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Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 3000 (+195) Pts - Skaven Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Plague Priest (3 , 291 pts) Plague Priest 1 In 5 5 3 4+* 5 2 5 3/4 6 6+ 1 291 Composition: Hero Level 1 Wizard; Hand Weapon; Plague Censer; Extra Attack; Frenzy; Immune to Psychology; Scurry Away!; Strength in Numbers; Warpstone Weapon Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell. [25] Plague Furnace 1 Uq - - - 5 6 6 - - - [150] Billowing Death; Fuming Close Combat; Icon of the Horned Rat; Immune to Psychology; Impact Hits (D6); Large Target; Magic Resistance (2); Pestilent Blessing; Pushed into Battle (PF); Unbreakable; Always Strikes Last; Warpstone Weapon Plague Monk Crew 1 - - 3 - 3 - - 3 6/7 - [0] Extra Attack; Frenzy; Immune to Psychology Plague Monks (35 , 300 pts) Plague Monks 34 In 5 3 3 3 4 1 3 1/3 5 300 Composition: Special Musician ; Standard Bearer ; Two Hand Weapons; Extra Attack; Frenzy; Immune to Psychology; Scurry Away!; Strength in Numbers; Extra Attack Bringer-of-the-Word 1 In 5 3 3 3 4 1 3 2/4 5 [17] Two Hand Weapons; Extra Attack; Frenzy; Immune to Psychology; Scurry Away!; Strength in Numbers; Extra Attack Plague Banner 1 One use only. Activate at the start of any close combat phase. All Plague Monks in the unit can re-roll failed To Hit and To Wound rolls during that phase. [30] Verminlord Corruptor (1 , 500 pts) Verminlord Corruptor 1 Mo 8 8 4 6 6 6 10 5/6 8 5+ 4 500 Composition: Lord Level 4 Wizard; Daemonic Attacks; Immune to Psychology; Large Target; Plaguemaster; Protection of the Horned Rat; Rat Daemon; Scurry Away!; Terror Plaguereapers 1 Magic Weapon. Paired Weapons. Always Strikes First. [0] Always Strikes First; Extra Attack Skaven Magic 1 Must choose spells from the Skaven Spells of Ruin, the Skaven Spells of Plague and/or the Dreaded Thirteenth Spell. [0] 1. Skitterleap; 2. Warp Lightning; 3. Howling Warpgale; 4. Death Frenzy; 5. Scorch; 6. Cracks Call; 1. Pestilent Breath; 2. Bless With Filth; 3. Wither; 4. Vermintide; 5. Cloud of Corruption; 6. Plague; 13. Curse of the Horned Rat Chieftain (1 , 97 pts) Chieftain 1 In 5 5 4 4/5 4 2 6 3 6 5+ 97 Composition: Hero Hand Weapon; Halberd; Heavy Armour; Scurry Away!; Strength in Numbers; Verminous Valour Skavenbrew 1 One use only. Use on a unit of Clanrats or Stormvermin the character is in base contact with at the start of the battle. Roll a D6 on the Skavenbrew chart to see what effect it has on the unit. [50] Chieftain (1 , 122 pts) Chieftain 1 In 5 5 4 4 4 2 6 3 6 4+ 4+ 122 Composition: Hero Battle Standard Bearer ; Hand Weapon; Shield; Scurry Away!; Strength in Numbers; Verminous Valour Armour of Destiny 1 Heavy armour. Grants a 4+ ward save. [50]

(3000)Skaven Broodhorror Corrupter

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  • Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

    3000 (+195) Pts - SkavenName # Type M WS BS S T W I A Ld AS WSv Mgc Cost

    Plague Priest (3 , 291 pts) Plague Priest 1 In 5 5 3 4+* 5 2 5 3/4 6 6+ 1 291

    Composition: HeroLevel 1 Wizard; Hand Weapon; Plague Censer; Extra Attack; Frenzy; Immune to Psychology;Scurry Away!; Strength in Numbers; Warpstone Weapon

    Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels anenemy spell.

