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R - Skaven

The document details a Skaven army roster totaling 1500 points, including various units such as Stormvermin, Clanrats, and a Doomwheel. It specifies the composition, special rules, and equipment for each unit, as well as the overall statistics and validation report for the army. The roster adheres to the 8th Edition rules and includes a breakdown of points allocated to different categories like Lords, Heroes, Core, and Rare units.

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0% found this document useful (0 votes)
22 views3 pages

R - Skaven

The document details a Skaven army roster totaling 1500 points, including various units such as Stormvermin, Clanrats, and a Doomwheel. It specifies the composition, special rules, and equipment for each unit, as well as the overall statistics and validation report for the army. The roster adheres to the 8th Edition rules and includes a breakdown of points allocated to different categories like Lords, Heroes, Core, and Rare units.

Uploaded by

michaelmo85
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1500 Pts - Skaven

Name # Type M WS BS S T W I A Ld AS WSv Cost


Stormvermin (25 , 418 pts)
×Stormvermin 24 In 5 4 3 3/4 3 1 5 1 5 4+ 257
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Halberd; Heavy Armour; Shield; Scurry Away!; Strength
in Numbers
Storm Banner 1 One use only. Activate at the beginning of any player's turn. No flying movement is allowed, [50]
and all shooting attacks suffer a -2 to hit penalty. All shooting attacks that don't use Ballistic
Skill need a 4+ roll to fire. Roll a D6 at the beginning of each of the following player's turns
- the effects end on a roll of 4+.
×Warlord 1 In 5 6 4 4/5 4 3 7 4 7 2+ 161
Composition: Lord
General; Hand Weapon; Halberd; Shield; Scurry Away!; Strength in Numbers; Verminous Valour
Sword of Might 1 Grants +1 Strength. [20]
Armour of Silvered Steel 1 Grants a 2+ armour save that cannot be improved. [45]
Plague Priest (21 , 247 pts)
Plague Priest 1 In 5 5 3 4 5 2 5 3/4 6 135
Composition: Hero
Level 2 Wizard; Hand Weapon; Extra Attack; Frenzy; Immune to Psychology; Scurry Away!; Strength in
Numbers
Skaven Spells of Plague 1 Must choose spells from the Skaven Spells of Plague. [0]
Clanrats 20 In 5 3 3 3 3 1 4 1 5 5+ 112
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Light Armour; Shield; Scurry Away!; Strength in
Numbers; Fight in Extra Ranks
Skavenslaves (40 , 80 pts)
Skavenslaves 40 In 5 2 2 3 3 1 4 1 2 80
Composition: Core
Hand Weapon; Cornered Rats; Expendable; Scurry Away!; Strength in Numbers
Skavenslaves (40 , 80 pts)
Skavenslaves 40 In 5 2 2 3 3 1 4 1 2 80
Composition: Core
Hand Weapon; Cornered Rats; Expendable; Scurry Away!; Strength in Numbers
Skavenslaves (40 , 80 pts)
Skavenslaves 40 In 5 2 2 3 3 1 4 1 2 80
Composition: Core
Hand Weapon; Cornered Rats; Expendable; Scurry Away!; Strength in Numbers
Clanrats (30 , 222 pts)
Clanrats 29 In 5 3 3 3 3 1 4 1 5 5+ 222
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Light Armour; Shield; Scurry Away!; Strength in
Numbers; Fight in Extra Ranks
Poisoned Wind Mortar Weapon 1 In 5 3 3 3 3 1 3 2 5 5+ [65]
Team Hand Weapon; Poisoned Wind Mortar; Heavy Armour; Attached Unit; Scurry Away!; Strength in
Numbers; Warpstone Weapon
Clanrats (30 , 222 pts)
Clanrats 29 In 5 3 3 3 3 1 4 1 5 5+ 222
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Spear; Light Armour; Shield; Scurry Away!; Strength in
Numbers; Fight in Extra Ranks
Poisoned Wind Mortar Weapon 1 In 5 3 3 3 3 1 3 2 5 5+ [65]
Team Hand Weapon; Poisoned Wind Mortar; Heavy Armour; Attached Unit; Scurry Away!; Strength in
Numbers; Warpstone Weapon
Doomwheel (1 , 150 pts)
Doomwheel 1 Uq 3D6 - - 6 6 5 - * - 4+ 150
Composition: Rare
Doomwheel Misfire Chart; Grinding Down the Foe; Immune to Psychology; Impact Hits (D6+1); Large
Target; Random Movement (3D6); Rolling Doom; Terror; Zzzzap!; Multiple Wounds (D6); Warpstone
Weapon
Crew (Warlock & Rats) 1 - - 3 3 2 - - 4 2D6 7 [0]
Random Attacks (2D6)
Total Cost: 1499

Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Option Footnotes
Options
General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
Halberd +1 Strength, Requires Two Hands.
Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Heavy Armour 5+ armour save.
Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
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 Range 6-24", Warpstone Weapon, ignores armour saves.
Fires like a stone thrower with the following exceptions. Can move and fire. If the Weapon Team is within 3" of its
parent unit, it can use their line of sight to fire. If the target is not visible to the Mortar, then the shot will scatter
double the distance on the artillery dice unless a Hit is rolled. Should a misfire be rolled, consult the Poisoned Wind
Mortar Misfire chart. Uses the small round template. Any model directly under the centre of the template takes a
wound on a 4+; other models touched take a wound on a roll of a 5+. The mortar crew only suffer a wound on a roll
of a 5+ when touched by any part of the template.
Shield +1 armour save bonus.
Spear (Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Attached Unit 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.
Cornered Rats 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.
Expendable 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).
Extra Attack Grants +1 Attack.
Frenzy 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.
Grinding Down the Foe The Doomwheel does a D3 automatic Strength 6 hits against one enemy unit in base contact.
If the Doomwheel hits a friendly unit while moving, resolve Impact Hits after contact and then move the Doomwheel
back an inch.
Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits (D6+1) 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.
Large Target Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Random Attacks (2D6) Must roll before striking blows to determinate the number of attacks the model will make.
Random Movement (3D6) A model with this rule can't declare charges, and always moves during the Compulsory Movements phase. If it enters
in base contact with an enemy, counts as having charged. Enemies can't declare any charge reaction.
Rolling Doom The Doomwheel has the Random Movement special rule, with the following exceptions.
• If the move takes it into a friendly unit, the creature will inflict D6+1 S6 Hits, distributed in the same manner as
shooting attacks, and then stop 1" away from the unit (or flee through it if it's fleeing).
• The Doomwheel treats terrain in the same manner as a Chariot.
Loss of Control : At the end of any phase in which an Doomwheel takes a wound, roll a D6 for each wound suffered
in that phase. On the roll of a 1, the Doomwheel goes Out of Control (as detailed in the Doomwheel Misfire chart).
If the Doomwheel is in combat or fleeing no die is rolled.
Scurry Away! Units with this special rule add +1 to the total rolled to determine the distance they flee.
Strength in Numbers 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.
Terror 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.
Verminous Valour 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.

Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Zzzzap! In each friendly Shooting phase, even when engaged in close combat, the Doomwheel unleashes three bolts of warp
lightning unless the Warlock Engineer chooses to take a Leadership test and he doesn't fail it. Each bolt has a range
of 18" and strikes the nearest unit regardless of terrain or line of sight. Roll an artillery dice. The result is the Strength
of all the bolts fired during the current turn. Each bolt is a Warpstone Weapon and has Multiple Wounds (D6). If a
misfire is rolled, no shots are fired and you must roll on the Doomwheel Misfire Chart.
Equipment Special Rules
Fight in Extra Ranks 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.
Multiple Wounds (D6) Each unsaved Wound inflicted is multiplied by the number indicated.
Warpstone Weapon Warpstone weapons add attacks made by them count as magical.
Roster Notes
Doomwheel Misfire Chart 1-2) Disaster : The Doomwheel immediately takes D6 Strength 6 hits. From now on roll one less D6 for the
Doomwheel's movement. If reduced to zero dice the Doomwheel is removes as a casualty.
3-5) Out of Control : If the Doomwheel is unengaged, you must move the Doomwheel in a full random move in a
straight line in the direction indicated by the roll of a scatter dice. No maneuvering is allowed. If it hits any unit the
Doomwheel inflict Impact Hits as normal and counts as charging if the unit is an enemy.
6) Burst of Speed : For the remainder of the battle the Random Movement is increased by an additional dice.
Miscast Table 2-4) Dimensional Cascade : Put large template on the Wizard. Every model (including Wizard) takes a Strength 10
hit. Roll a D6: (1-3) Remove Wizard, (4-6) Remove D6 dice from Power Pool.
5-6) Calamitous Detonation : Put the small template on the Wizard. Every model (including the Wizard) takes a
Strength 10 hit. Remove D6 dice from Power Pool.
7) Detonation: Models in contact with the Wizard (but not the Wizard) take a Strength 10 hit. Remove D6 dice from
Power Pool.
8-9) Magical Feedback : The Wizard and every other friendly Wizard takes a Strength 6 hit. Remove D6 dice from
Power Pool.
10-12) Power Drain : Wizard Level -D3, minimum 0. For every level lost, randomly forget spell. First spell lost is
spell that caused miscast. Wizard cannot cast any more spells this turn.

Validation Report
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Skaven Army; Special Rules: Forbid Chaos Dwarfs in WoC, Forbid Regiments of
Renown; File Version: 2.95
Roster satisfies all enforced validation rules
One or more elements of the Roster (×) are subject to the following in-play usage considerations:
-

Roster Statistics
Fortitude: 6
General's Ld: 7
# Models: 227
Total Characters: 296
Total Core: 1053
Total Magic Items: 115
Total Rare: 150
Total Special: 0
% Characters: 19.7
% Core: 70.2
% Magic Items: 7.7
% Rare: 10
% Special: 0

Group Min Max Used


Points of Lords 0 750 161
Points of Heroes 0 750 135
Points of Core 375 Unlimited 1053
Points of Special 0 750 0
Points of Rare 0 375 150

Created with Army Builder® - Copyright (c) 1997-2016 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

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