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SKAVEN

SKAVEN RULES
Scurry Away! The Skaven embody the adage 'he
who runs away lives to fight another day!'. All
models in the Skaven army gain +1 I when rolling to
prevent a Sweeping Advance.
Strength in Numbers: Skaven are not brave by
nature, but do take courage from being in large packs
of their own kind. All units in the Skaven army gain
+1 Ld to Morale and Pinning tests for every 5 models
past 10. If the unit is falling back, it does not gain this
bonus.
For example, a 17 model-strong unit of Clanrats
(Ld5) would receive a +1 bonus for a total
Leadership of 6.
Verminous Valour: Skaven characters with this rule
can refuse a challenge with no loss of honour. Other
races see such acts as cowardly, but Skaven view a
commander scampering to safety and dooming those
underneath him as a leader's natural right.
If a Skaven character refuses a challenge, the model
may still make attacks as normal.
Warpstone Weapon: Skaven often use the highly
unstable magical energies of warpstone to create
devilishly deadly weapons. Successful Invulnerable
saves made against Warpstone Weapons must be rerolled.
Tail Weapons: Blades and spikes attached to the
whipping tails of skilled Skaven can be deadly. These
grant the owner +1 attack, which will already be
included in the profile.

Shields: A strong piece of metal or wood that allows


the Skaven to hide from lethal attacks. In melee, it
increases their Armour save by 1. If they don't have
an armour save, it would become 6+
Light Armour would have a 5+, heavy armour a 4+
Standard Bearer: Granting the unit a banner to rally
behind to press the attack, they count as scoring 1
additional wound in melee for determining the victor.
Musician: Usually a bell or drum, these instruments
are played in rhythm, granting the Skaven a sense of
coherency they usually don't have. A unit with a
Musician in it may re-roll one dice during a charge.

SKAVEN MAGIC
SKAVEN SPELLS OF RUIN
1 Skitterleap
Warp Charge 1
This blessing can be used on a friendly infantry
character within 12, even if engaged in close
combat, including the cater. The model may
immediately be placed anywhere on the battlefield, as
the rules of Deep Strike.

SKAVEN SPELLS OF PLAGUE


1 Pestilent Breath
Warp Charge 1
A witchfire attack with the following profile:
Pestilent
Template 1 4 Assault 1, Poisoned 5+
Breath

2 Bless with Filth


Warp Charge 1
A blessing power, the caster may choose a single unit
2 Warp Lightning
Warp Charge 1 within 12 including a unit in close combat. The unit
Warp Lightning is a Witchfire power with the
gains Poisoned 6+ on all melee attacks.
following profile:
Warp Lightning 24 5 4 Assault D6, Feedback 3 Wither
Warp Charge 1
Feedback: If the number of attacks is 1, the caster
A malediction power, a single unit within 12 will
suffers a single S5 Ap4 hit
have their Toughness value reduced by 1. If this
reduces the Toughness of the unit to 0, they are
3 Death Frenzy
Warp Charge 1 removed as casualties.
A blessing power that can target any friendly unit
within 18. The models gain +1 attack until the end 4 Cloud of Corruption
Warp Charge 2
of the round, but then receive automatic D6 wounds A nova power with the following profile:
with no saves allowed.
Cloud of
12 1 5 Assault D6, Poisoned 3+
Corruption
4 Scorch
Warp Charge 1
A witchfire attack with the following profile:
5 Plague
Warp Charge 3
Scorch 24 5 5 Assault 1, Blast

A malediction power. Choose one enemy unit within


18 of the caster. Each model must take a Toughness
5 Cracks Call
Warp Charge 2 test or suffer one wound with no armour or
Cracks Call is a beam power. It has a range of 4D6, invulnerable saves allowed. If cast on a unit in close
and any model hit by it must make an Initiative test combat, all units involved will be affected.
or suffer a Wound with no saves allowed. Vehicles
hit suffer a Glance on a roll of 5+
6 Curse of the Horned Rat
Warp Charge 3
A malediction power. A target unit within 12 rolls
2D6. That many models must make Toughness tests
6 Howling Warpgale
Warp Charge 3 or be removed as casualties. A number of Clanrats
This is a malediction power that summons driving
equal to the models lost will be placed within 3 of
winds that last until the start of the Psyker's next
the target unit with normal equipment, counting as a
Psychic phase. All flyers within 24 count as Vector friendly Skaven unit.
Locked, and only Snap Shots may be taken at the
Psyker and it's unit.

ARMOURY
Weapons
A model can replace one or more of it's weapons with any of
the following:

Magic Armour
A model may equip or replace their Armour with one of the
following
OGREHIDE ARMOUR
20pts
3+ Armour save, cannot be improved further with a Shield.

FELLBLADE (one per army)


100pts
Fellblade - 10 3 Melee, Warpstone Weapon, Instant
Death, Bale
Bale: Roll a D6 at the end of the player's turn, on a 1-2 the
wielder takes 1 wound with no saves allowed.

WARPSTONE ARMOUR
30pts
4+ Armour, successful saves made in melee cause a Strength 4
hit against the model that struck the blow. Attacks that Ap do
not cause this to occur.