    [25]

    Plague Furnace 1 Uq - - - 5 6 6 - - - [150]Billowing Death; Fuming Close Combat; Icon of the Horned Rat; Immune to Psychology;Impact Hits (D6); Large Target; Magic Resistance (2); Pestilent Blessing; Pushed into Battle(PF); Unbreakable; Always Strikes Last; Warpstone Weapon

    Plague Monk Crew 1 - - 3 - 3 - - 3 6/7 - [0]Extra Attack; Frenzy; Immune to Psychology

    Plague Monks (35 , 300 pts) Plague Monks 34 In 5 3 3 3 4 1 3 1/3 5 300

    Composition: SpecialMusician ; Standard Bearer ; Two Hand Weapons; Extra Attack; Frenzy; Immune toPsychology; Scurry Away!; Strength in Numbers; Extra Attack

    Bringer-of-the-Word 1 In 5 3 3 3 4 1 3 2/4 5 [17]Two Hand Weapons; Extra Attack; Frenzy; Immune to Psychology; Scurry Away!; Strength inNumbers; Extra Attack

    Plague Banner 1 One use only. Activate at the start of any close combat phase. All Plague Monksin the unit can re-roll failed To Hit and To Wound rolls during that phase.

    [30]

    Verminlord Corruptor (1 , 500 pts) Verminlord Corruptor 1 Mo 8 8 4 6 6 6 10 5/6 8 5+ 4 500

    Composition: LordLevel 4 Wizard; Daemonic Attacks; Immune to Psychology; Large Target; Plaguemaster;Protection of the Horned Rat; Rat Daemon; Scurry Away!; Terror

    Plaguereapers 1 Magic Weapon. Paired Weapons. Always Strikes First. [0]Always Strikes First; Extra Attack

    Skaven Magic 1 Must choose spells from the Skaven Spells of Ruin, the Skaven Spells of Plagueand/or the Dreaded Thirteenth Spell.

    [0]

    1. Skitterleap; 2. Warp Lightning; 3. Howling Warpgale; 4. Death Frenzy; 5. Scorch; 6.Cracks Call; 1. Pestilent Breath; 2. Bless With Filth; 3. Wither; 4. Vermintide; 5. Cloud ofCorruption; 6. Plague; 13. Curse of the Horned Rat

    Chieftain (1 , 97 pts) Chieftain 1 In 5 5 4 4/5 4 2 6 3 6 5+ 97

    Composition: HeroHand Weapon; Halberd; Heavy Armour; Scurry Away!; Strength in Numbers; VerminousValour

    Skavenbrew 1 One use only. Use on a unit of Clanrats or Stormvermin the character is in basecontact with at the start of the battle. Roll a D6 on the Skavenbrew chart to seewhat effect it has on the unit.

    [50]

    Chieftain (1 , 122 pts) Chieftain 1 In 5 5 4 4 4 2 6 3 6 4+ 4+ 122

    Composition: HeroBattle Standard Bearer ; Hand Weapon; Shield; Scurry Away!; Strength in Numbers;Verminous Valour

    Armour of Destiny 1 Heavy armour. Grants a 4+ ward save. [50]

  • Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostWarlord (2 , 388 pts)

    Warlord 1 In/Mo 5 6 4 4/10 4 3 7 4 7 3+ 388Composition: LordGeneral; Skaven Brood Horror; Hand Weapon; Heavy Armour; Shield; Scurry Away!;Strength in Numbers; Verminous Valour

    Skaven Brood Horror 1 Mo 8 4 - 6 5 5 4 4 6 4}+,5+

    [195]

    Composition: BoundMonImpact Hits (D3); Foul Ichor; Hand Weapon; Impact Hits; Large Target; Poisoned Attacks;Regeneration; Stubborn; Terror; Thunderstomp

    The Fellblade 1 Strength 10. Multiple Wounds (D6). Successful ward saves must be re-rolled. Atthe end of the bearer's turn, roll a D6 - on a 1-2 the bearer suffers a wound withno armour save allowed.

    [100]

    Multiple Wounds (D6)Stormvermin (50 , 468 pts)

    Stormvermin 48 In 5 4 3 3/4 3 1 5 1 5 5+ 468Composition: CoreMusician ; Standard Bearer ; Hand Weapon; Halberd; Heavy Armour; Scurry Away!;Strength in Numbers

    Fangleader 1 In 5 4 3 3/4 3 1 5 2 5 5+ [17]Hand Weapon; Halberd; Heavy Armour; Scurry Away!; Strength in Numbers

    Ratling Gun Weapon Team 1 In 5 3 3 3 3 1 3 2 5 5+ [55]Hand Weapon; Ratling Gun; Heavy Armour; Attached Unit; Scurry Away!; Strength inNumbers; Hot Warplead; Move or Fire; Rapid Reaction; Warpstone Weapon

