Skaven – Scourge of Aqshy Verminlord Corruptor

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SKAVEN WARSCROLL
Scourge of Aqshy Verminlord Corruptor
10"
13
4+
5
5+
Venerated as sacred beings by the Clans Pestilens, Verminlord Corruptors are foul avatars of disease, and each vile daemon has its preferred plagues and poxes. The Seething Blight is particularly virulent in Aqshy, causing already irascible victims to enter an unending rage-filled mania.
SKAVEN WARSCROLL
Scourge of Aqshy Verminlord Corruptor
RANGED WEAPONS
RngAtkHitWndRndDmg
Plague Breath [Shoot in Combat]
Plague Breath
Shoot in Combat
10"62+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Plaguereapers [Crit (Auto-wound)]
Plaguereapers
Crit (Auto-wound)
83+2+22
BATTLE PROFILE

Unit Size: 1      Points: 310
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Battle (Army), Deployment Phase
FOETID FEATURES: No two Corruptors are alike; each has its own repulsive attributes that further augment its noxious presence.

Effect: Pick 1 of the following effects to apply for the rest of the battle:

Noisome Halitosis: Add 1 to the Damage characteristic of this unit’s Plague Breath.

Pestilential Seepage: While this unit is damaged, you can re-roll chanting rolls for friendly PESTILENS PRIESTS while they are wholly within 13" of this unit.

Curdled Miasma: While they are within 6" of this unit, enemy units are not visible to other enemy units more than 3" from them.

Once Per Turn (Army), Your Hero Phase
SEETHING BLIGHT: This plague sees victims enter an apoplectic frenzy that cannot be quelled; howling with rage, they lash out again and again until the sheer exertion causes their hearts to give out.

Declare: Spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7. Then, pick a visible unit (friendly or enemy) wholly within 13" of this unit to be the target.

Effect: For the rest of the battle:
  • Add 1 to the Attacks characteristic of the target’s melee weapons.
  • If an ability would heal or return any slain models to the target unit, that ability does not heal any damage points or return any slain models to it.
  • If the target is replaced and the replacement unit has 1 model, allocate damage points to that replacement unit equal to half X (rounding up), where X is its Health characteristic minus the number of damage points allocated to it (if any).
  • If the target is replaced and the replacement unit has more than 1 model, half the models in that replacement unit (rounding up) are automatically slain.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1), WARD (5+)
CHAOS, SKAVEN, DAEMON, PESTILENS
Army List
Warscrolls collated

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Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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.
Those HEROES can join an eligible regiment as a Skaven Overclaw.

Infantry Hero
Cavalry Hero
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.

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.

Otherwise, 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.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
© Vyacheslav Maltsev 2013-2026