WORLD'S EDGE ARMOUR


25pts
WARPFORGED WEAPON
20pts
3+ Armour, First wound that fails or ignores the armour is
Warpforged
- User 3 Melee, Warpstone Weapon discarded. The World's Edge is then destroyed.
Blade
Arcane items
FOUL PENDANT
15pts
WARLOCK-AUGMENTED WEAPON
25pts
5+ Inv save
Warlock-Augmented - +2 5 Melee, Savage
Weapon
RIVAL HIDE TALISMAN
15pts
Savage: Grants +1 attack
During a challenge, the wielder and its opponent have
Preferred enemy to each other
BLADE OF CORRUPTION
20pts
Blade of Corruption - +1 4 Melee,
WARPSTONE SCROLL
50pts
Corrupt
One use only, shooting attack. All flying units within 24 of
Corrupt: On a roll to Wound of 6 it inflicts instant death. On a the caster suffer D6 S6 hits.
roll of 1 to wound, it deals one wound to the wielder with no
saves allowed.
GIFT OF THE HORNED RAT
45pts
Gives +1 Wound, and Feel no Pain (5+)
WARPCRUSHER
30pts
Magic Standards
Waprcrusher - x2 * Melee, Focus
Focus: The Ap of the weapon is the number of successful hits Any model wielding a Standard Bearer may replace it with a
Magic Banner.
WEEPING BLADE
30pts
GRAND BANNER OF CLAN SUPERIORITY 30pts
Weeping - User 4 Melee, Poisoned 3+, Instant
if the unit wielding the banner outnumber their foe, they gain
Blade
Death
+3 to combat resolution, rather than 1.
WARPSTONE STARS
Warpstone
12
Stars

15pts
BANNER OF THE UNDER-EMPIRE
25pts
5
5
Assault 3, All enemy units in contact with the unit carrying the banner
Warpstone suffer 2D6 S2 hits at initiative 10 every round.
Weapon
SACRED BANNER OF THE GREAT
HORNED RAT
70pts
WARP RIFLE
15pts
All enemy units within 12 of the banner suffer -1 to their
Warp Rifle 24 5 4 Rapid Fire, Warpstone Weapon
Leadership, and once per round force an enemy to reroll a
successful Leadership test.

HQ
IKIT CLAW 210points
WS BS S T W I A LD Sv Warpfire Projector: Works as Warpfire Thrower, but one
Ikit Claw
5 3 5 4 3 3 2 7 3+ use only and can re-roll dice for determining range.
R S Ap
Special Rules:
Storm Daemon - +1 3 Melee, Dark Lightning
Scurry Away
Equipment:
Dark Lightning: During the Psychic phase, the Storm
Strength in Numbers
Iron Frame
Daemon may be used to cast the following Witchfire
Independent
Warpfire Projector
power (counts as generating its own dice)
Character
Storm Daemon
Verminous Valour
Dark Lightning 24 5 - Assault D6
Psyker Mastery 3
Iron Frame: 3+ Armour, 5+
invulnerable
Must generate powers from
Skaven Spells of Ruin

THROT THE UNCLEAN 180points (Must be attached to unit of Giant Rats or Rat Ogres)
WS BS S T W I A LD Sv
Throt the Unclean

3 4 4 3 6 3

6+

R S Ap
Special Rules:
Creature-Killer - +2 2 Melee, Unweildy,
Scurry Away
Equipment:
Choker, Slayer
Strength in Numbers
Light Armour
Independent
Creature-Killer
Choker: Upon a roll of 6 to wound, it gains Instant Death.
Character
Slayer: When fighting a monstrous creature, a roll of 5 or
Whip of Domination
Verminous Valour 6 causes instant death.
It Will Not Die
Whip of Domination 6 4 - Assault 2, Domination
Fear
Whip of Domination - 4 - Melee, Domination
Feel No Pain
Domination: Any enemy that takes an unsaved wound
Master Controller
from the Whip of Domination suffers a -2 penalty to its
Ravening Hunger
Leadership for the remainder of the player turn
Many Arms
Master Controller: Throt counts as a Packmaster for the purposes of leading Giant Rats or Rat Ogres. In addition, any of those
units within 12 may use his LD instead of their own.
Ravening Hunger: After movement or a round of combat Throt is involved with, Throt must pass a Leadership test or consume
a single model from his own unit. If he ever fails a Ld test and retreats, he must eat a model. If there are no friendly models, he
must take a single unsaveable wound.
Many Arms: In combat, Throt may always make one attack using the other weapon he has equipped. (If the player chooses to
make all 3 attacks with the Creature-Killer, he would make one attack with the Whip)

HQ
QUEEK HEADTAKER 215points
WS BS S T W I A LD Sv
Queek Headtaker

Equipment:
Gouger
Warp-Shard Armour
Tail Weapon

4 4 4 3 7 5

Ap

3+ Gouger - User 3 Melee

Special Rules:
Scurry Away
Strength in Numbers
Independent
Character
Hatred: Orks
Extreme Distrust
Trophy Heads
Mors' Elite

Warp-Shard Armour: 3+
Armour, 6+ Invulnerable. For
each successful armour save
made in close combat, the
armour inflicts a S5 hit on the
enemy that made the attack
Extreme Distrust: Queek will not join a unit that has a Grey Seer, or pushes a Screaming Bell
Trophy Heads: Queek must issue or accept a challenge if one is possible. In a challenge, Queek fights with the fury of the the
deeply conceited, and adds +1 to both his To Hit and To Wound rolls.
Mors' Elite: A single unit of Stormvermin may be taken as an Elite choice. They gain +1 Ws and +1S, and cost 13pts/model.
They cannot be joined by a Grey Seer or push a Screaming Bell.