    Razor Standard 1 The unit gains Armour Piercing. [45]Armour Piercing

    Clanrats (31 , 210 pts) Clanrats 29 In 5 3 3 3 3 1 4 1 5 6+ 210

    Composition: CoreMusician ; Standard Bearer ; Hand Weapon; Light Armour; Scurry Away!; Strength inNumbers

    Clawleader 1 In 5 3 3 3 3 1 4 2 5 6+ [12]Hand Weapon; Light Armour; Scurry Away!; Strength in Numbers

    Warpfire Thrower Weapon Team 1 In 5 3 3 3 3 1 3 2 5 5+ [70]Hand Weapon; Warpfire Thrower; Heavy Armour; Attached Unit; Scurry Away!; Strength inNumbers; Flaming Attacks; Move or Fire; Multiple Wounds (D3); Rapid Reaction; WarpstoneWeapon

    Stormfiends (3 , 255 pts) Stormfiends Unit 1 - - - - - - - - - - 255

    Composition: Rare Stormfiend 1 MI 6 4 3 5 4 4 5 4 7 6+ [85]

    Ratling Cannons; Light Armour; Big and Bulky; Fear; Skirmishers; Warpstone-laced Armour;Armour Piercing; Hot Warplead; Multiple Shots (3D6); Quick to Fire; Warpstone Weapon;Wildfire

    Stormfiend 1 MI 6 4 3 5/7 4 4 5 4 7 4+ [85]Doom-flayer Gauntlets; Big and Bulky; Fear; Impact Hits (D3); Skirmishers; Warpstone-lacedArmour; Whirling Doom

    Stormfiend 1 MI 6 4 3 5 4 4 5 4 7 6+ [85]Windlaunchers; Light Armour; Big and Bulky; Fear; Skirmishers; Warpstone-laced Armour;Plague Wind: Windlaunchers do not have a Strength characteristic. Instead, all models underthe template suffer a single wound on a D6 roll of a 4+ with no armour save allowed.; Slowto Fire; Warpstone Weapon; Wild Misfire

    Plagueclaw Catapult (1 , 100 pts) Plagueclaw Catapult 1 WM 6 3 100

    Composition: RareFiring the Plagueclaw Catapult; Fume-addled Crew; Warpstone Weapon

    Plague Monk Crew 3 - 5 3 3 3 4 1 3 1+*/2+* 7 [0]Extra Attack; Frenzy; Immune to Psychology

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    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSkavenslaves (49 , 100 pts)

    Skavenslaves 49 In 5 2 2 3 3 1 4 1 2 100Composition: CoreMusician ; Hand Weapon; Cornered Rats; Expendable; Scurry Away!; Strength in Numbers

    Skavenslaves (50 , 100 pts) Skavenslaves 50 In 5 2 2 3 3 1 4 1 2 100

    Composition: CoreHand Weapon; Cornered Rats; Expendable; Scurry Away!; Strength in Numbers

    Giant Rats (6 , 23 pts) Giant Rats 5 WB 6 3 1 3 3 1 4 1 3 23

    Composition: CoreSharp teeth/claws; Fight in Extra Ranks; Mixed Unit; Rat Pack; Scurry Away!; Swiftstride;Wave of Rats

    Packmaster 1 In 6 3 3 3 3 1 4 1/2 5 6+ [8]Hand Weapon; Whip; Light Armour; Mixed Unit; Running with the Pack; Scurry Away!; ExtraAttack

    Giant Rats (6 , 23 pts) Giant Rats 5 WB 6 3 1 3 3 1 4 1 3 23

    Composition: CoreSharp teeth/claws; Fight in Extra Ranks; Mixed Unit; Rat Pack; Scurry Away!; Swiftstride;Wave of Rats

    Packmaster 1 In 6 3 3 3 3 1 4 1/2 5 6+ [8]Hand Weapon; Whip; Light Armour; Mixed Unit; Running with the Pack; Scurry Away!; ExtraAttack

    Giant Rats (6 , 23 pts) Giant Rats 5 WB 6 3 1 3 3 1 4 1 3 23

    Composition: CoreSharp teeth/claws; Fight in Extra Ranks; Mixed Unit; Rat Pack; Scurry Away!; Swiftstride;Wave of Rats

