Skaven – Warscrolls


Cavalry Hero


SKAVEN WARSCROLL
Clawlord
on Gnaw-beast
9"
7
4+
2
The title of Clawlord is not awarded through ceremony; it must be seized via cunning and violence. Clawlords of sufficient prestige may acquire a freakish mount known as a Gnaw-beast. These gangly-limbed and whipcord-fast horrors are bred by the Clans Moulder to possess a self-destructively swift metabolism. No matter how voraciously it feeds, the black hunger pains the Gnaw-beast constantly, granting it a frenzy that only fear of its master can curb.
SKAVEN WARSCROLL
Clawlord
on Gnaw-beast
RANGED WEAPONS
RngAtkHitWndRndDmg
Ratling Pistol [Shoot in Combat, Crit (Auto-wound)]
Ratling Pistol
Shoot in Combat, Crit (Auto-wound)
10"D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Warpforged Halberd
Warpforged Halberd53+4+12
Gnaw-beast’s Chisel Fangs [Companion]
Gnaw-beast’s Chisel Fangs
Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any VERMINUS
Notes: This HERO can join a Verminlord Warbringer’s regiment or an eligible regiment as a Skaven Overclaw.

Passive
CORNERED RAT: A Clawlord in fear for their life fights with rabid ferocity.

Effect: While this unit is damaged, add 3 to the Attacks characteristic of its Warpforged Halberd.

Your Hero Phase
CRUEL COMMANDER: The Clawlord strikes down one of their underlings to show their cruel power and then, with shrieks and hissed threats, commands their swarming underlings to overrun the foe.

Declare: Pick a friendly non-HERO VERMINUS INFANTRY unit wholly within 13" of this unit to be the target.

Effect: Inflict 1 mortal damage on the target. Then, add 5 to the target’s control score until the start of your next turn.

KEYWORDS
HERO, CAVALRY
CHAOS, SKAVEN, VERMINUS

Infantry Hero


SKAVEN WARSCROLL
Arch-Warlock
6"
5
4+
2
At the head of every Skyre clan stands an Arch-Warlock. They are the masters of the various schools of lethal science practised by their clan, and they have personally overseen the creation of all manner of temperamental, but utterly deadly, techno-arcane superweapons. An Arch-Warlock's mind is a thing of whirring brass gears, constantly churning out new schematics of death.
SKAVEN WARSCROLL
Arch-Warlock
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpfire Gauntlet [Shoot in Combat]
Warpfire Gauntlet
Shoot in Combat
10"34+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Stormcage Halberd
Stormcage Halberd33+4+12
Crushing Piston-claw
Crushing Piston-claw24+2+22
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any SKRYRE

Passive
OVERSEERS OF THE ENGINECOVENS: The Arch-Warlocks of the Clans Skryre command their enginecovens with a blend of deadly efficiency and overt sadism.

Effect: If a friendly SKRYRE unit wholly within 13" of this unit uses the ’Covering Fire’ command, no command points are spent.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Clawlord
6"
5
4+
2
Clawlords command from the very back ranks - the most honourable of all positions within Skaven society. After all, why should a leader sully their own blade with violence when there are plenty of minions able to die on their behalf? Clawlords expend the lives of their underlings freely, safe in the knowledge that there are always more where they came from. The wisest amongst them also make sure that they always have an escape route to paw - even if they must cut through enemies and allies alike in the process.
SKAVEN WARSCROLL
Clawlord
MELEE WEAPONS
AtkHitWndRndDmg
Warpforged Blade
Warpforged Blade63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any VERMINUS
Notes: This HERO can join a Verminlord Warbringer’s regiment or an eligible regiment as a Skaven Overclaw.

Passive
CORNERED RAT: A Clawlord in fear for their life fights with rabid ferocity.

Effect: While this unit is damaged, add 3 to the Attacks characteristic of its Warpforged Blade.

Reaction: You declared a FIGHT ability for this unit
GNASH-GNAW ON THEIR BONES!: At a Clawlord’s command, their minions hurl themselves at the foe.

Effect: Pick a friendly non-HERO VERMINUS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, VERMINUS


SKAVEN WARSCROLL
Deathmaster
7"
5
5+
2
Deathmasters are singularly adept killers. A significant part of their training centres around defying the self-interested Skaven mindset and honing the ability to set aside their own ambitions for the sake of their mission. Skulking unseen amidst the melee, Deathmasters wait for their target to leave themselves exposed before striking with great acrobatic ferocity, wielding an array of esoteric weapons such as warpstone throwing stars and weeping blades that can kill with the lightest scratch.
SKAVEN WARSCROLL
Deathmaster
RANGED WEAPONS
RngAtkHitWndRndDmg
Eshin Throwing Stars [Crit (Auto-wound), Shoot in Combat]
Eshin Throwing Stars
Crit (Auto-wound), Shoot in Combat
10"53+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Weeping Blade [Anti-HERO (+1 Rend), Crit (Mortal)]
Weeping Blade
Anti-HERO (+1 Rend), Crit (Mortal)
53+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any ESHIN
Notes: This HERO can join a Verminlord Deceiver’s regiment or an eligible regiment as a Skaven Overclaw.

Passive
SHADOWY KILLERS: Ulguan illusions and other tools of misdirection shroud Deathmasters in perpetual darkness, keeping them from harm.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

Passive
RUNNING DEATH: Deathmasters lead only the nimblest Eshin agents to war.

Effect: While friendly ESHIN units are wholly within 13" of this unit, they can use SHOOT and/or CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, ESHIN


SKAVEN WARSCROLL
Grey Seer
6"
5
6+
2
Most devious of all Skaven are the Grey Seers. These are the agents of the Masterclan who work to manipulate Skaven society from the shadows. With a hissed incantation and flick of their claws, a Seer can summon storms of warp lightning, blast enemies with withering energy or teleport great distances in a blink. Grey Seers also possess a natural affinity for warpstone; their staffs of office are imbued with chunks of the corruptive realmstone, and many will consume shards of the substance to fuel their ruinous spellcraft.
SKAVEN WARSCROLL
Grey Seer
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone Staff
Warpstone Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Your Hero Phase
WARPSTONE SHARDS: Grey Seers consume potentially lethal shards of warpstone to enhance their spellcasting.

Effect: The next time you make a casting roll for this unit this phase, roll 3D6 instead of 2D6. This roll cannot be re-rolled or modified.

If the casting roll is 13, the spell is successfully cast and cannot be unbound. After the effect of that spell has been resolved, inflict D3 mortal damage on this unit.

If the casting roll is not 13, remove 1 dice of your choice from the casting roll and use the remaining 2D6 as the casting roll.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, SKAVEN, MASTERCLAN


SKAVEN WARSCROLL
Krittok Foulblade
6"
6
4+
2
Canny and cruel in equal measure, Krittok Foulblade has a profound instinct for where his minions' deaths can best serve him. He also understands with a rare clarity that even meagre displays of largesse, however falsely intended, can spur a measure of loyalty from his underlings. This same cold and calculating mindset is extended by the Clawlord to his dealings with the daemon-blade Doomfang, for the raging Verminlord trapped within its steel must be bargained with constantly if its powers are to bolster Krittok's own warrior abilities
SKAVEN WARSCROLL
Krittok Foulblade
RANGED WEAPONS
RngAtkHitWndRndDmg
Warplock Pistol [Crit (Auto-wound)]
Warplock Pistol
Crit (Auto-wound)
10"23+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Doomfang [Crit (Mortal)]
Doomfang
Crit (Mortal)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 40mm
Can be reinforced: No
Regiment Options: Any VERMINUS

Any Combat Phase
DOOMFANG: Though Doomfang offers the ageing Krittok martial power, he must constantly haggle with its daemonic occupant, a fact that can sometimes prove distracting.

Effect: This unit has STRIKE-FIRST for the rest of the turn but it cannot use commands this phase.

Enemy Hero Phase
1
A REPUTATION FOR CUNNING: Krittok's laboriously crafted reputation for deviousness sees his thralls obey him without question.

Effect: You can pick 2 different eligible units to use the ’Always Three Clawsteps Ahead’ ability this phase instead of 1, but at least 1 of those units must have the VERMINUS keyword.

Passive
FOSTER COMPETITION: Krittok has created a system in which his armoured swarms are so desperate to earn his favour that they spend only some of their time plotting his overthrow.

Effect: Add 1 to wound rolls for friendly Stormvermin units while they are wholly within 13"of this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY
CHAOS, SKAVEN, VERMINUS


SKAVEN WARSCROLL
Master Moulder
6"
5
6+
2
It takes an especially deranged Skaven to rise to the rank of Master Moulder. They are the overlords of the Clans Moulder, dark luminaries in the arts of flesh-grafting, each devoted to crafting ever more grotesque nightmare-beasts. Master Moulders are experts in stitching muscle and flesh into new forms, and they use warpstone to trigger mutations that twist a mortal corpus beyond recognition. Master Moulders take a warped pride in the monsters they have brought into unholy life and consider the battlefield successes of these creatures to be firmly their own.
SKAVEN WARSCROLL
Master Moulder
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpsyringe Pistol [Shoot in Combat]
Warpsyringe Pistol
Shoot in Combat
10"D64+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Arsenal of Mutation [Crit (2 Hits)]
Arsenal of Mutation
Crit (2 Hits)
43+4+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any MOULDER

End of Any Turn
LORD OF FLESH-GRAFTING: These burly commanders are the breeders, mutators and healers of the Clans Moulder.

