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: 4

  • 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.
  • 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.
  • Skaven Warlord – 100
    • | M: 6″ | W: 5 | SV: 4+ | BR: 6 |
    • Warpforged Blade
      • | 1″ | A: 3 | H: 3+ | W: 3+ | R: -2 | D: d3 |
    • 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.
  • Skritch Spiteclaw – 120
    • | M: 6″ | W: 5 | SV: 4+ | B: 6 |
    • Wicked Halberd
      • | 2″ | A: 3 | H: 3+ | W: 3+ | R: -1 | D: d3 |
    • 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.
    • There are Always More
      • In each of your hero phases, if Skritch Spiteclaw is within 13″ of a friendly Spiteclaw’s Swarm, you can return d3 slain models to that unit (though you can never return Krrk the Almost-trusted to a unit by using 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.

Battleline: 4

  • 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 – 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 Clanrats – 200
    • | M: 6″ | W: 1 | SV: 6+ | BR: 4 |
    • Rusty Spear
      • | 2″ | A: 1 | H: 5+ | 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.

Other: 4

  • 4 Spiteclaw’s Swarm – 30
    • | M: 6″ | W: 1 | SV: 6+ | B: 4 |
    • Festering Skaven’s Stabbing Blades
      • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Hungering Skaven’s Rusty Flail
      • | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Krrk’s Rusty Spear
      • | 2″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Lurking Skaven’s Punch Daggers
      • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Krrk the Almost-trusted
      • The leader of this unit is Krrk the Almost-trusted. If Skritch Spiteclaw is in your army, then as soon as he is slain, add 2 to the Attacks characteristic of Krrk’s Rusty Spear, and you no longer need to take battleshock tests for this unit while it includes Krrk the Almost-trusted.
    • Aversion to Death
      • After the first wound or mortal wound is allocated ot this unit in any phase, you can roll a d6 each time you allocate any further wound or mortal wound to this unit in that phase. On a 5+, the wound is negated.
    • Clanshield
      • You can add 1 to the save rolls for this unit against attacks that have Damage 1 while it includes a Hungering Skaven.
    • Expendable
      • DO not add the number of models that have been slain when taking this unit’s battleshock tests.
  • Poisoned Wind Mortar Weapon Team – 60 [Allies]
    • | M: 6″ | W: 3 | SV: 6+ | BR: 4 |
    • Poisoned Wind Mortar
      • | 6-22″ | A: 1 | H: 4+ | W: 4+ | R: -2 | D: d6 |
    • Crew’s Rusty Knives
      • | 1″ | A: 2 | H: 5+ | W: 4+ | R: – | D: 1 |
    • High-arcing Shot
      • A Poisoned Wind Mortar team can shoot at enemy units that are not visible to them.
    • More-more Range
      • Before firing, the crew can attempt to lob their payload further. If they do so, roll a dice; on a 1 the model immediately suffers d3 mortal wounds as, in their excitement, they drop an orb. On a 2 or more the maximum range of the attack is increased to 30″.
    • Wind Mortar Gas Cloud
      • You can add 1 to any hit rolls of the Poisoned Wind Mortar attack if the target unit has 10 or more models. In addition, if the target unit has 20 or more models, increase the damage of the attack from d6 to 6.
  • Poisoned Wind Mortar Weapon Team – 60 [Allies]
    • | M: 6″ | W: 3 | SV: 6+ | BR: 4 |
    • Poisoned Wind Mortar
      • | 6-22″ | A: 1 | H: 4+ | W: 4+ | R: -2 | D: d6 |
    • Crew’s Rusty Knives
      • | 1″ | A: 2 | H: 5+ | W: 4+ | R: – | D: 1 |
    • High-arcing Shot
      • A Poisoned Wind Mortar team can shoot at enemy units that are not visible to them.
    • More-more Range
      • Before firing, the crew can attempt to lob their payload further. If they do so, roll a dice; on a 1 the model immediately suffers d3 mortal wounds as, in their excitement, they drop an orb. On a 2 or more the maximum range of the attack is increased to 30″.
    • Wind Mortar Gas Cloud
      • You can add 1 to any hit rolls of the Poisoned Wind Mortar attack if the target unit has 10 or more models. In addition, if the target unit has 20 or more models, increase the damage of the attack from d6 to 6.
  • Poisoned Wind Mortar Weapon Team – 60 [Allies]
    • | M: 6″ | W: 3 | SV: 6+ | BR: 4 |
    • Poisoned Wind Mortar
      • | 6-22″ | A: 1 | H: 4+ | W: 4+ | R: -2 | D: d6 |
    • Crew’s Rusty Knives
      • | 1″ | A: 2 | H: 5+ | W: 4+ | R: – | D: 1 |
    • High-arcing Shot
      • A Poisoned Wind Mortar team can shoot at enemy units that are not visible to them.
    • More-more Range
      • Before firing, the crew can attempt to lob their payload further. If they do so, roll a dice; on a 1 the model immediately suffers d3 mortal wounds as, in their excitement, they drop an orb. On a 2 or more the maximum range of the attack is increased to 30″.
    • Wind Mortar Gas Cloud
      • You can add 1 to any hit rolls of the Poisoned Wind Mortar attack if the target unit has 10 or more models. In addition, if the target unit has 20 or more models, increase the damage of the attack from d6 to 6.

Total: 1850 (Allies: 180)