    Packmaster 1 In 6 3 3 3 3 1 4 1/2 5 6+ [8]Hand Weapon; Whip; Light Armour; Mixed Unit; Running with the Pack; Scurry Away!; ExtraAttack

    Total Cost: 3000

    Option FootnotesOptions

    Battle Standard Bearer Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.Doom-flayer Gauntlets +2 Strength, Whirling Doom.Firing the PlagueclawCatapult

    The Plagueclaw Catapult follows the rules for stone throwers with the following exceptions. The Catapult isa Warpstone Weapon and uses the large round template. Anyone touched by the template suffers a Strength2 hit with no armour saves allowed. Unsaved wounds cause a single wound and any unit that takes one ormore wounds must immediately take a Panic test. On a roll of a misfire, roll on the Plagueclaw MisfireChart.

    General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.Halberd +1 Strength, Requires Two Hands.Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.Heavy Armour 5+ armour save.Level 1 Wizard Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.Level 4 Wizard Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.Light Armour 6+ armour save.Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift

    Reform.Plague Censer +2 Strength in the first round of combat, Requires Two Hands, Warpstone Weapon.

    At the beginning of any round of close combat in which a unit equipped with plague censers is in combat, allmodels (friend or foe) in base contact with one or more Censer Bearers, Plague Chanters, or Plague Prieststhat have a plague censer, must take a Toughness test or suffer a single wound with no armour save allowed.Clan Pestilens models suffer a wound only on a roll of 6.

    Ratling Cannons Range 18", Strength 5, Armour Piercing, Hot Warplead, Multiple Shots (3D6), Quick to Fire, WarpstoneWeapon, Wildfire.

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    Ratling Gun Range 18", Strength 4, -3 armour save modifier, Hot Warplead, Move or Fire, Rapid Reaction, WarpstoneWeapon.Can pivot on the spot to fire the target it intends to shoot. Fires D6 shots. After each roll, you can choose toadd another D6 shots as many times as you like. If you roll a double, immediately roll on the Ratling GunMisfire Chart and no further dice may be rolled.

    Sharp teeth/clawsShield +1 armour save bonus.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.Two Hand Weapons (Foot) Extra Attack, Requires Two Hands.Warpfire Thrower Strength 5, Flaming Attacks, Move or Fire, Multiple Wounds (D3), Rapid Reaction, Warpstone Weapon.

    Uses the Breath Weapon template, moved forward by a number of inches equal to the roll of an artillerydice. Can pivot on the spot to fire the target it intends to shoot. Any model under the template is hit. Unitssuffering any causalities must take a Panic test.

    Whip (Foot) Extra Attack, Requires Two Hands.Can be used to make a single attack through a rank of Rat Ogres of over up to three ranks of Giant Rats.

    Windlaunchers Range 6-24", Plague Wind, Slow to Fire, Warpstone Weapon, Wild Misfire.Is fired as a single stone thrower with the following profile.

    Special RulesAlways Strikes First A model with this special rule always strikes first in close combat regardless of Initiative.

    In addition, if the model's Initiative is equal to or higher than his enemy's, he can re-roll misses whenstriking in close combat.If the model's enemy has this rule too, the Attacks are made simultaneously, and neither model benefits fromthe re-rolls normally granted by this rule.

    Armour Piercing Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1armour save modifier.

    Attached Unit A Weapon Team must be deployed at the same time and within 3" of its parent unit. After this the WeaponTeam is free to move and counts as a normal unit for all purposes. When within 3" of its parent unit, aWeapon Team can use that unit's rank bonus to modify its own Leadership and has a 4+ ward save againstranged attacks. A destroyed, fleeing or broken Weapon Team never causes Panic tests in friendly units.

    Big and Bulky Stormfiends cannot use the Fire on the March and Light Troops rules granted by the Skirmishers special rule.Billowing Death This attack can be made during the Shooting Phase if the unit pushing the Plague Furnace isn't in combat.

    Place the flame template with the wide end touching the front of the Plague Furnace's base. The entiretemplate must remain in the arc of sight of the Plague Furnace. Any models touched by the template mustpass a Toughness test or suffer a wound with no armour save allowed. This is a Warpstone Weapon.

    Cornered Rats Should a Skavenslave unit break from combat, all units within D6" immediately take D3 Strength 3 hits.Another hit is added to the total rolled for each additional rank of five or more slaves after the first one. Thebroken unit is then removed as a casualty.

    Daemonic Attacks Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks theymake.

