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		<title>Age of Sigmar/Tactics/Chaos/Maggotkin of Nurgle</title>
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		<summary type="html">&lt;p&gt;2620:10D:C091:500:0:0:0:F517: /* Others */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Maggotkin of Nurgle|Logo=Nurgle.jpg|Alliance=Chaos|Lore=Nurgle|Icon=220px-Nurgle_Symbol.png|Motto=Buboes, phlegm, blood and guts! Boils, bogeys, rot, and pus! Blisters, fevers, weeping sores! From your wounds the fester pours.}}&lt;br /&gt;
&lt;br /&gt;
==Why Play Maggotkin?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Tough and survivable: if it doesn&#039;t have Disgustingly Resilient, it&#039;s usually gonna have a high wound count.&lt;br /&gt;
* Incredible variety in models and playstyles: the Maggotkin are essentially six armies in one (Nurgle Daemons, Rotbringers, Slaves to Darkness, Skaven Pestilens, Tamurkhan&#039;s Horde, Beasts of Chaos (with the required battalion)).&lt;br /&gt;
* You have the most named characters out of any army.&lt;br /&gt;
* Surprisingly fast with the right synergies and unit imports.&lt;br /&gt;
* They are 乇乂ㄒ尺卂 ㄒ卄丨匚匚﻿&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Most units are slow and rely on support buffs to get across the board.&lt;br /&gt;
* Low rend and damage on most units: you can take a hit, but you can&#039;t exactly dish it out.&lt;br /&gt;
* With so many -1 to hit debuffs around, and no way to give +1 to your forces, your damage output can get severely hampered.&lt;br /&gt;
* Weird stuff happens in mirror matches, due to several effects (most notably the Cycle of Corruption) being based on &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keywords as opposed to being allied or enemy units.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Maggotkin of Nurgle Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Maggotkin of Nurgle &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Warscrolls for Tamurkhans Horde can be downloaded from [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-tamurkhans-horde.pdf Forgeworld]&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s Handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
If your army consists fully of units with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword, it can choose to take the Nurgle allegiance, opening all the below battle traits, command traits, spells, artifacts, and spells.&lt;br /&gt;
Do note that besides the warscrolls presented in the Maggotkin of Nurgle battletome, any unit with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword is eligible to join the army while maintaining the Nurgle allegiance. This includes many units from Slaves to Darkness (those who can gain &#039;&#039;&#039;NURGLE&#039;&#039;&#039; during deployment), Clan Pestilens, Tamurkhan&#039;s Horde, and several others here and there(the Soulgrinder and Archaon come to mind).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Nurgle allegiance armies benefit from the following rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cycle of Corruption:&#039;&#039;&#039; Nurgle is life, Nurgle is love, and Nurgle loves to share all his gifts. At the start of the battle - after deployment but before the first turn - the Nurgle player rolls a die to decide where the Cycle of Corruption begins. There are seven Stages of Corruption; the 7th stage being locked from the initial throw (which is good, as it is a healing one you most likely won&#039;t need yet). &lt;br /&gt;
&lt;br /&gt;
Each stage will provide you with a buff for your &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units or debuff to your opponent&#039;s non-&#039;&#039;&#039;NURGLE&#039;&#039;&#039; units. At the start of each subsequent battle round the Cycle will progress by one step. For example: if your initial roll is a 3, then you will benefit from &#039;&#039;The Burgeoning&#039;&#039; during the first battle round, &#039;&#039;Plague of Misery&#039;&#039; during the second battle round, and so on. You can either let the Cycle progress or try to change it with spells or abilities. Either way, try to plan ahead because you know which benefits you will get in the following battle rounds.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unnatural Vitality&#039;&#039;&#039;: The first stage adds 2&amp;quot; to the Move characteristic of all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units. A really good one to offset your slower units (looking at you, &#039;&#039;Blightkings&#039;&#039;) and getting them into battle quicker.&lt;br /&gt;
#&#039;&#039;&#039;Fecund Vigour&#039;&#039;&#039;: The second stage adds 1 to the wound rolls of all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units during the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;The Burgeoning&#039;&#039;&#039;: The third stage is one that affects all units (yours and your opponents) as each unit within 1&amp;quot; of a terrain feature the start of your hero phase will suffer 1 mortal wound - or heal 1 if they&#039;re &#039;&#039;&#039;NURGLE&#039;&#039;&#039; - on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;Plague of Misery&#039;&#039;&#039;: The fourth stage forces re-rolls of 1 for battleshock tests for your opponent, &#039;&#039;&#039;NURGLE&#039;&#039;&#039; excluded of course.&lt;br /&gt;
#&#039;&#039;&#039;Nauseous Revulsion&#039;&#039;&#039;: The fifth stage forces enemy units to re-roll wound rolls of 6 during the combat phase. Enemy &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units are, once again, excluded.&lt;br /&gt;
#&#039;&#039;&#039;Rampant Disease&#039;&#039;&#039;: The sixth stage allows you to pick D3 different enemy units at the start of your hero phase (guess which units you can skip) that are within 12&amp;quot; of each other. Each unit will then suffer D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Corrupted Regrowth&#039;&#039;&#039;: The seventh and final stage will allow all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units to heal D3 wounds at the start of their hero phase. Note that this does include your opponent&#039;s units, even if they don&#039;t field a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Garden of Nurgle:&#039;&#039;&#039; Mimicking the Sylvaneth, the forces of Nurgle can now plant their own terrain pieces. After setting up terrain but before choosing a territory, each Nurgle army can place one Feculant Gnarlmaw anywhere more than 1&amp;quot; from any other terrain feature. Since they allow all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units within 7&amp;quot; to both run and charge in the same turn be sure to drop it off where you would benefit from this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Daemons of Nurgle:&#039;&#039;&#039; Gone are the days of any &#039;&#039;&#039;CHAOS WIZARD&#039;&#039;&#039; summoning hordes of &#039;&#039;&#039;NURGLE DAEMONS&#039;&#039;&#039; to join their ranks and instead there is a new system: collecting and spending contagion points as a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
Each hero phase a &#039;&#039;&#039;NURGLE&#039;&#039;&#039; army collects contagion points in one of the following ways:&lt;br /&gt;
* Any friendly &#039;&#039;&#039;NURGLE&#039;&#039;&#039; models in your own territory nets you 3 points a turn.&lt;br /&gt;
* Any friendly &#039;&#039;&#039;NURGLE&#039;&#039;&#039; models in your opponent&#039;s territory nets you an additional 3 points a turn.&lt;br /&gt;
* Being free of enemy models in a territory nets you an addition 1 point for that territory.&lt;br /&gt;
* Each Feculant Gnarlmaw nets you an additional D3 points if there are no enemy models within 3&amp;quot; of it.&lt;br /&gt;
&lt;br /&gt;
Right off the bat, you will most likely be earning 4+D3 contagion points each turn for having no enemies in your territory (you are buying that Gnarlmaw, aren&#039;t you?). Coming as no surprise, different abilities will allow you to earn more contagion points during a turn. Some heroes (such as the Lord of Plagues or Epidemius) have been reworked to play into this.&lt;br /&gt;
&lt;br /&gt;
To summon the daemons, all you have to do is look it up in the list and deduct its cost from your total points; unlike Khorne&#039;s Blood Tithe, you will be able to keep what you don&#039;t spend. There&#039;s no cast roll required, just place the summoned unit within 12&amp;quot; of a Gnarlmaw or &#039;&#039;&#039;NURGLE HERO&#039;&#039;&#039; and more than 9&amp;quot; from any enemies. Note that this list contains units in different sizes (Plaguebearers come in 5, 10, or 20), includes nearly all of Nurgle&#039;s daemons from Nurglings to a Great Unclean One (sadly no Soulgrinder, boo), and includes new Gnarlmaws (at the cost of Nurgle&#039;s favorite number).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Lastly, don&#039;t forget that placing new units will cost reinforcement points in Matched Play, though you&#039;ll be happy to know the Gnarlmaws only cost contagion points (because you didn&#039;t already buy/converted 7, did you?).&amp;lt;/s&amp;gt; Yeah, forget that. Age of Sigmar Second Edition baby! No more reinforcement points needed for summoning. This makes contagion points (and Gnarlmaws) much more important.&lt;br /&gt;
&lt;br /&gt;
=== Tamurkhan’s Horde Alliance ===&lt;br /&gt;
&lt;br /&gt;
* as of AOS2, Similar to how Alliances in the Firestorm book are modified Grand Alliances with additional goodies and Restrictions, Tamurkhan&#039;s Horde is an addition to the NURGLE Alliance but at the condition, &amp;lt;strike&amp;gt;you can&#039;t take Non-Tamurkhan’s Horde Named Character&amp;lt;/strike&amp;gt; (You can take non-Tamurkhan&#039;s horde heros and named characters, but they just dont gain the Tamurkhans Horde Keyword and wouldnt benefit from any of the relevant abilties) and must take the listed COMMAND TRAIT and Artifact.&lt;br /&gt;
** Tamurkhan’s Horde Provides  a way to play a slightly faster Nurgle, Especially  when used in tandem with marked Slaves to Darkness or Beastmen. The command trait gives a bonus to run rolls with wholly within 14&amp;quot; of the general, and the woefully MEH artefact does mortal wounds in nearby units. BUT the added allegiance ability is AMAZING. -1 to enemy run and charge rolls. Absolute killer for alpha striking armies. Although Gavriel Sureheart will just chuckle. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Winds of Corruption:&#039;&#039;&#039; Subtract 1 from the enemy&#039;s run and charge rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COMMAND ABILITY: Shout of Command:&#039;&#039;&#039; You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly Tamurkhan’s Horde Hero. You can re-roll charge rolls for friendly Tamurkhan’s Horde units while they are wholly within 14&amp;quot; of that Hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COMMAND TRAIT: Unrelenting Conqueror:&#039;&#039;&#039; Add 1 to run rolls for friendly Tamurkhan’s Horde units while they are wholly within 14&amp;quot; of this general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact OF POWER: Daemon Flask:&#039;&#039;&#039; Once per battle, at the start of your hero phase, you can roll a dice for each enemy unit within 12&amp;quot;, re-roll for War Machine or if it is within 3&amp;quot; of a terrain. On a 4+ that unit suffers 1 mortal wound or D3 on a 6.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Maggotkin Generals can choose their Command Trait from three different tables depending on their Keywords (&#039;&#039;&#039;ROTBRINGER&#039;&#039;&#039;, &#039;&#039;&#039;DAEMON&#039;&#039;&#039; or &#039;&#039;&#039;MORTAL&#039;&#039;&#039;). The first three traits in every table are the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROTBRINGER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;: Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.&lt;br /&gt;
#&#039;&#039;&#039;Living Plague&#039;&#039;&#039;: At the start of your Hero phase, roll a dice for each enemy unit within 1&amp;quot; of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;: Add 1 to wound rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Bloated with Corruption&#039;&#039;&#039;: On a 4+ after your general suffers an unsaved wound the attacking unit suffers 1 mortal wound. Combines wonderfully with the &#039;&#039;Bileheart&#039;&#039; below, making it all but pointless to attack your General.&lt;br /&gt;
#&#039;&#039;&#039;Avalanche of Rotten Flesh&#039;&#039;&#039;: Add 2 to run and charge rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Resilient&#039;&#039;&#039;: Whenever you allocate a wound or mortal wound to your general, roll a dice. On a 6+ it is negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NURGLE DAEMON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;: Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.&lt;br /&gt;
#&#039;&#039;&#039;Living Plague&#039;&#039;&#039;: At the start of your Hero phase, roll a dice for each enemy unit within 1&amp;quot; of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;: Add 1 to wound rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Tainted Corruptor&#039;&#039;&#039;: At the start of your hero phase, a terrain model within 3 inches gains the Sickness Blossoms rule from Feculent Gnarlmaw warscroll along with any other rules. Interesting in theory.&lt;br /&gt;
#&#039;&#039;&#039;Nurgling Infestation&#039;&#039;&#039;: Once per battle at the start of a combat phase you inflict d3 mortal wounds on an enemy unit within 3 inches.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Breath&#039;&#039;&#039;: At the start of your shooting phase, pick an enemy unit withing 6 inches of your general. Roll a dice for each model within 6 inches of your general. The unit suffers a mortal wound for each roll of 5+. You know who can get this? A Harbinger of Decay, with his massive footprint and fast (for Nurgle) movement speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NURGLE MORTAL:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;: Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.&lt;br /&gt;
#&#039;&#039;&#039;Living Plague&#039;&#039;&#039;: At the start of your Hero phase, roll a dice for each enemy unit within 1&amp;quot; of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;: Add 1 to wound rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Hideous Visage&#039;&#039;&#039;: Subtract 2 from the bravery of enemy units within 3 inches of your general. Combine this with &#039;&#039;The Carrion Dirge&#039;&#039; below for a massive -4 to enemies foolish enough to enter combat with your general.&lt;br /&gt;
#&#039;&#039;&#039;Overpowering Stench&#039;&#039;&#039;: Re-roll hit rolls of 6+ for attacks that target your general in the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Contagion&#039;&#039;&#039;: Improve your generals rend characteristics by 1 for attacks in the combat phase.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Artefacts of Contagion&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;ROTBRINGER HERO&#039;&#039;&#039; can be given one of these artifacts.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Splithorn Helm&#039;&#039;&#039;: Roll a dice each time a wound or mortal wound is allocated to the bearer, on a 6+ it is negated. Nice enough on a Lord of Plagues or Lord of Blights but pretty much wasted on Harbingers of Decay and Lords of Affliction.&lt;br /&gt;
#&#039;&#039;&#039;Muttergrub&#039;&#039;&#039;: The bearer can cast one additional spell if they are a wizard or cast Foul Regenesis every hero phase (but no unbinding) if they are not. Great if you need more casts asap but can&#039;t afford another Sorcerer.&lt;br /&gt;
#&#039;&#039;&#039;Rustfang&#039;&#039;&#039;: At the start of each combat phase, pick one unit within 3 inches of the bearer. Subtract 1 from the armor save for the rest of the battle. You can only do this once on a unit. Phenomenal, as it negates one of your Blightkings&#039; biggest weaknesses.&lt;br /&gt;
#&#039;&#039;&#039;Flesh Pealer&#039;&#039;&#039;: Roll a dice each hero phase for each unit within 6 inches of the bearer. On a 5+ the unit suffers d3 mortal wounds. Meh. Might be okay on a Lord of Affliction, giving him YET another damaging aura.&lt;br /&gt;
#&#039;&#039;&#039;The Bileheart&#039;&#039;&#039;: Roll a dice each time you allocate a wound or mortal wound in the combat phase and it is not negated. On a 4+ the unit suffers 1 mortal wound after all its attacks are made. Can turn a Lord of Affliction into a mini-Jabberslythe.&lt;br /&gt;
#&#039;&#039;&#039;The Fecund Flask&#039;&#039;&#039;: You can use this once per battle at the start of your hero phase. If done, roll a dice, on a 2+ all suffered wounds are healed. On a 1 the bearer is slain. When slain, you replace the model with a Beast of Nurgle within 1 inch of the models current position. Using this when your Hero only has one Wound left can only lead to positive outcomes. But then, how many times will a Hero survive to the start of a friendly Hero Phase with exactly one wound?&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemonic Boons&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Daemonic Hero&#039;&#039;&#039; (including the Lord of Afflictions, the Harbinger of Decay and marked Lords of Chaos on Daemonic Mount) can be given one of the following.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Noxious Nexus&#039;&#039;&#039;: Roll a dice for each enemy unit within 7 inches of the bearer at the start of the hero phase. If the roll is equal to or less that the battle round (such as a 1,2, or 3 on the 3rd round) the unit suffers 1 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Nurgle&#039;s Nail&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the nail. Roll a 2d6 for each enemy model that was allocated wounds by this weapon but not slain. If the result is 7 exactly, the model is slain. Any other result does nothing.&lt;br /&gt;
#&#039;&#039;&#039;The Bountiful Swarm&#039;&#039;&#039;: At the start of your hero phase, pick a enemy model within 3 inches of the bearer and roll a dice. If the roll is greater than the models wound characteristic the model is slain. If the model slain has a wound characteristic of 4+ then add a Beast of Nurgle to your army within 1 inch of the model slain. This allows you to snipe models out of units, like, say, that icon bearer from a Pink Horror unit. Go for reliable kills instead of betting on the Beast of Nurgle.&lt;br /&gt;
#&#039;&#039;&#039;The Witherstave&#039;&#039;&#039;: Re-roll hit rolls of 6 for enemy units within 12 inches of the bearer. This is filthy. Put this on a  Great Unclean One or a Harbringer of Decay to negate a lot of exploding 6s. Works especially well with the Lord of Blight&#039;s command ability, Plaguebearers&#039; Cloud of Flies, or both if you want show your opponent what a tar pit looks like - a unit of 20 or more Plaguebearers would be -4/-2 to hit for shooting/melee, rerolling sixes, which occur before modifiers are applied.&lt;br /&gt;
#&#039;&#039;&#039;Tome of the Thousand Poxes&#039;&#039;&#039;: Add 1 to casting rolls (for Lore of Nurgle spells only - note that this does NOT include the Foul Regenesis spell) if the target is a wizard, or the bearer can cast Sumptuous Pestilence each hero phase (but no unbinding) if they are not. Putting this on a Great Unclean One with Bileblade is pretty much the most obvious thing in the world. Or is it? The Great Unclean One doesn&#039;t exactly have a phenomenal spell lore to choose from. Making a Daemon Prince cast Sumptuous Pestilence might be worth it though.&lt;br /&gt;
#&#039;&#039;&#039;The Endless Gift&#039;&#039;&#039;: At the start of the battleshock phase roll a dice for each wound allocated this turn. On a 4+ the wound is healed. Utterly filthy on a Great Unclean One as it forces your opponent to pump unreasonable amounts of damage into it to finally stop the regeneration.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Plagueridden Gifts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Mortal Hero&#039;&#039;&#039; can be given one of the following. This includes Rotbringer heroes but also marked Slaves to Darkness.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Virulent Blade&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the blade. Add 1 to the damage characteristic if the wound roll is a 5+. Would be way better if it were just a flat +1 but if you need more damage, it&#039;s not too shabby.&lt;br /&gt;
#&#039;&#039;&#039;The Foetid Shroud&#039;&#039;&#039;: Re-roll hits rolls of 6+ for attacks against the bearer in the combat phase. Great for getting rid of exploding 6s but not that effective.&lt;br /&gt;
#&#039;&#039;&#039;Sublucus&#039; Stenchplate&#039;&#039;&#039;: Enemy units within 3 inches of the bearer at the end of their movement phase suffer d3 mortal wounds. Pretty much forces any Hero to fall back or take a significant portion of damage. Small elite units aren&#039;t going to like it either. Doesn&#039;t help against getting swarmed by hordes though.&lt;br /&gt;
#&#039;&#039;&#039;The Eye of Nurgle&#039;&#039;&#039;: Once per battle you can roll 2d6 at the start of the hero phase if there are any models within 12 inches of the bearer. If the result is a 7, the nearest enemy model is slain. 1-in-6 chance of killing anything. Interesting as a hail mary, but even better as a psychological tool. &amp;quot;Are you &#039;&#039;sure&#039;&#039; you want to keep your centerpiece this close to me?&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;The Carrion Dirge&#039;&#039;&#039;: Subtract 2 from enemy units bravery within 12 inches of the bearer. This can lead to some pretty insane anti-Bravery stacking. And a 12&amp;quot; bubble is pretty large as well. Put on a Lord of Chaos on Daemonic Mount and have him escort some Chaos Knights for a -3 to enemy Battleshock.&lt;br /&gt;
#&#039;&#039;&#039;The Shield of Growths&#039;&#039;&#039;: You can re-roll save rolls if the roll is equal to or less than the number of wounds currently allocated to the model. Risky but potentially pretty useful, especially since a lot of your Heroes have some form of regeneration.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;The Lore of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
First off, all your &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Wizards get this gem:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foul Regenesis:&#039;&#039;&#039; Relatively high casting value of 7 (go figure) but it allows you to instantly switch to the Stage of Corruption you want. A great way of using it is picking &#039;&#039;Nauseous Revulsion&#039;&#039;. You might be tempted to pick &#039;&#039;Rampant Disease&#039;&#039; for those tasty Mortal Wounds, but that only activates at the start of the Hero Phase, which has already passed by the time you cast. So you pick &#039;&#039;Nauseous Revulsion&#039;&#039; for the extra defense and then, next turn, it automatically goes to &#039;&#039;Rampant Disease,&#039;&#039; and you can spell it back to &#039;&#039;Nauseous Revulsion&#039;&#039; again after it dealt its damage. Alternatively, set the wheel to &#039;&#039;Unnatural Vitality&#039;&#039; because your army is painfully slow without it.&lt;br /&gt;
&lt;br /&gt;
After, each Wizard gets one Lore spell, but which lore they have access to is determined by their Keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotbringer Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blades of Putrefaction:&#039;&#039;&#039; Casts on a 7+, affects a friendly unit within 14&amp;quot;. 6+ To Hit deal a Mortal Wound in addition to other damage, not specifying melee or shooting. This, of course, is best on something with a lot of attacks and/or something with a bonus to their Hit rolls. In other words, Marauders. Or, you know, those tasty Blightkings. &lt;br /&gt;
#&#039;&#039;&#039;Rancid Visitations:&#039;&#039;&#039; Casts on a 6+, affects 1 enemy unit within 3&amp;quot; of the caster. For each model of that unit within 3&amp;quot; of the caster, the unit suffers a Mortal Wound. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can&#039;t pick this. So, in other words, only use on Glottkin and Bloab. &amp;lt;s&amp;gt;So no, named character can&#039;t take additional artifacts, spells and command abilities&amp;lt;/s&amp;gt; Named characters can take spells, but not artifacts and command abilities. The tome says &amp;quot;As such, these models cannot have a command trait or artefact of power.&amp;quot; (pg. 58) says nothing about not taking a spell. Additionally warscroll builder allows you to take spells but not artifacts and abilities. &lt;br /&gt;
#&#039;&#039;&#039;Gift of Corruption:&#039;&#039;&#039; Casts on a 6+, enemy unit within 18&amp;quot; takes either -1 To Hit, -1 To Wound or -1 to Saves, rolled randomly. Not too reliable, but everything it can do is good, so go nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemon Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Favoured Poxes:&#039;&#039;&#039; Oh lord. Casts on a 7+, pick an enemy unit within 14&amp;quot;. It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn&#039;t HAVE to do anything. Just point literally any unit at the target, and the target is gone. Biggest weakness is its range, but whatever.&lt;br /&gt;
#&#039;&#039;&#039;Glorious Afflictions:&#039;&#039;&#039; Casts on 5+, affects an enemy unit within 21&amp;quot;. That unit halves its Move, the distance it runs, the distance it charges and cannot make use of the Fly rule. What? Was the enemy trying to flank you? Not anymore. Slows enemies down enough so you can get the drop on them instead.&lt;br /&gt;
#&#039;&#039;&#039;Sumptuous Pestilence:&#039;&#039;&#039; Casts on 6+, each enemy unit within 7&amp;quot; takes a Mortal Wound, unless they have more than 5 models, in which case it&#039;s D3 Mortal Wounds. MSU armies beware.&lt;br /&gt;
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&#039;&#039;&#039;Mortal Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Magnificent Buboes:&#039;&#039;&#039; Casts on a 7+, pick an enemy Hero. He takes D3 Mortal Wounds and gets -1 to Hit, Cast and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range.&lt;br /&gt;
#&#039;&#039;&#039;Plague Squall:&#039;&#039;&#039; Casts on a 6+. If successful, roll 7D6. For each 6, pick an enemy unit (no line of sight needed) and deal D3 Mortal Wounds to it. You can only pick each enemy unit once. You know what this one doesn&#039;t have? A range limit. Even one cast can kill certain artillery crews from the safety and comfort of your own deployment zone. And the best part is, according to the spell description, that missing range limit doesn&#039;t seem to be an oversight since it&#039;s basically a rain shower made of plague fluids.&lt;br /&gt;
#&#039;&#039;&#039;Cloying Quagmire:&#039;&#039;&#039; Casts on a 5+, pick an enemy unit within 14&amp;quot; and roll a D6. If this rolls equal to or over their Save characteristic, they suffer D6 Mortal Wounds. So, it gets more reliable on precisely the units you want to affect with it the most. Wow.&lt;br /&gt;
&lt;br /&gt;
=Warscrolls=&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named Characters&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemon&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-epidemius-en.pdf Epidemius]:&#039;&#039;&#039; (200pts)A Herald of Nurgle +1, with two more wounds and a Nurgling base&#039;s worth of extra attacks. It doesn&#039;t sound like much until you get to his Nurgle&#039;s Tallyman ability and realize he&#039;s the best force multiplier in the game. You keep a tally of how many models your Nurgle models killed, and as it rises, they get bonuses. How&#039;s that so great? Because it doesn&#039;t specify Nurgle Daemons, just Nurgle. So this guy buffs your Plague Monks, your Blightkings, Glottkin, the Maggoth Riders, Plague Drones, you name it. And since Nurgle has even a few fast hard hitters like Daemon Princes, those bonuses should start adding up fast.&lt;br /&gt;
*If you really want to stack up his bonus fast, bring a couple of Clan Pestilens Plague Claws. If the opponent isn&#039;t playing a super low-model count army, you&#039;ll rack up the model kills fast and apply it to your whole army before they even get to combat.&lt;br /&gt;
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&#039;&#039;&#039;Rotigus Rainfather:&#039;&#039;&#039; (Behemoth, 340pts)Rotigus is the newly named version of the GUO. At 16 wounds and a 4+ save he&#039;s just as resilient as the normal GUO. He also retains the GUO&#039;s ability to deal out mortal wounds to units attacking him. Where he differs from the GUO is trading in his shooting attack for the ability &amp;quot;Streams of Brackish Filth.&amp;quot; The ability targets each enemy unit within 6&amp;quot; and on a 4+ slaps them with D3 mortal wounds. Flying units only get hit on a 6+ however. Rotigus also has the &amp;quot;Deluge of Nurgle&amp;quot; unique spell (Casting value 7) which is essentially a more damaging and far-reaching version of the GUO&#039;s plague wind spell, allowing you to hit as many as 7 enemy units as long as they are visible to the caster. Regarding melee, he is slightly less effective than a standard GUO equipped with the Sword and flail but is still more than capable of holding his own.&lt;br /&gt;