Declare: Pick another friendly MOULDER unit wholly within 13" of this unit to be the target.

Effect: Heal (3) the target.

Your Charge Phase
TYRANNICAL PACKMASTER: Master Moulders use pain and terror to drive their fighting beasts into a battle frenzy.

Declare: Pick another friendly MOULDER unit within this unit’s combat range to be the target.

Effect: Add 1 to charge rolls for the target for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, MOULDER


SKAVEN WARSCROLL
Warlock Bombardier
6"
5
5+
2
Warlock Bombardiers are besotted with indiscriminate carnage. Their obsession with ballistic devastation finds realisation in the creation of Doomrockets. These are amongst the most potent, and temperamental, weapons that a single Skaven can wield, capable of blasting formations to ashes. More is always better, says the ratman mindset, and so Bombardiers gleefully strap additional warheads and power sources to their missiles. This certainly results in a satisfying explosion - though not always one that consumes the intended target...
SKAVEN WARSCROLL
Warlock Bombardier
RANGED WEAPONS
RngAtkHitWndRndDmg
Doomrocket [Anti-INFANTRY (+1 Rend)]
Doomrocket
Anti-INFANTRY (+1 Rend)
18"24+3+1D6
MELEE WEAPONS
AtkHitWndRndDmg
Firing Pole
Firing Pole34+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any SKRYRE

Passive
EXPLOSIVE PAYLOAD: Nothing is more satisfying to a Bombardier than seeing their doomrocket go off in the midst of a tightly packed swarm of enemies.

Effect: Add 1 to hit rolls for this unit’s shooting attacks that target an enemy unit that has 10 or more models.

Reaction: You declared a SHOOT ability for this unit, it was not set up this turn and it has not used a MOVE ability this turn
MORE-MORE DOOM!: An extra doomrocket warhead can be attached to the payload if the wielder dares.

Effect: Roll a dice. On a 2+, set the Damage characteristic of its Doomrocket to D3+3 for the rest of the turn. On a 1, inflict D3 mortal damage on this unit.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Warlock Engineer
6"
5
5+
2
The most common class of Warlocks are known simply as Engineers. These are responsible for the construction and operation of the many mass-produced wonder weapons of the Clans Skryre. Less inclined to face their foes head on, many Warlock Engineers carry ranged weapons of their own creation, with warplock muskets being a perennial favourite. Of course, the Engineers cannot help but attempt to push these weapons to their limits, thoroughly convinced of their own genius - until the musket detonates in their claws, that is.
SKAVEN WARSCROLL
Warlock Engineer
RANGED WEAPONS
RngAtkHitWndRndDmg
Warplock Musket [Crit (Auto-wound)]
Warplock Musket
Crit (Auto-wound)
24"23+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpforged Dagger
Warpforged Dagger34+4+-2
BATTLE PROFILE

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

Once Per Turn (Army), Your Shooting Phase
SNIPER-MASTER: No enemy is safe from the warp-laced bullets of a Warlock Engineer and his underlings.

Declare: Pick a visible enemy HERO to be the target.

Effect: For the rest of the turn, this unit and friendly Warplock Jezzails units wholly within 13" of this unit can ignore the effects of the ‘Guarded Hero’ ability when picking the target for their shooting attacks.

Reaction: You declared a SHOOT ability for this unit, it was not set up this turn and it has not used a MOVE ability this turn
MORE-MORE WARP ENERGY!: The Engineer overcharges their weapon with volatile energy.

Effect: Roll a dice. On a 2+, set the Damage characteristic of this unit’s Warplock Musket to 3 for the rest of the turn. On a 1, inflict D3 mortal damage on this unit.

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN, SKRYRE


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


SKAVEN WARSCROLL
Plague Priest
6"
5
5+
2
Plague Priests shriek blasphemous prayers that unleash the dark diseases of the Great Corruptor upon their foes. Those not wasted away or withered into ooze are swiftly slain by blows from the priests’ warpstone-capped staves and smog-belching censers.
SKAVEN WARSCROLL
Plague Priest
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone-tipped Staff [Crit (Auto-wound)]
Warpstone-tipped Staff
Crit (Auto-wound)
34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any Pestilens

Reaction: You declared a FIGHT ability for a friendly PESTILENS unit wholly within 13" of this unit
FEED ON PESTILENCE: Plague Priests are empowered by the spread of disease, drawing upon the foulness propagated by their zealous throngs to power their rites.

Effect: Give this unit 1 ritual point.

KEYWORDS
HERO, PRIEST (1), INFANTRY
CHAOS, SKAVEN, PESTILENS

Monster Hero


SKAVEN WARSCROLL
Lord Skreech Verminking
10"
13
4+
5
Skreech Verminking is foremost amongst the Great Horned Rat's daemonic brood. His twisted soul contains the collective knowledge of the Skaven: the shadow shifting of Eshin, the warped ingenuity of Skryre, the fury of Verminus, the plague-mastery of Pestilens and the fleshcraft of Moulder. Verminking draws upon these boons, and the fearful obedience he commands in all Skaven, to dominate the battlefield.
SKAVEN WARSCROLL
Lord Skreech Verminking
MELEE WEAPONS
AtkHitWndRndDmg
Glaive of the Rat King [Crit (2 Hits)]
Glaive of the Rat King
Crit (2 Hits)
73+2+23
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Your Hero Phase
THE THIRTEEN-HEADED ONE: Lord Verminking can call upon his extensive knowledge of the Skaven clans.

Effect: Pick 1 of the following effects to apply until the start of your next turn. You cannot pick the same effect more than once per battle.

Master of Dire Sorcery: Add 1 to casting rolls for friendly MASTERCLAN WIZARDS while they are wholly within 13" of this unit.

Commander of Vermin: Add 1 to charge rolls for friendly VERMINUS units while they are wholly within 13" of this unit.

Knower of Warp-tech: Add 1 to hit rolls for shooting attacks made by friendly SKRYRE units while they are wholly within 13" of this unit.

Deliverer of Weeping Blades: Add 1 to the Rend characteristic of melee weapons used by friendly ESHIN units while they are wholly within 13" of this unit.

Bringer of Plagues: Add 1 to chanting rolls for friendly PESTILENS PRIESTS while they are wholly within 13" of this unit.

Shaper of Fleshcraft: Heal (D3) each friendly MOULDER unit wholly within 13" of this unit.

Your Hero Phase
7
THE DREADED THIRTEENTH SPELL: The twisting power of the Great Horned Rat transforms men into rat-mutants that swiftly join the evil throng.

Declare: Pick a visible enemy unit within 13" to be the target, then make a casting roll of 2D6.

Effect: Roll 13 dice. For each 5+:
  • Inflict 1 mortal damage on the target.
  • You can return 1 slain model to a friendly Clanrats unit wholly within 13" of this unit.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
TERRIFYING MONSTROSITY: Lord Skreech has a malevolent and horrific visage that can shatter the enemy’s resolve.

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

Effect: Roll a dice. On a 3+:
  • The target cannot use commands for the rest of the turn.
  • Subtract an amount equal to the roll from the target’s control score until the start of your next turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), WARD (5+)
CHAOS, SKAVEN, DAEMON, MASTERCLAN, VERMINUS, PESTILENS, ESHIN, SKRYRE, MOULDER


SKAVEN WARSCROLL
Thanquol
on Boneripper
8"
14
4+
5
Fuelled by an addiction to warpstone and delusional self-confidence remarkable even for a Skaven, Thanquol is constantly devising new schemes to secure a seat upon the Council of Thirteen. That most of these plans go awry is irrelevant; Thanquol is a master at spinning disasters to his advantage - as well as obliterating the bodies and minds of enemies and naysayers with powerful spellcraft. Thanquol is accompanied at all times by a colossal Rat Ogor that he calls Boneripper.
SKAVEN WARSCROLL
Thanquol
on Boneripper
RANGED WEAPONS
RngAtkHitWndRndDmg
Custom Warpfire Projectors [Companion]
Custom Warpfire Projectors
Companion
10"62+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Staff of the Horned Rat
Staff of the Horned Rat44+4+1D3
Warpfire Braziers [Companion]
Warpfire Braziers
Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Warpfire Braziers is 4.

Passive
STAFF OF THE HORNED RAT: Said to be crafted from scrap thieved from the Horned Rat’s lair, Thanquol’s staff thrums with malign potency.

Effect: Add 1 to casting rolls for this unit.

Your Hero Phase
7
TERRIBLE MADNESS: Thanquol can inflict madness on his enemies, causing them to lash out at close allies.

Declare: Pick a visible enemy unit within 13" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands until the start of your next turn. In addition, roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
BONERIPPER RAMPAGE: Thanquol’s monstrous Rat Ogor, Boneripper, pulverises enemies that dare stray too close.

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

Effect: Roll a dice. On a 3-5, inflict D3 mortal damage on the target. On a 6, inflict 2D3 mortal damage on the target.
KEYWORDSRAMPAGE

End of Any Turn
WARP-AMULET: Thanquol wears a thrumming green warpstone amulet, the mutating magics of which serve to meld and rapidly heal his, or Boneripper’s, flesh.

