The skaven are a race of mutant ratmen. They are true beings of Chaos, their every thought turned towards selfish advancement and conquest. Their technologies and magics are powered by the foul substance known as warpstone. Anarchic, prolific and deranged, the skaven are a threat to every living being in the Mortal Realms.
This page contains all of the rules you need to field your Skaven miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Skaven
| Q: | If I pick a friendly Stormfiends unit as the target of the ‘Filth-crust’ prayer with a chanting roll of 8+, how would the Crit (Mortal) weapon ability interact with the ‘Shock Gauntlets’ ability? |
| A: | The Crit (Mortal) weapon ability would inflict mortal damage on the target unit equal to the Damage characteristic and the attack sequence would end, so ‘Shock Gauntlets’ would have no further effect. |
| Q: | If an enemy unit is affected by the ‘Gaze of the Gnaw’ ability and must attack Vizzik Skour, can the models in that unit that are not within Vizzik Skour’s combat range after piling in attack? |
| A: | No. |
| Q: | If a Warp-Grinder picks another Warp-Grinder unit to be set up in the tunnels below using the ‘Tunnel Skulkers’ ability, can both of those units use the ‘Warp-Ambush’ ability to attempt to set up the units on the battlefield? |
| A: | Yes. |
| Q: | When using the Grey Seer’s ‘Warpstone Shards’ ability, if the 3D6 casting roll includes 2 or more rolls of 1 (before removing one of the dice), is that spell miscast? |
| A: | Yes. |
| Q: | If I successfully cast ‘Gnaw Through Reality’ on a Scourge of Ghyran Grey Seer on Screaming Bell, could I then use ‘Tunnels Through Reality’ to remove that unit and set it up wholly within 6" of another friendly Gnawhole? |
| A: | No. ‘Gnaw Through Reality’ does not allow the Grey Seer on Screaming Bell to use abilities from the Gnawhole warscroll, only to be treated as a Gnawhole when using those abilities. |
| Q: | If a flying unit passes across a Gnawhole, does it ignore the effect of the ‘Volatile Ground’ ability since the ‘Fly’ ability means that units ignore terrain features while moving? |
| A: | No. The unit still counts as having passed across the Gnawhole, so the effect applies. |
| Q: | Can a Mutated Menagerie Hell Pit Abomination that is picked as the target of the ‘Rampaging Demise’ ability avoid being destroyed if I roll a 5 or 6 on the ‘Too Horrible To Die’ ability? |
| A: | Yes. |
Skaven armies can use the following abilities:
THE LURKING VERMINTIDE: What scurries beneath the surface?
Declare: Pick a friendly
SKAVEN unit that has not been deployed.
Effect: Set up that unit in reserve
in the tunnels below. It has now been deployed.
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).
Declare: Pick a friendly
non-MONSTER SKAVEN unit that is not in combat and was not set up this turn to use this ability.
Effect: That unit can use the ’
Normal Move’ ability as if it were your movement phase.
TOO QUICK TO HIT-HIT: These skittish ratmen dart and run in all directions, avoiding retribution as they flee from combat.
Effect: No
mortal damage is inflicted on friendly
SKAVEN INFANTRY and
CAVALRY units by
RETREAT abilities.
SPLINTERS OF THE VERMINDOOM: In the aftermath of the Vermindoom, reality continues to fracture and tear as gnawholes bore into reality, spewing forth endless tides of ratmen.
Declare: You can use this ability if there are fewer than 3 friendly
Gnawholes on the battlefield.
Effect: Set up a
Gnawhole on the battlefield more than 9" from all enemy units, more than 3" from all
objectives and more than 1" from all other
terrain features.
GNAWHOLE AMBUSH: Emerging from a green, glowing rift, the Skaventide pours onto the battlefield.
Declare: Pick a friendly
SKAVEN unit that is
in the tunnels below to use this ability.
Effect: Set up that unit wholly within 6" of a friendly
Gnawhole and more than 9" from all enemy units.
You can pick 1 of the following battle formations for a Skaven army. Each battle formation grants a different ability you can use in the battle.
Virulent Procession
CORRUPTED EARTH: The Clans Pestilens are relentless in advancing the spread of plague and corruption.
Declare: Pick up to 3 friendly
PESTILENS units that are in combat to be the targets.
Effect: For each target:
- Make a pile-in move.
- Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
Fleshmeld Menagerie
PRIZED CREATIONS: Moulder warbeasts are studded with warpstone crystals and pumped full of vile serums that spur their battle-rage – at the occasional cost of overtaxing their forms.
Declare: Pick up to 3 friendly
non-HERO MOULDER units to be the targets.
Effect: Roll a dice for each target and apply the corresponding effect:
| 1-2 | Self-destructive Fury: Inflict D3 mortal damage on the target. | | 3-4 | Rabid Infusion: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn. | | 5-6 | Blinded by Frenzy: In addition to the effect of ‘Rabid Infusion’, the target has WARD (5+) until the start of your next turn. |
|
Claw-horde
CLAW-PICKED: The Stormvermin and Clanrats of a Verminus Claw‑horde are amongst the most ferocious of all ratmen.
Declare: Pick up to 3 friendly
VERMINUS units that charged this turn to be the targets.
