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3000 (+195) Pts - Skaven

Name

Type

WS BS S

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
[25]
enemy spell.
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
[30]
in the unit can re-roll failed To Hit and To Wound rolls during that phase.
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
[0]
and/or the Dreaded Thirteenth Spell.
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
[50]
contact with at the start of the battle. Roll a D6 on the Skavenbrew chart to see
what effect it has on the unit.

Chieftain (1 , 122 pts)


Chieftain

1
In
5
5
4
4 4
2
6
3
6 4+ 4+
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.

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122

[50]

Name

Type

WS BS S

Ld AS WSv Mgc Cost

Warlord (2 , 388 pts)


Warlord

1
In/Mo
5
6
4 4/10 4
3
7
4
7 3+
388
Composition: Lord
General; 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}+,
[195]
5+
Composition: BoundMon
Impact 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. At
[100]
the end of the bearer's turn, roll a D6 - on a 1-2 the bearer suffers a wound with
no armour save allowed.
Multiple Wounds (D6)

Stormvermin (50 , 468 pts)


Stormvermin 48
In
5
4
3 3/4 3
1
5
1
5 5+
Composition: Core
Musician ; 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+
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+
Hand Weapon; Ratling Gun; Heavy Armour; Attached Unit; Scurry Away!; Strength in
Numbers; Hot Warplead; Move or Fire; Rapid Reaction; Warpstone Weapon
Razor Standard 1 The unit gains Armour Piercing.
Armour Piercing

468

[17]
[55]

[45]

Clanrats (31 , 210 pts)


Clanrats 29
In
5
3
3
3 3
1
4
1
5 6+
210
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Light Armour; Scurry Away!; Strength in
Numbers
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 in
Numbers; Flaming Attacks; Move or Fire; Multiple Wounds (D3); Rapid Reaction; Warpstone
Weapon

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-laced
Armour; 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 under
the template suffer a single wound on a D6 roll of a 4+ with no armour save allowed.;
Slow
to Fire; Warpstone Weapon; Wild Misfire

Plagueclaw Catapult (1 , 100 pts)


Plagueclaw Catapult

1
WM
6
3
Composition: Rare
Firing the Plagueclaw Catapult; Fume-addled Crew; Warpstone Weapon
Plague Monk Crew 3
5
3
3
3 4
1
3 1+*/2+* 7
Extra Attack; Frenzy; Immune to Psychology

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100

[0]

Name

Type

WS BS S

Ld AS WSv Mgc Cost

Skavenslaves (49 , 100 pts)


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

100

Giant Rats (6 , 23 pts)


Giant Rats

5
WB
6
3
1
3 3
1
4
1
3
23
Composition: Core
Sharp 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!; Extra
Attack

Giant Rats (6 , 23 pts)


Giant Rats

5
WB
6
3
1
3 3
1
4
1
3
23
Composition: Core
Sharp 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!; Extra
Attack

Giant Rats (6 , 23 pts)


Giant Rats

5
WB
6
3
1
3 3
1
4
1
3
23
Composition: Core
Sharp 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!; Extra
Attack
Total Cost:

3000

Option Footnotes
Battle Standard Bearer
Doom-flayer Gauntlets
Firing the Plagueclaw
Catapult

General
Halberd
Hand Weapon
Heavy Armour
Level 1 Wizard
Level 4 Wizard
Light Armour
Musician
Plague Censer

Ratling Cannons

Options
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
+2 Strength, Whirling Doom.
The Plagueclaw Catapult follows the rules for stone throwers with the following exceptions. The Catapult is
a Warpstone Weapon and uses the large round template. Anyone touched by the template suffers a Strength
2 hit with no armour saves allowed. Unsaved wounds cause a single wound and any unit that takes one or
more wounds must immediately take a Panic test. On a roll of a misfire, roll on the Plagueclaw Misfire
Chart.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+1 Strength, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
5+ armour save.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+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, all
models (friend or foe) in base contact with one or more Censer Bearers, Plague Chanters, or Plague Priests
that 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.
Range 18", Strength 5, Armour Piercing, Hot Warplead, Multiple Shots (3D6), Quick to Fire, Warpstone
Weapon, Wildfire.

