SKAVEN

Renegade Army List
DRAFT V1.5.2.2

For Use With Warhammer: The Old World Rules

This document allows you to play a Skaven Army in games using the rules from Warhammer: The Old World. To use the contents of this document, you will need a copy

of the Warhammer: The Old World rulebook.

The rules contained within this document allow players the opportunity to play Warhammer: The Old World using rules that we hope better reflect the legacy, history and feel of the Skaven faction as they have appeared in previous editions.
These rules are intended to be fair and fun to use wherever Warhammer: The Old World is played and will be maintained in concert with the playing community for as long as it is necessary to do so.

These rules are unofficial and in no way endorsed by the authors or publisher of Warhammer: The Old World.  

How to read this document:

Where this document differs from the official Legacy PDFs entries will be highlighted in [blue], while any new changes from previous Renegade Legacy Pack entries will be highlighted in [magenta]. This way players can easily spot where this document is different from versions past, as well as any official publications. Sections highlighted in [Yellow] are not yet completed or in development.

Todos:

  • Allies (copy the logic of the rules for Grand Army Cathay)
  • Collecting guide (using mix of GW and 3rd party options.)
  • Dedication and Editors Note
  • Monstrous Renegadum: Skaven Mounts, FW Models, and Verminlords.  

Link to all other current Renegade Pack Drafts

Change Log:

As community feedback comes in I will update any changes I’ve made below, along with commentary for my reasoning. So far the process has been incredibly rewarding and the insights that I’ve gotten will make this a much stronger document than anything I could have done myself. So thank you very much for your input, and keep the ideas flowing!

Each time I make a significant update, I will also change the last number of the version. IE: Renegade Skaven 1.5.2.2.

When will these be finalized? My goal is to have things finalized as soon as possible. Once I feel like we’ve ironed out the bugs and areas of contention I will begin posting the final docs on www.squarebased.com.

Previous versions can be found below:

1.5.2.1

Verminous Valour - An Essay from the Desk of Val Heffelfinger

  • A big part of what took this update so long was deliberating on Verminous Valour. It’s a rule that has been central to Skaven identity since at least 6th edition. In Old World, I have come to discover that it’s a rule that’s been interpreted in two significantly different ways. Both are viable as far as meeting that “vibe” element of Renegades, however only one is grounded in how the rules were originally written in the Legacy PDF.

    The first way is essentially like the Bretonnian Prophetess. The character can retire at any time but retains all the buffs and effects on the unit. Unfortunately this just isn’t how the rule was written. I’ve gotten some feedback complaining about “nerfing” VV because people were used to getting all of the buffing benefits. However, when you retire (usually from refusing a challenge) you become Schrodinger's character: the rules don’t really state where you go (the character “take[s] up a position away from the fighting rank.) You don’t contribute attacks or receive attacks anymore and you “Confer no benefits to the unit in the form of Leadership, special rules, or anything else.” The exception the original version of Verminous Valour provided is “however, the unit may still use this character's Leadership.” So that’s all you get when you retire.


When I look at the history of the rule, from “Lead from the Back” in 6th to Verminous Valour in 7th and its errata’d version in 8th, we see an increasing restriction on the buffs a character can give the unit from a back rank. Shrinking from something akin to the prophetess in 6th, to allowing the BSBs and Leadership in 7th and finally just Leadership in 8th. The Leadership allowance was carried forward to Old World and that was plausibly purposeful.


What Old World expanded was WHEN you could slink away. Previously Verminous Valour was related to challenges only, however now a character may retire “at any time.” This pairs rather powerfully with the mechanics of when a character can “move through the ranks” and reposition itself to the fighting rank. At the start of a round of combat  a character “may, if they are not within the fighting rank when their combat is chosen … move through the ranks to join the fighting rank.” Under “refusing a challenge” (one of two places rules for “retiring” are written - the other being “too many characters”) it says: “Once a character or champion has been retired from combat [by refusing a challenge], they cannot return to the fighting rank whilst their unit is still engaged with the enemy model that issued the challenge.” With Verminous Valour there has been no challenge and no refusal, and thus, no restriction for returning to a fighting rank in a future round of combat.

What this means is that a VV Character who has a higher initiative can make their swings and retire before the enemy has a chance to hit them. They can then return to the fighting rank if the combat is ongoing at the start of the next combat and  continue playing peekaboo until the combat resolves (or the Unit Strength of the unit dips below 10.) You can also use this to reposition your gutless rat to avoid a bad matchup, or, seek out something good to stab-stab and probably a billion other things my feeble brain does not comprehend.

The second way Verminous Valour is played came as a surprise to me as I was gathering feedback for the first draft, and I suspect, any opponent that has encountered it. My reaction to this mechanic was that I did not like it. The rule makes interaction with Skaven characters very difficult and one sided rules tend to be bad ones. However, the original rule is written in a way that is so permissive, and the mechanics so clear once you read them, that I’m not willing to say that it’s not intended. Playing it this way is 100% legit and I do not fault anyone for making use of it. Ultimately it feels like a rather Skaveny thing to do.

However that leaves us with a conundrum: what to do about Verminous Valour? Played in this way big bricks of Skaven become a big pool of wounds that must be chewed through before getting to the nougat of character in the middle. It also happens to be one of the more successful ways to play Skaven. The truth is that Skaven characters have very little access to quality saves from armour or regeneration, essentially no access to mounts for additional wounds (aside from the Screaming Bell and Furnace) and combat profiles that are fairly middling compared to other factions. This is of course, by design, and a key part of that Skaveny flavour.

In the original Renegades I tried to stick to a “no nerfs” editorial policy, not perfectly, but it remains a guiding principle. Nerfs are a feels bad, and one better have a pretty good reason to restrict or change a rule for the worse. Here, I think the focus should be on making sure that what is permitted is clear, and to reign in some of the scope (You could retire at “any time” so it’s a rule that could be used to dodge a cannonball, for example. Or, even, once attacks are allocated to the character but before a roll to hit is made.)

