The skaven are a race of mutant ratmen. They are true beings of Chaos, their every thought turned towards selfish advancement and conquest. Their technologies and magics are powered by the foul substance known as warpstone. Anarchic, prolific and deranged, the skaven are a threat to every living being in the Mortal Realms.
This page contains all of the rules you need to field your Skaven miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Skaven | ||||
Skaven | Battletome | 4 | September 2024 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | October 2026 | |
Battletome Supplement: Skaven Eshin | ||||
Battletome Supplement: Skaven Eshin | Supplement | 4 | October 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | October 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | October 2026 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | October 2026 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Scourge of Aqshy - Skaven | ||||
Scourge of Aqshy - Skaven | Expansion | 4 | July 2026 | |
Ogor Mawtribes | ||||
Ogor Mawtribes | Battletome | 4 | July 2026 | |
Hedonites of Slaanesh | ||||
Hedonites of Slaanesh | Battletome | 4 | June 2026 | |
Spearhead: City of Ash | ||||
Spearhead: City of Ash | Expansion | 4 | April 2026 | |
Spearhead: Skaven – Gnawfeast Clawpack and Warpspark Clawpack | ||||
Spearhead: Skaven – Gnawfeast Clawpack and Warpspark Clawpack | Expansion | 4 | April 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 4 | February 2026 | |
Maggotkin of Nurgle | ||||
Maggotkin of Nurgle | Battletome | 4 | January 2026 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Helsmiths of Hashut | ||||
Helsmiths of Hashut | Battletome | 4 | September 2025 | |
Blades of Khorne | ||||
Blades of Khorne | Battletome | 4 | July 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
Scourge of Ghyran - Skaven | ||||
Scourge of Ghyran - Skaven | Expansion | 4 | May 2025 | |
Slaves to Darkness | ||||
Slaves to Darkness | Battletome | 4 | December 2024 | |
| Q: | If one of the WAR MACHINES in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? |
| A: | Yes. |
| Q: | Can a MUTATED MENAGERIE Hell Pit Abomination that is picked as the target of the ‘Rampaging Demise’ ability avoid being destroyed if I roll a 5 or 6 on the ‘Too Horrible To Die’ ability? |
| A: | Yes. |
| Q: | If a Warp-Grinder picks another Warp-Grinder unit to be set up in the tunnels below using the ‘Tunnel Skulkers’ ability, can both of those units use the ‘Warp-Ambush’ ability to attempt to set up the units on the battlefield? |
| A: | Yes. |
| Q: | If a flying unit passes across a Gnawhole, does it ignore the effect of the ‘Volatile Ground’ ability since the ‘Fly’ ability means that units ignore terrain features while moving? |
| A: | No. The unit still counts as having passed across the Gnawhole, so the effect applies. |
| Q: | If an enemy unit is affected by the ‘Gaze of the Gnaw’ ability and must attack Vizzik Skour, can the models in that unit that are not within combat range of Vizzik Skour after piling in attack? |
| A: | No. |
| Q: | When using the Grey Seer’s ‘Warpstone Shards’ ability, if the 3D6 casting roll includes 2 or more rolls of 1 (before removing one of the dice), is that spell miscast? |
| A: | Yes. |
| Q: | If I pick a friendly Stormfiends unit as the target of the ‘Filth-crust’ prayer with a chanting roll of 8+, how would the Crit (Mortal) weapon ability interact with the ‘Shock Gauntlets’ ability? |
| A: | The Crit (Mortal) weapon ability would inflict mortal damage on the target unit equal to the Damage characteristic and the attack sequence would end, so ‘Shock Gauntlets’ would have no further effect. |
| Q: | Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown? |
| A: | No. That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown. |
| Q: | If I successfully cast ‘Gnaw Through Reality’ on a Scourge of Ghyran Grey Seer on Screaming Bell, could I then use ‘Tunnels Through Reality’ to remove that unit and set it up wholly within 6" of another friendly Gnawhole? |
| A: | No. ‘Gnaw Through Reality’ does not allow the Grey Seer on Screaming Bell to use abilities from the Gnawhole warscroll, only to be treated as a Gnawhole when using those abilities. |
| Q: | If I successfully cast ‘Gnaw Through Reality’ on a Scourge of Aqshy Grey Seer on Screaming Bell, could I then use ‘Tunnels Through Reality’ to remove that unit and set it up wholly within 6" of another friendly Gnawhole? |
| A: | No. ‘Gnaw Through Reality’ does not allow the Grey Seer on Screaming Bell to use abilities from the Gnawhole warscroll, only to be treated as a Gnawhole when using those abilities. |
Skaven armies can use the following abilities:
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Enemy Hero Phase |
Passive |
Once Per Battle Round (Army), Start of Battle Round |
Your Movement Phase |
You can pick 1 of the following battle formations for a Skaven army. Each battle formation grants a different ability you can use in the battle.