LORD SKROLK 270points


WS BS S T W I A LD Sv
Lord Skrolk

4 4 5 3 6 3

R S Ap

6+ Rod of Corruption - +1 5 Melee, Decay


Decay: Any model wounded by this weapon must make a
Toughness test or be removed as a casualty.

Special Rules:
Scurry Away
Equipment:
Strength in Numbers
Light Armour
Independent
Rod of Corruption
Character
The Liber Bubonicus
Fearless
Fear
Must generate powers from
Psykery Mastery 3
Skaven Spells of Plague. May
Aura of Pestilence
replace one power with Pestilent
Feel No Pain
Breath

The Liber Bubonicus


Used during psychic phase, malediction power. 24
range, roll a D6
1 Nothing happens
2-4 Every model in enemy unit takes a S1 Ap2 hit
5-6 Every model in enemy unit takes a S2 Ap2 hit

Aura of Pestilence: All enemy models in close combat with Lord Skrolk have -1 to their WS.

HQ
DEATHMASTER SNIKCH 270points
WS BS S T W I A LD Sv
Deathmaster Snikch

6 4 4 2 7 5 8

Equipment:
Whirl of Weeping Blades
The Cloak of Shadows
Tail Weapon
The Cloak of Shadows: Gives
Snikch Stealth and Shrouded

Special Rules:
Scurry Away
Strength in
Numbers
Hidden
Independent
Character
Verminous Valour

Ap

Whirl of Weeping Blades - User 3 Melee,


Poisoned 3+

Infiltrate
Scout
Dodge (4+)
Poisoned Attacks
Fighter, not Leader

THANQUOL & BONERIPPER 320points


Thanquol
Boneripper

WS BS S T W I A LD Sv Staff of the Horned One:


3 3 3 4 3 6 1 7 - Thanquol's staff allows him to know an additional psyker
power, therefore Thanquol has 4 powers, not 3
3 1 5 5 3 1 4 10 5+

Special Rules (Thanquol):


Scurry Away
Equipment (Thanquol):
Staff of the Horned One Strength in Numbers
Independent Character
May generate powers from Verminous Valour
either Ruin or Plague. May
Psyker Mastery 3
substitute one power for
Blessing of the Horned
Curse of the Horned Rat
Rat
Warpstone Addiction
Equipment (Boneripper):
Heavy Armour
Warpfire Thrower

Special Rules (Boneripper):


Fearless
Fear
Feel No Pain
Bodyguard
Smash

Blessing of the Horned Rat: Grants Thanquol a 4+ Invulnerable save. For every save he makes, one friendly model within 6
takes a wound instead
Warpstone Addiction: When trying to harness Warp Charges, Thanquol may re-roll any failed charges. Should those charges
fail again, Thanquol takes a wound with no saves allowed
Bodyguard: Boneripper must stay within 6 of Thanquol, and will automatically join a Challenge instead of Thanquol. Should
Thanquol be removed as a casualty, Boneripper will be as well. Boneripper will also automatically pass any Look Out Sir! Rolls
made.

HQ
WARLORD 90 points
Warlord

WS BS S T W I A LD Sv Options:
6 4 4 4 3 7 4 7 5+ Weapon (One choice only)
- Additional Hand weapon
Special Rules:
Scurry Away
Strength in Numbers
Independent
Character
Verminous Valour

Equipment:
Hand Weapons
Heavy Armour
Tail Weapon

- Halberd
- Great Weapon
May take a Shield
May select items from the Armoury

3pts
3pts
15pts
10pts

Weapon R S Ap Type
Great
- x2 5 Melee,
Weapon
Unweildy

WARLOCK ENGINEER 15 points


Warlock

WS BS S T W I A LD Sv Options:
3 3 3 3 2 4 1 5 5+ Weapon (One choice only)

Equipment:
Hand Weapons
Heavy Armour
If upgraded to a Psyker, it may
generate from Skaven Spells of
Ruin

Special Rules:
Scurry Away
Strength in Numbers
Independent
Character
Verminous Valour

Additional Hand weapon


Halberd

- Great Weapon
May take a Shield
May be upgraded to Psyker Mastery 1
May be upgraded to Psyker Mastery 2
May choose one item from the Armoury

3pts
3pts
15pts
10pts
50pts
85pts

GREY SEER 185 points


Grey Seer

WS BS S T W I A LD Sv Options:
3 3 3 4 3 5 1 7 6+ May choose items from the Armoury
May ride a Screaming Bell
Special Rules:

Equipment:
Hand Weapon
Light Armour
It may generate from Skaven
Spells of Plague

Scurry Away
Strength in Numbers
Independent
Character
Verminous Valour
Psyker Mastery 3

130pts

HQ
PLAGUE PRIEST 100 points
WS BS S T W I A LD Sv
Plague Priest

3 4 5 2 5 2

Equipment:
Hand Weapon
Light Armour
It may generate from Skaven
Spells of Plague

6+

Special Rules:
Scurry Away
Strength in Numbers
Independent
Character
Verminous Valour
Psyker Mastery 1
Zealot

Options:
Weapon (One choice only)
-

Additional Hand weapon


Plague Censer

- Great Weapon
May be upgraded to Psyker Mastery 2
May choose items from the Armoury
May ride a Plague Furnace

3pts
16pts
15pts
35pts
100pts

PLAGUE FURNACE 100 points (Cannot be taken as an HQ choice)


Plague Furnace
Unit Size
1 Plague Furnace
Equipment:
Billowing Death

BS

F S R

Hp

12 10 10

Weapon

S Ap Type

Billowing Template 1 3 Heavy 1, Poisoned 2+


Special Rules:
Death
Chariot
Pushed Into Battle
Icon of the Horned
Rat
Enshrouded by
Fog