I strongly considered adding a leadership check to retire or to return to the fighting rank in an ongoing combat, which seems to be the bolt on Old World solution for powerful character mechanics. However, I think the better path is to clarify and restrict the rule. To make it so opponents can easily understand its use if they were to read it. In the future if this proves to be as unfun as casting a half dozen Pillars of Fire and escaping beyond dispel range we can look at potential solutions.

So that’s it. That’s what I did. Thank you for coming to my Skaven Ted Talk. This has literally been keeping me up at night.

Expendable - Simplify

  • After playing into it a bit re rolling misses as hits on your own guys was pretty tedious. Changed to the original idea of “all misses are hits” on your own unit instead. This will also make the risk of shooting into combat a bit more dangerous.
  • Same change to Poison Wind Globadiers’ “life is cheap”

DREGS - Original rules attempt was so cautious I’m not sure anyone even tried them out (and I’ve heard of a ton of playtest games btw - thank you!) I feel like giving them some more play options is warranted.

  • Criticism of the woke mind virus aside, it brings me great joy to hear people using the name. I also sometimes like calling them Gregs.
  • Removed Scurrying Masses and Pawleader
  • Added ability to bring a  packmaster and upgrade one to a master moulder. Idea here is now the unit has access to dependable leadership 7 that can’t be easily killed out of the unit (thanks to verminous valour). Still Loner, still levies. But maybe they have enough to stick on the table for a round of combat.  
  • Drop to the traditional 2 points per model.
  • Added a max unit size cap of 40. (Still unit locked 1:1 to units of Clan Rats.)

Master Moulder / Packmaster

  • Restored their leadership because apparently I was the only one offended by a unit champ having the same LD as a Skaven Warlord.
  • Also LD 6/7  is very useful for them amongst the Dregs.  
  • RE: use with Dregs… I hope you find this a flavourful solution to allowing Dregs a leadership option. I’d like to think that the Packmaster/ Master Moulder is very good at ducking during moments of incoming friendly fire.

Poison Wind Globadiers - Restrict, slight nerf.

  • Removed the no long range penalty and limited them to 0-1 / 1000. That will hopefully keep things more manageable and be agreeable to most.  

        Dragged Along - dragged to the curb.

  • As was done with the Dark Elf versions I’ve gotten rid of Dragged Along in favour of a simpler rule based on “Will of the Gods” from the Cauldron of Blood in 8th edition.  In this case called “Pushed Into Battle”  (the former name for dragged along in the 7th/8th Skaven book.)
  • This provides the opportunity to differentiate the two in the future. I went with “Will of the Gods” as the solution as it was a simpler version of “Pushed Into Battle” from a later edition that did mostly the same things in a concise way. You may imagine the Rat Ogre pushing the bell on his own if you don’t wish to have it in a unit for that Stubborn bonus.  
  • Allows both playstyles to be used (inside and outside of units) without the rules bloat and restrictions of Dragged Along.
  • Changed the movement profiles for the bell and furnace.

        Screaming Bell - tweaks.

  • Overcooked the negative result a bit, so I’ve dialed it back.
  • Changed the negative result to D3 AP-1 wounds (speeds up the process as well)
  • Changed the 12 result to be D3+3 Wounds to all enemies in command range.
  • Gave the Rat Ogre Warpstone Weapons (just like Rat Ogres)

Giant rats - Changed to Open Order.

  • Feels truer to the unit and also provides some additional differentiation between them and other core infantry options.


Clan Rats - magic standard allowance

  • 0-1 / 1000 may take a banner up to 50 pts. A no brainer option given it is common to core infantry in most armies.


             
Abomination - removed “first charge” bonus.

  • A bit of a hat on a hat for the Abomination. Kept the ap on impact hits though.

        Jezzails! Which I totally didn’t forget about

  • Removed reserve move and added it as an option instead.
  • Restored the pavise save to its original
  • Reduced points to 15 - this is one point cheaper than a superior Cathay Crane gunner without upgrades. Feels right to me.


Skaven

This document contains the following information:

Dedication and Editors Note: A page devoted to the many contributors, past and present, to the creation of this document and some thoughts on the approach from the editor.

Grand Army Composition List: The default army composition list for the Skaven.

Magic Items: As well as the Common magic items detailed in the Warhammer: the Old World rulebook, this army list includes a number of magic items unique to the Skaven.

Special Rules: This section covers rules unique to the Skaven.

The Lore of…: Unique spells used in conjunction with the Lores of Magic found in the Warhammer: the Old World rulebook.


Profiles:
Every model available to the Skaven has a profile. Here, you will find that model’s characteristics, its equipment, its points value, details of any special rules unique to it

and more.

FAQ: Questions and Answers about any unclear interactions arising from these rules.

How to Collect: A guide for where to find quality miniatures for use with this army.


CONTENTS

Skaven Legacy Army List        2

Grand Army Composition List        2

Magic Items        20

Special Rules        23

Lore of the Horned Rat        24

Renegade Skaven Army List


This army list is intended for use alongside the ‘Forming Units’ and ‘Warhammer Armies’ sections of the Warhammer: the Old World rulebook. Over the following pages you will find profiles and rules for each of the models in your army. These pages give you all of the information that you need to shape your collection of models into the units which will in turn form a force ready for battle.

Grand Army Composition List

Characters

Up to 50% of your army’s points value may be spent on:

  • 0-1 Skaven Warlord or Clan Eshin Master Assassin per 1,000 points
  • 0-1 Grey Seer per 1,000 points
  • Clan Skryre Warlock Engineer, Clan Pestilens Plague Priest, or Skaven Chieftains

Core

At least 25% of your army’s points value must be spent on:

  • 0-1 unit of Stormvermin (if Army includes a Skaven Warlord)

OR

  • 0-1 unit of Plague Monks (if Army includes a Clan Pestilens Plague Priest)
  • Clanrats, Nightrunners, Giant Rats and Rat Swarms
  • 0-1 Skaven Dregs for each unit of Clanrats taken.

