Skaven – Deathmaster Crixxit

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SKAVEN WARSCROLL
Deathmaster Crixxit
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 mark is afraid, they are vulnerable. His superlative skills are further enhanced by his semi-sentient Shadowblood Cloak, a gift earned from Be’lakor for services rendered. A legendary assassin, Crixxit stalks his enemies with seemingly preternatural ability then bloodying his blades before moving on to his next victim.
SKAVEN WARSCROLL
Deathmaster Crixxit
MELEE WEAPONS
AtkHitWndRndDmg
The Blades of Thirteen Cuts [Anti-HERO (+1 Rend), Crit (Mortal)]
The Blades of Thirteen Cuts
Anti-HERO (+1 Rend), Crit (Mortal)
132+4+11
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ESHIN
Notes: This HERO can join an eligible regiment as a Skaven Overclaw.

Passive
MASTER OF ASSASSINS: Crixxit is one of the most feared assassins of the Clans Eshin, if not the realms entire.

Effect: Double the Damage characteristic of this unit’s melee weapons for attacks that target an enemy HERO.

Your Charge Phase
DIVERSIONARY ASSAULT: At a swift signal, be it a twitch of his tail, a deft claw-swipe or a hissed threat, Crixxit directs a group of his agents to launch a blistering diversionary attack to distract the guard of his intended target.

Declare: Pick a visible friendly Gutter Runners unit wholly within 13" of this unit to be the target.

Effect: Add 2 to charge rolls for the target for the rest of the turn

Any Combat Phase
SHADOWBLOOD CLOAK: Crixxit’s cloak grants him the ability to melt into the darkness and instantly strike wherever a pack of his many agents cast their slinking shadows.

Declare: Pick a visible friendly ESHIN unit that has 2 or more models and that is wholly within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, remove this unit from the battlefield and set it up again wholly within 6" of the target. This unit can be set up in combat.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (5+)
CHAOS, SKAVEN, ESHIN
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Army List
Warscrolls collated

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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
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).
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
Those HEROES can join an eligible regiment as a Skaven Overclaw.

Infantry Hero
Cavalry Hero
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 ESHIN keyword is used in the following Skaven warscrolls:

The ESHIN 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.

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2026