Effect: Add 1 to the Rend characteristic of the targets’ melee weapons for the rest of the turn.
Warpcog Convocation
SKRYRE PROTOTYPES: The fell contraptions wielded by these ratmen were created by the Clans Skryre’s most ingenious weaponsmiths.
Declare: Pick up to 3 friendly
SKRYRE units to be the targets.
Effect: Roll a dice for each target and apply the corresponding effect:
| 1 | Kaboom!: Inflict D3 mortal damage on the target. | | 2-5 | More Power!: Add 1 to wound rolls for the target’s shooting attacks for the rest of the turn. | | 6 | More-more Power!: In addition to the effect of ‘More Power!’, add 1 to the Rend characteristic of the target’s ranged weapons for the rest of the turn. |
|
Kill‑Pack
KILL-KILL! SCURRY-FLEE!: A kill‑pack has one purpose: slay the target. Once this goal has been achieved and the element of surprise lost, the Eshin agents must see to their own survival…
Declare: Pick an enemy
HERO to be the target.
Effect: For the rest of the battle, if the target has been destroyed, add 2" to the Move characteristic of friendly
ESHIN units
Envoys of the Deepengnaw
WILL OF THE HORNED RAT: Although they tower over the rest of the swarm, Verminlords are as craven and cunning as any Skaven – in truth even more so – and will readily use their underlings as fodder to protect their own hides.
Effect: While a friendly
SKAVEN DAEMON is within the
combat range of a friendly
non-HERO SKAVEN INFANTRY unit:
- That SKAVEN DAEMON has WARD (4+).
- Each time you make a successful ward roll for that SKAVEN DAEMON, allocate 1 mortal damage on a friendly non-HERO SKAVEN INFANTRY unit within that unit’s combat range after the damage sequence for that unit has been resolved (ward rolls cannot be made for these damage points).
Gathering of the Clans
BACKSTABBING ALLIES: The Skaven often form uneasy alliances between clans, but none of them want to suffer the brunt of the fighting when the enemy draws near.
Effect: Pick up to 2 other friendly
SKAVEN units that are not
in combat and are wholly within 13" of the unit using the ‘
Redeploy’ command to be the targets. Each target must have at least one of the following keywords:
VERMINUS,
SKRYRE,
MOULDER,
PESTILENS,
ESHIN. After that ‘Redeploy’ command has been resolved, each of the targets can immediately use the ‘Redeploy’ command in an order of your choice without any command points being spent.
Devious Machinations
Hero only
|
| Scurry Away | 0 |
| Short-tempered | 0 |
| Skilled Manipulator | 0 |
SCURRY AWAY: This Skaven chief does not think twice about scampering to safety when things look to be going south. Perhaps that’s why they have lived so long.
Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘
Retreat’ ability as if it were your movement phase.
SHORT-TEMPERED: This twitching and irascible Skaven has succeeded in making their minions more afraid of their displeasure than of the enemy.
Effect: Add 1 to run rolls and charge rolls for friendly
SKAVEN units while they are wholly within 13" of this unit.
SKILLED MANIPULATOR: This Skaven warlord is particularly devious and selfserving, deftly ensuring that their minions are always conveniently positioned between themselves and potential threats.
Effect: While this unit is within the
combat range of a friendly
non-HERO SKAVEN INFANTRY unit:
- This unit has WARD (4+).
- Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly non-HERO SKAVEN INFANTRY unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).
Ruinous Realm-Gnawers
HERO only
|
| DEVIOUS UNDERLING | 0 |
| FLESHMEDDLER | 0 |
| PIT TINKERER | 0 |
DEVIOUS UNDERLING: Sly in the extreme, this ratman has mastered the art of biding his time, content to wait until his superiors’ demise before violently seizing control for himself.
Declare: Pick another friendly
SKAVEN HERO on the battleeld with a Health characteristic that equals or exceeds this unit’s Health characteristic to be the target.
Effect: For the rest of the battle:
- While the target has not been slain, friendly SKAVEN INFANTRY units have WARD (6+) while they are wholly within 13" of this unit.
- Once the target has been slain, add 2 to charge rolls for friendly SKAVEN INFANTRY units while they are wholly within 13" of this unit.
FLESHMEDDLER: This Skaven carries syringe darts filled with warpstone serum that can be fired into the patchwork hides of nearby Moulder creations to give them a ‘bit of extra bite’.
Declare: Pick a friendly
MOULDER unit wholly within 13" of this unit to be the target.
Effect: Pick 1 of the target’s melee weapons. Add 1 to the Rend characteristic of that weapon for the rest of the turn.
PIT TINKERER: This mechanically minded Skaven has a compulsion to make ‘improvements’ to the Skryre devices under his command.
Effect: You can re-roll the random characteristic rolls for the Move characteristic of friendly
SKRYRE WAR MACHINES while they are wholly within 13" of this unit. In addition, each time a friendly
SKRYRE WAR MACHINE wholly within 18" of this unit uses the ‘Rolling Doom’ or ‘Whirling Doom’ ability, add 1 to the amount of
mortal damage inflicted, if any.
