dice and look up the result on the table below:
- Magical Backlash: This unit suffers D3 mortal wounds that cannot be negated.
- Unholy Clamour: Add 6" to this unit’s Move characteristic until your next hero phase.
- Wall of Unholy Sound: Until your next hero phase, subtract 1 from hit rolls for attacks made by enemy units within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase.
- Deafening Peals: Until your next hero phase, roll a dice each time an enemy model is picked to issue a command while it is within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase. On a 5+, that command cannot be issued.
- Screaming Crescendo: Until your next hero phase, after this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that unit suffers D6 mortal wounds.
- Apocalyptic Doom: At the end of this hero phase, roll a dice for each enemy unit within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase. On a 4+, that unit suffers D3 mortal wounds.
A Stirring Beyond the Veil: In times of desperate need, a Screaming Bell can be shattered in order to call forth a Verminlord.
Once per battle, at the start of your
hero phase, if 7 or more wounds are allocated to this unit, you can say that the Grey Seer will shatter the Screaming Bell. If you do so, roll a dice. On a 1, this unit is destroyed. On any other roll, add the number of wounds allocated to this unit to the roll.
If the modified roll is 12 or less, the Screaming Bell is shattered (see below). If the modified roll is 13 or more, the Screaming Bell is shattered and you can summon 1
VERMINLORD to the battlefield and add it to your army. The Verminlord must be set up wholly within 13" of this unit. It can be set up within 3" of an enemy unit if this unit is within 3" of that enemy unit, otherwise it must be set up more than 9" from all enemy units. If this unit’s Screaming Bell is shattered, it can no longer attempt to
cast Cracks Call and it can no longer use its
Peal of Doom ability.
Cracks Call: Harnessing the thunderous peals of the Screaming Bell, the Grey Seer channels a reverberating sorcerous blast into the ground beneath the enemy’s feet. Gaping chasms and fume-gouting rents yawn wide, sending screaming victims vanishing into the depths.
Cracks Call is a spell that has a
casting value of 6 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 2D6. If the roll is greater than that unit’s Move characteristic, that unit suffers a number of
mortal wounds equal to the difference between its Move characteristic and the roll (rounding up). This spell has no effect on units that can
fly.
CHAOS, SKAVEN, MASTERCLAN, HERO, TOTEM, WAR MACHINE, WIZARD, SCREAMING BELL, GREY SEER |
Malevolent and terrifying beyond words, this most ancient and monstrous of all the Verminlords is a blight upon reality. He can draw upon the masteries of all his anarchic species and wields the most dire sorceries in all skavendom.
Prehensile Tails |
| Prehensile Tails | 6" | | 3+ | 3+ | -1 | 1 |
Doom Glaive |
| Doom Glaive | 3" | 6 | 3+ | 3+ | -2 | 2 |
Plaguereaper |
| Plaguereaper | 1" | | 3+ | 3+ | -1 | 2 |
0-6 | 12" | 4 | 8 |
7-8 | 10" | 3 | 7 |
9-10 | 8" | 2 | 6 |
11+ | 6" | 1 | 5 |
Unit Size: 1 Points: 370
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique
Lord Skreech Verminking is armed with a Doom Glaive, Plaguereaper and Prehensile Tails.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This unit has a
ward of 5+.
The Thirteen-headed One: Lord Verminking can call upon his knowledge of the shadowslinking of Eshin, the fleshcrafting of Moulder, the plaguebrewing of Pestilens, the warp-tech of Skryre, the warrior skill of Verminus or the arcane lore of the Masterclan.
At the start of your
hero phase, pick 1 of the following areas of knowledge for this unit to draw upon. The effect of that area of knowledge applies to this unit until your next hero phase. You cannot pick the same area of knowledge more than once per battle.
Knowledge of the Arcane: Add 1 to
casting,
unbinding and
dispelling rolls for this unit.
Knowledge of Fleshcrafting: When you pick this area of knowledge,
heal D3 wounds allocated to this unit.
Knowledge of Plague-brewing: If the unmodified
hit roll for an attack made with this unit’s Plaguereaper is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Knowledge of Shadowslinking: Subtract 1 from
hit rolls for attacks that target this unit.
Knowledge of Warp-tech: This unit’s Doom Glaive has a Rend characteristic of -3 and a Damage characteristic of 3.
Knowledge of the Warrior: Add 1 to
wound rolls for attacks made by this unit.
The Rat King: The warriors of the skaven fight with rabid fury at Lord Skreech’s command, in a futile attempt to curry his favour.
You can use this
command ability when you pick a friendly
SKAVEN unit to fight in the
combat phase. That unit must receive the command. Add 1 to
hit rolls and
wound rolls for attacks made by that unit until the end of that phase.
The Dreaded Thirteenth Spell: With a sickening lurch, the fabric of reality is torn open by the twisting, mutating power of the Great Horned Rat.
The Dreaded Thirteenth Spell is a spell that has a
casting value of 8 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 13 dice. For each 4+, that unit suffers 1
mortal wound.
You can then summon 1 unit of
CLANRATS to the battlefield and add it to your army. The summoned unit can have up to 1 model for each mortal wound that was caused by this spell. The summoned unit must be set up wholly within range of the caster and more than 9" from all enemy units. The summoned unit cannot move in the following
movement phase.
CHAOS, SKAVEN, DAEMON, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, LORD SKREECH VERMINKING |
The huge censer of the Plague Furnace roars low and loud as it swings ominously back and forth. Clouds of billowing smog roll from within to shroud the foe in choking foulness even as the Plague Priest riding the carriage shrieks his twisted prayers.
Great Plague Censer |
| Great Plague Censer | 3" | |
Warpstone-tipped Staff |
| Warpstone-tipped Staff | 2" | D3 | 3+ | 3+ | -1 | 1 |
Foetid Blades |
| Foetid Blades | 1" | 6 | 3+ | 4+ | - | 1 |
Rusty Spikes |
| Rusty Spikes | 1" | | 3+ | 3+ | -1 | 1 |
0-6 | 6" | D3+4 | 6 |
7-9 | 5" | D3+3 | 5 |
10-12 | 4" | D3+2 | 4 |
13+ | 3" | D3+1 | 3 |
Unit Size: 1 Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Plague Priest on Plague Furnace is armed with a Warpstone-tipped Staff.
MOUNT: This unit’s Plague Furnace is armed with a Great Plague Censer and Rusty Spikes.
CREW: This unit’s crew is armed with Foetid Blades.
Altar of the Horned Rat: An eerie sense of watchfulness surrounds this war engine, and an unholy warding protects it from harm.
This unit has a
ward of 5+. In addition, do not take
battleshock tests for friendly
SKAVEN units wholly within 13" of this unit.
Great Plague Censer: Once a Plague Furnace is engaged in combat, its mighty swinging plague censer is let loose and the giant spiked ball of death sent crashing into enemy formations.
Do not use the
attack sequence for an attack made with a Great Plague Censer. Instead, pick 1 enemy unit within range and roll a dice. On a 2+, that unit suffers a number of
mortal wounds equal to the Great Plague Censer value shown on this unit’s
damage table.
Poisonous Fumes: Plague censers emit huge clouds of noxious gas.
Subtract 1 from
wound rolls for attacks made with melee weapons that target this unit.
Pestilence-pestilence!: With a warpstone tainted glow, the Plague Priest beseeches the Horned Rat to unleash rampant poxes on the battlefield.
Pestilence-pestilence! is a prayer that has an
answer value of 3 and a range of 13". If answered, pick a point on the battlefield within range and visible to the chanter and roll a dice for each unit within 3" of that point. On a 4+, that unit suffers D3
mortal wounds. If that unit is a
CLANS PESTILENS unit,
heal D3 wounds allocated to that unit instead.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, HERO, PRIEST, TOTEM, WAR MACHINE, PLAGUE FURNACE, PLAGUE PRIEST |
Grey Seer Thanquol is a paranoid megalomaniac with a warpstone addiction and a brain full of fevered schemes for greatness. Riding on the shoulders of his monstrous Rat Ogor, Boneripper, he unleashes sorcerous fury on all who stand in his way.
Warpfire Projectors |
| Warpfire Projectors | 8" | |
Staff of the Horned Rat |
| Staff of the Horned Rat | 2" | 2 | 4+ | 3+ | -1 | D3 |
Warpfire Braziers |
| Warpfire Braziers | 2" | See below | 3+ | 3+ | -2 | 3 |
Crushing Blows |
| Crushing Blows | 2" | | 4+ | 3+ | -1 | 2 |
0-6 | 10" | 6 | +3 |
7-8 | 9" | 5 | +2 |
9-10 | 8" | 4 | +1 |
11+ | 7" | 3 | +1 |
Unit Size: 1 Points: 400
Battlefield Role: Leader, Behemoth
Base size: 90 x 52mm
Notes: Single, Unique
Thanquol is armed with the Staff of the Horned Rat.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
MOUNT: Boneripper is armed with Crushing Blows and four warpfire weapons, which can be any combination of Warpfire Braziers and/or Warpfire Projectors.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This is unit has a
ward of 5+.
Power Behind the Throne: Thanquol manipulates all around him, letting others think they are in charge when in fact they are only carrying out his wishes.
Once per battle round, this unit can
issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly
SKAVEN unit. No
command point is spent the second time this unit issues that command in that phase.
Staff of the Horned Rat: Thanquol can draw on the magical energy stored in his staff to enhance the spells that he casts. Once, he viewed this as the blessings of the Horned One made manifest; now, he sees it simply as cunningly acquired power.
Add the Staff of the Horned Rat value shown on this unit’s
damage table to
casting,
unbinding and
dispelling rolls for this unit.
Warp-amulet: Thanquol wears a thrumming green warpstone amulet, the mutating magics of which serve to meld and rapidly heal his or Boneripper’s flesh if either of them is injured.
At the end of the
combat phase, you can
heal D3 wounds allocated to this unit.
Warpfire Braziers: These enormous, fumebelching wrecking balls allow Boneripper to crush the largest foes with ease.
The Attacks characteristic of Warpfire Braziers is equal to double the number of Warpfire Braziers with which this unit is armed.
Warpfire Projectors: These horrific weapons cause the target to be engulfed in searing gouts of warpfire.
Do not use the
attack sequence for an attack made with Warpfire Projectors. Instead, roll x dice for each model in the target unit that is within range, where x is equal to the number of Warpfire Projectors with which this unit is armed. For each 4+, the target suffers 1
mortal wound.
Warpstone Addiction: Thanquol is addicted to warpstone and can consume it in quantities that would kill any other Grey Seer. This serves to supercharge his magics, though not without eroding his sanity and ravaging his scrawny frame.
Once per turn, in your
hero phase, when this unit attempts to
cast a spell, you can say that it will first consume a warpstone token. If you do so, roll 3D6. This roll cannot be re-rolled or modified.
If the 3D6 roll is 13, the spell is successfully cast and cannot be
unbound; however, after the effects of the spell have been resolved, this unit suffers D6
mortal wounds.
If the 3D6 roll was not 13, remove 1 dice of your choice and use the remaining 2D6 as the
casting roll.
Madness: Thanquol twists the perception of a nearby foe so that they lash out at everyone around them - or even attack themselves.
Madness is a spell that has a
casting value of 8 and a range of 3". If successfully cast, pick 1 enemy
HERO within range and visible to the caster and roll a number of dice equal to the combined value of the Attacks characteristics of all melee weapons with which that
HERO is armed. For each 4+, you can pick 1 enemy unit within 3" of that
HERO to suffer 1
mortal wound (you can pick different units to suffer the mortal wounds if you wish).
CHAOS, SKAVEN, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, GREY SEER, THANQUOL |
Ancient and malevolent, this eldritch servant of the Horned Rat is corruption personified, and a single hissed syllable or flick of its sickle-blades can reduce the mightiest foes to a heap of putrid ooze in seconds.
Prehensile Tails |
| Prehensile Tails | 6" | | 3+ | 3+ | -1 | 1 |
Plaguereapers |
| Plaguereapers | 1" | | 3+ | 3+ | -2 | 2 |
0-6 | 12" | 4 | 2D6 |
7-8 | 10" | 3 | 3D3 |
9-10 | 8" | 2 | D6 |
11+ | 6" | 1 | D3 |
Unit Size: 1 Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Verminlord Corruptor is armed with Plaguereapers and Prehensile Tails.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This unit has a
ward of 5+.
