Sei sulla pagina 1di 4

Skaven Clan Eshin – 7.0

Premise: With the individual Clans losing their identity in Warhammer Fantasy Battle 7 th Edition, this series is to bring back the individual Clan identities and make them useful for those who would rather play battles using the Skaven background, rather than “who can put the best unit combination together” tournament-style.

This Clan Eshin rendition comes from the 7 th Edition Storm of Chaos supplement, which first introduced a Clan Eshin specific Warhammer army list.

The rationale for each modified unit or character is listed beneath each unit section, rather than in the back of the list. The rationale states how I converted the profile from 6 th Edition to the current 7 th Edition version.

SPECIAL RULES

As a variant/supplement to the Warhammer Armies Skaven book, that tome will be needed in order to use this army list.

Skaven-wide Special rules, such as Scurry Away, Strength in Numbers, and Verminous Valour apply to all units profiled here, unless otherwise noted.

The Eshin army is principally employed to collapse command structures and hence gets +100 VP for each enemy character removed from play in addition to normal bonuses.

Under Cover of Darkness So great is Clan Eshin’s training in the art of stealth that they are fully capable of launching a successful assault in the dead of night. Often the first sign of their presence is when their prey begin to die.

At the start of each game turn, roll an Artillery dice and multiply the result by 3 to find out how far in inches the troops can see through the darkness. If you roll a misfire then the moon is bright enough for normal warfare for that game turn. Armies with War Machines may not use this tactic.

Clan Eshin Armoury

Blowpipe: The blowpipe is a short hollow tube that can be used to shoot poison darts. While the darts themselves are too small to cause significant damage, the poison used by the Skaven can cause searing agony and eventual death.

Maximum Range: 12” Strength: 3 2x Multiple Shots. Poison Attacks.

Rationale: Taken from Mordheim weapon choice. Rules taken from 7 th Edition Lizardmen Army Book.

Fighting Claws: The martial arts practiced by Clan Eshin employ many unusual weapons. The most famous of these are the Eshin Fighting Claws: sharp metal blades attached to the paws of a Skaven warrior. It takes a real expert to use them effectively, but an adept of Clan Eshin is a fearsome opponent when armed this way.

Fighting Claws are treated as fighting with an additional hand weapon, but also have a defensive value and are treated as fighting with a shield at the same time. Thus, in close combat, Fighting Claws benefit the wielder with +1 attack and a 6+ armor save. If the wielder chooses to fight defensively (and not use the additional attack) they confer a 5+ armor save (as if fighting with hand weapon/shield in close combat). Note that fighting claws confer no armour save against shooting attacks.

Fighting Claws are cumbersome weapons and disallow the wielder to use any other kind of missile or close combat weapon.

Models armed with Fighting Claws may climb vertical surfaces (such as castle walls) by passing an Initiative test.

Rationale: Taken from Mordheim weapon choice. Additional hand weapon with ½ cost of a shield, since they cannot be used against missile attacks

weapon choice. Additional hand weapon with ½ cost of a shield, since they cannot be used

1

Skaven Clan Eshin – 7.0

LORDS Master Assassin

Pts/model: 210

Under the command of the Nightlord, Clan Eshin is led by 13 Master Assassins (one of which is Deathmaster Snikch, who cannot lead an army) who lead his armies and do his bidding. The Master Assassins profiled here represent the best of Clan Eshin who have proven themselves capable of doing the Nightlord’s dirty work and still commanding the respect of his followers.

Profile

M

WS

BS

S

T

W

I

A

Ld

Master

 

7

8

6

4

4

3

10

4

8

Assassin

Equipment: Additional hand weapon & throwing stars.

Options:

May be exchange throwing stars for blowpipe for +4 pts.

May choose items from the Magic Items (including Clan Eshin Tools of War items) and Scavenge-pile items up to a total value of 100 points.

May not choose items from any other Clan’s Tools of War list).

May be given the Dodge Skill (4+ Ward Save) for +50 points.

May be given the Always Strikes First capability for +50 points.

Special Rules: Poisonous Attacks, Sneaky Infiltrator, Hidden.

Note that since the Master Assassin has to spend more time leading troops and less time on mastering his craft, he does not get the Always Strikes First rule or 4+ Dodge applicable to lesser assassins. However, you may pay additional points under the Options section to give him this capability.

Rationale: 6 th Edition Warlord +2 M, WS, BS and +1 Ld. +125 pts. cost. Applied to 7 th Edition Warlord.

HEROES

Chieftian Assassin (See Skaven Army Book 7 th Ed.)

Options:

May purchase a blowpipe for +4 pts or exchange throwing stars for blowpipe for +2 pts.

Eshin Sorcerer

Pts/model: 95

Rather than rely on the technological weapons of Clan Skryre Warlock Engineers, Clan Eshin uses their own Sorcerers; adept at getting their assassins into key positions on the battlefield.

Profile

M

WS

BS

S

T

W

I

A

Ld

Eshin

6

4

4

3

3

2

5

1

7

Sorcerer

Equipment: Additional hand weapon & throwing stars.

Magic: An Eshin Sorcerer is a Level 1 Wizard. He always knows the Skitterleap spell.

Options:

May be exchange throwing stars for blowpipe for +2 pts.

May choose items from the Magic Items (including Clan Eshin Tools of War items) and Scavenge-pile items up to a total value of 50 points.

May not choose items from any other Clan’s Tools of War list).

May be upgraded to a Level 2 Wizard at a cost of +15 points. He does not gain another spell.