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&#039;&#039;&#039;Horticulous Slimux:&#039;&#039;&#039; (220pts) The head gardener of the greatfathers very own garden. Riding into battle on a giant plowing-snail called Mulch, he lops off the heads of trespassers with his giant shears while Mulch eats the rest with his slime-encrusted jaws.&lt;br /&gt;
3+ save 5&amp;quot; move and 8 wounds. He has 3 attacks with his &#039;&#039;&#039;Lopping Shears&#039;&#039;&#039; 3+, 3+, -1 and D3 damage. Mulch has D3 attacks with his jaws. 3+, 3+, -2 and 2 damage.&lt;br /&gt;
For abilities, he, of course, has &#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039; but also &#039;&#039;&#039;Beast Handler&#039;&#039;&#039; which lets you reroll failed charge rolls and hit rolls of 1 for friendly &#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; units within the holy inches. Like the Poxbringer you can heal a wound off a &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; within 7&amp;quot; if anyone was killed in the preceding turn. Lastly, he has the ability &#039;&#039;&#039;Acidic Slime Trail&#039;&#039;&#039; which makes enemies within 3&amp;quot; take D3 mortal wounds on a 4+ when Slimux makes a retreat. He also lets you set up 1 free gnarlmaw once per game in your hero phase.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Others&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-theglottkin-en.pdf The Glottkin]:&#039;&#039;&#039; (420pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The big bad bad guys of Nurgle are back. &amp;lt;strike&amp;gt;And this time, no bullshit Purple Suns exist that can cascade them out of the game in a single turn. And without that annoying weakness, they are absolutely devastating&amp;lt;/strike&amp;gt; With Malign Sorcery, the Purple Sun is back, but not as devastating as before. 18 freaking Wounds with an automatic Regen of D3 Wounds per friendly Hero Phase, basically Terror and the fact that enemies can take Mortal Wounds simply for being charged by the Glottkin combine with magic and very powerful attacks to make something truly nightmarish. Their unique spell is very situational but can make a bunch of Marauders into the single most immovable tarpit in the game - for a turn. They also have a really awesome Command Ability that grants one extra attack to every melee weapon of every Nurgle unit within 14&amp;quot; of them. Yes, this includes Nurgle Daemons and Clan Pestilens. Additionally, they have a shooting weapon that is easy to hit with, has a high Rend and inflicts a whole lot of damage, but unfortunately, it only Wounds on 4+, which makes it quite unreliable.&lt;br /&gt;
*Protip: in the right army, Fleshy Abundance is the best defensive spell of the game. Using it on 1-Wound models effectively means giving them a 4+ save-after-the-save (and unlike it, it doesn&#039;t depend on a dice roll, it always reduces your losses to half). And the targets aren&#039;t limited to Nurgle units, too, but it&#039;s even better if they are because then they will be affected by the Glottkin&#039;s awesome Command Ability. Plaguebeareres and Chaos Marauders become much better, but glass cannons like Plague Monks, and especially Plague Censer Bearers become ridiculously good.&lt;br /&gt;
*Speaking of Plague Monks, they arguably possess the strongest synergies with The Glotkin.  The +1 Attack aura works doubly well on them when they are equipped with Staves + Blades; and, as mentioned above, Fleshy Abundance cuts all losses IN HALF, which shores up their biggest weakness.  If you can stack these buffs, the only things that can possibly hold out against the onslaught are units with 2+ re-rollable saves.  But even then, there are ways around that (*cough* Blades of Putrefaction *cough*)&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Blob-rotspawned.pdf Bloab Rotspawned]:&#039;&#039;&#039; (240pts)This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Of the Maggoth Riders, Bloab is the only Wizard, but in exchange, he has a worse save than the others, makes fewer attacks with his (still decent) weapon and projects several annoying auras. He has a fly swarm that can cause penalties To Hit enemies in a large area and his bells lower enemy casting rolls by 1. His Maggoth also has by far the best shooting attack of the three. Finally, his unique spell is potentially devastating: It affects one enemy unit. At the end of every phase in which the unit lost Wounds, roll a D6. On 2+, the unit takes another D3 Mortal Wounds. Keep in mind, this happens on a per-phase basis. Basically, if you cast this spell, you need to invest in it. Every phase you have to strip off at least one Wound off that unit. Otherwise, just use Arcane Bolt and have done. Other than that, Bloab is simply very versatile. He is strong in melee but not stellar, good at shooting but not the shootiest Hero in the game, can cast but not terribly well and can fuck with the opponent with all his auras and unbinding.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morbidextwiceborn-en.pdf Morbidex Twiceborn]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The guy who loves Nurglings, because they love him. Of the Maggoth riders, he has the worst shooting attacks, projects Nurgle&#039;s Rot and has a regeneration effect in each friendly Hero Phase. On 4-5 he heals a Wound. On 6, he heals D3 Wounds instead. He also adds 1 model to a nearby unit of Nurglings in each of your hero phases and grants a +1 To Wound for Nurglings around him. Nothing crazy, but a free 33pt bodyguard each round isn&#039;t too bad.  He&#039;s pretty good in close combat, better than his boss Orghotts. Use him to lead your charges, because he&#039;s tough, powerful and really fast for Nurgle&#039;s standards.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Orghotts_daemonspew.pdf Orghotts Daemonspew]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Supposedly the strongest of the Maggoth riders. He damages enemies who punch him, his Maggoth has an okay shooting attack (though with abysmal range), and his Command Ability lets a friendly Nurgle unit reroll To Wound. On the charge, he&#039;ll get D3 more attacks, and anyone his axes wound but don&#039;t kill will take a mortal wound on a 4+.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gutrot-spume-en.pdf Gutrot Spume]:&#039;&#039;&#039; (140pts) Do you remember Wulfrik? No, not his awful joke rule, don&#039;t worry. But do you remember his awesome rule to outflank himself and a unit of Marauders? Well, Gutrot gets to do that now, except he can take a unit of Putrid Blightkings with him instead. That&#039;s right, outflanking Blightkings.  He can also use his tentacles to wrench enemy weapons off them, making his 7 Wounds with a 3+ Save even tankier. Finally, his already decent attacks gain rerolls of 1s To Hit against &#039;&#039;&#039;Heroes&#039;&#039;&#039; but in exchange, he can only target Heroes if there are Heroes within 3&amp;quot; of him (so watch out as his highest ranged attack in melee is 2&amp;quot;). He lost his Command, but all his changes make him into a superb supporter and beatstick, who can not only survive but overcome a lot of powerful Heroes. Nothing quite like holding a Gryphon&#039;s beak shut while you hack away at the rider. A recommended tactic is to bring a single unit of 10 blight kings with him on turn 2 (after your opponent has likely forgotten you can deep strike him, just keep your mouth shut), and then proceed to tear the everliving fuck out of your enemy&#039;s backfield warmachines and characters. When you&#039;re done with that, use your remaining Blight King flankers (re: probably all of them) and flank his battle line from the rear. Or just sit on his objective and annoy the fuck out of him, because they will never get you off, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-festus-the-leechlord-en.pdf Festus the Leechlord]:&#039;&#039;&#039; (140pts) Festus is a support Hero, pure and simple. He heals a Wound a turn and can either heal a friendly model for D3 Wounds or give out D3 Mortal Wounds to an enemy model, though for both he needs to be within 1&amp;quot; of whoever he wants to affect. His unique spell lowers enemy saves by 1 PERMANENTLY (Save rolls though, not saves.  So Nighthaunt or anything else that ignores modifiers will ignore this). Unfortunately, with the Maggotkin Battletome, this explicitly doesn&#039;t stack anymore. However, for all this awesome, his close combat potential can be very generously described as lacking, at least compared to melee characters. Compared to most other Wizards, he&#039;s about twice as strong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-tamurkhan.pdf Tamurkhan The Maggot Lord]:&#039;&#039;&#039; (Behemoth, 420pts) The eponymous character for the army. Big, mean and perfect to destroy the heroes of the other side; send him after enemy characters where the Black Cleaver and its re-rolls can go to work. Even if he dies, he&#039;ll be dealing mortal wounds to them with a chance to Resurrect himself as a final insult. With 18(!) wounds, D3 of which are regenerated per turn, a host of attacks from Bubebolos and a command ability that re-rolls charge rolls for his Horde he&#039;s also well-suited for grinding through infantry, so plonk him into the center of your line and go to town. If you have him there&#039;s no reason not to use him; just watch out for armies with a high proportion of powerful shooting units like Aelves or Duhardin, since he&#039;s only packing a 4+ save.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-kazyk-the-befouled.pdf Kayzk the Befouled]:&#039;&#039;&#039; (120pts) Tamurkhan&#039;s second in command. 7&amp;quot; move, 7 HP, 7 bravery...I think I see a pattern... Best ran alongside a few units of Pox Riders or (even better) Nurgle Chaos Knights for cover - although he does have a 5+ ignore Mortal wounds. consider using him as an archer or wizard hunter. His Command Ability is a slightly buffed version of Inspiring Presence that only works on Nurgle unit, so consider making either the chap above or below your general instead.&lt;br /&gt;
&lt;br /&gt;
===Generic Characters===&lt;br /&gt;
====Daemon====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Great-unclean-one.pdf Great Unclean One]:&#039;&#039;&#039; Your Greater Daemon and one of the best choices to evoke other units. Your standard general on bigger games. The GUO is one of the toughest fuckers around. He has the same basically-40k&#039;s-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster. What makes him shine is his unique spell, a 14&amp;quot; line that damages enemy units under it and heals Nurgle units under it. It can&#039;t resurrect but is perfectly able to make the obscenely tough Plague Drones even harder to remove. Also, his command ability gives a Nurgle Daemon unit within 21&amp;quot; play an extra melee attack with each of their weapons. NICE. With the new model, he can now swap his weapons for worse damaging versions with benefits. The sword can be swapped for the bell which gives any Nurgle unit a 3 inch movement increase if they start within 7 inches at the start of the movement phase and the flail can be swapped for a dagger that can give a 1 point boost to a casting or unbinding roll for a unnegatable wound, and with his regen abilities it could be quite worth it if there&#039;s one spell you don&#039;t want to be dealing with.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWExalted}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Nurgle.pdf  Exalted Greater Daemon of Nurgle]:&#039;&#039;&#039; Better sword but no secondary weapon, slightly longer ranged version of the GUO&#039;s command ability(but crucially, a different name so they can both be used on the same unit. Fancy some Plague Drones with 11 attacks each? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Poxbringer-herald-of-nurgle.pdf Poxbringer, Herald of Nurgle]:&#039;&#039;&#039; Your gamechanger. Compared to a Herald of Khorne, he has fewer attacks that are harder to hit and can&#039;t deal Mortal Wounds but do D3 wounds if they go through. On average they should do about the same amount of damage, but the HoN will last much longer because he&#039;s Disgustingly Resilient and can heal (himself or others nearby) a wound if anyone at all died in the preceding turn. If you play any Nurgle Daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from &#039;&#039;okay&#039;&#039; to &#039;&#039;murder on no legs&#039;&#039; if a Daemon Hero of Nurgle is nearby. If relying on him for synergy, keep him away from combat(and out of range of enemy ranged units) and take advantage of his synergy bubble. Now has a unique spell that does d3 mortal wounds on a unit that&#039;s in 7 inches of a Plaguebearer unit, but it&#039;s on a higher casting roll than Arcane Bolt and same damage so it&#039;s not much of a use if you&#039;re in range for bolt, but since there&#039;s no specified range on how far the Plaguebearers can be away it can work if you need a spell shot on a unit your herald is not close enough to for bolt.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sloppity-bilepiper-herald-of-nurgle.pdf Sloppity Bilepiper, Herald of Nurgle]:&#039;&#039;&#039; A New Support Provides 7&amp;quot; +1 to the bravery of &#039;&#039;&#039;Nurgle Daemons&#039;&#039;&#039;(Not that useful) but subtracts 1 bravery from enemies. Also, Re-roll failed charges and hit rolls of 1 for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; at 7&amp;quot;. Although his Marotter attacks may not seem useful at first, 4 Plaguesword attacks with a -1 rend and 2 damage is nothing to scoff at for a measly 100 points. Additionally, against similarly priced heroes, Bilepipers perform shockingly well. A 4+ save with a Disgustingly Resilient save after that ensure that your favorite Scottish Daemon will be whacking his foes to death turn after turn.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Spoilpox-scrivener-herald-of-nurgle.pdf Spoilpox Scrivener, Herald of Nurgle]:&#039;&#039;&#039; Scrivener does for Plaguebearers as what  Bilepiper does for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; as stated above, except that you always reroll charge dice results of 1 rather than failed charges.  Worse in close combat than the Bilepiper, but you can sneeze people to death with him!&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-daemonprince-en.pdf Daemon Prince]:&#039;&#039;&#039; Not technically a Daemon of Nurgle, but he&#039;s a Daemon, and if you mark him Nurgle, he basically is. Pretty tough for his price point, and gets 3+ since he&#039;s Nurgle. His damage output is pretty solid, so use him to rack up the Epidemius points, and he&#039;s fast enough to keep up with (or outpace) Beasts and Plague Drones and activate their abilities.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:&#039;&#039;&#039; a Daemon From Clan Pestilence. He&#039;s got 12 wounds. With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the shadow realm artifact list and have 10 chances to absolutely murder heroes and monsters. Has a Skaven version of Disgustingly Resilient. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY give Pestalence wholly within 13&amp;quot; re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
====Mortals &amp;amp; others====&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-plagues-en.pdf Lord of Plagues]:&#039;&#039;&#039; Oh, dear lord, talk about overcompensating. Before, the Lord of Plagues was extremely underpowered. But now, with a price-bump and some new rules, he&#039;s pretty brilliant. First off, he gets the same &amp;quot;6+ To Hit hits D6 times&amp;quot; rule as the Blightkings, but he gets this on top of -1 Rend and D3 damage, so he is potentially murderous. Then, he lets Blightkings around him reroll 1s To Hit, making him into a proper support Hero. Then he can help you rack up contagion points, which is nice. Finally, his Command is still bad, being a very unreliable way of delivering Mortal Wounds over 21&amp;quot;. A whole 1.16 of them on average. All in all, very nice beatstick who can support Blightkings (and only Blightkings) very well. Still slow and with a terrible Command, though.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-blights.pdf Lord of Blights]&#039;&#039;&#039; Sporting the same stat line as the Lord of Plagues, the Lord of Blights is a new hero for the forces of Nurgle. Gets basically the same melee as the Lord of Plagues, but without the exploding 6s, so it&#039;s alright. He also gets Death&#039;s Heads he can throw - his own is pretty powerful already, but he also allows Putrid Blightkings next to him to throw a bunch. While a shooting attack over 14&amp;quot; sounds incredibly useful, keep in mind it&#039;s one shot per Blightking, so not that much shooting at all. His real meat comes from his Command, which grants one &#039;&#039;&#039;Nurgle&#039;&#039;&#039; unit the Plaguebearers&#039; &#039;&#039;Cloud of Flies&#039;&#039; rule, so -1 To Hit when shooting them or -2 To Hit while shooting and -1 To Hit in melee at 20+ models. Very powerful. He also has a shield that allows him to re-roll saves of 1 in melee, but whatever.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-afflictions.pdf Lord of Afflictions]:&#039;&#039;&#039; And all the Daemons say he&#039;s pretty fly for a blight guy. Superbly killy, combining the melee of the Lord of Plagues (sans exploding 6s, sadly) with a Rot Fly&#039;s worth of attacks and another damage 2 knock from the underslung bell. For survivability he&#039;s also golden, like the other Lords, but with an additional Wound, Disgustingly Resilient and a 1 wound per turn heal. His buff allows all &#039;&#039;&#039;Rotbringers&#039;&#039;&#039; to reroll 1s To Hit - so Blightkings, Blightlords and all the mortal heroes. He also has a couple of abilities for dealing Mortal Wounds, one of which, the Incubatch, is so deadly it can even damage &#039;&#039;&#039;Nurgle&#039;&#039;&#039; models (even himself), albeit only on 6+. Finally, his Command doubles the Move of a Pusgoyle Blightlords unit. All in all, he&#039;s just good. He provides good support, especially to the Pusgoyles, he deals a ton of Wounds, both Mortal and otherwise, he&#039;s fast and tough and thanks to the &#039;&#039;&#039;Daemon&#039;&#039;&#039; keyword he can trigger Locus effects as well. However, when playing him, remember that for 40 points more, you could have gotten a Maggoth Lord instead (which honestly isn&#039;t flattering to the Maggoth Lords at this point).&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Harbinger-of-decay.pdf Harbinger of Decay]:&#039;&#039;&#039; Decently killy and with a one-use ability that can cause extra Mortal Wounds. However, despite the mount, his Movement is stuck at 7&amp;quot;. He makes up for that with his Command Ability, though, since he basically projects Disgustingly Resilient to all Mortal Nurgle units within 7&amp;quot;, but as it is a different ability that means the Lord of Afflictions can benefit from both at once! Makes tough Nurgle bullshit even tougher, which is excellent for keeping your Blightkings alive that much longer. Another thing to consider: Thanks to his Mount, he has the DAEMON keyword. His mount lets make him a useful utility hero as he can move relatively quickly to shore up Mortal Nurgle units with his command ability, while also letting him trigger Daemons&#039; Locus abilities, as those only need a &#039;&#039;&#039;NURGLE DAEMON HERO&#039;&#039;&#039; to trigger. Let him run after your Plague Drones, which he can keep up with, and suddenly your Fly Riders deal a bunch of Mortal Wounds in addition to their normal damage.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sorcerer.pdf Sorcerer]:&#039;&#039;&#039; Formerly &#039;&#039;&#039;Rotbringer Sorcerer&#039;&#039;&#039; Has access to the unique spells of both &#039;&#039;&#039;ROTBRIGNERS&#039;&#039;&#039; and &#039;&#039;&#039;MORTAL NURGLE&#039;&#039;&#039; Now not actually trash anymore. Not that he himself has gotten any better, but, being 40 points cheaper than the Chaos Sorcerer Lord, he&#039;s a way a better vehicle for the obscenely good Lore spells the Battletome provides. No need to waste the awesome &#039;&#039;Daemonic Power&#039;&#039; to use a Lore spell when you could waste the shitty &#039;&#039;Stream of Corruption&#039;&#039; from this guy.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-lord-manticore-en.pdf Chaos Lord on Manticore]:&#039;&#039;&#039; Chaos Lord on Manticore: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice.  Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15&amp;quot; to reroll charge, wound, and Battleshock rolls.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-exalted-hero-en.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he is amazing at support. First, without even casting anything, he can grant one friendly unit per turn within 10&amp;quot; of him rerolls of 1 on their saves. Then, when he casts, he has a unique spell that provides rerolls of 1 To Hit, To Wound and to their saves for a friendly unit within 18&amp;quot;. Just keep him away from the fighting and let him strengthen your front line.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chaos_Sorcerer.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; Blessed with the same awesome &amp;quot;reroll saves of 1&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating (and potentially utter crap, hope the dice like you).&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-sorcerer-lord-en.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; A guy with two axes with the nifty ability to attack twice in the turn he charged (he pileups again between the two attack waves), and when he kills a Hero or a Monster he will deal double wounds in the next turn.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-en.pdf Lord of Chaos]:&#039;&#039;&#039; Has a brutal pair of weapons, both attack thrice, hitting and making wounds at +3. The Reaperblade has a range of 2&amp;quot;, -2 rend and 2 damage, and once per battle he has the option to make one attack, but making 2D6 fucking damage. His Nurgle Mark allows him to reroll every 1 to wound and his command ability lets any Slaves to Darkness unit within 10&amp;quot; with his same mark gets the ability too, it&#039;s not really the best command ability you have to be honest... If he kills the opponent general, he becomes a Daemon Prince on a whim, but if he dies he becomes... you know what.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:&#039;&#039;&#039; Your standard skaven hero. Gets an extra attack on the charge because of PESTILENS. no longer a buffing priest, he now only has two damage Prayers and deals more mortal wounds after combat.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:&#039;&#039;&#039; It&#039;s 3 Plague Monks with a Plague Priest on a huge censer-thing. It can&#039;t move its 6&amp;quot; unless within 6&amp;quot; of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges. It stops battleshock for Skaventide and it damages all the non-&#039;&#039;&#039;Clans Pestilens&#039;&#039;&#039; units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. It&#039;s clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don&#039;t like to do. On the other hand, the Monks do very much like those tasty tasty buffs.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; Meh, good at taking Hero challenges but to be honest your better off with a Shaman or Doombull. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; Magic Goat. He increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. &lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-putridblightkings-en.pdf  Putrid Blightkings]:&#039;&#039;&#039; The super-hardy infantry Glottkin gave us. Same profile as a Skullreaper but with one more Bravery and Wound (yes, 4 Wounds for each!) and an almost identical weapon. Their shtick? If they score a 6 To Hit, you don&#039;t hit once. You hit D6 times. Yes, they don&#039;t have Rend on those weapons, but with that many hits, you don&#039;t need it. Did we mention they are obscenely tough?  There&#039;s not much else in the game that boasts 21 wounds with a 4+ save at the same point cost.  Even more &#039;&#039;&#039;FUN*&#039;&#039;&#039;, every unit within 3&amp;quot; of them (including themselves) rolls a D6 in your Hero Phase. On a 6, they take D3 mortal wounds. Unless, that is, they have the Nurgle keyword, in which case they heal D3 wounds instead. Make sure you let multi-wound Nurgle stuff hug your Blightkings and you&#039;re golden. Also remember that this affects &#039;&#039;Nurgle&#039;&#039; units, not Mortal Nurgle. Chaos Lord of Nurgle? Great Unclean One? Plague Furnace? All of them can be healed by the aura these guys have. Generally though, unless you&#039;re counting on stacking auras with Blightkings and Nurgle&#039;s Rot, this is more of a gimmick. Just use these as powerful infantry, leave the healing to Festus. If even just half of your Blightkings make it into melee, they will earn back their cost and then some, so just make sure you get them there.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-plaguebearers-of-nurgle-en.pdf Plaguebearers of Nurgle]:&#039;&#039;&#039; Basic Nurgle troop. Really hard to kill but not so good in melee (average of 0,33 damages). Take 30 in every unit to make them harder to be hit. Reroll 1s in save rolls with Daemon Heroes of Nurgle nearby, which makes them a fantastic bubble wrap for any of the Nurgle Heroes. Keep in mind they actually got a small price bump to 120 for 10. When taking them, remember you could have gotten twice that many Marauders.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warriors-en.pdf Chaos Warriors]:&#039;&#039;&#039; We can&#039;t talk about the Maggotkin without talking about Nurgle-marked Chaos Warriors. The fact that you can get five of them for a measly 90 points makes them an incredibly effective Battleline unit. Toss in two such squads followed by a big blob of Blightkings, and you had your Battleline for 2000 points over and done with. Especially with the price bump that Plaguebearers have gotten, small squads of Chaos Warriors as backfield objective campers are a perfectly viable strategy. &#039;&#039;Additionally,&#039;&#039; if ran in a 25-30 man unit (they come in denominations of 5 for some reason), these guys can be strung across a field to make a giant wall of &amp;quot;fuck you&amp;quot;. If hit by your Lord of Blight&#039;s command ability, this wall of warriors becomes significantly harder to hit (-1 to hit in CC and -2 to shoot, meaning if your enemy&#039;s gunline hits on 5&#039;s, your warriors are practically invisible to them, as they are now hitting on 7&#039;s). This is a viable tactic for bringing slower Blightkings and Maggotkin characters to your enemy&#039;s front line, as your blight kings are roughly the same height as a Warrior, and therefore most players won&#039;t argue that they can shoot between your warrior wall when also combined with the logic that the warriors are clouded by flies. However, this tactic is expensive and will cost you 620 points (30 warriors + Lord of Blights).&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauders-en.pdf Chaos Marauders]:&#039;&#039;&#039; When marked as Nurgle, these make a great Battleline unit for your purposes. Grab a big squad of them, add &#039;&#039;Blades of Putrefaction&#039;&#039; and watch them dish out a rather obscene amount of Mortal Wounds or just buff them with &#039;&#039;Fleshy Abundance&#039;&#039; to make into a hilariously tough tarpit. And if you really hate the models, you can always convert up some Poxwalkers.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Pusgoyle-blightlords.pdf Pusgoyle Blightlords]:&#039;&#039;&#039; Only Battleline with a Lord of Afflictions as your general. To be quite honest, these don&#039;t really add much to basic Plague Drones. They are more expensive and are tougher, but while killier per model, they are less damaging point-for-point than Plague Drones. Honestly, their only saving grace is their ability to become Battleline, thus providing you with a frankly obscenely tough Battleline choice that moves quite fast for Nurgle&#039;s low standards.&lt;br /&gt;
