Skaven – Zikkit’s Tunnelpack

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SKAVEN WARSCROLL
Zikkit’s Tunnelpack
6"
2
6+
1
Zikkit Rockgnaw is one of the crazed Warlocks of the Clans Skryre and is obsessed with undermining his enemies – in the most literal sense. He has developed an eclectic arsenal of apparatus for the purpose of digging beneath a battlefield and appearing when least expected, including rat-mounted bombs and his own portable Warp-Grinder. Perhaps the most deadly weapon in his Tunnelpack’s possession, though, is the miniaturised Doomwheel controlled, loosely speaking, by his apprentice, Rittak Verm.
SKAVEN WARSCROLL
Zikkit’s Tunnelpack
RANGED WEAPONS
RngAtkHitWndRndDmg
Skryre Bombs [Shoot in Combat]
Skryre Bombs
Shoot in Combat
10"24+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Warp Drill
Warp Drill33+4+1D3
Tunnelling Gear [Charge (+1 Damage)]
Tunnelling Gear
Charge (+1 Damage)
24+4+1D3
Mangy Claws
Mangy Claws24+5+-1
BATTLE PROFILE

Unit Size: 4      Points: 110
MODELBASE SIZE
Rittak Verm, Zikkit Rockgnaw32mm
Krittatok, Nitch, Tik Tik25mm
Can be reinforced: Yes
Notes: This unit cannot be reinforced

The models in Zikkit’s Tunnelpack are Zikkit Rockgnaw, Rittak Verm, Krittatok and Nitch Singe-snout.
  • Zikkit Rockgnaw is armed with a Warp Drill
  • Rittak Verm is armed with Tunnelling Gear
  • Each other model is armed with Skryre Bombs and Mangy Claws.

Once Per Battle (Army), Any Combat Phase
KA-BOOM!: Tik Tik carries an explosive charge that makes a mockery of armour and carefully planned charges alike.

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

Effect: This unit’s Tik Tik is a token. If this unit’s Tik Tik is on the battlefield, remove it from the battlefield and roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll and the target has STRIKE-LAST for the rest of the turn

Deployment Phase
TUNNELING TEAM: Zikkit’s Tunnelpack often turn up when least expected.

Effect: Set up this unit in reserve drilling beneath the surface. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
TUNNELPACK AMBUSH: With a deafening crack, the earth splits and the Tunnelpack scurry forth into battle.

Declare: Pick this unit if it is drilling beneath the surface.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

KEYWORDS
UNIQUE, INFANTRY
CHAOS, SKAVEN, SKRYRE
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 after any non-FIGHT combat phase abilities have been used, 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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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.
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).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2025