Skaven – Verminlord Warpseer

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SKAVEN WARSCROLL
Verminlord Warpseer
10"
13
4+
5
All Verminlords are conniving, as befits the daemonic progeny of the Great Horned Rat. The Warpseers, however, are manipulation given form. Their eldritch abilities go beyond those of even their fellow rat-daemons; they wheeze the stuff of sorcery, tugging at the threads of possibility and ploy with each swift lash of the tail. Engulfed by billowing gales of warp-energy, these Verminlords orchestrate the doom of armies, gleefully sending thousands of minions to their deaths to facilitate their deranged stratagems.
SKAVEN WARSCROLL
Verminlord Warpseer
MELEE WEAPONS
AtkHitWndRndDmg
Doom Glaive
Doom Glaive64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 340
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Your Hero Phase
7
TECTONIC SPLINTERING: Hissing invocations of ruin and collapse, the Verminlord compels the earth to break and belch forth hostile warpgales, leaving their enemies staggering.

Declare: Pick a visible enemy unit within 18" to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
KEYWORDSSPELL

Passive
DIVINE THE FUTURE: The swirling scry-orbs of the Warpseer can show it glimpses of the future.

Effect: While this unit is on the battlefield, add 2" to the distance friendly units can move when using the ‘Always Three Clawsteps Ahead’ ability.

Once Per Battle, Any Combat Phase
HURL SCRY-ORB: The Warpseer throws its scry-orb into the midst of the foe, where it explodes in a shattering cloud of madness and destruction.

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

Effect: This unit cannot use the ‘Divine the Future’ ability for the rest of the battle. Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Once Per Turn (Army), Any Combat Phase
ARCH-MANIPULATOR: Those who dare face a Warpseer find themselves utterly pre-empted and outmanoeuvred.

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

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, SKAVEN, DAEMON, MASTERCLAN
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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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).
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:

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:

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

Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

Declare: Pick a friendly non-MONSTER SKAVEN unit that is not in combat and was not set up this turn to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.
© Vyacheslav Maltsev 2013-2024