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===Other Units===&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bile-troggoths.pdf Bile Troggoths]:&#039;&#039;&#039; While their vomit attack is short ranged (a fitting 7&amp;quot;) it&#039;s perfect for melting through the armor of heavy infantry and cavalry as well as monsters, and can even help thin out infantry hordes in a pinch. All in all, these can deal a lot of damage very quickly, especially when getting buffed by a Chaos Sorcerer Lord, but their overall reliance on having a babysitter along really hurts them. Also, it doesn&#039;t help that they cost a lot more points than Blightkings for a lot less oomph. But hey, at least they have Rend.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-plague-toads.pdf Daemon Plague Toads of Nurgle]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army) An odd little unit that&#039;s packing a weak and short-ranged shooting attack, a chance to generate more close combat attacks on the roll of a 6, 4 wounds each, and a special 4+ save against Mortal wounds. Crucially, they&#039;re also one of the faster units in the army, having a move of 7&amp;quot; as opposed to 5&amp;quot;. They have some use as a tarpit, but if you&#039;ve been reading this guide so far you know that packing a lot of wounds isn&#039;t a problem for you. They&#039;re also largely overshadowed by...&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-pox-riders.pdf Daemon Pox Riders of Nurgle]:&#039;&#039;&#039; Adding a Plaguebearer to a Plague Toad leaves them with FIVE wounds each, which already makes them superior to the above. When coupled with the same saves as above, the ability to re-roll saves of a 1 if wholly within 14&amp;quot; of a Nurgle Hero (Epedimius is good for this) and an additional-1 to hit modifier against shooting attacks directed at them, you pretty much have no reason to ever take Plague Toads unless you&#039;re using the Leaping Pox formation. Something worth considering is summoning 3 for 21 Contagion Points. The same applies for Plague Toads, but you&#039;ll never bother with that either unless you have no more Pox Rider models available.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-chariot-en.pdf Chaos Chariots]:&#039;&#039;&#039; Pretty fast and uncharacteristic of Nurgle, since they always add D6&amp;quot; to their Move even without Running. Other than that, it&#039;s a chariot. They get bonuses on the charge, but even those don&#039;t make the Chariot killy. No, you take these because for a paltry 80 points, they give you 7 Wounds at a 4+ Save that are fast enough to tie enemy shooters up and tough enough to keep them tied up all game long. Also remember that, since they are used in units of one or more, if you play them all as separate units, every Chariot gets an Exalted Charioteer.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-chosen-en.pdf Chaos Chosen]:&#039;&#039;&#039; Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Do remember than they only buff &#039;&#039;Slaves To Darkness&#039;&#039; though, so unless you&#039;re going heavy on those and light on all other Nurgle goodies, maybe better skip them.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauder-horsemen-en.pdf Chaos Marauder Horsemen]:&#039;&#039;&#039; Marauder Horsemen are 90 points for 5, or 180 for 10. This unit is the speed and range that your Nurlge army severely lacks. They are a cheap, fast screening unit that will either very quickly cap objectives, or will keep your enemies on their toes with a 9&amp;quot; Javelin attack that shoots &#039;&#039;twice&#039;&#039; and can be used as a 2&amp;quot; melee weapon to jab between friendly models when they&#039;re in combat. This makes them extremely lethal if used properly, as they have a 21&amp;quot; threat range, and using Feigned Flight, they can &#039;&#039;Shoot&#039;&#039; &#039;&#039;&#039;AND&#039;&#039;&#039; &#039;&#039;Charge&#039;&#039; in the same turn in which they retreat. They also reroll hits of 1 with the Damned Icon, making them a brutally effective screener (when used competently). Just make sure that you keep them out of reach of enemy melee or cavalry.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-knights-en.pdf Chaos Knights]:&#039;&#039;&#039; These boys should be kept as an intercept unit for enemy cav, or for unprotected characters. If ran together with Marauder Horsemen, they become a lot more effective, as these guys will tank damage for your actual screeners. Overall not as practical as your Marauder Horsemen, but can still stand toe-to-toe with most of your enemies cav options, even if they do suicide by doing it. Extremely recommended to run these guys with their Glaive instead of Ensorcelled Weapon option, as they gain rend when they charge, whereas Ensorcelled Weapons have no rend, ever.&lt;br /&gt;
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&#039;&#039;&#039;GoreBeast Chariots:&#039;&#039;&#039; Don&#039;t get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you the nice rule the Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. How you can use that last fact to your advantage, well... coughBloabRotspawnedcough.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-plague-drones-of-nurgle-en.pdf Plague Drones of Nurgle]:&#039;&#039;&#039; Your flyers. Their 8&amp;quot; movement sounds promising, but since they are almost the only Nurgle unit with a missile weapon, they will rarely run, so the movement evens out. The missile weapon is rather meh, but combined with the 5 (!) assured attacks per Plague Drones, it adds up. They also hold the distinction of being ridiculously tough to kill, especially with a Banner or two. Make sure to keep a Daemon Hero of Nurgle close to them for that sweet +1 attack with all weapons (yes, including the Death&#039;s Heads)).&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:&#039;&#039;&#039; Your basic Pestilens troop that loose Battleline when outside their own faction. Similar to Marauders but deal a heinous amount of attacks. Can take one of two Standards and Instruments for every 20 models. their leader damages a unit each hero phase. The Standards can either inflict mortal wounds when they die or increase damage by 1. The musicians can either give you a chance for better Rend or improve your movement.&lt;br /&gt;
* Let&#039;s analyze the two weapons options:&lt;br /&gt;
# Plague Monks with two foetid blades an average of 0,75 damages per model or 1,12 when they charge&lt;br /&gt;
# Plague Monks with a foetid blade and a woe-stave an average of 0,66 damages per model or 0,91 (actually 1.083 now that charging gives +1 attacks to all weapons!) when they charge with one of the weapon hitting from 2&amp;quot; instead of 1&amp;quot;, so is basically the same when you have a big unit to cover for the second rank attacks. Another bonus of the Woe Stave is that it counts as a separate melee weapon, so buffs that add 1 attack to every weapon are doubly effective on units with Stave (a unit of 20 with blade/stave in two (flush) ranks makes, &amp;lt;s&amp;gt;50 attacks on the charge, and 80 with the one-more-attack-for-each-weapon buff&amp;lt;/s&amp;gt; (way off) 100 attacks on the charge and unsupported, or 140(!) attacks with a +1 attack buff.  Without considering their command items or other potential buffs, those 140 attacks are typically causing about 22 save rolls.  With the command items thrown in, that&#039;s enough to kill a lot of heroes and behemoths in the game.  Not bad for such a cheap throw away unit.)&lt;br /&gt;
* Skaven are the least durable of your Nurgle options. The lost of Battleline my hurt your list funds but if given proper investments, they can melt through many things. Remember that Verminlord Corruptors, Plague Priests on Plague Furnace, and Lord of Blights are one of your favorite friends.  The Glotkin also synergizes beautifully with these guys as both his unique spell and command ability almost seem tailored for them.   &lt;br /&gt;
*Having a tree nearby is great for ensuring you make key charges and get that juicy charge bonus.  Keep in mind their musician gives them +1&amp;quot; to advance  AND +1&amp;quot; to charges, so their effective threat range with the tree is a solid 18&amp;quot;-20&amp;quot;.  If you roll poorly for your advance, burn a CP for At the Double to get that guaranteed 13&amp;quot; move.  Trust me, the charge is worth it.   &lt;br /&gt;
*The new Skaventide Battletome doesn&#039;t actually affect these much as allies.  They got a decent buff in their respective army due to some allegiance abilities, but we don&#039;t get those in Nurgle.  They also got a shiny new 6+ save!  Thankfully, they didn&#039;t get a point increase along with it.  In addition, their main source of ez +1 attack buff changed from the Verminlord  Corruptor  to the Plague Priest on Plague Furnace, so keep that in mind.  &lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:&#039;&#039;&#039; Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3&amp;quot; on a 4+ during your hero phase, and can reroll hits and Battleshocks if they&#039;re within 13&amp;quot; from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won&#039;t be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks.&lt;br /&gt;
**Remember, their only Clan Pestillens units are immune to their Poisonous Fumes ability, so be careful positioning them too close to your non-Skaven units.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-plague-ogors.pdf Plague Ogors]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army) These guys want to be charging to get the most out of their abilities. They hit like a ton of bricks with their re-rolls on the charge, ability to deal out d3 Mortal Wounds enemies within 3&amp;quot;, and surprisingly high bravery of 7.  They can also ignore wounds that would kill them on a 5+, decent against hit taking a few lucky hits but unlikely to protect you for long against the average the hail of metal and Magic the average player would use. Only use these for flavor. Now that Blightkings have been buffed to 4 Wounds each, they&#039;re tougher, killier and have a smaller footprint than Plague Ogors for fewer points per model.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Nurglings.pdf Nurglings]:&#039;&#039;&#039; These things are interesting. Only a 6+ Save with no Disgustingly Resilient insight, but they heal every wounded model at the end of the turn. Yes, the opponent either does 4 Wounds on them, or it was for naught. They also have 5 attacks with bad Hit and Wound rolls, but if you manage to inflict a wound they&#039;re likely to do 1 mortal wound after a 2+ roll. So, you have a unit that deals very little actual damage but is amazing at making the opponent dedicate unreasonable amounts of resources to removing them because shockingly, their 5&amp;quot; move makes them rather fast for Nurgle. They can also outflank, which means they can be a thorn in the opponent&#039;s side (and deployment zone) from turn 1. What&#039;s that? You get 3 contagion points if you have models in your opponent&#039;s territory? Oh dear, EVEN more incentive for your opponent to get rid of the little bastards, lest they drown you in contagion points and thus him in Gnarlmaws.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Beasts-of-nurgle.pdf Beasts of Nurgle]:&#039;&#039;&#039; Fair warning, your opponent is going to hate you for playing these. 7 Wounds and Disgustingly Resilient make for some tough buggers. Additionally, they can run and charge, so they&#039;ll be in his face, tying up his favorite units, much faster than he&#039;d like. Their Slime Trail lets them do Mortal Wounds when Falling Back and they can charge right after falling back. Yeah, you can see where this is going. They&#039;ll deal tons of damage without ever giving your opponent the chance to get away. Also, since each unit of the Beasts deals Mortal Wounds individually, a couple of lone Beasts will drive your opponent mad. Get even better with a &#039;&#039;Nurgle Daemon Hero&#039;&#039; along, as they gain a flat +1 Damage on all their attacks, which makes them absolutely tear through low-Save units.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models. All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; Weaker Save than Gors and weaker size bonuses. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
*Nurgle already has good screening and objective sitters in the form of Plaguebearers, and Plague Monks fill the 2&amp;quot; range hammer horde role far better. I&#039;d suggest skipping these. If you really want a goat horde for objective sitting, go with Gors instead.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; Elite Gors in heavy armour. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or ORDER units. Spells and command abilities can buff them even more, to the point of being overkill.&lt;br /&gt;
*Unlike most Nurgle units, Bestigors have rend, making them a good choice against armies with good saves. While not being proper hammer units, Bestigors are great at clearing out the enemy screens and weaker infantry, so your Blightkings can focus on other enemy units. If you can handle the points, these are the guys you want to take to fill any remaining slots in the battalion. Gors and Ungors are outclassed by Plaguebearers. Best taken in units of 10 due to their base sizes.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
*Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
*Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
*Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps. Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives.&lt;br /&gt;
*Keep in mind that Blades of Putrefaction can be cast onto &#039;&#039;any friendly unit&#039;&#039;. Grab a unit of 30 of these bad boys and watch the mortal wounds rain down from 18&amp;quot; away.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-soul-grinder-en.pdf Soul Grinder]:&#039;&#039;&#039; A neutral Daemon that can be marked Nurgle. He doesn&#039;t get any bonus for the mark, but he is a nasty model that you should consider. Big, ugly, and killy, he fills the hammer role that Nurgle lacks. Plague Drones and Great Unclean Ones do good damage, but this guy will run roughshod through units and put out good ranged shooting simultaneously. Bonus points if you manage to hit him with Stream of Corruption from a Great Unclean One and heal him while the opponent cries.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warshrine-en.pdf Chaos Warshrine]:&#039;&#039;&#039; Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal units (almost everything Chaos that isn&#039;t a Skaven or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal units.  God. The favor of Nurgle allows to reroll 1s To Wound, but if the unit it&#039;s used on is Nurgle, you can instead reroll all failed To Wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armor tarpits like nobody&#039;s business.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.&lt;br /&gt;
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&#039;&#039;&#039;Chaos War Mammoth:&#039;&#039;&#039; This monster has 22 wounds! Although it&#039;s only packing a 5+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039; Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.&lt;br /&gt;
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===Warmachine===&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plagueclaw.pdf Plagueclaw Catapult]:&#039;&#039;&#039; It&#039;s an indirect firing war machine. You know those. They have a nice range and can stand waaay back. &amp;lt;s&amp;gt;Just don&#039;t shoot it at other Nurgle units and they do just fine.&amp;lt;/s&amp;gt; this limitation was dropped. Brutal against big hordes, lame against Monster/Heroes, and subtracts 1 from the target bravery. An average war machine when used to it&#039;s fullest potential, and a terrible one when not.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Feculent-gnarlmaw.pdf Feculent Gnarlmaw]:&#039;&#039;&#039; The cornerstone of your army. No, not really, this isn&#039;t Sylvaneth. While these creepy trees are useful, they are by no means mandatory. If you&#039;re within 7&amp;quot; of them in the Charge Phase, you can run and charge. This doesn&#039;t really help you get out of your territory, but if enemies are standing close to them, you can reach them very quickly. They also, in good Nurgle tradition, deal damage to non-Nurgle units around them. Keep in mind that this only activates once no matter how many Gnarlmaws the opponent is close to, so no making one big grove that melts entire units. Still, a Mortal Wound here and there, while also making you run and charge, is pretty amazing for the low cost of some of those contagion points you&#039;ll generate automatically.  But they also generate corruption points, meaning it will take less time to summon in more gribbly goodness.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
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=== Blight Cyst: ===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot; - min. 840pt., max. 4120pt.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;A Lord of Blights takes 3 units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 sorcerer.&#039;&#039;&#039;&lt;br /&gt;
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Blight Kings gain Rend -1, &#039;&#039;all&#039;&#039; Blight Kings within 3&amp;quot; of your Lord of Blight can shoot his death heads (instead of the default single unit), and nobody benefits from being in cover from attacks made by this Battalion.&lt;br /&gt;
This is the bread and butter of a Nurgle Mortal Army. Blight Kings are fun on their own, but with the addition of rend on all of their attacks, the Blight Kings become a pretty nasty opponent for anything that likes to wear armor. Especially potent if your Lord of Blights takes the artifact &#039;&#039;&#039;Rustfang&#039;&#039;&#039; which &#039;&#039;permanently&#039;&#039; reduces a target unit&#039;s Save by -1 for &#039;&#039;the rest of the game&#039;&#039;, and it can be used &#039;&#039;twice&#039;&#039; per turn (at the beginning of YOUR and YOUR OPPONENT&#039;S combat phase). If you take a Sorcerer with Cloying Quagmire, this becomes a ferocious anti-armor battalion, and will munch the everloving shit out of Stormcast.&lt;br /&gt;
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=== Plague Cyst: ===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot; - min. 840pt., max. 4120pt.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;A Lord of Plagues takes 3 Units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 Sorcerer.&#039;&#039;&#039;&lt;br /&gt;
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Units from the battalion (i.e Blightkings) reroll failed hit rolls rather than the vanilla reroll 1s to hit from the Wanton Slaughter ability from the Lord of Plagues, they still have to be within range to use this though. In addition, they dish out D3 mortal wounds to every enemy unit within 3&amp;quot; of them on a 6+. If you plan on taking some big &#039;ol blobs of Blight Kings and making this battalion a 2000pt army on its own, it becomes the AoS Equivalent of spamming Terminators in 40k. The rerolling all failed hit rolls is kinda a big deal, as you&#039;re squeezing out every drop of effectiveness from your rendless Blight Kings who are relying purely on their bulk damage and exploding 6s. Rerolling failed hits also gives you more chances for exploding 6s. A unit of 5 Blight Kings are usually getting 20-25 attacks per turn factoring in exploding sixes. This &amp;quot;reroll all failed hits&amp;quot; ability has been able to squeeze this to 30+, which is double their base attacks value of 15. This is a very lethal tactic for facing down horde armies with very weak armor saves.&lt;br /&gt;
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=== Affliction Cyst: ===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot; - min. 1100pt., max. 8360pt.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;A Lord of Affliction takes 3 Units of Blight Lords, up to 6 max.&lt;br /&gt;
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The command ability of the Lord applies to all units in this battalion, not just one, and you can deep strike as many units you want from this battalion and have to set them up at the end of your first movement phase more than 9 inches from an enemy unit. Unless your planning on building your army around Blight Lords this really ain&#039;t worth it, since one half of the benefits require the Lord of Affliction to be your general which is only useful if you build your army around the bug knights.&lt;br /&gt;
===Blightguard:===&lt;br /&gt;
&#039;&#039;Found in Grand Alliance: Chaos - min. 1020pt., max. 3080pt.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;A Lord of Plagues and a Rotbringers Sorcerer take 4 units of Putrid Blightkings.&#039;&#039;&#039; Everyone can reroll every 1 to wound and gets a permanent -1 to hit (shooting and combat) debuff to attackers. Note that the Rotbringer Sorcerer warscroll has been renamed to Sorcerer, which arguably falls foul of the FAQ&#039;d &#039;unit name&#039; requirement for battalions.&lt;br /&gt;
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===Blighted Warband:===&lt;br /&gt;
&#039;&#039;Found in &amp;quot;Realmgate Wars&amp;quot; - min. 940pt., max. 3100pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;A Lord of Plagues takes 4 units of Putrid Blightkings and 2 Chaos Spawn.&#039;&#039;&#039; All enemies have a penalty to hit against these units, and have a chance to ignore (mortal wounds).&lt;br /&gt;
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===Torglug&#039;s Foulblessed:===&lt;br /&gt;
&#039;&#039;Found in &amp;quot;Balance of Power&amp;quot; - min. 640pt., max. 2260pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;A Lord of Plagues 3 units of Putrid Blightkings.&#039;&#039;&#039; The Lord re-rolls to wound, and gains additional damage to his weapon, and heals an additional wound. The Blightkings get a minor bonus to save rolls if they are near the Lord, and are immune to Battleshock if within LoS.&lt;br /&gt;
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===Bloab&#039;s Swarmbrothers:===&lt;br /&gt;
&#039;&#039;Found in &amp;quot;Godbeasts&amp;quot; - min. pt., max. pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Bloab Rotspawned takes some friends, meaning 2 units of Putrid Blightkings and 2 units of Plague Drones.&#039;&#039;&#039;&lt;br /&gt;
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Bloab can choose to deflect damage onto his minions (on a 4+), and enemy units recieve a -1 to wound when near the battalion&lt;br /&gt;
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===Nurgle&#039;s Deluge:===&lt;br /&gt;
&#039;&#039;Found in &amp;quot;The Quest for Ghal Maraz&amp;quot; - min. 680pt., max. 1940pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Morbidex Twiceborn, a unit of Blightkings and 3 units of Nurglings.&#039;&#039;&#039; The nurglings can &#039;rain&#039; onto the battlefield, and do damage in the shooting phase for each unit &#039;rained&#039; unto the battlefield.&lt;br /&gt;
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===Nurgle´s Menagerie:===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot; - min. 720pt., max. 4660pt.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Horticulous Slimux, 3 units of Beasts of Nurgle. You may also take between 0-3 units of any combination of Plague Drones, Beasts of Nurgle or Nurglings.&#039;&#039;&#039;&lt;br /&gt;
Horticulous Slimux can use his Cultivating the Garden of Nurgle ability in &#039;&#039;&#039;EACH&#039;&#039;&#039; of your hero phases instead of only once per battle. In addition, when he does so, the Feculent Gnarlmaw can be set up within 3&amp;quot; of any unit from this battalion instead of being set up within 3&amp;quot; of Horticolous Slimux. The enemy subtract 1 from the Bravery characteristic while within 14&amp;quot; of 7 or more models from this battalion.&lt;br /&gt;
This is a serious money grabber battalion due to the amount of trees you need to buy. However it does generate alot of contagion points, over a couple of turns, thus forcing you to buy EVEN more Daemons and Gnarlmaws. That said, it IS effective, since Beasts are plenty scary alreaday and the trees can practically blanket the board by the end.&lt;br /&gt;
&lt;br /&gt;
===Thricefold Befoulment:===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot; - min. 1140pt., max. 1320pt.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Three Great Unclean Ones of any type, including Rotigus and Exalted Great Unclean Ones.&#039;&#039;&#039;&lt;br /&gt;
Reroll hit rolls of one when within 14&amp;quot; of another unit in this battalion, and wound rolls of one when within 14&amp;quot; of two units from this battallion. In addition, Plague Wind does 2d3 wounds if cast within 7&amp;quot; of another model from this battalion, and 3d3 if cast within 7&amp;quot; of two models from this battalion. &lt;br /&gt;
&lt;br /&gt;
Expensive but powerful. Give Bileblade and Tome of a Thousand Poxes to whoever&#039;s on Plague Wind duty, if not to guarantee it then to stop the inevitable unbinding attempts. Note that this does not increase the healing this spell does. &lt;br /&gt;
&lt;br /&gt;
===Plaguetouched Warband:===&lt;br /&gt;
&#039;&#039;Found in &amp;quot;Everchosen&amp;quot; - min. pt., max. pt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A MORTAL NURGLE HERO takes 7 MORTAL NURGLE units. &#039;&#039;&#039; Any units with 7 models at the start gain an ability to inflict a Mortal Wound to any enemy that wounds them with a 6+, while the leaders of these units (if they have one) inflict a Mortal Wound on any shmucks within b2b on a 4+. To make things even worse, enemies have to suffer -1 to hit these bastards thanks to the flies! Generally, the sacred number buff is not worth it, except for units that come in multiples of 5, where you can buy a unit of 15 and then leave one model at home. Then again, is a low chance of dealing Mortal Wounds worth wasting a Blightking?&lt;br /&gt;
&lt;br /&gt;
This ability is great on large blocks of Chaos Marauders where you pay for 30 but field 28. Thereby only &amp;quot;shorting yourself&amp;quot; a measly 2 marauders. Coupled with a Glottkin&#039;s unique spell to add 1 wound for a unit, and they become a defensive unit that also a tarpit and kick back mortal wounds as they take damage.&lt;br /&gt;
&lt;br /&gt;
===Pestilent Throng===&lt;br /&gt;
&#039;&#039;Found in Beast of Chaos(200 p) (Min: 470.pt. Max: -pt.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Give all units in this Battalion the Nurgle Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+. Faster than most Nurgle Choices, Letting them Rush into melee faster to make use of use of Nurglish melee buffs and mortal wound ablities. Bullgors are a faster alterniative to Plague Orgors.&lt;br /&gt;
&lt;br /&gt;
==Super Battalions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Blessed Sons===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: - &amp;quot;Maggotkin of Nurgle&amp;quot; min. 1460.; Max. none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Plague Cyst with that includes a Sorcerer, Harbinger of Decay and at least 4 units of Blight Kings.Can include up to 6 of any of the cyst battalions and any Rotbringer unit you want on top of that, no limit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While a unit has 7 or more models, it does not have to take a battleshock tests and re-roll save rolls of 1 for models in this battalion. If your taking a Blight Cyst with all the fixings anyway, this can help a rather decent amount as the re-rolls can save a decent helping of wounds keep models alive to be healed by a myriad of sources. The battleshock part doesn&#039;t help at all really since you already have high bravery and most likely won&#039;t loose enough models to be able of losing anyone to it, unless  the unit is focused by everything the enemy has.&lt;br /&gt;
&lt;br /&gt;
===The Munificent Wanderers===&lt;br /&gt;
&#039;&#039;Found in Chaos Battletome: - &amp;quot;Maggotkin of Nurgle&amp;quot; min. 2120.; max. none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Great Unclean One designated Thrombolhox the Giving and 2 Tallybands of Nurgle. Can include up to 5 additional Tallybands and any other &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; you want on top of that, no limit.&lt;br /&gt;
&lt;br /&gt;
During the Rampant Disease stage of the Cycle of Corruption enemy units within 14 inches of a unit from this battalion suffer d6 mortal wounds. If Thrombolhox the Giving is on the field, d6 enemy units are afflicted by the Rampant Disease that d3. If your taking This much anyway, its not too much of a price to pay and you can tack on a lot of mortal wounds, especially if you can keep yourself on the Rampant Disease stage through Foul Regenesis, but you&#039;ll need to put the stage to the one before Rampant Disease as the wounds happen then and by the time spellcasting starts its already passed.&lt;br /&gt;
=Army Building=&lt;br /&gt;
==Buying tips==&lt;br /&gt;
&lt;br /&gt;