Effect: Heal (D3) this unit.

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


SKAVEN WARSCROLL
Verminlord Corruptor
10"
13
4+
5
Avatars of foulness, a Verminlord Corruptor is vile beyond words. These rat-daemons are entities of utmost reverence to the Clans Pestilens, for they embody the Horned Rat's fascination with collapse and decay. Bloated parasites burrow through their matted fur and pestilential slimes drip from the sickle-blades known as Plaguereapers. Buboes throb across their towering frames, and the air around them becomes choked with noxious yellow fog.
SKAVEN WARSCROLL
Verminlord Corruptor
MELEE WEAPONS
AtkHitWndRndDmg
Plaguereapers [Crit (Auto-wound)]
Plaguereapers
Crit (Auto-wound)
83+2+22
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Clanrats, Any PESTILENS

Once Per Turn (Army), Your Hero Phase
LORD OF GREAT PLAGUES: If the raving prayers of Pestilens priests reach fever pitch across the battlefield, the Verminlord Corruptor can cause one of the legendary Great Plagues to temporarily manifest.

Effect: If the unmodified chanting roll for a friendly PESTILENS PRIEST this phase was 6, pick 1 of the following effects to apply:

Crimsonweal Curse: Pick an enemy unit within 13" of this unit to be the target. For the rest of the battle, each time the target uses a MOVE ability, inflict D3 mortal damage on it after the MOVE ability has been resolved.

The Neverplague: For the rest of the battle, you can re-roll chanting rolls for friendly PESTILENS PRIESTS.

Undulant Scourge: Pick a visible enemy unit within 13" of this unit to be the target. Inflict 2D3 mortal damage on the target.

Once Per Turn (Army), Any Combat Phase
PLAGUEMASTER: Hideous parasites and diseases made flesh spill from a Verminlord Corruptor to spread their sickness.

Declare: Pick up to 3 enemy units 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.
  • Give this unit 1 ritual point.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1), WARD (5+)
CHAOS, SKAVEN, DAEMON, PESTILENS


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


SKAVEN WARSCROLL
Verminlord Warbringer
10"
13
4+
5
Warbringers are the most commonly seen of the Verminlord broods. They embody the Great Horned Rat's desire for carnage, his hunger to sweep away all that stands proud and replace it with shattered ruins through which rodents swarm. Arrogant, belligerent and territorial, Warbringers are often found dominating the Clans Verminus, who share much of their bloodthirsty world view. This stewardship, however, resembles less a protective guardian spirit and more a fell-handed tyrant bidding their screeching minions to fight with ever greater ferocity - or else face their inevitably fatal judgement.
SKAVEN WARSCROLL
Verminlord Warbringer
MELEE WEAPONS
AtkHitWndRndDmg
Doom Glaive and Spike-fist [Crit (Mortal)]
Doom Glaive and Spike-fist
Crit (Mortal)
73+2+23
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Clawlord, Any VERMINUS

Once Per Turn (Army), End of Any Turn
KILLING BLOW: Warbringers drive their spike-fists into already wounded enemies, exploiting the slightest gap in their foe’s defences to deliver a bloody coup de grâce.

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

Effect: Roll a dice. If the roll is less than the number of damage points the target has, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
TYRANT OF BATTLE: These towering monstrosities are the commanders of the seething hordes of Clans Verminus.

Declare: Pick up to 2 friendly VERMINUS INFANTRY units wholly within 13" of this unit to be the targets.

Effect: The targets can each use the ‘All-out Attack’ or ‘All-out Defence’ command this phase even if that command has been used by a friendly unit this phase.

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


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


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

War Machine Hero


SKAVEN WARSCROLL
Grey Seer
on Screaming Bell
6"
15
4+
5
Of all the strange constructs fashioned by the Skaven, Screaming Bells are perhaps the most diabolical. From a rickety conveyance of wood hangs a great brass bell, studded with warpstone and marked with glowing runes. A Grey Seer, a prophet of the Horned Rat, scrabbles across the bell, hurling commands at their minions below and conjuring storms of magic from their bizarre pulpit. Then the device rings, and all hell breaks loose.
SKAVEN WARSCROLL
Grey Seer
on Screaming Bell
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone Staff
Warpstone Staff34+4+1D3
Rat Ogor’s Tearing Claws [Companion]
Rat Ogor’s Tearing Claws
Companion
54+3+12
Crushing Bulk [Companion]
Crushing Bulk
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Crushing Bulk is 4.

Passive
ALTAR OF THE HORNED RAT: Throngs of rat-thralls swarm around this mighty construct in battle and will sell their lives to see it from harm.

Effect: Friendly SKAVEN INFANTRY units have WARD (6+) while they are wholly within 6" of this unit.

Your Hero Phase
PEAL OF DOOM: The ominous tolling of a Screaming Bell resounds above the clamour of battle, crying out ‘Doom! Doom! Doom!’

Effect: Roll a dice and apply the corresponding effect:

1Magical Backlash: Inflict D3 mortal damage on this unit.
2-4Wall of Unholy Sound: Until the start of your next turn, subtract 1 from hit rolls for combat attacks made by enemy units while they are within 13" of this unit.
5-6Apocalyptic Doom: Roll a D3 for each enemy unit within 13" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Your Hero Phase
6
CRACKS CALL: Harnessing the thunderous peals of the Screaming Bell, the Grey Seer channels a sorcerous blast into the ground beneath the foe’s feet. Gaping chasms yawn wide, sending screaming victims vanishing into the depths.

Declare: Pick a visible enemy unit that does not have FLY and is within 13" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the casting roll exceeds the target’s Move characteristic, inflict an amount of mortal damage on the target equal to the difference between the casting roll and its Move characteristic.
KEYWORDSSPELL

KEYWORDS
HERO, WAR MACHINE, WIZARD (2), WARD (5+)
CHAOS, SKAVEN, MASTERCLAN


SKAVEN WARSCROLL
Plague Priest
on Plague Furnace
6"
15
4+
5
Plague Furnaces are mobile altars of corruption, rotting pulpits from which priests of the Pestilent Brotherhood can preach the Withered Word. Pushed by toiling packs of Plague Monks, a Plague Furnace is a ponderous construct. Its decay-eaten structure creaks and whines as it rolls forwards on grinding wheels, while thick clouds of toxic smoke emanate from the censer at its heart. This is no ordinary gas; it is laced not only with warpstone but also with the gurgled incantations of the Plague Priest who commands the Furnace.
SKAVEN WARSCROLL
Plague Priest
on Plague Furnace
MELEE WEAPONS
AtkHitWndRndDmg
Great Plague Censer [Crit (Auto-wound)]
Great Plague Censer
Crit (Auto-wound)
44+2+13
Warpstone-tipped Staff [Crit (Auto-wound)]
Warpstone-tipped Staff
Crit (Auto-wound)
34+4+1D3
Foetid Blades [Crit (Auto-wound)]
Foetid Blades
Crit (Auto-wound)
64+5+-1
Crushing Bulk [Companion]
Crushing Bulk
Companion
64+2+12
BATTLE PROFILE

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

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Great Plague Censer is 2.

Passive
ALTAR OF THE GREAT CORRUPTOR: This giant construct is venerated by the swarms of pox-ridden rats that flock to its side.

Effect: Friendly PESTILENS units have WARD (6+) while they are wholly within 6" of this unit.

Passive
CORRUPTING INFLUENCE: This giant construct bathes all in a thick billowing smog that is anathema to its enemies.

Effect: Subtract 1 from ward rolls for enemy units while they are within 6" of this unit.

KEYWORDS
HERO, PRIEST (1), WAR MACHINE, WARD (5+)
CHAOS, SKAVEN, PESTILENS

Infantry


SKAVEN WARSCROLL
Acolyte Globadiers
6"
2
6+
1
The Acolyte Globadiers of the Clans Skryre are tinkerers and artificers, miners and munitions carriers. They are a step above the thrall-rats that toil on the production lines or serve as fodder for weapons testing, and they scheme constantly about attaining the status of Warlock. The masters of the Clans Skryre are well aware of this, and they are little disposed to acquiring new rivals.
SKAVEN WARSCROLL
Acolyte Globadiers
RANGED WEAPONS
RngAtkHitWndRndDmg
Poisoned Wind Globes [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Poisoned Wind Globes
Anti-INFANTRY (+1 Rend), Shoot in Combat
10"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Rusty Knife
Rusty Knife14+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 28.5mm
Can be reinforced: Yes
Notes: You cannot include more than 1 SKRYRE WEAPON TEAM in a regiment led by a non-SKRYRE HERO.

Passive
GAS CLOUDS: Poisoned wind globes are crystal orbs filled with deadly warp-gas that can engulf and lethally transmute an enemy regiment.

Effect: Add 1 to the Damage characteristic of this unit’s Poisoned Wind Globes for attacks that target an enemy unit that has 10 or more models.

Passive
HIDDEN WEAPON TEAM: Skryre weapon teams often lurk amidst larger formations.

Effect: While this unit is within the combat range of a friendly Clanrats unit that has 5 or more models, and there are no other friendly WEAPON TEAM units within that unit’s combat range, this unit is not visible to enemy units more than 13" away.