Plaguereapers: These sickle-like blades drip with the accumulated filth of a thousand diseased middens. The slightest nick or cut from them poisons the blood and reduces flesh to sloughing slime.
If the unmodified
hit roll for an attack made with Plaguereapers is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Plaguemaster: A Verminlord Corruptor is utterly infested with hideous parasites that spill forth to bedevil its foes, even as its unholy miasma curdles their breath in their lungs and rots their bones from within.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this unit. On a 4+, that enemy unit suffers D3
mortal wounds.
Lord of Pestilence: The diseased warriors of the Clans Pestilens are driven into an even greater frenzy by the commands of a Verminlord Corruptor.
You can use this
command ability when you pick a friendly
CLANS PESTILENS unit to fight in the
combat phase. That unit must receive the command. Add 1 to
hit rolls and
wound rolls for attacks made by that unit until the end of that phase.
Dreaded Plague: The Verminlord Corruptor vomits up the twisted syllables of a dread invocation, unleashing a horrific ensorcelled plague that spreads like wildfire through the enemy ranks and rapidly reduces its victims to split and seeping corpses.
Dreaded Plague is a spell that has a
casting value of 7 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll a dice for each model in that unit. For each 4+, that unit suffers 1
mortal wound.
CHAOS, SKAVEN, DAEMON, CLANS PESTILENS, NURGLE, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD CORRUPTOR |
Abominations shrouded in darkness and dread, Verminlord Deceivers move like lightning and strike like death’s own blade. Leaping through the aether, they burst from the shadows in a whirlwind of murder before vanishing without trace.
Doomstar |
| Doomstar | 13" | D6 | 3+ | 3+ | -1 | 2 |
Prehensile Tails |
| Prehensile Tails | 6" | | 3+ | 3+ | -1 | 1 |
Warpstiletto |
| Warpstiletto | 1" | 6 | 3+ | | -3 | 2 |
0-6 | 12" | 4 | 2+ |
7-8 | 10" | 3 | 2+ |
9-10 | 8" | 2 | 3+ |
11+ | 6" | 1 | 4+ |
Unit Size: 1 Points: 380
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Verminlord Deceiver is armed with a Warpstiletto, Doomstar and Prehensile Tails.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This unit has a
ward of 5+.
Doomstar: A Doomstar is a triple-bladed throwing star of horrific size whose blades are sharp enough to cut reality itself. When hurled, it scythes down foes in a great circling arc before returning to the Verminlord’s waiting claws.
If the unmodified
hit roll for an attack made by a Doomstar is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
Lord of Assassins: The skulking warriors of the Clans Eshin will attack viciously at the command of a Verminlord Deceiver.
You can use this
command ability when you pick a friendly
CLANS ESHIN unit to fight in the
combat phase. That unit must receive the command. Add 1 to
hit rolls and
wound rolls for attacks made by that unit until the end of that phase.
Shrouded in Darkness: Verminlord Deceivers are wreathed in shifting veils of unnatural shadow that obscure their monstrous forms.
This unit cannot be picked as the target of a shooting attack unless the attacking model is within 9" of this unit.
Dreaded Skitterleap: The Verminlord Deceiver or one of his minions vanishes in a puff of smoke, only to reappear elsewhere on the battlefield an eye-blink later.
Dreaded Skitterleap is a spell that has a
casting value of 6 and a range of 18". If successfully cast, pick 1 friendly
SKAVEN HERO with a Wounds characteristic of 13 or less within range and visible to the caster. Remove that
HERO from the battlefield and set it up again on the battlefield more than 6" from all enemy units. That
HERO cannot move in the following
movement phase.
CHAOS, SKAVEN, DAEMON, CLANS ESHIN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD DECEIVER |
Verminlord Warbringers are toweringly arrogant monstrosities whose every instinct screams for conquest at any price and whose martial skill is preternatural. None can long stand against them before being reduced to gory trophies.
Prehensile Tails |
| Prehensile Tails | 6" | | 3+ | 3+ | -1 | 1 |
Doom Glaive |
| Doom Glaive | 3" | 6 | 3+ | 3+ | -2 | 2 |
Spike-fist |
| Spike-fist | 1" | 2 | 2+ | | -2 | 3 |
0-6 | 12" | 4 | 2+ |
7-8 | 10" | 3 | 2+ |
9-10 | 8" | 2 | 3+ |
11+ | 6" | 1 | 4+ |
Unit Size: 1 Points: 370
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Verminlord Warbringer is armed with a Doom Glaive, Spike-fist and Prehensile Tails.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This unit has a
ward of 5+.
Amidst the Seething Tide: Warbringers draw strength from being immersed in a scrabbling tide of Verminus worshippers.
You can re-roll
wound rolls for attacks made by this unit while it is within 13" of 3 or more friendly
SKAVEN units.
Fist of Verminus Supremacy: Warbringers drive their spike-fists into their enemy’s weak spots, exploiting the slightest gap in their foe’s defences to deliver a bloody coup de grace.
If the unmodified
hit roll for an attack made with a Spike-fist is 6, the Damage characteristic for that attack is 6 instead of 3.
Tyrant of Battle: The fierce warriors of the Clans Verminus will attack with terrible vigour at the command of a Verminlord Warbringer.
You can use this
command ability when you pick a friendly
CLANS VERMINUS unit to fight in the
combat phase. That unit must receive the command. Add 1 to
hit rolls and
wound rolls for attacks made by that unit until the end of that phase.
Dreaded Death Frenzy: With a snarled invocation of goading, the Warbringer triggers the black hunger in its underlings, driving them into a froth-jawed murder frenzy.
Dreaded Death Frenzy is a spell that has a
casting value of 7 and a range of 13". If successfully cast, pick up to D3 friendly
SKAVEN units wholly within range and visible to the caster. Until your next
hero phase, if any models in that unit are slain, those models can fight before they are removed from play.
CHAOS, SKAVEN, DAEMON, CLANS VERMINUS, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD WARBRINGER |
A Verminlord Warpseer is a twisted master of the arcane arts, a rat-daemon possessed of sorcerous knowledge fit to drive mortal minds to madness and the power to unleash screaming maelstroms torn directly from the Realm of Chaos.
Prehensile Tails |
| Prehensile Tails | 6" | | 3+ | 3+ | -1 | 1 |
Doom Glaive |
| Doom Glaive | 3" | 6 | 3+ | | -2 | 2 |
0-6 | 12" | 4 | 2+ |
7-8 | 10" | 3 | 2+ |
9-10 | 8" | 2 | 3+ |
11+ | 6" | 1 | 4+ |
Unit Size: 1 Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Verminlord Warpseer is armed with a Doom Glaive and Prehensile Tails.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This unit has a ward of 5+.
Forth-forth, Children of the Horned Rat!: Verminlord Warpseers are arch-schemers who take command of skaven swarms to further their labyrinthine plots.
Friendly
SKAVEN units wholly within 13" of this unit have a Bravery characteristic of 10.
The Great Manipulators: A Warpseer’s mind boils with plans and intrigues, labyrinthine schemes overlaying and entangling one another into deranged infinity.
This unit counts as 2
MASTERCLAN HEROES for the purposes of the
Always Three Clawsteps Ahead battle trait.
Scry-orb: Conjured out of nothingness, these swirling orbs can show the Warpseer glimpses of the future or be hurled into the enemy’s midst to explode in shattering clouds of madness.
Add 1 to
save rolls for attacks that target this unit. In addition, once per battle, in your
shooting phase, you can pick 1 enemy unit within 13" of this unit and visible to them. That unit suffers D6
mortal wounds, but you cannot use this ability to add 1 to save rolls for attacks that target this unit for the rest of the battle.
Dreaded Warpgale: Screeching dark words in an unholy tongue, the Warpseer parts the veil of reality and draws a ravening gale of unnatural energies forth. The skies darken, clouds of glowing madness spill across the heavens, and bolts of warp lightning lash down to blast the rat-daemon’s enemies into oblivion.
Dreaded Warpgale is a spell that has a
casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D6
mortal wounds. In addition,
run rolls and
charge rolls for that unit are halved until your next
hero phase, and if that unit can
fly, it also cannot fly until your next hero phase.
CHAOS, SKAVEN, DAEMON, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD WARPSEER |
Warpgnaw Verminlords possess the unique ability to bore gnawholes through reality using their dark magic. Hated and envied in equal measure by their daemonic peers, these secretive beings lead skaven swarms to invade the realms wherever it suits their agendas.
Prehensile Tail |
| Prehensile Tail | 6" | | 3+ | 3+ | -1 | 1 |
Gnaw-glaive |
| Gnaw-glaive | 2" | 4 | 3+ | 3+ | -2 | |
0-4 | 12" | 4 | 5 |
5-7 | 10" | 3 | 4 |
8-9 | 8" | 2 | 3 |
10+ | 6" | 1 | 2 |
Unit Size: 1 Points: 275
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single
A Warpgnaw Verminlord is armed with a Prehensile Tail and Gnaw-glaive.
WIZARD: This model can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This model has a
ward of 5+.
Realm Guide: The Warpgnaw Verminlords claim – and none have the courage to gainsay them – that it was they who first bestowed the boon of gnawholes upon the skaven race. Certainly, their knowledge of these twisted ways is second to none, allowing them to squirm through the cracks in reality to fall upon their horrified foes.
Instead of setting up this model on the battlefield, you can place this model to one side and say that it is moving through the cracks in reality as a
reserve unit.
If you do so, at the end of your
movement phase, you can set up this model wholly within 6" of a
Gnawhole in your army and more than 9" from all enemy models.
Terrifying: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any models with this ability.
Splinter-screech: The Warpgnaw Verminlord gives an atonal shriek that rises in pitch until reality itself shivers, shudders, then cracks asunder.
Splinter-screech is a spell that has a
casting value of 5 and a range of 13". If successfully cast, pick 1 enemy model within range and visible to the caster, and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.
CHAOS, SKAVEN, MASTERCLAN, DAEMON, VERMINLORD, MONSTER, HERO, WIZARD, WARPGNAW VERMINLORD |
Leader
The Arch-Warlocks of the Clans Skryre are armour-clad killers whose warp-tech weapons and arcane ability have been the death of countless foes. Though they prefer to lead from the back, Arch-Warlocks are deadly in their own right.
Stormcage Halberd |
| Stormcage Halberd | 2" | D3 | 4+ | 3+ | -2 | 2 |
Piston Claw |
| Piston Claw | 1" | 1 | 4+ | 3+ | -2 | 3 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Arch-Warlock is armed with a Stormcage Halberd and Piston Claw.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Arkhspark Voltik •
Gascloud Chokelung •
Gautfyre Skorch •
Rattlegauge Warplock •
Whyrlblade Threshik
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Warpfire Gauntlet: In an emergency, this weapon can be used to spit a stream of warpfire at the foe.
Once per battle, in your
shooting phase, you can pick 1 enemy unit within 9" of this unit and visible to it, and roll a dice. On a 2+, that unit suffers D3
mortal wounds.
More-more Stormcage!: A stormcage halberd’s generator can be overloaded, if the wielder dares.
Before you make a
hit roll for an attack made with a Stormcage Halberd, you can say that the engineer has overloaded its generator. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1 for an attack made with that weapon in that phase, this unit suffers D3
mortal wounds after all of its attacks have been resolved.
Warp Lightning Storm: The Arch-Warlock summons a crackling tempest to kill-smite his foes.
Warp Lightning Storm is a spell that has a
casting value of 7 and a range of 13". If successfully cast, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D3
mortal wounds.
Alternatively, before making the
casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not
unbound, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers 2xD6 mortal wounds that cannot be negated.
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, ARCH-WARLOCK |
Verminus Clawlords are powerful fighters and cunning leaders, exhorting their chittering followers to overrun the enemy lines. They are most dangerous when caught at bay, for they will fight for their lives with frantic ferocity.
Warpforged Blade |
| Warpforged Blade | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Clawlord is armed with a Warpforged Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Claw-horde
Cornered Fury: A Clawlord in fear for their life fights with unbridled ferocity.
Add the number of wounds allocated to this unit to the Attacks characteristic of this unit’s melee weapons.
Gnash-gnaw on Their Bones!: At a Clawlord’s command, their minions hurl themselves at the foe.
You can use this
command ability when you pick a friendly
CLANS VERMINUS unit to fight in the
combat phase. That unit must receive the command. Add 1 to the Attacks characteristic of that unit’s melee weapons in that phase.