Chaos Daemons should be the easier and cheaper armies to collect, thanks to the Start Collecting! kits. Those boxes have everything you could possibly want except for their Greater Daemons (a fair and valid business method) and surely you will never want to buy the kits that those contain ever again when you can get two or more kits with nifty discounts.&lt;br /&gt;
&lt;br /&gt;
You can also add the fact they are not extremely diverse like other factions, they have simpler color schemes (damn, just paint them green or bone and add some dark shades and you&#039;re ready to go), and are miniatures perfectly compatible with [[40K]].&lt;br /&gt;
&lt;br /&gt;
For Nurglesque Daemons, you get a unit of 10 Plaguebearers, 3 Plague Drones, 3 Nurglings, and a Herald. All of this for £55 (or your local equivalent) per box, saving £28.50 in the process. Just buy as many SC! kits as you require and the big fat heroes you want. Done.&lt;br /&gt;
&lt;br /&gt;
=Allied Armies=&lt;br /&gt;
&amp;lt;s&amp;gt;Slaves to Darkness is the obvious choice here as you can keep the &#039;&#039;&#039;NURGLE MORTAL&#039;&#039;&#039; allegiance. But, if &#039;&#039;&#039;NURGLE&#039;&#039;&#039; is enough for you, consider The Clans Pestilens.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword is now enough for Putrid Blightkings to be battleline you can add any unit with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword without spending points for allies. Save those points for units that unable to gain the keyword (IE: mostly the other gods, or gargants, or the goatmen).&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; Perfect excuse to create some &#039;&#039;sick&#039;&#039; looking plague giants. A bit of a price sink if you go for all three, but if the ability to Reroll failed hits sounds good enough, then have at it!&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; They can re-roll charge rolls but they are forced to charge at the closest enemy unit within 12&amp;quot;. It&#039;s your call if you want to use this company.&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Remember how in the World-that-was Isabella Von Carsteain resurrect as a serf of nurgle while being possessed by a demon? You can bring her back as a vampire lord, also followed by a bunch of other vampires! The blood knights can be quite useful in your slow army for go around and charge your enemy hard while also blocked in a fight against your immortal hordes. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2620:10D:C091:500:0:0:0:F517</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Skaven&amp;diff=22221</id>
		<title>Age of Sigmar/Tactics/Chaos/Skaven</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Skaven&amp;diff=22221"/>
		<updated>2019-12-02T14:32:47Z</updated>

		<summary type="html">&lt;p&gt;2620:10D:C091:500:0:0:0:F517: /* Pestilens Battleline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Skaven|Logo=Capture131114532.png|Alliance=Chaos|Motto=DIE DIE SOLDIER MANTHINGS DIE!!!!}}&lt;br /&gt;
&lt;br /&gt;
The vermin horde is back with a bang! And a confusing battleline selection system! &lt;br /&gt;
&lt;br /&gt;
==Why Play Skaven==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Hordes of vicious chaos ratmen.&lt;br /&gt;
* Hordes of vicious rats and rat monsters too.&lt;br /&gt;
* All the Skaven clans reunited under one faction.&lt;br /&gt;
* Warpstone, yes-yes!&lt;br /&gt;
* Gnawholes&lt;br /&gt;
* Basically it&#039;s own mini Grand-Alliance with 40+ Warscrolls to choose from.&lt;br /&gt;
* Your access to the various clans give you extreme versatility. Need highly mobile infantry to harass the backline or nab objectives? Eshin. Want monsters or inexpensive monstrous infantry? Moulder. Do you need hordes and hordes of chaff? Verminus. Maybe you want to claim ranged superiority at all costs. In that case, better grab some Skryre. Are you looking to play a highly offensive army that can dish out tons of mortal wounds? Pestilens are your guys. And if you ever need any magic, Masterclan are always there to help you out.&lt;br /&gt;
* [https://1d4chan.org/wiki/JoJo%27s_Bizarre_Adventure SKAVEN SCIENCE IS THE BEST-BEST OF THE WORLD!!!]&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Infantry as durable as wet paper.  &lt;br /&gt;
* Nothing with better than a 4+ save and good luck getting those 40 stormvermin in cover.  &lt;br /&gt;
* A huge chunk of the army is stuck with 20+ year old sculpts that aren&#039;t readily available (have to order directly of the GW store). &lt;br /&gt;
* Clan Pestilens harms anything not-Pestilens that gets too close, including your own non-disease rats.&lt;br /&gt;
* Spell lores are exclusive to Grey Seers or Clan Skryre; other mages limited to general and personal spells.&lt;br /&gt;
* Skyre Overcharges have become more dangerous with a Higher chance of Death.&lt;br /&gt;
* The requirements for Non-Verminus Battleline options is VERY strict.  You are allowed a single Masterclan General, but the rest of you force has to be entirely composed of a particular clan.  This makes building clan themed armies extremely limiting since there&#039;s not even a way to &amp;quot;ally&amp;quot; in other clans like before.   The alternative is to run the minimum 60 clan rats and realize all the other horde units you want to run now feel completely redundant.&lt;br /&gt;
* Speaking of allies, you only have one, Nurgle. And your general has to be Pestilens in order to use them.  Which also means if you wanted Pestilens battleline and Nurgle allies, you have to forfeit your one Masterclan Hero allowance.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Skaven Battletome&#039;&#039; has all the Warscrolls, Battations, Allegiance Abilities and Matched Play points.&lt;br /&gt;
*This should be supplemented with the Skaven &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
*Alternatively, warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Allegiance Traits===&lt;br /&gt;
The first 4 ability affect all Skaventide units, while the rest Require you to take a hero from the corresponding clan to be used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Mass&#039;&#039;&#039;: In melee, +1 hit rolls for units of at least 20 models, and an extra +1 to wound rolls for units of at least 30. At first, most Skaven units look weak, and then you remember you can amass 40 model units for 5 each head. Keep in mind that a unit size of 40 means you&#039;ll lose that +1 To Wound very quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength in Numbers&#039;&#039;&#039;: for every 10 models of &#039;&#039;&#039;Skaventide&#039;&#039;&#039; unit, add 2 to Bravery instead of 1 during Battleshock tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lead From The Back&#039;&#039;&#039;: Look Out Sir! applies to melee attacks and missile weapons if the target is a non-monster hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scurry Away&#039;&#039;&#039;: During combat phase, a hero, instead of piling in, may retreat using a normal move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Eshin&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Masters of Murder&#039;&#039;&#039;: for each Eshin hero, you can pick an enemy hero, and all Eshin units can re-roll wound rolls against them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Moulder&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Prized Creations&#039;&#039;&#039;: Each Master Moulder can pick a &#039;&#039;Fighting Beast&#039;&#039; Model in a unit in your army and it gains d3 wounds(roll separately for each model in your army being upgraded) and they re-roll 1s to hit for weapon attacks. Great to make Abominations more Abominable or Give a Rat Ogre unit a champion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clans Skryre&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Warpstone Sparks&#039;&#039;&#039;: At the start of battle but before set up, you gain 3+d3 Warpstone Sparks. A Spark can be spent once per phase on your &#039;&#039;&#039;Skryre&#039;&#039;&#039; units to:&lt;br /&gt;
*#Reroll a wizards&#039; casting, dispelling and unbinding rolls for that phase.&lt;br /&gt;
*#Reroll a Hero&#039;s to Hit rolls for that phase.&lt;br /&gt;
*#Pick a hero and choose up to 3 &#039;&#039;&#039;SKRYRE&#039;&#039;&#039; units wholly within 13&amp;quot; of them.  Add +1 to the Damage characteristic of missile weapons used by these units for that shooting phase. &lt;br /&gt;
**Along with the theme of instability, at the end of the appropriate phase, roll a die, and on a 1 the wizard or hero chosen suffers D3 Mortal Wounds. Magical Uranium, everyone!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Pestilens&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Echoes of the Great Plagues&#039;&#039;&#039;: Once per turn, when a &#039;&#039;&#039;Pestilens Prest&#039;&#039;&#039; makes a successful prayer roll of a natural 6, you can manifest one of six Great plagues, but if you do, you can&#039;t manifest it again for the rest of the battle. 4/6 of the plague&#039;s effects the nearest eligible unit so have placement in mind and bring a lot of Priests to more reliably get a six once per turn.&lt;br /&gt;
#&#039;&#039;&#039;Redmaw Plague:&#039;&#039;&#039; The nearest enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 13&amp;quot; becomes infected. If within 3&amp;quot; of friends but no enemies at the start of the combat phase, gain ownership of that hero for the rest of the phase.&lt;br /&gt;
#&#039;&#039;&#039;The Neverplague:&#039;&#039;&#039; &#039;&#039;&#039;Pestilens Priests&#039;&#039;&#039; may reroll prayer rolls for the rest of battle. Should always be the first you set off unless something horrible went wrong.&lt;br /&gt;
#&#039;&#039;&#039;Bubonic Blightplague:&#039;&#039;&#039; the nearest enemy unit within 13&amp;quot; suffers d6 mortal wounds. If the unit is then destroyed, pick another enemy unit 6&amp;quot; of the last model removed and inflicted D3 mortal wounds. Repeat this process until no unit gets wiped out or there are no other units in range.  &lt;br /&gt;
#&#039;&#039;&#039;Undulant Scourge:&#039;&#039;&#039; the nearest enemy unit within 13&amp;quot; rolls 1D6 for each member of the unit; the unit takes a mortal wound for every 5+ rolled.&lt;br /&gt;
#&#039;&#039;&#039;Crimsonweal curse:&#039;&#039;&#039; the nearest enemy unit within 13&amp;quot; suffers 1 mortal wound, and it and other enemy units within 1&amp;quot; of that infected unit suffer a 1 mortal wound during your future hero phases&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Verminus&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Mighty Warlords&#039;&#039;&#039;: each non-general Clawlord may take a Command Trait, and no Clawlord can can take the same trait. So it is always better to make another unit hero your general to also give them a Command Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Masterclan&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Skilled Manipulators&#039;&#039;&#039;: Every time a Masterclan model uses a command ability, gain a command point on a roll of 5+.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
Your General, depending on its type, gets to choose one trait from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
====Shared====&lt;br /&gt;
*&#039;&#039;&#039;Malevolent:&#039;&#039;&#039; Re-roll melee wound rolls of 1&lt;br /&gt;
*&#039;&#039;&#039;Verminous Valour:&#039;&#039;&#039; Allocate wound or mortal wound to friendly &#039;&#039;&#039;Skaventide&#039;&#039;&#039; unit within 3&amp;quot; on a 4+ (5+ for war machine or monster).  Adds a huge amount of survivability to any Warlord as long as you have an ample supply of meat shields to throw in the way.&lt;br /&gt;
*&#039;&#039;&#039;Savage Overlord:&#039;&#039;&#039; Add 1 to bravery for &#039;&#039;&#039;Skaventide&#039;&#039;&#039; units wholly within 18&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Masterclan====&lt;br /&gt;
*&#039;&#039;&#039;Supreme Manipulator:&#039;&#039;&#039; Re-roll the Skilled Manipulators roll&lt;br /&gt;
*&#039;&#039;&#039;Master of Magic:&#039;&#039;&#039; Once Per hero phase add 1 to casting, dispelling, or unbinding.  Amazing trait considering the Masterclan&#039;s high cast value spells.  Stacks with the +1 to casting from Gnawholes.  &lt;br /&gt;
*&#039;&#039;&#039;Cunning:&#039;&#039;&#039; Roll a D6 each time your opponent receives a Command Point, on a 6 you receive it instead.  This can be nerve-wracking for armies that rely on key command abilities for buffs/bravery mitigation.  You&#039;re likely to steal a CP each game, which, depending on when it happens, can really throw a wrench in certain game plans.&lt;br /&gt;
&lt;br /&gt;
====Skryre====&lt;br /&gt;
*&#039;&#039;&#039;Masterful Scavanger:&#039;&#039;&#039; Receive 2 extra warpstone sparks. Not the flashiest of traits, but still generally preferable to the shared ones if you&#039;re taking a largely skryre army.&lt;br /&gt;
*&#039;&#039;&#039;Deranged Inventor:&#039;&#039;&#039; 1 friendly unit wholly within 13&amp;quot; can re-roll hit rolls for missile attacks this phase. Take along a Bombardier with this, pop some warp-crack, and watch those Jezzails start pulling off 360 no-scopes with the precision of a mountain-dew infused CoD enthusiast (unfortunately this is a bit redundant with the Jezzails innate re-roll to hit rule).  It seems this is specifically aimed towards buffing Stormfiends and Acolytes.    &lt;br /&gt;
*&#039;&#039;&#039;Overseer of Destuction:&#039;&#039;&#039; 3 friendly WEAPON TEAM units within 13&amp;quot; can re-roll hit rolls for attacks this phase.  Take 3 Ratling Guns, pop a warpstone shard, and melt everything that was unfortunate enough to get too close.&lt;br /&gt;
&lt;br /&gt;
====Pestilens====&lt;br /&gt;
*&#039;&#039;&#039;Master of Rot and Ruin:&#039;&#039;&#039; Re-roll the dice that determines if a prayer is answered.&lt;br /&gt;
*&#039;&#039;&#039;Architect of Death:&#039;&#039;&#039;  Re-roll wound rolls for &#039;&#039;&#039;Pestilens&#039;&#039;&#039; missile attacks wholly within 18”&lt;br /&gt;
*&#039;&#039;&#039;Diseased:&#039;&#039;&#039;  Roll a dice if within 3” of an enemy, on a 4+ inflict D3 mortal wounds on one of those units.&lt;br /&gt;
&lt;br /&gt;
====Verminus====&lt;br /&gt;
*&#039;&#039;&#039;Brutal Fury:&#039;&#039;&#039; Once per battle, add 3 to the attacks characteristic of this general&#039;s melee weapons. Use this on a Warbringer to absolutely fucking END whatever you put it in with.&lt;br /&gt;
*&#039;&#039;&#039;Powerful:&#039;&#039;&#039;   +1 Wounds.  Always take  Verminous Valour before this.  &lt;br /&gt;
*&#039;&#039;&#039;Devious Adversary:&#039;&#039;&#039;   If an unmodified melee hit roll against this model is a 1, add 1 to this models attack characteristics until the end of the phase.  Great for clearing that chaff out of your Verminlords way.&lt;br /&gt;
&lt;br /&gt;
====Moulder====&lt;br /&gt;
*&#039;&#039;&#039;Moulder Supreme:&#039;&#039;&#039; when using Prized Creation, a Chosen Fighting Beast model adds a flat 3 to wounds or rolls a D6 instead.  &lt;br /&gt;
*&#039;&#039;&#039;HordeMaster:&#039;&#039;&#039;  Reduce Unleash-more-more-beasts to a 4+.  If you&#039;re going pure Moulder, you&#039;ll likely be running a Fleshmeld Menagerie batallion, in which case this isn&#039;t necessary.  &lt;br /&gt;
*&#039;&#039;&#039;Burly:&#039;&#039;&#039;  +1 wounds.  Hard pass; if your Master Moudler is in Melee, chances are you&#039;re already fucked.  Take Verminous Valour instead if you want your Master (and his juicy buffs) to last.&lt;br /&gt;
&lt;br /&gt;
====Eshin====&lt;br /&gt;
*&#039;&#039;&#039;Unrivalled Killer:&#039;&#039;&#039; Re-roll hits against a specific hero.  Great when paired with certain Realm Artefacts like Sword of Judgement.  &lt;br /&gt;
*&#039;&#039;&#039;Incredible Agillity:&#039;&#039;&#039; Can fly.  Lets you charge over units and reach key targets after you set up your Deathmaster.&lt;br /&gt;
*&#039;&#039;&#039;Shadowmaster:&#039;&#039;&#039;  Whilst within 1” of terrain unit is invisible over 6” away.  Great way to keep your Deceiver from being sniped early in the game.&lt;br /&gt;
&lt;br /&gt;
===Artefacts Of Power===&lt;br /&gt;
&lt;br /&gt;
One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
====Masterclan====&lt;br /&gt;
*&#039;&#039;&#039;Warpstorm Scroll:&#039;&#039;&#039;  Once per battle, 1 dice for each unit within 13&amp;quot;, on a 4+ unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Suspicous Stone:&#039;&#039;&#039;  5+ wound negation.&lt;br /&gt;
*&#039;&#039;&#039;the Gnawshard:&#039;&#039;&#039;  Pick a melee weapon, if this weapon inflicts a wound it continues to inflict 1 mortal wound at the end of each battle round. (What&#039;s that sticking out of your neck?)&lt;br /&gt;
*&#039;&#039;&#039;Skavenbrew:&#039;&#039;&#039;  A favorite returning from WHFB. Once per battle, in the hero phase, 1 friendly unit with 3&amp;quot; suffers D3 mortal wounds but adds 1 to its attacks characteristic until your next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Snoutgrovel Robes:&#039;&#039;&#039;  No battleshock tests within 13&amp;quot; of the wearer (Great for those clanrats that keep running away!) This is redundant for anything but a footslogging Grey Seer, but on those it is by no means a bad choice.&lt;br /&gt;
*&#039;&#039;&#039;Staff of Rightful Supremacy:&#039;&#039;&#039;  -1 from enemy wizards casting rolls within 13&amp;quot;. Once per battle it can automatically dispel an endless spell.&lt;br /&gt;
&lt;br /&gt;
====Skryre====&lt;br /&gt;
*&#039;&#039;&#039;The Brass Orb:&#039;&#039;&#039;  Once per battle, at the start of your hero phase, the closest enemy model within 6&amp;quot; is slain on a 6+. Ever wanted to capture Nagash in a Pokéball? With this you can!&lt;br /&gt;
*&#039;&#039;&#039;Warpstone Armour:&#039;&#039;&#039;  Roll a dice for each non-negated wound allocated to the bearer, on a 5+ the attacker suffers 1 mortal wound. Decent enough on an Arch-Warlock. &lt;br /&gt;
*&#039;&#039;&#039;Esoteric Warp Resonator:&#039;&#039;&#039;  At the start of each battle round, gain a Warpstone Spark if the bearer is on the battlefield, only to be used for the bearer and only for this battle round.&lt;br /&gt;
*&#039;&#039;&#039;Skryre&#039;s-breath Bellows:&#039;&#039;&#039;  At the start of your hero phase, you may roll a die for each other unit within 3&amp;quot; (friend or foe), they take D3 Mortal Wounds on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Vial of the Fulminator:&#039;&#039;&#039;  At the start of the Movement phase, a Skryre Warmachine within 3&amp;quot; can move twice as fast. At the end of the phase, roll a dice, on a 4+ the unit takes D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Vigordust Injector:&#039;&#039;&#039;  In the Hero Phase, a Skaventide unit wholly within 12&amp;quot; may gain +1 to Charge and Hit Rolls until your next Hero Phase, but they take D3 Mortal Wounds at the start of your next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
====Pestilens====&lt;br /&gt;
*&#039;&#039;&#039;Blade of Corruption:&#039;&#039;&#039; Re-roll wound rolls for specific melee weapon.&lt;br /&gt;
*&#039;&#039;&#039;The Foul Pendant:&#039;&#039;&#039; Unbind spells even if not a wizard.&lt;br /&gt;
*&#039;&#039;&#039;Brooding Blade:&#039;&#039;&#039; Roll a D6 for each model wounded but not slain by chosen melee weapon, on a 2+ model’s unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;The Fumigatous:&#039;&#039;&#039; Start of each combat phase, pick 1 enemy unit within 6”, roll a D6, on a 2+ that unit suffers 1 mortal wound, on a 5+ it suffers D3 mortal wounds&lt;br /&gt;
*&#039;&#039;&#039;Blistrevous the Living Cyst:&#039;&#039;&#039; Add 2” to move characteristic and may reroll hit rolls for all attacks. Must transfer to another &#039;&#039;&#039;Pestilens&#039;&#039;&#039; hero within 13” each hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Liber Bubonicus:&#039;&#039;&#039; Can use plague prayers ability from the Plague Priest warscroll. If already a &#039;&#039;&#039;Plague Priest&#039;&#039;&#039;, can use ability twice. Not altered in the current FAQ, so a Plague Priest on Plague Furnace can use Plague Prayers twice AND Noxious Prayers once each phase.&lt;br /&gt;
&lt;br /&gt;
====Verminus====&lt;br /&gt;
*&#039;&#039;&#039;Things-Bane:&#039;&#039;&#039;  Add 1 to damage characteristic of 1 melee weapon.  This ends up boosting the damage output of your d3 weapons over 50%!  Recommended artifact if you&#039;re just looking for a no-nonsense beatstick hero.  &lt;br /&gt;
*&#039;&#039;&#039;Shield of Distraction:&#039;&#039;&#039;  Re-rolls saves of 1 and also nerf enemy heavy hitters and heroes with a -1 to the melee hit rolls of an enemy model within 3&amp;quot;. This stacks with Lead from the Back, meaning that the affected model suffers from a -2 to hit for their melee against your War/Clawlord (and your other, non-monster heroes within 3&amp;quot; of it)&lt;br /&gt;
*&#039;&#039;&#039;Screenskull Trophies:&#039;&#039;&#039;  Subtract 1 from bravery characteristic of enemy units within 13&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Flaypelt Cloak:&#039;&#039;&#039;  Re-roll hit and wound rolls of 1 for melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Rustcursed Armour:&#039;&#039;&#039;  Re-roll saves of 1. Pick an enemy hero with an artefact of power within 3&amp;quot; and roll 3D6. On a roll of 13 destroy the artefact (a 9.72% chance each turn).&lt;br /&gt;
*&#039;&#039;&#039;Warpstone Charm:&#039;&#039;&#039;  Every hero phase pick a unit within 3&amp;quot; and roll a dice. On 2-5 inflict 1 mortal wounds, on a 6 inflict D3 mortal wounds. (if no enemy units must pick a friendly unit or itself). Personally, I&#039;d skip this one.&lt;br /&gt;
&lt;br /&gt;
====Moulder====&lt;br /&gt;
*&#039;&#039;&#039;Lash of Fangs:&#039;&#039;&#039; Pick 1 melee weapon, if unmodified hit roll is a 6 inflict 1 mortal wound in addition to normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Foulhide:&#039;&#039;&#039; Heal up to D3 wounds each of your hero phases. This one&#039;s probably tied with the Crown for the best of the lot, as keeping your Master Moulder alive is top priority as long if Moulder units make up an important chunk of your army.&lt;br /&gt;
*&#039;&#039;&#039;Snap-snap Snarepole:&#039;&#039;&#039; Pick 1 enemy model within 3”, -1 to their hit rolls. Good for a Master that likes babysitting their Rat Ogors, but that&#039;s a risky business.&lt;br /&gt;
*&#039;&#039;&#039;Rat-tail Snake:&#039;&#039;&#039; If unmodified save roll is a 6, attacker suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Rabid Crown:&#039;&#039;&#039; Re-roll wound rolls for &#039;&#039;&#039;Moulder Pack&#039;&#039;&#039; units within 13”. This is very VERY useful for turning Giant Rats into piranhas on legs.&lt;br /&gt;
*&#039;&#039;&#039;Fleshgift Vial:&#039;&#039;&#039; Once per battle in your shooting phase, pick an enemy unit within 6” and roll a D6. On a 1 they suffer 1 mortal wound, on a 2-5 it’s D3 mortal wounds, on a 6 it’s D6.&lt;br /&gt;
&lt;br /&gt;
====Eshin====&lt;br /&gt;
*&#039;&#039;&#039;Shadow Magnet Trinket:&#039;&#039;&#039; Once per battle the bearer can fight first in combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Farskitter Cloak&#039;&#039;&#039;: Once per battle remove the bearer and set them up anywhere on the battlefield more than 9” from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;The Three Fangs:&#039;&#039;&#039; Once per battle, in your shooting phase, pick an enemy hero within 6” and roll 3 D6. If all 3 rolls are 3+ and the total is more than the targets wounds characteristic it is slain.&lt;br /&gt;
*&#039;&#039;&#039;Warpweeper Stars:&#039;&#039;&#039; One of the bearers missile weapons inflicts D3 mortal wounds if its unmodified wound roll is a 6.&lt;br /&gt;
*&#039;&#039;&#039;The Cube of Mists:&#039;&#039;&#039; Once per battle pick an enemy unit within 6”. That unit cannot pile-in and suffers -1 to hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Gnawbomb:&#039;&#039;&#039; Once per battle 1 terrain feature within 6” becomes a gnawhole until your next hero phase.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
&lt;br /&gt;
Any Wizard Hero, depending on it&#039;s type, gets to choose one spell from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
====Lore of Ruin====&lt;br /&gt;
&#039;&#039;Grey Seers Only&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Scorch&#039;&#039;&#039;:  casting 5, roll number of dice equal to casting roll, for each 6 an enemy unit within 13&amp;quot; suffers 1 mortal wound. &lt;br /&gt;
#&#039;&#039;&#039;Splinter&#039;&#039;&#039;:  casting 6, roll a dice against a model within 6&amp;quot; and if you roll over is wounds, it is slain. Best against Unit command Models and elite units.&lt;br /&gt;
#&#039;&#039;&#039;Skitterleap&#039;&#039;&#039;:  casting 6, 1 friendly hero with wounds characteristic of 12 or less (i.e. any hero except the bell, the furnace and Thanquol) can be placed anywhere on the battlefield more than 9&amp;quot; from enemy units. Teleporting: no longer for the Deceivers alone. Use this to nab objectives, send a Warbringer &amp;lt;s&amp;gt;or Abom&amp;lt;/s&amp;gt; (Abom is not a hero) to crush the enemy backline, or even as a panic button to get your Warpseer/&amp;lt;s&amp;gt;Bell&amp;lt;/s&amp;gt;/Seer (Bell is 13 wounds) out of whatever bullshit you&#039;ve gotten them into. Combos well with the gnawholes allowing you to skitterleap a Verminlord/Seer next to a gnawhole deep in enemy territory, let off a couple of spells and then jump back in your movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Plague&#039;&#039;&#039;:  casting 7, roll a dice for each model in an enemy unit within 13&amp;quot;, on a 5+ that model suffers 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Death Frenzy&#039;&#039;&#039;:  casting 7, pick 1 skaventide unit that is not a hero and wholly within 13&amp;quot;, any model slain until the next hero phase can pile-in and attack. &lt;br /&gt;
#*its worth noting that this applies to death from any source, so if your models are in combat then you may use this in reaction to shooting, spell damage etc. &lt;br /&gt;
#* Anyone know if this pairs well with the Various suicide juices that skaven get (Skavenbrew, Vigourdust Injector, etc.)?&lt;br /&gt;
#&#039;&#039;&#039;Warpgale&#039;&#039;&#039;:  casting 8, D3 mortal wounds against an enemy unit within 26&amp;quot;. Charge and run rolls are halved, and flying units cannot fly until next hero phase.&lt;br /&gt;
&lt;br /&gt;
====Lore of Warpvolt Galvanism====&lt;br /&gt;
&#039;&#039;Clan Skryre Only&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;More-more-more Warp Power!&#039;&#039;&#039;:  casting 7, 1 SKRYRE unit within 12&amp;quot; can re-roll hit and wound rolls until next hero phase. Then suffers D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Chain Warp Lightning&#039;&#039;&#039;:  casting 6, select D6 enemy units within 18&amp;quot;, each suffers 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Warp Lightning Shield&#039;&#039;&#039;:  casting 6, first 3 wounds allocated to the caster are negated. On a 4th wound the caster suffers D6 wounds and the spell is unbound.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-VermintideWarscroll8sng.jpg Vermintide]:&#039;&#039;&#039; useful as a Predatory Roadblock, when a Non-Skaventide unit is ends a normal move or charge near it, roll 13 dice and they take mortal wounds for each 6.  Can also do this to one nearby unit when it moves, chosen by the moving player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-WarpLightningVortex7xlu.jpg Warp Lightning Vortex]:&#039;&#039;&#039;  Note* the errata released July 2019 nerfed cast range to 13&amp;quot; down from the original 26&amp;quot;. An Area Denial Spell, that creates a 7&amp;quot; equilateral Triangle( hard to set up on uneven Terrain) with any unit that is within 6&amp;quot; of it takes D3 mortal wounds on 4+ (D6 on an unmodified 6) with bonuses to the roll based on how many of the pylons they are in range of. If they happen to start their turn within 6&amp;quot; of it they can&#039;t run or fly. Because this thing activates in the movement phase, it&#039;ll fire off twice a round, three times when it&#039;s cast. Combo with shackles and the warp gale spell from the grey seer. If all that gets cast the effect is brutal. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-BellofDoomWarscroll6qdk.jpg Bell of Doom]:&#039;&#039;&#039; Its a flying screaming bell! It has a janky &amp;quot;auto dispel itself and do damage&amp;quot; effect when cast or moved with a low probability of happening. Otherwise it is a 13&amp;quot; no battleshock bubble which also reduces enemy bravery by 1. However, it must roll 3d6 whenever it finishes a move, and on a 13 it explodes and does d3 mortal wounds to everything (this includes your poor rats) within 13&amp;quot;. Decent, but likely to be outshone by the vortex due to its risk factor and the ready availability of other, less temporary (and volatile) methods of negating battleshock.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
