Thanquol's Mutated Menagerie
An Army of Renown for Skaven: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.
Battle traits
Effect: The Companion weapon ability has no effect on Mutated Menagerie units.
While a friendly Thanquol is within the combat range of another friendly Mutated Menagerie unit:
• That Thanquol has Ward (4+).
• Each time you make a successful ward roll for that Thanquol, allocate 1 damage point to a friendly Mutated Menagerie unit within its combat range after the damage sequence has been resolved.
Declare: Pick a friendly non-Hero Mutated Menagerie unit to be the target. You cannot pick the same unit to be the target of this ability more than once per battle.
Effect: For the rest of the battle:
• Add 2 to the target's Health characteristic.
• Add 2 to the target's Move characteristic.
• Add 1 to the Attacks characteristic of the target's melee weapons.
• The target has Ward (5+)
• At the end of each turn, allocate D3+2 damage points to the target.
Declare: Pick a friendly non-Hero Mutated Menagerie Monster that has not used any Rampage abilities this turn to use this ability.
Effect: This unit has Strike-first for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit would be destroyed, before it is removed from play, roll a dice for each enemy unit within 6" of this unit. On a 3+, subtract 1 from the Attacks characteristic of that enemy unit's melee weapons for the rest of the battle.
After this ability has been resolved, this unit cannot use any other Rampage abilities for the rest of the turn.
Declare: Pick a friendly non-Hero Mutated Menagerie Monster that has not used any Rampage abilities this turn to use this ability.
Effect: This unit has Strike-first for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit would be destroyed, before it is removed from play, roll a D3 for each enemy unit within 6" of this unit. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
After this ability has been resolved, this unit cannot use any other Rampage abilities for the rest of the turn.
Heroes (2)
Units (5)
Rat Ogors6" · 4W · Sv 5+ 130
Hell Pit AbominationD6+5" · 14W · Sv 5+ 200
Brood Terror6" · 12W · Sv 5+ 200
Stormfiends6" · 6W · Sv 4+ 230
Brood Terror (Scourge of Ghyran)6" · 12W · Sv 5+ 240
Spell Lore
Declare: Pick a friendly Mutated Menagerie Wizard to cast this spell, pick up to 3 visible friendly Mutated Menagerie units wholly within 13" of them that are affected by the 'More-more Mutation!' ability ot be the targets, then make a casting roll of 2D6.
Effect: For each damage point allocated to the target at the end of this turn by the 'More-more Mutation!' ability, add 1 to the target's control score until the start of your next turn.
Artefact of Power
Declare: Pick a friendly non-Hero Mutated Menagerie Monster unit wholly within 13" of this unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target's melee weapons for the rest of the battle. However, at the end of each turn, allocate D3 damage points to the target.
Heroic Trait
Declare: Pick up to 2 friendly non-Hero Mutated Menagerie Monster units wholly within 13" of this unit to be the targets.
Effect: The targets can each use the 'All-out Attack' or 'All-out Defence' command this phase even if that command has been used by a friendly unit this phase.
Manifestation Lore
Declare: If this Manifestation was not set up this turn, pick each enemy unit within 6" of this Manifestation to be the targets.
Effect: When a number of damage points equal to this Manifestation's Health characteristic are allocated to it, this Manifestation is destroyed and all its parts are removed from play.
Declare: If there is not a friendly Warp Lightning Vortex on the battlefield, pick a friendly Skaven Wizard to cast this spell, then make a casting roll of 2D6.
Effect: Set up the first part of the Warp Lightning Vortex within 18" of the caster and visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.