CHAOS, SKAVEN, CLANS VERMINUS, HERO, CLAWLORD |
Those whom influential skaven deem too dangerous to live often become the targets of a Deathmaster from the Clans Eshin. The poisoned ‘weeping blades’ of these supernaturally dexterous killers have slain kings and warlords beyond count.
Eshin Throwing Stars |
| Eshin Throwing Stars | 12" | 5 | 4+ | 4+ | - | D3 |
Weeping Blades |
| Weeping Blades | 1" | 5 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Deathmaster is armed with Eshin Throwing Stars and a Weeping Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Slinktalon
Hidden Killer: Deathmasters often hide amidst the ranks of skaven regiments.
When you select this unit to be part of your army, you can pick 1 friendly
CLANRATS,
STORMVERMIN or
NIGHT RUNNERS unit that is already part of your army to be the unit in which this unit is hiding. Record this information on a separate piece of paper. Do not set up this unit until it is revealed as described next. You cannot hide more than 1
DEATHMASTER in the same unit.
At the start of a
combat phase, if this unit is hidden, you can reveal it. In addition, if the unit in which this unit is hidden is destroyed, you must reveal this unit before the last model in the unit in which it is hidden is removed from play. When you reveal this unit, set it up wholly within 3" of the unit in which it was hidden. If this unit was revealed because the unit in which it was hidden was destroyed, this unit suffers 1
mortal wound after it is set up.
Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified
hit roll for an attack made by this unit is 6, the target suffers D3
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can
run and still
shoot later in the turn.
CHAOS, SKAVEN, CLANS ESHIN, HERO, DEATHMASTER |
Grey Seers are manipulators and master sorcerers who attempt to direct the skaven to ultimate victory at any price. They are dangerous, deranged and more than willing to devour raw warpstone in order to supercharge their magical abilities.
Warpstone Staff |
| Warpstone Staff | 2" | 3 | 4+ | 4+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Grey Seer is armed with a Warpstone Staff.
WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.
Warpstone Tokens: Potentially lethal warpstone is consumed by Grey Seers to aid their spellcasting.
Once per turn, in your
hero phase, when this unit attempts to
cast a spell, you can say that it will first consume a warpstone token. If you do so, roll 3D6. This roll cannot be re-rolled or modified.
If the 3D6 roll is 13, the spell is successfully cast and cannot be
unbound; however, after the effects of the spell have been resolved, this unit suffers D3
mortal wounds that cannot be negated.
If the 3D6 roll was not 13, remove 1 dice of your choice and use the remaining 2D6 as the
casting roll.
Wither: The Grey Seer hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.
Wither is a spell that has a
casting value of 7 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 2D6. If the roll is greater than that unit’s Wounds characteristic, that unit suffers D3
mortal wounds and you can subtract 1 from
hit rolls for attacks made with melee weapons by that unit until your next
hero phase.
CHAOS, SKAVEN, MASTERCLAN, HERO, WIZARD, GREY SEER |
Master Moulders are twisted and cruel. Theirs are the deranged minds behind the creation of the Clans Moulders’ horrific war beasts, and at their command pack after pack of those foul fiends can be unleashed upon the foe.
Warpstone-tipped Lash |
| Warpstone-tipped Lash | 3" | 6 | 3+ | 4+ | -1 | 1 |
Things-catcher |
| Things-catcher | 2" | 4 | 4+ | 4+ | -1 | 2 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Master Moulder is armed with 1 of the following weapon options: Warpstone-tipped Lash; or Things-catcher.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Crack the Whip: Packmasters use their whips to drive their fighting beasts into a battle frenzy.
At the start of your
movement phase, you can pick 1 friendly
CLANS MOULDER PACK unit wholly within 13" of this unit. Until your next movement phase, you can add 3 to
run rolls and
charge rolls for that unit. In addition, until your next movement phase, add 1 to
wound rolls for attacks made with melee weapons by that unit. The same unit cannot benefit from this ability more than once per turn.
Master Moulder: These burly commanders are the breeders, mutators and healers of Clans Moulder.
In your
hero phase, you can pick 1 friendly
CLANS MOULDER PACK unit within 3" of this unit.
Heal D3 wounds allocated to that unit.
Unleash More-more Beasts!: A Master Moulder can order forth more packs of fighting beasts if the tide of battle starts to turn against them.
You can use this
command ability if this unit is on the battlefield when a friendly
CLANS MOULDER PACK unit is destroyed. If you do so, roll a dice. On a 3+, a new replacement unit identical to the one that was destroyed is added to your army. Set up that unit wholly within 12" of this unit and more than 9" from all enemy units. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.
CHAOS, SKAVEN, CLANS MOULDER, HERO, MASTER MOULDER |
Plague Priests shriek blasphemous prayers that unleash the dark diseases of the Great Corruptor upon their foes. Those not wasted away or withered into ooze are swiftly slain by blows from the priests’ warpstone-capped staves and smog-belching censers.
Warpstone-tipped Staff |
| Warpstone-tipped Staff | 2" | D3 | 3+ | 3+ | -1 | 1 |
Plague Censer |
| Plague Censer | 2" | 2 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Plague Priest is armed with a Warpstone-tipped Staff and a Plague Censer.
Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a
charge move in the same turn.
Poisonous Fumes: Plague censers emit huge clouds of noxious gas.
Subtract 1 from
wound rolls for attacks made with melee weapons that target this unit.
Pestilence-pestilence!: With a warpstone tainted glow, the Plague Priest beseeches the Horned Rat to unleash rampant poxes on the battlefield.
Pestilence-pestilence! is a prayer that has an
answer value of 3 and a range of 13". If answered, pick a point on the battlefield within range and visible to the chanter and roll a dice for each unit within 3" of that point. On a 4+, that unit suffers D3
mortal wounds. If that unit is a
CLANS PESTILENS unit,
heal D3 wounds allocated to that unit instead.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, HERO, PRIEST, PLAGUE PRIEST |
Skritch Spiteclaw is a particularly cunning skaven warlord who has assembled an impressive horde of cut-throat vermin to serve his will. Though he prefers that his minions fight and die on his behalf, when cornered, Skritch becomes a whirling dervish of spiked steel and ripping claws.
Wicked Halberd |
| Wicked Halberd | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1
Points: 150
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Skritch Spiteclaw and
Spiteclaw’s Swarm units must be taken as a set. Although taken as a set, each is a separate unit.
Skritch Spiteclaw is armed with a Wicked Halberd.
There Are Always More: Skaven warlords gladly hurl their warriors into the blades of the enemy, content in the knowledge that there are always more Clanrat lives to sacrifice.
At the start of your
hero phase, if this unit is within 13" of a friendly
SPITECLAW’S SWARM unit, you can return D3
slain models to that unit. You cannot return
Krrk the Almost-trusted.
Gnash-gnaw on Their Bones!: At a Clawlord’s command, their minions hurl themselves at the foe.
You can use this
command ability when you pick a friendly
CLANS VERMINUS unit to fight in the
combat phase. That unit must receive the command. Add 1 to the Attacks characteristic of that unit’s melee weapons in that phase.
CHAOS, SKAVEN, CLANS VERMINUS, HERO, CLAWLORD, SKRITCH SPITECLAW |
Slynk Skittershank embodies all the devious cruelty of the Eshin clans. He prefers to ambush his foes, slashing them with twin toxin-dripping blades before scampering into the safety of the shadows, where he can watch them succumb to his agonising concoctions.
Eshin Throwing Stars |
| Eshin Throwing Stars | 12" | 4 | 4+ | 4+ | - | D3 |
Paired Weeping Blades |
| Paired Weeping Blades | 1" | 6 | 3+ | 3+ | -1 | D3 |
Unit Size: 1
Points: 220
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Slynk Skittershank and
Skittershank’s Clawpack units must be taken as a set. Although taken as a set, each is a separate unit.
Slynk Skittershank is armed with Eshin Throwing Stars and Paired Weeping Blades.
Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified
hit roll for an attack made by this unit is 6, the target suffers D3
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can
run and still
shoot later in the turn.
Misdirection: Slynk has perfected the art of lurking near his minions, darting in to strike at the enemy and scurrying away before the foe can strike back.
If this unit is within 1" of a friendly
SKITTERSHANK’S CLAWPACK unit at the start of the
combat phase, the
strike-first effect applies to this unit in that combat phase. In addition, after this unit has fought for the first time in the combat phase, if this unit is within 1" of a friendly
SKITTERSHANK’S CLAWPACK unit, this unit can
retreat.
CHAOS, SKAVEN, CLANS ESHIN, HERO, DEATHMASTER, SLYNK SKITTERSHANK |
Warlock Bombardiers are engineers who develop a particular penchant for weapons that deliver explosive death from extreme range. Their alchemical armaments cause substantial devastation wherever they strike home.
Doomrocket |
| Doomrocket | 18" | D3 | 4+ | 3+ | -1 | 3 |
Firing Pole |
| Firing Pole | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Warlock Bombardier is armed with a Doomrocket and Firing Pole.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Arkhspark Voltik •
Gascloud Chokelung •
Gautfyre Skorch •
Rattlegauge Warplock •
Whyrlblade Threshik •
Rattachak’s Doom-coven
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
More-more Doomrocket!: A doomrocket’s warhead can be overloaded, if the wielder dares.
Before you determine the number of attacks made with a Doomrocket, you can say that the engineer has overloaded its warhead. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1, this unit suffers D3
mortal wounds after all of its attacks have been resolved.
Warp Lightning: The engineer points his claw, and bolts of warp lightning arc outwards.
Warp Lightning is a spell that has a
casting value of 5 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds.
Alternatively, before making the
casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not
unbound, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers D6 mortal wounds that cannot be negated.
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, WARLOCK BOMBARDIER |
Warlock Engineers scurry into battle with arcane engines strapped to their backs and crackling weapons of war clutched in their gnarled claws. Their warp lightning arcs out to make their victims twitch and dance as it burns them alive.
Warplock Pistol |
| Warplock Pistol | 9" | 3 | 3+ | 3+ | -2 | 1 |
Warp-energy Blade |
| Warp-energy Blade | 1" | D3 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Warlock Engineer is armed with a Warplock Pistol and Warp-energy Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Arkhspark Voltik •
Gascloud Chokelung •
Gautfyre Skorch •
Rattlegauge Warplock •
Whyrlblade Threshik
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
More-more Warp Energy!: A warp-energy blade's generator can be overloaded, if the wielder dares.
Before you determine the number of attacks made with a Warpenergy Blade, you can say that the engineer has overloaded its generator. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1, this unit suffers D3
mortal wounds after all of its attacks have been resolved.
Warp Lightning: The engineer points his claw, and bolts of warp lightning arc outwards.
Warp Lightning is a spell that has a
casting value of 5 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds.
Alternatively, before making the
casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not
unbound, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers D6 mortal wounds that cannot be negated.
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, WARLOCK ENGINEER |
Skabbik Plagueseeker is on a holy quest – holy, at least, to the rancid congregations of the Clans Pestilens. Within the Wyrdhollow, he seeks nothing less than an ingredient to one of the Great Plagues, a mythic disease with the power to change the course of history.
Warpstone-tipped Staff |
| Warpstone-tipped Staff | 2" | D3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1
Points: 140
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Skabbik Plagueseeker and
Skabbik’s Plaguepack units must be taken as a set. Although taken as a set, each is a separate unit.
Skabbik Plagueseeker is armed with a Warpstone-tipped Staf
Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a
charge move in the same turn.
Poisonous Fumes: Skabbik’s Plague Burner emits huge clouds of noxious gas.
Subtract 1 from
wound rolls for attacks made with melee weapons that target this unit.
Befoul-befoul!: Skabbik uses his foul knowledge to briefly ravage a portion of the Mortal Realms with a fleeting yet catastrophic shadow of one of the Great Plagues.
Befoul-befoul! is a
prayer that has an
answer value of 3 and a range of 13". If answered, pick an
objective on the battlefield within range and visible to the chanter. That objective is befouled until the start of your next
hero phase (see the
Skabbik’s Plaguepack warscroll). In addition, roll a dice for each friendly and enemy unit
contesting that objective. On a 4+, that unit suffers D3
mortal wounds.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, HERO, PRIEST, PLAGUE PRIEST, SKABBIK PLAGUESEEKER |
The most ostentatious of skaven Clawlords ride into battle mounted upon foul Brood Horrors. These beasts have grown to their immense size by brutally devouring all of their brood-kin, the twisted forms of which still writhe and claw within their fleshy prison.