Special Rules: Poisonous Attacks, Sneaky Infiltrator.

Clan Eshin sorcerers have perfected their abilities to teleport their brethren into the desired place on the battlefield. When casting Skitterleap, the teleported model may even be placed in base contact with any enemy that is not fleeing and counts as pursuing into fresh enemy models (as charging with no Fear/Terror tests taken)

Rationale: 6 th Edition Warlock Engineer +1 M, WS, BS, I and +2 Ld. +130 pts. cost. Applied to 7 th Edition Warlock Engineer with Level 1 Wizard capability.

2

Skaven Clan Eshin – 7.0

CORE UNITS

Night Runners** Clanrats Skavenslaves Black Skaven (Storm Vermin)* Rat Swarm* (See Skaven Army Book 7 th Ed.)

*Black Skaven & Rat Swarms do not count toward the minimum number of Core units you must include in your army.

**Night Runners are the primary commoners of Clan Eshin. You must have 1 unit of Night Runners for any other type of Core Unit in the army. For example, 1 unit of Night Runners permits 1 unit each of any other type. 2 units of Night Runners permits up to 2 units each of any other type.

SPECIAL UNITS

Giant Rats* Gutter Runners Warplock Jezzails (See Skaven Army Book 7 th Ed.)

*You may not upgrade one packmaster to a Master Moulder or Skweel Gnawtooth.

RARE UNITS

Rat Ogres* Plague Monks Plague Censer Bearers Poinson Wind Globadiers Hell Pit Abomination Doomwheel Warp Lightning Cannon Plagueclaw Catapult Dogs of War

*You may not upgrade one packmaster to Skweel Gnawtooth.

Eshin Triad

Pts/model: 240

An Eshin Triad is a unit of three Skaven Assassins who hunt down and kill vulnerable individuals and even small units. They do not count as characters, cannot buy magic items and to all intents and purposes form a separate skirmishing unit, which none of them can leave under any circumstances.

Profile

M

WS

BS

S

T

W

I

A

Ld

Assassin

6

6

5

4

4

2

8

3

7

Unit Size: 3 Skaven Assassins

Equipment: Additional hand weapon & throwing stars.

Options:

May choose smoke bombs from the Clan Eshin tools of War list for +30 points.

May exchange their weapons & throwing stars for Fighting Claws at no extra cost.

May exchange their throwing stars for blowpipes for +6 points.

Special Rules: Poisonous Attacks, Sneaky Infiltrators, Skirmish, Always Strikes First, Dodge

(4+)

Rationale: 2x the cost of 6th Edition Assassin. Therefore, 2x cost of 7 th Edition Assassin used.

Dodge (4+) Rationale: 2x the cost of 6th Edition Assassin. Therefore, 2x cost of 7 t

3

Skaven Clan Eshin – 7.0

Special Characters

Vermin Lord A single Vermin Lord, representing the notorious Nightlord, is available to the Clan Eshin army. As stated in the rulebook, he cannot be the army’s General (meaning he would not be available to an army under 3,000 points in size).

Deathmaster Snikch Since the Deathmaster is subject to the “Killer, not a Leader” special rule, he can never be your army’s General.

Veskit, High Executioner Pts/model: 175

Veskit was all ready a talented Clan Eshin assassin when he was entrusted with his most difficult mission: He was hired by Clan Skryre to free one of their oldest and most experienced Warlocks who was being held hostage by a rival clan.

Veskit managed to take the prisoner back, fighting his way through the guards, but at a very high cost. He suffered terrible wounds and would have certainly died, but the Nightlord of Clan Eshin made a pact with the Warlock Engineers of Clan Skryre, replacing various parts of Veskit’s body with their part- technological, part-magical implants and made him a walking arsenal of deadly weapons. Veskit is now more a machine than a living thing, and his thirst for killing has become almost uncontrollable.

Veskit is a Hero Character who can be your army’s General. Due to his close alignment with Clan Skryre, he can also be fielded as a Special Character for a Clan Skryre army.

Profile M WS BS S T W I

A

Ld

Veskit

5

5

4+1

4

4

2

6

3+1

6

Equipment: Eshin Fighting Claws. Each incorporates a built-in warplock pistol

SPECIAL RULES

Metallic Body: Veskit’s metallic carapace gives him a 3+ armour save. When combined with his Fighting Claws in Close Combat, this confers a 1+ or 2+ armour save.

Unfeeling: Veskit is a cold, calculating killing machine and feels few of the emotions that living things do. He is Immune to Fear, Terror and Panic.

No Pain: Veskit shrugs off wounds and injuries that would fell a normal Skaven. He has a 4+ Ward Save.

Unblinking Eye: Thanks to the sorcerous devices built by the Warlock Engineers of Clan Skryre, Veskit has a Warlock Optics scope built into his left eye socket.

This confers a +1 to his BS (shown on profile) and he can partially see through objects. Therefore, he suffers no penalty for shooting at targets in cover.

Rationale: Taken from Mordheim Dramatis Personae. Chieftain with add’l weapon, ½ shield & brace of warplock pistols (2x multiple shots). Empire plate mail & shield for PV of metallic body. Unfeeling = Mark of Slaanesh from Warriors of Chaos. Ward Save = 45 pts (standard cost for 4+). Warlock Optics from Skaven 7 th Ed.

Slaanesh from Warriors of Chaos. Ward Save = 45 pts (standard cost for 4+). Warlock Optics

4