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==Warhammer Fantasy== [[File:Vl3.jpg|350px|right|thumb|My horns-horns are ''absolutely'' fabulous-fabulous!]] When they debuted in the 4th edition Skaven army book, having not been present in the 3e Warhammer Armies [[splatbook]] where the Skaven debuted, Vermin Lords were simple creatures; costing 600 points, they had Movement 8, Weapon Skill 8, Ballistic Skill 8, Strength 8, Toughness 7, Wounds 7, Initiative 10, Attacks 8 and Leadership 10. They couldn't, however, take any gear apart from their signature Doom Glaive, a magic weapon that causes D3 Wounds on a hit. They had the special rules Greater Daemon (4+ daemonic aura save) and Cause Terror, and were level 4 Magic Users who could use all spells from the Skaven spell deck, including those normally restricted to Grey Seers. They were considered "Characters" under the rules of this edition. Like the Skaven themselves, Vermin Lords technically didn't appear in 5th edition, as there was no Skaven army book released for that edition. Instead, they were stuck waiting for Ravening Hordes, the "get you by" book that sat on the cusp of 5th and 6th edition. In this iteration, their stats were Movement 8, Weapon Skill 8, Ballistic Skill 0, Strength 6, Toughness 6, Wounds 6, Initiative 10, Attacks 6 and Leadership 10. They were Large Targets, Caused Terror, and were Daemons. They had the spellcasting abilities of Level 4 Wizards, had a 4+ Armor Save, and wielded Doom Glaves, which were magic weapons that caused D3 Wounds on a hit. They couldn't take extra magic items, join the unit, or be the army's general. This iteration cost 475 points and used up a Lord slot and a Hero slot. As with most of the Skaven "characters", Vermin Lords didn't make it into the 6th edition Skaven army book - instead, you had to either wait for them to make it into Citadel Journal, or look them up on GW's website of the edition. This iteration of the Vermin Lord is almost identical to its Ravening Hordes counterpart, save for dropping 1 Leadership (so from Ld 10 to Ld 9). It's a 0-1 character that takes up a Lord, Hero and ''Rare'' army slot, costs 650 points, and has the following special rules: ::Daemonic (Instability, 5+ Daemonic Aura) ::Immune to Psychology ::Cause Terror ::Stands Alone: A Vermin Lord can't join units. ::Horned Rat Incarnate: A Vermin Lord ''must'' be your Army's General if taken, and all friendly Skaven units with a model within 6" of a Vermin Lord are Immune to Psychology. ::Doom Glaive: A Vermin Lord's attacks ignore armor saves. ::Spellcaster: A Vermin Lord is a Level 4 [[Wizard]] who uses the Skaven Magic spell list, though it has no Warpstone Tokens. After this, Vermin Lords disappeared from all subsequent Skaven Army Books, only returning as part of [[The End Times]]. 8.5 Verminlords all cost 500 points and have Movement 8, Weapon Skill 8, Ballistic Skill 8, Strength 6, Toughness 6, Wounds 6, Initiative 10, Attacks 5 and Leadership 8. The exception is the Warbringer, who costs 550 points and has Attacks 6. They share the following special rules: * Immune to Psychology * Large Target * Scurry Away! * Terror * "Horned Rat's Blessing": This unnamed rule means that all Verminlords are 4th level Wizards who can generate any combination of three spells from either or both of the Skaven Spells of Ruin and Plague. Their fourth spell is chosen automatically for them based on what kind of Verminlord they are. * Daemonic Attacks: All attacks this model makes, including Stomp, count as magical. * Protection of the Horned Rat: 5+ Ward Save. * Rat-Daemon: Verminlords count as daemons for any special rules, abilities, weapons, spells and so on that affect Daemons. They may never be the army's General. Verminlord Corruptors have the special rules Frenzy and Plaguemaster (Plague is automatic spell, can re-roll failed casting rolls when casting Plague), and wields the Plaguereapers (Magic Paired Melee Weapons, Always Strikes First). Verminlord Deceivers have the special rules Shrouded in Darkness (enemy units suffer an additional -1 penalty when making shooting attacks against the Verminlord) and Shadowstrider (Skitterleap is automatic spell, can re-roll failed casting rolls of Skitterleap, can cast Skitterleap on itself). It has the magic weapons Warp Stiletto (Magic Melee Weapon, Armor Piercing and Poisoned Attacks) and Doomstar (Magic Ranged Weapon, Range 12", Strength User, Arcing Death [may make as many shots as the number of models in the front rank of the target unit that are in range], Poisoned Attacks, Quick to Fire). Verminlord Warbringers have the Verminous Fury (Death Frenzy is automatic spell, can re-roll failed casting rolls when trying to cast Death Frenzy) special rule and wields the Doom Glaive and Punch-dagger (Magic Paired Melee Weapons, Killing Blow, Multiple Wounds D3). Verminlord Warpseers have the Master of Lightning (Warp Lightning is automatic spell, can re-roll failed casting rolls of Warp Lightning, always counts as rolling a 6 for number of hits inflicted with Warp Lightning) special rule. It wields a Doom Glaive (Magic Melee Weapon, Multiple Wounds D3). It carries the Scry-orb (Enchanted Item, +1 to Ward Save, can sacrifice the item and thus the ward bonus to make a once-per-game attack that forces D6 models under the small round template within 12" + scatter to pass Initiative or be destroyed automatically).
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