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Skaven Army List

Skreet Verminkin Warlord 90pts Warlord A4 LD7

Clan Skreezulz

Scully Tindalos

M5 WS6 BS4 S4 T4 W3 I7

Equipment: Hand weapon, Heavy armour. SPECIAL RULES Scurry Away!: All models in the Skaven army add +1 to the total rolled to determine the distance they flee.. Strength in Numbers: All units in the Skaven army add their current rank bonus to their Leadership value for any Leadership-based test.. Verminous Valour: Skaven characters with this rule can refuse a challenge with no loss of honour. Place model at the back of the unit. Options: Weapons (one choice only): Great weapon: 6pts Range_Combat/Str +2/Special Rule_Two Hands, Strikes Last. Additional hand weapon 3pts Halberd: 3pts Range_Combat/Str +1/Special Rule_Two Hands. Armour Shield: 3pts Enchanted: 10pts (5+ armour save.). Mount (one choice only) War-litter M5 WS4 BS- S4 T- W- I5 A4 LD35pts SPECIAL RULES Borne Litter: Move and fight as a single model (even in challenges). Has four Attacks at WS4, Strength 4, and Initiative 5. The Warlord gains a +1 armour save from his Warlitter and can still use the Look Out, sir! Rule.. May choose items from the Magic Items and Scavenge-pile items up to a total value of 100 points. Skalm: 30pts Use once to cure and heal any wounds. Warbanner: 25pts Banner, + 1 combat resolution . GREY SEER Grey Seer 240 points M5 WS3 BS3 S3 T4 W3 I5 A1 LD7

Equipment: Hand weapon, D3 Warpstone Tokens. SPECIAL RULES Scurry Away! Strength in Numbers Verminous Valour Magic: A Grey Seer is a Level 4 Wizard. He uses the Skaven Spells of Ruin and/or the Skaven Spells of Plague. Can substitute one spell for either Skitterleap or the Dreaded Thirteenth Spell. Magic Items Warpstone Tokens: Grey Seers always start the game with D3 Warpstone Tokens. Options: Mount: Screaming Bell 200pts

May choose items from the Magic Items and Scavenge-pile items up to a total value of 100 points. TALISMAN OF PROTECTION Talisman; 6+ ward save 15 Points

DISPEL SCROLL 25 Points One use only Arcane; Automatically dispel an enemy spell POWER STONE One use only Arcane; +2 dice to cast a spell STAFF OF SORCERY Arcane; +1 to dispel 20 Points

35 Points

Skaven Army List

Clan Skreezulz
removed as casualty.

Scully Tindalos

Replace building with difficult terrain and place survivors in a unit so that at least one model is touching the newly formed rubble. If any models cannot fit, they are removed as casualties. SKAVEN SPELLS OF PLAGUE D6 1 SPELL DIFFICULTY

Pestilent Breath 5+ Place the Flame template with the narrow end in base contact with the caster. Any models touched by the template suffer a Strength 2 hit with no armour save allowed. May be used in close combat, one enemy in base contact takes D6 Stength 2 hits with no armour saves allowed. SKAVEN SPELLS OF RUIN 2 Bless with Filth 7+ Causes friendly units within 12 to have D6 SPELL DIFFICULTY Poisoned Attacks in close combat. The spell lasts until the end of the next player turn. If the unit 1 Skitterleap 5+ already has Poisoned Attacks then it causes an Transport any friendly infantry character automatic wound on a To Hit roll of 5+ instead of within 12. Place model anywhere and at least 1 the normal 6. away from enemy models. 3 Wither 8+ 2 Warp Lightning 6+ The caster may choose any single unit within Is a magic missile with range of 24 and 12, including a unit in close combat to have the causing D6 Strength 5 hits. If number of hits rolled Toughness value of the unit reduced by -1. Lasts for is 1, then caster suffers Strength 5 and not the the rest of the game and any creatures reduced to a target. Toughness of 0 are removed as casualties. 3 Howling Warpgale 7+ 4 Vermintide 8+ Flying creatures may not fly and use basic Place large round template in base contact move. All missile weapons that roll To Hit suffer a -1 with caster and move template in a straight line penalty in addition to any other penalties. 4D6 away from the caster (not impassable terrain 4 Death Frenzy 9+ or water). All units touched suffer 3D6 Strength 2 Can be cast on any friendly unit within 18. If hits. Can be cast while the Sorcerer is in combat, successfully cast the unit will go into a state of however, no template is used. Instead choose a Death Frenzy, adds +2 attacks. Unit remains in single enemy unit in base contact with caster. Hits state until it loses in close combat. Units that are are distributed as per shooting. DF'zied suffer D6 automatic wounds, no armour 5 Cloud of Corruption 11+ saves. (distributed as per shooting). Roll a dice for every unit within 12 of caster. 5 Scorch 10+ Enemy units are affected on a roll of 4+, models Place small template anywhere within 24. from Clan Pestilens on a roll of 5+. Affected units Any model touched suffers a Strength 4 Hit, all suffer D6 strength 5 hits, no armour saves allowed. wounds caused count as Flaming Attacks. Any unit Roll separately for each unit. that suffers an unsaved wound must take a panic 6 Plague 13+ test. Choose one enemy unit, within 18 of caster. 6 Cracks Call 11+ Models in the affected unit must take a Toughness A crack appears in the ground at the casters test. On a fail the model suffers a single wound with feet, running 4D6 in a straight line, any direction in no armour save allowed. the characters arc of sight. Any model in path must make an Initiative test to leap clear. After working out the effects of the spell and removing casualties, roll a dice on chart below and Models that fail are removed as casualties. War apply results until the spell ends or no targets in machines must instead roll a 5+ or be destroyed. range. Buildings collapse on a roll of 5+. Any models inside must pass an Initiative test or be 1 The spell backfires, the opponent can decide