Warpforged Blade |
| Warpforged Blade | 1" | 3 | 3+ | 3+ | -2 | D3 |
Fangs and Claws |
| Fangs and Claws | 1" | 6 | 3+ | 3+ | -1 | 2 |
Prehensile Tail |
| Prehensile Tail | 3" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single
A Clawlord on Brood Horror is armed with a Warpforged Blade.
MOUNT: This model’s Brood Horror is armed with Fangs and Claws and a Prehensile Tail.
Regenerating Monstrosity: A monstrous masterpiece from the breeding pits of the Clans Moulder, the flesh of a Brood Horror can reknit almost as fast as it can be torn in battle.
In your
hero phase, you can
heal up to D3 wounds allocated to this model.
Mighty Warlord: The sight of any Clawlord riding such an imposing mount does wonders for the uncertain loyalty of the skaven around them.
Add 1 to the Bravery characteristic of friendly
CLANS VERMINUS units while they are wholly within 13" of any friendly models with this ability.
Gnash-gnaw on their Bones: The Clawlord ushers forth his minions to gouge, bite and tear at their prey with murderous intensity.
You can use this
command ability at the start of the
combat phase. The command must be issued by this unit and received by a friendly
CLANS VERMINUS unit. Add 1 to the Attacks characteristic of melee weapons used by that unit in that phase.
CHAOS, SKAVEN, SKAVENTIDE, CLANS VERMINUS, HERO, CLAWLORD, CLAWLORD ON BROOD HORROR |
Battleline
Clanrats overcome their foes through sheer numbers rather than through skill at arms. Individually, they are little threat to a seasoned warrior, but when they gather in their verminous swarms, they can pull down even the champions of the enemy.
Rusty Blade |
| Rusty Blade | 1" | 1 | 4+ | 4+ | - | 1 |
Rusty Spear |
| Rusty Spear | 2" | 1 | 5+ | 4+ | - | 1 |
Unit Size: 20 Points: 100
Battlefield Role: Battleline
Base size: 25mm
Each model in a Clanrats unit is armed with 1 of the following weapon options: Rusty Blade; or Rusty Spear. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Claw-horde
CHAMPION: 1 model in this unit can be a Clawleader. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Clanrat Standard Bearer. This unit can
retreat and still
charge later in the turn if it includes any Clanrat Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Clanrat Bellringer. Add 2 to
run rolls for this unit if it includes any Clanrat Bellringers.
Seething Swarm: Sweeping forward in a chittering mass, Clanrats overwhelm their enemies with their seemingly endless numbers, biting, stabbing, screeching and trampling their own fallen beneath their bloody claws.
At the end of the
battleshock phase, you can return D3
slain models to this unit.
CHAOS, SKAVEN, CLANS VERMINUS, CLANRATS |
Stormvermin are bigger, stronger and more dangerous than the lesser skaven of the Clans Verminus. They have a killer instinct honed by a knack for self-preservation that makes them dangerous foes indeed.
Rusty Halberd |
| Rusty Halberd | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 120
Battlefield Role: Battleline
Base size: 25mm
Each model in a Stormvermin unit is armed with a Rusty Halberd.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Claw-horde
CHAMPION: 1 model in this unit can be a Fangleader. Add 1 to the Attacks characteristic of that model’s Rusty Halberd.
STANDARD BEARER: 1 in every 10 models in this unit can be a Stormvermin Standard Bearer. This unit can
retreat and still
charge later in the turn if it includes any Stormvermin Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Stormvermin Drummer. Add 2 to
run rolls for this unit if it includes any Stormvermin Drummers.
Elite Bodyguards: Stormvermin are especially popular as bodyguards, with every ratman of rank hiring their own pack of arrogant, bullying Stormvermin to show off their might and importance.
If a friendly
SKAVEN HERO is within 3" of this unit, before you
allocate a wound or
mortal wound to that
HERO, or instead of making a
ward roll for a wound or mortal wound that would be allocated to that
HERO, roll a dice. Add 2 to the roll if the
HERO has the
CLANS VERMINUS keyword. On a 4+, that wound or mortal wound is allocated to this unit instead of that
HERO and cannot be negated.
CHAOS, SKAVEN, CLANS VERMINUS, STORMVERMIN |
None
The Doom-Flayer rumbles across the battlefield in a whirling blur of blades, its crew seeking to close the distance to the foe with un-skavenlike eagerness. When its charge hits home, the bloody carnage that ensues is hideous to behold.
Whirling Blades |
| Whirling Blades | 1" | D6 | 3+ | 3+ | -2 | 2 |
Rusty Knives |
| Rusty Knives | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 60
Battlefield Role: None
Base size: 60 x 35mm
Notes: Single
A Doom-Flayer is armed with Whirling Blades and manned byskaven armed with Rusty Knives.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Whyrlblade Threshik
Whirling Death: Doom-Flayers crash into the foe with hellish results, leaving a trail of gore in their wake.
Add 1 to the Attacks characteristic of Whirling Blades if this unit made a
charge move in the same turn.
More-more Whirling Death!: A daring or deranged crew can kick the warpstone generator that powers their Doom-Flayer into overdrive. Sometimes they even survive the experience.
Before you determine the Attacks characteristic of Whirling Blades, you can say that the crew has kicked the generator into overdrive. If you do so, roll 2D6 to determine the Attacks characteristic for that attack instead of D6. However, if you roll either a double or a 7, this unit is destroyed after all of its attacks have been resolved.
Hidden Weapon Team: Clans Skryre weapon teams often lurk unseen amidst large formations of Stormvermin and Clanrats, revealing themselves once they are close enough to use their weapons.
When you select this unit to be part of your army, you can pick 1 friendly
CLANRATS or
STORMVERMIN unit that has 10 or more models and is already part of your army to be the unit in which this unit is hiding. Record this information on a separate piece of paper. Do not set up this unit until it is revealed as described next. You can hide up to 1
WARPFIRE THROWER,
RATLING GUN or
DOOM-FLAYER unit in a
CLANRATS or
STORMVERMIN unit for every 10 models in that
CLANRATS or
STORMVERMIN unit. Hidden Weapon Team units are destroyed if the unit in which they are hiding is destroyed before they are revealed.
At the end of your
charge phase, you can reveal this hidden unit if the unit in which it was hiding made a
charge move in that phase. If you do so, set up this unit wholly within 3" of the unit in which it was hiding (it can be set up within 3" of any enemy units and can
fight in the following
combat phase). A unit set up with this ability is treated as having charged in the same turn.
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, DOOM-FLAYER |
Growing to the size of Gryph-hounds, Giant Rats hunt in huge packs that can overwhelm entire enemy regiments and drag down even the most monstrous foes through sheer weight of numbers.
Vicious Teeth |
| Vicious Teeth | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 6
Points: 60
Battlefield Role: None
Base size: 25mmNotes: You can include 1 unit of this type as a Battleline unit for each
CLANS MOULDER HERO you include in your army.
Each model in a Giant Rats unit is armed with Vicious Teeth.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Wave of Rats: In combat, Giant Rats frantically scramble over each other in their savage eagerness to devour the foe.
Improve the Rend characteristic of this unit’s Vicious Teeth by 1 if it has 3-5 models. Improve the Rend characteristic of this unit’s Vicious Teeth by 2 instead of 1 if it has 6 or more models.
CHAOS, SKAVEN, CLANS MOULDER, PACK, GIANT RATS |
Emerging from positions of concealment at the enemy’s flanks and rear, Gutter Runners fall upon their victims in a storm of flashing blades, hurtling throwing stars and viciously bared fangs.
Eshin Throwing Stars |
| Eshin Throwing Stars | 12" | 3 | 4+ | 4+ | - | 1 |
Punch Dagger and Blade |
| Punch Dagger and Blade | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5 Points: 100
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.
Each model in a Gutter Runners unit is armed with Eshin Throwing Stars and a Punch Dagger and Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Slinktalon
ELITE: Models in this unit can issue commands to their own unit.
Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified
hit roll for an attack made by this unit is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound roll or
save roll).
Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can
run and still
shoot later in the turn.
Sneaky Infiltrators: Gutter Runners are masters of stealth and can sneak up on almost anyone.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating the foe as a
reserve unit. If you do so, at the end of your first
movement phase, you must set up this unit wholly within 6" of a
terrain feature and more than 9" from all enemy units.
CHAOS, SKAVEN, CLANS ESHIN, GUTTER RUNNERS |
Swift and sneaky, clawpacks of Night Runners envelop their enemies before launching vicious assaults to lay them low with volleys of throwing weapons and well-placed blades between the ribs.
Eshin Throwing Weapons |
| Eshin Throwing Weapons | 12" | 1 | 4+ | 5+ | - | 1 |
Stabbing Blade |
| Stabbing Blade | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 90
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.
Each model in a Night Runners unit is armed with Eshin Throwing Weapons and a Stabbing Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Slinktalon
CHAMPION: 1 model in this unit can be a Nightleader. Add 1 to the Attacks characteristic of that model’s Stabbing Blade.
Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified
hit roll for an attack made by this unit is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound roll or
save roll).
Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can
run and still
shoot later in the turn.
Slinking Advance: Night Runners scurry ahead of the main body of a skaven army to harass and slow down the foe.
After deployment but before the first battle round begins, this unit can make a
normal move of up to 2D6".
CHAOS, SKAVEN, CLANS ESHIN, NIGHT RUNNERS |
The Packmasters of the Clans Moulder ply their lashes and their snapping things-catchers to goad their war beasts into battle. Should the foe stray close, those same vicious weapons are readily turned upon them, too.
Herding Whip |
| Herding Whip | 3" | 1 | 4+ | 4+ | - | 1 |
Rusty Blade |
| Rusty Blade | 1" | 2 | 4+ | 4+ | - | 1 |
Things-catcher |
| Things-catcher | 2" | 1 | 4+ | 4+ | -1 | 2 |
Unit Size: 3 Points: 60
Battlefield Role: None
Base size: 25mm
Each model in a Packmasters unit is armed with a Herding Whip and Rusty Blade. 1 in every 3 models can replace their Rusty Blade with a Things-catcher.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Crack the Whip: Packmasters use their whips to drive their fighting beasts into a bat tie frenzy.
At the start of your
movement phase, you can pick 1 friendly
CLANS MOULDER PACK unit wholly within 13" of this unit. Until your next movement phase, you can add 3 to
run rolls and
charge rolls for that unit. In addition, until your next movement phase, add 1 to
wound rolls for attacks made with melee weapons by that unit. The same unit cannot benefit from this ability more than once per turn.
CHAOS, SKAVEN, CLANS MOULDER, PACKMASTERS |
Plague Censer Bearers rush forwards in a foaming frenzy. Maddened by disease, they swing their weapons in devastating arcs, crunching armour, flesh and bone. Few can long endure their assault or the choking clouds of plague-smog that accompany it.
Plague Censer |
| Plague Censer | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 5 Points: 100
Battlefield Role: None
Base size: 32mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS PESTILENS HERO you include in your army.
Each model in a Plague Censer Bearers unit is armed with a Plague Censer.
Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a
charge move in the same turn.
Plague Disciples: Plague Censer Bearers become even more frenzied in the presence of their zealous brethren.
Add 1 to
wound rolls for attacks made by this unit if it is wholly within 18" of any friendly
PLAGUE MONKS units.
Poisonous Fumes: Plague censers emit huge clouds of noxious gas.
Subtract 1 from
wound rolls for attacks made with melee weapons that target this unit.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, PLAGUE CENSER BEARERS |
Driven into battle by their frenzied faith, Plague Monks overwhelm their enemies in a pestilential mass. They hack and stab wildly with their foetid blades, spreading disease and infection with every blow.
Pair of Foetid Blades |
| Pair of Foetid Blades | 1" | 2 | 3+ | 4+ | - | 1 |
Foetid Blade and Woe-stave |
| Foetid Blade and Woe-stave | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 20 Points: 180
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS PESTILENS HERO you include in your army.
Each model in a Plague Monks unit is armed with 1 of the following weapon options: Pair of Foetid Blades; or Foetid Blade and Woe-stave.
CHAMPION: 1 model in this unit can be a Bringer-of-the-Word.