Devious Machinations
HERO only
|
| MASTERCLAN CONNECTIONS | 0 |
| MASTER OF THE SWARM | 0 |
| ESSENCE OF THE GNAW | 0 |
MASTERCLAN CONNECTIONS: This Skaven’s obsequious nature has allowed them to curry favour with a member of the sorcerous Masterclan.
Effect: Add D3 to that
casting roll or
unbinding roll.
MASTER OF THE SWARM: This warlord understands the importance of numbers, ensuring their burrows are teeming with fresh warriors.
Effect: Each time an ability returns 1 or more
slain models to a friendly
SKAVEN unit wholly within 13" of this unit, after that ability has been resolved, you can return 1 additional slain model to it.
ESSENCE OF THE GNAW: A cursed combination of warpstone and daemonic power allows this rodent to twist reality.
Declare: Pick another
visible SKAVEN unit wholly within 13" of this unit and
in combat to be the target.
Effect: For the rest of the turn, this unit has
STRIKE-FIRST and the target has
STRIKE-LAST.
Relics of Ruin
HERO only
|
| Foulhide | 0 |
| Warpstone Charm | 0 |
| Skavenbrew | 0 |
FOULHIDE: Fashioned from the flensed flesh of Rat Ogors and soaked in cloying alchemical agents, this stinking armour sticks to its wearer like a bloated second skin and regrows as fast as it can be hacked apart.
Effect: Heal (D3) this unit.
WARPSTONE CHARM: This foul talisman radiates mutating energy that can be directed at an enemy unit to erode their armour.
Declare: Pick an enemy unit in combat with this unit to be the target.
Effect: Roll a dice. On a 3+, subtract 1 from
save rolls for the target for the rest of the turn.
SKAVENBREW: This foul concoction, brewed from blood and warpstone, is dispensed to expendable underlings to drive them into a short-lived but devastating killing frenzy.
Declare: Pick a friendly
non-HERO SKAVEN INFANTRY unit wholly within 13" of this unit to be the target.
Effect: Inflict D3
mortal damage on the target. Then, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.
Lore of Ruin
SKITTERLEAP: Vanishing in a puff of foul-smelling smoke, the verminkin reappear elsewhere on the battlefield an eye-blink later.
Declare: Pick a friendly
SKAVEN WIZARD to cast this
spell, pick a
visible friendly
SKAVEN HERO wholly within 13" of them to be the target, then make a casting roll of 2D6.
Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
WITHER: The spellcaster hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.
Declare: Pick a friendly
SKAVEN WIZARD to cast this
spell, pick a
visible enemy unit within 13" of them to be the target, then make a casting roll of 2D6.
Effect: Inflict D3
mortal damage on the target.
WARPGALE: Screeching in an unholy tongue, the caster parts the veil of reality and draws a ravening gale of unnatural energies forth.
Declare: Pick a friendly
SKAVEN WIZARD to cast this
spell, pick a
visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.
Effect: The target has
STRIKE-LAST for the rest of the turn.
Noxious Prayers
FILTH-CRUST: The Great Horned Rat heeds the call of this priest to encrust the weapons of their minions with irresistible contagions.
Declare: Pick a friendly
SKAVEN PRIEST to chant this
prayer, pick a
visible friendly
SKAVEN INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.
Effect: Add 1 to
wound rolls for the target’s
combat attacks until the start of your next turn. In addition, if the chanting roll was 8+, the target’s melee weapons have
Crit (Mortal) until the start of your next turn.
| KEYWORDS | PRAYER, UNLIMITED |
BILE-TORRENT: The priest screeches with glowing green eyes as a torrent of bile sweeps over their foe.
Declare: Pick a friendly
SKAVEN PRIEST to chant this
prayer, pick a
visible enemy unit within 13" of them to be the target, then make a chanting roll of D6.
Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1
mortal damage on the target. If the chanting roll was 8+, inflict 1 mortal damage on the target for each 4+ instead.
RABID-TOUGH: The priest snarls and conjures a dense cloud of toxins that sends their followers into a frenzy that numbs them to pain.
Declare: Pick a friendly
SKAVEN PRIEST to chant this
prayer, pick a
visible friendly
SKAVEN INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.
Effect: Subtract 1 from
wound rolls for attacks that target that unit until the start of your next turn. In addition, if the chanting roll was 8+, add 1 to
save rolls for the target until the start of your next turn.
Manifestations of Doom
SUMMON WARP LIGHTNING VORTEX: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.
Declare: If there is not a friendly
Warp Lightning Vortex on the battlefield, pick a friendly
SKAVEN WIZARD to cast this
spell, then make a casting roll of 2D6.
Effect: Set up the first part of the
Warp Lightning Vortex within 18" of the caster and
visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
SUMMON VERMINTIDE: A Skaven spellcaster can summon forth a seething mass of arcane rodents that consumes everything in its path.
Declare: If there is not a friendly
Vermintide on the battlefield, pick a friendly
SKAVEN WIZARD to cast this
spell, then make a casting roll of 2D6.
Effect: Set up a
Vermintide wholly within 13" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON BELL OF DOOM: Invoking ancient creation myths, the spellcaster causes a great Bell of Doom to manifest upon the battlefield.