*the following True Skaven,  Verminlord Daemons, and Moulder pack animals and Fighting beasts are all united by the &#039;&#039;&#039;Skaventide&#039;&#039;&#039; Keyword. &lt;br /&gt;
===Named Leaders===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Lord_Skreech_Verminking.pdf Lord Skreech Verminking]:&#039;&#039;&#039; combining weapons from several of the vermin lord options and the same 5+ save versus all damage, the king of the rats also brings a &amp;quot;choose each turn&amp;quot; multi-option buff that has six different effects. He can choose from +1 to spell casting, d3 wounds self-heal, exploding sixes mortal wounds off his plague reaper, - 1 to be hit by enemies or increased rend of the glaive from -1 to -3. In addition, he has the warpseer two spell cast and a really good spell that rolls 13d6 and does mortal wounds on a 4+ per dice. It then summons a unit of clan rats equal to wounds caused, making it go from good to amazing due to the potential swing on an objective being 14 on average (seven mortal wounds, seven new rats). He rounds off with a command ability that&#039;s a bubble of reroll 1s to hit within 13&amp;quot;. A great character, although possibly outshone by the next guy... &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Thanquol.pdf Thanquol on Boneripper]:&#039;&#039;&#039; oh lordy it&#039;s 400 points but you get a lot of bang for your buck here! The great grey seer and his custom ride are better than ever, combining solid spell casting and impressive ranged and melee damage with good resilience and a strong command ability in an all-round excellent package. Firstly, he&#039;s a 14 wound slab of health with the same 5+ save after save on top of a 4+ normal save. This is supported by a one wound self heal every turn. The behemoth drop off isn&#039;t too bad either and bone ripper will be useful as long as it is alive. The good stuff is with Thanquol and his magic, boasting Arkhan the Black levels of casting buff, double cast and dispel, and a fantastic spell which forces enemy heroes to fight either their allies or even themselves. Hit the five times waagh buffed Warboss with this and he will literally beat himself to death! Thanquol also access the excellent lore of ruin as a grey seer. Bone ripper is no slouch either and can be equipped with any combination of up to four weapons chosen from warpfire projectors or braziers. The damage output can get crazy high and he has clubbing blows to back up whichever option suits you best. Four warpfire throwers are possibly one of the most rage-inducing answers to horde lists ever created...(Actually, that seems like huge overkill, two will on average hit every model in the unit that is in range for a mortal wound).  Finally, Thanquol has a command ability which, whilst situational, will be amazing when needed. He spends one cp and grants, three other heroes, the ability to use the rules book standard command abilities for no cost. Combine this with the masterclan CP regain and you could harvest 3cp back for spending one...can anyone else say &amp;quot;faq&amp;quot;? &lt;br /&gt;
&amp;lt;s&amp;gt;Updated as of 08/07/2019: the Designer&#039;s Commentary states that 4 Warpfire Projectors will not allow you to roll 4 dices per model in target enemy unit, you only roll 1 dice for each model regardless of your equipped Warpfire Projectors. &amp;lt;/s&amp;gt; (It actually says the opposite of that, you roll 1 dice per model for each warpfire projector. The FAQ asked if they could do 4 times 4 dice per model)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skritch_Spiteclaw.pdf Skritch Spiteclaw]:&#039;&#039;&#039; Quite similar to the Clawlord, with a few key differences. His Wicked Halberd has a 2&amp;quot; range, and he returns models to his Swarm. But, he lacks the +1 attack per suffered wound ability of the standard Clawlord. Else, the stats are all the same. Overall, a pretty good pick, take alongside his Swarm for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Warbringer.pdf Verminlord Warbringer]:&#039;&#039;&#039; (Verminus, Behemoth, 280pts)Clan Verminus wizard daemon. like all Verminlords, he has 12 wounds, two spells per turn, degrading stats, a 5+ save against wounds and mortal wound, and a -1 bravery aura. Warbringers also re-roll wounds when near friendly swarms, and their punch-knife can deal extra damage. His best stuff is his command ability that lest Verminus to Reroll 1s to hit and wound and a spell that let d3 Skaventide  Attack before they are killed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Deceiver.pdf Verminlord Deceiver]:&#039;&#039;&#039; (Eshin, Behemoth, 300pts) Clan Eshin wizard daemon. A sneaker Verminlord, with an anti-horde shuriken, an increased ability to dodge missiles, and the ability to teleport almost any distant &#039;&#039;&#039;Skaventide hero&#039;&#039;&#039; to anywhere on the board more than 6&amp;quot; from an enemy.  Teleport your Arch-Warlock smack in the middle of your opponent&#039;s forces, add a little bath-salts, and watch as your tesla bomb deals an absurd number of mortal wounds to everything around it (or explode in a blaze of drug-laced glory).  A lot of dice need to be rolled for this to work out, but hey, why not? &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:&#039;&#039;&#039;  (Nurgle Pestilens, Behemoth, 280pts) a Daemon of Clan Pestilens.  Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives Pestilens wholly within 13&amp;quot; re-roll to hit (his previous ability was converted into a Plague Furnace prayer).  With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the Shadow Realm artifact list and have 10 chances to absolutely murder heroes and monsters.   Otherwise, you can take the Blade of Symmetry (Hysh) for +1 Damage and double his already solid damage output.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Warpseer.pdf Verminlord Warpseer]:&#039;&#039;&#039; (Masterclan, Behemoth, 300pts) More Wizard of the Greater daemons, able to generate more command points each round and has an orb that gives a Re-roll saves until you fill like chucking it a hero. Its command ability is the no battleshock aura off the Screaming Bell, basically, which is fucking excellent.   Between its orb and access to the Suspicious Stone artifact, this is easily the toughest of the Verminlords and makes a great general for any mixed Skaven army.  Weirdly, due to the keyword restriction on spell lore, it can chuck out two spells per turn but can&#039;t know any of the lore spells. Good for the endless spells I guess? &lt;br /&gt;
&lt;br /&gt;
{{anchor|FWWarpgnaw}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS//aos-warscroll-Warpgnaw-Verminlord.pdf Warpgnaw Verminlord] (Forgeworld):&#039;&#039;&#039; (Masterclan, Behemoth, 320pts) The former Exalted Verminlord. He&#039;s generally inferior to the GW ones with only 10 wounds and a glaive that&#039;s not as good as a doomglaive but has consistent damage (though it is subject to damage). He lacks a Command Ability and doesn&#039;t have Terrifying either. His only ability is being a Gnawhole delivery vehicle, making a sudden arrival to allow a Skaven unit to move through a vanguard Gnawhole. It also can only cast one spell, with a unique spell that can kill a single model if you roll a d6 and roll higher than its wounds, making it only useful on foot heroes and really weak things otherwise.&lt;br /&gt;
**Link is outdated. The new Warscroll is only in Azyr. The Warpgnaw Verminlord no longer brings a unit with him. Instead only the Verminlord deepstrikes in next to a Gnawhole. Additionally it has gained Terrifying. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clawlord.pdf Clawlord]:&#039;&#039;&#039; Your standard hero with 5 wounds, a 4+ save. he has 3 3+/3+/-1/d3 attacks and gains +1 attack for each missing wound he has. Not that you actually want this guy in close combat as his true worth is his command ability which lets you pick a VERMINUS unit wholly within 13&amp;quot; and give it an extra attack with each of its melee weapons. This is an amazing command ability for your rat horde as it gives your clanrats 100% increased damage output and your Stormvermin 50% increased damage output.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWWarlordBrood}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-skaven-warlord-on-brood-horror.pdf Clawlord on Brood Horror] (Forgeworld):&#039;&#039;&#039; A Clawlord riding a giant rat and getting +3&amp;quot;, +3 wounds, d3 wound regen, and a +1  Bravery Aura. Also bumped the blade&#039;s Rend to -2 for whatever reason (although it does lose &#039;Cornered Fury&#039;).  Don&#039;t have the monster keyword so it doesn&#039;t lose Scurry Away (which is strange given the giant rat). The rat itself is no slouch with two weapons putting out a total of 9 well hitting and wounding attacks. At a steep price and low(ish) wound count for a 200+ model, you will have to use him strategically.&lt;br /&gt;
** Massive point correction on skaven FW units drops this bad boy down to 160! With Verminous Valor a Clawlord on Brood Horror can be a massive pain the arse. If you can give up 60pts (roughly an endless spell or &amp;quot;free&amp;quot; cp) seriously consider upgrading the foot clawlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warlock_Engineer.pdf Warlock Engineer]:&#039;&#039;&#039; your Mad Science wizards. armed with a Wizard staff and Pistol. The staff can be overcharged for more damage. The only spells Warlocks know are Warp Lightning and one from the Lore of Warpvolt Galvanism. Warp Lightning is a 13&amp;quot; upgraded Arcane Bolt that has no limit to the number of times it can be cast and can be overcharged following the usual method.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warplock_Bombardier.pdf Warlock Bombardier]:&#039;&#039;&#039; A Warlock with a Bazooka, which can overcharge its single shot&#039;s damage from d6 to 2d6. Otherwise, all the same stuff and engineer can do... So pretty much a better choice if you have the option because ranged attacks are a thing for Skryre. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Arch_Warlock.pdf Arch-Warlock]:&#039;&#039;&#039; A Wizard in Power Armor. Has a Warlock staff, Powerclaw and can cast two spells. His Unique spell is a Warp Lightning that effects d3 units instead of one, but on a bad overcharge you can kiss his furry arse goodbye. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Deathmaster.pdf Deathmaster]:&#039;&#039;&#039; The Skaven Ninja, able to hide in every skaven unit at once like Schrodinger&#039;s Fanatic. They throw a bunch of stars then charge in with either a dagger with rend and d3 damage or claws with 7 attacks. Always best to give this guy artifacts that improve his hero killing powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Master_Moulder.pdf Master Moulder]:&#039;&#039;&#039; A heroic Packmaster that can Heal a Pack model d3 wounds. Command ability can replace a destroyed Moulder Pack unit on a roll of 5+, on the border edge of your deployment zone. This might not sound like much initially, but it has a global range (so even if the unit dies on the other end of the table, you can attempt to bring it back) and can can be used multiple times on the same unit. Having that blob of 40 Giant Rats you just spend three turns hacking away at come right back is some of the most demoralizing shit imaginable. A steal for 100 points if you plan on making Moulder a pillar of your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:&#039;&#039;&#039; Your standard Pestilens hero. Surprisingly killy since he gets an extra attack for each weapon on the charge. He now only has two damage Prayers and deals more mortal wounds after combat to all non PESTILENS units.  Fairly inexpensive for the damage they can do and an easy way to get extra chances at a GREAT PLAGUE.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:&#039;&#039;&#039; It&#039;s 3 Plague Monks with a Plague Priest on a huge censer-thing. It can&#039;t move its 6&amp;quot; unless within 6&amp;quot; of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges.   At full health, the Great Plague Censer now does an impressive 1d3+4 mortal wounds on a 2+.  On top of this, it stops battleshock for Skaventide and damages all the non-Clans Pestilens units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. You probably want 2 to make sure one or both of these buffs goes off on your Plague Monks.  It&#039;s clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don&#039;t like to do. On the other hand, the Monks do very much like those tasty tasty buffs, yes-yes.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Grey_Seer.pdf Grey Seer]:&#039;&#039;&#039; A generic spellcaster, but to be honest he&#039;s quite good at that. Can now cast and unbind 2 spells and has a unique spell, Wither, which can cause D3 damage to most units and hero&#039;s alike, and it also debuffs them for the next combat round. However, his best ability is probably the Warpstone Token; when you cast a spell you can use a token ( you have infinite, by the way ) and if you do so you roll 3D6, if the result is 13 then the spell is cast and cannot be unbound.... BUT your Grey Seer is slain after the effects of the spell. On anything other than a 13 you can remove one dice and use the remaining result as your casting. Pretty good, but has a 10% chance of killing him. For what it costs ( 140 pts ) the Grey Seer is pretty good, and it&#039;s not a bad idea to use him in almost every Skaven list.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Grey_Seer_Screaming_Bell.pdf Grey Seer on Screaming Bell]:&#039;&#039;&#039; Take a Grey Seer and put him on a GIANT BELL OF DOOM, and you have the Screaming Bell. The first thing to know about the Bell is that it can&#039;t move on its own and needs to be pushed by other SKAVENTIDE models. It can move 6&amp;quot; so long as there are 10 or more SKAVENTIDE units within 6&amp;quot;. This movement reduces as the bell takes damage. This obviously means that it should stay close to the Skaven Infantry. The most important ability of the Bell however is, of course, the bell! It peals in your Hero Phase, and to do so you have to roll two dices and see what effect the peal has. You only hurt yourself on a roll of 2, and that&#039;s D3 mortal wounds. The other effects are mixed, you can buff your army, damage the opponent&#039;s army or simply SUMMON A FUCKING VERMINLORD. Oh, and did I mention that even if your bell takes damage the effect of the peals doesn&#039;t change? Yeah. The only thing that decreases is the range of the buffs and debuffs, as well as the melee statistics, but that shouldn&#039;t bother you. The Seer on top of the Bell knows a different spell from the dismounted one, this time it damages units with low Move. Unfortunately, the Seer loses the Warpstone Tokens. The Bell also has a 5+ ward save and has a pretty good ability that negates battleshock tests within 13&amp;quot;. It costs 80 points more that a vanilla Seer, but I&#039;m sure it will repay its price.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
&#039;&#039;If you run a mixed SKAVENTIDE army these are your minimum required battlelines&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clanrats.pdf Clanrats]:&#039;&#039;&#039; your Baseline Skaven unit, a hoard of cowardly rats that get stronger and braver when they have the numbers. Can have 40 of them for 200pts. They have a 6&amp;quot; move and shields that improve save as long as they have 10+ models, an ability that lets them retreat and charge and +2 to run. A possible strategy is to use enemy units as a slingshot to reach weaker targets or contest objectives by a series of move+charge+retreat+move+charge another unit. You have the usual decision of a better chance to hit or getting more models in range. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Stormvermin.pdf Stormvermin]:&#039;&#039;&#039; An elite upgrade to clanrats with 2 attack rending halberds and 5+ save + shield. These used to be good, but with the loss of their old rule that let&#039;s them add 1 to hit rolls if they outnumbered their opponent, it made taking groups of 20 viable, but with the new rules, they encourage taking as many as possible, which is a massive price sink. They can be good for a 10 man fluffy bodyguard for your Clawlord or Grey Seer though (and if you&#039;re sick of 3x20 minimum clanrat battleline)&lt;br /&gt;
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====Eshin Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Eshin general and all other non-Allies units are Eshin&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Night_Runners.pdf Night Runners]:&#039;&#039;&#039; the mass vanguard slingers of Skaven. They can move 2d6” after setup and run and shoot. They have better aim than Grot Shootas and generate another hit on a natural 6.  Useful as Early game objective grabbers.  Pretty decent with proper Eshin synergies in place, but generally outclassed by the significantly cheaper clan rat, or the excessively killier plague monk in mixed lists.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Gutter_Runners.pdf Gutter Runners]:&#039;&#039;&#039; Elite version of Night Runners, having more attacks for better quality. Instead of vanguarding, they come onto any board edge on the first turn.Pretty cheap for an elite infantry option, especially since their small unit size makes it easy to get the regiment discount.  A single unit of 20 and a Deathmaster won&#039;t set you back very many points, but gives you a very flexible way of dealing with key heroes or even a pesky behemoth hero.  At worst you have a strong backline harassment unit that packs a really solid punch.&lt;br /&gt;
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====Moulder Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Moulder general and all other non-Allies units are Moulder &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Giant_Rats.pdf Giant Rats]:&#039;&#039;&#039; A weaker but faster than Clanrats with a more variable size. They have no save and the reach of their attacks increase the more models they have. Command points are likely required to keep them in line. Sit a couple of packmasters by them though, and they WILL NOT BREAK. These guys still benefit from the battle trait horde bonus, so they can be pretty killy. Just don&#039;t expect them to stick around too long.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Ogors.pdf Rat Ogors]:&#039;&#039;&#039; as the name implies they are Ogors like Fighting beast Pack unit with strong attacks and 1 out of 2  can have a Gunhand. Keep them near your Handler for +1 to hit and make them your champions for more wounds.&lt;br /&gt;
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==&#039;&#039;&#039;Bold text&#039;&#039;&#039;==Pestilens Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Pestilens general and all other non-Allies units are Pestilens &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:&#039;&#039;&#039; Your basic Pestilens troop, having less armour but makeup for this in damage potential. You are highly encouraged to take max units of 40 since you can take one of two Standards and Instruments for every 20 models, they receive the juicy Overwhelming Mass buffs, and you&#039;ll get a nice point discount for your trouble. Their leader damages a unit each hero phase. The Standards can either inflict mortal wounds when they die or increase damage by 1. The musicians can either give you a chance for better Rend or improve your movement. The charge bonus now applies to all weapons instead of just the foetid blade.  &lt;br /&gt;
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*They recently went up by a point each, but this is entirely fair since they received two sizable buffs in Overwhelming Mass and the shiny new 6+ save.  However, their bread and butter synergy engine (the plague furnace) went up by 20 points, which makes spamming these units a bit more taxing (also entirely fair).&lt;br /&gt;
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*Let&#039;s analyze the two weapons options:&lt;br /&gt;
**Plague Monks with two foetid blades will cause an average of 0.75(1.18 with both Overwhelming Mass buffs) saves per model or 1.12(1.55) when they charge&lt;br /&gt;
**Plague Monks with a foetid blade and a woe-stave will cause an average of 0.66(1.22) saves per model or 1.083(2.0!) when they charge with one of the weapon hitting from 2&amp;quot; instead of 1&amp;quot;.  If you can get in with the Overwhelming Mass buff still intact, these guys will be dishing out way more damage than the dual foetid blades, especially when taking into account the extra ranks of woe staves you&#039;ll be getting in. Since they wield two weapons, buffs that grant extra attacks to units&#039; weapons (like the Plague Furnace prayer and The Glotkin&#039;s command ability) are doubly effective on these guys.  To put these guys&#039; absurd damage output into perspective, a unit of 20 with foetid blades + woe staves dish out 60 attacks without any bonuses, 100 attacks on the charge, and a whopping 140(!) attacks with a +1 attack buff. Just think about that for a second.. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:&#039;&#039;&#039; Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3&amp;quot; on a 4+ during your hero phase, and can reroll hits and Battleshock if they&#039;re within 13&amp;quot; from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won&#039;t be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks.&lt;br /&gt;
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====Skryre Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Skryre general and all other non-Allies units are Skryre &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Stormfiends.pdf Stormfiends]:&#039;&#039;&#039; The Unholy Collaboration Between Skryre and Moulder. Has Taken taken a similar nerf Grundstok Thunderers suffers, the weapons are divided up between a Trio. the anti-infantry Rat can take either Warpthrowers or mortars,  another can take Gatling guns or the ability for the unit to deep strike, and finally, another can take a pair of reliable or random fists. Skaven players who used them pre battletome will lament the loss of the triple warpfire projector unit. In their current incarnation, this may be the least attractive ranged choice. The projectors do not benefit from the engineer buffs available to the unit, nor can the be used after using gnawholes or grinder fists. The other weapon options do due to their longer range and standard hit mechanics. &lt;br /&gt;
**they are also are part Moulder, lending their array of Weaponry to but they lack the Keywords to properly interact with them.&lt;br /&gt;
***This also means that they can be included in pure Moulder armies, and are those armies&#039; only dedicated range.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skryre_Acolytes.pdf Skryre Acolytes]:&#039;&#039;&#039; Mass bomb throwers, able to run and throw their globes with -2 rend and d3 damage. They look pretty bad on paper, but if you add in the buffs available to Skryre and you don&#039;t mind taking damage (hey its skaven) then this missile attack can become pretty impressive, with hit bonus and hit and wound rerolls and a damage buff all available. A large unit is still quite cheap and makes a good hiding place for warpfire throwers too. Shame that you have to build them one model at a time for $10 USD per model. Better get ready to do some conversion (the now defunct poison wind mortars make decent acolytes).&lt;br /&gt;
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===Other Units===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Ratling_Gun.pdf Ratling Gun]:&#039;&#039;&#039; Clan Skryre weapons team.  Weapon team are always a cheap way to increase your damage output, though lacks protection against retaliation. An infantry mower of 2d6 attack, that can double its roll, but like all weapon teams now, on a double the team auto-dies after it shoots. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warpfire_Thrower.pdf Warpfire Thrower]:&#039;&#039;&#039; Clan Skryre weapons team. Close range anti-blobs that rolls for each model and deals mortal wounds on a 4+. When you overcharge, you roll 2 dice for each model but the Thrower dies on a roll of 1 or 2 made after dealing damage. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warp_Grinder.pdf Warp-Grinder]:&#039;&#039;&#039; Clan Skryre weapons team. Allow you to deepstrike them and another unit. Similar to the Stormfiend Warp Grinder&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Doom_Flayer.pdf Doom-Flayer]:&#039;&#039;&#039; Clan Skryre weapons team. A melee sports unit. can have some troubles with a movement of 2d6, but can give your clanrats the needed buzzsaws. They can boost their attacks from a d6 to 2d6s but will die after attacking on a roll of doubles or a 7.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Swarms.pdf Rat Swarms]:&#039;&#039;&#039; Clan Moulder. what happens when you condense 5 Giant rats into a single unit, they can never get the numbers to benefit from Overwhelming Mass. They can resurrect one 4 wound model a turn. Wound per models and number of attacks Giant rats hit better and have more wounds, but Swarms are less likely to suffer battleshock and recover models. NOPE. Skip these. Any self-respecting unit in the game can put these guys down in two turns of melee, even with their returning models. Use Giant Rats instead, they can at least benefit from the Battle Trait horde bonuses.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Packmasters.pdf Packmasters]:&#039;&#039;&#039; Clan Moulder. No longer heroes. 1 in 3 may take a Things-Catcher. +1 to Melee Hit Rolls and double Bravery of friendly Clans Moulder Pack units wholly within 12&amp;quot;. At 60 points, they should be considered. Just remember their buffs don&#039;t stack with each other, or a Master Moulder. Can&#039;t buff Stormfiends any more. &lt;br /&gt;
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{{anchor|FWWolfrats}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-wolf-rats.pdf Skaven Wolf Rats] (Forgeworld):&#039;&#039;&#039; Clan Moulder. Giant Rats on steroids. With a Save to boot. Gets +1 to wounds the turn the charge. When normally hitting on 3s and wounding on 3s, have them charge, and keep them all in range of a pack of Packmasters or a Master Moulder, they&#039;re hitting and wounding on 2s. Overall, a very solid and relatively cheap cavalry option that&#039;ll rip into any soft target you launch them at.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Spiteclaws_Swarm.pdf Spiteclaw&#039;s Swarm]:&#039;&#039;&#039; These guys can be nasty little buggers. 4 models, each with a different weapon. All are hitting on 4&#039;s, wounding on 4&#039;s, most with 2 attacks, one with 1, most with 1&amp;quot; range, one with 2&amp;quot;, a 6+ save, they&#039;re a mixed bunch. Ideally, you&#039;re keeping these guys within 13&amp;quot; of Skritch, so he can give them back D3 models per turn. Just don&#039;t let Krrk die, he can&#039;t come back. If Skritch kicks it, Krrk gets 2 extra attacks. Should the unit take a Wound, or a Mortal Wound, on all successive Wounds and Mortal Wounds in that turn roll a dice, on a 5+ you ignore it. Sit these guys in cover, cast Mystic Shield, they&#039;ve got a 5+ save, re-rolling 1s, ignoring all past the first Wound on a 5+, D3 coming back in your Hero Phase. All in all, they&#039;re alright. Can be a nuisance.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Hell_Pit_Abomination.pdf Hell Pit Abomination]:&#039;&#039;&#039; Clan Moulder. With a 2d6 move, it can keep pace with a Doomwheel, or lag behind your entire army. Has a melee weapon that deals mortal wounds for every 2+ (degrading) rolled (one dice per model from target unit that is within 3&amp;quot;). Heals d3 wounds in the Hero Phase, all enemies in 3&amp;quot; subtract 1 from their Bravery, it can flat out ignore spells that target it on a 4+, and it has a 1/3 chance to heal d6 wounds the first time it&#039;s killed. It won&#039;t be dying quickly based on this. But with a 5+ save, and 12 wounds, it could just as easily die with good enough rend and some poor dice rolls.&lt;br /&gt;
