Verminus Abilities:
- (Allegiance Abilities: Chaos) Unbridled Malice
- When a friendly CHAOS unit is picked to fight, roll a dice if it is within 12″ of your general or 3″ of a friendly HERO. On a 6+, add 1 to hit rolls for the unit for that fight.
Battlehost (1000-2000): Min (1 Leader & 3 Battleline)
Leaders: 2
- Skaven Warlord on Brood Horror – 220
- | M: 8″ | W: 8 | SV: 4+ | BR: 6 |
- Prehensile Tail
- | 3″ | A: 3 | H: 3+ | W: 4+ | R: – | D: 1 |
- Fangs and Claws
- | 1″ | A: 6 | H: 3+ | W: 3+ | R: -1 | D: 2 |
- Warpforged Blade
- | 1″ | A: 3 | H: 3+ | W: 3+ | R: -2 | D: d3 |
- Mount
- This model’s Brood Horror attacks with its Fang and Claws, and Prehensile Tail.
- Regenerating Monstrosity
- In your hero phase, you can heal up to d3 wounds allocated to this model.
- Mighty Warlord
- Add 1 to the Bravery characteristic of friendly Clan Verminus units while they are wholly within 13″ of any friendly models with this ability.
- Command Abilities
- Gnash-gnaw on their Bones
- You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly Clan Verminus unit wholly within 13″ of a friendly model with this command ability. Add 1 to the Attacks characteristic of melee weapons used by that unit in that phase.
- At the Double (Generic)
- You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
- Forward to Victory (Generic)
- You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
- Inspiring Presence (Generic)
- You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
- Gnash-gnaw on their Bones
- Command Trait: Cunning Deceiver
- Roll a dice at the start of each of your hero phases as long as this general has not been slain. On a 5+ you receive 1 extra command point.
- Artefact of Chaos: Crown of Conquest
- Friendly Chaos units do not have to take battleshock tests while they are within 6″ of the bearer.
- Skaven Warlord – 100
- | M: 6″ | W: 5 | SV: 4+ | BR: 6 |
- War Halberd
- | 2″ | A: 3 | H: 3+ | W: 3+ | R: -1 | D: 1 |
- Barbed Blade
- | 1″ | A: 5 | H: 3+ | W: 4+ | R: – | D: 1 |
- Strike and Scurry Away
- After a Skaven Warlord has attacked in the combat phase, he can attempt to scurry away from any retaliation. If he does so, roll a dice; on a 4+ the Skaven Warlord can immediately retreat as if it were the movement phase.
- Clanshield
- You can add 1 to save rolls for a Skaven Warlord with a Clanshield against attacks that have Damage 1.
- Command Abilities
- Gnash-gnaw on their Bones
- You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly Clan Verminus unit wholly within 13″ of a friendly model with this command ability. Add 1 to the Attacks characteristic of melee weapons used by that unit in that phase.
- At the Double (Generic)
- You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
- Forward to Victory (Generic)
- You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
- Inspiring Presence (Generic)
- You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
- Gnash-gnaw on their Bones
Battleline: 3
- 40 Clanrats – 200
- | M: 6″ | W: 1 | SV: 6+ | BR: 4 |
- Rusty Blade
- | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
- Clawleader
- A Clawleader makes 2 attacks rather than 1.
- Standard Bearer
- If the unit includes any Standard Bearers, it can retreat and still charge in the same turn.
- Bell Chimers
- If the unit includes any Bell Chimers, it can move an extra 21″ whenever it runs or retreats.
- Clanshields
- You can add 1 to the save rolls for a unit with Clanshields against attacks that have damage 1.
- Strength in Numbers
- You can add 1 to the wound rolls for Clanrats if their unit has 20 or more models.
- If the unit has 30 or more models, you can add 1 to their hit and wound rolls.
- 40 Clanrats – 200
- | M: 6″ | W: 1 | SV: 6+ | BR: 4 |
- Rusty Blade
- | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
- Clawleader
- A Clawleader makes 2 attacks rather than 1.
- Standard Bearer
- If the unit includes any Standard Bearers, it can retreat and still charge in the same turn.
- Bell Chimers
- If the unit includes any Bell Chimers, it can move an extra 21″ whenever it runs or retreats.
- Clanshields
- You can add 1 to the save rolls for a unit with Clanshields against attacks that have damage 1.
- Strength in Numbers
- You can add 1 to the wound rolls for Clanrats if their unit has 20 or more models.
- If the unit has 30 or more models, you can add 1 to their hit and wound rolls.
- 40 Stormvermin – 500
- | M: 6″ | W: 1 | SV: 5+ | BR: 5 |
- Rusty Halberd
- | 2″ | A: 2 | H: 4+ | W: 3+ | R: -1 | D: 1 |
- Fangleader
- A Fangleader makes 3 attacks rather than 2.
- Standard Bearer
- If the unit includes any Standard Bearers, it can retreat and still charge in the same turn.
- Pack Drummers
- If the unit includes any Pack Drummers, it can move an extra 2″ whenever it runs or retreats.
- Clanshields
- You can add 1 to the save rolls for a unit with Clanshields against attacks that have damage 1.
- Murderous Ferocity
- You can add 1 to the hit rolls for Stormvermin if it targets a unit with fewer models than its own unit.
Total: 1220