STANDARD BEARER: 1 in every 10 models in this unit can bear an Icon of Entropy. If this unit includes any models bearing Icons of Entropy, each time a model from this unit is slain by an attack made with a melee weapon, before removing that model from play, roll a dice. On a 6, pick 1 enemy unit within 3" of the slain model. That unit suffers 1
mortal wound.
MUSICIAN: 1 in every 10 models in this unit can be a Plague Harbinger. Add 1 to
run rolls and
charge rolls for this unit if it includes any Plague Harbingers.
Book of Woes: The champions of the Plague Monks lead their followers in recitations from foul Books of Woes, endlessly repeating the Liturgus Infectus and Rite of Infection, calling upon the Horned Rat to strike down the enemy with disease.
In your
hero phase, you can pick 1 enemy unit within 13" of this unit’s Bringer-of-the-Word and roll a dice. On a 1-2, nothing happens. On a 3-4, that unit suffers 1
mortal wound. On a 5-6, that unit suffers D3
mortal wounds. This ability has no effect on
NURGLE units.
Foetid Weapons: The weapons that are wielded by Plague Monks are foulsmelling and tainted; even the slightest cut can infect the victim with any number of debilitating diseases.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, that attack has a Rend characteristic of -2 instead of ‘-’.
Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a
charge move in the same turn.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, PLAGUE MONKS |
Monstrous brutes of stitched muscle, melded flesh, lashing talons and snapping jaws, the Rat Ogors of the Clans Moulder are terrifying war beasts whose packs rip through the enemy ranks in a storm of flying limbs and jetting gore.
Warpfire Gun |
| Warpfire Gun | 16" | D3 | 4+ | 3+ | -1 | 2 |
Tearing Claws, Blades and Fangs |
| Tearing Claws, Blades and Fangs | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 2
Points: 130
Battlefield Role: None
Base size: 50mmNotes: You can include 1 unit of this type as a Battleline unit for each
CLANS MOULDER HERO you include in your army.
Each model in a Rat Ogors unit is armed with Tearing Claws, Blades and Fangs. 1 in every 2 models can also be armed with a Warpfire Gun.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Rabid Fury: The snarling rage of a blood-frenzied Rat Ogor pack is a truly terrifying sight to behold.
If the unmodified
hit roll for an attack made with Tearing Claws, Blades and Fangs is 6, that attack scores 2 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
CHAOS, SKAVEN, CLANS MOULDER, FIGHTING BEAST, PACK, RAT OGORS |
When the skaven go to war, their clawpacks often advance amidst a teeming tide of vermin. Immense swarms of rats seethe across the field of battle, engulfing those who fall and devouring any unfortunate enough to stand in their path.
Gnawing Teeth |
| Gnawing Teeth | 1" | 5 | 5+ | 5+ | - | 1 |
Unit Size: 2 Points: 60
Battlefield Role: None
Base size: 50mm
Each model in a Rat Swarms unit is armed with Gnawing Teeth.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Endless Tide of Rats: There are always more rats. And more. And more. And even more.
At the end of the
battleshock phase, you can return 1 slain model to this unit.
CHAOS, SKAVEN, CLANS MOULDER, PACK, RAT SWARMS |
When its handle is cranked, the Ratling Gun’s barrels whir up to speed with a scream. The weapon spits warp-laced bullets into the enemy, mowing down foe after foe - at least until it detonates with a sound like a bomb going off in a clockmaker’s workshop.
Ratling Gun |
| Ratling Gun | 12" | 2D6+3 | 4+ | 4+ | -1 | 1 |
Rusty Knives |
| Rusty Knives | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 60
Battlefield Role: None
Base size: 60 x 35mm
Notes: Single
A Ratling Gun is a single model armed with a Ratling Gun and Rusty Knives.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Rattlegauge Warplock
More-more Warplead!: A Ratling Gun’s crew can release its gimbal-limiter, increasing the gun’s rate of fire at the risk of a catastrophic malfunction.
Before you determine the Attacks characteristic of a Ratling Gun, you can say that the crew are releasing its gimbal-limiter. If you do so, the Attacks characteristic for that attack is 4D6+3 instead of 2D6+3. However, if the roll includes any doubles, this unit is destroyed after all of its attacks have been resolved.
Hidden Weapon Team: Clans Skryre weapon teams often lurk unseen amidst large formations of Stormvermin and Clanrats, revealing themselves once they are close enough to use their weapons.
When you select this unit to be part of your army, you can pick 1 friendly
CLANRATS or
STORMVERMIN unit that has 10 or more models and is already part of your army to be the unit in which this unit is hiding. Record this information on a separate piece of paper. Do not set up this unit until it is revealed as described next. You can hide up to 1
WARPFIRE THROWER,
RATLING GUN or
DOOM-FLAYER unit in a
CLANRATS or
STORMVERMIN unit for every 10 models in that
CLANRATS or
STORMVERMIN unit. Hidden Weapon Team units are destroyed if the unit in which they are hiding is destroyed before they are revealed.
At the start of your
shooting phase, you can reveal this hidden unit. If you do so, set up this unit wholly within 3" of the unit in which it was hiding and more than 3" from all enemy units. This unit can shoot in the phase in which it is revealed as long as the unit in which it was hiding did not
run in the same turn (it could have
retreated).
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, RATLING GUN |
At the fore of Skittershank’s Clawpack is Snyp Padpaw, a grizzled Clan Stryk veteran. At his side, Kreep Kinwhisper uses a cage filled with screeching ratlings to track down prey. Meanwhile, Krowch’t backstabs his foes with his razor-sharp dagger, and Skulck picks off enemies from afar with his trusty sling.
Eshin Sling |
| Eshin Sling | 12" | 4 | 4+ | 4+ | - | 1 |
Sword and Fighting Claw |
| Sword and Fighting Claw | 1" | 3 | 3+ | 3+ | -1 | 1 |
Bladed Tonfa and Dagger |
| Bladed Tonfa and Dagger | 1" | 2 | 3+ | 3+ | -1 | 1 |
Trifang Triskele and Net |
| Trifang Triskele and Net | 3" | 2 | 4+ | 4+ | - | 1 |
Stabbing Blade |
| Stabbing Blade | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 4
Points: 220
Battlefield Role: None
|
Snyp Padpaw | 32mm |
Kreep Kinwhisper, Krowch’t, Skulck | 25mm |
Notes: Single, Unique.
Slynk Skittershank and Skittershank’s Clawpack units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Skittershank’s Clawpack are Snyp Padpaw, Kreep Kinwhisper, Krowch’t and Skulck. Snyp Padpaw is armed with a Sword and Fighting Claw. Kreep Kinwhisper is armed with a Trifang Triskele and Net. Krowch’t is armed with a Bladed Tonfa and Dagger. Skulck is armed with an Eshin Sling and Stabbing Blade.
Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified
hit roll for an attack made by this unit is 6, the target suffers D3
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
Kinwhisper’s Ratlings: Kreep Kinwhisper’s ratling pets help the Clawpack sneak within striking distance of a foe without the alarm being raised.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating the foe as a
reserve unit. If you do so, when you would set up a friendly
SLYNK SKITTERSHANK during deployment, you can say that it will join this unit infiltrating the foe as a reserve unit.
At the end of your first
movement phase, you must set up this unit on the battlefield, wholly within 6" of a
terrain feature and more than 6" from all enemy units. Then, if
SLYNK SKITTERSHANK joined this unit in reserve, set up that unit within 1" of this unit and more than 6" from all enemy units.
Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can
run and still
shoot later in the turn.
CHAOS, SKAVEN, CLANS ESHIN, SKITTERSHANK’S CLAWPACK |
The Acolytes of the Clans Skryre go to war amidst the tinny wheeze of metal bellows and the perilous clink of poisoned wind globes rattling together. They hurl volleys of these lethal spheres, which shatter in the foe’s midst and choke them horribly to death.
Poisoned Wind Globe |
| Poisoned Wind Globe | 9" | 1 | 3+ | 3+ | -2 | D3 |
Rusty Knife |
| Rusty Knife | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 70
Battlefield Role: None
Base size: 32mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS SKRYRE HERO you include in your army.
Each model in a Skryre Acolytes unit is armed with a Poisoned Wind Globe and Rusty Knife.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Gascloud Chokelung
Quick-quick Volley!: Skryre Acolytes look for opportunities to run forwards and lob their deadly missiles.
This unit can
run and still
shoot later in the turn.
Gas Clouds: Poisoned wind globes are glass or crystal orbs filled with deadly warpstone gas that can engulf an enemy regiment.
Add 1 to
wound rolls for attacks made with a Poisoned Wind Globe if the target unit has 10 or more models.
CHAOS, SKAVEN, CLANS SKRYRE, SKRYRE ACOLYTES |
Skritch Spiteclaw entrusts the command and discipline of his verminous ranks to the sadistic taskmaster Krrk the Almost-trusted. Though for now he is content to spend skaven lives at his master’s command, the foul-spirited Krrk has his own ambitious schemes for power.
Stabbing Blades |
| Stabbing Blades | 1" | 2 | 4+ | 4+ | - | 1 |
Rusty Flail |
| Rusty Flail | 1" | 1 | 4+ | 4+ | - | 1 |
Rusty Spear |
| Rusty Spear | 2" | 2 | 3+ | 4+ | -1 | 1 |
Punch Daggers |
| Punch Daggers | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 4
Points: 150
Battlefield Role: None
Base size: 25mmNotes: Single, Unique.
Skritch Spiteclaw and Spiteclaw’s Swarm units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Spiteclaw’s Swarm are Krrk the Almost-trusted, a festering skaven, a hungering skaven and a lurking skaven. Krrk the Almost-trusted is armed with a Rusty Spear. The festering skaven is armed with Stabbing Blades. The hungering skaven is armed with a Rusty Flail. The lurking skaven is armed with Punch Daggers.
CHAMPION: Krrk the Almost-trusted is the unit champion. Do not take
battleshock tests for this unit if it includes Krrk the Almost-trusted. In addition, if a friendly
SKRITCH SPITECLAW is slain, add 2 to the Attacks characteristic of Krrk’s Rusty Spear for the rest of the battle.
Aversion to Death: Blessed with swift reactions, Spiteclaw's Swarm are quick to scamper out of the path of enemy attacks.
After the first wound or
mortal wound is allocated to this unit in any phase, this unit has a
ward of 5+ until the end of that phase.
CHAOS, SKAVEN, CLANS VERMINUS, SPITECLAW’S SWARM |
Stormfiends are monstrous fusions of vat-bred Rat Ogors and Skryre contraptions. They are the lumbering shock-troops of the Clans Skryre and can sweep away entire enemy units in a heartbeat with their vicious wonder-weapons.
Ratling Cannons |
| Ratling Cannons | 12" | 3D6 | 3+ | 3+ | -1 | 1 |
Windlaunchers |
| Windlaunchers | 24" | 3 | 4+ | 3+ | -3 | D3 |
Warpfire Projectors |
| Warpfire Projectors | 8" | |
Doomflayer Gauntlets |
| Doomflayer Gauntlets | 1" | 2D3 | 3+ | 3+ | -2 | D3 |
Grinderfists |
| Grinderfists | 1" | 4 | 3+ | 3+ | -2 | 2 |
Shock Gauntlets |
| Shock Gauntlets | 1" | 4 | 3+ | 3+ | -1 | 2 |
Clubbing Blows |
| Clubbing Blows | 1" | 4 | 4+ | 3+ | - | 2 |
Unit Size: 3 Points: 310
Battlefield Role: None
Base size: 60mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS SKRYRE HERO you include in your army.
Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Warpfire Projectors and Clubbing Blows; or Windlaunchers and Clubbing Blows.
Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Grinderfists; or Ratling Cannons and Clubbing Blows.
Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Doomflayer Gauntlets and Warpstone-laced Armour; or Shock Gauntlets and Warpstone-laced Armour.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Gascloud Chokelung •
Gautfyre Skorch •
Rattlegauge Warplock •
Whyrlblade Threshik •
Rattachak’s Doom-coven
ELITE: Models in this unit can
issue commands to their own unit.
Doom flayer Gauntlets: Whirling gyroscopic gears make doomflayer gauntlets especially deadly when the bearer charges at a foe.
Add 1 to the Attacks characteristic of Doomflayer Gauntlets if the attacking model made a
charge move in the same turn.
Grinderfist Tunnellers: Grinderfists can be used to create underground tunnels.
If this unit includes any models armed with Grinderfists, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up underground as a
reserve unit. At the end of your
movement phase, you can set up this unit on the battlefield, more than 9" from all enemy units.