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{{anchor|FWBrood}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-warscroll-brood-horror.pdf Brood Horror] (Forgeworld):&#039;&#039;&#039; Clan Moulder. your [[Macharius]] to a [[Baneblade]]. It&#039;s not that impressive. It&#039;s rules read like they took the rules of the Abomination, made the move the above average roll on a 2d6, improved the save by 1, knocked off 4 wounds, most of the abilities, and nerfed it&#039;s weapons a tad. One of them appears to be designed to fight from behind a line of your chosen Battleline, with a 3&amp;quot; range, but it only has 3 attacks with it, the average 3+/4+, no rend and 1 damage. The other weapon is where it shines; 6 attacks, 3+/4+, -1, 2 Damage. Not too shabby.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Doomwheel.pdf Doomwheel]:&#039;&#039;&#039; Clan Skryre. A Chariot with an overchargeable Gun and can run over and Mortal wound almost everything that was near it during the movement phase. You can also reroll its 4d6 move but any rolls of a 1 the second time, your opponent can run over your lines if you roll a 1 on a dice. It has a gnarly gun (1d6/3+/3+/-1/d3) that can potentially evaporate anything with decent rolls.  Like most of the Skryre things, it can overcharge its Warp Bolts, but on a double you take 2d6 mortal wounds.  This is definitely a go big or go home type of unit and you&#039;ll be overcharging it every chance you get.  It&#039;s speed will ensure you get in range of key targets (elite infantry/behemoths) and even with lower end rolls (4-6 shots) you&#039;ll be doing a decent amount of damage.  All in all, this is somewhat random and little risky.  It can win you the game or lose it for you. Fun times all around though.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warp_Lightning_Cannon.pdf Warp Lightning Cannon]:&#039;&#039;&#039; Clan Skryre. Can deal up to 6 mortal wounds when shooting. You actually have to roll a dice in order to calculate the minimum roll you need for the wounds to score. If a Warlock is next to it, he can overcharge the thing and boost it up to 12 potential mortal wounds. At the risk of damage for each 1 you roll. Interesting to note is that because of the way these things fire, they couldn&#039;t give less of a fuck about &amp;quot;Look Out, Sir!&amp;quot; rules. Use this to show those smug Sigmarine zoomers how we did things in the World-That-Was.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plagueclaw.pdf Plagueclaw]:&#039;&#039;&#039; Clan Pestilens. It&#039;s an indirect firing war machine. You know those. They have a nice range and can stand waaay back. Brutal against big hordes, okay against heroes and monsters (as D6 wounds at 30 inches, rend -2, is pretty good), and subtracts 1 from the target&#039;s bravery &#039;&#039;even if it doesn&#039;t hit&#039;&#039;.  When targeting units of 10 or more, it&#039;ll force a save 55% of the time; 69% in the foulrain batallion.  With only one shot per round, it is rather inconsistent.  You&#039;ll want at least 2 if you really plan on them having an effect on the fight.  An average war machine when used to it&#039;s fullest potential, and a terrible one when not.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warplock_Jezzails.pdf Warplock Jezzails]:&#039;&#039;&#039; Clan Skryre. your Rat Snipers. Park on the backfield and pick off the support units. They Re-roll to hit if they don&#039;t move, deal 2 mortal wounds on 6 to hit. and gain +2 against missiles in addition to the cover you should be standing on. Potent 3+ save right there. Mystic Shield, and it&#039;s 3+ re-rolling 1s. Another unit that gets a little crazy good with the engineer buffs in skryre. Extra damage on them is great and if you really want to kill off something at range, then you can buff the hit roll and give them a wound reroll option of the low low price of d3 jezzails dropping dead at the end of the shooting phase. As the game has very few long range attacks, jezzails will mess with your opponent as they are a great medium wound hero killer.&lt;br /&gt;
** Without any buffs (just their innate re-roll to hit), a unit of 3 is causing an average of 1.5 saves at -2 and 2 damage.  A reliable way to deal 2-4 damage at a long range, but not all that impressive given their point cost.  They really start to shine when you take larger units and stack a couple of buffs.  Take a unit of 6 with an accompanying skryre hero with the Vigordust Injector artefact (+1 to hit rolls).  Use the artefact and a warpstone shard for +1 Damage, and now you have a 30&amp;quot; volley that averages around 3.5 saves at -2 and 3 damage.  That&#039;s 9 damage against anything with a 4+ save (not even accounting for the potential mortal wounds on 6s).  Even with Look Out Sir! taken into consideration, you&#039;re averaging 7 damage, which is enough to take out a large number of heroes in the game.   &lt;br /&gt;
**If you want some extra reach, throw &amp;quot;More-more-more warp power&amp;quot; on them too, and it bumps the damage output against a 4+ save to 11.85 damage.  Again, this is before accounting for mortal wounds.  This means you&#039;re likely killin a pesky 12 wound behemoth in a single volley with this setup.  While it seems like a big investment for a unit that ends up self-destructing relatively quickly, there&#039;s not a lot of things in the game that can consistently pull that kind of damage off at such a long range.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-GnawholeWarscroll5wjc.jpg Gnawholes]:&#039;&#039;&#039;  They might not seem like much, but the Skaventide terrain piece has a couple of nifty abilities that most Skaventide lists should try and take advantage of.  Their only downside is that you are limited to 3 and they all have to be setup along the board edges.  &lt;br /&gt;
**As long as there is a Skaventide Hero within 6&amp;quot; of a gnawhole, you can transport any Skaventide unit wholly within 6&amp;quot; of that gnawhole to another gnawhole (within 6&amp;quot; but 9&amp;quot; from enemies).  This can let you play whack-a-mole(rat?) with weapons teams or artillery pieces that might have become compromised.  Or you can set one up in your opponents backfield and force them to baby sit it or risk an unpleasant surprise later in the game.  It&#039;s a welcome mobility option and something to consider when scheming you army lists.  &lt;br /&gt;
**In addition, Skaventide Wizards and Priests get +1 to Casting, Unbinding, and Prayer rolls when within 1&amp;quot; of a gnawhole.  Great for making sure you get that Warpgale or Warplightning Storm off, or getting that yummy prayer buff on your flanking Plague Monks.  The +1 to unbinding is a juicy cherry on top.  Synergizes well with your wizards&#039; various drug addictions, giving Skaven a strong presence in the hero phase that many factions can&#039;t compete with.  &lt;br /&gt;
**Lastly, each gnawhole acts as deadly terrain for any enemy that ends a move/charge within (a rather pitiful) 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Virulent Procession===&lt;br /&gt;
(100pts) &#039;&#039;One Verminlord Corruptor, 2+ Congregations of Filth, 0-1 Foulrain Congregation, 0-1 Plaguesmog Congregation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of your hero phase pick 1 terrain feature within 13&amp;quot; of the Verminlord Corruptor. Roll a D6 for each enemy unit within 3&amp;quot; of that terrain feature. On a 4+ they suffer D3 mortal wounds.  Not a bad super battalion in a Pestilens list since you&#039;re likely running all these units anyways.  420 points for 3 CP, 3 Artefacts and some okay buffs - it&#039;s gonna depend on how much you value the CP/artefacts.  &lt;br /&gt;
&lt;br /&gt;
====Congregation of Filth====&lt;br /&gt;
(160pts) &#039;&#039;One Plague Priest on Plague Furnace, 2+ units of Plague Monks&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll a dice each time you allocate wounds to the Plague Monks whilst within 18&amp;quot; of the battalion&#039;s Plague Furnace. On a 6 that wound is negated. &lt;br /&gt;
*Under &amp;quot;ideal&amp;quot; circumstances, this probably saves 5 out of 30 monks that would have been killed before you fight back.  Maybe it happens twice in a match, but that&#039;s still only worth 80 points and super situational.  You are usually better off with more monks.  Taking this is contingent on how much you value CP/Artefact/First Turn.&lt;br /&gt;
&lt;br /&gt;
====Foulrain Congregation====&lt;br /&gt;
(110pts) &#039;&#039;One Plague Priest, 3 Plagueclaws&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add 1 to wound rolls for missile attacks whilst within 13&amp;quot; of the battalion&#039;s Plague Priest.  Bumps each Plagueclaws success rate from 55% to 69% (when targeting units of 10 or more).  You may as well go all in and give the Plague Priest Architect of Death to bump it up to a respectable 80%. &lt;br /&gt;
&lt;br /&gt;
====Plaguesmog Congregation====&lt;br /&gt;
(120pts) &#039;&#039;One Plague Priest on Plague Furnace, 2+ units of Plague Censer Bearers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice that determines if any enemy units suffer mortal wounds when using the Poisonous Fumes ability.&lt;br /&gt;
&lt;br /&gt;
===Warpcog Convocation===&lt;br /&gt;
(60pts) &#039;&#039;One Arch-Warlock, 2-5 Enginecovens chosen from the list below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weird sort of miniature Super Battalion which consists of an Arch-Warlock and some smaller Battalions that can only ever be included via this battalion. All of them convey buffs to certain units, so long as they&#039;re within 13&amp;quot; of either the Warlock you took with the coven, or the Arch-Warlock leading the whole Convocation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Rather expensive point-wise, as each enginecoven is priced like a &amp;quot;real&amp;quot; battalion but do not grant you the bonus CP or artefact (you&#039;ll get only one CP/artefact from the entire Warpcog Convocation).  &amp;lt;/s&amp;gt; (Points dropped in July19 FAQ) If you&#039;re taking this, you&#039;ll want to lean into the buffs you get and take large amounts of the units that benefit from them.  This would probably make for a fun 1-drop army that has a lot of pretty efficient ranged weapons.  &lt;br /&gt;
&lt;br /&gt;
====Arkhspark Voltik====&lt;br /&gt;
(60pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 Warp Lightning Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In your shooting phase, pick one of the included Warp Lightning Cannons and lower the result of dice roll to determine that cannon&#039;s power by 1.&lt;br /&gt;
*You can apply the buff to one Warp Lightning Cannon per phase, even if you take more than one with the coven.&lt;br /&gt;
*The only Enginecoven that doesn&#039;t have a Stormfiend tax. This makes it the cheapest of all the Enginecovens.&lt;br /&gt;
&lt;br /&gt;
====Gautfyre Skorch====&lt;br /&gt;
(70pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-4 units of Stormfiends, 1-5 units of Warp-Grinders, 1-5 Warpfire Throwers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 units can travel with the coven&#039;s Warp-Grinders instead of 1, as long as they&#039;re all part of the same enginecoven.  Now that the FAQ made it actually cheaper than just buying a second Warp-Grinder, this is a solid enginecoven to take if you were already planning on using them.   You don&#039;t get the extra body to warp-shank people with, but it helps fill out your Warp Convocation and get those battalion benefits.&lt;br /&gt;
&lt;br /&gt;
====Gascloud Chokelung====&lt;br /&gt;
(90pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 2-5 units of Skryre Acolytes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reroll hit rolls of 1 with missile attacks from the coven&#039;s Acolytes or Stormfiend&#039;s Wind Launchers.&lt;br /&gt;
&lt;br /&gt;
====Rattlegauge Warplock====&lt;br /&gt;
(70pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 1-3 units of Warplock Jezzails, 1-5 Ratling Guns&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reroll 1s for missile attacks from the coven&#039;s Jezzails and Ratling Guns. This sounds like a promising enginecoven at first, but unfortunately it doesn&#039;t affect the Stormfiends&#039; Ratling Cannons and the Jezzails are already usually getting rerolls to hit.&lt;br /&gt;
&lt;br /&gt;
====Whyrlblade Threshik====&lt;br /&gt;
(80pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 1-3 Doomwheels, 1-5 Doom-Flayers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add 3&amp;quot; to moves for any units from the coven as long as they started in range of the buff.&lt;br /&gt;
&lt;br /&gt;
====Skratchnik&#039;s Warpcoven====&lt;br /&gt;
(40pts) &#039;&#039;One Warlock Bombardier, 1 units of Stormfiends, 1 Doomwheels, 1 Warp Lighting Canon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The exclusive battalion comes with the Carrion Empire box. As I don&#039;t have that box myself, I don&#039;t know if this needs to be part of Warpcog Convocation or can be independent.&lt;br /&gt;
In the first battle round, roll a dice each time a wound or mortal wound is allocated to a model from this battalion. On a 5+ that wound or mortal wound is negated.&lt;br /&gt;
&lt;br /&gt;
===Claw-Horde===&lt;br /&gt;
(180pts) &#039;&#039;One Clawlord, 1-3 units of Stormvermin and 2-9 units of Clanrats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Clawlord uses their Gnash-gnaw ability, instead of picking 1 unit within 13&amp;quot;, pick all battalion units within 13&amp;quot;.  Conveniently contains 3 battleline units. The buff itself is pretty situational since it can be tricky/clunky trying to keep two or more units wholly within range.&lt;br /&gt;
&lt;br /&gt;
===Fleshmeld Menagerie===&lt;br /&gt;
(160pts) &#039;&#039;One Master Moulder, 0-3 Hell Pit Abominations, 1-3 units of Packmasters, 1-4 units of Rat Swarms or Giant Rats and 1-4 units of Rat Ogres&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Master Moulder uses Unleash More-More Beasts ability, a new unit is added on a 4+ instead of a 5+.&lt;br /&gt;
&lt;br /&gt;
===Slinktalon===&lt;br /&gt;
(160pts) &#039;&#039;One Deathmaster, 1-4 units of Gutter Runners and 2-8 units of Night Runners&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the combat phase in which the Deathmaster is deployed, re-roll all hit rolls for units in the battalion. Arguably a must have for any Eshin-heavy lists. The main reason to take this battalion is for that extra relic to make your Deathmaster more killy.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
if you devote yourself to a particular clan it&#039;s been FAQ&#039;ed that you can’t take another skaventide clan as allies. FAQ explicitly states that models with the SKAVEN keyword (which is pretty much everything Skaven) cannot be taken as allies in a Skaventide army.&lt;br /&gt;
&lt;br /&gt;
===Nurgle===&lt;br /&gt;
&lt;br /&gt;
Our one and only ally option.  Only permitted if you take a Pestilens Warlord.  There are a lot of options here (over 30 leaders!) so it&#039;s recommended you look through the [https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle#Named_Characters Maggotkin of Nurgle Tactics] page if you&#039;re considering them as an ally.&lt;br /&gt;
&lt;br /&gt;
*One unit to consider in any build is the Chaos Sorcerer Lord.  His ability and unique spell can target any unit, even non-Nurgle ones.  A free Mystic Shield each round, and an easy to cast buff that lets you reroll 1s on saves, hits, AND wounds (melee and shooting!).&lt;br /&gt;
&lt;br /&gt;
*Horticulous Slimux can spawn a single Feculent Gnarlmaw that allows your Nurgle units to advance and charge when near it.  This can make spacing your forces a lot easier and help ensure you get to initiate fights on your terms.  &lt;br /&gt;
&lt;br /&gt;
A quick note here - you, unfortunately, can&#039;t use any of the Nurgle spells like Blades of Putrefaction when allying with Nurgle, since you will only get access to these spells if your army is NURGLE allegiance (as &amp;quot;the Lores of Nurgle&amp;quot; is an Allegiance Ability).&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
Why ANY of these companies would work with Skaven, even for the “promise” of coin, is beyond comprehension. But at least you got options if you do have a reason.&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2620:10D:C091:500:0:0:0:F517</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Skaven&amp;diff=22220</id>
		<title>Age of Sigmar/Tactics/Chaos/Skaven</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Skaven&amp;diff=22220"/>
		<updated>2019-12-02T14:02:50Z</updated>

		<summary type="html">&lt;p&gt;2620:10D:C091:500:0:0:0:F517: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Skaven|Logo=Capture131114532.png|Alliance=Chaos|Motto=DIE DIE SOLDIER MANTHINGS DIE!!!!}}&lt;br /&gt;
&lt;br /&gt;
The vermin horde is back with a bang! And a confusing battleline selection system! &lt;br /&gt;
&lt;br /&gt;
==Why Play Skaven==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Hordes of vicious chaos ratmen.&lt;br /&gt;
* Hordes of vicious rats and rat monsters too.&lt;br /&gt;
* All the Skaven clans reunited under one faction.&lt;br /&gt;
* Warpstone, yes-yes!&lt;br /&gt;
* Gnawholes&lt;br /&gt;
* Basically it&#039;s own mini Grand-Alliance with 40+ Warscrolls to choose from.&lt;br /&gt;
* Your access to the various clans give you extreme versatility. Need highly mobile infantry to harass the backline or nab objectives? Eshin. Want monsters or inexpensive monstrous infantry? Moulder. Do you need hordes and hordes of chaff? Verminus. Maybe you want to claim ranged superiority at all costs. In that case, better grab some Skryre. Are you looking to play a highly offensive army that can dish out tons of mortal wounds? Pestilens are your guys. And if you ever need any magic, Masterclan are always there to help you out.&lt;br /&gt;
* [https://1d4chan.org/wiki/JoJo%27s_Bizarre_Adventure SKAVEN SCIENCE IS THE BEST-BEST OF THE WORLD!!!]&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Infantry as durable as wet paper.  &lt;br /&gt;
* Nothing with better than a 4+ save and good luck getting those 40 stormvermin in cover.  &lt;br /&gt;
* A huge chunk of the army is stuck with 20+ year old sculpts that aren&#039;t readily available (have to order directly of the GW store). &lt;br /&gt;
* Clan Pestilens harms anything not-Pestilens that gets too close, including your own non-disease rats.&lt;br /&gt;
* Spell lores are exclusive to Grey Seers or Clan Skryre; other mages limited to general and personal spells.&lt;br /&gt;
* Skyre Overcharges have become more dangerous with a Higher chance of Death.&lt;br /&gt;
* The requirements for Non-Verminus Battleline options is VERY strict.  You are allowed a single Masterclan General, but the rest of you force has to be entirely composed of a particular clan.  This makes building clan themed armies extremely limiting since there&#039;s not even a way to &amp;quot;ally&amp;quot; in other clans like before.   The alternative is to run the minimum 60 clan rats and realize all the other horde units you want to run now feel completely redundant.&lt;br /&gt;
* Speaking of allies, you only have one, Nurgle. And your general has to be Pestilens in order to use them.  Which also means if you wanted Pestilens battleline and Nurgle allies, you have to forfeit your one Masterclan Hero allowance.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Skaven Battletome&#039;&#039; has all the Warscrolls, Battations, Allegiance Abilities and Matched Play points.&lt;br /&gt;
*This should be supplemented with the Skaven &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
*Alternatively, warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Allegiance Traits===&lt;br /&gt;
The first 4 ability affect all Skaventide units, while the rest Require you to take a hero from the corresponding clan to be used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Mass&#039;&#039;&#039;: In melee, +1 hit rolls for units of at least 20 models, and an extra +1 to wound rolls for units of at least 30. At first, most Skaven units look weak, and then you remember you can amass 40 model units for 5 each head. Keep in mind that a unit size of 40 means you&#039;ll lose that +1 To Wound very quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength in Numbers&#039;&#039;&#039;: for every 10 models of &#039;&#039;&#039;Skaventide&#039;&#039;&#039; unit, add 2 to Bravery instead of 1 during Battleshock tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lead From The Back&#039;&#039;&#039;: Look Out Sir! applies to melee attacks and missile weapons if the target is a non-monster hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scurry Away&#039;&#039;&#039;: During combat phase, a hero, instead of piling in, may retreat using a normal move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Eshin&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Masters of Murder&#039;&#039;&#039;: for each Eshin hero, you can pick an enemy hero, and all Eshin units can re-roll wound rolls against them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Moulder&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Prized Creations&#039;&#039;&#039;: Each Master Moulder can pick a &#039;&#039;Fighting Beast&#039;&#039; Model in a unit in your army and it gains d3 wounds(roll separately for each model in your army being upgraded) and they re-roll 1s to hit for weapon attacks. Great to make Abominations more Abominable or Give a Rat Ogre unit a champion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clans Skryre&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Warpstone Sparks&#039;&#039;&#039;: At the start of battle but before set up, you gain 3+d3 Warpstone Sparks. A Spark can be spent once per phase on your &#039;&#039;&#039;Skryre&#039;&#039;&#039; units to:&lt;br /&gt;
*#Reroll a wizards&#039; casting, dispelling and unbinding rolls for that phase.&lt;br /&gt;
*#Reroll a Hero&#039;s to Hit rolls for that phase.&lt;br /&gt;
*#Pick a hero and choose up to 3 &#039;&#039;&#039;SKRYRE&#039;&#039;&#039; units wholly within 13&amp;quot; of them.  Add +1 to the Damage characteristic of missile weapons used by these units for that shooting phase. &lt;br /&gt;
**Along with the theme of instability, at the end of the appropriate phase, roll a die, and on a 1 the wizard or hero chosen suffers D3 Mortal Wounds. Magical Uranium, everyone!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Pestilens&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Echoes of the Great Plagues&#039;&#039;&#039;: Once per turn, when a &#039;&#039;&#039;Pestilens Prest&#039;&#039;&#039; makes a successful prayer roll of a natural 6, you can manifest one of six Great plagues, but if you do, you can&#039;t manifest it again for the rest of the battle. 4/6 of the plague&#039;s effects the nearest eligible unit so have placement in mind and bring a lot of Priests to more reliably get a six once per turn.&lt;br /&gt;
#&#039;&#039;&#039;Redmaw Plague:&#039;&#039;&#039; The nearest enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 13&amp;quot; becomes infected. If within 3&amp;quot; of friends but no enemies at the start of the combat phase, gain ownership of that hero for the rest of the phase.&lt;br /&gt;
#&#039;&#039;&#039;The Neverplague:&#039;&#039;&#039; &#039;&#039;&#039;Pestilens Priests&#039;&#039;&#039; may reroll prayer rolls for the rest of battle. Should always be the first you set off unless something horrible went wrong.&lt;br /&gt;
#&#039;&#039;&#039;Bubonic Blightplague:&#039;&#039;&#039; the nearest enemy unit within 13&amp;quot; suffers d6 mortal wounds. If the unit is then destroyed, pick another enemy unit 6&amp;quot; of the last model removed and inflicted D3 mortal wounds. Repeat this process until no unit gets wiped out or there are no other units in range.  &lt;br /&gt;
#&#039;&#039;&#039;Undulant Scourge:&#039;&#039;&#039; the nearest enemy unit within 13&amp;quot; rolls 1D6 for each member of the unit; the unit takes a mortal wound for every 5+ rolled.&lt;br /&gt;
#&#039;&#039;&#039;Crimsonweal curse:&#039;&#039;&#039; the nearest enemy unit within 13&amp;quot; suffers 1 mortal wound, and it and other enemy units within 1&amp;quot; of that infected unit suffer a 1 mortal wound during your future hero phases&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Clan Verminus&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Mighty Warlords&#039;&#039;&#039;: each non-general Clawlord may take a Command Trait, and no Clawlord can can take the same trait. So it is always better to make another unit hero your general to also give them a Command Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Masterclan&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;Skilled Manipulators&#039;&#039;&#039;: Every time a Masterclan model uses a command ability, gain a command point on a roll of 5+.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
Your General, depending on its type, gets to choose one trait from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
====Shared====&lt;br /&gt;
*&#039;&#039;&#039;Malevolent:&#039;&#039;&#039; Re-roll melee wound rolls of 1&lt;br /&gt;
*&#039;&#039;&#039;Verminous Valour:&#039;&#039;&#039; Allocate wound or mortal wound to friendly &#039;&#039;&#039;Skaventide&#039;&#039;&#039; unit within 3&amp;quot; on a 4+ (5+ for war machine or monster).  Adds a huge amount of survivability to any Warlord as long as you have an ample supply of meat shields to throw in the way.&lt;br /&gt;
*&#039;&#039;&#039;Savage Overlord:&#039;&#039;&#039; Add 1 to bravery for &#039;&#039;&#039;Skaventide&#039;&#039;&#039; units wholly within 18&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Masterclan====&lt;br /&gt;
*&#039;&#039;&#039;Supreme Manipulator:&#039;&#039;&#039; Re-roll the Skilled Manipulators roll&lt;br /&gt;
*&#039;&#039;&#039;Master of Magic:&#039;&#039;&#039; Once Per hero phase add 1 to casting, dispelling, or unbinding.  Amazing trait considering the Masterclan&#039;s high cast value spells.  Stacks with the +1 to casting from Gnawholes.  &lt;br /&gt;
*&#039;&#039;&#039;Cunning:&#039;&#039;&#039; Roll a D6 each time your opponent receives a Command Point, on a 6 you receive it instead.  This can be nerve-wracking for armies that rely on key command abilities for buffs/bravery mitigation.  You&#039;re likely to steal a CP each game, which, depending on when it happens, can really throw a wrench in certain game plans.&lt;br /&gt;
&lt;br /&gt;
====Skryre====&lt;br /&gt;
*&#039;&#039;&#039;Masterful Scavanger:&#039;&#039;&#039; Receive 2 extra warpstone sparks. Not the flashiest of traits, but still generally preferable to the shared ones if you&#039;re taking a largely skryre army.&lt;br /&gt;
*&#039;&#039;&#039;Deranged Inventor:&#039;&#039;&#039; 1 friendly unit wholly within 13&amp;quot; can re-roll hit rolls for missile attacks this phase. Take along a Bombardier with this, pop some warp-crack, and watch those Jezzails start pulling off 360 no-scopes with the precision of a mountain-dew infused CoD enthusiast (unfortunately this is a bit redundant with the Jezzails innate re-roll to hit rule).  It seems this is specifically aimed towards buffing Stormfiends and Acolytes.    &lt;br /&gt;
*&#039;&#039;&#039;Overseer of Destuction:&#039;&#039;&#039; 3 friendly WEAPON TEAM units within 13&amp;quot; can re-roll hit rolls for attacks this phase.  Take 3 Ratling Guns, pop a warpstone shard, and melt everything that was unfortunate enough to get too close.&lt;br /&gt;
&lt;br /&gt;
====Pestilens====&lt;br /&gt;
*&#039;&#039;&#039;Master of Rot and Ruin:&#039;&#039;&#039; Re-roll the dice that determines if a prayer is answered.&lt;br /&gt;
*&#039;&#039;&#039;Architect of Death:&#039;&#039;&#039;  Re-roll wound rolls for &#039;&#039;&#039;Pestilens&#039;&#039;&#039; missile attacks wholly within 18”&lt;br /&gt;
*&#039;&#039;&#039;Diseased:&#039;&#039;&#039;  Roll a dice if within 3” of an enemy, on a 4+ inflict D3 mortal wounds on one of those units.&lt;br /&gt;
&lt;br /&gt;
====Verminus====&lt;br /&gt;
*&#039;&#039;&#039;Brutal Fury:&#039;&#039;&#039; Once per battle, add 3 to the attacks characteristic of this general&#039;s melee weapons. Use this on a Warbringer to absolutely fucking END whatever you put it in with.&lt;br /&gt;
*&#039;&#039;&#039;Powerful:&#039;&#039;&#039;   +1 Wounds.  Always take  Verminous Valour before this.  &lt;br /&gt;
*&#039;&#039;&#039;Devious Adversary:&#039;&#039;&#039;   If an unmodified melee hit roll against this model is a 1, add 1 to this models attack characteristics until the end of the phase.  Great for clearing that chaff out of your Verminlords way.&lt;br /&gt;
&lt;br /&gt;
====Moulder====&lt;br /&gt;
*&#039;&#039;&#039;Moulder Supreme:&#039;&#039;&#039; when using Prized Creation, a Chosen Fighting Beast model adds a flat 3 to wounds or rolls a D6 instead.  &lt;br /&gt;
*&#039;&#039;&#039;HordeMaster:&#039;&#039;&#039;  Reduce Unleash-more-more-beasts to a 4+.  If you&#039;re going pure Moulder, you&#039;ll likely be running a Fleshmeld Menagerie batallion, in which case this isn&#039;t necessary.  &lt;br /&gt;
*&#039;&#039;&#039;Burly:&#039;&#039;&#039;  +1 wounds.  Hard pass; if your Master Moudler is in Melee, chances are you&#039;re already fucked.  Take Verminous Valour instead if you want your Master (and his juicy buffs) to last.&lt;br /&gt;
&lt;br /&gt;
====Eshin====&lt;br /&gt;
