
Health
9,248
Armour
55
Leadership
85
Speed
70
Melee attack
62
Melee defence
67
Weapon strength
200 base + 400 armour-piercing, +25 vs large
600
Charge bonus
70
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Abilities
Scurry Away!Augment · +10% SpeedpassiveScurry Away!Augment+10% SpeedPassive"He who runs away lives to fight another day!" - so the foul, craven adage goes.
ShadowstriderTransform · Skreech will teleport to the selected location within range, A deadly warp-beam will damage enemies upon arrivalactiveShadowstriderTransformSkreech will teleport to the selected location within rangeA deadly warp-beam will damage enemies upon arrivalCooldown 120 s · Wind-up 3 sThe warp offers numerous shortcuts, but only to those who are wretched enough to take them.
Will of the VerminkingAugment · -16 LeadershipactiveWill of the VerminkingAugment-16 LeadershipCooldown 120 s · Duration 29 s · Range 35 mNo creature can defy the will of the Verminking.
Protection of the Horned RatAugment · +60 Missile Resistance, Effect intensity increases as the unit takes damagepassiveProtection of the Horned RatAugment+60 Missile ResistanceEffect intensity increases as the unit takes damagePassiveUnder an unholy gaze, the split twin tails of the Verminlords stay forever protected.
The Dreaded Thirteenth SpellExplosion · Huge explosion area, Summons a unit of Stormvermin…activeThe Dreaded Thirteenth SpellExplosionHuge explosion areaSummons a unit of StormverminSummoned units degrade over timeStrong vs multiple unitsCooldown 52 s · Duration 13 s · 1 use · Wind-up 5 sBy the dreaded Thirteenth Spell, the Curse of the Horned Rat rends the fabric of reality, spilling forth the Horned One’s children!
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Patch changes
New unit in this patch.
Skreech Verminking skill tree
44 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
SneakySneakyUnlocks at rank 7
Missile resistance: 10%
TricksyTricksyUnlocks at rank 7
Spell resistance: 10%
ImmortalityImmortalityUnlocks at rank 19
When normally killed in action, this Hero will be wounded instead
MentorMentor3 levelsLevel 1
Character will share +15% of experience earned between all other active Heroes of the same type
Character will share +30% of experience earned between all other active Heroes of the same type
Character will share +50% of experience earned between all other active Heroes of the same type
Master of RuinMaster of Ruin
Winds of Magic cost: -10% for all spells
Ability number of uses: +1 for ""
Winds of Magic power reserve: +3 per turn
The Horned Rat's WatchersThe Horned Rat's Watchers
Leadership: +5 (Hero's army)
Spell resistance: 10% (Hero's army)
Vigour loss reduction: -25% (Hero's army)
Ruinous ArsenalRuinous Arsenal
Attacks cause "Discouraged" effect, reducing leadership
Melee attack: +10
Weapon strength: +15%
Conquest BelowConquest Below
Construction cost: -10% for Under-Empire buildings
Income from Under-Empire buildings: +15%
Construction time: -2 for Vermintide buildings
Patron of Great SkavenPatron of Great Skaven
Character experience gain: +15% (accompanying Lord)
Ward save: +10% (accompanying Lord)
Casualty replenishment rate: +15% (accompanying Lord)
Will of the VerminkingWill of the Verminking
Ability number of uses: +1 for ""
Ability: ""
Attribute: Unbreakable
Hit points: +15%
Tail WeaponTail Weapon
Melee attack: +3
Weapon strength: +4%
Ruin & DecayRuin & Decay2 levelsLevel 1
Weapon strength: +10% when fighting against Dwarfs
Weapon strength: +10% when fighting against Lizardmen
Weapon strength: +2%
Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and men
Weapon strength: +5%
Thick-SkinnedThick-Skinned2 levelsLevel 1
Armour: +7
Armour: +15
Blade MasterBlade Master2 levelsLevel 1
Melee attack: +6
Melee attack: +12
IndomitableIndomitable2 levelsLevel 1
Leadership: +6
Leadership: +12
PlaguereaperPlaguereaper
Ability: ""
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Scarred VeteranScarred Veteran2 levelsLevel 1
Hit points: +7%
Hit points: +15%
Blade ShieldBlade Shield2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
Speed: +7%
Speed: +15%
Doom GlaiveDoom Glaive
Ability: ""
Warp LightningWarp Lightning2 levelsLevel 1
Cooldown: -30% to "Warp Lightning"
Overcast spell: "Warp Lightning Upgraded"
Cooldown: -50% to "Warp Lightning"
Miscast base chance: -15% for "Warp Lightning Upgraded"
Overcast spell: "Warp Lightning Upgraded"
Winds of Magic cost: -1 for "Warp Lightning"
Winds of Magic cost: -2 for "Warp Lightning Upgraded"
