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.
  • Verminlord Warbringer – 280
    • | M: 12″ (10-12) / 10″ (8-9) / 8″ (5-7) / 6″ (3-4) / 4″ (1-2) | W: 12 | SV: 4+ | BR: 10 |
    • Prehensile Tails
      • | 6″ | A: 5/4/3/2/1 | H: 3+ | W: 4+ | R: – | D: 1 |
    • Doom Glaive
      • | 3″ | A: 4 | H: 3+ | W: 3+ | R: -1 | D: 3 |
    • Punch Dagger
      • | 1″ | A: 4 | H: 2+/3+/3+/4+/4+ | W: 3+ | R: -1 | D: 2 |
    • Verminous Fury
      • You can re-roll failed hit rolls for a Verminlord Warbringer if it charged in the same turn.
    • Magic: Cast and Unbind 1 Spell
      • Arcane Bolt: CV 5
        • If successfully cast, pick an enemy unit within 18″ of the caster and which is visible to them. The unit you pick suffers d3 mortal wounds.
      • Mystic Shield: CV 6
        • If successfully cast, pick the caster or a friendly unit within 18″ of the caster and which is visible to them. You can add 1 to all save rolls for the unit you pick until the start of your next hero phase.
      • Death Frenzy: CV 5
        • If successfully cast, select a Verminus unit within 13″. Until your next hero phase, each time a model from that unit is slain in the combat phase, you can make a pile in move and then attack with it before removing it.
    • Command Abilities
      • Tyrant of Battles
        • If a verminlord Warbringer uses this baility, you can re-roll hit rolls and wound rolls of 1 for Verminus models from your army that are within 13″ of the Verminlord when they attack in the combat 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.
      • 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.

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.
  • 20 Clanrats – 120
    • | 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: 1320