Special

Up to 50% of your army’s points value may be spent on:

  • Gutter Runners, Rat Ogres, Plague Monks, Stormvermin.
  • If your army includes a Clan Skyre Warlock Engineer:
  • Warplock Jezzails,
  • Poisoned Wind Globadiers 0-1 per 1,000 points

Rare

Up to 25% of your army’s points value may be spent on:

  • 0-1 Hell Pit Abomination per 1,000 points
  • If your army includes a Clan Skyre Warlock Engineer, 0-1 of each of the following may be taken per 1,000 points:
  • Doomwheel
  • Warp Lightning Cannon
  • If your army includes a Clan Pestilens Plague Priest, 0-1 of each of the following may be taken per 1,000 points:
  • Plagueclaw Catapult
  • Unit of Plague Censer Bearers

Mercenaries

Up to 20% of your army’s points value may be spent on mercenaries.

Allies

Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists:

  • Warriors of Chaos (Uneasy)

Battle Standard Bearer

A single Skaven Chieftain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit.

Renegade Skaven Special Rules

On this page you will find a full description for each of the army special rules used by models drawn from the Renegade Skaven army list:

Scurry Away


Models with this special rule have a +1 modifier to the result of any Flee roll they make.


Expendable

If all friendly Skaven models engaged in a combat have this rule, friendly Skaven units may target the engaged enemy units in that combat during the Shooting Phase. Resolve all rolls to hit as normal. Then, using all failed to hit rolls, roll to wound on a unit with the Expendable special rule engaged in the combat chosen by your opponent.

If firing with a model using a blast template, centre the template over a fighting rank so that it touches both friendly and enemy models as equally as possible with as many models as possible. Roll to scatter and resolve the attack as normal.

If using a Magic Missile to target an enemy unit engaged with a friendly unit with this rule, failed casting rolls (but not successfully dispelled rolls or miscasts) count as successfully cast on a friendly unit with the Expendable special rule engaged in the combat chosen by your opponent.

  Poisoned Wind


When a model using a weapon with this special rule makes a roll To Wound, a roll of 5+ is always a success, even if the target's Toughness is so high that the weapon would not normally be able to wound it. Finally, no armour save is permitted against wounds caused by a weapon with this special rule (Ward and Regeneration saves can be attempted as normal).

Note that models wielding weapons that have this special rule are immune to this special rule.

Warpstone Weapons

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

Skaven Misfire table:

1

Whoompff! All of the unit’s ammunition detonates prematurely. All friendly and enemy units within 3” suffer D3 hits using this weapon’s profile. Once resolved, this unit is removed.

2-5

Wildly off Target. The unit loses control of its weapon. Roll the scatter dice. Resolve the weapon’s attacks against the first unit within range and line of sight (friend or foe) in the direction of the arrow (including a Hit). If a further Misfire is rolled, this unit  is removed.

6

Pppphhtt! The weapon does not fire this turn.

Verminous Valour

A model with this special rule may voluntarily ‘retire’ (“Too Many Characters,” Rulebook, p.209) during the Combat Phase. In order to do so the model must:

  • Be joined to a unit that has a Unit Strength of 10 or more.
  • Not be part of a Challenge.
  • Not be subject to “Nowhere to Run” (Rulebook, p.211).
  • Be able to be placed inside the unit outside of all fighting ranks.
  • Do so before any attacks are allocated and resolved for the current initiative step of a combat that they are in.

Should a model ‘retire’ in this way the unit may still use this character's Leadership. All other restrictions for retiring apply.

In subsequent turns, if this model’s unit remains engaged in combat with the same enemy unit, a model with this rule may move through the ranks and join any fighting rank before challenges are issued during step 1.1 of the “Choose Combat & Fight Phase” (“Characters in Combat,” Rulebook p.209.)

If at any time there is nowhere to place a ‘retired’ model outside of a fighting rank they must immediately  move through the ranks and take a position in the front row of a fighting rank. They may not make any attacks in this round of combat but they may have attacks directed against them.

Pushed Into Battle

A model with this special rule may join a unit of Infantry with unit strength 10 or more despite being a Heavy Chariot.  If it does so, it must always be placed in the centre of the front rank, and it no longer has the Lumbering rule (Rulebook p. 195). Only one model with this special rule may join each unit.

Scurrying Masses


Whilst within 3" of a friendly
Skaven unit, this unit may add a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10. 


Note that this may not be combined with any leadership bonus provided by Warband or the Inspiring Presence special rule.  

Skaven Magic Items

The pages that follow detail magic items unique to Skaven armies. These can be purchased by models within a Skaven army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.

Extremely Common Magic Items: Any magic item marked with an asterisk (*) is considered to be extremely common, as described in the Warhammer: the Old World rulebook.

Magic Weapons

The Fellblade        100 points

R

S

AP

Special Rules

The Fellblade

Combat

S+3

N/A

Magical Attacks, Multiple Wounds (D3),

Poisoned Attacks

Notes: No Armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D6. On a roll of 3+ there is no effect. On a roll of 1-2 the wielder suffers a single wound with no Armour Save allowed. Ward and Regeneration saves may be taken as normal.

Weeping Blade        40 points

R        S

AP

Special Rules

Weeping Blade

Combat        S

-2

Magical Attacks, Multiple Wounds (D3),

Poisoned Attacks

Blade Of Nurglitch        15 points

R        S

AP

Special Rules

Blade of Nurglitch Combat S+1

-

Magical Attacks

Notes: Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game.

Death Globe*        25 points

R        S        AP        Special Rules

Death Globe        9"           2    N/A        Magical Attacks, Move & Shoot, Quick Shot,                         Poisoned Wind

Notes: Single use. A model armed with a Death Globe may target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3") blast template over the target model. Any model whose base lies underneath the template risks being hit.

Magic Armour

Warpstone Armour*        15 points

The Warpstone Armour is a suit of heavy armour which may be purchased and worn even if the character does not have the option to be equipped with armour. A Wizard may wear this armour without penalty.

Cautious Shield        20 points

The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase.

If they do, until the end of this Combat phase it improves its armour value by 3, but their Attacks characteristic is reduced to 0.

Talismans


Shadow Magnet        40 points

Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

Warpstone Amulet        35 points

The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.


Magic Standards

Storm Banner        75 points


Single use. A unit carrying the Storm Banner may activate it during any Command sub-phase. For this player turn and the next: all friendly and enemy units cannot use the Fly (X) special rule, the range of all missile weapons is halved (rounding fractions up) and all war machines cannot shoot.