Enshrouded by Fog: In combat, all models friend or foe within 3 are struck by a S1, Poisoned 4+ hit at initiative 10 (but not
the model riding it). Plague Monks treat it as a Poisoned 6+ attack.
Pushed Into Battle: Unlike other Chariots, the Plague Furnace cannot move under it's own power. One unit of Plague Monks
may be joined by the Plague Furnace as though it were an Independent Character (they cannot however make Look Out Sir
rolls). When an enemy attacks the unit, they may choose whether they will attack the Furnace, the Plague Monk riding it, or the
unit pushing it. The models pushing must be in base contact with the Furnace. If at least 10 Plague Monks are in the unit
pushing, it may move as though it were Infantry. For every model below 10 pushing, the unit deducts 1 from any movement
(Move, Run, Charge, etc). It is deployed in the appropriate unit at the beginning of the game, and must be in the front of the unit.
Should it be pushed over dangerous terrain, it automatically fails the test.
Icon of the Horned Rat: The Plague Priest within and the Plague Monks pushing the Furnace have Fearless and Hatred

HQ

SCREAMING BELL 130 points (Cannot be taken as an HQ choice)


Screaming Bell
Unit Size
1 Screaming Bell

BS

F S R

Hp

12 10 10

Special Rules:
Chariot
Pushed Into Battle
Fear
Altar of the
Horned Rat
Ringing the Bell
Adamantium Will

Pushed Into Battle: As Plague Furnace, but can be pushed by either Clanrats or Stormvermin.
Altar of the Horned Rat: The Grey Seer and the unit pushing the Bell have Fearless and Hatred. The Bell and Grey Seer also
both have a 4+ Invulnerable save.
Ringing the Bell
During the Psychic phase, immediately after determining
Warp Charges, the Skaven player may choose to ring the
Screaming Bell. First the owning player declares how many
dice will be rolled (these are not Warp Charges), representing
the vigour the Bell is rung. For the first toll, only a single dice
can be rolled. In all subsequent rounds up to three dice may be
rolled.

1 Not yet in stride. No game effect yet


2-4 Unholy Clamour. The unit pushing the Bell immediately
moves an extra D6, but cannot use the distance to charge
5-8 Emboldened. All friendly Skaven within 24 of the Bell
can re-roll failed Leadership tests until the beginning of the
controlling player's turn.
9-10 Scorch The Bell itself lashes out, making an Witchfire
attack with the following profile
Scorch 24 5 5 Assault 1, Blast
The Screaming Bell will ring out of sequence if it takes a
11-12 Deafening Peals All models with a Toughness 7 and all
Glancing or Penetrating hit (even if they are negated by the
Vehicles within 18 take a Strength 10 hit
Invulnerable save). Immediately roll a D6 and apply the result. 13 A Stirring Beyond the Veil All enemy units within 24 of
Roll once per phase, regardless of the number of hits.
the bell take D6 Strength 4 hits. If the unit pushing the bell is
in combat, during their next melee attack they have Preferred
If any doubles are rolled, the backlash of magic reverberates Enemy
through the Screaming Bell. The unit pushing the Screaming 14-16 Wall of Unholy Sound All friendly models within 12
Bell immediately takes D6 S4 Ap2 Hits.
of the Screaming Bell gain +1 Attack until the end of the
player turn
If a triple is rolled (except triple 6), apply the following effect 17 Avalanche of Energy All friendly models within 24 of
in addition to the result on the cart. The unit pushing the Bell the Bell gain +1 Attack and may re-roll all failed To Hit and
immediately takes D6 S4 Ap2 hits, and the Grey Seer and
To Wound rolls until the end of the player turn. All friendly
Screaming bell each take a S6 hit (resolved on front armour) Skaven units within 12 of the Screaming Bell may move D6
(as Unholy Clamour)
18 Apocalyptic Doom The Screaming Bell is destroyed. All
models within 4D6 take a S4 Ap2 hit.

HQ
ASSASSIN 120 points
Assassin

WS BS S T W I A LD Sv Options:
6 5 4 4 2 8 3 7 6+ May choose items from the Armoury
May purchase a Tail Weapon
Special Rules:

15pts

Scurry Away
Strength in Numbers
Hidden
Independent
Character
Verminous Valour
Infiltrate
Scout
Dodge (4+)
Poisoned Attacks
Fighter, not Leader
Hidden: If an Assassin is held in reserve you may secretly write down a unit you control. Instead of rolling reserves as normal,
the player may choose to reveal the Assassin at the beginning of their turn, or at the beginning of any combat. It replaces a single
model within the group. They can only join a unit of Clanrats, Stormvermin, Night Runners, Skavenslaves, Gutter Runners, or
Gunrats. If the unit is destroyed before the assassin is revealed, the assassin is considered to be slain.
Equipment:
Two Hand Weapons
Light Armour

Poisoned Attacks: Any attack made by this model, ranged or melee, has the Poisoned 4+ rule, unless the weapon is better.
Fighter, not Leader: Any unit with an Assassin attached cannot use it's LD as their own.

