3
7/23/2019 Skaven Pack http://slidepdf.com/reader/full/skaven-pack 1/3 Created with Army Builder® - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 1000 Pts - Skaven Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost Grey Seer (1 , 240 pts)  Grey Seer 1 In 5 3 3 3 4 3 5 1 7 - 4 240 Composition: Lord Starts with D3 Warpstone Tokens; General; Scurry Away!; Strength in Numbers; Verminous Valour; Hand Weapon  Warpstone Tokens 1 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 armour save allowed. Spells may be cast solely with tokens. [0]  1. Skitterleap 1 Augment . 5+ Cast . Cast on the caster (except Vermin Lords) or any other friendly infantry character within 12" Range. The model disappears and reappears anywhere on the  battlefield, at least 1" away from enemy models. [0]  2. Warp Lightning 1 Magic Missile . 6+ Cast . 24" Range, D6 Strength 5 hits. On a 1, the caster is hit instead. [0]  3. Howling Warpgale 1 Hex. 7+ Cast . Lasts until the start of your next magic phase. Flying creatures may not fly. Enemy missile weapons are at -1 To Hit. [0]  4. Death Frenzy 1 Augment . 9+ Cast . Cast on a friendly unit within 18" Range. The unit is affected by Frenzy (+2 At instead of +1) until it loses a combat. The unit takes D6 wounds with no armour save (as if from shooting) at the end of each friendly turn. [0]  5. Scorch 1 Direct Damage . 10+ Cast . Place the small round template within 24" Range. Any model touched suffers a S4 hit. Any unit that takes wounds must take a Panic test. [0] Flaming Attacks  6. Crack's Call 1 Direct Damage . 11+ Cast . Crack appears at caster and runs for 4D6" in line of sight. Models under the crack must make an Initiative test or be removed. War machines & chariots are destroyed on a 5+ instead. Buildings collapse on a 5+. [0]  1. Pestilent Breath 1 Direct Damage . 5+ Cast . Place the flame template in base contact and line of sight with the wizard. Models touched suffer a Strength 2 hit with no armour save. If in close combat, one enemy unit suffers D6 hits instead. [0]  2. Bless With Filth 1 Augment . 7+ Cast . One friendly unit within 12" Range has Poisoned Attacks in close combat. Upgrades existing poisoned attacks to 5+. Lasts until the end of the next  player turn. [0]  3. Wither 1 Hex. 8+ Cast . One unit within 12" Range loses 1 Toughness until the end of the game. [0]  4. Vermintide 1 Direct Damage . 8+ Cast . Place the large round template in base contact with you, then move it 4D6" away in any direction (it can't cross water or impassible terrain). Any units touched by the template suffer 3D6 Strength 2 hits (but not the caster). If in Close Combat, one enemy unit in base contact takes the 3D6 hits (as if from shooting) instead. [0]  5. Cloud of Corruption 1 Hex. 11+ Cast . Roll a D6 for each unit within 12" Range. On a 2+ (enemies), 4+ (friends) or 5+ (Clan Pestilens), they take D6 Strength 5 hits with no armour save. [0]  6. Plague 1 Direct Damage . 13+ Cast . Cast on one enemy unit within 18". Each model must take a Toughness test or suffer a wound with no armour save. If cast on a unit in Close Combat, all units fighting will be 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 cause any one unit within 12" of a plagued unit to be affected by the spell. A unit cannot be affected twice by this spell in the same  phase. Keep applying the results of the spell until it ends, or there are no targets left. [0]  13. The Dreaded Thirteenth 1 Hex. 25+ Cast . Cast on infantry unit within 24" and in LOS. 4D6 models turn into Clanrats. See rules for details. [0]

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1000 Pts - Skaven

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Grey Seer (1 , 240 pts)  Grey Seer  1 In 5 3 3 3 4 3 5 1 7 - 4 240

Composition: Lord 

Starts with D3 Warpstone Tokens; General; Scurry Away!; Strength in Numbers; Verminous

Valour; Hand Weapon  Warpstone Tokens 1 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 armour save allowed. Spells may be cast solelywith tokens.