| Name | Points |
| Virulent Procession | 0 |
| Fleshmeld Menagerie | 0 |
| Claw-horde | 0 |
| Warpcog Convocation | 0 |
| Kill‑Pack | 0 |
| Envoys of the Deepengnaw | 0 |
| Gathering of the Clans | 0 |
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), Your Hero Phase |
|
Once Per Turn (Army), Your Combat Phase |
Once Per Turn (Army), Your Shooting Phase |
|
Kill‑Pack Once Per Turn (Army), Deployment Phase |
Envoys of the Deepengnaw Passive |
Gathering of the Clans Once Per Turn (Army), Reaction: You declared the ‘Redeploy’ command for a friendly SKAVEN unit |
Any Combat Phase |
Passive |
Passive |
Ruinous Realm-Gnawers Deployment Phase |
Your Hero Phase |
Passive |
Devious Machinations Reaction: You declared a SPELL or UNBIND ability for a visible Skaven unit wholly within 13" of this unit |
Passive |
Any Combat Phase |
End of Any Turn |
Any Combat Phase |
Once Per Battle, Any Combat Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
Your Hero Phase | 7 |
| KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SUMMON, SPELL |
Moulder MutationsMoulder Mutations are unique enhancements that can be given to non-HERO non-WAR MACHINE SKAVEN units. A unit can only have 1 Moulder Mutation.
Any Hero Phase |
Your Charge Phase |
Passive |
Reports circulated of blood-smeared ratmen so ravenous they took bites out of one another on the march. Pale armour splattered with gore, their Clawlords wore muzzled helms to mark control over their hunger.Only the Grey Seers, speakers of Vizzik's will, seemed unaffected, though even they twitched at the ever- present droning of bells that accompanied their advance.
Consecrated with Vizzik's infernal blood, these Warpshatter Bells stoked the black hunger to an inferno, sparing only his chosen. One had been narrowly destroyed by Sigmar's storm-things on the isle of Hel's Claw, but so long as thirteen 'blessed' bell towers screamed a wicked toll, the famine-frenzy would seize more clans. There could be no more of these structures, no less - much to the irritation of Skaven who craved status through raising their own ramshackle equivalent.
Leading this Great-grand Gnawhorde, as he dubbed his holy army, Vizzik first purged his domain of both outsiders and recusant ratmen. Amidst an unholy cacophony, he conspired to strike the Adamantine Chain, where his foes had established defensive cordons. If the mountains could be breached by his frenzied swarms, the Parch's innards would be laid bare...
ROSTER OPTIONS
| ||
Passive |
Once Per Turn (Army), Any Shooting Phase |
| KEYWORDS | WARPSHATTER THROES |
Once Per Turn (Army), Your Movement Phase |
| KEYWORDS | WARPSHATTER THROES |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | WARPSHATTER THROES |
Once Per Battle, Start of Any Turn |
Once Per Battle, Your Hero Phase |
Your Hero Phase | 8 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
Over the years, Thanquol has cultivated many cronies amongst the Clans Moulder - a necessary precaution to ensure there is always someone to recreate Boneripper. Because of his renegade status, these are often Master Moulders who, having fallen foul of their clans, are forced to tie their fortunes to the erratic Grey Seer. Thanquol further cements their loyalty by offering smatterings of crypto- sorcerous knowledge and intriguing specimens acquired during his misadventures. Following the Era of the Beast, Thanquol has charged these minions with creating a truly hideous menagerie of horrors that serve exclusively at his command. He intends to test this stitched-together horde in the spasmodic carnage of the Hour of Ruin before marching them against the Masterburrow itself and using violence to claim his place on the Council.