Declare: If there is not a friendly
Bell of Doom on the battlefield, pick a friendly
SKAVEN WIZARD to cast this
spell, then make a casting roll of 2D6.
Effect: Set up a
Bell of Doom wholly within 13" of the caster,
visible to them and more than 9" from all enemy units.
Moulder Mutations are unique enhancements that can be given to non-HERO non-WAR MACHINE SKAVEN units. A unit can only have 1 Moulder Mutation.
|
| TRANSPLANTED BRAINS | 10 |
| ANABOLIC ACCELERATORS | 10 |
| SERRATED BONE PROTRUSIONS | 10 |
TRANSPLANTED BRAINS: The grey matter of various ‘willing’ Moulder volunteers has been grafted onto these mutants’ brains, allowing them to change their personalities in an instant.
Effect: Pick 1 of the following brains. Its effects apply for the rest of the turn:
Warpstone Addict’s Brain:- Add 1 to hit rolls for this unit’s combat attacks.
- This unit has a maximum control score of 1.
Warlock Whelp’s Brain: Add 10 to this unit’s control score
ANABOLIC ACCELERATORS: The limbs of these mutants have been injected with a serum that promotes rapid tissue growth, giving them a monstrous – if short-lived – burst of speed.
Effect: If this unit was
set up this turn, when making
charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.
SERRATED BONE PROTRUSIONS: The jagged shards of bone that jut out from these abominations can inflict nasty injuries on careless attackers.
Effect: For each unmodified
hit roll of 1 for a combat attack made by an enemy unit that targets this unit, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
Army of Renown
The Great-Grand Gnawhorde
When you pick the Skaven
faction for your army, you can choose for it to be a Great-grand Gnawhorde
Army of Renown. If you do so, use the faction rules on these pages instead of the Skaven faction rules. Every unit in your army must be drawn from the units listed in the roster options opposite. All units in your army gain the
GNAWHORDE keyword.
| | |
| ROSTER OPTIONS - Vizzik Skour, Prophet of the Horned Rat
- Non-UNIQUE MASTERCLAN Units
- Non-UNIQUE VERMINUS units
- Non-UNIQUE SKRYRE units
- Non-UNIQUE MOULDER units
- You cannot include Regiments of Renown or faction terrain
| |
| | |
DISCIPLES OF VIZZIK: The clawpacks of the Great-grand Gnawhorde protect their daemon-prophet by any means necessary.
Effect: While a friendly
Vizzik Skour is within the
combat range of another friendly
GNAWHORDE unit:
- That Vizzik Skour has WARD (4+).
- Each time you make a successful ward roll for that Vizzik Skour, allocate 1 damage point to a friendly GNAWHORDE unit within its combat range after the damage sequence has been resolved.
UNSTOPPABLE WARP-VOLLEY: The Warlocks of the Gnawhorde are no less aggressive than their Verminus kin - they are simply able to strike from further away.
Declare: You can only use this ability if you have not used any
WARPSHATTER THROES abilities this turn. Pick up to 3 friendly
GNAWHORDE units to be the targets.
Effect: For the rest of the turn:
- Add 3" to the Range characteristic of the targets’ ranged weapons.
- The targets cannot use commands.
| KEYWORDS | WARPSHATTER THROES |
FRENZIED MOMENTUM: Hateful bells clanging in their minds, the swarms of the Great-grand Gnawhorde surge into the fray.
Declare: You can only use this ability if you have not used any
WARPSHATTER THROES abilities this turn. Pick up to 3 friendly
GNAWHORDE units to be the targets.
Effect: For the rest of the turn:
- Add 2 to run rolls and charge rolls for the targets.
- Subtract 1 from the targets’ control scores.
| KEYWORDS | WARPSHATTER THROES |
RECKLESS ABANDON: With the death frenzy upon them, the Gnawhorde's warriors show a most unusual disregard for self-preservation.
Declare: You can only use this ability if you have not used any
WARPSHATTER THROES abilities this turn. Pick up to 3 friendly
GNAWHORDES units to be the targets.
Effect: For the rest of the turn:
- Add 1 to the Attacks characteristic of the targets’ melee weapons.
- Add 1 to hit rolls for combat attacks that target those friendly units.
| KEYWORDS | WARPSHATTER THROES |
HERO only
HARBINGER OF THE GREAT ASCENDANCY: In the eyes of this Skaven warlord, nothing can stop the Horned Rat's ascendancy and the ruination of the Mortal Realms.
Effect: If this unit is not in combat, you can use 2 different
WARPSHATTER THROES abilities this turn instead of 1.
HERO only
ICON OF GREAT-TOTAL SUPREMACY: Within this jagged brass reliquary lies a cutting from the Horned Rat's whiskers. It exerts a natural hold over the Skaven, drawing frothing warriors to it.
Effect: You can return up to D3
slain models to each friendly
GNAWHORDE INFANTRY unit with a Health characteristic of up to 3.
DEAFENING FRENZY: The caster enhances the clangour of the thirteen Warpshatter Bells in the minds of a nearby swarm, driving them to even greater heights of fury.