Grand Banner Of Superiority        40 points

When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.

Dwarf Hide Banner        40 points

A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules.

Banner Of Verminous Scurrying        35 points

A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule.

Plague Banner                                        30 points

Unit of Plague Monks Only. Single use. The Plague Banner may be activated at the start of any Combat Phase. For the remainder of the phase all Plague Monk models in the unit may re-roll failed To Hit rolls and failed To Wound rolls.

Enchanted Items

Brass Orb        50 points

Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a single model they are engaged in combat with. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty.

Skalm        35 points

Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers D3 lost wounds and, until your next Start of Turn sub-phase, has a +1 modifier to their Toughness characteristic.

Skavenbrew*        20 points

Single use. Skaven Warlords and Skaven Chieftains only. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Frenzy special rule.


Arcane Items

Warp Condenser        50 points

The bearer of the Warp Condenser increases their Dispel range by 3". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table.

Storm Daemon        40 points

The wielder of the Storm Daemon can cast the Warp Lightning spell from the Lore of the Horned Rat as a Bound spell, with a Power Level of 2.

Warpstone Tokens*        15 points

A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. After the casting roll, roll a D6. On a roll of one the Wizard loses a single Wound.


Lore Of The Horned Rat

A Wizard with the ‘Lore of the Horned Rat’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.

Skitterleap
Type: Conveyance

Casting Value: 7+

Range: 18"

Effect: This spell can only target friendly characters whose Troop Type is ‘infantry,’ but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere completely within 24" of its original location, but not within 6" of any enemy models. The target cannot move again during this Movement phase.

Note that this spell allows a character to leave combat.




     
Warp Lightning

Type: Magic Missile

Casting Value: 9+

Range: 18"

Effect: The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -3.

Cloud Of Corruption

Type: Magical Vortex

Casting Value: 9+

Range: 9"

Effect: Remains in play. Place a small (3") blast template so that its central hole is within 9" of the caster. Whilst in play, the template is treated as dangerous terrain over which no line of sight can be drawn. Whilst within 3"of one or more of these templates, enemy units suffer a -1 modifier to their Toughness characteristic (to a minimum of one).

Commanders Of The Warlord Clans

M

WS

BS

S

T

W

I

A

Ld

Points

Skaven Warlord

5

6

4

4

4

3

7

4

7

90

Skaven Chieftain

5

5

4

4

4

2

6

3

6

45

Troop Type:        Regular infantry (character)

Base Size:        25 x 25 mm

Unit Size:        1

Equipment:        Hand weapon and light armour

Options:

  • May take one of the following:
  • Additional hand weapon        +3 points
  • Great weapon        +4 points
  • Halberd        +3 points
  • May take a shield        +2 points
  • May replace light armour with heavy armour        +3 points
  • A Skaven Warlord may purchase magic items up to a total of        100 points
  • A Skaven Chieftain may purchase magic items up to a total of        50 points

Special Rules: Scurry Away, Verminous Valour, Warband, Warpstone Weapons

Grey Seers

M        WS  BS        S

T

W

I

A

Ld

Points

Grey Seer

5        3        3        3

4

3

5

2

7

155

Troop Type:        Regular infantry (character)

Base Size:        25 x 25 mm

Unit Size:        1

Equipment:        Hand weapon and

D3 Warpstone Tokens (see page 22, roll before armies are deployed)

Magic: A Grey Seer is a Level 3 Wizard. Every Grey Seer knows spells from one of the following Lores of Magic:

  • Battle Magic
  • Daemonology
  • Dark Magic
  • Elementalism
  • Illusion

Options:

  • May be a level 4 Wizard        +30 points
  • May be mounted on a Screaming Bell        See page 15
  • May purchase magic items up to a total of        100 points

Special Rules: Lore of the Horned Rat, Magical Attacks, Magic Resistance (-1), Scurry Away, Verminous Valour, Warband, Warpstone Weapons*

*Note that this special rule does not apply to this model’s mount (should they have one).

Clan Skryre Warlock Engineers

M        WS  BS        S

T

W

I

A

Ld

Points

Warlock Engineer

5        3        3        3

3

2

4

2

5

35

Troop Type:        Regular infantry (character)

Base Size:        25 x 25 mm

Unit Size:        1

Equipment:        Hand weapon and

D3 Warpstone Tokens (see page 22, roll before armies are deployed)

Magic: A Warlock Engineer may be a Wizard (see below). A Warlock Engineer that is a Wizard knows spells from one of the following Lores of Magic:

  • Battle Magic
  • Elementalism

Options:

  • May be a:
  • Level 1 Wizard        +30 points
  • Level 2 Wizard        +60 points
  • May take one of the following:
  • Warplock musket (see below)        +9 points
  • Warplock pistol (see below)        +6 points
  • Doomrocket (see below) (0-1 Per Army)         +35 points
  • May purchase Warlock Optics (see below)         +10 points
  • May purchase magic items up to a total of        50 points

Special Rules: Lore of the Horned Rat, Magical Attacks, Scurry Away, Verminous Valour, Warband, Warpstone Weapons

Warlock Optics

This model has a +1 modifier to their Ballistic Skill characteristic and the Ignores Cover special rule.

R

S

AP

Special Rules

Warplock musket

24"

5

-2

Magical Attacks, Ponderous

Notes: If the wielder of a warplock musket rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound.

R

S

AP

Special Rules

Warplock pistol

12"

4

-2

Magical Attacks, Quick Shot

Notes: If the wielder of a warplock pistol rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound.

R

S

AP

Special Rules

Doomrocket

36”

5(10)

-2

Bombardment, Multiple Wounds (D3+1)

Notes: One use only. This weapon shoots like a stone thrower, using the Bombardment special rule, a 5" blast template and the Skaven Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.

