Skaven

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:


Books

BookKindEditionLast update
  Skaven
  SkavenBattletome4September 2024
  Maggotkin of Nurgle
  Maggotkin of NurgleFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Disciples of Tzeentch
  Disciples of TzeentchFaction Pack4September 2024
  Slaves to Darkness
  Slaves to DarknessFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Skaven armies can use the following abilities:

Deployment Phase
THE LURKING VERMINTIDE: What scurries beneath the surface?

Declare: Pick a friendly SKAVEN unit that has not been deployed.

Effect: Set up that unit in reserve in the tunnels below. It has now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

Declare: Pick a friendly non-MONSTER SKAVEN unit that is not in combat and was not set up this turn to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
TOO QUICK TO HIT-HIT: These skittish ratmen dart and run in all directions, avoiding retribution as they flee from combat.

Effect: No mortal damage is inflicted on friendly SKAVEN INFANTRY and CAVALRY units by RETREAT abilities.

Once Per Battle Round (Army), Start of Battle Round
SPLINTERS OF THE VERMINDOOM: In the aftermath of the Vermindoom, reality continues to fracture and tear as gnawholes bore into reality, spewing forth endless tides of ratmen.

Declare: You can use this ability if there are fewer than 3 friendly Gnawholes on the battlefield.

Effect: Set up a Gnawhole on the battlefield more than 9" from all enemy units, more than 1" from all friendly units and more than 3" from all objectives and other terrain features.

Your Movement Phase
GNAWHOLE AMBUSH: Emerging from a green, glowing rift, the Skaventide pours onto the battlefield.

Declare: Pick a friendly SKAVEN unit that is in the tunnels below to use this ability.

Effect: Set up that unit wholly within 6" of a friendly Gnawhole and more than 9" from all enemy units.

Battle Formations

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.

Warpcog Convocation

Once Per Turn (Army), Your Shooting Phase
SKRYRE PROTOTYPES: The fell contraptions wielded by these ratmen were created by the Clans Skryre’s most ingenious weaponsmiths.

Declare: Pick up to 3 friendly SKRYRE units to be the targets.

Effect: Roll a dice for each target and apply the corresponding effect:
1Kaboom!: Inflict D3 mortal damage on the target.
2-5More Power!: Add 1 to wound rolls for the target’s shooting attacks for the rest of the turn.
6More-more Power!: In addition to the effect of ‘More Power!’, add 1 to the Rend characteristic of the target’s ranged weapons for the rest of the turn.


Virulent Procession

Once Per Turn (Army), End of Any Turn
CORRUPTED EARTH: The Clans Pestilens are relentless in advancing the spread of plague and corruption.

Declare: Pick up to 3 friendly PESTILENS units that aree in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Fleshmeld Menagerie

Once Per Turn (Army), Your Hero Phase
PRIZED CREATIONS: Moulder warbeasts are studded with warpstone crystals and pumped full of vile serums that spur their battle-rage – at the occasional cost of overtaxing their forms.

Declare: Pick up to 3 friendly non-HERO MOULDER units to be the targets.

Effect: Roll a dice for each target and apply the corresponding effect:
1-2Self-destructive Fury: Inflict D3 mortal damage on the target.
3-4Rabid Infusion: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.
5-6Blinded by Frenzy: In addition to the effect of ‘Rabid Infusion’, the target has WARD (5+) until the start of your next turn.


Claw-horde

Once Per Turn (Army), Your Combat Phase
CLAW-PICKED: The Stormvermin and Clanrats of a Verminus Claw‑horde are amongst the most ferocious of all ratmen.

Declare: Pick up to 3 friendly VERMINUS units that charged this turn to be the targets.

Effect: Add 1 to the Rend characteristic of the targets’ melee weapons for the rest of the turn.

Heroic Traits

Devious Machinations

Hero only

Any Combat Phase
SCURRY AWAY: This Skaven chief does not think twice about scampering to safety when things look to be going south. Perhaps that’s why they have lived so long.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase.

Passive
SHORT-TEMPERED: This twitching and irascible Skaven has succeeded in making their minions more afraid of their displeasure than of the enemy.

Effect: Add 1 to run rolls and charge rolls for friendly SKAVEN units while they are wholly within 13" of this unit.