KEYWORDS
INFANTRY, WEAPON TEAM, CHAMPION
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Clanrats
6"
1
5+
1
Clanrats are the unwashed masses of the Clans Verminus. They are the dregs of the ratmen’s society, considered utterly disposable by their masters. No matter how many are spitted on pikes, crushed by bludgeons or riddled with arrows, the tide of mangy fur never seems to slacken. In turn, they fight with whatever rusted spears and blades they can scrounge up, as well as their own claws and teeth when necessary. Clanrats are nimble but undisciplined soldiers and, like most Skaven, are prone to wavering at the slightest threat. Only when sufficiently motivated by fear, hunger or overwhelming advantage can they be trusted to press the advance – but when they do, they can reduce entire armies to piles of gnawed bones.
SKAVEN WARSCROLL
Clanrats
MELEE WEAPONS
AtkHitWndRndDmg
Rusty Weapon [Crit (Auto-wound)]
Rusty Weapon
Crit (Auto-wound)
24+5+-1
BATTLE PROFILE

Unit Size: 20      Points: 150
Base size: 25mm
Can be reinforced: Yes

End of Any Turn
SEETHING SWARM: Clanrats overwhelm their enemies with their seemingly endless numbers – biting, stabbing and trampling their own fallen beneath their bloody claws.

Effect: You can return D3 slain models to this unit.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/20), STANDARD BEARER (1/20)
CHAOS, SKAVEN, VERMINUS


SKAVEN WARSCROLL
Night Runners
7"
1
6+
1
Night Runners are the lowliest acolytes of the Eshin and are seen as an entirely disposable asset. Often their fate is to be hurled into the enemy's path and provide a distraction with their messy deaths, allowing more adroit killers to carry out their subtle missions amongst the mayhem. Still, disposable as they are, Night Runners are trained and equipped to a level beyond their equivalents in the other Great Clans.
SKAVEN WARSCROLL
Night Runners
RANGED WEAPONS
RngAtkHitWndRndDmg
Slings and Poisoned Stars [Crit (Auto-wound), Shoot in Combat]
Slings and Poisoned Stars
Crit (Auto-wound), Shoot in Combat
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Poisoned Blades [Crit (Mortal)]
Poisoned Blades
Crit (Mortal)
24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 25mm
Can be reinforced: Yes

Deployment Phase
SLINKING ADVANCE: Night Runners scurry ahead of the main body of a Skaven army to harass and slow down the foe.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
SNEAKY INFILTRATORS: Night Runners are masters of stealth and can sneak up on almost anyone.

Effect: While each model in this unit is within 1" of any terrain features, this unit cannot be targeted by shooting attacks unless the attacking model is within 9" of it.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, SKAVEN, ESHIN


SKAVEN WARSCROLL
Plague Monks
6"
1
6+
1
Plague Monks form the foetid congregations of the Clans Pestilens. Though inherently cowardly in the manner of all Skaven, on the battlefield, they are seized by a zealous fervour that is both bizarre and extremely unnerving to behold. Clad solely in fly-eaten robes and carrying all manner of strange religious paraphernalia and relics, they surge forwards like a mouldering landslide. Driven on by their rabid mania, they swarm against the ranks of the enemy, lashing out in a furore with blades and withered staves.
SKAVEN WARSCROLL
Plague Monks
MELEE WEAPONS
AtkHitWndRndDmg
Foetid Weapons [Crit (Auto-wound)]
Foetid Weapons
Crit (Auto-wound)
24+5+-1
BATTLE PROFILE

Unit Size: 20      Points: 140
Base size: 25mm
Can be reinforced: Yes

Passive
SPREADERS OF FILTH AND DISEASE: Possessed with a mad zealotry, Plague Monks in their death throes will bite, claw and scratch their foe, leaving wounds that quickly fester and rot.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 6+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/20), STANDARD BEARER (1/20)
CHAOS, SKAVEN, PESTILENS


SKAVEN WARSCROLL
Plaguepack
6"
2
6+
1
A Plaguepack is formed of a Plague Priest and their entourage. These fervent ratmen are devoted to the Great Corruptor and his vision of a befouled cosmos. While their master proselytises, the most favoured (or troublesome) of the pack swing a mighty plague censer, breathing deep of its noxious and blinding fumes. Alongside a Plaguepack scuttle rotten rodents, some carrying shards of warpstone crystal - a useful power source for any Plague Priest mid-catechism.
SKAVEN WARSCROLL
Plaguepack
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Corruption [Crit (Auto-wound)]
Weapons of Corruption
Crit (Auto-wound)
24+5+-1
Plague Censer [Crit (Auto-wound)]
Plague Censer
Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 5      Points: 140
MODELBASE SIZE
Plaguepack (Champion)32mm
Plaguer Censer Bearer28.5mm
3x Plaguepack, Plague Rat25mm
Can be reinforced: Yes

Each model in this unit is armed with Weapons of Corruption.
  • 1/5 models is a Plague Censer Bearer and is armed with a Plague Censer instead of Weapons of Corruption.
  • The champion cannot replace their weapons.

Passive
ENSHROUDING FUMES: Choking, miasmatic clouds swirl around a Plaguepack.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

Passive
PLAGUE RAT: Plague rats carry shards of warpstone that can be consumed to lend the Plaguepack’s prayers more frothing urgency.

Effect: This unit’s Plague rat is a token. If you make a unmodified chanting roll of 1 for this unit while its Plague rat is on the battlefield, you can remove its Plague rat from the battlefield and then re-roll that chanting roll.

KEYWORDS
PRIEST (1), INFANTRY, CHAMPION (1/5)
CHAOS, SKAVEN, PESTILENS


SKAVEN WARSCROLL
Rat Ogors
6"
4
5+
1
The power of the Clans Moulder is built on the broad shoulders of the Rat Ogors. These rabid war-mutants are created by grafting nimble Skaven to the muscled bulk of ogorkind through strange cryptosorcery and infusing them with warpstone shards and unguents. These misbegotten warriors are pumped full of all manner of toxic serums designed to magnify both their regenerative properties and their natural frenzy. A mixture of pain and gnawing hunger sees them tear at enemies in a blind fury, ripping off limbs and wolfing down flesh.
SKAVEN WARSCROLL
Rat Ogors
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpfire Gun [Shoot in Combat]
Warpfire Gun
Shoot in Combat
10"2D62+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Claws, Blades and Fangs
Claws, Blades and Fangs54+3+12
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 50mm
Can be reinforced: Yes

Each model in this unit is armed with Claws, Blades and Fangs.
  • 1/3 models are armed with a Warpfire Gun in addition to their other weapons.

Any Combat Phase
UNLEASHED WARP-FURY: The warpstone hammered into the flesh of these creatures crackles with volatile energies, driving them into a frenzy.

Effect: Inflict D3 mortal damage on this unit. Then, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

KEYWORDS
INFANTRY
CHAOS, SKAVEN, MOULDER


SKAVEN WARSCROLL
Ratling Gun
6"
3
6+
1
Ratling Guns are amongst the most commonplace of the weapon teams that emerge from the forges of the Clans Skryre. Powered by complex warp-steam batteries and activated by a hand-crank operated by the weapon's loader, Ratling Guns are notoriously difficult to aim. The sheer volume of bullets they unleash, however, can shred an enemy cohort regardless.
SKAVEN WARSCROLL
Ratling Gun
RANGED WEAPONS
RngAtkHitWndRndDmg
Ratling Gun [Crit (2 Hits)]
Ratling Gun
Crit (2 Hits)
15"3D64+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Rusty Knives
Rusty Knives24+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: You cannot include more than 1 SKRYRE WEAPON TEAM in a regiment led by a non-SKRYRE HERO.

Passive
HIDDEN WEAPON TEAM: Skryre weapon teams often lurk amidst larger formations.

Effect: While this unit is within the combat range of a friendly Clanrats unit that has 5 or more models, and there are no other friendly WEAPON TEAM units within that unit’s combat range, this unit is not visible to enemy units more than 13" away.

KEYWORDS
INFANTRY, WEAPON TEAM
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Stormfiends
6"
6
4+
2
The Clans Moulder and Clans Skryre have long enjoyed a profitable, if fraught, alliance. Stormfiends are one of the many horrors engendered by these collaborations. In appearance, they resemble a Rat Ogor granted even greater bulk through potent warpstone serums, and they can wield various deadly Skryre firearms without tearing themselves apart through recoil.
SKAVEN WARSCROLL
Stormfiends
RANGED WEAPONS
RngAtkHitWndRndDmg
Ratling Cannons
Ratling Cannons15"3D64+3+11
Windlaunchers
Windlaunchers15"34+3+2D3
Warpfire Projectors [Shoot in Combat]
Warpfire Projectors
Shoot in Combat
10"2D62+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Doomflayer Gauntlets [Charge (+1 Damage)]
Doomflayer Gauntlets
Charge (+1 Damage)
54+2+2D3
Grinderfists
Grinderfists44+2+22
Shock Gauntlets
Shock Gauntlets44+2+12
Clubbing Blows
Clubbing Blows34+2+-2
BATTLE PROFILE

Unit Size: 3      Points: 260
Base size: 60mm
Can be reinforced: Yes

1/3 models must be armed with 1 of the following options:
  • Warpfire Projectors and Clubbing Blows
  • Windlaunchers and Clubbing Blows

1/3 models must be armed with 1 of the following options:
  • Ratling Cannons and Clubbing Blows
  • Grinderfists

1/3 models must be armed with 1 of the following options:
  • Doomflayer Gauntlets
  • Shock Gauntlets

Any Movement Phase
GRINDERFIST TUNNELLERS: Grinderfists can be used to create underground tunnels.