[0]

  1. Skitterleap 1 Augment.

5+ Cast . Cast on the caster (except Vermin Lords) or any other friendly infantry

character within 12" Range. The model disappears and reappears anywhere on the

 battlefield, at least 1" away from enemy models.

[0]

  2. Warp Lightning 1 Magic Missile .

6+ Cast . 24" Range, D6 Strength 5 hits. On a 1, the caster is hit instead.

[0]

  3. Howling Warpgale 1 Hex.

7+ Cast . Lasts until the start of your next magic phase. Flying creatures may not

fly. Enemy missile weapons are at -1 To Hit.

[0]

  4. Death Frenzy 1 Augment.

9+ Cast . Cast on a friendly unit within 18" Range. The unit is affected by Frenzy

(+2 At instead of +1) until it loses a combat. The unit takes D6 wounds with no

armour save (as if from shooting) at the end of each friendly turn.

[0]

  5. Scorch 1 Direct Damage .

10+ Cast . Place the small round template within 24" Range. Any model touched 

suffers a S4 hit. Any unit that takes wounds must take a Panic test.

[0]

Flaming Attacks  6. Crack's Call 1 Direct Damage .

11+ Cast . Crack appears at caster and runs for 4D6" in line of sight. Models

under the crack must make an Initiative test or be removed. War machines &

chariots are destroyed on a 5+ instead. Buildings collapse on a 5+.

[0]

  1. Pestilent Breath 1 Direct Damage .

5+ Cast . Place the flame template in base contact and line of sight with the

wizard. Models touched suffer a Strength 2 hit with no armour save. If in close

combat, one enemy unit suffers D6 hits instead.

[0]

  2. Bless With Filth 1 Augment.

7+ Cast . One friendly unit within 12" Range has Poisoned Attacks in closecombat. Upgrades existing poisoned attacks to 5+. Lasts until the end of the next

 player turn.

[0]

  3. Wither  1 Hex.

8+ Cast . One unit within 12" Range loses 1 Toughness until the end of the game.

[0]

  4. Vermintide 1 Direct Damage .

8+ Cast . Place the large round template in base contact with you, then move it

4D6" away in any direction (it can't cross water or impassible terrain). Any units

touched by the template suffer 3D6 Strength 2 hits (but not the caster). If in Close

Combat, one enemy unit in base contact takes the 3D6 hits (as if from shooting)

instead.

[0]

  5. Cloud of Corruption 1 Hex.

11+ Cast . Roll a D6 for each unit within 12" Range. On a 2+ (enemies), 4+

(friends) or 5+ (Clan Pestilens), they take D6 Strength 5 hits with no armour save.

[0]

  6. Plague 1 Direct Damage .13+ Cast . Cast on one enemy unit within 18". Each model must take a Toughness

test or suffer a wound with no armour save. If cast on a unit in Close Combat, all

units fighting will be 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 cause any one unit within 12" of a plagued unit to be

affected by the spell. A unit cannot be affected twice by this spell in the same

 phase. Keep applying the results of the spell until it ends, or there are no targets

left.

[0]

  13. The Dreaded Thirteenth 1 Hex.

25+ Cast . Cast on infantry unit within 24" and in LOS. 4D6 models turn into

Clanrats. See rules for details.