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Ratling Gun

Sharp teeth/claws
Shield
Standard Bearer
Two Hand Weapons
Warpfire Thrower

Whip
Windlaunchers

Always Strikes First

Armour Piercing
Attached Unit

Big and Bulky


Billowing Death

Cornered Rats

Daemonic Attacks
Expendable

Extra Attack
Fear

Fight in Extra Ranks


Flaming Attacks
Foul Ichor
Frenzy

Fume-addled Crew

Range 18", Strength 4, -3 armour save modifier, Hot Warplead, Move or Fire, Rapid Reaction, Warpstone
Weapon.
Can pivot on the spot to fire the target it intends to shoot. Fires D6 shots. After each roll, you can choose to
add another D6 shots as many times as you like. If you roll a double, immediately roll on the Ratling Gun
Misfire Chart and no further dice may be rolled.
+1 armour save bonus.
+1 to Combat Resolution, Standard can be captured if unit Flees.
(Foot) Extra Attack, Requires Two Hands.
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 artillery
dice. Can pivot on the spot to fire the target it intends to shoot. Any model under the template is hit. Units
suffering any causalities must take a Panic test.
(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.
Range 6-24", Plague Wind, Slow to Fire, Warpstone Weapon, Wild Misfire.
Is fired as a single stone thrower with the following profile.
Special Rules
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 when
striking in close combat.
If the model's enemy has this rule too, the Attacks are made simultaneously, and neither model benefits from
the re-rolls normally granted by this rule.
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1
armour save modifier.
A Weapon Team must be deployed at the same time and within 3" of its parent unit. After this the Weapon
Team is free to move and counts as a normal unit for all purposes. When within 3" of its parent unit, a
Weapon Team can use that unit's rank bonus to modify its own Leadership and has a 4+ ward save against
ranged attacks. A destroyed, fleeing or broken Weapon Team never causes Panic tests in friendly units.
Stormfiends cannot use the Fire on the March and Light Troops rules granted by the Skirmishers special rule.
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 entire
template must remain in the arc of sight of the Plague Furnace. Any models touched by the template must
pass a Toughness test or suffer a wound with no armour save allowed. This is a Warpstone Weapon.
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. The
broken unit is then removed as a casualty.
Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks they
make.
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 (hits
are randomized between fighting units as follows: 1-3 friend, 4-6 foe. If there are multiple units, further
randomize to determine exactly which one is struck).
Grants +1 Attack.
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 Fear
instead.
A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which it
did not charge.
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.
When it is slain, all units in base contact suffer 2D6 Strength 2 hits, distributed as shooting.
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 could
declare a charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must
declare a charge against the nearest viable enemy.
Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special
rules are lost.
The crew of the Plagueclaw Catapult have Frenzy. Add +1 to the number of attacks received for each crew
model as long as they are Frenzied.

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Fuming Close Combat

Icon of the Horned Rat


Immune to Psychology
Impact Hits
Impact Hits (D3)
Impact Hits (D6)
Large Target
Magic Resistance (2)
Mixed Unit

Multiple Wounds (D6)


Pestilent Blessing

Plaguemaster
Poisoned Attacks
Protection of the Horned
Rat
Pushed into Battle (PF)

Rat Daemon
Rat Pack

Regeneration
Running with the Pack
Scurry Away!

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 Furnace
suffers D6 automatic hits. Each model hit must pass a Toughness test or suffer a wound with no armour save
allowed.
Wrecker Attack - This attack causes an artillery dice's worth of Strength 5 Always Strikes Last hits against
a single enemy unit in base contact with the front arc of the Plague Furnace. On a roll of a misfire, roll on
the Plague Furnace Mishap Chart. This attack is done in addition to the Enshrouded by Fog attack.
The Plague Priest riding on top of the Plague Furnace and the unit pushing it are Unbreakable, but neither
can voluntarily leave it.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
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 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 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.
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground!
ability range is increased to 18".
Improves the unit's ward save by 2 against spells.
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.
Each unsaved Wound inflicted is multiplied by the number indicated.
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 entire
Plague Furnace as being the Plague Priest's base.
A Verminlord Corruptor can re-roll failed casting attempts when attempting to cast
Plague.
Poisoned hits wound automatically on a To Hit roll of 6.
Grants a 5+ ward save.
A single Plague Furnace can be deployed in each unit of Plague Monks. Place the Plague Furnace at the front
of its unit as centrally as possible.
Moving the Plague Furnace : For every model the unit drops below 10, the unit deducts 1 from its
Movement 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 Furnace
or the Furnace itself. Hits against the Furnace are randomized - hitting the Plague Furnace on a 1-5, and the
Plague Monk on a 6.
Attacking the Plague Furnace : The Plague Monk crew and Plague Priest may fight anyone in base contact
with the Furnace. Enemy models in base contact can choose to attack the Furnace or any character mounted
on it. Attacks against the Plague Furnace must roll To Hit against the Plague Monk crew's Weapon Skill. For
rank bonus purposes count the Plague Furnace model as the same number of Skaven that would normally
occupy that space.
Destroying the Plague Furnace : If the Plague Furnace itself is destroyed, remove the model and place the
Plague Priest where it was. He will join the unit. This is the only way the Plague Priest can leave the Plague
Furnace.
A model with this rule is a Daemon and can't be the army General.
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 one
Packmaster or Master Moulder they will move as quickly as possible towards the nearest enemy unit in their
line of sight, charging if they can. If they have no visible target they will reform to face the closest foe.
4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the
remainder of that phase.
While leading Rat Ogre packs with at least a single Rat Ogre alive, Packmasters and Master Moulders are
immune to Fear.
Units with this special rule add +1 to the total rolled to determine the distance they flee.