Clan Eshin Master Assassins

M        WS  BS        S

T

W

I

A

Ld

Points

Master Assassin

6        8        7        4

4

2

8

4

7

120

Troop Type:        Regular infantry (character)

Base Size:        25 x 25 mm

Unit Size:        1

Equipment:        Hand weapon and throwing weapons

Options:

  • May purchase magic items up to a total of        75 points

Special Rules: Ambushers, Eshin Infiltration, Evasive, Feigned Flight, Fire & Flee, Hidden, Move through Cover, Poisoned Attacks, Scurry Away, Verminous Valour, Warpstone Weapons, Strikes First, Dodge

Dodge

This model has a 5+ Ward Save.

Eshin Infiltration

When a friendly unit of Night Runners or Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.

Note that this character cannot use this special rule whilst it remains hidden.

Hidden

Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within. A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit.

If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.

Clan Pestilens Plague Priests

M        WS  BS        S

T

W

I

A

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Points

Plague Priest

5        5        3        4

5

2

5

3

6

60

Troop Type:        Regular infantry (character)

Base Size:        25 x 25 mm

Unit Size:        1

Equipment:        Hand weapon

Magic: A Plague Priest may be a Wizard (see below). A Plague Priest that is a Wizard knows spells from one of the following Lores of Magic:

  • Battle Magic
  • Daemonology
  • Dark Magic

Options:

  • May be a:
  • Level 1 Wizard        +30 points
  • Level 2 Wizard        +60 points
  • May take one of the following:
  • Additional hand weapon        +3 points
  • Plague censer (see below)        +6 points
  • May be mounted on a Plague Furnace        See page 16
  • May purchase magic items up to a total of        50 points

Special Rules: Cloud of Flies, Frenzy, Lore of the Horned Rat, Magical Attacks, Scurry Away, Verminous Valour, Warband, Warpstone Weapons*

*Note that this special rule does not apply to this model’s mount (should they have one).

Cloud of Flies

Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies.

Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.

R        S        AP        Special Rules

Plague censer        Combat    S+2        -1        Poisoned Attacks, Requires Two Hands Notes: A Plague censer’s Strength modifier applies only against enemy models the wielder charged this turn. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.

Stormvermin

M

WS

BS

S

T

W

I

A

Ld

Points

Stormvermin

5

4

3

3

3

1

5

1

5

9

Fangleader

5

4

3

3

3

1

5

2

6

+8

Troop Type:        Heavy infantry

Base Size:        25 x 25 mm

Unit Size:        10+

Equipment:        Hand weapons, halberds, heavy armour

Options:

  • The entire unit may take shields        +1 point per model
  • Any unit may:
  • Upgrade one model to a Fangleader (champion)        +8 points per unit
  • Upgrade one model to a standard bearer        +6 points per unit
  • Upgrade one model to a musician        +6 points per unit
  • Purchase a magic standard worth up to        50 points
  • Have one attached weapon team        See page 8
  • A Fangleader may purchase magic items up to a total of        25 points

Special Rules:  Close Order, Horde, Scurry Away, Warband, Warpstone Weapons, Regimental Unit

Clanrats

M

WS

BS

S

T

W

I

A

Ld

Points

Clanrat

5

3

3

3

3

1

4

1

4

4

Clawleader

5

3

3

3

3

1

4

2

5

+7

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:         20+

Equipment:        Hand weapons and light armour

Options:

  • The entire unit may take any of the following:
  • Thrusting spears        +1 point per model
  • Shields        +1 point per model
  • Any unit may:
  • Upgrade one model to a Clawleader (champion)        +7 points per unit
  • Upgrade one model to a standard bearer        +5 points per unit
  • Upgrade one model to a musician        +5 points per unit
  • Have one weapon team        See page 8
  • 0-1 unit per 1,000 points may:
  • Purchase a magic standard worth up to                                             +50 Points

Special Rules: Close Order, Horde, Scurry Away, Warband, Regimental Unit

Weapon Teams

M        WS  BS

S        T

W

I

A

Ld

Points

Weapon Team Crew

5        3        3

3        3

2

3

2

4

15

Troop Type:        Regular infantry

Base Size:        25 x 50 mm

Unit Size:        1

Equipment:        Hand weapons and light armour

Options:

  • A weapon team must take one of the following:
  • Doom-flayer        +40 points per model
  • Poisoned Wind Mortar        +55 points per model
  • Ratling Gun        +50 points per model
  • Warpfire Thrower        +40 points per model
  • Warp Grinder        +30 points per model

Special Rules:  Loner, Skirmish, Scurry Away, Detachment

Weapon Team Special Rules


Selecting Weapon Teams: Skaven Weapon Teams may ignore the minimum model requirement to form a Detachment. They may only form as many Weapon Team detachments as is noted on their Regimental unit’s description.

Targeting Weapon Teams: If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.

Doom-Flayer

R        S

AP

Special Rules

Doom-flayer

Combat        4

-1

Counter Charge, Extra Attacks (D6),

Impact Hits (D6+1), Swiftstride

Notes: Impact Hits caused by this weapon have an Armour Piercing characteristic of -2.

Poisoned Wind Mortar

R        S        AP        Special Rules

Poisoned        6-24"        2 (4)        -        Bombardment, Cumbersome,

Wind mortar        Move or Shoot, Poisoned Wind

Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Skaven Misfire table.

Ratling Gun

R

S

AP

Special Rules

Ratling Gun

18"

4

-1

Armour Bane (1), Multi-Barrelled,

Quick Shot

Notes: This weapon shoots like an organ gun, using the ‘Multi-Barrelled’ special rule and the Skaven Misfire table.

Warpfire Thrower

R

S

AP

Special Rules

Warpfire Thrower

6"

4

-1

Column of Fire, Cumbersome,

Flaming Attacks

Notes: This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule and the Skaven Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.

Warp Grinder

R        S

AP

Special Rules

Warp Grinder

Combat        5

-3

(Ambushers), Killing Blow,

Requires Two Hands

Notes: If a Weapon Team is equipped with a Warp Grinder, both it and its parent unit gain the Ambushers special rule.