Shock Gauntlets: Sometimes the electrical discharge created by a pair of shock gauntlets creates a series of linked explosions.
If the unmodified
hit roll for an attack made with Shock Gauntlets is 6, that attack scores D6 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
Warpfire Projectors: These horrific weapons cause the target to be engulfed in searing gouts of warpfire.
Do not use the
attack sequence for an attack made with Warpfire Projectors. Instead, roll a dice for each model in the target unit that is within range. For each 4+, the target suffers 1
mortal wound.
Warpstone-laced Armour: Stormfiends armed with doomflayer gauntlets or shock gauntlets are protected by heavy plates of warpstone-laced armour.
A model wearing Warpstone-laced Armour has a Wounds characteristic of 7 instead of 6.
Windlaunchers: The gas clouds unleashed by a windlauncher engulf even the largest enemy formations in choking poisonous fumes.
The target of an attack made with Windlaunchers does not have to be visible to the attacking model.
In addition, add 1 to
wound rolls for attacks made with Windlaunchers if the target unit has 10 or more models.
CHAOS, SKAVEN, CLANS MOULDER, CLANS SKRYRE, STORMFIENDS |
The Warp-Grinder uses an energised warp-prong to burn smoking black tunnels through solid rock and any enemy stupid enough to stand in its way. They are both weapons and a means to infiltrate the battlefield.
Warp-Grinder |
| Warp-Grinder | 1" | D6 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 60
Battlefield Role: None
Base size: 60 x 35mm
Notes: Single
A Warp-Grinder is manned by skaven armed with a Warp-Grinder.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Gautfyre Skorch
Tunnel Skulkers: A Warp-Grinder can be used to bore a subterranean tunnel, allowing the clawpack following it to get behind enemy lines.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up tunnelling as a
reserve unit. If you do so, when you would set up another friendly
SKAVEN unit that is not a
MONSTER or a
WAR MACHINE during deployment, you can say that it will join this unit tunnelling as a reserve unit. 1 unit can join this unit in this way.
At the end of your
movement phase, you can set up this unit on the battlefield more than 9" from all enemy units. Then, if a friendly
SKAVEN unit joined this unit in reserve, set up that unit on the battlefield, wholly within 13" of this unit and more than 9" from all enemy units.
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, WARP-GRINDER |
The Warpfire Thrower is a truly horrific and highly unstable weapon that fires jetting sheets of sticky warpstone-infused oils. These ignite upon contact with air and burn furiously through flesh, stone, metal and bone.
Warpfire Thrower |
| Warpfire Thrower | 8" | |
Rusty Knives |
| Rusty Knives | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 70
Battlefield Role: None
Base size: 60 x 35mm
Notes: Single
A Warpfire Thrower is manned by skaven armed with a Warpfire Thrower and Rusty Knives.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Gautfyre Skorch
Warpfire Thrower: This horrific weapon causes the target to be engulfed in searing gouts of warpfire.
Do not use the
attack sequence for an attack made with a Warpfire Thrower. Instead, roll a dice for each model in the target unit that is within range. For each 4+, the target suffers 1
mortal wound.
More-more Warpfire!: A Warpfire Thrower’s crew can disable the weapon’s flow regulator, allowing it to unleash great, uncontrolled gouts of warpfire at the risk of immolating themselves.
Before you pick the target for an attack made with a Warpfire Thrower, you can say that the crew are disabling the flow regulator. If you do so, increase the Range characteristic to 12" for that attack and add 1 to the roll that determines if an enemy model suffers 1
mortal wound. However, for each unmodified 1, this unit suffers 1 mortal wound after all of its attacks have been resolved.
Hidden Weapon Team: Clans Skryre weapon teams often lurk unseen amidst large formations of Stormvermin and Clanrats, revealing themselves once they are close enough to use their weapons.
When you select this unit to be part of your army, you can pick 1 friendly
CLANRATS or
STORMVERMIN unit that has 10 or more models and is already part of your army to be the unit in which this unit is hiding. Record this information on a separate piece of paper. Do not set up this unit until it is revealed as described next. You can hide up to 1
WARPFIRE THROWER,
RATLING GUN or
DOOM-FLAYER unit in a
CLANRATS or
STORMVERMIN unit for every 10 models in that
CLANRATS or
STORMVERMIN unit. Hidden Weapon Team units are destroyed if the unit in which they are hiding is destroyed before they are revealed.
At the start of your
shooting phase, you can reveal this hidden unit. If you do so, set up this unit wholly within 3" of the unit in which it was hiding and more than 3" from all enemy units. This unit can shoot in the phase in which it is revealed as long as the unit in which it was hiding did not
run in the same turn (it could have
retreated).
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, WARPFIRE THROWER |
Skabbik’s Plaguepack wetly skitter forth to bring pestilence, rot and death to the enemies of the Great Horned Rat. Should the Plague Priest’s noisome acolytes succeed in their task, the Mortal Realms themselves may be entirely reduced to a rancid, rotting mulch.
Plague Censer |
| Plague Censer | 1" | 4 | 3+ | 3+ | -1 | 2 |
Plaguepack Weapons |
| Plaguepack Weapons | 1" | 3 | 3+ | 4+ | - | 1 |
Aura of Corruption |
| Aura of Corruption | 1" | |
Unit Size: 5
Points: 140
Battlefield Role: None
|
Rabidus Skench | 28.5mm |
4 x Skabbik’s Plaguepack | 25mm |
Notes: Single, Unique.
Skabbik Plagueseeker and Skabbik’s Plaguepack units must be taken as a set. Although taken as a set, each is a separate unit.
Each model in this unit is armed with Plaguepack Weapons.
RABIDIUS SKENCH: 1 model in this unit is Rabidius Skench. That model is armed with a Plague Censer instead of Plaguepack Weapons.
SKRITTER: 1 model in this unit is Skritter. That model is armed with an Aura of Corruption instead of Plaguepack Weapons.
Aura of Corruption: Skritter the plague rat carries with it a huge chunk of warpstone, which radiates enough corruption to melt flesh from bone.
Do not use the
attack sequence for an attack made with an Aura of Corruption. Instead, roll a dice for each enemy unit that is within range. On a 4+, that unit suffers D3
mortal wounds.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, PLAGUE MONKS, SKABBIK’S PLAGUEPACK |
Of all the skittering creatures that emerge from skaven gnawholes, few can tear apart an enemy army faster than a Brood Horror. Its layers of sagging flab and bulging muscles reknit constantly, allowing the rat-beast to fight on despite the most grievous wounds.
Fangs and Claws |
| Fangs and Claws | 1" | 6 | 3+ | 3+ | -1 | 2 |
Prehensile Tail |
| Prehensile Tail | 3" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 170
Battlefield Role: None
Base size: 120 x 92mm
Notes: Single
A Brood Horror is armed with Fangs and Claws and a Prehensile Tail.
Regenerating Monstrosity: A monstrous masterpiece from the breeding pits of the Clans Moulder, the flesh of a Brood Horror can reknit almost as fast as it can be torn in battle.
In your
hero phase, you can
heal up to D3 wounds allocated to this model.
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, FIGHTING BEAST, BROOD HORROR |
Poisoned Wind Mortar |
| Poisoned Wind Mortar | 6-22" | 1 | 4+ | 4+ | -2 | D6 |
Rusty Knives |
| Rusty Knives | 1" | 2 | 5+ | 4+ | - | 1 |
Unit Size: 1 Points: 70
Battlefield Role: None
Notes: Single
A Poisoned Wind Mortar is armed with a Poisoned Wind Mortar and Rusty Knives.
More-more Range: Before shooting with this unit’s Poisoned Wind Mortar, you can roll a dice. If you do so, on a 1, this unit suffers D3
mortal wounds and you cannot shoot with this unit in that phase. On a 2+, the Range characteristic for that attack is 12-30" instead of 6-22".
Gas Cloud: Add 1 to hit rolls for attacks made with a Poisoned Wind Mortar if the target unit has 10 or more models.
CHAOS, SKAVEN, SKAVENTIDE, CLANS SKRYRE, POISONED WIND MORTAR |
Creatures of pure nightmare, Skin Wolves are draped in the tattered remains of their human flesh. Their malice and fury are incomparable, and with long-clawed fingers they shred their victims to ribbons and feast upon the remains.
Teeth and Claws |
| Teeth and Claws | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 170
Battlefield Role: None
Each model in a skin Wolves unit is armed with Teeth and Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Bounding Predators: These deadly creatures can move at frightening speed.
This unit can
run and still
charge later in the turn.
Terrifying Bloodlust: Skin Wolves have a natural predatory instinct to hunt. With the taint of Chaos running through their veins, this bloodlust is amplified beyond imagining.
If the unmodified
hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
Engineered by the insane masterminds of the Clans Moulder, Wolf Rats are grotesquely mutated attack beasts. Their chisel-like fangs are capable of piercing armour and crushing bone, and the taste of blood whips them into a vicious frenzy.
Chisel-like Fangs |
| Chisel-like Fangs | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5 Points: 110
Battlefield Role: None
Base size: 75 x 42mm
Each model in a unit of Wolf Rats is armed with Chisel-like Fangs.
Blood-crazed: The scent of fresh blood sends these normally craven beasts into madness, their bloodlust rendering them immune to fear.
Do not take battleshock tests for this unit while it is within 3" of an enemy unit.
Snapping Jaws: A Wolf Rat’s frenzy reaches its height when it crashes into the foe.
Add 1 to
wound rolls for attacks made by this unit if it made a
charge move in the same turn.
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, PACK, WOLF RATS |
Behemoth
Amongst the most deranged inventions of the Clans Skryre, the Doomwheel is a rumbling war engine that crushes enemies to a bloody paste while spitting bolts of warp lightning into their midst.
Warp Bolts |
| Warp Bolts | 13" | D6 | 3+ | 3+ | -1 | D3 |
Grinding Wheel |
| Grinding Wheel | 1" | D6 | 3+ | 3+ | -1 | 1 |
Teeth and Knives |
| Teeth and Knives | 1" | 6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Behemoth
Base size: 105 x 70mm
Notes: Single
A Doomwheel is armed with Warp Bolts and a Grinding Wheel and manned by a skaven engineer armed with Teeth and Knives.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Whyrlblade Threshik
Rolling Doom: A Doomwheel will mercilessly crush anything in its path.
When this unit moves, it can pass across models with a Wounds characteristic of 3 or less in the same manner as a unit that can
fly. In addition, after this unit has moved, roll a dice for each unit that has any models it passed across and for each other unit within 1" of this unit at the end of the move. On a 2+, that unit suffers D3
mortal wounds.
More-more Speed!: The engineer piloting a Doomwheel can goad the rats that propel it into making it move faster, but they risk the rodents turning and attacking their tormentor.
When you make a
normal move with this unit, you can re-roll the roll that determines its Move characteristic. However, if any of those dice are an unmodified 1, your opponent makes that normal move with this unit instead of you.
More-more Warp Bolts!: A daring or foolhardy engineer pilot can overload their Doomwheel’s warp Iightning generator.
Before you determine the Attacks characteristic of Warp Bolts, you can say that the engineer is overcharging the warp lightning generator. If you do so, the Attacks characteristic for that attack is 2D6 instead of D6. However, if you roll a double, this unit suffers 2D6
mortal wounds after all of its attacks have been resolved.
CHAOS, SKAVEN, CLANS SKRYRE, WAR MACHINE, DOOMWHEEL |
Living nightmares, Hell Pit Abominations are misshapen monstrosities of immense size that squirm, lurch and drag their way into battle. Their grotesque assemblages of snapping jaws, lashing talons and crushing fists make short work of the foe.
Avalanche of Flesh |
| Avalanche of Flesh | 3" | |
Gnashing Teeth |
| Gnashing Teeth | 1" | 6 | 3+ | 3+ | | 2 |
Flailing Fists |
| Flailing Fists | 1" | | 3+ | 3+ | -1 | 3 |
0-6 | -3 | 6 | 2+ |
7-8 | -3 | 5 | 3+ |
9-10 | -2 | 4 | 4+ |
11+ | -1 | 3 | 5+ |
Unit Size: 1 Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Hell Pit Abomination is armed with Gnashing Teeth, Flailing Fists and an Avalanche of Flesh.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Avalanche of Flesh: A Hell Pit Abomination can rear up to its fullest height before crashing back to the ground, crushing foes beneath its sickening bulk.