[0]

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Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Chieftain (1 , 124 pts)  ×Chieftain (Battle Standard Bearer) 1 In 5 5 4 4/6 4 2 6 3+1 6 5+ 124

Composition: Hero

Always Strikes Last; Scurry Away!; Strength in Numbers; Verminous Valour; Hand Weapon;

Great Weapon; Shield; Battle Standard Bearer; Poisoned Attacks; Tail Weapon  Glittering Scales 1 Light armour; -1 when attempting To Hit wearer in Close Combat. [25]

  Poisoned Attacks 1 All Close Combat attacks (including tail weapons) count as Poisoned. [15]  Tail Weapon 1 Make an additional attack at the user's WS and Initiative @ S3. [8]

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc CostClanrats (21 , 190 pts)  Clanrats 19 In 5 3 3 3 3 1 4 1 5 5+ 190

Composition: Core

Scurry Away!; Strength in Numbers; Musician ; Standard Bearer ; Hand Weapon; Spear;

Light Armour; Shield   Clawleader  1 In 5 3 3 3 3 1 4 2 5 5+ [13]

Hand Weapon; Spear; Light Armour; Shield   Warpfire Thrower Weapon Team 1 In 5 3 3 3 3 1 3 2 5 5+ [70]

Scurry Away!; Strength in Numbers; Warpfire Thrower; Hand Weapon; Heavy Armour 

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Clanrats (21 , 175 pts)  Clanrats 19 In 5 3 3 3 3 1 4 1 5 5+ 6+* 175

Composition: Core

Scurry Away!; Strength in Numbers; Musician ; Standard Bearer ; Hand Weapon; Light

Armour; Shield   Clawleader  1 In 5 3 3 3 3 1 4 2 5 5+ 6+* [12.5]

Hand Weapon; Light Armour; Shield   Poisoned Wind Mortar Weapon

Team

1 In 5 3 3 3 3 1 3 2 5 5+ [65]

Scurry Away!; Strength in Numbers; Poisoned Wind Mortar; Hand Weapon; Heavy Armour 

Name # Type Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost

Rat Ogres (3 , 113 pts)  Rat Ogres 2 MI 6 3 1 5 4 3 4 3/4 5 - 113

Composition: Special

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 Strength in Numbers rule if with

the unit of Rat Ogres; Berserk Rage; Causes Fear; Frenzy; Stomp  Master Moulder  1 In 6 5 3 4 4 2 5 2/3 6 6+ [33]

Scurry Away!; Strength in Numbers; Verminous Valour; Hand Weapon; Whip; Light Armour 

To tal Cost : 842

Option Footnotes

Options

Great Weapon +2 Strength; Always Strikes Last. Two-handed.

Hand Weapon 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.

Heavy Armour 5+ armour save.

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.

Poisoned Wind Mortar 6-24" Range, Warpstone Weapon, no armour 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+.

Shield +1 armour save bonus.

Spear Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.

Standard Bearer  +1 to Combat Resolution, Standard can be captured if unit Flees.

Warpfire Thrower  Rapid Reaction : This weapon may Stand and Shoot.

Strength 5, D3 Wounds, -2 to armour 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.

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.

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Roster Notes

Poison Wind Mortar 

Misfire Table

1-2) Foomph! : Place the large round template on the team, resolve the attack (all models wounded on 4+),

then remove the team.

3-5) Wildly off Target : Your opponent can place the template anywhere he likes within 3D6" of the

intended target.

6) Clogged : May not shoot this turn.

Warfire Thrower Misfire

Table

1-2) Whompfff! : The team is destroyed, place the large circular template over the center of the team and 

resolve hits as normal.

3-5) Fuel Leak : 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) Pppphhtt! : May not fire this turn.Special Rules

Always Strikes Last Always Strikes Last in Close Combat

Berserk Rage Must declare charge if able to unless a Leadership test is passed. Cannot choose to restrain pursuit.

Flaming Attacks Causes Fear in War Beasts, Chariots and Cavalry. Re-roll failed wounds when assaulting a building.

Scurry Away! All models add +1 to the total rolled to determine the distance they flee.

Stomp 1 automatic hit at creature's Strength, Always Strikes Last

Strength in Numbers All units add their current rank bonus to their Leadership value for any Leadership-based test. If the unit

loses its rank bonus it also loses its Leadership bonus.

Verminous Valour If a Skaven character refuses a challenge the unit may still use the character's Ld or BSB ability.