Declare: Pick this unit if it is in the tunnels below and includes any models armed with Grinderfists.

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

Passive
SHOCK GAUNTLETS: The electrical discharge created by shock gauntlets can trigger a series of linked explosions.

Effect: Each time an attack made with this unit’s Shock Gauntlets scores a critical hit, that attack scores D6 hits on the target unit instead of 1. Make a wound roll for each hit.

KEYWORDS
INFANTRY
CHAOS, SKAVEN, SKRYRE, MOULDER


SKAVEN WARSCROLL
Stormvermin
6"
1
4+
1
Unlike most Skaven warriors, who tend towards being stooped and rangy, Stormvermin are immediately identifiable by their comparative bulk and general aura of menace. Hand-picked from the most promising spawn of a litter – usually marked by having devoured many of their brood-mates – they are subjected to especially brutal training regimes by their Clawlords. This results in ratmen that are able to fight with a degree of precision and focus uncommon to their kin.
SKAVEN WARSCROLL
Stormvermin
MELEE WEAPONS
AtkHitWndRndDmg
Stormvermin Weapons [Anti-charge (+1 Rend)]
Stormvermin Weapons
Anti-charge (+1 Rend)
33+4+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 25mm
Can be reinforced: Yes

Passive
ELITE BODYGUARD: Every ratman of rank knows the value and prestige of Stormvermin bodyguard – they are even almost loyal…

Effect: Friendly SKAVEN INFANTRY HEROES have WARD (5+) while they are within this unit’s combat range.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, SKAVEN, VERMINUS


SKAVEN WARSCROLL
Warpfire Thrower
6"
3
6+
1
Within the voluminous barrel of a Warpfire Thrower sloshes a particularly incendiary and evil concoction. When the Skaven gunner depresses a trigger, this liquid is fed through crude piping to spew out of a brass nozzle, igniting on contact with the air to produce sheets of blinding green flame. So deadly is this compound that it cannot be doused through conventional means; those whom it strikes can only burn to death in agony as the fire leaps across tightly packed ranks of infantry.
SKAVEN WARSCROLL
Warpfire Thrower
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpfire Thrower [Shoot in Combat]
Warpfire Thrower
Shoot in Combat
10"2D62+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Rusty Knives
Rusty Knives24+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: You cannot include more than 1 SKRYRE WEAPON TEAM in a regiment led by a non-SKRYRE HERO.

Passive
HIDDEN WEAPON TEAM: Skryre weapon teams often lurk amidst larger formations.

Effect: While this unit is within the combat range of a friendly Clanrats unit that has 5 or more models, and there are no other friendly WEAPON TEAM units within that unit’s combat range, this unit is not visible to enemy units more than 13" away.

KEYWORDS
INFANTRY, WEAPON TEAM
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Warplock Jezzails
6"
2
4+
1
Long-range warfare is a respected art amongst the Skaven; it is, after all, the method of combat least likely to involve personal danger. Skilled snipers amongst the Clans Skryre take up Warplock Jezzails, from which they can spit death from the rearmost ranks. Two ratmen are needed to carry a Jezzail; the second Skaven makes themselves useful by clutching a pavise shield that props up the heavy rifle and provides a measure of defence against return fire.
SKAVEN WARSCROLL
Warplock Jezzails
RANGED WEAPONS
RngAtkHitWndRndDmg
Warplock Jezzail [Crit (Auto-wound)]
Warplock Jezzail
Crit (Auto-wound)
18"24+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Rusty Knives
Rusty Knives24+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes

Your Shooting Phase
WARPSTONE SNIPERS: Having set up the Warplock Jezzail in position, the gunner can wait for the perfect moment to fire their shot.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 6" to the Range characteristic of this unit’s Warplock Jezzails for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Warpvolt Scourgers
6"
3
6+
1
One of the many forms of weapon forged in the hellish foundries of the Warlocks, Warpvolt Scourgers channel the power of warpstone into volatile warp lightning, which travels between twin orb-like conductors before leaping forth to bring voltaic destruction to the enemy. Flesh and soul make perversely fine conductors for warp lightning and foes who are packed in tight are sure to be caught in a Scourger's fury, blasting them to oblivion and leaving them fatally convulsing.
SKAVEN WARSCROLL
Warpvolt Scourgers
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpvolt Scourger [Anti-CAVALRY (+1 Rend), Crit (2 Hits)]
Warpvolt Scourger
Anti-CAVALRY (+1 Rend), Crit (2 Hits)
15"2D62+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Rusty Knives
Rusty Knives24+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: You cannot include more than 1 SKRYRE WEAPON TEAM in a regiment led by a non-SKRYRE HERO.

Passive
HIDDEN WEAPON TEAM: Skryre weapon teams often lurk amidst larger formations.

Effect: While this unit is within the combat range of a friendly Clanrats unit that has 5 or more models, and there are no other friendly WEAPON TEAM units within that unit’s combat range, this unit is not visible to enemy units more than 13" away.

KEYWORDS
INFANTRY, WEAPON TEAM
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Skabbik’s Plaguepack
6"
2
6+
1
Skabbik Plagueseeker is on a holy quest – holy, at least, to the rancid congregations of the Clans Pestilens. Within the Wyrdhollow, he seeks nothing less than an ingredient to one of the Great Plagues, a mythic disease with the power to change the course of history. Skabbik’s Plaguepack wetly skitter forth to bring pestilence, rot and death to the enemies of the Great Horned Rat. Should the Plague Priest’s noisome acolytes succeed in their task, the Mortal Realms themselves may be entirely reduced to a rancid, rotting mulch.
SKAVEN WARSCROLL
Skabbik’s Plaguepack
MELEE WEAPONS
AtkHitWndRndDmg
Plaguepack Weapons [Crit (Auto-wound)]
Plaguepack Weapons
Crit (Auto-wound)
24+5+-1
Plague Censer [Crit (Auto-wound)]
Plague Censer
Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Skabbik Plagueseeker32mm
Rabidus Skench28.5mm
Poxlix, Itchitt, Rikkit, Skritter25mm
Can be reinforced: No

The models in this unit are:
  • Skabbik Plagueseeker (champion, armed with Plaguepack Weapons)
  • Poxlix (armed with Plaguepack Weapons)
  • Itchitt (armed with Plaguepack Weapons)
  • Rikkit (armed with Plaguepack Weapons)
  • Rabidius Skench (armed with a Plague Censer

Passive
ENSHROUDING FUMES: Choking, miasmatic clouds swirl around a Plaguepack.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

Passive
SKRITTER: Skritter carries shards of warpstone that can be consumed to lend the Plaguepack’s prayers more frothing urgency.

Effect: This unit’s Skritter is a token. If you make a chanting roll of 1 for this unit while its Skritter is on the battlefield, you can remove its Skritter from the battlefield and then re-roll that chanting roll.

KEYWORDS
UNIQUE, PRIEST (1), INFANTRY, CHAMPION
CHAOS, SKAVEN, PESTILENS


SKAVEN WARSCROLL
Skittershank’s Clawpack
7"
2
6+
1
Slynk Skittershank embodies all the devious cruelty of the Eshin clans. He prefers to ambush his foes, slashing them with twin toxin-dripping blades before scampering into the safety of the shadows, where he can watch them succumb to his agonising concoctions. At the fore of the Clawpack is Snyp Padpaw, a grizzled Clan Stryk veteran. At his side, Kreep Kinwhisper uses a cage filled with screeching ratlings to track down prey. Meanwhile, Krowch’t backstabs his foes with his razor-sharp dagger, and Skulck picks off enemies from afar with his trusty sling.
SKAVEN WARSCROLL
Skittershank’s Clawpack
RANGED WEAPONS
RngAtkHitWndRndDmg
Poisoned Stars [Shoot in Combat, Crit (Auto-wound)]
Poisoned Stars
Shoot in Combat, Crit (Auto-wound)
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Weeping Blade [Anti-HERO (+1 Rend)]
Weeping Blade
Anti-HERO (+1 Rend)
53+4+1D3
Poisoned Blades [Crit (Mortal)]
Poisoned Blades
Crit (Mortal)
24+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Snyp Padpaw32mm
Kreep Kinwhisper, Krowch’t, Skulck25mm
Can be reinforced: No

Each model in this unit is armed with Poisoned Stars. The models in this unit are:
  • Slynk Skittershank (also armed with a Weeping Blade)
  • Snyp Padpaw (also armed with Poisoned Blades)
  • Kreep Kinwhisper (also armed with Poisoned Blades)
  • Krowch’t (also armed with Poisoned Blades)
  • Skulck (also armed with Poisoned Blades)

Passive
SNEAKY INFILTRATORS: Night Runners are masters of stealth and can sneak up on almost anyone.

Effect: While each model in this unit is within 1" of a terrain feature, this unit cannot be targeted by shooting attacks unless the attacking model is within 9" of it.

