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===Behemoths=== *'''Skreech Verminking''': also counts as a '''LEADER'''. If it wasn't for his spell, the King of the Verminlords would be a very disappointing unit. Even though he can only cast and dispel one spell, he is the only one now that can cast the Thirteenth Dreaded Spell, so, if you use it, be sure to turn a lot of enemies into rats. Aside from that, though, he doesn't have anything that special: his weapons are identical to the other Verminlords', and his only trick is that he can choose every turn one ability to buff some of his characteristics. His command ability is also pretty simple: reroll all wound rolls of one of the '''SKAVEN''' units within 13" of him. At 300 points he's maybe a little overpriced, but if the Horned Rat helps you his spell will scare the shit out of your opponent. And he's pretty good in melee too. ** NEW EDITION UPDATE: As of the June 2018 FAQ, the Thirteenth Dreaded Spell now turns enemies into Clanrats only just like in the old WHFB, so no more cheesing with Stormvermin summons. *'''Verminlord Warpseer''': also counts as a '''LEADER'''. The Warpseer is the magical Verminlord, and he does his job very well: he can cast two spells, and his unique spell can be very annoying. It works like this: you select an enemy unit within 26" and that unit can't run and fly, and can charge only half the distance, all while suffering d3 mortal wounds. Combine this with The Masque and/or The Changeling to make your opponent cry. Aside from that, the Warpseer can also reroll all his failed save rolls, thanks to his Orb. You can also throw that Orb, but I suggest you not to do that. As a final note, the Warpseer also as a very unique Command Ability: he can spawn 3d6 Giant Rats. The Warpseer can be a pretty good general, powerful with magic and that can quite decently defend himself in melee. *'''Verminlord Corruptor:''' *'''Verminlord Warbringer:''' *'''Verminlord Deceiver:''' *'''Warpgnaw Verminlord:'''
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