Passive
SKILLED MANIPULATOR: This Skaven warlord is particularly devious and selfserving, deftly ensuring that their minions are always conveniently positioned between themselves and potential threats.

Effect: While this unit is within the combat range of a friendly non-HERO SKAVEN INFANTRY unit:

  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly non-HERO SKAVEN INFANTRY unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Artefacts of Power

Relics of Ruin

HERO only

End of Any Turn
FOULHIDE: Fashioned from the flensed flesh of Rat Ogors and soaked in cloying alchemical agents, this stinking armour sticks to its wearer like a bloated second skin and regrows as fast as it can be hacked apart.

Effect: Heal (D3) this unit.

Any Combat Phase
WARPSTONE CHARM: This foul talisman radiates mutating energy that can be directed at an enemy unit to erode their armour.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from save rolls for the target for the rest of the turn.

Once Per Battle, Any Combat Phase
SKAVENBREW: This foul concoction, brewed from blood and warpstone, is dispensed to expendable underlings to drive them into a short-lived but devastating killing frenzy.

Declare: Pick a friendly non-HERO SKAVEN INFANTRY unit wholly within 13" of this unit to be the target.

Effect: Inflict D3 mortal damage on the target. Then, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Spell Lore

Lore of Ruin

Your Hero Phase
6
SKITTERLEAP: Vanishing in a puff of foul-smelling smoke, the verminkin reappear elsewhere on the battlefield an eye-blink later.

Declare: Pick a friendly SKAVEN WIZARD to cast this spell, pick a visible friendly SKAVEN HERO wholly within 13" of them to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
WITHER: The spellcaster hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.

Declare: Pick a friendly SKAVEN WIZARD to cast this spell, pick a visible enemy unit within 13" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSSPELL

Your Hero Phase
6
WARPGALE: Screeching in an unholy tongue, the caster parts the veil of reality and draws a ravening gale of unnatural energies forth.

Declare: Pick a friendly SKAVEN WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST for the rest of the turn.
KEYWORDSSPELL

Prayer Lore

Noxious Prayers

Your Hero Phase
4
FILTH-CRUST: The Great Horned Rat heeds the call of this priest to encrust the weapons of their minions with irresistible contagions.

Declare: Pick a friendly SKAVEN PRIEST to chant this prayer, pick a visible friendly SKAVEN INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to wound rolls for the target’s combat attacks until the start of your next turn. In addition, if the chanting roll was 8+, the target’s melee weapons have Crit (Mortal) until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
BILE-TORRENT: The priest screeches with glowing green eyes as a torrent of bile sweeps over their foe.

Declare: Pick a friendly SKAVEN PRIEST to chant this prayer, pick a visible enemy unit within 13" of them to be the target, then make a chanting roll of D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target. If the chanting roll was 8+, inflict 1 mortal damage on the target for each 4+ instead.
KEYWORDSPRAYER

Your Hero Phase
5
RABID-TOUGH: The priest snarls and conjures a dense cloud of toxins that sends their followers into a frenzy that numbs them to pain.

Declare: Pick a friendly SKAVEN PRIEST to chant this prayer, pick a visible friendly SKAVEN INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.

Effect: Subtract 1 from wound rolls for attacks that target that unit until the start of your next turn. In addition, if the chanting roll was 8+, add 1 to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER

Manifestation Lore

Manifestions of Doom

Your Hero Phase
7
SUMMON WARP LIGHTNING VORTEX: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.

Declare: If there is not a friendly Warp Lightning Vortex on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up the first part of the Warp Lightning Vortex within 18" of the caster and visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON VERMINTIDE: A Skaven spellcaster can summon forth a seething mass of arcane rodents that consumes everything in its path.

Declare: If there is not a friendly Vermintide on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vermintide wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON BELL OF DOOM: Invoking ancient creation myths, the spellcaster causes a great Bell of Doom to manifest upon the battlefield.

Declare: If there is not a friendly Bell of Doom on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bell of Doom wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Army of Renown

The Great-Grand Gnawhorde

When you pick the Skaven faction for your army, you can choose for it to be a Great-grand Gnawhorde 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 GNAWHORDE keyword.