Musk of FearMusk of Fear
Passive ability: "Musk of Fear"
SkitterleapSkitterleap3 levelsLevel 1- Spell: "Skitterleap"
Cooldown: -30% to "Skitterleap"
Overcast spell: "Skitterleap Upgraded"
Cooldown: -50% to "Skitterleap"
Overcast spell: "Skitterleap Upgraded"
Miscast base chance: -15% for "Skitterleap Upgraded"
Winds of Magic cost: -1 for "Skitterleap"
Winds of Magic cost: -2 for "Skitterleap Upgraded"
Death FrenzyDeath Frenzy2 levelsLevel 1
Cooldown: -30% to "Death Frenzy"
Spell: "Death Frenzy"
Overcast spell: "Death Frenzy Upgraded"
Cooldown: -50% to "Death Frenzy"
Miscast base chance: -15% for "Death Frenzy Upgraded"
Overcast spell: "Death Frenzy Upgraded"
Winds of Magic cost: -2 for "Death Frenzy"
Winds of Magic cost: -3 for "Death Frenzy Upgraded"
VermintideVermintide
Cooldown: -50% to "Vermintide"
Spell: "Vermintide"
Winds of Magic cost: -2 for "Vermintide"
EvasionEvasion
Passive ability: "Evasion"
PlaguePlague2 levelsLevel 1
Cooldown: -30% to "Plague"
Spell: "Plague"
Overcast spell: "Plague Upgraded"
Cooldown: -50% to "Plague"
Miscast base chance: -15% for "Plague Upgraded"
Overcast spell: "Plague Upgraded"
Winds of Magic cost: -3 for "Plague"
Winds of Magic cost: -4 for "Plague Upgraded"
Cracks CallCracks Call2 levelsLevel 1
Cooldown: -30% to "Cracks Call"
Spell: "Crack's Call"
Overcast spell: "Cracks Call Upgraded"
Cooldown: -50% to "Cracks Call"
Miscast base chance: -15% for "Cracks Call Upgraded"
Overcast spell: "Cracks Call Upgraded"
Winds of Magic cost: -3 for "Cracks Call"
Winds of Magic cost: -4 for "Cracks Call Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Black-Clad KillersBlack-Clad KillersUnlocks at rank 13
Ability: ""
Armour-piercing weapon and missile damage: +3 for Eshin units (Hero's army)
Speed: +10% for Eshin units (Hero's army)
Hero action success chance: +10% (factionwide)
Imposing CommandersImposing CommandersUnlocks at rank 13
Melee attack: +8 for Clanrat, Skavenslave and Stormvermin units (own army)
Melee defence: +8 for Clanrat, Skavenslave and Stormvermin units (own army)
Character's aura leadership effect: +13
Income from post-battle loot: +5% (factionwide)
Disciples of Disease and DecayDisciples of Disease and DecayUnlocks at rank 13
Chance of a plague spreading: -20% (all armies factionwide)
Attribute: Immune to Contact Effects
Enables "Poison!" contact effect for Pestilens units (own army)
Physical resistance: 15% for Pestilens units (own army)
Infernal InventorsInfernal InventorsUnlocks at rank 13
Armour: +15 for Skryre units (own army)
Reload time reduction: +10% (own army)
Armour-piercing weapon damage: +50
Research rate: +5
Master MutatorsMaster MutatorsUnlocks at rank 13
Passive ability: "Regeneration"
Charge bonus: +15 for Moulder units (Hero's army)
Incoming Healing Modifier: +25% for Moulder units (Hero's army)
Growth: +5 (all provinces)
Prophets of the Great Horned RatProphets of the Great Horned RatUnlocks at rank 13
Cooldown: -10% to all spells (Hero's army)
Winds of Magic cost: -10% for all spells (Hero's army)
Spell intensity: +10%
Control: +3 (all provinces)
TrainingTraining3 levelsLevel 1
Training action: Unit experience gain is increased by an additional 10%
Training action: Unit experience gain is increased by an additional 20%
Training action: Unit experience gain is increased by an additional 30%
Spread CorruptionSpread Corruption3 levelsLevel 1
Spread Corruption action: Skaven corruption is increased by an additional 1
Skaven corruption: +1 (local province)
Spread Corruption action: Skaven corruption is increased by an additional 2
Skaven corruption: +2 (local province)
Spread Corruption action: Skaven corruption is increased by an additional 3
Skaven corruption: +3 (local province)
Damage WallsDamage Walls3 levelsLevel 1
Damage Walls action: 1 additional wall breaches
Damage Walls action: 2 additional wall breaches
Damage Walls action: 3 additional wall breaches
AssassinateAssassinate3 levelsLevel 1
Assassinate action: Additional 3% success chance
Assassinate action: Additional 8% success chance
Assassinate action: Additional 15% success chance
Block ArmyBlock Army3 levelsLevel 1
Block Army action: Movement range is modified by an additional -3%
Block Army action: Movement range is modified by an additional -8%
Block Army action: Movement range is modified by an additional -15%
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Who can field it
- Clan Mors
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.