  Skaven Dregs

M

WS

BS

S

T

W

I

A

Ld

Points

Dreg-rat

5

2

2

3

3

1

4

1

        2

2

   Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:          20-40

Equipment:        Hand weapons

Options:

  • The entire unit may take any of the following:
  • Spears         +1 point per model
  • Shields        +1 point per model
  • Slings        +1 point per model

  • Any unit may:
  • Include one Packmaster (champion)        +5 points each
  • Upgrade one Packmaster to a Master Moulder (champion)        +20 point
  • Upgrade one model to a musician        +2 points per unit

Special Rules: Close Order, Levies, Horde, Scurry Away, Expendable, Cornered Rats, Loner

Cornered Rats

Should a unit of Skaven Dregs ever break and flee from combat, treat the unit as completely destroyed and remove it from play. If the unit contains ten or more models, before removing it, every unit (friend or foe) within 2D6" of it suffers D3 Strength 3 hits. For every additional five Skaven Dregs the unit contains greater than five, apply a +1 modifier to the D3 to a maximum of +3. Opponents that were engaged in combat with this unit may then attempt to restrain and reform, or 'overrun'.

Notes: A Packmaster or Master Moulder upgrade for this unit loses the Warband special rule and adds the Levies and Expendable special rule.

 


Warplock Jezzails

M        WS  BS

S

T

W

I

A

Ld

Points

Jezzail Team

5        3        3

3

3

2

3

2

5

15

Troop Type:        Regular infantry

Base Size:        25 x 50 mm

Unit Size:        3+

Equipment:        Hand weapons, warplock jezzails (see below) and pavise

Special Rules: Open Order, Scurry Away, Warband

Options:

  • 0-1 unit per 1,000 points may:
  • Have the Reserve Move special rule:                                           2 points per model

Pavise

A pavise is a large, heavy shield, anchored to the ground by iron spikes.

A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.

R

S

AP

Special Rules

Warplock jezzail

36"

6

-3

Cumbersome, Magical Attacks,

Move or Shoot

Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty.

Poisoned Wind Globadiers

M        WS  BS

S

T

W

I

A

Ld

Points

Globadiers

5        3        3

3

3

1

4

1

5

10

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:        2-10

Equipment:        Hand weapons, Poisoned Wind globes (see below) and light armour

Special Rules: Scurry Away, Skirmishers, Warband, Life is Cheap

R

S

AP

Special Rules

Poisoned Wind

9"

2

-

Move & Shoot, Poisoned Wind, Quick Shot

globes

   


Notes: Ignores the penalty for shooting at long range. If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.

Life is Cheap

Providing the Globadiers are not in base contact with an enemy model, they may target any enemy unit within range and line of sight, even if that unit is engaged in close combat. Resolve all rolls to hit as normal. Then, using all failed to hit rolls, roll to wound on a friendly unit engaged in the combat chosen by your opponent.

Rat Swarms

M        WS  BS

S

T

W

I

A

Ld

Points

Rat Swarms

6        2        0

2

2

5

4

5

4

36

Troop Type:        Swarms

Base Size:        40 x 40 mm

Unit Size:        3+

Equipment:        Claws and fangs (counts as hand weapons)

Special Rules: Immune to Psychology, Loner, Skirmishers, Unbreakable, Vanguard

Packmasters & Master Moulders

M

WS

BS

S

T

W

I

A

Ld

Points

Packmaster

6

3

3

3

3

1

4

1

6

+5

Master Moulder

6

5

3

4

4

2

5

2

7

+20

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:        (see Dregs, Rat Ogre, & Giant Rat profiles)

Equipment:        Hand weapons and light armour

Options:

  • Any Packmaster or Master Moulder in the unit must take one of the following:
  • Whip        Free
  • Things-catcher (see below)        +5 points
  • A Master Moulder may purchase magic items up to a total of        25 points

Special Rules: Close Order, Horde, Leader of the Pack, Motley Crew, Scurry Away, Warband, Verminous Valour (Master Moulder Only)

Leader Of The Pack

Models with this special rule can only be taken as part of a unit of Dregs, Rat Ogres, or Giant Rats. Models with this special rule may be positioned behind the front rank of their unit.

Note that a Master Moulder may “move through the ranks” as if he was a character and may issue and accept challenges even if they are not within the fighting rank.

R        S

AP

Special Rules

Things-catcher

Combat        S

-1

Fight in Extra Rank, Killing Blow,

Requires Two Hands

Rat Ogres

M        WS  BS

S

T

W

I

A

Ld

Points

Rat Ogre

6        4        1

5

4

3

4

3

5

40

Troop Type:        Monstrous infantry

Base Size:        50mm

Unit Size:        3+

Equipment:        Hand weapons, and mutated hides (counts as heavy armour)

Options:

  • Any unit may:
  • Include one Packmaster for every two Rat Ogres        +5 points each
  • Upgrade one Packmaster to a Master Moulder (champion)        +20 points

Special Rules: Close Order, Armour Bane (2), Fear, Frenzy, Horde, Scurry Away, Warband, Scurrying Masses, Warpstone Weapons, Motley Crew

Giant Rats

M        WS  BS

S

T

W

I

A

Ld

Points

Giant Rat

6        2        0

3

3

1

4

1

3

3

Troop Type:        War beasts

Base Size:        25 x 25 mm

Unit Size:        10-30

Equipment:        Claws and teeth (counts as hand weapons)

Options:

  • Any unit may:
  • Include one Packmaster for every three Giant Rats        +5 points each
  • Upgrade one Packmaster to a Master Moulder (champion)        +20 points

Special Rules:  Close Order, Open Order, Fight in Extra Rank, Horde, Scurry Away, Warband, Motley Crew

Night Runners

M

WS

BS

S

T

W

I

A

Ld

Points

Night Runner

6

3

3

3

3

1

5

1

5

7

Nightleader

6

3

4

3

3

1

5

2

5

+6

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:        10+

Equipment:        Two hand weapons

Options:

  • The entire unit may take one of the following:
  • Slings        +2 points per model
  • Throwing weapons        +1 point per model
  • Any unit may upgrade one model to a Nightleader (champion)        +6 points per unit
  • 0-1 unit per 1000 points may take a single Weapon Team equipped with a Warpgrinder as a detachment.