ROSTER OPTIONS
  • Vizzik Skour, Prophet of the Horned Rat
  • Non-UNIQUE MASTERCLAN Units
  • Non-UNIQUE VERMINUS units
  • Non-UNIQUE SKRYRE units
  • Non-UNIQUE MOULDER units
  • You cannot include Regiments of Renown or faction terrain

Battle Traits

Passive
DISCIPLES OF VIZZIK: The clawpacks of the Great-grand Gnawhorde protect their daemon-prophet by any means necessary.

Effect: While a friendly Vizzik Skour is within the combat range of another friendly GNAWHORDE unit:

  • That Vizzik Skour has WARD (4+).
  • Each time you make a successful ward roll for that Vizzik Skour, allocate 1 damage point to a friendly GNAWHORDE unit within its combat range after the damage sequence has been resolved.

Once Per Turn (Army), Any Shooting Phase
UNSTOPPABLE WARP-VOLLEY: The Warlocks of the Gnawhorde are no less aggressive than their Verminus kin - they are simply able to strike from further away.

Declare: You can only use this ability if you have not used any WARPSHATTER THROES abilities this turn. Pick up to 3 friendly GNAWHORDE units to be the targets.

Effect: For the rest of the turn:

  • Add 3" to the Range characteristic of the targets’ ranged weapons.
  • The targets cannot use commands.
KEYWORDSWARPSHATTER THROES

Once Per Turn (Army), Your Movement Phase
FRENZIED MOMENTUM: Hateful bells clanging in their minds, the swarms of the Great-grand Gnawhorde surge into the fray.

Declare: You can only use this ability if you have not used any WARPSHATTER THROES abilities this turn. Pick up to 3 friendly GNAWHORDE units to be the targets.

Effect: For the rest of the turn:

  • Add 2 to run rolls and charge rolls for the targets.
  • Subtract 1 from the targets’ control scores.
KEYWORDSWARPSHATTER THROES

Once Per Turn (Army), Any Combat Phase
RECKLESS ABANDON: With the death frenzy upon them, the Gnawhorde's warriors show a most unusual disregard for self-preservation.

Declare: You can only use this ability if you have not used any WARPSHATTER THROESabilities this turn. Pick up to 3 friendly GNAWHORDES units to be the targets.

Effect: For the rest of the turn:

  • Add 1 to the Attacks characteristic of the targets’ melee weapons.
  • Add 1 to hit rolls for combat attacks that target those friendly units.
KEYWORDSWARPSHATTER THROES


Heroic Traits

HERO only
Once Per Battle, Start of Any Turn
HARBINGER OF THE GREAT ASCENDANCY: In the eyes of this Skaven warlord, nothing can stop the Horned Rat's ascendancy and the ruination of the Mortal Realms.

Effect: If this unit is not in combat, you can use 2 different WARPSHATTER THROES abilities this turn instead of 1.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
ICON OF GREAT-TOTAL SUPREMACY: Within this jagged brass reliquary lies a cutting from the Horned Rat's whiskers. It exerts a natural hold over the Skaven, drawing frothing warriors to it.

Effect: You can return up to D3 slain models to each friendly GNAWHORDE INFANTRY unit with a Health characteristic of up to 3.


Spell Lore

Your Hero Phase
8
DEAFENING FRENZY: The caster enhances the clangour of the thirteen Warpshatter Bells in the minds of a nearby swarm, driving them to even greater heights of fury.

Declare: Pick a friendly GNAWHORDE WIZARD to cast this spell, pick a visible friendly GNAWHORDE INFANTRY unit wholly within 13" of them to be the target, then make a casting roll of 2D6. The casting roll for this spell cannot be modified.

Effect: Until the start of your next turn:

  • The target has STRIKE-FIRST.
  • The target cannot use commands.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
7
REVERBERATING RITUAL: The priest chants in time with the tolling of the Warpshatter Bells, sonically shattering the last dregs of sanity from nearby ratmen and filling them with dreadful hunger.

Declare: Pick a friendly GNAWHORDE PRIEST to chant this prayer, pick a visible friendly GNAWHORDE INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target can move an extra 3" when it makes a pile-in move. In addition, if the chanting roll was 8+, add 1 to the target’s control score until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
7
SUMMON VERMINTIDE: A Skaven spellcaster can summon forth a seething mass of arcane rodents that consumes everything in its path.

Declare: If there is not a friendly Vermintide on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vermintide wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

Thanquol’s Mutated Menagerie

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

Battle Traits

Passive
MONSTROUS ENTOURAGE: Thanquol is well practised in getting Moulder mutants to die on his behalf.