Troops
CLANRATS 4 points per model
Clanrat
Clawleader

WS BS S T W I A LD Sv Options:
3 3 3 3 1 4 1 5 6+ Additional Equipment
3 3 3 3 1 4 1 5 6+ - Spears

Unit Size
20+ Clanrats

Special Rules:
Scurry Away
Strength in Numbers

Equipment:
Hand Weapons
Light Armour

- Shields
pt/model
Upgrade one Clanrat to a Musician
4pts
Upgrade one Clanrat to a Standard Bearer 8pts
Upgrade one Clanrat to a Clawleader
8pts
Attached Weapon Team (one choice only)
- Poisoned Wind Mortar
20pts

Weapon R S

Ap Type

Spear

6 Melee

- User

pt/model

Warpfire Thrower
Ratling Gun

20pts
25pts

Doom-flayer

15pts

SKAVENSLAVES 2 points per model


Skavenslave
Pawleader
Unit Size
20+ Skavenslaves
Equipment:
Hand Weapons

WS BS S T W I A LD Sv Options:
2 2 3 3 1 4 1 2 - Additional Equipment
2

2 3 3 1 4 1

Special Rules:
Scurry Away
Strength in Numbers
Expendable
Cornered Rats

Spears
Shields

pt/model
pt/model

- Slings
pt/model
Upgrade one Skavenslave to a Musician
2pts
Upgrade one Skavenslave to a Pawleader
4pts

Cornered Rats: Desperate Skavenslaves can be vicious. Should a unit of Skavenslaves break from combat, all units within D6
immediately take D3 S3 hits. An additional hit is added for every 5 Skavenslaves. The unit is then immediately removed from
play, counting as being destroyed.

Troops
NIGHT RUNNERS 7 points per model
WS BS S T W I A LD Sv Options:
Night Runner
3 3 3 3 1 5 1 6 - Additional Equipment
- Replace Throwing stars with Slings 1 pt/model
Nightleader
3 4 3 3 1 5 2 6 Upgrade one Night Runner to a Nightleader
8pts
Unit Size
Special Rules:
Attached Weapon Team
10+ Night Runners
Scurry Away
60pts
Strength in Numbers - Warp-grinder
Equipment:
Scout
Two Hand Weapons
Dodge (6+)
Throwing Stars
Weapon

R S Ap Type

Throwing Stars 12 3 - Assault 1


Slings

24 3 - Rapid Fire

STORMVERMIN 9 points per model


WS BS S T W I A LD Sv Options:
4 3 3 3 1 5 1 5 4+ Additional Equipment

Stormvermin
Fangleader

3 3 3 1 5 2

Unit Size
10+ Stormvermin
Equipment:
Halberd
Stormvermin Armour
Weapon R S Ap Type
Halberd

+1 6 Melee

4+

Special Rules:
Scurry Away
Strength in Numbers

- Shields
3 pts/model
Upgrade one Stormvermin to a Musician
5pts
Upgrade one Stormvermin to a Standard Bearer 10pts
Upgrade one Stormvermin to a Fangleader
10pts
The Fangleader may take an item from the Weapons of
the Armoury
Attached Weapon Team (one choice only)
-

Poisoned Wind Mortar


Warpfire Thrower

20pts
20pts

Ratling Gun
Doom-flayer

25pts
15pts

Troops
WEAPON TEAMS
WS BS S T W I A LD Sv Special Rules:
Weapon Team
3 3 3 3 2 4 2 5 5+ Scurry Away
Strength in Numbers
Unit Size
Equipment:
Attached Unit
1 Weapon Team
Hand Weapons
Heavy Armour
Weapon

Range

Ap Type

Template

Assault 1, Hellish Gout

Ratling Gun

18

Assault, Hot Warplead

Poisoned Wind Mortar

24

Assault 1, Blast, Poisoned 4+

Doom Flayer

Melee, Whirling Death

Warp-grinder

Melee, Armourbane, Tunneler

Waprfire Thrower

Attached Unit: Weapon teams may never leave a unit they have been purchased for.
Hellish Gout: This weapon works as a Torrent weapon, only it rolls a d6 for its range. Upon a roll of 1, it will roll on the
Warpfire Misfire Chart
Hot Warplead: To fire the gun, nominate a visible target and determine how many shots are fired. To do this, roll a D6: the
result is the number of shots fired. You can now decide whether to stop of to roll a second dice. The result of the second dice is
added to the first and their total is the amount of shots fired. You can now stop or choose to continue firing, repeating the same
process. If you roll a double, the Ratling Gun has suffered a misfire. Roll immediately on the Ratling Gun Misfire chart and no
further dice may be rolled.
Whirling Death: Grants the Weapon team Hammer of Wrath and a 3+ amour save in close combat. They also make D6 attacks
in melee.
Tunneler: Grants the weapon team and any unit attached to it Deep Strike
Warpfire Misfire Chart
Ratling Gun Misfire Chart
1-2 Whompfff! - The Diabolical device explodes. Place a
large blast template over the weapon team, all models
underneath take a S5 Ap4 hit, the weapon team is removed.