Passive
SHADOWY KILLERS: Ulguan illusions and other tools of misdirection shroud Deathmasters in perpetual darkness, keeping them from harm.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

KEYWORDS
UNIQUE, INFANTRY
CHAOS, SKAVEN, ESHIN


SKAVEN WARSCROLL
Spiteclaw’s Swarm
6"
2
5+
1
Skritch Spiteclaw is a particularly cunning Skaven warlord who has assembled an impressive horde of cut-throat vermin to serve his will. Though he prefers that his minions fight and die on his behalf, when cornered, Skritch becomes a whirling dervish of spiked steel and ripping claws. Skritch Spiteclaw entrusts the command and discipline of his verminous ranks to the sadistic taskmaster Krrk the Almost-trusted. Though for now he is content to spend Skaven lives at his master’s command, the foul-spirited Krrk has his own ambitious schemes for power.
SKAVEN WARSCROLL
Spiteclaw’s Swarm
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Halberd
Wicked Halberd63+4+12
Rusty Weapon [Crit (Auto-wound)]
Rusty Weapon
Crit (Auto-wound)
24+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 25mm
Can be reinforced: No

The models in this unit are:
  • Skritch Spiteclaw (armed with a Wicked Halberd)
  • Krrk the Almost-trusted (armed with a Rusty Weapon)
  • The Lurking Skaven (armed with a Rusty Weapon)
  • The Festering Skaven (armed with a Rusty Weapon)
  • The Hungering Skaven (armed with a Rusty Weapon)

End of Any Turn
SEETHING SWARM: Clanrats overwhelm their enemies with their seemingly endless numbers – biting, stabbing and trampling their own fallen beneath their bloody claws.

Effect: You can return D3 slain models to this unit.

KEYWORDS
UNIQUE, INFANTRY
CHAOS, SKAVEN, VERMINUS


SKAVEN WARSCROLL
Gutter Runners
7"
1
6+
1
Emerging from positions of concealment at the enemy’s flanks and rear, Gutter Runners fall upon their victims in a storm of flashing blades, hurtling throwing stars and viciously bared fangs.
SKAVEN WARSCROLL
Gutter Runners
RANGED WEAPONS
RngAtkHitWndRndDmg
Poisoned Stars [Crit (Auto-wound)]
Poisoned Stars
Crit (Auto-wound)
10"34+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Punch Dagger and Blade [Crit (Mortal)]
Punch Dagger and Blade
Crit (Mortal)
33+5+11
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 25mm
Can be reinforced: Yes

Once Per Battle (Army), Any Combat Phase
DELIVER THE KILLING STRIKE: Gutter Runners will wait for the perfect opening before unleashing a flurry of deadly attacks.

Effect: Add 3 to the Attacks characteristic of this unit’s Punch Dagger and Blade for the rest of the turn.

Passive
SNEAKY INFILTRATORS: Gutter Runners are masters of stealth and can sneak up on almost anyone.

Effect: While each model in this unit is within 1" of any terrain features, this unit cannot be targeted by shooting attacks unless the attacking model is within 9" of it.

KEYWORDS
INFANTRY
CHAOS, SKAVEN, ESHIN


SKAVEN WARSCROLL
Plague Censer Bearer
6"
2
6+
1
Plague Censer Bearers rush forwards in a foaming frenzy. Maddened by disease, they swing their weapons in devastating arcs, crunching armour, flesh and bone. Few can long endure their assault or the choking clouds of plague-smog that accompany it.
SKAVEN WARSCROLL
Plague Censer Bearer
MELEE WEAPONS
AtkHitWndRndDmg
Plague Censer [Crit (Auto-wound)]
Plague Censer
Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 32mm
Can be reinforced: Yes

Passive
FRENZIED ASSAULT: The presence of the enemy drives these crazed warriors into a terrible rage.

Effect: If this unit charged in the same turn, add 1 to the Attacks characteristic of its melee weapons for the rest of the turn.

Passive
ENSHROUDING FUMES: Choking, miasmatic clouds swirl around the Plague Censer Bearers.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

KEYWORDS
INFANTRY
CHAOS, SKAVEN, PESTILENS

Monster


SKAVEN WARSCROLL
Brood Terror
6"
12
5+
5
Amongst the most hideous aberrations of Skaven fleshcraft, a Brood Terror is created when a Master Moulder is stitched into a monstrous form. These twin-headed titans lurch between bouts of low cunning and bestial rage. Surrounded by clouds of mutagenic fog, they lumber forth with an ungainly but definite purpose, From one mutilated limb hangs a hooked flail that the Terror uses to drag its prey closer, whereupon the victim is bathed in the fires that leap from its warpflame scourger or vivisected by clusters of swift knife-arms.
SKAVEN WARSCROLL
Brood Terror
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpflame Scourger [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)]
Warpflame Scourger
Anti-INFANTRY (+1 Rend), Crit (Auto-wound)
15"2D64+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Chain-flail [Crit (Mortal)]
Chain-flail
Crit (Mortal)
54+2+23
Bladed Limbs
Bladed Limbs34+4+12
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 90mm
Can be reinforced: No

End of Any Turn
REGENERATING TERROR: Brood Terrors are a nightmare of mutation and overwhelming strength.

Effect: Heal (D6) this unit.

Once Per Turn (Army), Any Combat Phase
WARPSTONE FUMES: The belching, flesh-twisting smoke that clings to a Brood Terror obscures the clawpacks from view.

Effect: Roll a dice. On a 2+, for the rest of the turn, subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of this unit.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, SKAVEN, MOULDER


SKAVEN WARSCROLL
Hell Pit Abomination
D6+5"
14
5+
5
Named for the gruesome subterranean laboratories in which they are crafted, Hell Pit Abominations are the pinnacle of the Master Moulders' sciences. An Abomination is created by melding and mutating the flesh of plentiful hapless subjects as well as employing warpstone and other, more secretive arts. Foes are soon overwhelmed by an avalanche of flailing limbs - many of which sport various murderous 'upgrades'. Yet the insensate bulk of the Abomination remains its greatest weapon, capable of breaking a flank single-handedly.
SKAVEN WARSCROLL
Hell Pit Abomination
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Teeth and Flailing Fists [Anti-INFANTRY (+1 Rend), Companion]
Gnashing Teeth and Flailing Fists
Anti-INFANTRY (+1 Rend), Companion
134+2+22
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Gnashing Teeth and Flailing Fists is 8.

End of Any Turn
REGENERATING MONSTROSITY: Hell Pit Abominations are notoriously difficult to slay and can even regrow severed limbs.

Effect: Heal (D6) this unit.

Once Per Turn (Army), Any Combat Phase
AVALANCHE OF FLESH: A Hell Pit Abomination can rear up to its fullest height before crashing back to the ground, crushing foes beneath its sickening bulk.

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

Effect: Roll a dice. On a 3+, roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TOO HORRIBLE TO DIE: As it twitches in its shuddering death throes, there is a chance that either the Abomination’s unholy metabolism will restart one of its many foul hearts or its carcass will disgorge the revolting tide of parasitic rats that had been gnawing upon its innards.

Effect: The first time this unit would be destroyed, before removing it from the battlefield, roll a dice and apply the corresponding effect:

1Dead: This unit is destroyed.
2-4The Rats Emerge: Roll a D3 for each enemy unit in combat with this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. Then, this unit is destroyed.
5-6It’s Alive!: This unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D6) this unit.

KEYWORDS
MONSTER
CHAOS, SKAVEN, MOULDER

War Machine


SKAVEN WARSCROLL
Doom-Flayers
2D6+3"
4
4+
1
The whirling globes of death known as Doom-Flayers were originally designed as mining devices. It speaks to the Skaven mindset that an enterprising Warlock observed the devastation they wrought on rock and immediately began considering military applications. Doom-Flayers now trundle along behind massed formations of Clanrats and Stormvermin, their operators revving the warp-engine impatiently. Eventually, their destructive urges overtake them and they gun the acceleration to churn a great furrow forward through the earth.
SKAVEN WARSCROLL
Doom-Flayers
MELEE WEAPONS
AtkHitWndRndDmg
Whirling Blades [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Whirling Blades
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
2D63+3+11
BATTLE PROFILE

Unit Size: 2      Points: 130
Base size: 50mm
Can be reinforced: Yes
Notes: You cannot include more than 1 SKRYRE WAR MACHINE in a regiment led by a non-SKRYRE HERO.

Any Charge Phase
WHIRLING DOOM: Doom-Flayers crash into the foe with hellish results, leaving a trail of gore in their wake.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

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

KEYWORDS
WAR MACHINE
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Doomwheel
2D6+7"
8
4+
1
Many uncanny war engines have emerged from the forges of the Clans Skryre, but the Doomwheels are arguably the most bizarre. These contraptions can appear almost amusing to incredulous foes; resembling giant wheels, they roll forwards at an unsteady pace. Yet amusement gives way to terror as the Doomwheel picks up speed, erratic blasts of warp lightning leaping from the ruinous realmstone crystals affixed to prongs on its flanks. Any caught in its path will be either blasted to blackened corpses or simply ground to bloody smears.
SKAVEN WARSCROLL
Doomwheel
RANGED WEAPONS
RngAtkHitWndRndDmg
Warp Bolts [Shoot in Combat]
Warp Bolts
Shoot in Combat
13"D63+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Grinding Wheels [Charge (+1 Damage)]
Grinding Wheels
Charge (+1 Damage)
64+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 105 × 70mm
Can be reinforced: No
Notes: You cannot include more than 1 SKRYRE WAR MACHINE in a regiment led by a non-SKRYRE HERO.

