Skaven – Seekers of Silver

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REGIMENT OF RENOWN
Seekers of Silver
Upon the shattering of a Silver Tower, eldritch power and esoteric knowledge are forcibly discharged into the realms. The Seekers of Silver are airborne specialists sent by the Change God to recover what is rightfully his – and to dole out terrible punishments to those who would lay their hands upon his treasures.
REGIMENT OF RENOWN
Seekers of Silver

BATTLE PROFILE

Points: 380

Your Hero Phase
6
SPLINTERS OF SORCERY: Fragments of an Argent Shard embed themselves in surrounding terrain, unleashing deadly waves of magic.

Declare: Pick a friendly WIZARD in this Regiment of Renown to cast this spell, pick a visible terrain feature within 12" of them that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: If the target does not have the ‘Place of Power’ terrain ability, it gains that ability for the rest of the battle. If the target has the ‘Place of Power’ terrain ability, pick an enemy unit within 12" of it and roll 9 dice. For each 5+, inflict 1 mortal damage on that enemy unit.
KEYWORDSSPELL, UNLIMITED

Once Per Turn (Army), Any Hero Phase
BUBBLES OF UNREALITY: The Seekers make use of an Argent Shard’s unstable magic field to redirect their spells and evocations.

Declare: Pick a terrain feature with the ‘Place of Power’ terrain ability to be the target.

Effect: The next time a friendly WIZARD in this Regiment of Renown uses a SUMMON SPELL ability this phase, you can measure the range and visibility of that SPELL ability from the target instead of from the caster.
Army List
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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).
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.
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

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 one 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.
  • 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.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
© Vyacheslav Maltsev 2013-2026