1-2 Blam! - A high-pitched hiss culminates in a resounding


explosion. No shots are fired, and the Weapon Team is
removed from play

3-5 Fuel Leak Highly explosive fuel leaks out an ignites. As 3-5 Spins Wildly A major malfunction sends out a blinding
Whompfff!, but scatters 2d6 first
cloud of noxious steam. All the shots are resolved on the unit
attached to the Ratling Gun
6 Pppphhtt! - Something has sprayed, but it's not warpfire.
With a disappointing fizzle, the Warpfire thrower fails to fire. 6 Bbbbrrrrrrttt! - The power pumping the firing mechanism
begins to lose pressure. The weapon fires all shots at S2 Ap -

Elites
GUNRATS 9 points per model
Gunrat
Screechleader
Unit Size
10+ Gunrats
Equipment:
Hand Weapons
Warpmusket
Light Armour

WS BS S T W I A LD Sv Options:
3 3 3 3 1 4 1 5 6+ Upgrade one Gunrat to a Musician
3 4 3 3 1 4 2 5 6+ Upgrade one Gunrat to a Standard Bearer
Upgrade one Gunrat to a Screechleader
Special Rules:
Screechleader may equip a Jezzail 10pts
Scurry Away
Attached Weapon Team (one choice only)
Strength in Numbers
- Poisoned Wind Mortar

5pts
10pts
10pts

20pts

Warpfire Thrower
Ratling Gun

20pts
25pts

Doom-flayer

15pts

Weapon

R S Ap Type

Warpmusket 24 5 - Rapid Fire, Warpstone


Weapon, Gets Hot!
Jezzail

36 6 3 Heavy 1, Warpstone
Weapon, Gets Hot!

Elites
PLAGUE CENSER BEARERS 16 points per model
WS BS S T W I A LD Sv Options:
Censer Bearer
3 3 3 3 1 3 1 5 6+ Additional Equipment
1 pt/model
Plague Chanter
3 3 3 3 1 3 2 5 6+ - Shields
Upgrade one Censer Bearer to a Plague Chanter 13pts
Unit Size
Special Rules:
5+ Censer Bearer
Scurry Away
Strength in Numbers
Equipment:
Fearless
Plague censer
Hatred
Light Armour
Rage
Feel No Pain (5+)
Weapon R S Ap Type
Plague
- +2 5 Melee, Plague: At the end of
censer
Plague combat, all models in
base contact with a
Plague Censer must
make a Strength test or
suffer one wound.

PLAGUE MONKS 7 points per model


WS BS S T W I A LD Sv Options:
5pts
Plague Monk
4 3 3 4 1 3 1 5 - Upgrade one Plague Monk to a Musician
Bringer-of-the4 3 3 4 1 3 2 5 - Upgrade one Plague Monk to a Standard Bearer 10pts
Upgrade one Plague Monk to a
Word
Bringer-of-the-Word
10pts
Unit Size
Special Rules:
10+ Plague Monks
Scurry Away
Strength in Numbers
Equipment:
Fearless
Two Hand Weapons
Rage
Feel No Pain (6+)

Elites
POISONED WIND GLOBADIERS 10 points per model
WS BS S T W I A LD Sv Options:
Globadiers
3 3 3 3 1 3 1 5 5+ Additional Equipment
1 pt/model
Bombardier
3 4 3 3 1 3 1 5 5+ - Shields
Upgrade one Globadier to a Bombardier
5pts
Unit Size
Special Rules:
The bombardier may purchase a Death Globe 15pts
5+ Censer Bearer
Scurry Away
Attached Weapon Team (one choice only)
Strength in Numbers
- Poisoned Wind Mortar
20pts
Equipment:
Hand Weapon
Heavy Armour
Poisoned wind globes
Wind 12 1 3 Assault 1,
globes
Poisoned 4+
Death
Globe

12 1 3 Assault 1,

Blast,
Poisoned 2+

RAT OGRES 40 points per Rat Ogre, 8 points per Packmaster


Rat Ogre
Master-Bred Rat
Packmaster

WS BS S T W I A LD Sv Options:
3 1 6 5 3 4 3 5 6+ Upgrade one Rat Ogre to Master-Bred Rat 15pts
4 1 6 5 3 5 4 5 5+ Packmaster may replace Whip with Things-Catcher
20pts
3 3 3 3 1 4 2 5 6+

Unit Size
1 Packmaster, 2+ Ogres
Equipment (Rat Ogre):
Claws
Equipment (Packmaster):
Light Armour
Whip

Special Rules (Rat


Ogre):
Scurry Away
Strength in Numbers
Fearless
Fear
Rage
Feel No Pain (5+)
Smash
Special Rules
(Packmaster):
Scurry Away
Strength in Numbers

Weapon

Whip

- User - Melee, Entangle

Thing-Catcher -

Ap Type

+2

2 Melee,
Unwieldy,
Choker
Entangle: Models in base contact lose 1 attack, to a
minimum of 1
Choker: Upon a roll of 6 to wound, the weapon causes
Instant Death

Fast
GUTTER RUNNERS 12 points per model
WS BS S T W I A LD Sv Options:
Gutter Runners
4 4 3 3 1 5 1 7 6+ Additional Equipment
1 pt/model
Deathrunner
4 4 3 3 1 5 2 7 6+ - Slings
Replace one hand weapon with
Unit Size
Special Rules:
- Snare-net
Free
5+ Gutter Runners
Scurry Away
Strength in Numbers Upgrade melee to Poisoned Attacks (5+) 5pts/model
Upgrade one Gutter Runner to a Deathrunner 12pts
Equipment:
Infiltrate
A Deathrunner may have any of the following
Two hand weapons
Scout
- Smoke Bombs
10pts
Light Armour
Stealth
Dodge (5+)
Deathrunner dodge
(4+)

Weeping Blade
S

30pts

Weapon

Ap Type

Weeping
Blade

- User 4 Melee, Poisoned 3+, Instant


Death

Attached Weapon Team


Warp-grinder
Snare-net: Any models in base contact with a Snare-net have -1 to WS and -1 to I
Smoke Bombs: One use only, the unit automatically wins the roll-off to avoid being swept in melee