    Expendable All Skaven, except other Skavenslaves, automatically pass Panic tests caused by friendly Skavenslaves. Also,Skaven can voluntarily target ranged attacks at enemy units engaged in close combat with Skavenslaves (hitsare randomized between fighting units as follows: 1-3 friend, 4-6 foe. If there are multiple units, furtherrandomize to determine exactly which one is struck).

    Extra Attack Grants +1 Attack.Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed,

    their Weapon Skill is reduced to 1 for that round of Combat.Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fearinstead.

    Fight in Extra Ranks A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which itdid not charge.

    Flaming Attacks Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed ToWound rolls when shooting at or assaulting a building.

    Foul Ichor When it is slain, all units in base contact suffer 2D6 Strength 2 hits, distributed as shooting.Frenzy Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot

    choose to restrain pursuit (or overrun) if they beat a foe in close combat.Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models coulddeclare a charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit mustdeclare a charge against the nearest viable enemy.Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted specialrules are lost.

    Fume-addled Crew The crew of the Plagueclaw Catapult have Frenzy. Add +1 to the number of attacks received for each crewmodel as long as they are Frenzied.

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    Fuming Close Combat The Plague Furnace can make the following Warpstone Weapon close combat attacks:Enshrouded by Fog - At the start of any round of close combat, any unit touching the Plague Furnacesuffers D6 automatic hits. Each model hit must pass a Toughness test or suffer a wound with no armour saveallowed.Wrecker Attack - This attack causes an artillery dice's worth of Strength 5 Always Strikes Last hits againsta single enemy unit in base contact with the front arc of the Plague Furnace. On a roll of a misfire, roll onthe Plague Furnace Mishap Chart. This attack is done in addition to the Enshrouded by Fog attack.

    Icon of the Horned Rat The Plague Priest riding on top of the Plague Furnace and the unit pushing it are Unbreakable, but neithercan voluntarily leave it.

    Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.Impact Hits Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact

    with the enemy. Those hits hit automatically, and roll to wound using the Strength of the model.Impact Hits (D3) Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact

    with the enemy. Those hits hit automatically, and roll to wound using the Strength of the model.Impact Hits (D6) Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact

    with the enemy. Those hits hit automatically, and roll to wound using the Strength of the model.Large Target Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground!

    ability range is increased to 18".Magic Resistance (2) Improves the unit's ward save by 2 against spells.Mixed Unit Packmasters and Master Moulders cannot leave their unit or join another. Missile hits and Impacts Hits

    against Mixed Units are randomized: on a 1-4 a Giant Rat or Rat Ogre is hit, on a 5-6 a Packmaster is hit.Hits are further randomized if there are Master Moulders or differently equipped beasts.

    Multiple Wounds (D6) Each unsaved Wound inflicted is multiplied by the number indicated.Pestilent Blessing The Plague Monks pushing the Plague Furnace only suffer a wound from the Great Censer's fumes on a roll

    of a 6. If the Plague Priest has a Plague Censer, to work out models affected treat the base of the entirePlague Furnace as being the Plague Priest's base.

    Plaguemaster A Verminlord Corruptor can re-roll failed casting attempts when attempting to cast Plague.Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.Protection of the HornedRat

    Grants a 5+ ward save.

    Pushed into Battle (PF) A single Plague Furnace can be deployed in each unit of Plague Monks. Place the Plague Furnace at the frontof its unit as centrally as possible.Moving the Plague Furnace : For every model the unit drops below 10, the unit deducts 1 from itsMovement value. The Plague Furnace treats terrain in the same manner as a Chariot.Shooting at the Plague Furnace : An enemy can choose to target either the unit pushing the Plague Furnaceor the Furnace itself. Hits against the Furnace are randomized - hitting the Plague Furnace on a 1-5, and thePlague Monk on a 6.Attacking the Plague Furnace : The Plague Monk crew and Plague Priest may fight anyone in base contactwith the Furnace. Enemy models in base contact can choose to attack the Furnace or any character mountedon it. Attacks against the Plague Furnace must roll To Hit against the Plague Monk crew's Weapon Skill. Forrank bonus purposes count the Plague Furnace model as the same number of Skaven that would normallyoccupy that space.Destroying the Plague Furnace : If the Plague Furnace itself is destroyed, remove the model and place thePlague Priest where it was. He will join the unit. This is the only way the Plague Priest can leave the PlagueFurnace.

