Skaven – Verminlord Deceiver

This warscroll does not meet the selection criteria (see Settings tab).
SKAVEN WARSCROLL
Verminlord Deceiver
10"
13
4+
5
Verminlord Deceivers are the least seen of all their daemonic brood. They are the hidden paw and favoured assassins of the Great Horned Rat, utterly one with shadow. Even the Nightlords of the Clans Eshin may struggle to detect such a daemon's presence, save for red eyes flashing in the darkness and a susurrus of whispers slipping from empty caverns. These are deliberate ploys by the Deceivers, masters of illusory concealment and teleportation magics. If they truly do not wish to be perceived, only the most incisive observer can hope to detect them.
SKAVEN WARSCROLL
Verminlord Deceiver
RANGED WEAPONS
RngAtkHitWndRndDmg
Doomstar [Crit (Auto-wound)]
Doomstar
Crit (Auto-wound)
13"63+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Warpstiletto [Crit (Mortal)]
Warpstiletto
Crit (Mortal)
83+2+32
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, 0-1 Deathmaster, Any ESHIN

Reaction: You declared the ‘Redeploy’ command for a friendly ESHIN INFANTRY unit wholly within 13" of this unit
LORD OF ASSASSINS: The skulking warriors of the Clans Eshin move like swift smoke in a Verminlord Deceiver’s presence.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Once Per Turn (Army), Any Combat Phase
BURST FROM THE SHADOWS: A Verminlord Deceiver is shrouded in darkness and dread, leaping through the aether to strike at its foes in the blink of an eye.

Effect: If this unit is in combat, roll a dice. On a 4+, you can pick a point on the battlefield within 13" of this unit and within 1" of any enemy units. Remove this unit from the battlefield and set it up again within 1" of that point.

Designer’s Note: This ability allows the unit to set up in combat with a new enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), WARD (5+)
CHAOS, SKAVEN, DAEMON, ESHIN

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
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:

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.

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

The ESHIN and INFANTRY keywords are used in the following Skaven warscrolls:

© Vyacheslav Maltsev 2013-2024