20pts

Fast Attack
Rat Swarms 15 points per model
WS BS S T W I A LD Sv
Rat Swarm

0 2 3 5 4 5 10

Unit Size
2+ Rat Swarms

Special Rules:
Fearless
Swarm

Equipment:
Bites

GIANT RATS 3points per Giant Rat/8 points per Packmaster


Giant Rat
Packmaster

WS BS S T W I A LD Sv Options:
3 1 3 3 1 4 1 3 - Packmaster may replace Whip with Things-Catcher
20pts
3 3 3 3 1 4 2 5 6+

Unit Size
1 Packmaster, 5+ Giant Rats
Equipment (Giant Rats):
Claws and Teeth
Equipment (Packmaster):
Light Armour
Whip

Special Rules (Giant


Rats):
Scurry Away
Strength in Numbers
Wave of Rats
Beasts
Special Rules
(Packmaster):
Scurry Away
Strength in Numbers
Keep Up!

Weapon

Whip

- User - Melee, Entangle

Thing-Catcher -

Ap Type

+2

2 Melee,
Unwieldy,
Choker
Entangle: Models in base contact lose 1 attack, to a
minimum of 1
Choker: Upon a roll of 6 to wound, the weapon causes
Instant Death

Wave of Rats: In combat Giant Rats literally crawl over each other int their savage eagerness to attack the
foe. Any Giant Rat may make an attack in the Assault phase, regardless of whether they can reach the unit
they are engaged with.
Keep Up! As long as any Giant Rats are still alive, the Packmaster may move as though it had the Beast rule.

Heavy Support
WARPLOCK JEZZAILS 15 points per Jezzail team
Jezzail Team
Sharpshooter
Unit Size
3+ Jezzail Teams
Equipment:
Hand Weapon
Light Armour
Jezzail
Pavise

WS BS S T W I A LD Sv Options:
3 3 3 3 2 4 2 5 6+ One Jezzail Team can be upgraded to a Sharpshooter
Team
10pts
3 4 3 3 2 4 2 5 6+
Special Rules:
Weapon R S Ap Type
Scurry Away
Jezzail 36 6 3 Heavy 1, Warpstone Weapon,
Strength in Numbers
Gets Hot!
Pavise: Grants 4+ Armour save in close combat.

HLL PIT ABOMINATION 210 points per model


WS BS S T W I A LD Sv Options:
Abomination
3 1 7 6 6 3 * 8 6+ The Hell Pit Abomination may be given Warpstone
Spikes
30pts
Unit Size
Special Rules:
1 Abomination
Monstrous Creature Warpstone Spikes: The Abomination gains Adamantium
Will, and all of its attacks count as Warpstone Weapons.
It Will not Die
Terror
Too Horrible to Die
Shambling Horror
Mutated Beast

Mutated Beast: Abominations do not attack the same way as Shambling Horror: It may move as if it were a Beast
other creatures. Roll a D6 when it is the Abomination's turn Too Horrible to Die: When the Abomination loses it's final
to attack:
wound, remove the model and place a marker on the spot where
it died, then roll on the chart. If it were killed by an Instant
1-2 Feed: All models within 1 (friend or foe) suffer a single Death attack, it does not get the roll.
Strength 7 Ap 2 hit with Instant Death
1-3 Dead. The Hell Pit Abomination is dead, never to return.
4-5 The Rats Emerge. D6 Rat Swarms are placed within 3 of
3-4 Flailing Fists: Makes 2D6 melee attacks
the slain Abomination.
6 It's Alive! Place another Abomination anywhere within 3 of
5-6 Avalanche of Flesh: All models within 2 (friend or foe) the marker. It starts with D6 wounds
make an Initiative test or take a Strength 7 Ap 2 hit.

Heavy
STORMFIEND 85 points per model
Stormfiend
Unit Size
3+ Stormfiend

WS BS S T W I A LD Sv Options:
4 1 5 4 4 5 3 7 6+ Each Stormfiend must take one of the following:
- Doom-Flayer Gauntlets
Special Rules:
Scurry Away
Strength in Numbers
Fearless
Fear
Feel No Pain (5+)

Equipment :
Light Armour
Hand Weapon

Grinderfists
Ratling Cannons

Shock Gauntlets
Warpfire Projectors

Windlauncher

Weapon

Ap Type

Doom-Flayer Gauntlets

+2

5 Melee, Whirling Doom, Warpstone Armour, Shred

Grinderfists

User 4 Melee, Tunneler, Warpstone Weapon, Shred

Shock Gauntlets

User 2 Melee, Warpstone Armour, Shred

Ratling Cannons

18

5 Assault D6, Warpstone Weapon, Twin-Linked

Template

6 Assault 1, Twin-Linked

Warpfire Projectors

Windlaucher
18
1 3 Assault 1, Blast, Poisoned 5+, Twin-Linked
Whirling Doom: Grants the model Hammer of Wrath
Tunnler: Gives the wielder and it's unit Deep Strike
Warpstone Armour: Any model with this will have a 4+ Armour save

Heavy Support
DOOMWHEEL 110 points per model
WS BS S F S R I A Hp
Doomwheel

3 6 12 10 10 4 3 2

Unit Size
1-3 Doomwheels

Special Rules:
Walker
Rolling Doom
Grinding Down
the Foe

Equipment:
Three Warp Bolts

Weapon R S Ap Type
Warp
Bolt

18 8 3 Heavy 1, Warpstone Weapon,


Gets Hot!