Special Rules:  Evasive, Fire & Flee, Scurry Away, Skirmishers, Vanguard, Regimental Unit

Gutter Runners

M

WS

BS

S

T

W

I

A

Ld

Points

Gutter Runner

6

4

4

3

3

1

5

1

7

14

Assassin

6

4

5

3

3

1

5

2

7

+7

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:        5+

Equipment:        Two hand weapons

Options:

  • The entire unit may take one of the following:
  • Slings        +2 points per model
  • Throwing weapons        +1 point per model
  • Any unit may:
  • Upgrade one model to an Assassin (champion)        +7 points per unit
  • Have the Ambushers special rule        +1 point per model
  • An Assassin may purchase magic items up to a total of        25 points

Special Rules: Evasive, Feigned Flight, Fire & Flee, Move through Cover, Scouts, Scurry Away, Skirmishers, Poisoned Attacks

Plague Monks

M

WS

BS

S

T

W

I

A

Ld

Points

Plague Monk

5

3

3

3

4

1

3

1

5

7

Plague Deacon

5

3

3

3

4

1

3

2

5

+6

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:        10+

Equipment:        Hand weapons

Options:

  • The entire unit may take additional hand weapons        +2 points per model
  • Any unit may:
  • Upgrade one model to a Plague Deacon (champion)        +6 points per unit
  • Upgrade one model to a standard bearer        +6 points per unit
  • Upgrade one model to a musician        +6 points per unit
  • A Plague Deacon may purchase magic items up to a total of        25 points
  • 0-1 unit per 1,000 points may purchase a magic standard worth up to        50 points
  • 0-1 unit per 1,000 points may select a single Plague Censer Bearer unit as a detachment.

Special Rules: Close Order, Frenzy, Horde, Scurry Away, Warband, Regimental Unit

Plague Censer Bearers

M        WS  BS

S

T

W        I

A

Ld

Points

Censer Bearer

5        3        3

3

4

1        3

2

5

16

Troop Type:        Regular infantry

Base Size:        25 x 25 mm

Unit Size:          5+

Equipment:        Hand weapons and plague censers (see below)

Special Rules:  Frenzy, Scurry Away, Skirmishers, Stubborn, Warband, Hatred (all enemies), Detachment, Plague Disciples

R        S        AP        Special Rules

Plague censer        Combat   S+2        -1        Poisoned Attacks, Requires Two Hands Notes: A Plague censer’s Strength modifier applies only against enemy models the wielder charged this turn. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.

Plague Disciples

When used as a detachment, Models with this special rule may only be taken as a detachment for a regiment of Plague Monks.

Screaming Bell

M

WS

BS

S

T

W

I

A

Ld

Points

Screaming Bell

5

-

-

5

6

5

-

-

-

+185

Rat Ogre Crew (x1)

-

3

0

5

-

-

4

3

5

-

Troop Type:        Heavy chariot

Base Size:        60 x 100 mm min, 75x100 mm max

Unit Size:        1

Armour Value: 4+

Equipment:

  • Rat Ogre Crew: Hand weapon

Special Rules:  Armour Bane (2, Rat Ogre only), Blessings of the Horned Rat,

Dragged Along, Impact Hits (D6+1), Large Target, Magic Resistance (-3), Pushed into Battle, Scurrying Masses, Stubborn, Terror, Tolling the Bell, Warpstone Weapons (Rat Ogre only)

Blessings Of The Horned Rat

This model has a 5+ Ward save against any wounds suffered. In addition, auy unit joined by the Screaming Bell gains the Stubborn special rule.

Tolling The Bell

A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has. Any double rolled except for double 1 and double 6 results in a “Magical Backlash” in addition to any other effects.

Tolling The Bell Table

2

Magical Backlash: The Screaming Bell and every unit (friend or foe) that is within 3” suffers D3 wounds, each with an AP of -1

3 and 4

Emboldened: Until your next Start of Turn sub-phase, all friendly units within this model's Command range may re-roll any Leadership tests including Break tests.

5 and 6

Unholy Clamour: Any friendly unit that is within this model's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.

7

Deafening Peals: All enemy models within 24” of this model with Toughness 6 or more suffer D3 wounds. Armour saves may be taken as normal.

8 and 9

Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model's Command range may apply a +1 modifier to any Casting roll they make.

10 and 11

Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within this model's Command range gain the Extra Attacks (+1) special rule.

12

Sonorous Knell: Any enemy unit that is within this model's Command range, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit  suffers D3+3 wounds, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)

Character Mount: A Screaming Bell may only be included in your army as a character’s mount. Its points are added to that of its rider. The rider of a Screaming Bell may not use Verminous Valour. This unit may only use the Pushed into Battle special rule to join a unit of Clanrats or Stormvermin. 

Plague Furnace

M

WS

BS

S

T

W

I

A

Ld

Points

Plague Furnace

5

-

-

5

6

5

-

-

-

+170

Plague Monk Crew (x3)

-

3

0

3

-

-

3

2

5

-

Troop Type:        Heavy chariot

Base Size:        60 x 100 mm

Unit Size:        1

Armour Value: 4+

Equipment:

  • Plague Furnace: Billowing Death (see below)
  • Plague Monk Crew: Hand weapons

Special Rules: Dragged Along, Terror, Frenzy, Great Censer, Impact Hits (D6+1),

Large Target, Magic Resistance (-1), Poisoned Attacks, Pushed into Battle,  Scurrying Masses, Stomp Attacks (D3+1)

Great Censer

Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2.

In addition, whilst within 6" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).

R

S

AP

Special Rules

Billowing Death

N/A

N/A

N/A

Breath Weapon, Magical Attacks

Notes: Any model whose base lies underneath the template risks being hit. All models that have been hit must take a Toughness test. If this test is failed, the target model suffers a wound. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).

Character Mount: A Plague Furnace may only be included in your army as a character’s mount. Its points are added to that of its rider. The rider of a Plague Furnace may not use Verminous Valour. This model may only use the Pushed Into Battle special rule to join a unit of Plague Monks.