Declare: Pick a friendly
GNAWHORDE WIZARD to cast this spell, pick a visible friendly
GNAWHORDE INFANTRY unit wholly within 13" of them to be the target, then make a casting roll of 2D6. The casting roll for this spell cannot be modified.
Effect: Until the start of your next turn:
- The target has STRIKE-FIRST.
- The target cannot use commands.
REVERBERATING RITUAL: The priest chants in time with the tolling of the Warpshatter Bells, sonically shattering the last dregs of sanity from nearby ratmen and filling them with dreadful hunger.
Declare: Pick a friendly
GNAWHORDE PRIEST to chant this
prayer, pick a
visible friendly
GNAWHORDE INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.
Effect: Until the start of your next turn, the target can move an extra 3" when it makes a
pile-in move. In addition, if the chanting roll was 8+, add 1 to the target’s
control score until the start of your next turn.
| KEYWORDS | PRAYER, UNLIMITED |
SUMMON VERMINTIDE: A Skaven spellcaster can summon forth a seething mass of arcane rodents that consumes everything in its path.
Declare: If there is not a friendly
Vermintide on the battlefield, pick a friendly
GNAWHORDE WIZARD to cast this
spell, then make a casting roll of 2D6.
Effect: Set up a
Vermintide wholly within 13" of the caster,
visible to them and more than 9" from all enemy units.
Army of Renown
When you pick the Skaven
faction for your army, you can choose for it to be a Thanquol’s Mutated Menagerie
Army of Renown. If you do so, use the faction rules on these pages instead of the Skaven faction rules. Every unit in your army must be drawn from the units listed in the roster options opposite. All units in your army gain the
MUTATED MENAGERIE keyword.
MONSTROUS ENTOURAGE: Thanquol is well practised in getting Moulder mutants to die on his behalf.
Effect: The
Companion weapon ability has no effect on
MUTATED MENAGERIE units. While a friendly
Thanquol is within the
combat range of another friendly
MUTATED MENAGERIE unit:
- That Thanquol has WARD (4+).
- Each time you make a successful ward roll for that Thanquol, allocate 1 damage point to a friendly MUTATED MENAGERIE unit within its combat range after the damage sequence has been resolved.
SPITEFUL SWARMS: Always one for a cunning trick, churning rat-swarms have been stitched into the guts of Thanquol's beasts, ready to burst free in a wave of disorienting fangs and claws when their host is slain.
Declare: Pick a friendly non-
HERO MUTATED MENAGERIE MONSTER unit that has not used any
RAMPAGE abilities this turn to use this ability.
Effect: This unit has
STRIKE-FIRST for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit would be destroyed, before it is removed from play, roll a dice for each enemy unit within 6" of this unit. On a 3+, subtract 1 from the Attacks characteristic of that enemy unit’s melee weapons for the rest of the battle.
After this ability has been resolved, this unit cannot use any other
RAMPAGE abilities for the rest of the turn.
MORE-MORE MUTATION!: The sponsorship of a Grey Seer gives Thanquol's flesh-grafting lackeys licence to pursue their most deranged experiments.
Declare: Pick a friendly non-
HERO MUTATED MENAGERIE unit to be the target. You cannot pick the same unit to be the target of this ability more than once per battle.
Effect: For the rest of the battle:
- Add 2 to the target’s Health characteristic.
- Add 2" to the target’s Move characteristic.
- Add 1 to the Attacks characteristic of the target’s melee weapons.
- The target has WARD (5+).
- At the end of each turn, allocate D3+2 damage points to the target.
RAMPAGING DEMISE: Thanquol cares little for the survival of his beasts and is more than willing to have them sacrifice themselves in spasms of fury.
Declare: Pick a friendly non-
HERO MUTATED MENAGERIE MONSTER unit that has not used any
RAMPAGE abilities this turn to use this ability.
Effect: This unit has
STRIKE-FIRST for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit would be destroyed, before it is removed from play, roll a D3 for each enemy unit within 6" of this unit. On a 2+, inflict an amount of
mortal damage on that enemy unit equal to the roll.
After this ability has been resolved, this unit cannot use any other
RAMPAGE abilities for the rest of the turn.
HERO only
PACK TACTICS: Though insane with frenzy, the beasts of Thanquol's menagerie retain some of their predatory swarming instincts..
Declare: Pick up to 2 friendly non-
HERO MUTATED MENAGERIE MONSTER units wholly within 13" of this unit to be the targets.
Effect: The targets can each use the ‘
All-out Attack’ or ‘
All-out Defence’ command this phase even if that command has been used by a friendly unit this phase.
HERO only
WARPSTONE INNARDS: A 'gift' from Thanquol, these warpstone-studded organs have been inserted into a prized warbeast to augment its power.
Declare: Pick a friendly non-
HERO MUTATED MENAGERIE MONSTER unit wholly within 13" of this unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the battle. However, at the end of each turn, allocate D3 damage points to the target.
UNTAPPED MUTATION: This wizard manipulates the warpstone melded into the flesh of their minions, pushing the limits of their physicality before they are inevitably destroyed.
Declare: Pick a friendly
MUTATED MENAGERIE WIZARD to cast this
spell, pick up to 3
visible friendly
MUTATED MENAGERIE units wholly within 13" of them that are affected by the ‘
More-more Mutation!’ ability to be the targets, then make a casting roll of 2D6.