Do not use the
attack sequence for an attack made with an Avalanche of Flesh. Instead, roll a number of dice equal to the number of models in the target unit that are within range. You can re-roll any of the dice if this unit made a
charge move in the same turn. For each roll that is equal to or greater than the Avalanche of Flesh value shown on this unit’s
damage table, the target suffers 1
mortal wound.
Regenerating Monstrosity: Hell Pit Abominations are notoriously difficult to slay and can even regrow severed limbs.
In your
hero phase, you can
heal up to D3 wounds allocated to this unit.
Warpstone Spikes: The warpstone spikes driven into the flesh of a Hell Pit Abomination make it highly resistant to magical spells.
Each time this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Too Horrible to Die: As it twitches in its last shuddering death throes, there is a chance that the Abomination’s unholy metabolism will restart one of its many foul hearts or, at the very least, that its carcass will disgorge the revolting tide of parasitic rats that had been gnawing upon its innards.
The first time this unit is destroyed, before removing it from the battlefield, roll a dice and look up the roll on the table below.
D6 | Result | 1 | Dead: Remove this unit from play as normal. | 2-4 | The Rats Emerge: All units within 3" of this unit suffer D3 mortal wounds. Then remove this unit from play. | 5-6 | It’s Alive!: This unit is not destroyed. Instead, heal D6 wounds allocated to it, and any wounds or mortal wounds that remain to be allocated to it are negated and have no effect. |
|
CHAOS, SKAVEN, CLANS MOULDER, FIGHTING BEAST, MONSTER, HELL PIT ABOMINATION |
Chaos Siege Gargants are towering, iron-clad brutes. Equipped with immense hooked blades and massive weighted chains, these monstrosities can tear through fortifications and enemy armies with contemptuous ease.
Colossal Hook-blades |
| Colossal Hook-blades | 3" | | 4+ | 3+ | -1 | 2 |
Lashing Chains |
| Lashing Chains | 2" | D6 | 3+ | 5+ | - | 1 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Notes: Single
A Chaos Siege Gargant is armed with Colossal Hook-blades and Lashing Chains.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Scaling Spikes and Chains: Resembling a living war machine, Siege Gargants are covered in various hooks, spikes and chains that make it easy for them to clamber over high walls and crush obstacles.
If you carry out a Smash To Rubble
monstrous rampage with this model, the
terrain feature is
demolished on a 2+ instead of a 3+.
Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 3" of that point suffers D3
mortal wounds unless it is a
GARGANT. This model is then removed from play.
CHAOS, GARGANT, MONSTER, SIEGE GARGANT |
A Chaos War Mammoth is an immense beast capable of crushing scores of lesser creatures to bloody paste beneath its trampling feet, and of goring foes with its huge tusks, each of which carries the force of a battering ram.
Marauder Javelins and Axes |
| Marauder Javelins and Axes | 10" | 8 | 5+ | 5+ | - | 1 |
Goring Tusks |
| Goring Tusks | 3" | 1 | |
Trampling Feet |
| Trampling Feet | 1" | | 4+ | 3+ | -2 | D3 |
0-10 | 12" | 5 | 10 |
11-14 | 10" | 4 | 8 |
15-19 | 8" | 3 | 6 |
20+ | 6" | 2 | 4 |
Unit Size: 1 Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single
A Chaos War Mammoth is armed with Goring Tusks and Trampling Feet.
CREW: This model has a Marauder crew, who are armed with Marauder Javelins and Axes.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords:
KHORNE,
TZEENTCH,
NURGLE,
SLAANESH or
UNDIVIDED.
Crushing Fall: To be caught under the falling bulk of a dying War Mammoth is to meet a horrible death.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 4" of that point suffers D6
mortal wounds. This model is then removed from play.
Goring Tusks: The enormous tusks of the Chaos War Mammoth can impale the largest of monsters, leaving them with grievous wounds.
Do not use the
attack sequence for an attack made with Goring Tusks. Instead, roll a number of dice equal to the Goring Tusks value shown on the damage table above. Add 1 to the roll if the target unit is a
MONSTER. For each 3+, the target unit suffers D3
mortal wounds.
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH |
A Curs’d Ettin is a hideous monstrosity of fused kinsmen, two souls trapped within one malformed body. Lured to battle with promises of meat and death, the bickering siblings crush their foes with ponderous swings of their single, club-like arm.
Crushing Fist |
| Crushing Fist | 2" | 1 | | 3+ | -2 | D6 |
Stomp |
| Stomp | 1" | | 4+ | 3+ | -1 | 2 |
0-6 | 10" | 2+ | 5 |
7-8 | 8" | 3+ | 4 |
9-10 | 7" | 3+ | 3 |
11+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
The Curs’d Ettin is armed with a Crushing Fist and Stomps.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Cannibal Feast: Whatever the Curs’d Ettin crushes it feasts upon, its strange physiology enabling it to grow stronger with each kill.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Gibbering Curse: The incessant argumentative gibbering that comes from the Curs’d Ettin’s two heads carries the power of Chaos, driving those who hear it insane.
At the start of your
hero phase, roll 2D6 for each enemy unit within 3" of this model. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D3
mortal wounds.
Two-headed Horror: The Curs’d Ettin’s two heads eternally bicker with each other, but there is one thing they always agree upon – the need for fresh meat!
At the start of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 2 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.
CHAOS, MORTAL, MONSTER, CURS’D ETTIN |
Some monstrous creatures of the Mortal Realms have been twisted beyond all recognition by the energies of Chaos, becoming hulking abominations that exist only to satiate their uncontrollable urge for carnage and slaughter.
Freakish Mutations |
| Freakish Mutations | 2" | 2D6 | 3+ | 3+ | - | 1 |
Slavering Maws |
| Slavering Maws | 1" | D6 | 4+ | 3+ | | D3 |
0-4 | 3D6" | -2 |
5-6 | 2D6" | -2 |
7-8 | 2D6" | -1 |
9+ | D6" | -1 |
Unit Size: 1 Points: 195
Battlefield Role: Behemoth
Notes: Single
A Gigantic Chaos Spawn is armed with Freakish Mutations and Slavering Maws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords:
KHORNE,
TZEENTCH,
NURGLE,
SLAANESH or
UNDIVIDED.
Plaything of the Dark Gods: Gifts bestowed by the Dark Gods can bless the receiver with a bounty of strength and stamina – or they can be the complete opposite, causing excruciating pain and anguish.
At the start of your
hero phase, roll a dice. On a 1, this model suffers D3
mortal wounds. On a 2+, you can
heal up to D3 wounds allocated to this model. If you roll a 2+ and no wounds are allocated to this model, add D3 to its Wounds characteristic for the rest of the battle instead of healing D3 wounds.
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN |
Twisted and malignant, these dragons are ruinous creatures that spit gouts of mutating warpfire. Should one of these spite-filled beasts be slain, its body will erupt in a nova of anarchic energy, reducing its foes to mounds of malformed flesh.
Warpfire |
| Warpfire | 12" | 1 | |
Snapping Jaws |
| Snapping Jaws | 2" | D3 | 3+ | | -1 | D6 |
Twisted Claws |
| Twisted Claws | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 12" | 3+ | 5 |
6-7 | 10" | 3+ | 4 |
8-9 | 8" | 4+ | 3 |
10+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
Notes: Single
A Warpfire Dragon is armed with Warpfire, Snapping Jaws and Twisted Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Deadly Demise: Even in their last moments, these creatures are deadly, and those arrogant enough to believe they have won victory are soon bloodily corrected.
If this model is slain, before it is removed from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds. This model is then removed from play.
Warpfire: These scintillating flames cause flesh and bone to undergo rapid and grotesque mutations, reshaping those touched into utterly grotesque configurations of their former selves.
Do not use the
attack sequence for an attack made with this model’s Warpfire. Instead roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3
mortal wounds. On a 6, the target unit suffers D6 mortal wounds.
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON |
Artillery
Rotten wood creaks as the throwing arm of the Plagueclaw is cranked slowly back. Foul plague-slop is loaded into the weapon’s claw before being launched in a high arc to rain infectious filth down upon the enemy lines.
Plagueclaw Catapult |
| Plagueclaw Catapult | 6"-30" | 1 | 3+ | 2+ | -2 | D6 |
Rusty Knives |
| Rusty Knives | 1" | D6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single
A Plagueclaw is manned by skaven armed with a Plagueclaw Catapult and Rusty Knives.
Barrage of Disease: A Plagueclaw hurls great globs of diseased filth at its targets.
The target of an attack made with a Plagueclaw Catapult does not have to be visible to the attacking model. In addition, if the target unit has 10 or more models, add 1 to
hit rolls for attacks made with a Plagueclaw Catapult and increase the Damage characteristic to 2D6.
Hideous Death: Those splashed by this weapon’s semi-congealed liquid ammunition die horribly, their skin sloughing off in clumps and their bodies erupting in glistening sores.
Add 2 to
battleshock rolls for units targeted by any friendly units with this ability during that turn.
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, WAR MACHINE, PLAGUECLAW |
The Warp Lightning Cannon channels energy from a huge chunk of refined warpstone in order to send roiling blasts of green-and-black lightning hurtling across the battlefield.
Warp Lightning Blast |
| Warp Lightning Blast | 24" | |
Teeth and Knives |
| Teeth and Knives | 1" | D6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 130
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single
A Warp Lightning Cannon is armed with a Warp Lightning Blast and manned by a skaven crew armed with Teeth and Knives.
Warp Lightning Blast: A Warp Lightning Cannon fires bolts of pure warp lightning that disintegrate any who are caught by them.
Do not use the
attack sequence for an attack made with a Warp Lightning Blast. Instead, roll a dice to determine the power of that attack. Then roll 6 more dice. For each roll that is equal to or greater than the power of that attack the target suffers 1
mortal wound.
More-more Warp Lightning!: A Warlock Engineer can increase the power output of a Warp Lightning Cannon at the risk of harming the weapon and its crew.
Before you roll the dice to determine the power of an attack made with a Warp Lightning Blast, if there is a friendly
WARLOCK ENGINEER within 3" of this unit, you can say that the engineer will increase the weapon’s power output. If you do so, roll 12 more dice instead of 6 more dice for that attack. However, for each unmodified roll of 1 on those 12 dice, this unit suffers D3
mortal wounds after the attack has been resolved. The same unit cannot benefit from this ability more than once per phase.
CHAOS, SKAVEN, CLANS SKRYRE, WAR MACHINE, WARP LIGHTNING CANNON |
Long-barrelled rifles that fire glowing warp-bullets from behind bulky pavises, Warplock Jezzails are so sizeable that they require two trained skaven to operate them and can blast an armoured cavalryman from their saddle at thirteen hundred paces.
Warplock Jezzail |
| Warplock Jezzail | 30" | 1 | 3+ | 3+ | -2 | 2 |
Rusty Knives |
| Rusty Knives | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 3 Points: 110
Battlefield Role: Artillery
Base size: 60 x 35mm
Notes: Single
Each model in a Warplock Jezzails unit is armed with a Warplock Jezzail and Rusty Knives.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Rattlegauge Warplock
Warpstone Snipers: The Warplock Jezzail fires a bullet made of highly toxic warpstone.
If the unmodified
hit roll for an attack made with a Warplock Jezzail is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
Pavisc: The pavise carried by a Warplock Jezzail team shields them from harm and can be used to steady their long-barrelled weapon.
You can add 1 to
hit rolls for attacks made with Warplock Jezzails if this unit remains stationary in the same turn. In addition, add 1 to
save rolls for attacks made with missile weapons that target this unit.
CHAOS, SKAVEN, CLANS SKRYRE, WARPLOCK JEZZAILS |
Faction Terrain Feature
| | |
| Gnawholes split the skin of reality, tearing open like lesions and allowing frenzied skaven swarms to spill forth. Manifesting as whirling green portals, gaping black holes, fume-wreathed chasms and countless other malignant phenomena, these tunnels through reality seep with the ruinous energies of the Horned Rat. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
FACTION TERRAIN: Only Skaven armies can include this faction terrain feature. For each faction terrain feature a Skaven army can include, it can include up to 3 Gnawhole faction terrain features instead.
SET-UP: After territories are determined, you can set up this faction terrain feature more than 3" from all objectives and other terrain features, more than 18" from all other Gnawholes in your army, and wholly within 8" of the battlefield edge. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.
IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).
Tunnels Through Reality: The skaven can move through gnawholes to invade any corner of the Mortal Realms.
Once per turn, at the end of your movement phase, you can pick 1 friendly SKAVEN unit wholly within 6" of this terrain feature and remove it from the battlefield. Set up that unit again wholly within 6" of a different Gnawhole in your army that does not have any enemy units within 3" of it, and more than 9" from all enemy units. Designer’s Note: You can use this ability once per turn with each Gnawhole faction terrain feature in your army that is on the battlefield.
Aura of the Horned Rat: Gnawholes emit unholy radiation that empowers skaven spellcasters and priests.
Add 1 to chanting rolls for friendly SKAVEN PRIESTS within 3" of this terrain feature, and add 1 to casting, dispelling and unbinding rolls for friendly SKAVEN WIZARDS within 3" of this terrain feature. | |
| | |
Endless Spell
| | |
| Swirling vapours boil from the yawning maw of the spell’s caster, billowing into an unnatural cloud. Lightning flashes amidst the gloomy mass, silhouetting a huge bell that swings in mid-air, tolling out the doom of those who dare resist the skaventide. Unit Size: - Points: 30 Battlefield Role: Endless Spell Base size: 40mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 13". If successfully cast, set up the endless spell wholly within range and visible to the caster, more than 1" from all models, other endless spells and invocations. Only SKAVEN WIZARDS can attempt to summon this endless spell.
Apocalyptic Doom: With a deafening explosion, the Bell of Doom splits asunder.
After this endless spell has moved, roll 3D6. On a 13, each unit within 13" of this endless spell suffers D3 mortal wounds, and then this endless spell is removed from play.
Boldness or Despair: The dreadful ringing of the Bell of Doom fills the minds of the skavens foes with a deep despair while emboldening the normally cowardly ratmen.
Do not take battleshock tests for SKAVEN units wholly within 13" of this endless spell. Subtract 1 from the Bravery characteristic of other units within 13" of this endless spell. | |
| | |
| | |
| An endless tide of unholy vermin pours through the cracks in reality, their eyes aglow and their fangs unnaturally sharp. This conjured swarm can strip even an armoured warrior to the bone in moments. Unit Size: - Points: 30 Battlefield Role: Endless Spell Base size: 120 x 92mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up the endless spell wholly within range and visible to the caster, more than 1" from all models, other endless spells and invocations. Only SKAVEN WIZARDS can attempt to summon this endless spell.
Ravening Horde: A Vermintide rips and tears indiscriminately at anything in its path.
After this endless spell has moved, the commanding player can pick 1 unit within 3" of it and roll 13 dice. For each 6, that unit suffers 1 mortal wound. In addition, roll 13 dice for each unit that finishes a normal move, run, retreat or charge move within 3" of this endless spell. For each 6, that unit suffers 1 mortal wound. | |
| | |
| | |
| A hurled clawful of warpstone shards swell rapidly in size until they become hovering prisms that crackle furiously with warp lightning. Green-black bolts flash back and forth, forming a lethal cage of energy that blasts apart any who dare too close. Unit Size: - Points: 80 Battlefield Role: Endless Spell Base size: 40mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 13". If successfully cast, set up 1 part of the endless spell wholly within range of the caster, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other (the parts will form a triangle with each part exactly 7" from the other two parts). All of the parts must be set up more than 1" from all models, other endless spells and invocations. Only SKAVEN WIZARDS can attempt to summon this endless spell.
Warp Lightning Bolts: Coruscating bolts of warp lightning leap outwards from the Warp Lightning Vortex, obliterating those nearby.
After this endless spell is set up and at the end of each movement phase, roll a dice for each unit within 6" of this endless spell. Add 1 to the roll if that unit is within 6" of 2 parts of this endless spell. Add 2 to the roll instead if that unit is within 6" of all 3 parts of this endless spell. On a 4+, that unit suffers D3 mortal wounds. On an unmodified roll of 6, that unit suffers D6 mortal wounds instead of D3.
Warp Vortex: The sheer destructive anarchy that surrounds a Warp Lightning Vortex slows the progress of warriors caught in its midst.
Units within 3" of this endless spell cannot run. | |
| | |
Warscroll Battalion
| | |
| Corrupted Earth: As the Virulent Procession advances, the very ground around it is curdled by a wave of pure corruption, transforming inanimate objects into vectors for various appalling diseases.
At the start of your hero phase, you can pick 1 terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds. | |
| | |
| | |
| Corrupted Earth: As the Virulent Procession advances, the very ground around it is curdled by a wave of pure corruption, transforming inanimate objects into vectors for various appalling diseases.
At the start of your hero phase, you can pick 1 terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds. | |
| | |
| | |
| Corrupted Earth: As the Virulent Procession advances, the very ground around it is curdled by a wave of pure corruption, transforming inanimate objects into vectors for various appalling diseases.
At the start of your hero phase, you can pick 1 terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds. | |
| | |
| | |
| Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit. | |
| | |
| | |
| Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit. | |
| | |
| | |
| Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit. | |
| | |
| | |
| Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit. | |
| | |
| | |
| Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit. | |
| | |
| | |
| Personally selected by a Clawlord to serve as their enforcers and living shields, the ratmen of the Claw-hordes fight with particular ferocity. They know that victory in battle brings rewards and riches - and perhaps even a chance to supplant their master. Failure, on the other hand, ensures only death. Claw-picked: The Stormvermin and Clanrats in a Verminus Claw-horde are carefully selected by its Clawlord for their aggression.
You can use this command ability after an enemy unit finishes a charge move. The command can only be issued by the CLAWLORD in this battalion, and the unit that receives the command must be another unit in the same battalion within 12" of that enemy unit and more than 3" from all other enemy units. That unit can attempt a charge in that phase. | |
| | |
| | |
| The horrific war-swarms of the Clans Moulder are known as Fleshmeld Menageries. Corralled by hard-bitten Packmasters, they take the form of wave upon wave of twisted abominations, verminous terrors both large and small that scramble over one another in their desperation to devour the enemy. More-more-more Beasts!: The Master Moulder who commands a Fleshmeld Menagerie has created an almost endless horde of beasts.
If the MASTER MOULDER in this battalion issues the Unleash More-more Beasts! command ability when a unit in the same battalion has been destroyed, a new replacement unit is added to your army on a 2+ instead of a 3+. | |
| | |
| | |
| A Slinktalon is an assassination force of Eshin operatives led by a devious Deathmaster, which closes like a noose of shadow around its victims. Only when they are perfectly poised do the skaven strike as one, unleashing a whirlwind of throwing stars and envenomed blades. Murder-slay, Now-now!: At the Deathmaster's command, the Slinktalon executes its carefully conceived assassination plan.
If the DEATHMASTER in this battalion is hiding in a unit in the same battalion, until the end of the combat phase in which it is set up on the battlefield, add 1 to hit rolls for attacks made by friendly CLANS ESHIN units in the same battalion wholly within 13" of that DEATHMASTER. | |
| | |
| | |
| The Warlock Bombardier Rattachak is known for his obsession with fire, up to and sometimes including being on fire himself. He uses incendiary doomrockets that can set alight everything around them upon detonation, and he ensures that the Stormfiends that escort him to battle are amped up in order to cause the absolute maximum destruction with each volley. Unit Size: - Points: 130 Battlefield Role: Warscroll Battalion Notes: Unique
Rattachak’s More-more-more Doomrocket: Rattachak has spent countless hours and suffered no small amount of personal injury refining the doomrockets he uses in battle and improving the explosive output of the shock gauntlets used by his Stormfiend bodyguards.
You can re-roll hit rolls for attacks made with Rattachak’s Doomrocket and add 1 to that weapon’s Damage characteristic. In addition, add 1 to the Damage characteristic of Shock Gauntlets used by the STORMFIENDS unit in this battalion while it is wholly within 12" of Rattachak. | |
| | |
Regiment of Renown
| | |
| Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission. Unit Size: - Points: 260 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Hargax’s Pit-beasts. Although taken as a set, each is a separate unit.
Bestial Domination: Their will crushed through brutal violence, Hargax’s pit-beasts obey his every bellowed demand.
Once per phase, the OGROID MYRMIDON in this regiment of renown can issue the All-out Attack or All-out Defence command to the FOMOROID CRUSHER or MINDSTEALER SPHIRANX in this regiment of renown without a command point being spent.
The Worthiest Stock: Only the most fearsome creatures are worthy of the gladiatorial menagerie Hargax seeks to corral, and so he constantly looks for opportunities to test them against rival beasts on the battlefield.
At the end of the charge phase, you can pick either the FOMOROID CRUSHER or the MINDSTEALER SPHIRANX in this regiment of renown and 1 enemy MONSTER within 3" of it. If you do so, roll a dice. On a 3+, the strike-last effect applies to both units you picked in the following combat phase. | |
| | |
| | |
| None can say where Magister Thryx first learned to take the essence of destroyed daemons and use it to power living spells. He weaves an unpredictable path across the realms, forever seeking to elude Tzeentch’s gaze. He offers his expertise to any patron who will shelter him and facilitate his lunatic experiments. Unit Size: - Points: 320 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as The Coven of Thryx. Although taken as a set, each is a separate unit.
Skilled Summoner: Thryx is a master at manipulating arcane manifestations.
In the first battle round, after the players have received their starting command points but before the start of the first turn, the MAGISTER in this regiment of renown can automatically cast a spell they know that summons a Disciples of Tzeentch endless spell (do not make a casting roll). That spell cannot be unbound, and that endless spell cannot be dispelled in the first battle round. Set up the endless spell as described in its Summoning rules.
Sparks of Profane Potential: Thryx is adept at harnessing the mutagenic essence of slain daemons, using them to enhance his conjured sorcerous manifestations.
Once per turn, at the end of a phase in which a Horror model in this regiment of renown was slain while its unit was wholly within 12" of the MAGISTER in this regiment of renown, you can pick 1 endless spell on the battlefield that was summoned by that MAGISTER and remove that endless spell from play. If you do so, pick a different endless spell from the list below and set it up as described: - Burning Sigil of Tzeentch: Set up this endless spell wholly within 18" and visible to the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, roll a dice for each unit within 9" of this endless spell. On a 4+, that unit suffers D3 mortal wounds.
- Tome of Eyes: Set up this endless spell within 1" of and visible to the MAGISTER in this regiment of renown, and more than 1" from all other models, other endless spells and invocations. Then, you can attempt to cast The Parchment Curse with the MAGISTER in this regiment of renown as if it were your hero phase.
- Daemonic Simulacrum: Set up this endless spell wholly within 12" of, and visible to, the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, resolve the effect of the Snapping Jaws ability as if the endless spell had just moved.
| |
| | |
| | |
| Unit Size: - Points: 590 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Phulgoth’s Shudderhood. Although taken as a set, each is a separate unit.
Fog of Despair: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.
Subtract 1 from hit rolls for attacks made with missile weapons that target a unit in this regiment of renown.
Disgustingly Resilient: Those favoured by Nurgle are inured to pain: their rotting bodies shrugging off all but the most traumatic damage.
Units in this regiment of renown have a ward of 5+. In addition, at the start of your hero phase, you can heal 1 wound allocated to each unit in this regiment of renown. | |
| | |
| | |
| Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission. |
• | 1 Gunnar Brand | • | 1 The Oathsworn Kin | • | 1 Singri Brand | The following warscrolls are part of the Slaves to Darkness faction: Gunnar Brand; The Oathsworn Kin; and Singri Brand. If your army has a CHAOS general but is not a Slaves to Darkness army, you can include these warscrolls in your army as a special type of ally called the Brand’s Oathbound regiment of renown. If you do so, no other allied units can be included in your army. You can include this Regiment of Renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in the Brand’s Oathbound regiment of renown are considered to be belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
If the Brand’s Oathbound regiment of renown is included in your army, the following ability applies: |
|
Favour of the Gods: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods through his prowess in battle, and with each notable kill he claims, rewards are bestowed upon him and his tribe.
At the end of the combat phase, if any enemy HEROES were slain by an attack made by a friendly GUNNAR BRAND in that phase, he receives the favour of the gods. Each time he receives the favour of the gods, heal all wounds allocated to friendly BRAND’S OATHBOUND units wholly within 18" of him and add 1 to the Attacks characteristic of melee weapons used by friendly BRAND’S OATHBOUND units until the end of the battle. | |
| | |