    Rat Daemon A model with this rule is a Daemon and can't be the army General.Rat Pack So long as at least a single Packmaster or Master Moulder is alive, a unit of Giant Rats can use his

    Leadership and the Strength in Numbers rule. If a unit of Giant rats begins a turn without at least onePackmaster or Master Moulder they will move as quickly as possible towards the nearest enemy unit in theirline of sight, charging if they can. If they have no visible target they will reform to face the closest foe.

    Regeneration 4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for theremainder of that phase.

    Running with the Pack While leading Rat Ogre packs with at least a single Rat Ogre alive, Packmasters and Master Moulders areimmune to Fear.

    Scurry Away! Units with this special rule add +1 to the total rolled to determine the distance they flee.

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    Skirmishers Skirmish Formation : Skirmishers deployed in rank and files as normal but the models are positioned 1/2"apart.Skirmishers and Charging : The Skirmishers tighten up their formation as soon as they declare a charge orhave to make a charge reaction and aren't loosened up as long as an enemy is in base contact .Free Reform : Unless charging, a skirmishing unit is allowed to reform for free during its move, providedthat no model ends up moving a number of inches higher than double it Move value.Fire on the March : Skirmishers can fire after having marched.Light Troops : Shots aimed at a unit of Skirmishers suffer a -1 To Hit penalty. Skirmishers can never claimrank bonuses, be steadfast or disorder an enemy.Characters: Characters that join a Skirmishers unit gain Skirmishers special rule themselves. Mountedcharacters cannot join a unit of Skirmishers.

    Strength in Numbers Units with this special rule add their current rank bonus to their Leadership value for any Leadership test.Any bonus from the ranks of the General's unit is not passed on to units within his Inspiring Presence range.

    Stubborn The unit always takes break tests on its unmodified Leadership.Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the

    lowest instead of 2D6 for distance.Terror Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed,

    their Weapon Skill is reduced to 1 for that round of Combat.Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take apanic test. If failed, the unit must make a Flee! charge reaction.Models that cause Terror are themselves immune to both Fear and Terror.

    Thunderstomp Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only againstInfantry, War Beasts or Swarms in base contact.

    Unbreakable A unit composed entirely of models with this rule is Immune to Psychology and passes Break testsautomatically. Non-Unbreakable characters cannot join Unbreakable units.

    Verminous Valour If a Skaven player refuses a challenge, a Skaven character or champion is placed in the back rank as normaland may not attack, but the unit may still use the model's Leadership value.

    Warpstone-laced Armour Stormfiends equipped with Doom-flayer gauntlets or Shock Gauntlets have a 4+ armour save. If a unit ofStormfiends includes one or more models with this armour save, always use this one, but unsaved Woundsmust be applied to models with Warpstone-laced Armour first. Any attack, spell or special rule that allows totarget a specific model ignores this rule.

    Wave of Rats Grants Fight in Extra Ranks, but Giant Rats can fight with an extra rank even in the turn they charge.Equipment Special Rules

    Always Strikes Last A model with this special rule always strikes last in close combat, regardless of Initiative.If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule andAlways Strikes First, the two cancel out and neither applies.

    Armour Piercing Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1armour save modifier.

    Extra Attack Grants +1 Attack.Flaming Attacks Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To

    Wound rolls when shooting at or assaulting a building.Hot Warplead Ratling Guns and Ratling Cannons do not suffer any penalty To Hit penalties for firing at long range or

    firing Multiple Shots.Move or Fire Can't shoot if moved previously during the turn.Multiple Shots (3D6) Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.Multiple Wounds (D3) Each unsaved Wound inflicted is multiplied by the number indicated.Quick to Fire Does not suffer -1 To Hit for moving and shooting. May always Stand and Shoot.Rapid Reaction A weapon with this rule can be used in a stand & shoot charge reaction.Slow to Fire Cannot Stand and Shoot.Warpstone Weapon Warpstone weapons add attacks made by them count as magical.Whirling Doom Grants Impact Hits (D3).Wild Misfire If a misfire is rolled, the template for the attack scatters 2D6" (if a hit is rolled on the scatter dice, use the

    small arrow on the hit symbol). Do not roll on the Stone Thrower Misfire chart.Wildfire Each To Hit roll result of 1 inflicts one hit on the closest friendly unit in the firing unit's front arc that is

    within range, instead of the target unit. If there are no eligible friendly units, then the attack misses.Skaven Spells of Ruin

    1. Skitterleap No Spell TypeCast on 5+ Cast on the caster (except Vermin Lords) or any other friendly infantry character within 12",even if engaged in close combat. Place the model anywhere on the battlefield, at least 1" away from enemymodels.