Your Movement Phase
ROLLING DOOM: A Doomwheel will mercilessly crush anything in its path.

Effect: This unit can move a distance up to its Move characteristic. This unit can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat.

Then, pick up to 3 enemy units that this unit passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Designer’s Note: This unit can use this ability even if it is in combat.
KEYWORDSCORE, MOVE

KEYWORDS
WAR MACHINE
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Plagueclaw
3"
8
4+
2
Though the Clans Pestilens prefer to spread corruption at close quarters, they possess stockpiles of their own bespoke war machines. Plagueclaw catapults are the most commonly seen of these pestilential artillery pieces. Each consists of a rotting wooden frame onto which a long throwing arm capped by an iron bowl is attached. Run-off slop from the Pestilent Brotherhood's vile experiments is poured into this container: toxic sludge filled with decaying corpses, shards of warpstone and even less palatable ingredients.
SKAVEN WARSCROLL
Plagueclaw
RANGED WEAPONS
RngAtkHitWndRndDmg
Plagueclaw Catapult [Anti-INFANTRY (+1 Rend)]
Plagueclaw Catapult
Anti-INFANTRY (+1 Rend)
24"23+2+1D6
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Teeth and Knives
Crew’s Teeth and KnivesD64+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 120 × 92mm
Can be reinforced: No

Passive
BUBONIC BARRAGE: A Plagueclaw hurls great globs of diseased filth at its targets that can send large formations into disarray.

Effect: Each time this unit uses a SHOOT ability, if all of its attacks targeted the same enemy unit, after that ability has been resolved, roll a dice. If the result is equal to or less than the number of models in that enemy unit that were slain by attacks made by this unit’s Plagueclaw Catapult this phase, that enemy unit has STRIKE-LAST for the rest of the turn.

KEYWORDS
WAR MACHINE
CHAOS, SKAVEN, PESTILENS


SKAVEN WARSCROLL
Ratling Warpblaster
6"
7
4+
2
Given their vast population and penchant for internecine warfare, Skaven appreciate the benefits of culling massed infantry. The Ratling Warpblasters were developed for expressly this purpose. A complex series of rotary cannons mounted upon a stocky wooden frame, the device is powered by a ludicrously overcharged warpstone accelerator battery. Once wheeled into place, its Warlock gunner will flick the levers that draw power from this reserve. The Warpblaster's barrels begin to revolve before spitting out a torrent of warpstone-infused missiles.
SKAVEN WARSCROLL
Ratling Warpblaster
RANGED WEAPONS
RngAtkHitWndRndDmg
Hail of Warpstone Bullets [Crit (Auto-wound)]
Hail of Warpstone Bullets
Crit (Auto-wound)
20"3D6+34+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Thrall-rats’ Claws
Thrall-rats’ Claws44+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 105 × 70mm
Can be reinforced: No
Notes: You cannot include more than 1 SKRYRE WAR MACHINE in a regiment led by a non-SKRYRE HERO.

Passive
OVERWHELMING FIRE: Large enemy formations are decimated by the sheer volume of fire a Ratling Warpblaster unleashes upon them.

Effect: Add 1 to hit rolls for this unit’s shooting attacks that target an enemy unit that has 10 or more models.

Once Per Turn (Army), Your Shooting Phase
MORE-MORE WARPSTONE BULLETS!: Under the dubious supervision of the Warlocks of Clans Skryre, the gunner cranks up the Ratling Warpblaster’s velocity to the max.

Effect: If this unit is within the combat range of a friendly SKRYRE HERO, this unit’s Hail of Warpstone Bullets has an Attacks characteristic of 6D6+3 instead of 3D6+3 for the rest of the turn.

However, for each unmodified hit roll of 1 for an attack made with this unit’s Hail of Warpstone Bullets, inflict 1 mortal damage on this unit after the SHOOT ability has been resolved.

KEYWORDS
WAR MACHINE
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Warp Lightning Cannon
3"
8
4+
2
Warp Lightning Cannons are the most infamous creations of the Clans Skryre. A dense warpstone core is attached to a long metallic barrel, etched with runes that magnify power channelled along it. Said power is focused in the warpstone 'tip' of the cannon before being discharged in a bolt of sizzling energy. The erratic nature of warpstone ensures that even the most skilled Skaven artillerist cannot accurately determine how much power will be exerted when the weapon is fired. Usually, they must simply pick their moment and hope for the best.
SKAVEN WARSCROLL
Warp Lightning Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Warp Lightning Blast
Warp Lightning Blast20"2D64+
See below
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Teeth and Knives
Crew’s Teeth and KnivesD64+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No
Notes: You cannot include more than 1 SKRYRE WAR MACHINE in a regiment led by a non-SKRYRE HERO.

Once Per Turn (Army), Your Shooting Phase
MORE-MORE WARP LIGHTNING!: Warlock Engineer can increase the power output of a Warp Lightning Cannon at the risk of harming the weapon and its crew.

Effect: If this unit is within the combat range of a friendly SKRYRE HERO, add 6 to the Attacks characteristic of this unit’s Warp Lightning Blast for the rest of the turn.

However, for each unmodified hit roll of 1 for an attack made with this unit’s Warp Lightning Blast, inflict D3 mortal damage on this unit after the SHOOT ability has been resolved.

Passive
WARP LIGHTNING BLAST: A Warp Lightning Cannon fires massive bolts of warp lightning that disintegrate any who are struck by them.

Effect: Each attack made with this weapon in a single phase must target the same enemy unit. Each hit inflicts 1 mortal damage on the target and the attack sequence ends.

KEYWORDS
WAR MACHINE
CHAOS, SKAVEN, SKRYRE


SKAVEN WARSCROLL
Warp-Grinder
5"
8
4+
2
The primary function of a Warp-Grinder is as an arcane reality-borer. Manoeuvred by straining thralls and operated by Warlocks who have taken their obsession with undermining their foes to terrifying extremes, these bulky constructs project powerful - if erratic - blasts of energy to punch through the skin of reality. Using these devices, the Skaven can open gnawholes or tunnel into vulnerable regions of a battlefield to allow screeching warrior swarms to set upon enemies from quarters unforeseen.
SKAVEN WARSCROLL
Warp-Grinder
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone Drill-fang
Warpstone Drill-fangD34+2+35
Crew’s Teeth and Knives
Crew’s Teeth and KnivesD64+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 60 × 35mm
Can be reinforced: No
Notes: You cannot include more than 1 SKRYRE WAR MACHINE in a regiment led by a non-SKRYRE HERO.

Once Per Battle (Army), Deployment Phase
TUNNEL SKULKERS: A Warp-Grinder can be used to tunnel through reality, allowing the Skaven to strike from unexpected quarters.

Declare: Pick this unit and up to 1 friendly non-MONSTER SKAVEN unit if those units have not been deployed.

Effect: Set up those units in reserve in the tunnels below. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
WARP-AMBUSH: As the Warp-Grinder's tip tears open the realms, Skaven warriors burst forth shrieking and with blades drawn.

Declare: Pick this unit if it is in the tunnels below, then pick an enemy unit more than 6" from all other enemy units to be the target.

Effect: Roll a dice. On a 4+, set up this unit within 3" of the target and more than 6" from all other enemy units. Then, set up the unit that was in the tunnels below with this unit within 3" of the target and more than 6" from all other enemy units.

KEYWORDS
WAR MACHINE
CHAOS, SKAVEN, SKRYRE

Faction Terrain


SKAVEN WARSCROLL
Gnawhole
-
6
4+
-
Gnawholes are undeniably a boon when they emerge upon a battlefield. They allow a seemingly endless stream of Skaven reinforcements to be funnelled from the depths of Blight City, and if a pack of ratmen are feeling especially brave, they might elect to plunge into one and hope to emerge from another, outflanking the enemy in the process. The unstable nature of the gnawholes, however, means that delving into them in this way often sees a Skaven accidentally blasted to ashes, unintentionally burrow through a volcano or simply vanish without a trace.
SKAVEN WARSCROLL
Gnawhole
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover

Passive
VOLATILE GROUND: Crackling warp lightning skitters around the ruptured rocks that ring this tear in reality.

Effect: Models can pass through this terrain feature but cannot be set up on or end moves on any part of this terrain feature.

Each time an enemy unit ends a move that passed through or across this terrain feature, roll a D3. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Your Movement Phase
TUNNELS THROUGH REALITY: The Skaven can move through gnawholes to invade any corner of the Mortal Realms.

Declare: Pick a friendly SKAVEN unit that is not in combat and is wholly within 6" of this terrain feature to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 6" of another friendly Gnawhole and more than 9" from all enemy units.

Once Per Turn (Army), End of Your Turn
1
THE ENDLESS VERMINTIDE: Swarms of vermin scurry forth from the gnawhole, overwhelming the enemy lines.

Declare: Pick a friendly non-HERO SKAVEN INFANTRY unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 6" of a friendly Gnawhole and more than 3" from all enemy units.

