Unnamed
2502 of 2500 Pts - Skaven
Clanrats (31#, 235 pts)
29x Clanrats 235
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1
Ld
5
Sv
5+
Composition: Core
SA; SiN; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Spear (Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Clawleader [13]
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
2
Ld
5
Sv
5+
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Spear (Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Poisoned Wind Mortar Weapon Team [65]
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
3
At
2
Ld
5
Sv
5+
SA; SiN; Poisoned Wind Mortar (6-24" Range, Warpstone Weapon, no armor saves.
Fires like a stone thrower (can fire indirectly if the target is visible to the parent unit, but will scatter twice as far). Uses small round template. Any model directly under the center takes a wound on 4+; other models touched take a wound on a 5+.
Misfire table:
1-2) Place the large round template on the team, resolve the attack (all models wounded on 4+), then remove the team.
3-5) Your opponent can place the template anywhere he likes within 3D6" of the intended target.
6) May not shoot this turn.)
; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.)
Clanrats (31#, 235 pts)
29x Clanrats 235
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1
Ld
5
Sv
5+
Composition: Core
SA; SiN; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Spear (Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Clawleader [13]
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
2
Ld
5
Sv
5+
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Spear (Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Poisoned Wind Mortar Weapon Team [65]
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
3
At
2
Ld
5
Sv
5+
SA; SiN; Poisoned Wind Mortar (6-24" Range, Warpstone Weapon, no armor saves.
Fires like a stone thrower (can fire indirectly if the target is visible to the parent unit, but will scatter twice as far). Uses small round template. Any model directly under the center takes a wound on 4+; other models touched take a wound on a 5+.
Misfire table:
1-2) Place the large round template on the team, resolve the attack (all models wounded on 4+), then remove the team.
3-5) Your opponent can place the template anywhere he likes within 3D6" of the intended target.
6) May not shoot this turn.)
; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.)
Hell Pit Abomination (1#, 250 pts)
Hell Pit Abomination 250
Type
Mo
Mv
3D6
WS
3
BS
1
St
6
To
5
Wo
6
In
4
At
*
Ld
8
Sv
-
Composition: Rare
D6 impact hits. See p57 for rules.; Warpstone Spikes: Magic Resistance (1), Warpstone Weapon; Causes Terror; Large Target; Regenerate (4+ Save
Wounds caused by flaming attacks stop regeneration for the remainder of the phase)
; Stubborn; Thunder Stomp (D6 automatic hits at creature's strength, Always strikes last)
Skavenslaves (20#, 42 pts)
20x Skavenslaves 42
Type
In
Mv
5
WS
2
BS
2
St
3
To
3
Wo
1
In
4
At
1
Ld
2
Sv
-
Composition: Core
SA; SiN; Expendable: All Skaven units automatically pass Panic tests caused by slaves, and can fire into close combat with slaves; Cornered Rats: If a slave unit breaks from combat, all units within D6" take D3 (+1 for each extra rank of 5+ slaves) S3 hits, and then the broken unit is removed; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.)
Skavenslaves (20#, 42 pts)
20x Skavenslaves 42
Type
In
Mv
5
WS
2
BS
2
St
3
To
3
Wo
1
In
4
At
1
Ld
2
Sv
-
Composition: Core
SA; SiN; Expendable: All Skaven units automatically pass Panic tests caused by slaves, and can fire into close combat with slaves; Cornered Rats: If a slave unit breaks from combat, all units within D6" take D3 (+1 for each extra rank of 5+ slaves) S3 hits, and then the broken unit is removed; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.)
Giant Rats (6#, 23 pts)
5x Giant Rats 23
Type
WB
Mv
6
WS
3
BS
1
St
3
To
3
Wo
1
In
4
At
1
Ld
3
Sv
-
Composition: Core
Swiftstride; SA; Mixed units: Missiles hit rats on 1-4, Packmasters on 5-6; Rat Pack: May use Packmaster and Master Moulder's leadership, if there are none left they move as quickly as possible towards the neaerst enemy and charge if they can; Wave of Rats: Fight in Extra Rank including when charging
Packmaster [8]
Type
In
Mv
6
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1/2
Ld
5
Sv
6+
SA; SiN; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Whip (Counts as an additional hand weapon if the bearer is in base contact with the enemy. Alternatively, can be used to make one attack through 1 rank of rat ogres or 3 ranks of giant rats.); Light Armour (6+ Armour save.)