*&#039;&#039;&#039;Unrivalled Killer:&#039;&#039;&#039; Re-roll hits against a specific hero.  Great when paired with certain Realm Artefacts like Sword of Judgement.  &lt;br /&gt;
*&#039;&#039;&#039;Incredible Agillity:&#039;&#039;&#039; Can fly.  Lets you charge over units and reach key targets after you set up your Deathmaster.&lt;br /&gt;
*&#039;&#039;&#039;Shadowmaster:&#039;&#039;&#039;  Whilst within 1” of terrain unit is invisible over 6” away.  Great way to keep your Deceiver from being sniped early in the game.&lt;br /&gt;
&lt;br /&gt;
===Artefacts Of Power===&lt;br /&gt;
&lt;br /&gt;
One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
====Masterclan====&lt;br /&gt;
*&#039;&#039;&#039;Warpstorm Scroll:&#039;&#039;&#039;  Once per battle, 1 dice for each unit within 13&amp;quot;, on a 4+ unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Suspicous Stone:&#039;&#039;&#039;  5+ wound negation.&lt;br /&gt;
*&#039;&#039;&#039;the Gnawshard:&#039;&#039;&#039;  Pick a melee weapon, if this weapon inflicts a wound it continues to inflict 1 mortal wound at the end of each battle round. (What&#039;s that sticking out of your neck?)&lt;br /&gt;
*&#039;&#039;&#039;Skavenbrew:&#039;&#039;&#039;  A favorite returning from WHFB. Once per battle, in the hero phase, 1 friendly unit with 3&amp;quot; suffers D3 mortal wounds but adds 1 to its attacks characteristic until your next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Snoutgrovel Robes:&#039;&#039;&#039;  No battleshock tests within 13&amp;quot; of the wearer (Great for those clanrats that keep running away!) This is redundant for anything but a footslogging Grey Seer, but on those it is by no means a bad choice.&lt;br /&gt;
*&#039;&#039;&#039;Staff of Rightful Supremacy:&#039;&#039;&#039;  -1 from enemy wizards casting rolls within 13&amp;quot;. Once per battle it can automatically dispel an endless spell.&lt;br /&gt;
&lt;br /&gt;
====Skryre====&lt;br /&gt;
*&#039;&#039;&#039;The Brass Orb:&#039;&#039;&#039;  Once per battle, at the start of your hero phase, the closest enemy model within 6&amp;quot; is slain on a 6+. Ever wanted to capture Nagash in a Pokéball? With this you can!&lt;br /&gt;
*&#039;&#039;&#039;Warpstone Armour:&#039;&#039;&#039;  Roll a dice for each non-negated wound allocated to the bearer, on a 5+ the attacker suffers 1 mortal wound. Decent enough on an Arch-Warlock. &lt;br /&gt;
*&#039;&#039;&#039;Esoteric Warp Resonator:&#039;&#039;&#039;  At the start of each battle round, gain a Warpstone Spark if the bearer is on the battlefield, only to be used for the bearer and only for this battle round.&lt;br /&gt;
*&#039;&#039;&#039;Skryre&#039;s-breath Bellows:&#039;&#039;&#039;  At the start of your hero phase, you may roll a die for each other unit within 3&amp;quot; (friend or foe), they take D3 Mortal Wounds on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Vial of the Fulminator:&#039;&#039;&#039;  At the start of the Movement phase, a Skryre Warmachine within 3&amp;quot; can move twice as fast. At the end of the phase, roll a dice, on a 4+ the unit takes D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Vigordust Injector:&#039;&#039;&#039;  In the Hero Phase, a Skaventide unit wholly within 12&amp;quot; may gain +1 to Charge and Hit Rolls until your next Hero Phase, but they take D3 Mortal Wounds at the start of your next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
====Pestilens====&lt;br /&gt;
*&#039;&#039;&#039;Blade of Corruption:&#039;&#039;&#039; Re-roll wound rolls for specific melee weapon.&lt;br /&gt;
*&#039;&#039;&#039;The Foul Pendant:&#039;&#039;&#039; Unbind spells even if not a wizard.&lt;br /&gt;
*&#039;&#039;&#039;Brooding Blade:&#039;&#039;&#039; Roll a D6 for each model wounded but not slain by chosen melee weapon, on a 2+ model’s unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;The Fumigatous:&#039;&#039;&#039; Start of each combat phase, pick 1 enemy unit within 6”, roll a D6, on a 2+ that unit suffers 1 mortal wound, on a 5+ it suffers D3 mortal wounds&lt;br /&gt;
*&#039;&#039;&#039;Blistrevous the Living Cyst:&#039;&#039;&#039; Add 2” to move characteristic and may reroll hit rolls for all attacks. Must transfer to another &#039;&#039;&#039;Pestilens&#039;&#039;&#039; hero within 13” each hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Liber Bubonicus:&#039;&#039;&#039; Can use plague prayers ability from the Plague Priest warscroll. If already a &#039;&#039;&#039;Plague Priest&#039;&#039;&#039;, can use ability twice. Not altered in the current FAQ, so a Plague Priest on Plague Furnace can use Plague Prayers twice AND Noxious Prayers once each phase.&lt;br /&gt;
&lt;br /&gt;
====Verminus====&lt;br /&gt;
*&#039;&#039;&#039;Things-Bane:&#039;&#039;&#039;  Add 1 to damage characteristic of 1 melee weapon.  This ends up boosting the damage output of your d3 weapons over 50%!  Recommended artifact if you&#039;re just looking for a no-nonsense beatstick hero.  &lt;br /&gt;
*&#039;&#039;&#039;Shield of Distraction:&#039;&#039;&#039;  Re-rolls saves of 1 and also nerf enemy heavy hitters and heroes with a -1 to the melee hit rolls of an enemy model within 3&amp;quot;. This stacks with Lead from the Back, meaning that the affected model suffers from a -2 to hit for their melee against your War/Clawlord (and your other, non-monster heroes within 3&amp;quot; of it)&lt;br /&gt;
*&#039;&#039;&#039;Screenskull Trophies:&#039;&#039;&#039;  Subtract 1 from bravery characteristic of enemy units within 13&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Flaypelt Cloak:&#039;&#039;&#039;  Re-roll hit and wound rolls of 1 for melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Rustcursed Armour:&#039;&#039;&#039;  Re-roll saves of 1. Pick an enemy hero with an artefact of power within 3&amp;quot; and roll 3D6. On a roll of 13 destroy the artefact (a 9.72% chance each turn).&lt;br /&gt;
*&#039;&#039;&#039;Warpstone Charm:&#039;&#039;&#039;  Every hero phase pick a unit within 3&amp;quot; and roll a dice. On 2-5 inflict 1 mortal wounds, on a 6 inflict D3 mortal wounds. (if no enemy units must pick a friendly unit or itself). Personally, I&#039;d skip this one.&lt;br /&gt;
&lt;br /&gt;
====Moulder====&lt;br /&gt;
*&#039;&#039;&#039;Lash of Fangs:&#039;&#039;&#039; Pick 1 melee weapon, if unmodified hit roll is a 6 inflict 1 mortal wound in addition to normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Foulhide:&#039;&#039;&#039; Heal up to D3 wounds each of your hero phases. This one&#039;s probably tied with the Crown for the best of the lot, as keeping your Master Moulder alive is top priority as long if Moulder units make up an important chunk of your army.&lt;br /&gt;
*&#039;&#039;&#039;Snap-snap Snarepole:&#039;&#039;&#039; Pick 1 enemy model within 3”, -1 to their hit rolls. Good for a Master that likes babysitting their Rat Ogors, but that&#039;s a risky business.&lt;br /&gt;
*&#039;&#039;&#039;Rat-tail Snake:&#039;&#039;&#039; If unmodified save roll is a 6, attacker suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Rabid Crown:&#039;&#039;&#039; Re-roll wound rolls for &#039;&#039;&#039;Moulder Pack&#039;&#039;&#039; units within 13”. This is very VERY useful for turning Giant Rats into piranhas on legs.&lt;br /&gt;
*&#039;&#039;&#039;Fleshgift Vial:&#039;&#039;&#039; Once per battle in your shooting phase, pick an enemy unit within 6” and roll a D6. On a 1 they suffer 1 mortal wound, on a 2-5 it’s D3 mortal wounds, on a 6 it’s D6.&lt;br /&gt;
&lt;br /&gt;
====Eshin====&lt;br /&gt;
*&#039;&#039;&#039;Shadow Magnet Trinket:&#039;&#039;&#039; Once per battle the bearer can fight first in combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Farskitter Cloak&#039;&#039;&#039;: Once per battle remove the bearer and set them up anywhere on the battlefield more than 9” from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;The Three Fangs:&#039;&#039;&#039; Once per battle, in your shooting phase, pick an enemy hero within 6” and roll 3 D6. If all 3 rolls are 3+ and the total is more than the targets wounds characteristic it is slain.&lt;br /&gt;
*&#039;&#039;&#039;Warpweeper Stars:&#039;&#039;&#039; One of the bearers missile weapons inflicts D3 mortal wounds if its unmodified wound roll is a 6.&lt;br /&gt;
*&#039;&#039;&#039;The Cube of Mists:&#039;&#039;&#039; Once per battle pick an enemy unit within 6”. That unit cannot pile-in and suffers -1 to hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Gnawbomb:&#039;&#039;&#039; Once per battle 1 terrain feature within 6” becomes a gnawhole until your next hero phase.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
&lt;br /&gt;
Any Wizard Hero, depending on it&#039;s type, gets to choose one spell from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
====Lore of Ruin====&lt;br /&gt;
&#039;&#039;Grey Seers Only&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Scorch&#039;&#039;&#039;:  casting 5, roll number of dice equal to casting roll, for each 6 an enemy unit within 13&amp;quot; suffers 1 mortal wound. &lt;br /&gt;
#&#039;&#039;&#039;Splinter&#039;&#039;&#039;:  casting 6, roll a dice against a model within 6&amp;quot; and if you roll over is wounds, it is slain. Best against Unit command Models and elite units.&lt;br /&gt;
#&#039;&#039;&#039;Skitterleap&#039;&#039;&#039;:  casting 6, 1 friendly hero with wounds characteristic of 12 or less (i.e. any hero except the bell, the furnace and Thanquol) can be placed anywhere on the battlefield more than 9&amp;quot; from enemy units. Teleporting: no longer for the Deceivers alone. Use this to nab objectives, send a Warbringer &amp;lt;s&amp;gt;or Abom&amp;lt;/s&amp;gt; (Abom is not a hero) to crush the enemy backline, or even as a panic button to get your Warpseer/&amp;lt;s&amp;gt;Bell&amp;lt;/s&amp;gt;/Seer (Bell is 13 wounds) out of whatever bullshit you&#039;ve gotten them into. Combos well with the gnawholes allowing you to skitterleap a Verminlord/Seer next to a gnawhole deep in enemy territory, let off a couple of spells and then jump back in your movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Plague&#039;&#039;&#039;:  casting 7, roll a dice for each model in an enemy unit within 13&amp;quot;, on a 5+ that model suffers 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Death Frenzy&#039;&#039;&#039;:  casting 7, pick 1 skaventide unit that is not a hero and wholly within 13&amp;quot;, any model slain until the next hero phase can pile-in and attack. &lt;br /&gt;
#*its worth noting that this applies to death from any source, so if your models are in combat then you may use this in reaction to shooting, spell damage etc. &lt;br /&gt;
#* Anyone know if this pairs well with the Various suicide juices that skaven get (Skavenbrew, Vigourdust Injector, etc.)?&lt;br /&gt;
#&#039;&#039;&#039;Warpgale&#039;&#039;&#039;:  casting 8, D3 mortal wounds against an enemy unit within 26&amp;quot;. Charge and run rolls are halved, and flying units cannot fly until next hero phase.&lt;br /&gt;
&lt;br /&gt;
====Lore of Warpvolt Galvanism====&lt;br /&gt;
&#039;&#039;Clan Skryre Only&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;More-more-more Warp Power!&#039;&#039;&#039;:  casting 7, 1 SKRYRE unit within 12&amp;quot; can re-roll hit and wound rolls until next hero phase. Then suffers D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Chain Warp Lightning&#039;&#039;&#039;:  casting 6, select D6 enemy units within 18&amp;quot;, each suffers 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Warp Lightning Shield&#039;&#039;&#039;:  casting 6, first 3 wounds allocated to the caster are negated. On a 4th wound the caster suffers D6 wounds and the spell is unbound.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-VermintideWarscroll8sng.jpg Vermintide]:&#039;&#039;&#039; useful as a Predatory Roadblock, when a Non-Skaventide unit is ends a normal move or charge near it, roll 13 dice and they take mortal wounds for each 6.  Can also do this to one nearby unit when it moves, chosen by the moving player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-WarpLightningVortex7xlu.jpg Warp Lightning Vortex]:&#039;&#039;&#039;  Note* the errata released July 2019 nerfed cast range to 13&amp;quot; down from the original 26&amp;quot;. An Area Denial Spell, that creates a 7&amp;quot; equilateral Triangle( hard to set up on uneven Terrain) with any unit that is within 6&amp;quot; of it takes D3 mortal wounds on 4+ (D6 on an unmodified 6) with bonuses to the roll based on how many of the pylons they are in range of. If they happen to start their turn within 6&amp;quot; of it they can&#039;t run or fly. Because this thing activates in the movement phase, it&#039;ll fire off twice a round, three times when it&#039;s cast. Combo with shackles and the warp gale spell from the grey seer. If all that gets cast the effect is brutal. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-BellofDoomWarscroll6qdk.jpg Bell of Doom]:&#039;&#039;&#039; Its a flying screaming bell! It has a janky &amp;quot;auto dispel itself and do damage&amp;quot; effect when cast or moved with a low probability of happening. Otherwise it is a 13&amp;quot; no battleshock bubble which also reduces enemy bravery by 1. However, it must roll 3d6 whenever it finishes a move, and on a 13 it explodes and does d3 mortal wounds to everything (this includes your poor rats) within 13&amp;quot;. Decent, but likely to be outshone by the vortex due to its risk factor and the ready availability of other, less temporary (and volatile) methods of negating battleshock.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
*the following True Skaven,  Verminlord Daemons, and Moulder pack animals and Fighting beasts are all united by the &#039;&#039;&#039;Skaventide&#039;&#039;&#039; Keyword. &lt;br /&gt;
===Named Leaders===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Lord_Skreech_Verminking.pdf Lord Skreech Verminking]:&#039;&#039;&#039; combining weapons from several of the vermin lord options and the same 5+ save versus all damage, the king of the rats also brings a &amp;quot;choose each turn&amp;quot; multi-option buff that has six different effects. He can choose from +1 to spell casting, d3 wounds self-heal, exploding sixes mortal wounds off his plague reaper, - 1 to be hit by enemies or increased rend of the glaive from -1 to -3. In addition, he has the warpseer two spell cast and a really good spell that rolls 13d6 and does mortal wounds on a 4+ per dice. It then summons a unit of clan rats equal to wounds caused, making it go from good to amazing due to the potential swing on an objective being 14 on average (seven mortal wounds, seven new rats). He rounds off with a command ability that&#039;s a bubble of reroll 1s to hit within 13&amp;quot;. A great character, although possibly outshone by the next guy... &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Thanquol.pdf Thanquol on Boneripper]:&#039;&#039;&#039; oh lordy it&#039;s 400 points but you get a lot of bang for your buck here! The great grey seer and his custom ride are better than ever, combining solid spell casting and impressive ranged and melee damage with good resilience and a strong command ability in an all-round excellent package. Firstly, he&#039;s a 14 wound slab of health with the same 5+ save after save on top of a 4+ normal save. This is supported by a one wound self heal every turn. The behemoth drop off isn&#039;t too bad either and bone ripper will be useful as long as it is alive. The good stuff is with Thanquol and his magic, boasting Arkhan the Black levels of casting buff, double cast and dispel, and a fantastic spell which forces enemy heroes to fight either their allies or even themselves. Hit the five times waagh buffed Warboss with this and he will literally beat himself to death! Thanquol also access the excellent lore of ruin as a grey seer. Bone ripper is no slouch either and can be equipped with any combination of up to four weapons chosen from warpfire projectors or braziers. The damage output can get crazy high and he has clubbing blows to back up whichever option suits you best. Four warpfire throwers are possibly one of the most rage-inducing answers to horde lists ever created...(Actually, that seems like huge overkill, two will on average hit every model in the unit that is in range for a mortal wound).  Finally, Thanquol has a command ability which, whilst situational, will be amazing when needed. He spends one cp and grants, three other heroes, the ability to use the rules book standard command abilities for no cost. Combine this with the masterclan CP regain and you could harvest 3cp back for spending one...can anyone else say &amp;quot;faq&amp;quot;? &lt;br /&gt;
&amp;lt;s&amp;gt;Updated as of 08/07/2019: the Designer&#039;s Commentary states that 4 Warpfire Projectors will not allow you to roll 4 dices per model in target enemy unit, you only roll 1 dice for each model regardless of your equipped Warpfire Projectors. &amp;lt;/s&amp;gt; (It actually says the opposite of that, you roll 1 dice per model for each warpfire projector. The FAQ asked if they could do 4 times 4 dice per model)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skritch_Spiteclaw.pdf Skritch Spiteclaw]:&#039;&#039;&#039; Quite similar to the Clawlord, with a few key differences. His Wicked Halberd has a 2&amp;quot; range, and he returns models to his Swarm. But, he lacks the +1 attack per suffered wound ability of the standard Clawlord. Else, the stats are all the same. Overall, a pretty good pick, take alongside his Swarm for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Warbringer.pdf Verminlord Warbringer]:&#039;&#039;&#039; (Verminus, Behemoth, 280pts)Clan Verminus wizard daemon. like all Verminlords, he has 12 wounds, two spells per turn, degrading stats, a 5+ save against wounds and mortal wound, and a -1 bravery aura. Warbringers also re-roll wounds when near friendly swarms, and their punch-knife can deal extra damage. His best stuff is his command ability that lest Verminus to Reroll 1s to hit and wound and a spell that let d3 Skaventide  Attack before they are killed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Deceiver.pdf Verminlord Deceiver]:&#039;&#039;&#039; (Eshin, Behemoth, 300pts) Clan Eshin wizard daemon. A sneaker Verminlord, with an anti-horde shuriken, an increased ability to dodge missiles, and the ability to teleport almost any distant &#039;&#039;&#039;Skaventide hero&#039;&#039;&#039; to anywhere on the board more than 6&amp;quot; from an enemy.  Teleport your Arch-Warlock smack in the middle of your opponent&#039;s forces, add a little bath-salts, and watch as your tesla bomb deals an absurd number of mortal wounds to everything around it (or explode in a blaze of drug-laced glory).  A lot of dice need to be rolled for this to work out, but hey, why not? &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:&#039;&#039;&#039;  (Nurgle Pestilens, Behemoth, 280pts) a Daemon of Clan Pestilens.  Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives Pestilens wholly within 13&amp;quot; re-roll to hit (his previous ability was converted into a Plague Furnace prayer).  With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the Shadow Realm artifact list and have 10 chances to absolutely murder heroes and monsters.   Otherwise, you can take the Blade of Symmetry (Hysh) for +1 Damage and double his already solid damage output.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Warpseer.pdf Verminlord Warpseer]:&#039;&#039;&#039; (Masterclan, Behemoth, 300pts) More Wizard of the Greater daemons, able to generate more command points each round and has an orb that gives a Re-roll saves until you fill like chucking it a hero. Its command ability is the no battleshock aura off the Screaming Bell, basically, which is fucking excellent.   Between its orb and access to the Suspicious Stone artifact, this is easily the toughest of the Verminlords and makes a great general for any mixed Skaven army.  Weirdly, due to the keyword restriction on spell lore, it can chuck out two spells per turn but can&#039;t know any of the lore spells. Good for the endless spells I guess? &lt;br /&gt;
&lt;br /&gt;
{{anchor|FWWarpgnaw}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS//aos-warscroll-Warpgnaw-Verminlord.pdf Warpgnaw Verminlord] (Forgeworld):&#039;&#039;&#039; (Masterclan, Behemoth, 320pts) The former Exalted Verminlord. He&#039;s generally inferior to the GW ones with only 10 wounds and a glaive that&#039;s not as good as a doomglaive but has consistent damage (though it is subject to damage). He lacks a Command Ability and doesn&#039;t have Terrifying either. His only ability is being a Gnawhole delivery vehicle, making a sudden arrival to allow a Skaven unit to move through a vanguard Gnawhole. It also can only cast one spell, with a unique spell that can kill a single model if you roll a d6 and roll higher than its wounds, making it only useful on foot heroes and really weak things otherwise.&lt;br /&gt;
**Link is outdated. The new Warscroll is only in Azyr. The Warpgnaw Verminlord no longer brings a unit with him. Instead only the Verminlord deepstrikes in next to a Gnawhole. Additionally it has gained Terrifying. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clawlord.pdf Clawlord]:&#039;&#039;&#039; Your standard hero with 5 wounds, a 4+ save. he has 3 3+/3+/-1/d3 attacks and gains +1 attack for each missing wound he has. Not that you actually want this guy in close combat as his true worth is his command ability which lets you pick a VERMINUS unit wholly within 13&amp;quot; and give it an extra attack with each of its melee weapons. This is an amazing command ability for your rat horde as it gives your clanrats 100% increased damage output and your Stormvermin 50% increased damage output.&lt;br /&gt;
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{{anchor|FWWarlordBrood}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-skaven-warlord-on-brood-horror.pdf Clawlord on Brood Horror] (Forgeworld):&#039;&#039;&#039; A Clawlord riding a giant rat and getting +3&amp;quot;, +3 wounds, d3 wound regen, and a +1  Bravery Aura. Also bumped the blade&#039;s Rend to -2 for whatever reason (although it does lose &#039;Cornered Fury&#039;).  Don&#039;t have the monster keyword so it doesn&#039;t lose Scurry Away (which is strange given the giant rat). The rat itself is no slouch with two weapons putting out a total of 9 well hitting and wounding attacks. At a steep price and low(ish) wound count for a 200+ model, you will have to use him strategically.&lt;br /&gt;
** Massive point correction on skaven FW units drops this bad boy down to 160! With Verminous Valor a Clawlord on Brood Horror can be a massive pain the arse. If you can give up 60pts (roughly an endless spell or &amp;quot;free&amp;quot; cp) seriously consider upgrading the foot clawlord.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warlock_Engineer.pdf Warlock Engineer]:&#039;&#039;&#039; your Mad Science wizards. armed with a Wizard staff and Pistol. The staff can be overcharged for more damage. The only spells Warlocks know are Warp Lightning and one from the Lore of Warpvolt Galvanism. Warp Lightning is a 13&amp;quot; upgraded Arcane Bolt that has no limit to the number of times it can be cast and can be overcharged following the usual method.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warplock_Bombardier.pdf Warlock Bombardier]:&#039;&#039;&#039; A Warlock with a Bazooka, which can overcharge its single shot&#039;s damage from d6 to 2d6. Otherwise, all the same stuff and engineer can do... So pretty much a better choice if you have the option because ranged attacks are a thing for Skryre. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Arch_Warlock.pdf Arch-Warlock]:&#039;&#039;&#039; A Wizard in Power Armor. Has a Warlock staff, Powerclaw and can cast two spells. His Unique spell is a Warp Lightning that effects d3 units instead of one, but on a bad overcharge you can kiss his furry arse goodbye. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Deathmaster.pdf Deathmaster]:&#039;&#039;&#039; The Skaven Ninja, able to hide in every skaven unit at once like Schrodinger&#039;s Fanatic. They throw a bunch of stars then charge in with either a dagger with rend and d3 damage or claws with 7 attacks. Always best to give this guy artifacts that improve his hero killing powers.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Master_Moulder.pdf Master Moulder]:&#039;&#039;&#039; A heroic Packmaster that can Heal a Pack model d3 wounds. Command ability can replace a destroyed Moulder Pack unit on a roll of 5+, on the border edge of your deployment zone. This might not sound like much initially, but it has a global range (so even if the unit dies on the other end of the table, you can attempt to bring it back) and can can be used multiple times on the same unit. Having that blob of 40 Giant Rats you just spend three turns hacking away at come right back is some of the most demoralizing shit imaginable. A steal for 100 points if you plan on making Moulder a pillar of your army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:&#039;&#039;&#039; Your standard Pestilens hero. Surprisingly killy since he gets an extra attack for each weapon on the charge. He now only has two damage Prayers and deals more mortal wounds after combat to all non PESTILENS units.  Fairly inexpensive for the damage they can do and an easy way to get extra chances at a GREAT PLAGUE.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:&#039;&#039;&#039; It&#039;s 3 Plague Monks with a Plague Priest on a huge censer-thing. It can&#039;t move its 6&amp;quot; unless within 6&amp;quot; of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges.   At full health, the Great Plague Censer now does an impressive 1d3+4 mortal wounds on a 2+.  On top of this, it stops battleshock for Skaventide and damages all the non-Clans Pestilens units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. You probably want 2 to make sure one or both of these buffs goes off on your Plague Monks.  It&#039;s clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don&#039;t like to do. On the other hand, the Monks do very much like those tasty tasty buffs, yes-yes.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Grey_Seer.pdf Grey Seer]:&#039;&#039;&#039; A generic spellcaster, but to be honest he&#039;s quite good at that. Can now cast and unbind 2 spells and has a unique spell, Wither, which can cause D3 damage to most units and hero&#039;s alike, and it also debuffs them for the next combat round. However, his best ability is probably the Warpstone Token; when you cast a spell you can use a token ( you have infinite, by the way ) and if you do so you roll 3D6, if the result is 13 then the spell is cast and cannot be unbound.... BUT your Grey Seer is slain after the effects of the spell. On anything other than a 13 you can remove one dice and use the remaining result as your casting. Pretty good, but has a 10% chance of killing him. For what it costs ( 140 pts ) the Grey Seer is pretty good, and it&#039;s not a bad idea to use him in almost every Skaven list.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Grey_Seer_Screaming_Bell.pdf Grey Seer on Screaming Bell]:&#039;&#039;&#039; Take a Grey Seer and put him on a GIANT BELL OF DOOM, and you have the Screaming Bell. The first thing to know about the Bell is that it can&#039;t move on its own and needs to be pushed by other SKAVENTIDE models. It can move 6&amp;quot; so long as there are 10 or more SKAVENTIDE units within 6&amp;quot;. This movement reduces as the bell takes damage. This obviously means that it should stay close to the Skaven Infantry. The most important ability of the Bell however is, of course, the bell! It peals in your Hero Phase, and to do so you have to roll two dices and see what effect the peal has. You only hurt yourself on a roll of 2, and that&#039;s D3 mortal wounds. The other effects are mixed, you can buff your army, damage the opponent&#039;s army or simply SUMMON A FUCKING VERMINLORD. Oh, and did I mention that even if your bell takes damage the effect of the peals doesn&#039;t change? Yeah. The only thing that decreases is the range of the buffs and debuffs, as well as the melee statistics, but that shouldn&#039;t bother you. The Seer on top of the Bell knows a different spell from the dismounted one, this time it damages units with low Move. Unfortunately, the Seer loses the Warpstone Tokens. The Bell also has a 5+ ward save and has a pretty good ability that negates battleshock tests within 13&amp;quot;. It costs 80 points more that a vanilla Seer, but I&#039;m sure it will repay its price.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
&#039;&#039;If you run a mixed SKAVENTIDE army these are your minimum required battlelines&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clanrats.pdf Clanrats]:&#039;&#039;&#039; your Baseline Skaven unit, a hoard of cowardly rats that get stronger and braver when they have the numbers. Can have 40 of them for 200pts. They have a 6&amp;quot; move and shields that improve save as long as they have 10+ models, an ability that lets them retreat and charge and +2 to run. A possible strategy is to use enemy units as a slingshot to reach weaker targets or contest objectives by a series of move+charge+retreat+move+charge another unit. You have the usual decision of a better chance to hit or getting more models in range. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Stormvermin.pdf Stormvermin]:&#039;&#039;&#039; An elite upgrade to clanrats with 2 attack rending halberds and 5+ save + shield. These used to be good, but with the loss of their old rule that let&#039;s them add 1 to hit rolls if they outnumbered their opponent, it made taking groups of 20 viable, but with the new rules, they encourage taking as many as possible, which is a massive price sink. They can be good for a 10 man fluffy bodyguard for your Clawlord or Grey Seer though (and if you&#039;re sick of 3x20 minimum clanrat battleline)&lt;br /&gt;