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Skirmishers

Strength in Numbers
Stubborn
Swiftstride
Terror

Thunderstomp
Unbreakable
Verminous Valour
Warpstone-laced Armour

Wave of Rats
Always Strikes Last

Armour Piercing
Extra Attack
Flaming Attacks
Hot Warplead
Move or Fire
Multiple Shots (3D6)
Multiple Wounds (D3)
Quick to Fire
Rapid Reaction
Slow to Fire
Warpstone Weapon
Whirling Doom
Wild Misfire
Wildfire

1. Skitterleap

2. Warp Lightning

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 or
have 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, provided
that 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 claim
rank bonuses, be steadfast or disorder an enemy.
Characters: Characters that join a Skirmishers unit gain Skirmishers special rule themselves. Mounted
characters cannot join a unit of Skirmishers.
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.
The unit always takes break tests on its unmodified Leadership.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the
lowest instead of 2D6 for distance.
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 a
panic test. If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
A unit composed entirely of models with this rule is Immune to Psychology and passes Break tests
automatically. Non-Unbreakable characters cannot join Unbreakable units.
If a Skaven player refuses a challenge, a Skaven character or champion is placed in the back rank as normal
and may not attack, but the unit may still use the model's Leadership value.
Stormfiends equipped with Doom-flayer gauntlets or Shock Gauntlets have a 4+ armour save. If a unit of
Stormfiends includes one or more models with this armour save, always use this one, but unsaved Wounds
must be applied to models with Warpstone-laced Armour first. Any attack, spell or special rule that allows to
target a specific model ignores this rule.
Grants Fight in Extra Ranks, but Giant Rats can fight with an extra rank even in the turn they charge.
Equipment Special Rules
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 and
Always Strikes First, the two cancel out and neither applies.
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1
armour save modifier.
Grants +1 Attack.
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.
Ratling Guns and Ratling Cannons do not suffer any penalty To Hit penalties for firing at long range or
firing Multiple Shots.
Can't shoot if moved previously during the turn.
Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.
Each unsaved Wound inflicted is multiplied by the number indicated.
Does not suffer -1 To Hit for moving and shooting. May always Stand and Shoot.
A weapon with this rule can be used in a stand & shoot charge reaction.
Cannot Stand and Shoot.
Warpstone weapons add attacks made by them count as magical.
Grants Impact Hits (D3).
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.
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
No Spell Type
Cast 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 enemy
models.
Magic Missile
Cast on 6+ Range 24", D6 Strength 5 hits. On a 1, the caster is hit instead.

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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

No Spell Type
Cast on 7+ Lasts until the start of your next magic phase. No model can make a flying movement. Enemy
missile weapons suffer a -1 penalty To Hit.
No Spell Type
Cast on 9+ Cast on a friendly unit within 18", even if engaged in close combat. The unit is affected by
Death Frenzy (same as Frenzy but adds +2 Attacks instead of +1). Can be cast on units already affected by
Frenzy (in which case adds only +1 Attack). The unit takes D6 wounds with no armour saves allowed at the
end of each friendly turn.
No Spell Type
Cast on 10+ Place the small round template anywhere within 24". Any model touched suffers a Strength 4
hit. Any unit that suffers unsaved wounds must take a Panic test.
No Spell Type
Cast on 11+ Extend a straight line starting from the caster (in any direction in the caster's arc of sight) for
4D6". Models in touched must make an Initiative test or be removed. War machines and Chariots are
destroyed on a 5+ instead. Buildings collapse on a 5+ and models inside must pass an Initiative test or be
removed. Replace building with dangerous terrain.
Skaven Spells of Plague
No Spell Type
Cast on 5+ Place the flame template in base contact with the wizard in his arc of sight. Models touched
suffer 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 and
one enemy unit in base contact suffers D6 hits instead.
No Spell Type
Cast 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. Lasts
until the end of the next player turn.
No Spell Type
Cast on 8+ Targets any single unit within 12" (even engaged in close combat). Every model in target unit
has its Toughness lowered by 1.
No Spell Type
Cast on 8+ Place the large round template in base contact with the caster, then move it 4D6" away in any
direction (it can't cross water or impassible terrain). All units touched by the template suffer 3D6 Strength 2
hits (the caster is never hit). The spell can be cast while the caster is in Close Combat, in which case no
template is used but a single enemy unit in base contact takes the hits.
No Spell Type
Cast on 11+ Roll a D6 for each unit within 12" (friend or foe). Enemy units are affected on a 2+, friendly
units are affected on 4+ (clan Pestilens units only on 5+). Units affected take D6 Strength 5 hits with no
armour save allowed. Roll separately for each unit.
No Spell Type
Cast on 13+ Cast on one enemy unit within 18", even engaged in combat. Each model must take a
Toughness test or suffer a wound with no armour save allowed. If cast on a unit in Close Combat, all units
fighting 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 unit
to 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 unit
cannot be affected twice by this spell in the same phase.

The Dreaded Thirteenth Spell


No Spell Type
Cast 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 unit
is replaced with an equal number of Clanrats with any normally allowed equipment or command. The casting
player now controls this unit. If roll is not enough to replace the whole unit, remove as causalities the
number rolled.
Roster Notes
Ratling 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 and
hit 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.
13. Curse of the Horned
Rat

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