When you pick the Skaven faction for your army, you can choose for it to be a Thanquol’s Mutated Menagerie Army of Renown. If you do so, use the faction rules on these pages instead of the Skaven faction rules. Every unit in your army must be drawn from the units listed in the roster options opposite. All units in your army gain the MUTATED MENAGERIE keyword.ROSTER OPTIONS
| ||
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
| Q: | Can a MUTATED MENAGERIE Hell Pit Abomination that is picked as the target of the ‘Rampaging Demise’ ability avoid being destroyed if I roll a 5 or 6 on the ‘Too Horrible To Die’ ability? |
| A: | Yes. |
Once Per Battle, Any Combat Phase |
Once Per Battle, Your Hero Phase |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
Here, you will find additional rules to use with a Skaven army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Skaven units.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Skaven units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | ||
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Masterclan -4DP
MALICIOUS AUTHORITY: The most devious of all ratmen, the Masterclan are always scheming to expand the Skaven empire.
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Clans Verminus -4DP
BACK-BACK TO THE FRAY, MINIONS!: The Clans Verminus win wars not through twisted science or virulent plagues but through horrifying superiority of numbers.
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Clans Moulder -4DP
UNHOLY MINISTRATIONS: The Clans Moulder are makers of monsters, feared and reviled even by fellow Skaven for their grotesque talents as flesh-sculptors. Effect: Heal (3) each target.
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Clans Pestilens -4DP
FESTERING CHANTER: Pestilens clergy are the most fanatical of all Skaven, their seeping oratory causing outbreaks of disease. Effect: Inflict D3 mortal damage on each target.
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Clans Eshin -4DP
ONE WITH THE SHADOWS: Eshin agents are utterly at home in the darkness, where they carry out their murderous business. Effect: Remove the targets from the battlefield and set them up again on the battlefield more than 9" from all enemy units.
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Clans Skryre -4DP
INCESSANT TINKERER: The Clans Skryre amplify their weapons' destructive potential - at the cost of the occasional explosion. Effect: Inflict 1 mortal damage on each target. Then, add 1 to the Attacks characteristic of each target’s melee weapons for the rest of the turn.
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Origins
NATURAL SWARM-CHIEF: One of a truly vast litter, this Skaven has plenty of experience in exerting their will over the teeming masses. Effect: The target can move D6". It can move into combat.
FAVOURED PACK: This chieftain has made a name for themselves fighting alongside a pack of chosen minions. If nothing else, they haven't betrayed them yet. Effect: For the rest of the battle, while the bodyguard is wholly within 6" of this unit, add 1 to wound rolls for attacks made by the bodyguard and this unit has WARD (4+).
BLESSED (OR JUST LUCKY): This Skaven claims to be favoured by the Horned One and has earned a reputation for unlikely victories and improbable escapes.
SPITEFUL OPPONENT: Convinced of their own mastery, this Skaven flies into a rage whenever confronted with a serious challenge. | ||||||||||||||||||
Skaven ContraptionsSkaven Contraptions -15DP SIEGE-ENGINE CHASSIS: Skaven engineers have a knack for fashioning huge and surprisingly sturdy wheeled chassis, to which they then attach all manner of warped doom-devices and murder-machines. Add the following weapon to your hero’s warscroll:
In addition, make the following changes to your hero’s warscroll:
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Moulder-BeastsMoulder-beast -5DP GNAW-BEAST: These gangly-limbed and whipcord-fast horrors are bred by the Clans Moulder to suffer from a constant, maddening hunger. Add the following weapon to your hero’s warscroll:
In addition, make the following changes to your hero’s warscroll:
Moulder-beast -20DP MONSTROUS HORROR: Crawling from the depths of a Hell Pit, this verminous monstrosity represents the apex of a Master Moulder’s art - a colossus of mutated, lunatic flesh. Add the following weapon and ability to your hero’s warscroll:
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Moulder-beast’s Monstrous Limbs is 3. In addition, make the following changes to your hero’s warscroll:
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Path of The Master(SKAVEN HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TOUCHED BY WARPSTONE: Exposure to warpstone has granted this Skaven a strange vitality.
TRULY RAVENOUS: The black hunger causes this Skaven to throw caution to the wind in order to feed.