Giant Rats (6#, 23 pts)
5x Giant Rats 23
Type
WB
Mv
6
WS
3
BS
1
St
3
To
3
Wo
1
In
4
At
1
Ld
3
Sv
-
Composition: Core
Swiftstride; SA; Mixed units: Missiles hit rats on 1-4, Packmasters on 5-6; Rat Pack: May use Packmaster and Master Moulder's leadership, if there are none left they move as quickly as possible towards the neaerst enemy and charge if they can; Wave of Rats: Fight in Extra Rank including when charging
Packmaster [8]
Type
In
Mv
6
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1/2
Ld
5
Sv
6+
SA; SiN; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Whip (Counts as an additional hand weapon if the bearer is in base contact with the enemy. Alternatively, can be used to make one attack through 1 rank of rat ogres or 3 ranks of giant rats.); Light Armour (6+ Armour save.)
Giant Rats (6#, 23 pts)
5x Giant Rats 23
Type
WB
Mv
6
WS
3
BS
1
St
3
To
3
Wo
1
In
4
At
1
Ld
3
Sv
-
Composition: Core
Swiftstride; SA; Mixed units: Missiles hit rats on 1-4, Packmasters on 5-6; Rat Pack: May use Packmaster and Master Moulder's leadership, if there are none left they move as quickly as possible towards the neaerst enemy and charge if they can; Wave of Rats: Fight in Extra Rank including when charging
Packmaster [8]
Type
In
Mv
6
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1/2
Ld
5
Sv
6+
SA; SiN; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Whip (Counts as an additional hand weapon if the bearer is in base contact with the enemy. Alternatively, can be used to make one attack through 1 rank of rat ogres or 3 ranks of giant rats.); Light Armour (6+ Armour save.)
Rat Ogres (8#, 256 pts)
6x Rat Ogres 256
Type
MI
Mv
6
WS
3
BS
1
St
5
To
4
Wo
3
In
4
At
3/4
Ld
5
Sv
-
Composition: Special
3 rank/6 horde, Support Att max 3; SA; Mixed units: Missiles hit rat ogres on 1-4, Packmaster on 5-6.; If there are no Packmasters or Master Moulders in the unit at the start of a friendly turn the Rat Ogres must test for Stupidity; Can use a Packmasters or Master Moulders Ld and SiN rule if with the unit of Rat Ogres; Beserk Rage (Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.); Causes Fear; Frenzy; Stomp (1 automatic hit at creature's strength, Always strikes last)
2x Packmaster [16]
Type
In
Mv
6
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1/2
Ld
5
Sv
6+
SA; SiN; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Whip (Counts as an additional hand weapon if the bearer is in base contact with the enemy. Alternatively, can be used to make one attack through 1 rank of rat ogres or 3 ranks of giant rats.); Light Armour (6+ Armour save.)
Stormvermin (26#, 320 pts)
24x Stormvermin 320
Type
In
Mv
5
WS
4
BS
3
St
3/4
To
3
Wo
1
In
5
At
1
Ld
5
Sv
5+
Composition: Core
SA; SiN; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Halberd (+1 Strength. Two-handed.); Heavy Armour (5+ Armour save.)
Fangleader [17]
Type
In
Mv
5
WS
4
BS
3
St
3/4
To
3
Wo
1
In
5
At
2
Ld
5
Sv
5+
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Halberd (+1 Strength. Two-handed.); Heavy Armour (5+ Armour save.)
Storm Banner [50]
One use only. Activate at the beginning of any player's turn. No flying movement is allowed, and all missile fire is at -2 to hit. All shooting attacks that don't use BS need to roll a 4+ on a D6 before they fire. Roll a D6 at the beginning of each of the following player's turns - the effects end on a roll of 4+.
Warpfire Thrower Weapon Team [70]
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
1
In
3
At
2
Ld
5
Sv
5+
SA; SiN; Warpfire Thrower (Strength 5, D3 Wounds, -2 to armor saves, move or fire, Warpstone Weapon.
Place the flame template with the narrow end touching the Warpfire Thrower and the large part aimed at the target (which must be in line of sight).
Roll the artillery dice and move the template that many inches toward the target. All targets touched are hit automatically.
A unit suffering one or more casualties must take a Panic test.
If you roll a Misfire, roll a D6 -
1-2) the team is destroyed, place the large circular template over the center of the team and resolve hits as normal.
3-5) The team catches fire and runs 2D6" in a random direction, stopping if it comes into contact with anything, before exploding (use the small circular template) and being removed.
6) May not fire this turn.
This weapon may Stand and Shoot.)
; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.)