Skaven Army List

Clan Skreezulz

Scully Tindalos

to end the spell or choose any one unit within 12 of a unit affected by the spell during this Magic phase Equipment: and pass it on as per the 5-6 result. The unit Hand weapon selected suffers as above. Heavy armour 2-4 The spell ends. Attached Unit: A Weapon Team must be deployed at the same time and within 3 of the unit it was bought with. Free to move, counts as normal unit. When within 3 of its parent unit it can use that units rank bonus to modify its own Leadership, and has a +4 ward save against ranged attacks. A destroyed, fleeing or broken Weapon Team never causes Panic tests in friendly units. WARPFIRE THROWER Range: Artillery dice Strength: 5 Damage: D3 Save: -2 Is a move or fire weapon but can pivot on the spot. All models touched by the template are hit automatically (Flaming Attack). A unit suffering any casualties must take a Panic test. Rapid Reaction: The Warpfire Thrower can stand & shoot if it is charged. WARPFIRE THROWER MISFIRE CHART 1-2 Whompfff!The diabolic device explodes. Place the large round template over the Weapon Team, resolve hits as normal. 3-5 Fuel Leak. Highly explosive fuel leaks amd ignites. Roll 2D6 and the scatter dice to determine the team runs before exploding. They will stop if thet touch a unit or impassable terrain. Go to 1-2 to resolve. 6 Pppphhtt! Something has been sprayed but not warpfire. The crew may not fire this turn. POISONED WIND MORTAR (Warpstone Weapon) Range: 6-24 Strength: See below Damage: 1 Save: none SPECIAL RULES M5 WS3 BS3 S3 T3 May move and fire. Can fire at any visible target or, if within 3 of parent unit can use their line of sight to fire. If target not visible then the shot will scatter double the distance rolled on the artillery dice unless a hit is rolled. Any single model that lies under the direct centre of

5-6 The casting player can decide to end the spell or pass it to another target within 12 of a unit affected by the spell. The unit selected suffers as above. Units cannot be affected twice by this spell in the same Magic phase. THE DREADED THIRTEENTH SPELL Curse of the Horned Rat 25+ This spell can affect a single infantry unit within 24 and line of sight of the caster. Turns 4D6 of targeted unit's models into Clanrats. Remove enemy models and replace them with Clanrats. No saves of any kind are allowed. CLANRATS x20 80 points Clanrat M5 WS3 BS3 S3 T3 W3 I4 A1 LD5 Clawleader M5 WS3 BS3 S3 T3 W3 I4 A2 LD5 SPECIAL RULES Scurry Away! Strength in Numbers Options: Spear Shield UpGrades Musician Standard Bearer Clawleader 4 points 8 points 8 points point point

Attached Weapon Team Warpfire Thrower Poisoned Wind Mortar 70 points 65 points

WEAPON TEAMS Weapon Team W1 I3 A2 LD5 SPECIAL RULES Scurry Away! Strength in Numbers Attached Unit