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====Eshin Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Eshin general and all other non-Allies units are Eshin&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Night_Runners.pdf Night Runners]:&#039;&#039;&#039; the mass vanguard slingers of Skaven. They can move 2d6” after setup and run and shoot. They have better aim than Grot Shootas and generate another hit on a natural 6.  Useful as Early game objective grabbers.  Pretty decent with proper Eshin synergies in place, but generally outclassed by the significantly cheaper clan rat, or the excessively killier plague monk in mixed lists.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Gutter_Runners.pdf Gutter Runners]:&#039;&#039;&#039; Elite version of Night Runners, having more attacks for better quality. Instead of vanguarding, they come onto any board edge on the first turn.Pretty cheap for an elite infantry option, especially since their small unit size makes it easy to get the regiment discount.  A single unit of 20 and a Deathmaster won&#039;t set you back very many points, but gives you a very flexible way of dealing with key heroes or even a pesky behemoth hero.  At worst you have a strong backline harassment unit that packs a really solid punch.&lt;br /&gt;
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====Moulder Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Moulder general and all other non-Allies units are Moulder &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Giant_Rats.pdf Giant Rats]:&#039;&#039;&#039; A weaker but faster than Clanrats with a more variable size. They have no save and the reach of their attacks increase the more models they have. Command points are likely required to keep them in line. Sit a couple of packmasters by them though, and they WILL NOT BREAK. These guys still benefit from the battle trait horde bonus, so they can be pretty killy. Just don&#039;t expect them to stick around too long.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Ogors.pdf Rat Ogors]:&#039;&#039;&#039; as the name implies they are Ogors like Fighting beast Pack unit with strong attacks and 1 out of 2  can have a Gunhand. Keep them near your Handler for +1 to hit and make them your champions for more wounds.&lt;br /&gt;
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====Pestilens Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Pestilens general and all other non-Allies units are Pestilens &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:&#039;&#039;&#039; Your basic Pestilens troop, having less armour but makeup for this in damage potential. You are highly encouraged to take max units of 40 since you can take one of two Standards and Instruments for every 20 models, they receive the juicy Overwhelming Mass buffs, and you&#039;ll get a nice point discount for your trouble. Their leader damages a unit each hero phase. The Standards can either inflict mortal wounds when they die or increase damage by 1. The musicians can either give you a chance for better Rend or improve your movement. The charge bonus now applies to all weapons instead of just the foetid blade.  Let&#039;s analyze the two weapons options:&lt;br /&gt;
**Plague Monks with two foetid blades will cause an average of 0.75(1.18 with both Overwhelming Mass buffs) saves per model or 1.12(1.55) when they charge&lt;br /&gt;
**Plague Monks with a foetid blade and a woe-stave will cause an average of 0.66(1.22) saves per model or 1.083(2.0!) when they charge with one of the weapon hitting from 2&amp;quot; instead of 1&amp;quot;.  If you can get in with the Overwhelming Mass buff still intact, these guys will be dishing out way more damage than the dual foetid blades, especially when taking into account the extra ranks of woe staves you&#039;ll be getting in. Since they wield two weapons, buffs that grant extra attacks to units&#039; weapons (like the Plague Furnace prayer and The Glotkin&#039;s command ability) are doubly effective on these guys.  To put these guys&#039; absurd damage output into perspective, a unit of 20 with foetid blades + woe staves dish out 60 attacks without any bonuses, 100 attacks on the charge, and a whopping 140(!) attacks with a +1 attack buff. Just think about that for a second.. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:&#039;&#039;&#039; Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3&amp;quot; on a 4+ during your hero phase, and can reroll hits and Battleshock if they&#039;re within 13&amp;quot; from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won&#039;t be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks.&lt;br /&gt;
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====Skryre Battleline====&lt;br /&gt;
&#039;&#039;Battleline if the army has Skaventide Allegiance and a Masterclan or Skryre general and all other non-Allies units are Skryre &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Stormfiends.pdf Stormfiends]:&#039;&#039;&#039; The Unholy Collaboration Between Skryre and Moulder. Has Taken taken a similar nerf Grundstok Thunderers suffers, the weapons are divided up between a Trio. the anti-infantry Rat can take either Warpthrowers or mortars,  another can take Gatling guns or the ability for the unit to deep strike, and finally, another can take a pair of reliable or random fists. Skaven players who used them pre battletome will lament the loss of the triple warpfire projector unit. In their current incarnation, this may be the least attractive ranged choice. The projectors do not benefit from the engineer buffs available to the unit, nor can the be used after using gnawholes or grinder fists. The other weapon options do due to their longer range and standard hit mechanics. &lt;br /&gt;
**they are also are part Moulder, lending their array of Weaponry to but they lack the Keywords to properly interact with them.&lt;br /&gt;
***This also means that they can be included in pure Moulder armies, and are those armies&#039; only dedicated range.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skryre_Acolytes.pdf Skryre Acolytes]:&#039;&#039;&#039; Mass bomb throwers, able to run and throw their globes with -2 rend and d3 damage. They look pretty bad on paper, but if you add in the buffs available to Skryre and you don&#039;t mind taking damage (hey its skaven) then this missile attack can become pretty impressive, with hit bonus and hit and wound rerolls and a damage buff all available. A large unit is still quite cheap and makes a good hiding place for warpfire throwers too. Shame that you have to build them one model at a time for $10 USD per model. Better get ready to do some conversion (the now defunct poison wind mortars make decent acolytes).&lt;br /&gt;
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===Other Units===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Ratling_Gun.pdf Ratling Gun]:&#039;&#039;&#039; Clan Skryre weapons team.  Weapon team are always a cheap way to increase your damage output, though lacks protection against retaliation. An infantry mower of 2d6 attack, that can double its roll, but like all weapon teams now, on a double the team auto-dies after it shoots. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warpfire_Thrower.pdf Warpfire Thrower]:&#039;&#039;&#039; Clan Skryre weapons team. Close range anti-blobs that rolls for each model and deals mortal wounds on a 4+. When you overcharge, you roll 2 dice for each model but the Thrower dies on a roll of 1 or 2 made after dealing damage. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warp_Grinder.pdf Warp-Grinder]:&#039;&#039;&#039; Clan Skryre weapons team. Allow you to deepstrike them and another unit. Similar to the Stormfiend Warp Grinder&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Doom_Flayer.pdf Doom-Flayer]:&#039;&#039;&#039; Clan Skryre weapons team. A melee sports unit. can have some troubles with a movement of 2d6, but can give your clanrats the needed buzzsaws. They can boost their attacks from a d6 to 2d6s but will die after attacking on a roll of doubles or a 7.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Swarms.pdf Rat Swarms]:&#039;&#039;&#039; Clan Moulder. what happens when you condense 5 Giant rats into a single unit, they can never get the numbers to benefit from Overwhelming Mass. They can resurrect one 4 wound model a turn. Wound per models and number of attacks Giant rats hit better and have more wounds, but Swarms are less likely to suffer battleshock and recover models. NOPE. Skip these. Any self-respecting unit in the game can put these guys down in two turns of melee, even with their returning models. Use Giant Rats instead, they can at least benefit from the Battle Trait horde bonuses.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Packmasters.pdf Packmasters]:&#039;&#039;&#039; Clan Moulder. No longer heroes. 1 in 3 may take a Things-Catcher. +1 to Melee Hit Rolls and double Bravery of friendly Clans Moulder Pack units wholly within 12&amp;quot;. At 60 points, they should be considered. Just remember their buffs don&#039;t stack with each other, or a Master Moulder. Can&#039;t buff Stormfiends any more. &lt;br /&gt;
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{{anchor|FWWolfrats}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-wolf-rats.pdf Skaven Wolf Rats] (Forgeworld):&#039;&#039;&#039; Clan Moulder. Giant Rats on steroids. With a Save to boot. Gets +1 to wounds the turn the charge. When normally hitting on 3s and wounding on 3s, have them charge, and keep them all in range of a pack of Packmasters or a Master Moulder, they&#039;re hitting and wounding on 2s. Overall, a very solid and relatively cheap cavalry option that&#039;ll rip into any soft target you launch them at.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Spiteclaws_Swarm.pdf Spiteclaw&#039;s Swarm]:&#039;&#039;&#039; These guys can be nasty little buggers. 4 models, each with a different weapon. All are hitting on 4&#039;s, wounding on 4&#039;s, most with 2 attacks, one with 1, most with 1&amp;quot; range, one with 2&amp;quot;, a 6+ save, they&#039;re a mixed bunch. Ideally, you&#039;re keeping these guys within 13&amp;quot; of Skritch, so he can give them back D3 models per turn. Just don&#039;t let Krrk die, he can&#039;t come back. If Skritch kicks it, Krrk gets 2 extra attacks. Should the unit take a Wound, or a Mortal Wound, on all successive Wounds and Mortal Wounds in that turn roll a dice, on a 5+ you ignore it. Sit these guys in cover, cast Mystic Shield, they&#039;ve got a 5+ save, re-rolling 1s, ignoring all past the first Wound on a 5+, D3 coming back in your Hero Phase. All in all, they&#039;re alright. Can be a nuisance.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Hell_Pit_Abomination.pdf Hell Pit Abomination]:&#039;&#039;&#039; Clan Moulder. With a 2d6 move, it can keep pace with a Doomwheel, or lag behind your entire army. Has a melee weapon that deals mortal wounds for every 2+ (degrading) rolled (one dice per model from target unit that is within 3&amp;quot;). Heals d3 wounds in the Hero Phase, all enemies in 3&amp;quot; subtract 1 from their Bravery, it can flat out ignore spells that target it on a 4+, and it has a 1/3 chance to heal d6 wounds the first time it&#039;s killed. It won&#039;t be dying quickly based on this. But with a 5+ save, and 12 wounds, it could just as easily die with good enough rend and some poor dice rolls.&lt;br /&gt;
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{{anchor|FWBrood}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-warscroll-brood-horror.pdf Brood Horror] (Forgeworld):&#039;&#039;&#039; Clan Moulder. your [[Macharius]] to a [[Baneblade]]. It&#039;s not that impressive. It&#039;s rules read like they took the rules of the Abomination, made the move the above average roll on a 2d6, improved the save by 1, knocked off 4 wounds, most of the abilities, and nerfed it&#039;s weapons a tad. One of them appears to be designed to fight from behind a line of your chosen Battleline, with a 3&amp;quot; range, but it only has 3 attacks with it, the average 3+/4+, no rend and 1 damage. The other weapon is where it shines; 6 attacks, 3+/4+, -1, 2 Damage. Not too shabby.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Doomwheel.pdf Doomwheel]:&#039;&#039;&#039; Clan Skryre. A Chariot with an overchargeable Gun and can run over and Mortal wound almost everything that was near it during the movement phase. You can also reroll its 4d6 move but any rolls of a 1 the second time, your opponent can run over your lines if you roll a 1 on a dice. It has a gnarly gun (1d6/3+/3+/-1/d3) that can potentially evaporate anything with decent rolls.  Like most of the Skryre things, it can overcharge its Warp Bolts, but on a double you take 2d6 mortal wounds.  This is definitely a go big or go home type of unit and you&#039;ll be overcharging it every chance you get.  It&#039;s speed will ensure you get in range of key targets (elite infantry/behemoths) and even with lower end rolls (4-6 shots) you&#039;ll be doing a decent amount of damage.  All in all, this is somewhat random and little risky.  It can win you the game or lose it for you. Fun times all around though.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warp_Lightning_Cannon.pdf Warp Lightning Cannon]:&#039;&#039;&#039; Clan Skryre. Can deal up to 6 mortal wounds when shooting. You actually have to roll a dice in order to calculate the minimum roll you need for the wounds to score. If a Warlock is next to it, he can overcharge the thing and boost it up to 12 potential mortal wounds. At the risk of damage for each 1 you roll. Interesting to note is that because of the way these things fire, they couldn&#039;t give less of a fuck about &amp;quot;Look Out, Sir!&amp;quot; rules. Use this to show those smug Sigmarine zoomers how we did things in the World-That-Was.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plagueclaw.pdf Plagueclaw]:&#039;&#039;&#039; Clan Pestilens. It&#039;s an indirect firing war machine. You know those. They have a nice range and can stand waaay back. Brutal against big hordes, okay against heroes and monsters (as D6 wounds at 30 inches, rend -2, is pretty good), and subtracts 1 from the target&#039;s bravery &#039;&#039;even if it doesn&#039;t hit&#039;&#039;.  When targeting units of 10 or more, it&#039;ll force a save 55% of the time; 69% in the foulrain batallion.  With only one shot per round, it is rather inconsistent.  You&#039;ll want at least 2 if you really plan on them having an effect on the fight.  An average war machine when used to it&#039;s fullest potential, and a terrible one when not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warplock_Jezzails.pdf Warplock Jezzails]:&#039;&#039;&#039; Clan Skryre. your Rat Snipers. Park on the backfield and pick off the support units. They Re-roll to hit if they don&#039;t move, deal 2 mortal wounds on 6 to hit. and gain +2 against missiles in addition to the cover you should be standing on. Potent 3+ save right there. Mystic Shield, and it&#039;s 3+ re-rolling 1s. Another unit that gets a little crazy good with the engineer buffs in skryre. Extra damage on them is great and if you really want to kill off something at range, then you can buff the hit roll and give them a wound reroll option of the low low price of d3 jezzails dropping dead at the end of the shooting phase. As the game has very few long range attacks, jezzails will mess with your opponent as they are a great medium wound hero killer.&lt;br /&gt;
** Without any buffs (just their innate re-roll to hit), a unit of 3 is causing an average of 1.5 saves at -2 and 2 damage.  A reliable way to deal 2-4 damage at a long range, but not all that impressive given their point cost.  They really start to shine when you take larger units and stack a couple of buffs.  Take a unit of 6 with an accompanying skryre hero with the Vigordust Injector artefact (+1 to hit rolls).  Use the artefact and a warpstone shard for +1 Damage, and now you have a 30&amp;quot; volley that averages around 3.5 saves at -2 and 3 damage.  That&#039;s 9 damage against anything with a 4+ save (not even accounting for the potential mortal wounds on 6s).  Even with Look Out Sir! taken into consideration, you&#039;re averaging 7 damage, which is enough to take out a large number of heroes in the game.   &lt;br /&gt;
**If you want some extra reach, throw &amp;quot;More-more-more warp power&amp;quot; on them too, and it bumps the damage output against a 4+ save to 11.85 damage.  Again, this is before accounting for mortal wounds.  This means you&#039;re likely killin a pesky 12 wound behemoth in a single volley with this setup.  While it seems like a big investment for a unit that ends up self-destructing relatively quickly, there&#039;s not a lot of things in the game that can consistently pull that kind of damage off at such a long range.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-GnawholeWarscroll5wjc.jpg Gnawholes]:&#039;&#039;&#039;  They might not seem like much, but the Skaventide terrain piece has a couple of nifty abilities that most Skaventide lists should try and take advantage of.  Their only downside is that you are limited to 3 and they all have to be setup along the board edges.  &lt;br /&gt;
**As long as there is a Skaventide Hero within 6&amp;quot; of a gnawhole, you can transport any Skaventide unit wholly within 6&amp;quot; of that gnawhole to another gnawhole (within 6&amp;quot; but 9&amp;quot; from enemies).  This can let you play whack-a-mole(rat?) with weapons teams or artillery pieces that might have become compromised.  Or you can set one up in your opponents backfield and force them to baby sit it or risk an unpleasant surprise later in the game.  It&#039;s a welcome mobility option and something to consider when scheming you army lists.  &lt;br /&gt;
**In addition, Skaventide Wizards and Priests get +1 to Casting, Unbinding, and Prayer rolls when within 1&amp;quot; of a gnawhole.  Great for making sure you get that Warpgale or Warplightning Storm off, or getting that yummy prayer buff on your flanking Plague Monks.  The +1 to unbinding is a juicy cherry on top.  Synergizes well with your wizards&#039; various drug addictions, giving Skaven a strong presence in the hero phase that many factions can&#039;t compete with.  &lt;br /&gt;
**Lastly, each gnawhole acts as deadly terrain for any enemy that ends a move/charge within (a rather pitiful) 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Virulent Procession===&lt;br /&gt;
(100pts) &#039;&#039;One Verminlord Corruptor, 2+ Congregations of Filth, 0-1 Foulrain Congregation, 0-1 Plaguesmog Congregation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of your hero phase pick 1 terrain feature within 13&amp;quot; of the Verminlord Corruptor. Roll a D6 for each enemy unit within 3&amp;quot; of that terrain feature. On a 4+ they suffer D3 mortal wounds.  Not a bad super battalion in a Pestilens list since you&#039;re likely running all these units anyways.  420 points for 3 CP, 3 Artefacts and some okay buffs - it&#039;s gonna depend on how much you value the CP/artefacts.  &lt;br /&gt;
&lt;br /&gt;
====Congregation of Filth====&lt;br /&gt;
(160pts) &#039;&#039;One Plague Priest on Plague Furnace, 2+ units of Plague Monks&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll a dice each time you allocate wounds to the Plague Monks whilst within 18&amp;quot; of the battalion&#039;s Plague Furnace. On a 6 that wound is negated. &lt;br /&gt;
*Under &amp;quot;ideal&amp;quot; circumstances, this probably saves 5 out of 30 monks that would have been killed before you fight back.  Maybe it happens twice in a match, but that&#039;s still only worth 80 points and super situational.  You are usually better off with more monks.  Taking this is contingent on how much you value CP/Artefact/First Turn.&lt;br /&gt;
&lt;br /&gt;
====Foulrain Congregation====&lt;br /&gt;
(110pts) &#039;&#039;One Plague Priest, 3 Plagueclaws&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add 1 to wound rolls for missile attacks whilst within 13&amp;quot; of the battalion&#039;s Plague Priest.  Bumps each Plagueclaws success rate from 55% to 69% (when targeting units of 10 or more).  You may as well go all in and give the Plague Priest Architect of Death to bump it up to a respectable 80%. &lt;br /&gt;
&lt;br /&gt;
====Plaguesmog Congregation====&lt;br /&gt;
(120pts) &#039;&#039;One Plague Priest on Plague Furnace, 2+ units of Plague Censer Bearers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Re-roll the dice that determines if any enemy units suffer mortal wounds when using the Poisonous Fumes ability.&lt;br /&gt;
&lt;br /&gt;
===Warpcog Convocation===&lt;br /&gt;
(60pts) &#039;&#039;One Arch-Warlock, 2-5 Enginecovens chosen from the list below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weird sort of miniature Super Battalion which consists of an Arch-Warlock and some smaller Battalions that can only ever be included via this battalion. All of them convey buffs to certain units, so long as they&#039;re within 13&amp;quot; of either the Warlock you took with the coven, or the Arch-Warlock leading the whole Convocation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Rather expensive point-wise, as each enginecoven is priced like a &amp;quot;real&amp;quot; battalion but do not grant you the bonus CP or artefact (you&#039;ll get only one CP/artefact from the entire Warpcog Convocation).  &amp;lt;/s&amp;gt; (Points dropped in July19 FAQ) If you&#039;re taking this, you&#039;ll want to lean into the buffs you get and take large amounts of the units that benefit from them.  This would probably make for a fun 1-drop army that has a lot of pretty efficient ranged weapons.  &lt;br /&gt;
&lt;br /&gt;
====Arkhspark Voltik====&lt;br /&gt;
(60pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 Warp Lightning Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In your shooting phase, pick one of the included Warp Lightning Cannons and lower the result of dice roll to determine that cannon&#039;s power by 1.&lt;br /&gt;
*You can apply the buff to one Warp Lightning Cannon per phase, even if you take more than one with the coven.&lt;br /&gt;
*The only Enginecoven that doesn&#039;t have a Stormfiend tax. This makes it the cheapest of all the Enginecovens.&lt;br /&gt;
&lt;br /&gt;
====Gautfyre Skorch====&lt;br /&gt;
(70pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-4 units of Stormfiends, 1-5 units of Warp-Grinders, 1-5 Warpfire Throwers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 units can travel with the coven&#039;s Warp-Grinders instead of 1, as long as they&#039;re all part of the same enginecoven.  Now that the FAQ made it actually cheaper than just buying a second Warp-Grinder, this is a solid enginecoven to take if you were already planning on using them.   You don&#039;t get the extra body to warp-shank people with, but it helps fill out your Warp Convocation and get those battalion benefits.&lt;br /&gt;
&lt;br /&gt;
====Gascloud Chokelung====&lt;br /&gt;
(90pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 2-5 units of Skryre Acolytes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reroll hit rolls of 1 with missile attacks from the coven&#039;s Acolytes or Stormfiend&#039;s Wind Launchers.&lt;br /&gt;
&lt;br /&gt;
====Rattlegauge Warplock====&lt;br /&gt;
(70pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 1-3 units of Warplock Jezzails, 1-5 Ratling Guns&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reroll 1s for missile attacks from the coven&#039;s Jezzails and Ratling Guns. This sounds like a promising enginecoven at first, but unfortunately it doesn&#039;t affect the Stormfiends&#039; Ratling Cannons and the Jezzails are already usually getting rerolls to hit.&lt;br /&gt;
&lt;br /&gt;
====Whyrlblade Threshik====&lt;br /&gt;
(80pts) &#039;&#039;One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 1-3 Doomwheels, 1-5 Doom-Flayers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add 3&amp;quot; to moves for any units from the coven as long as they started in range of the buff.&lt;br /&gt;
&lt;br /&gt;
====Skratchnik&#039;s Warpcoven====&lt;br /&gt;
(40pts) &#039;&#039;One Warlock Bombardier, 1 units of Stormfiends, 1 Doomwheels, 1 Warp Lighting Canon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The exclusive battalion comes with the Carrion Empire box. As I don&#039;t have that box myself, I don&#039;t know if this needs to be part of Warpcog Convocation or can be independent.&lt;br /&gt;
In the first battle round, roll a dice each time a wound or mortal wound is allocated to a model from this battalion. On a 5+ that wound or mortal wound is negated.&lt;br /&gt;
&lt;br /&gt;
===Claw-Horde===&lt;br /&gt;
(180pts) &#039;&#039;One Clawlord, 1-3 units of Stormvermin and 2-9 units of Clanrats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Clawlord uses their Gnash-gnaw ability, instead of picking 1 unit within 13&amp;quot;, pick all battalion units within 13&amp;quot;.  Conveniently contains 3 battleline units. The buff itself is pretty situational since it can be tricky/clunky trying to keep two or more units wholly within range.&lt;br /&gt;
&lt;br /&gt;
===Fleshmeld Menagerie===&lt;br /&gt;
(160pts) &#039;&#039;One Master Moulder, 0-3 Hell Pit Abominations, 1-3 units of Packmasters, 1-4 units of Rat Swarms or Giant Rats and 1-4 units of Rat Ogres&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the Master Moulder uses Unleash More-More Beasts ability, a new unit is added on a 4+ instead of a 5+.&lt;br /&gt;
&lt;br /&gt;
===Slinktalon===&lt;br /&gt;
(160pts) &#039;&#039;One Deathmaster, 1-4 units of Gutter Runners and 2-8 units of Night Runners&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the combat phase in which the Deathmaster is deployed, re-roll all hit rolls for units in the battalion. Arguably a must have for any Eshin-heavy lists. The main reason to take this battalion is for that extra relic to make your Deathmaster more killy.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
if you devote yourself to a particular clan it&#039;s been FAQ&#039;ed that you can’t take another skaventide clan as allies. FAQ explicitly states that models with the SKAVEN keyword (which is pretty much everything Skaven) cannot be taken as allies in a Skaventide army.&lt;br /&gt;
&lt;br /&gt;
===Nurgle===&lt;br /&gt;
&lt;br /&gt;
Our one and only ally option.  Only permitted if you take a Pestilens Warlord.  There are a lot of options here (over 30 leaders!) so it&#039;s recommended you look through the [https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle#Named_Characters Maggotkin of Nurgle Tactics] page if you&#039;re considering them as an ally.&lt;br /&gt;
&lt;br /&gt;
*One unit to consider in any build is the Chaos Sorcerer Lord.  His ability and unique spell can target any unit, even non-Nurgle ones.  A free Mystic Shield each round, and an easy to cast buff that lets you reroll 1s on saves, hits, AND wounds (melee and shooting!).&lt;br /&gt;
&lt;br /&gt;
*Horticulous Slimux can spawn a single Feculent Gnarlmaw that allows your Nurgle units to advance and charge when near it.  This can make spacing your forces a lot easier and help ensure you get to initiate fights on your terms.  &lt;br /&gt;
&lt;br /&gt;
A quick note here - you, unfortunately, can&#039;t use any of the Nurgle spells like Blades of Putrefaction when allying with Nurgle, since you will only get access to these spells if your army is NURGLE allegiance (as &amp;quot;the Lores of Nurgle&amp;quot; is an Allegiance Ability).&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
Why ANY of these companies would work with Skaven, even for the “promise” of coin, is beyond comprehension. But at least you got options if you do have a reason.&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2620:10D:C091:500:0:0:0:F517</name></author>
	</entry>
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