Effect: While a friendly Thanquol is within the combat range of another friendly MUTATED MENAGERIE unit:

  • That Thanquol has WARD (4+).
  • Each time you make a successful ward roll for that Thanquol, allocate 1 damage point to a friendly MUTATED MENAGERIE unit within its combat range after the damage sequence has been resolved.

Once Per Turn (Army), Any Combat Phase
SPITEFUL SWARMS: Always one for a cunning trick, churning rat-swarms have been stitched into the guts of Thanquol's beasts, ready to burst free in a wave of disorienting fangs and claws when their host is slain.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE MONSTER unit that has not used any RAMPAGE abilities this turn to use this ability.

Effect: This unit has STRIKE-FIRST for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit is destroyed, before it is removed from play, roll a dice for each enemy unit within 6" of this unit. On a 3+, subtract 1 from the Attacks characteristic of that enemy unit’s melee weapons for the rest of the battle.

After this ability has been resolved, this unit cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Your Hero Phase
MORE-MORE MUTATION!: The sponsorship of a Grey Seer gives Thanquol's flesh-grafting lackeys licence to pursue their most deranged experiments.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE unit to be the target. You cannot pick the same unit to be the target of this ability more than once per battle.

Effect: For the rest of the battle:

  • Add 2 to the target’s Health characteristic.
  • Add 2" to the target’s Move characteristic.
  • Add 1 to the Attacks characteristic of the target’s melee weapons.
  • The target has WARD (5+).
  • At the end of each turn, allocate D3+2 damage points to the target.

Once Per Turn (Army), Any Combat Phase
RAMPAGING DEMISE: Thanquol cares little for the survival of his beasts and is more than willing to have them sacrifice themselves in spasms of fury.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE MONSTER unit that has not used any RAMPAGE abilities this turn to use this ability.

Effect: This unit has STRIKE-FIRST for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit is destroyed, before it is removed from play, roll a D3 for each enemy unit within 6" of this unit. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

After this ability has been resolved, this unit cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
Once Per Battle, Any Combat Phase
PACK TACTICS: Though insane with frenzy, the beasts of Thanquol's menagerie retain some of their predatory swarming instincts..

Declare: Pick up to 2 friendly non-HERO MUTATED MENAGERIE MONSTER units wholly within 13" of this unit to be the targets.

Effect: The targets can each use the ‘All-out Attack’ or ‘All-out Defence’ command this phase even if that command has been used by a friendly unit this phase.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
WARPSTONE INNARDS: A 'gift' from Thanquol, these warpstone-studded organs have been inserted into a prized warbeast to augment its power.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE MONSTER unit wholly within 13" of this unit to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the battle. However, at the end of each turn, allocate D3 damage points to the target.


Spell Lore

Your Hero Phase
5
UNTAPPED MUTATION: This wizard manipulates the warpstone melded into the flesh of their minions, pushing the limits of their physicality before they are inevitably destroyed.

Declare: Pick a friendly MUTATED MENAGERIE WIZARD to cast this spell, pick up to 3 visible friendly MUTATED MENAGERIE units wholly within 13" of them that are affected by the ‘More-more Mutation!’ ability to be the targets, then make a casting roll of 2D6.

Effect: For each damage point allocated to the target at the end of this turn by the ‘More-more Mutation!’ ability, add 1 to the target’s control score until the start of your next turn.
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
7
SUMMON WARP LIGHTNING VORTEX: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.

Declare: If there is not a friendly Warp Lightning Vortex on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up the first part of the Warp Lightning Vortex within 18" of the caster and visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
KEYWORDSSPELL, SUMMON

Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

The PESTILENS keyword is used in the following Skaven warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.

The non-HERO MOULDER keyword is used in the following Skaven warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

The VERMINUS keyword is used in the following Skaven warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

The non-HERO SKAVEN and INFANTRY keywords are used in the following Skaven warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The SKAVEN and WIZARD keywords are used in the following Skaven warscrolls:

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

The SKAVEN and PRIEST keywords are used in the following Skaven warscrolls:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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 MOULDER keyword is used in the following Skaven warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

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.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

The WIZARD keyword is used in the following Skaven warscrolls:

The PRIEST keyword is used in the following Skaven warscrolls:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.

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