Skaven – Lord Skreech Verminking

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SKAVEN WARSCROLL
Lord Skreech Verminking
10"
13
4+
5
Skreech Verminking is foremost amongst the Great Horned Rat's daemonic brood. His twisted soul contains the collective knowledge of the Skaven: the shadow shifting of Eshin, the warped ingenuity of Skryre, the fury of Verminus, the plague-mastery of Pestilens and the fleshcraft of Moulder. Verminking draws upon these boons, and the fearful obedience he commands in all Skaven, to dominate the battlefield.
SKAVEN WARSCROLL
Lord Skreech Verminking
MELEE WEAPONS
AtkHitWndRndDmg
Glaive of the Rat King [Crit (2 Hits)]
Glaive of the Rat King
Crit (2 Hits)
73+2+23
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Your Hero Phase
THE THIRTEEN-HEADED ONE: Lord Verminking can call upon his extensive knowledge of the Skaven clans.

Effect: Pick 1 of the following effects to apply until the start of your next turn. You cannot pick the same effect more than once per battle.

Master of Dire Sorcery: Add 1 to casting rolls for friendly MASTERCLAN WIZARDS while they are wholly within 13" of this unit.

Commander of Vermin: Add 1 to charge rolls for friendly VERMINUS units while they are wholly within 13" of this unit.

Knower of Warp-tech: Add 1 to hit rolls for shooting attacks made by friendly SKRYRE units while they are wholly within 13" of this unit.

Deliverer of Weeping Blades: Add 1 to the Rend characteristic of melee weapons used by friendly ESHIN units while they are wholly within 13" of this unit.

Bringer of Plagues: Add 1 to chanting rolls for friendly PESTILENS PRIESTS while they are wholly within 13" of this unit.

Shaper of Fleshcraft: Heal (D3) each friendly MOULDER unit wholly within 13" of this unit.

Your Hero Phase
7
THE DREADED THIRTEENTH SPELL: The twisting power of the Great Horned Rat transforms men into rat-mutants that swiftly join the evil throng.

Declare: Pick a visible enemy unit within 13" to be the target, then make a casting roll of 2D6.

Effect: Roll 13 dice. For each 5+:
  • Inflict 1 mortal damage on the target.
  • You can return 1 slain model to a friendly Clanrats unit wholly within 13" of this unit.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
TERRIFYING MONSTROSITY: Lord Skreech has a malevolent and horrific visage that can shatter the enemy’s resolve.

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

Effect: Roll a dice. On a 3+:
  • The target cannot use commands for the rest of the turn.
  • Subtract an amount equal to the roll from the target’s control score until the start of your next turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), WARD (5+)
CHAOS, SKAVEN, DAEMON, MASTERCLAN, VERMINUS, PESTILENS, ESHIN, SKRYRE, MOULDER

The PESTILENS keyword is used in the following Skaven warscrolls:

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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).
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).
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).
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.

The VERMINUS keyword is used in the following Skaven warscrolls:

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 MOULDER keyword is used in the following Skaven warscrolls:

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 WIZARD keyword is used in the following Skaven warscrolls:

The ESHIN keyword is used in the following Skaven warscrolls:

The ESHIN keyword is used in the following Skaven warscrolls:

Those HEROES can join an eligible regiment as a Skaven Overclaw.

Infantry Hero
Cavalry Hero
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.
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.

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 MASTERCLAN keyword is used in the following Skaven warscrolls:

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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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

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 an unmodified 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

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

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

The WARMASTER keyword is used in the following Skaven warscrolls:

© Vyacheslav Maltsev 2013-2024