Skaven – Master Moulder

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SKAVEN WARSCROLL
Master Moulder
6"
5
6+
2
It takes an especially deranged Skaven to rise to the rank of Master Moulder. They are the overlords of the Clans Moulder, dark luminaries in the arts of flesh-grafting, each devoted to crafting ever more grotesque nightmare-beasts. Master Moulders are experts in stitching muscle and flesh into new forms, and they use warpstone to trigger mutations that twist a mortal corpus beyond recognition. Master Moulders take a warped pride in the monsters they have brought into unholy life and consider the battlefield successes of these creatures to be firmly their own.
SKAVEN WARSCROLL
Master Moulder
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpsyringe Pistol [Shoot in Combat]
Warpsyringe Pistol
Shoot in Combat
10"D64+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Arsenal of Mutation [Crit (2 Hits)]
Arsenal of Mutation
Crit (2 Hits)
43+4+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any MOULDER

End of Any Turn
LORD OF FLESH-GRAFTING: These burly commanders are the breeders, mutators and healers of the Clans Moulder.

Declare: Pick another friendly MOULDER unit wholly within 13" of this unit to be the target.

Effect: Heal (3) the target.

Your Charge Phase
TYRANNICAL PACKMASTER: Master Moulders use pain and terror to drive their fighting beasts into a battle frenzy.

Declare: Pick another friendly MOULDER unit within this unit’s combat range to be the target.

Effect: Add 1 to charge rolls for the target for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, MOULDER

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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.
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).
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).
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

The MOULDER 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

© Vyacheslav Maltsev 2013-2024