SUBTLE TACTICIAN: This chief drills the swarm in manoeuvres to lessen the impact of missile fire.
VERMINDOOM VANGUARD: Having fought on the front lines of the Skaven invasion, this ratman takes joy in tearing down the forces of civilisation.
ESCAPE ARTIST: After a lifetime spent navigating the treacherous warreus of Blight City, this Skaven is no stranger to evading assailants or backstabbers.
POISON-TIPPED CALTROPS: This chieftain's minions use devious weapons to catch foes unawares. Effect: For the rest of the turn, each time an enemy unit uses a CHARGE ability and ends the move within l" of any of the targets, roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal lo the roll after the CHARGE ability has been resolved.
CHOKING FUMES: The fog around this chieftain can see enemies descend into violent coughing fits. Effect: Roll a dice. On a 4+, subtract 2 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
TEAR-TEAR THEM APART: This Skaven is feared by enemies and underlings alike for their aggression, flying into a frenzy at the first whiff of blood. | ||||||||||||||||||||||||||||||||||
Path of The Swarm(non-HERO SKAVEN unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SCURRYING MENACE: Through luck or judgement, this pack always seems to end up in the right place to strike.
MERCILESS RAIDERS: Having cut their fangs in the first battles of the great Skaven assault, this pack excels in taking the fight to the foe.
MORE WHERE THEY CAME FROM: Having absorbed numerous packs over the years, this formation seems to have almost endless numbers.
FLEET OF CLAW: Speed has proven to be the most effective weapon in this pack's arsenal, seeing them pounce without mercy on vulnerable prey.
OBSCENELY GOOD FORTUNE: Somehow, the warriors of this pack always seem to emerge from danger largely unscathed. Other Skaven find it infuriating.
VICIOUS REPUTATION: Fearful tales of this pack's battle-frenzy and ruthlessness carry through the tunnels of Skavendom.
WARP STONE-INFUSED WEAPONS: Through canny deal-making or judicious looting, this pack has managed to secure blades empowered by evil warpstone shards.
MINDLESS AND RABID: Stoked into a frenzy by the shrieking of their superiors, these Skaven barely feel the bite of their enemies' weapons. | ||||||||||||||||||||||||||||||||||
Gnawfeast Clawpack| This Spearhead army consists of the following units: General
Units
| ||
Once Per Battle, Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
| KEYWORDS | CORE |
Once Per Battle, Your Shooting Phase |
Passive |
Reaction: You declared the ‘Call for Reinforcements’ ability |
Passive |
Passive |
Passive |
9" 7 4+ 2 6+ Clawlords are the tyrannical rulers of the Clans Verminus, the lives of thousands of minions theirs to expend at a moment’s notice. It takes both cunning and viciousness to hold their lofty position, and successful Clawlords must be willing to stoop to any foul end and fight like cornered animals in order to keep their star in the ascendant. Accumulating favours from members of the other Great Clans is a fine way to do this, and so the most powerful Clawlords will ride upon a Gnaw-beast bred by the Clans Moulder – a gangly, shrieking abomination whose hunger is even more voracious than that of its Skaven master. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ratling Pistol [Shoot in Combat, Crit (Auto-wound)] | ||||||||
| Ratling Pistol Shoot in Combat, Crit (Auto-wound) | 10" | D6 | 3+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warpforged Halberd | ||||||||
| Warpforged Halberd | 5 | 3+ | 4+ | 1 | 2 | |||
| Gnaw-beast's Chisel Fangs [Companion] | ||||||||
| Gnaw-beast's Chisel Fangs Companion | 4 | 4+ | 3+ | 1 | D3 | |||
Passive |
KEYWORDS | HERO, CAVALRY, WARD (6+) |
6" 5 6+ 2 Grey Seers are marked out from their minions not only by their pale fur and curling horns but also by their ability to wield the withering magics of the Great Horned Rat. They serve as the executors of their terrible god’s will amongst the clans – though this does not prevent them from pursuing their own schemes as a matter of course. Able to handle warpstone with greater ease than fellow ratmen, a Grey Seer will use all manner of relics to try and glean an advantage, all while using their sorcery and innate cunning to undermine and drag down enemies and rivals alike. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warpstone Staff | |||||||
| Warpstone Staff | 3 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase |
Your Hero Phase |
KEYWORDS | HERO, WIZARD, INFANTRY |
6" 5 5+ 2 Warlock Engineers are those Skryre artificer-rats who have mastered the various branches of skaven engineering. Skilled in the creation of ingenious and insane weapons, these Skaven take every opportunity to put their latest inventions to the test – even if it means overcharging them to the point of dangerous volatility. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warplock Musket [Crit (Auto-wound)] | ||||||||
| Warplock Musket Crit (Auto-wound) | 24" | 2 | 3+ | 3+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warpforged Dagger | ||||||||
| Warpforged Dagger | 3 | 4+ | 4+ | - | 2 | |||
Reaction: You declared a SHOOT ability for this unit and it has not used a MOVE ability this turn |
KEYWORDS | HERO, INFANTRY |
6" 1 5+ 1 Clanrats form the verminous masses of Skavendom, warriors that compensate for their natural cowardice with a vicious spite and overwhelming numbers. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Rusty Blade | |||||||
| Rusty Blade | 2 | 4+ | 5+ | - | 1 | ||
End of Any Turn |
KEYWORDS | INFANTRY, REINFORCEMENTS |
6" 4 5+ 1 Perhaps the most infamous creations of the Clans Moulder, Rat Ogors are flesh-grafted shock troops that fly into a terrifying frenzy when the stench of death fills the air. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warpfire Gun [Shoot in Combat] | ||||||||
| Warpfire Gun Shoot in Combat | 10" | 2D6 | 2+ | 4+ | 2 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Claws, Blades and Fangs | ||||||||
| Claws, Blades and Fangs | 5 | 4+ | 3+ | 1 | 2 | |||
Any Combat Phase, Once Per Battle |
KEYWORDS | INFANTRY |
Crixxit's Kill-Pack| This Spearhead army consists of the following units: General
Units
| ||
Once Per Turn (Army), Any Combat Phase |
Once Per Battle (Army), Your Movement Phase |
Once Per Battle (Army), Any Combat Phase |
Passive |
Passive |
Passive |
Any Combat Phase |
7" 6 5+ 2 5+ Rumours abound regarding Crixxit’s ability to haunt any shadow, breach any chamber and reach any quivering target. Most of these are spread by Crixxit himself, for when a target is afraid, they are vulnerable. While in the employ of Be’lakor, Crixxit brought about the end of a Silver Tower – one of the legendary floating fortresses of Tzeentch – by detonating warpstone bombs in the heart of its portal chamber. Doing so solidified his legend and earned him the semi-sentient Shadowblood Cloak. Now Crixxit stalks Embergard, bloodying his blades on any who would unite the shaken defenders. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| The Blades of Thirteen Cuts [Crit (Mortal)] | |||||||
| The Blades of Thirteen Cuts Crit (Mortal) | 13 | 2+ | 4+ | 1 | 1 | ||
Your Hero Phase |
KEYWORDS | HERO, INFANTRY, WARD (5+) |
7" 5 5+ 2 6+ Deathmasters are singularly adept killers, the pride of the Clans Eshin. A significant part of their training centres around suppressing the naturally self interested Skaven mindset and honing the ability to set aside their own ambitions for the sake of the mission – at least, so much as any ratman can. Skulking unseen, Deathmasters wait for their target to let down their guard before striking with great acrobatic ferocity, wielding an array of esoteric weapons such as warpstone throwing stars and weeping blades, which can kill with the lightest scratch. Trying to land a hit on a Deathmaster is like trying to strike darkness – and when their kill is made, they vanish into the gathering gloom like a wraith. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Weeping Blade [Anti-HERO (+1 Rend), Crit (Mortal)] | |||||||
| Weeping Blade Anti-HERO (+1 Rend), Crit (Mortal) | 5 | 3+ | 4+ | 1 | D3 | ||
Passive |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
7" 1 6+ 1 6+ Gutter Runners are shadowy death squads in service to the Clans Eshin. These ratmen are claw-picked for their skills of stealth and ambush, for the Eshin maintain that promotion must be earned through merit rather than spur-of-themoment coups. Of course, a Skaven who can assassinate a troublesome rival or superior without compromising the mission at hand is likely to earn the approval of their masters. Trained in unique combat arts, Gutter Runners are deadly closequarters opponents, wielding lethal poisons and an array of rat-borne explosives to disorient and devastate foes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Eshin Specialist Blades [Crit (Mortal)] | |||||||