Effect: For each damage point allocated to the target at the end of this turn by the ‘More-more Mutation!’ ability, add 1 to the target’s
control score until the start of your next turn.
SUMMON WARP LIGHTNING VORTEX: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.
Declare: If there is not a friendly
Warp Lightning Vortex on the battlefield, pick a friendly
SKAVEN WIZARD to cast this
spell, then make a casting roll of 2D6.
Effect: Set up the first part of the
Warp Lightning Vortex within 18" of the caster and
visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
Here, you will find additional rules to use with a Skaven army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Skaven units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Skaven units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be. Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Skaven Underling | 10 | 150 | | Skaven Chieftain | 30 | 250 | | Skaven Clan-lord | 50 | 350 |
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Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Warpforged Blade |
| | Warpforged Blade | 4 | 4+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| CHAOS, SKAVEN |
Step 3 - Choose a Great Clan
You must pick 1 of the following Great Clans for your hero to belong to:
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| Your hero has the MASTERCLAN and WIZARD (1) keywords and the following ability and regiment options:
MALICIOUS AUTHORITY: The most devious of all ratmen, the Masterclan are always scheming to expand the Skaven empire.
Effect: Each time a friendly non-HERO SKAVEN unit wholly within 13" of this unit uses the ’ All-out Attack’ command, no command points are spent.
| Regiment Options | Any SKAVEN units |
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| Your hero has the VERMINUS keyword and the following ability and regiment options:
BACK-BACK TO THE FRAY, MINIONS!: The Clans Verminus win wars not through twisted science or virulent plagues but through horrifying superiority of numbers.
Effect: Each time a friendly Clanrats or Stormvermin unit wholly within 13" of this unit uses the ’ Rally’ command, you can make 3 additional rally rolls of D6.
| Regiment Options | Any VERMINUS units |
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| Your hero has the MOULDER keyword and the following ability and regiment options:
UNHOLY MINISTRATIONS: The Clans Moulder are makers of monsters, feared and reviled even by fellow Skaven for their grotesque talents as flesh-sculptors.
Declare: Pick up to 3 friendly MOULDER units wholly within 13" of this unit to be the targets. Effect: Heal (3) each target.
| Regiment Options | Any MOULDER units |
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| Your hero has the PESTILENS and PRIEST (1) keywords and the following ability and regiment options:
FESTERING CHANTER: Pestilens clergy are the most fanatical of all Skaven, their seeping oratory causing outbreaks of disease.
Declare: Pick any number of enemy units within 6" of this unit to be the targets. Effect: Inflict D3 mortal damage on each target.
| Regiment Options | Any PESTILENS units |
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| Your hero has the ESHIN keyword and the following ability and regiment options:
ONE WITH THE SHADOWS: Eshin agents are utterly at home in the darkness, where they carry out their murderous business.
Declare: Pick up to 3 friendly ESHIN units wholly within l3" of this unit and not in combat to be the targets. Effect: Remove the targets from the battlefield and set them up again on the battlefield more than 9" from all enemy units.
| Regiment Options | Any ESHIN units |
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| Your hero has the SKRYRE keyword and the following ability and regiment options:
INCESSANT TINKERER: The Clans Skryre amplify their weapons' destructive potential - at the cost of the occasional explosion.
Declare: Pick up to 3 friendly non-HERO SKRYRE units wholly within 13" of this w1it to be the targets. Effect: Inflict 1 mortal damage on each target. Then, add 1 to the Attacks characteristic of each target’s melee weapons for the rest of the turn.
| Regiment Options | Any SKRYRE units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsNATURAL SWARM-CHIEF: One of a truly vast litter, this Skaven has plenty of experience in exerting their will over the teeming masses.
Declare: Pick a friendly SKAVEN unit wholly within 13" of this unit and not in combat to be the target. Effect: The target can move D6". It can move into combat.
FAVOURED PACK: This chieftain has made a name for themselves fighting alongside a pack of chosen minions. If nothing else, they haven't betrayed them yet.
Declare: Pick a friendly Clanrats or Stormvermin unit within this unit’s combat range to be its bodyguard. Effect: For the rest of the battle, while the bodyguard is wholly within 6" of this unit, add 1 to wound rolls for attacks made by the bodyguard and this unit has WARD (4+).
BLESSED (OR JUST LUCKY): This Skaven claims to be favoured by the Horned One and has earned a reputation for unlikely victories and improbable escapes.
Effect: This unit earns D3 additional renown points after each Path to Glory battle.
SPITEFUL OPPONENT: Convinced of their own mastery, this Skaven flies into a rage whenever confronted with a serious challenge.
Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons for each damage point it has.
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| FlawsSUITABLY PARANOID: This chieftain has made many enemies - all the more reason to be wary when blades are drawn.
Effect: Subtract 1 from hit rolls and wound rolls for this unit’s attacks while it is within the combat ranges of any other friendly units.
WARP-ADDLED: After standing too close to an overpowered Ratting Warpblaster, this Skaven now struggles to hear commands over the clangour of battle.