Doomwheel

M

WS

BS

S

T

W

I

A

Ld

Points

Doomwheel

3D6

-

-

6

5

5

-

-

-

145

Warlock (x1)

-

3

3

3

-

-

3

1

7

-

Rats

-

2

0

2

-

-

4

2D6

5

-

Troop Type: Base Size: Unit Size:

Heavy chariot 50 x 100 mm

1

Armour Value: 4+

Equipment:

  • Warlock:        Hand weapon
  • Rats:        Claws and fangs (counts as a hand weapon)
  • Doomwheel: Warp Lightning Bolt

Special Rules: Close Order, Crushing Bulk, Immune to Psychology, Impact Hits (D6+1), Large Target, Random Attacks (Rats only), Random Movement,

Stomp Attacks (D3)

Crushing Bulk

Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of

-2. In addition, the first time in the game that any enemy unit suffers Impact Hits from this model, the enemy unit becomes Disrupted until the end of the current Combat phase.

R        S        AP        Special Rules

Warp Lightning Bolt    18”      N/A        -3        Magical Attacks, Zzzzap!,

                        Multiple Wounds (D3)

Notes: This weapon does not fire normally. Instead, it shoots using the ‘Zzzzap!’ special rule.

Zzzzap!

In each friendly Shooting Phase, even when engaged in close combat, the Doomwheel automatically shoots Warp Lightning Bolts 3 times. However, the controlling player may attempt to prevent the Doomwheel from shooting this turn by passing a Leadership Test using the Warlock’s Leadership characteristic.

Each Warp Lightning Bolt automatically hits the nearest unit (friend or foe), regardless of line of sight and direction. Roll the Artillery dice to determine the strength of each shot and resolve the roll to wound one at a time. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck.


If you roll a Misfire result, no more shots are fired this turn. You must immediately roll a D6 and consult the Doomwheel Mishap chart:


Doomwheel Mishap Chart

D6

Result

1-2

Disaster: The Doomwheel immediately takes D6 Strength 5 hits. In addition, the Doomwheel loses 1 D6 from their Random Movement (X) special rule. If Random Movement (X) is reduced to zero, the Doomwheel is removed as a casualty and counts as destroyed.

3-5

Out of Control: If the Doomwheel is unengaged in combat, roll the scatter dice. Pivot the model so that it is facing in the direction of the arrow (including a Hit). The Doomwheel immediately moves as far as possible in a straight line using its current Random Movement (X) characteristic. If it makes contact with an enemy unit, the Doomwheel counts as having charged, aligns against the enemy unit and stops moving. If the Doomwheel makes contact with a friendly unit, resolve Impact Hits immediately after contact and then move the Doomwheel directly away 1".

  6

Burst of Speed: The Doomwheel gains an extra D6 to their Random Movement (X) special rule to a maximum of 4D6.

Hell Pit Abomination

M        WS  BS

S

T

W

I        A        Ld

Points

Hell Pit Abomination

3D6        3        1

6

6

6

4      D6+1  8

210

Troop Type:        Behemoth

Base Size:        60 x 100 mm

Unit Size:        1

Equipment:        Warpstone claws (see below) and mutated hide (counts as heavy armour)

Special Rules: Abominable Attacks, Close Order, Immune to Psychology, Large Target, Magic Resistance (-1), Random Attacks, Random Movement, Regeneration (5+), Stomp Attacks (D3+1), Terror, Timmm-berrr!,

Too Horrible to Die, Unbreakable, Impact Hits (D3+1), Warpstone Spikes

Warpstone Spikes

Any Impact Hits made by a Hell Pit Abomination have an Armour Piercing characteristic of -2 and Magical Attacks.

Abominable Attacks

Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks:

  • Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
  • Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly

over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.

Too Horrible To Die

The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play:

  • On a roll of 1-3, the beast wheezes its last breath and is removed from play.
  • On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play.
  • On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.

R        S

AP

Special Rules

Warpstone claws  Combat        S

-1

Armour Bane (1), Magical Attacks

Warp Lightning Cannon

M

WS

BS

S

T

W

I

A

Ld

Points

Warp Lightning Cannon

-

-

-

-

6

4

-

-

-

110

Engineer & Crew

5

3

3

3

3

3

3

3

6

-

Troop Type:        War machine

Base Size:        50 x 100 mm

Unit Size:        1

Equipment:        Warp Lightning Cannon (see below), hand weapons and light armour

Special Rules: Skirmishers

R        S        AP        Special Rules

Warp Lightning        8D6"        *        -3        Cumbersome, Lightning Strike,

Cannon        Move or Shoot, Multiple Wounds (D3+1),

        Magical Attacks

Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Skaven Misfire table.

Warp Lightning Special Rules

Lightning Strike: When shooting with this weapon, draw a straight line, 8D6" in length, from the model’s base edge. Any model (friend or foe) whose base falls under this line suffers a hit, the Strength of which is determined by rolling an Artillery dice. If a ‘Misfire’ is rolled when rolling to determine the Strength of this weapon, something has gone horribly wrong. Roll immediately on the Skaven Misfire table to determine exactly what.
Note: Unless they are the closest model to the cannon, an enemy character that is within 3” of a friendly unit that contains five or more models of the same troop type cannot be struck by a Warp Lightning Cannon, even if their base lies directly under the path of the line drawn from this model.



Plagueclaw Catapult

M

WS

BS

S

T

W

I

A

Ld

Points

Plagueclaw Catapult

-

-

-

-

6

4

-

-

-

110

Plague Monk Crew

5

3

3

3

4

3

2

D3+3

6

-

Troop Type:        War machine

Base Size:        50 x 100 mm

Unit Size:        1

Equipment:        Plagueclaw Catapult (see below), hand weapons and light armour

Special Rules: Random Attacks, Skirmishers, Stubborn

R        S        AP        Special Rules

Plagueclaw catapult  12-72"    2 (4)        -3        Bombardment, Cumbersome, Move or Shoot Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Skaven Misfire table. When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. Any unit that takes one or more wounds must immediately take a Panic test.


Skaven FAQ

Q: What happens if an enemy unit engaged with Skaven Dregs is forced to give ground during the Shooting Phase? If they are targeted by Wind Blast for example?

A: The Skaven Dreg unit may follow-up or test to restrain. If they choose to follow-up, the combat will happen during the following Combat Phase. These moves do not change the status of the combat IE: chargers from previous phases still count as charging, etc.