Rolling Doom: Once started, a Doomwheel is hard to stop. It can move 12 in the movement phase, but should it fail a
Dangerous Terrain test, it will be destroyed.
Grinding Down the Foe: The doomwheel will keep it's engines running, spinning itself over any enemy caught under it. At
Initiative step 1, it may make D3 more attacks.

WARP LIGHTNING CANNON 80 points per model


Cannon

BS

F S R

Hp

12 10 10

Unit Size
1-3 Warp Lightning
Cannons
Equipment:
Lightning Cannon

Special Rules:
Heavy
Ponderous War
Machine
Open Topped

Weapon

R S Ap Type

Lightning 48 * 2 Heavy 1, Blast, Warpstone


Cannon
Weapon, Warp Arc
Warp Arc: The strength of the weapon is equal to the
distance rolled on the scatter dice (Still counts on a hit).
Should the roll be 11 or 12, it will cause a Misfire.

Ponderous War Machine: The vehicle cannot move further than Combat Speed
Warp Arc Misfire Chart
1-2 Meltdown The machine and its crew explode in a green fireball. The vehicle counts as having received an Explodes
result on the vehicle damage chart
3-5 Energy Overload The warp energies surge out from the chassis instead of the barrel, striking wildly. The vehicle fires
it's Lightning Cannon targeting itself. It counts as S10 using the Large Blast template, and does not subtract it's BS from the
scatter. The Cannon does not damage itself or any model from its Unit
6 Spluttering Fizzle - A high-pitched descending whirring can be heard as the energy dissipates. The attack fails, and the
vehicle must make a Gets Hot! roll

Heavy
PLAGECLAW CATAPULT 80 points per model
Plagueclaw

BS

F S R

Hp

Weapon R S Ap Type

11 11 10

Fume
Hurler

Unit Size
1-3 Plagueclaw Catapults

72 1 3 Heavy 1, Large Blast, Poisoned


3+

Special Rules:
Heavy
Ponderous War
Machine
Equipment:
Fume-addled
Fume Hurler
Crew
Open Topped
Fume-addled Crew: Already half noxious from the weapons it uses,
the crew ignores any Shaken or Stunned rolls

WINDRIPPER 50 points per model


Windripper

BS

F S R

Hp

11 11 10

Unit Size
1-3 Windripper
Equipment:
Two Warp-shredders

Special Rules:
Heavy
Ponderous War
Machine
Warp-smoke
Open Topped

Options:
Each Windripper may replace both of the WarpShredders with a Arc-Net
20pts
Weapon

R S Ap Type

Warp-Shredder 48 6 5 Heavy 2, Skyfire


Arc-Net

24 6 - Assault D6,
Skyfire,
Interceptor, ArcField
Arc-Field: Any time an enemy unit (including flyers or
flying monsterous creatures) comes within 24 of the
Windripper, they will take D6 S6 hits

Warp-smoke: The thick green clouds that spill out from the
weapons on this make it hard to see. If the Windripper makes
a ranged attack, it has Stealth until the beginning of it's next turn.

WS BS S T W I A LD Sv

WS BS S T W I A LD Sv

Ikit Claw

5 4

3 3 2 7 3+

Plague Monk

3 4

3 1 5

Throt the Unclean

4 4

3 6 3 7 6+

Bringer

3 4

3 2 5

Queek Headtaker

4 4

3 7 5 8 3+

Lord Skrolk

4 5

3 6 3 7 6+

Rat Ogre

6 5

4 3 5 6+

Deathmaster Snikch

4 4

2 7 5 8

Master-Bred Rat

6 5

5 4 5 5+

Thanquol

3 4

3 6 1 7

Packmaster

3 3

4 2 5 6+

Boneripper

5 5

3 1 4 10 5+

Gutter Runners

3 3

5 1 7 6+

Warlord

4 4

3 7 4 7 5+

Deathrunner

3 3

5 2 7 6+

Warlock

3 3

2 4 1 5 5+

Rat Swarm

2 3

4 5 10

Grey Seer

3 4

3 5 1 7 6+

Giant Rat

3 3

4 1 3

Plague Priest

4 5

2 5 2 6 6+

Packmaster

3 3

4 2 5 6+

Assassin

4 4

2 8 3 7 6+

BS F S R Hp

Jezzail Team

3 3

4 2 5 6+

Plague Furnace

12 10 10 4

Sharpshooter

3 3

4 2 5 6+

Screaming Bell

12 10 10 4

Abomination

7 6

3 * 8 6+

Stormfiend

5 4

5 3 7 6+

WS BS S T W I A LD Sv
Clanrat

3 3

1 4 1 5 6+

WS BS S F S R I A Hp

Clawleader

3 3

1 4 1 5 6+

Skavenslave

3 3

1 4 1 2

Pawleader

3 3

1 4 1 2

Cannon

12 10 10 3

Night Runner

3 3

1 5 1 6

Plagueclaw

11 11 10 3

Nightleader

3 3

1 5 2 6

Windripper

11 11 10 3

Stormvermin

3 3

1 5 1 5 4+

Fangleader

3 3

1 5 2 5 4+

Weapon Team

3 3

2 4 2 5 5+

Gunrat

3 3

1 4 1 5 6+

Screechleader

3 3

1 4 2 5 6+

Censer Bearer

3 3

1 3 1 5 6+

Plague Chanter

3 3

1 3 2 5 6+

Doomwheel

6 12 10 10 4 3

BS F S R Hp

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