    2. Warp Lightning Magic MissileCast on 6+ Range 24", D6 Strength 5 hits. On a 1, the caster is hit instead.

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    3. Howling Warpgale No Spell TypeCast on 7+ Lasts until the start of your next magic phase. No model can make a flying movement. Enemymissile weapons suffer a -1 penalty To Hit.

    4. Death Frenzy No Spell TypeCast on 9+ Cast on a friendly unit within 18", even if engaged in close combat. The unit is affected byDeath Frenzy (same as Frenzy but adds +2 Attacks instead of +1). Can be cast on units already affected byFrenzy (in which case adds only +1 Attack). The unit takes D6 wounds with no armour saves allowed at theend of each friendly turn.

    5. Scorch No Spell TypeCast on 10+ Place the small round template anywhere within 24". Any model touched suffers a Strength 4hit. Any unit that suffers unsaved wounds must take a Panic test.

    6. Cracks Call No Spell TypeCast on 11+ Extend a straight line starting from the caster (in any direction in the caster's arc of sight) for4D6". Models in touched must make an Initiative test or be removed. War machines and Chariots aredestroyed on a 5+ instead. Buildings collapse on a 5+ and models inside must pass an Initiative test or beremoved. Replace building with dangerous terrain.

    Skaven Spells of Plague1. Pestilent Breath No Spell Type

    Cast on 5+ Place the flame template in base contact with the wizard in his arc of sight. Models touchedsuffer a Strength 2 hit with no armour saves allowed.The spell can be cast while the wizard is in close combat, but in that case do not use the flame template andone enemy unit in base contact suffers D6 hits instead.

    2. Bless With Filth No Spell TypeCast on 7+ One friendly unit (even engaged into combat) within 12" has Poisoned Attacks in close combat.If the unit already has Poisoned Attacks, the automatic wound is caused on To Hit rolls of 5+ instead. Lastsuntil the end of the next player turn.

    3. Wither No Spell TypeCast on 8+ Targets any single unit within 12" (even engaged in close combat). Every model in target unithas its Toughness lowered by 1.

    4. Vermintide No Spell TypeCast on 8+ Place the large round template in base contact with the caster, then move it 4D6" away in anydirection (it can't cross water or impassible terrain). All units touched by the template suffer 3D6 Strength 2hits (the caster is never hit). The spell can be cast while the caster is in Close Combat, in which case notemplate is used but a single enemy unit in base contact takes the hits.

    5. Cloud of Corruption No Spell TypeCast on 11+ Roll a D6 for each unit within 12" (friend or foe). Enemy units are affected on a 2+, friendlyunits are affected on 4+ (clan Pestilens units only on 5+). Units affected take D6 Strength 5 hits with noarmour save allowed. Roll separately for each unit.

    6. Plague No Spell TypeCast on 13+ Cast on one enemy unit within 18", even engaged in combat. Each model must take aToughness test or suffer a wound with no armour save allowed. If cast on a unit in Close Combat, all unitsfighting are affected. After removing casualties, roll a D6:1) The spell backfires, your opponent can choose to end it or cause any one unit within 12" of a plagued unitto be affected by the spell.2-4) The spell ends.5-6) You can choose to end the spell or pass it to another unit within 12" of an already plagued unit. A unitcannot be affected twice by this spell in the same phase.

    The Dreaded Thirteenth Spell13. Curse of the HornedRat

    No Spell TypeCast on 25+ Cast on infantry unit within 24" and in line of sight. 4D6 models in the unit turn into Clanrats,no saves of any kind allowed. If roll is higher than the number of models in the targeted unit, the entire unitis replaced with an equal number of Clanrats with any normally allowed equipment or command. The castingplayer now controls this unit. If roll is not enough to replace the whole unit, remove as causalities thenumber rolled.

    Roster NotesRatling Gun Misfire Chart 1-2) Blam! No shots are fired and the Weapon Team is destroyed.

    3-5) Spins Wildly. Roll a scatter dice. All the shots rolled are fired in the direction shown by the arrow andhit the first unit in their path, friend or foe.6) Bbbbrrrrrttt! Fires as normal but the shots are Strength 2 with a -1 armour save modifier instead.