| Eshin Specialist Blades Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 | ||
Once Per Turn (Army), Your Charge Phase |
KEYWORDS | INFANTRY, REINFORCEMENTS, WARD (6+) |
7" 1 6+ 1 6+ Night Runners are the lowliest acolytes of the Clans Eshin, seen as an entirely disposable asset by their masters. Often their fate is to be hurled into the enemy’s path and provide a distraction with their messy deaths, allowing more adroit killers to carry out their subtle missions amongst the mayhem. Still, Night Runners are trained and equipped to a level beyond their equivalents in the other Great Clans. Wielding shuriken, slings and poisoned blades, they can overwhelm isolated prey, while the smoke bombs they carry allow the most capable among them to slip away before retribution arrives. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Slings and Poisoned Stars [Shoot in Combat, Crit (Auto-wound)] | ||||||||
| Slings and Poisoned Stars Shoot in Combat, Crit (Auto-wound) | 10" | 2 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Poisoned Blades [Crit (Mortal)] | ||||||||
| Poisoned Blades Crit (Mortal) | 2 | 4+ | 5+ | - | 1 | |||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, REINFORCEMENTS, WARD (6+) |
Warpspark Clawpack| This Spearhead army consists of the following units: General
Units
| ||
Once Per Phase, Enemy Movement Phase |
Once Per Battle, Reaction: Opponent declared an ATTACK ability and targeted your Stormfiends unit |
Passive |
Passive |
Once Per Battle, Any Combat Phase |
Your Hero Phase |
Any Combat Phase |
6" 5 6+ 2 Grey Seers are marked out from their minions not only by their pale fur and curling horns but also by their ability to wield the withering magics of the Great Horned Rat. They serve as the executors of their terrible god’s will amongst the clans – though this does not prevent them from pursuing their own schemes as a matter of course. Able to handle warpstone with greater ease than fellow ratmen, a Grey Seer will use all manner of relics to try and glean an advantage, all while using their sorcery and innate cunning to undermine and drag down enemies and rivals alike. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warpstone Staff | |||||||
| Warpstone Staff | 3 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase |
Your Hero Phase |
KEYWORDS | HERO, WIZARD, INFANTRY |
6" 1 5+ 1 Clanrats form the verminous masses of Skavendom, an endless sea of filthy fangs, rusty blades and red eyes filled with malice. They are spite made manifest, seeking to advance their own position while leaving rivals – which is everyone – to a grisly fate. Clanrats are utterly expendable to their masters, herded forwards in chittering swarms to slow an enemy and die upon their blades. Yet though Clanrats are craven by nature, they can be overcome by a terrible frenzy in battle – and should one fall, there are always more where they came from… | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Rusty Blade | |||||||
| Rusty Blade | 2 | 4+ | 5+ | - | 1 | ||
End of Any Turn |
KEYWORDS | INFANTRY, REINFORCEMENTS |
6" 6 4+ 2 Stormfiends represent the flesh-crafting arts of the Clans Moulder and the warped weaponsmithing of the Clans Skryre brought together in dreadful symbiosis. They are hulking brutes implanted with all manner of weapons, from rotary ratling cannons and windlaunchers that hurl globes of poison gas to wrecking-ball clubs and shock gauntlets capable of sparking fierce chain reactions. To operate these devices is beyond the intellect of the typical Rat Ogor, and so each Stormfiend has grafted to them a ghoulish and withered ‘brain-rat’ that makes up the difference. Yet the Stormfiends’ duties are simple enough – bring blasting, crushing death to the enemies of the Skaven. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ratling Cannons | ||||||||
| Ratling Cannons | 15" | 3D6 | 4+ | 3+ | 1 | 1 | ||
| Windlaunchers | ||||||||
| Windlaunchers | 15" | 3 | 4+ | 3+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Shock Gauntlets | ||||||||
| Shock Gauntlets | 4 | 4+ | 2+ | 1 | 2 | |||
| Clubbing Blows | ||||||||
| Clubbing Blows | 4 | 4+ | 2+ | - | 2 | |||
Passive |
KEYWORDS | INFANTRY |