Plague Monks (40#, 335 pts)
39x Plague Monks 335
Type
In
Mv
5
WS
3
BS
3
St
3
To
4
Wo
1
In
3
At
1/3
Ld
5
Sv
-
Composition: Special
SA; SiN; Beserk Rage (Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.); Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Extra Hand Weapon (+1 Attack. Requires two hands.); Extra Attack: +1 Attacks; Frenzy
Bringer-of-the-Word [17]
Type
In
Mv
5
WS
3
BS
3
St
3
To
4
Wo
1
In
3
At
2/4
Ld
5
Sv
-
Beserk Rage (Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Extra Hand Weapon (+1 Attack. Requires two hands.); Extra Attack: +1 Attacks; Frenzy
Plague Banner [30]
One use only. Activate at the start of any close combat phase - for that phase, all Plague Monks in the unit can re-roll misses and failed to-wound rolls.
Rat Ogres (3#, 88 pts)
2x Rat Ogres 88
Type
MI
Mv
6
WS
3
BS
1
St
5
To
4
Wo
3
In
4
At
3/4
Ld
5
Sv
-
Composition: Special
3 rank/6 horde, Support Att max 3; SA; Mixed units: Missiles hit rat ogres on 1-4, Packmaster on 5-6.; If there are no Packmasters or Master Moulders in the unit at the start of a friendly turn the Rat Ogres must test for Stupidity; Can use a Packmasters or Master Moulders Ld and SiN rule if with the unit of Rat Ogres; Beserk Rage (Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.); Causes Fear; Frenzy; Stomp (1 automatic hit at creature's strength, Always strikes last)
Packmaster [8]
Type
In
Mv
6
WS
3
BS
3
St
3
To
3
Wo
1
In
4
At
1/2
Ld
5
Sv
6+
SA; SiN; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Whip (Counts as an additional hand weapon if the bearer is in base contact with the enemy. Alternatively, can be used to make one attack through 1 rank of rat ogres or 3 ranks of giant rats.); Light Armour (6+ Armour save.)
Warlock Engineer (1#, 45 pts)
Warlock Engineer 45
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
2
In
4
At
1
Ld
5
Sv
-
Composition: Hero
SA; SiN; Verminous Valour; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.)
Doomrocket [30]
One use only. May be fired in the Shooting phase or as a stand and shoot charge reaction; Target and roll 4-10 dice for range in inches, then place large template. Any model touched takes a S5 hit. If you roll 3 or more 1s for range, roll a D6: 1) Place centre of template over firer instead, 2-5) Fire in direction of scatter dice instead, 6) Model beneath impact point takes S5 hit, but rocket does not go off, roll a 4+ at the beginning of each Skaven shooting phase to see when it does.
Warlock Engineer (1#, 90 pts)
Warlock Engineer 90
Type
In
Mv
5
WS
3
BS
3
St
3
To
3
Wo
2
In
4
At
1
Ld
5
Sv
-
Mgc
1
Composition: Hero
SA; SiN; Verminous Valour; Level 1 Wizard; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.)
Dispel Scroll [25]
Once per battle, automatically dispels an enemy spell.
Grey Seer (1#, 305 pts)
Grey Seer 305
Type
In
Mv
5
WS
3
BS
3
St
3
To
4
Wo
3
In
5
At
1
Ld
7
Sv
-
WSv
4+*
Mgc
4
Composition: Lord
SA; SiN; Starts with D3 Warpstone Tokens; Verminous Valour; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.)
Warpstone Tokens [0]
Starts with D3 tokens. One use only. Use before spellcasting. For each token consumed, add an extra dice to his casting effort. For each 1 you roll on these added dice, take a wound with no armor save allowed. Spells may be cast solely with tokens.
Opal Amulet [15]
4+ ward against first wound
Skavenbrew [50]
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 to see what effect it has on the unit and character: 1) D6 S3 hits, no armor save, 2-3) Hatred, 4-5) Frenzied, 6) Frenzied with +2 attacks, but suffer D6 wounds in each compulsory movement phase (no armor saves).
Warlord (1#, 190 pts)
Warlord 190
Type
In
Mv
5
WS
6
BS
4
St
4/10
To
4
Wo
3
In
7
At
4
Ld
7
Sv
5+
Composition: Lord
SA; SiN; Verminous Valour; General; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.)
The Fellblade [100]
Strength 10. Causes D6 wounds. Reroll successful ward saves. At the end of the bearer's turn, roll a D6 - on a 1-2 the bearer suffers a wound with no armor save allowed.
Option Footnotes
Roster Design Information
Validation Report
Roster Statistics
Composition Report