Effect: Roll a dice each time you declare a command for this unit. On a 4+, unless you spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
HE WHO FIGHTS AND RUNS AWAY...: Judicious cowardice is a virtue amongst Skaven, but this chieftain is perhaps a bit too zealous in its prosecution ...
Effect: If this unit used a RETREAT ability this turn, it cannot contest objectives for the rest of the turn.
'LEAD' FROM THE BACK: This indolent ratman hides behind the Skaven tradition of leading from the back ranks to avoid taking part in the battle at all.
Effect: Subtract 1 from the number of dice rolled when making charge rolls for this unit, to a minimum of 1.
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Step 5 - Choose a Skaven Contraption or Moulder·Beast
You can pick up to 1
Skaven Contraption or up to 1
Moulder-beast for your hero.
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| Skaven ContraptionsSkaven Contraptions -15DP SIEGE-ENGINE CHASSIS: Skaven engineers have a knack for fashioning huge and surprisingly sturdy wheeled chassis, to which they then attach all manner of warped doom-devices and murder-machines.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Crushing Bulk Companion | 6 | 4+ | 2+ | - | 2 |
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| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Gnaw-beast's Chisel Fangs Companion | 4 | 4+ | 3+ | 1 | D3 |
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In addition, make the following changes to your hero’s warscroll: - Change the Health characteristic to 15.
- Change the Save characteristic to 4+.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the WAR MACHINE keyword.
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| Moulder-BeastsGNAW-BEAST: These gangly-limbed and whipcord-fast horrors are bred by the Clans Moulder to suffer from a constant, maddening hunger.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Gnaw-beast's Chisel Fangs Companion | 4 | 4+ | 3+ | 1 | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Gnaw-beast's Chisel Fangs Companion | | 4 | 4+ | 3+ | 1 | D3 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 9".
- Change the Health characteristic to 7.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the CAVALRY keyword.
MONSTROUS HORROR: Crawling from the depths of a Hell Pit, this verminous monstrosity represents the apex of a Master Moulder’s art - a colossus of mutated, lunatic flesh. Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Moulder-beast's Monstrous Limbs Companion | 5 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Moulder-beast's Monstrous Limbs Companion | | 5 | 4+ | 2+ | 2 | 3 |
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BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Moulder-beast’s Monstrous Limbs is 3.
In addition, make the following changes to your hero’s warscroll: - Change the Health characteristic to 14.
- Change the Save characteristic to 4+.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
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Step 6 - Pick any Contraption Upgrades or Moulder-Beast Mutations
If your hero has a Skaven Contraption, you can pick 1
Contraption Upgrade for them.
If your hero has a Moulder-beast, you can pick any number of
Moulder-beast Mutations for them. The same mutation cannot be picked more than once.
| CONTRAPTION UPGRADES | | Contraption | Effect | Warp Lightning Discharger
-10DP | Add the following ranged weapon and ability to your hero's warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Warp Lightning Strike Companion | 20" | 2D6 | 4+ | |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Warp Lightning Strike Companion | | 20" | 2D6 | 4+ | |
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WARP LIGHTNING STRIKE: This contraption fires massive bolts of warp lightning that disintegrate any who are struck by them.
Effect: Each attack made with this weapon in a single phase must target the same enemy unit. Each hit inflicts 1 mortal damage on the target and the attack sequence ends.
| Clawed Catapult
-10DP | Add the following ranged weapon and ability to your hero's warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Clawed Catapult Anti-INFANTRY (+1 Rend), Companion | 24" | 2 | 3+ | 2+ | 1 | D6 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Clawed Catapult Anti-INFANTRY (+1 Rend), Companion | | 24" | 2 | 3+ | 2+ | 1 | D6 |
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REVOLTING BARRAGE: The catapults of the Skaven do not fire anything as simple as broken masonry; instead, they launch foul bile and slurry that leaves the enemy reeling.
Effect: Each time this unit uses a SHOOT ability, if all of its attacks targeted the same enemy unit, after that ability has been resolved, roll a dice. If the result is equal to or less than the number of models in that enemy unit that were slain by attacks made by this unit’s Clawed Catapult this phase, that enemy unit has STRIKE-LAST for the rest of the turn.
| Deafening Bell
-15DP | Add the following ability to your hero's warscroll:
DEAFENING BELL: Fram atop this contraption hangs a bell anointed with the blood of countless sacrifices that tolls with proclamations of doom.
Effect: Subtract 1 from hit rolls for combat attacks made by enemy units while they are within 13" of this unit.
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| MOULDER-BEAST MUTATIONS | | Mutation | Effect | Accelerated Regeneration
-5DP | Add the following ability to your hero's warscroll:
ACCELERATED REGENERATION: The harvested viscera of hydras and traggoths have been stitched into this mutant, granting them immense regenerative capabilities.
Effect: Heal (D6) this unit.
| Warpfire Launcher
-10DP | MONSTER only. Add the following ranged weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Warpfire Launcher Shoot in Combat, Companion | 10" | 5 | 3+ | 3+ | 2 | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Warpfire Launcher Shoot in Combat, Companion | | 10" | 5 | 3+ | 3+ | 2 | 1 |
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| Best-best Warpstone Spikes
-10DP | Add the following ability to your hero's warscroll:
BEST-BEST WARPSTONE SPIKES: The warpstone spikes painfully driven into this beast's flesh are of the highest possible quality, enhancing its resistance to the arcane.