3" 8 4+ 2 Warp Lightning Cannons are perhaps the most infamous wonder-weapons of the Clans Skryre. Channelling volatile energies through a chunk of potent warpstone, they unleash blasts of ruinous energies that can reduce targets to ash. Warp Lightning Cannons are unpredictable creations, prone to shorting out or catastrophically overtaxing themselves at inopportune moments. When operating at maximum capacity, however, a Warp Lightning Cannon can stop a gargant in its tracks. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | |||||||||
| Warp Lightning Blast | |||||||||||||||
| Warp Lightning Blast | 20" | 2D6 | 4+ |
| |||||||||||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||||||||||
| Crew's Teeth and Knives | |||||||||||||||
| Crew's Teeth and Knives | D6 | 4+ | 5+ | - | 1 | ||||||||||
Passive |
KEYWORDS | WAR MACHINE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
Once Per Turn (Army), Start of Any Turn |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
|
|
|
Your Hero Phase |
| KEYWORDS | BANISH |
Enemy Hero Phase | 1 |
Your Hero Phase |
| KEYWORDS | BANISH |
| ||
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
The BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:
The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:
The MONSTER keyword is used in the following Blades of Khorne warscrolls:
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
The non-MONSTER SKAVEN keyword is used in the following Skaven warscrolls:
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The SKAVEN and INFANTRY keywords are used in the following Skaven warscrolls:
The PESTILENS keyword is used in the following Skaven warscrolls:
The non-HERO MOULDER keyword is used in the following Skaven warscrolls:
The VERMINUS keyword is used in the following Skaven warscrolls:
The SKRYRE keyword is used in the following Skaven warscrolls:
The ESHIN keyword is used in the following Skaven warscrolls:
The DAEMON keyword is used in the following Skaven warscrolls:
The non-HERO SKAVEN and INFANTRY keywords are used in the following Skaven warscrolls:
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
The SKAVEN keyword is used in the following Skaven warscrolls:
The MOULDER keyword is used in the following Skaven warscrolls:
The HERO and SKAVEN keywords are used in the following Skaven warscrolls:
The SKAVEN and HERO keywords are used in the following Skaven warscrolls:
The SKRYRE and WAR MACHINE keywords are used in the following Skaven warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
| ||
| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
| ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
The SKAVEN and WIZARD keywords are used in the following Skaven warscrolls:
The SKAVEN and PRIEST keywords are used in the following Skaven warscrolls:
| Q: | If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? |
| A: | No. Enhancements added to your army during a battle do not cost any points. |
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
The non-UNIQUE MASTERCLAN keyword is used in the following Skaven warscrolls:
The non-UNIQUE VERMINUS keyword is used in the following Skaven warscrolls:
The non-UNIQUE SKRYRE keyword is used in the following Skaven warscrolls:
The non-UNIQUE MOULDER keyword is used in the following Skaven warscrolls:
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
The MONSTER keyword is used in the following Skaven warscrolls:
Reaction: You declared an ATTACK ability | 1 |
Reaction: Opponent declared an ATTACK ability | 1 |
The HERO keyword is used in the following Skaven warscrolls:
The INFANTRY keyword is used in the following Skaven warscrolls:
The CHAOS keyword is used in the following Skaven warscrolls:
The SKAVEN keyword is used in the following Skaven warscrolls:
The MASTERCLAN keyword is used in the following Skaven warscrolls:
| Q: | If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? |
| A: | If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both. |
The non-HERO SKAVEN keyword is used in the following Skaven warscrolls:
Reaction: You declared an ATTACK ability | 1 |
Any Hero Phase | 1 |
The non-HERO SKRYRE keyword is used in the following Skaven warscrolls:
The non-PRIEST SKAVEN keyword is used in the following Skaven warscrolls:
The WIZARD keyword is used in the following Skaven warscrolls:
The non-WIZARD SKAVEN keyword is used in the following Skaven warscrolls:
The PRIEST keyword is used in the following Skaven warscrolls:
Once Per Turn (Army), Enemy Hero Phase |
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
Once Per Turn, Your Movement Phase |
| KEYWORDS | CORE |
Once Per Turn (Army), Any Combat Phase |