KEYWORDS
FACTION TERRAIN
CHAOS, SKAVEN

Endless Spell


SKAVEN WARSCROLL
Bell of Doom
3D6"
7
6+
7+
The Bell of Doom is a thing of ruinous sorcery. The ratmen have long been fascinated with such instruments, viewing them as relics charged with the ruinous will of the Great Horned Rat. Skaven sorcerers possess the means to render this belief a reality; by ringing a small hand-bell of refined warpstone and hissing the thirteen incantations of Kavzar, they can shape the aether into a clanging tool of apocalypse. Each peal from a Bell of Doom shakes the very fabric of creation. The earth splits asunder, mortar shakes loose from walls and proud statues topple. What remains is ruin, fit only for vermin to swarm over.
SKAVEN WARSCROLL
Bell of Doom
MELEE WEAPONS
AtkHitWndRndDmg
Volatile Warp Energy
Volatile Warp Energy2D64+4+11
Passive
TOLL OF DOOM: The dreadful ringing of the Bell of Doom fills the minds of the Skaven’s foes with a deep despair.

Effect: Subtract 1 from wound rolls for attacks that target friendly SKAVEN INFANTRY units while they are wholly within 13" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, SKAVEN


SKAVEN WARSCROLL
Vermintide
7"
13
6+
7+
Blight City, the abominable domain of the Skaven, lurks beyond the barriers of conventional reality. Through the depths of that sub-realm swarm billions upon billions of rats, their eyes filled with malice and their teeth unnaturally sharpened by exposure to the corrupting energies of the Great Horned Rat. The Skaven excel in unpicking the logical underpinnings of creation, spreading cracks and fractures across the surface of sanity. In times of need, their sorcerers can open such a crack wide enough to allow a living wave of these rodents to spill into the realms – a grim occurrence known as a Vermintide.
SKAVEN WARSCROLL
Vermintide
MELEE WEAPONS
AtkHitWndRndDmg
Chittering Bites [Crit (Auto-wound)]
Chittering Bites
Crit (Auto-wound)
135+5+-1
End of Any Turn
MORE-MORE RATS: An endless tide of unholy vermin pours through the cracks in reality, their eyes aglow and their fangs unnaturally sharp.

Effect: Heal (D6) this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, SKAVEN


SKAVEN WARSCROLL
Warp Lightning Vortex
-
7
6+
7+
Warp lightning is often used for the crude but satisfying purpose of destruction, but it possesses more subtle qualities also. By hurling a clawful of warpstone shards onto the earth and rasping the necessary invocations, a Skaven sorcerer can see them grow into sizable prisms, linked by chains of crackling warp lightning. The space within these arcane chains becomes a swirling vortex of corruptive magical energy. Any trapped within this zone find their strength sapped and waning, as if dragged out by the flickering tongues of lightning.
SKAVEN WARSCROLL
Warp Lightning Vortex
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all its parts are removed from play.

Passive
WARP VORTEX: The sheer destructive anarchy that surrounds a Warp Lightning Vortex slows the progress of warriors caught in its midst.

Effect: Subtract 2 from run rolls and charge rolls for enemy units while they are within 6" of this MANIFESTATION. In addition, if an enemy unit passes across this MANIFESTATION, inflict D3 mortal damage on that enemy unit after the MOVE ability has been resolved.

Any Hero Phase
WARP LIGHTNING BOLTS: Coruscating bolts of warp lightning leap outwards from the Warp Lightning Vortex, obliterating those nearby.

Declare: If this MANIFESTATION was not set up this turn, pick each enemy unit within 6" of this MANIFESTATION to be the targets.

Effect: Roll a dice for each target. On a 4+, inflict D3 mortal damage on the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, SKAVEN

Regiment of Renown


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 440

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Hargax’s Pit-Beasts
Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Eventually overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his position, Hargax roams the lands searching for fearsome monsters to break into submission and add to his growing war menagerie.
REGIMENT OF RENOWN
Hargax’s Pit-Beasts
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 460

Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown
BESTIAL DOMINATION: Their self-preserving instincts crushed by their master’s brute will, Hargax’s beasts attack without relent.

Effect: Pick a unit in this Regiment of Renown that has not used a FIGHT ability this turn to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


REGIMENT OF RENOWN
The Coven of Thryx
None know where Magister Thryx learned to bind the essence of Tzeentchian daemons into living spells. He weaves an unpredictable path across the realms, offering his expertise to any who will shelter him from Tzeentch’s vengeful servants and facilitate his experiments.
REGIMENT OF RENOWN
The Coven of Thryx
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle (Army), Deployment Phase
SPARKS OF PROFANE POTENTIAL: Thryx’s spells are powered by the stolen daemonic essences of the daemons bound to him.

Effect: If the Magister in the Regiment of Renown has been deployed, set up one of the following MANIFESTATIONS within 1" of them:

Your Hero Phase
6
SKILLED SUMMONER: Thryx is a master at manipulating the arcane manifestations of the Change God.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick 1 of the MANIFESTATIONS from the list below that is not on the battlefield, then make a casting roll of 2D6:
Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Daemonic Simulacrum, it must also be set up more than 9" away from all enemy units.
KEYWORDSSUMMON, SPELL

Once Per Turn (Army), End of Any Turn
FLICKERING WYRDFLAME: These unnatural flames warp and mutate even as they burn and devour.

Declare: Pick an enemy unit that had any damage points inflicted on it this turn by WYRDFLAME SPELL abilities or attacks made with weapons that have the WYRDFLAME weapon ability to be the target.

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

Your Hero Phase
6
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSWYRDFLAME, SPELL, UNLIMITED


REGIMENT OF RENOWN
Phulgoth’s Shudderhood
Where despair and misery wax strong, there roams the Harbinger Phulgoth and his Shudderhood. Shrouded by droning flies and thick fogs of hopelessness, they spread their cyclical omens of disaster and bring down doom on the Plaguefather’s enemies.
REGIMENT OF RENOWN
Phulgoth’s Shudderhood
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Pusgoyle Blightlords
  • 1 Harbinger of Decay
  • 1 Putrid Blightkings

BATTLE PROFILE

Points: 540

Passive
FOG OF DESPAIR: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.

Effect: Subtract 1 from hit rolls for attacks that target units in this Regiment of Renown while they are wholly within 9" of the Harbinger of Decay in this Regiment of Renown.

Once Per Turn (Army), Any Hero Phase
NAUSEATING CONVALESENCE: Phulgoth and his minions are empowered by the spread of hopelessness and woe.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Brand’s Oathbound
Gunnar Brand is a legend amongst the Darkoath tribes of the Great Parch in Aqshy. He is a champion of the gods, however unwillingly, and though often found leading his tribe to war, there are times when he must roam far from his homeland. With him come his keen-eyed daughter Singri, the muscular huscarl Dendrel, the twisted shaman Nadja, and Tanari of the Takblood, both a rival and a staunch ally.
REGIMENT OF RENOWN
Brand’s Oathbound
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 250

Once Per Turn (Army), End of Any Turn
FAVOUR OF THE GODS: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods. With each worthy kill he makes, he draws down their blessings.

Effect: If any enemy HEROES were slain this turn by the Gunnar Brand in this Regiment of Renown:
  • Heal (5) each unit in this Regiment of Renown.
  • Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown for the rest of the battle.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking 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.
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’).

The VERMINUS keyword is used in the following Skaven warscrolls:

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.

The non-HERO VERMINUS and INFANTRY keywords are used in the following Skaven warscrolls:

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).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The VERMINUS keyword is used in the following Skaven warscrolls:

Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.

Designer’s Note: This change allows reactions such as ‘All-out Defence’ to be used in response to ‘Covering Fire’.
KEYWORDSSHOOT, ATTACK
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:

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.
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.
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:

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:

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.
Universal Core Abilities - Movement Phase
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

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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.
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.

The WARMASTER keyword is used in the following Skaven warscrolls:

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.

The MOULDER keyword is used in the following Skaven warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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

The MOULDER keyword is used in the following Skaven warscrolls:

Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by units more than 12" from them.

The PESTILENS keyword is used in the following Skaven warscrolls:

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:

The PESTILENS keyword is used in the following Skaven warscrolls:

The MASTERCLAN and WIZARD keywords are used in the following Skaven warscrolls:

The PESTILENS and PRIEST keywords are used in the following Skaven warscrolls:

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:

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

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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 WAR MACHINE keyword is used in the following Skaven warscrolls:

The SKRYRE and WEAPON TEAM keywords are used in the following Skaven warscrolls:

The WEAPON TEAM keyword is used in the following Skaven warscrolls:

The WEAPON TEAM keyword is used in the following Skaven warscrolls:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Skaven warscrolls:

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Skaven warscrolls:

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Skaven warscrolls:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The SKAVEN, INFANTRY and HERO keywords are used in the following Skaven warscrolls:

The SKRYRE and WAR MACHINE keywords are used in the following Skaven warscrolls:

The SKRYRE and HERO keywords are used in the following Skaven warscrolls:

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.

The non-HERO SKAVEN and INFANTRY keywords are used in the following Skaven warscrolls:

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The MANIFESTATION keyword is used in the following Skaven warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Skaven warscrolls:

Endless Spell
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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