Skaven – Vizzik Skour, Prophet of the Horned Rat

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SKAVEN WARSCROLL
Vizzik Skour
Prophet of the Horned Rat
10"
15
5+
5
Created in the apocalyptic fires of the Vermindoom, Vizzik Skour is the chief priest of the Horned Rat, Lord of the Gnaw and master of the mind-shattering death frenzy. The force of this daemon's diabolic zeal is enough to crack the land and drive the Skaven swarms into a frothing madness.
SKAVEN WARSCROLL
Vizzik Skour
Prophet of the Horned Rat
MELEE WEAPONS
AtkHitWndRndDmg
Unholy Gnawstaff [Crit (Mortal)]
Unholy Gnawstaff
Crit (Mortal)
64+2+1D6
Host of Vermin [Crit (Auto-wound), Companion]
Host of Vermin
Crit (Auto-wound), Companion
105+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 450
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Any Hero Phase
8
THE DEATH FRENZY: Such is the force of Vizzik's screeching oratory that the verminous hordes froth and spasm under his influence as mere mortals unravel to visions of their inevitable doom.

Declare: Pick a visible enemy unit within 13"of this unit or a visible friendly SKAVEN INFANTRY unit within 13" of this unit to be the target, then make a chanting roll of D6.

Effect: If the target is an enemy unit, subtract 1 from the Attacks characteristic of the target’s melee weapons until the start of your next turn.

If the target is a friendly unit, it can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

If the chanting roll was 12+, you can pick 2 targets instead of 1.
KEYWORDSPRAYER

Once Per Battle, Your Hero Phase
PROPHET OF THE HORNED RAT: Vizzik endlessly schemes to extend his god's influence - alongside his own.

Effect: You can re-roll chanting rolls for this unit until the start of your next turn.

Once Per Turn (Army), Any Combat Phase
GAZE OF THE GNAW: To catch Vizzik's gaze is to be driven from one's mind by agonising raptures.

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

Effect: Roll a dice. On a 2+, for the rest of the turn:
  • If this unit is in combat with the target when the target is picked to use a FIGHT ability, all of the target’s attacks must target this unit.
  • Subtract 1 from hit rolls and wound rolls for the target’s combat attacks that target this unit.
KEYWORDSRAMPAGE

Any Combat Phase
FISSURES IN REALITY: Those who resist Vizzik's will are swallowed by fang-mouthed fissures that wrench open in his presence.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (2), WARD (5+)
CHAOS, SKAVEN, DAEMON, MASTERCLAN

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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).
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).
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
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.
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.

The MASTERCLAN 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.
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.

On an unmodified chanting roll of 2 or more, 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.

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 PRIEST keyword is used in the following Skaven warscrolls:

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The WARMASTER keyword is used in the following Skaven warscrolls:

© Vyacheslav Maltsev 2013-2024