Skaven – Warlock Galvaneer

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SKAVEN WARSCROLL
Warlock Galvaneer
6"
5
5+
2
A Warplock Galvaneer is a connoisseur of electrically charged annihilation. These twitchy maniacs are obsessed with channelling the voltaic energies that course through the veins of the Dark Innovator, and they see the battlefield as the perfect arena in which to test their latest creations. Wielding battery-powered warpvolt obliterators, they scamper into the fray, their weapons spitting crackling arcs of warp-corrupted lightning that scorch flesh and turn even heavily armoured foes into jerking, smoking corpses.
SKAVEN WARSCROLL
Warlock Galvaneer
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpvolt Obliterator [Anti-Cavalry (+1 Rend), Crit (2 Hits)]
Warpvolt Obliterator
Anti-Cavalry (+1 Rend), Crit (2 Hits)
18"23+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Rusted Blade
Rusted Blade34+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any SKRYRE

Once Per Battle (Army), Your Shooting Phase
LIGHTNING MASTER: None are better than a Warlock Galvaneer at engineering storms of electrical carnage.

Declare: Pick a friendly Warpvolt Scourgers unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, set the Attacks characteristic of the target’s Warpvolt Scourgers to 10 for the rest of the turn.

Any Shooting Phase
MORE-MORE WARPVOLT DOOM!: This warpvolt weapon unleashes an all-consuming wave of sparking death that vaporises nearby enemies.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Warpvolt Obliterator to be the target.

Effect: Roll a D3 for each other enemy unit within the target’s combat range. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, SKRYRE
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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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 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).
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).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2024