Skaven Army List

Clan Skreezulz

Scully Tindalos

the template takes a wound on a dice roll of 4+ with determine exactly which one is struck. no armour saves allowed. All other models touched by the template take a wound on a roll of 5+ with Cornered Rats: Desperate Skavenslaves can be no armour saves. vicious. Should a Skavenslave unit break from combat, all units within D6" (friend or foe) The crew wear protective gear and only suffer a immediately take D3 S3 hits. wound on a roll of 5+ when touched by any part of the template. Another hit is added to the total rolled for each additional rank of slaves after the first one. The POISONED WIND MORTAR MISFIRE broken unit, including any characters that joined them, are then removed, just as if they had been 1-2 Foomph! The bomb explodes prematurely wiped out in close combat. in the tube, enshrouding the area in an instant green fog. Place large template centred on Weapon Team. Models touched by the blast are wounded on a 4+, no armour saves allowed. Remove PWM. 3-5 Wildly off Target. The opponent can place the WARLOCK ENGINEER template any where they likes within 3D6 of the intended position. Resolve hits as normal. Warlock Engineer W2 I4 A1 LD5 6 Clogged. No firing may take place this turn. Equipment: SKAVENSLAVES x20 40 points Hand weapon Skavenslave A1 LD2 Pawleader A2 LD2 Equipment: Hand weapon SPECIAL RULES Scurry Away! Strength in Numbers Expendable Cornered Rats Options: Additional Equipment: Spears Shields Upgrade Musician Upgrade Pawleader point point 2points 4 points M5 WS2 BS2 S3 T3 W1 I4 M5 WS2 BS2 S3 T3 W1 I4 SPECIAL RULES Scurry Away! Strength in Numbers Verminous Valour MAGIC Can be upgraded to Lv1/2 Wizard. Uses Skaven Spells of Ruin list. Can substitute one spell for Warp Lightning. Options: Magic (one choice only): Upgrade Level 1 Wizard Upgrade Level 2 Wizard Weapons (one choice only): Warkock-Augmented Weapon 45 points Warplock Pistol 8 points Warpmusket 15 points May choose items from the Magic Items (including Clan Skryre Gear of War items) and Scavenge-pile up to 50 points. THE SCAVENGE-PILE WARPMUSKET...............15 points 50 points 85 points 15 points M5 WS3 BS3 S3 T3

Expendable: All Skaven, except other Skavenslaves, automatically pass Panic tests caused by Skavenslaves. Also, Skaven can voluntarily target ranged attacks at enemy units engaged in close combat with Skavenslaves (but no other friendly troops). As combatants are constantly in motion, all successful hits must be randomised between the fighting units (1-3 friend, 4-6 foe). If there are multiple units, further randomise to

Skaven Army List

Clan Skreezulz

Scully Tindalos

A warpmusket is a move or fire weapon that has a range of 24 and is Strength 5. A warpmusket is Armour Piercing, use Unstable Ammunition and is a Warpstone Weapon. POISONED ATTACKS.........15 points All close combat attacks made by the model count as Poisoned Attacks. This will affect a tail weapon, but not any magic weapons or a Rat Hound Bodyguard. TAIL WEAPON...............8 points A model with this additional blade, spike or mace can make an additional S3 attack at the user's WS and Initiative. It can be used in addition to other attacks including an additional hand weapon or even a magic weapon, although it gains no magical properties. WARPLOCK PISTOL...........8 points A warplock pistol follows the rules except it has a range of 10. A warplock pistol is Armour Piercing, uses Unstable Ammunition, and is a Warpstone Weapon. RAT HOUND BODYGUARD.......5 points A model with a Rat Hound upgrade can make an additional WS3, S3 attack. This attack is made at the owner's Initiative, however, on a To Hit roll of 1 the rat hound will instead inflict an automatic hit on its owner. PACKMASTERS SPECIAL RULES Scurry Away!, Strength in Numbers. Packmaster M6 WS3 BS3 S3 T3 W1 I4 A1 LD5 Master Moulder M6 WS5 BS3 S4 T4 W2 I5 A2 LD6 Mixed Unit: Packmasters and Master Moulders lead units of Giant Rats or Rat Ogres. They cannot leave their unit or join another one. Missile Hits and Impact Hits against Mixed Units are randomised as follows: roll a D6: on a 1-4 a Giant Rat is hit, on a 5-6 a Packmaster is hit. If there is a Master Moulder or any differently equipped beasts, then hits must be further randomised to determine exactly where hits should be allocated.

Running with the Pack: while leading Rat Orgre packs with at least a single Rat Ogre alive, Packmasters and Master Moulders are immune to Fear. Verminous Valour: Although they are champions and not characters, Master Moulders have Verminous Valour. PACKMASTER TOOLS OF THE TRADE Whip: A whip counts as an additional hand weapon if the bearer is in base contact with a foe. In addition it can be used from rear ranks, allowing the bearer to make a single attack (regardless of the models number of Attacks) through a rank of Rat Orges or over up to three ranks of Giant Rats. Things-catcher: These polearms are a staple amongst the beast-handling and creature-catching crowd. A things-catcher requires two hands to wield and confers to the Killing Blow ability. RAT ORGES SPECIAL RULES Scurry Away!, Strength in Numbers, Fear, Frenzy, Mixed Units. Rat Ogre M6 WS3 BS1 S5 T4 W3 I4 A3 LD5 Master-bred RO M6 WS4 BS1 S5 T4 W3 I5 A4 LD5 Beast Pack: As long as at least a single Packmaster or Master Moulder is alive a unit of Rat Orgres can use his Leadership and Strength in Numbers rule. Additionally, if a unit of Rat Orgres begins a friendly turn without at least one Packmaster or Master Moulder they must test for Stupidity.

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