Effect: If this unit or a friendly SKAVEN unit wholly within 13" of this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit or that friendly unit. This unit can use this ability more than once per phase but only once per SPELL ability.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Alpha-claw -1DP | Add 1 to your hero's Control characteristic. | | Frenzied -1DP | Add 1" to your hero's Move characteristic. | | Bloated -2DP | Add 1 to your hero's Health characteristic. | | A Knack for Survival -2DP | Your hero has WARD (6+). | | Warpstone-infused Blade -3DP | The Damage characteristic of your hero’s Warpforged Blade is 3. | | Ruthless Opponent -3DP | Your hero’s Warpforged Blade has Anti-X (+1 Rend), where X is l of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Impaler -4DP | CAVALRY only. Your hero’s Warpforged Blade has Charge (+1 Damage). | | Fell-blessed Weapon -4DP | Your hero’s Warpforged Blade has Crit (Mortal). | | Warplock Musket -4DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another non-Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Warplock Musket Crit (Auto-wound) | 24" | 2 | 3+ | 3+ | 2 | D3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Warplock Musket Crit (Auto-wound) | | 24" | 2 | 3+ | 3+ | 2 | D3 |
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| | Doomrocket -4DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick This upgrade if your hero has another non-Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Doomrocket Anti-INFANTRY (+1 Rend) | 18" | 2 | 4+ | 3+ | 1 | D6 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Doomrocket Anti-INFANTRY (+1 Rend) | | 18" | 2 | 4+ | 3+ | 1 | D6 |
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| | Experimental Warpvolt Incinerator -4DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick This upgrade if your hero has another non-Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Experimental Warpvolt Incinerator Anti-CAVALRY (+1 Rend), Crit (2 Hits) | 18" | 2 | 3+ | 3+ | 2 | D3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Experimental Warpvolt Incinerator Anti-CAVALRY (+1 Rend), Crit (2 Hits) | | 18" | 2 | 3+ | 3+ | 2 | D3 |
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| | Frenetic Assault -5DP | Add 2 to the Attacks characteristic of your hero’s Warpforged Blade. | | Dealings with the Masterclan -6DP | Non-PRIEST only. Your hero has WIZARD (1). If this unit is already a WIZARD, add 1 to casting rolls for this unit. | | Cleric of the Horned Rat -6DP | Non-WIZARD only. Your HERO has PRIEST (1). lf this unit is already a PRIEST, add 1 to chanting rolls for this unit. |
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| Path of The Master(SKAVEN HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TOUCHED BY WARPSTONE: Exposure to warpstone has granted this Skaven a strange vitality.
Effect: Add 1 to this unit’s Health characteristic.
TRULY RAVENOUS: The black hunger causes this Skaven to throw caution to the wind in order to feed.
Effect: Add 1 to charge rolls for this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SUBTLE TACTICIAN: This chief drills the swarm in manoeuvres to lessen the impact of missile fire.
Effect: For the rest of the turn, subtract 1 from hit rolls for ranged attacks that target friendly SKAVEN units wholly within 12" of this unit.
VERMINDOOM VANGUARD: Having fought on the front lines of the Skaven invasion, this ratman takes joy in tearing down the forces of civilisation.
Effect: This unit’s non- Companion melee weapons have Anti-ORDER (+1 Rend).
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ESCAPE ARTIST: After a lifetime spent navigating the treacherous warreus of Blight City, this Skaven is no stranger to evading assailants or backstabbers.
Effect: You can re-roll ward rolls of 1 or 2 for this unit.
POISON-TIPPED CALTROPS: This chieftain's minions use devious weapons to catch foes unawares.
Declare: Pick up to 3 friendly SKAVEN units wholly within 13" of this unit to be the targets. Effect: For the rest of the turn, each time an enemy unit uses a CHARGE ability and ends the move within l" of any of the targets, roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal lo the roll after the CHARGE ability has been resolved.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CHOKING FUMES: The fog around this chieftain can see enemies descend into violent coughing fits.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 4+, subtract 2 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
TEAR-TEAR THEM APART: This Skaven is feared by enemies and underlings alike for their aggression, flying into a frenzy at the first whiff of blood.
Effect: This unit has STRIKE-FIRST if it charged in the same turn.
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| Path of The Swarm(non-HERO SKAVEN unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SCURRYING MENACE: Through luck or judgement, this pack always seems to end up in the right place to strike.
Effect: When this unit uses the ’ Always Three Clawsteps Ahead’ ability, add 2" to the Move characteristic of this unit for that move.
MERCILESS RAIDERS: Having cut their fangs in the first battles of the great Skaven assault, this pack excels in taking the fight to the foe.
Effect: Add 1 to hit rolls for this unit’s combat attacks while it is wholly within enemy territory if it charged in the same turn.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MORE WHERE THEY CAME FROM: Having absorbed numerous packs over the years, this formation seems to have almost endless numbers.
Effect: Roll a dice. On a 3+, you can either return up to 3 slain models with a Health characteristic of 1 to this unit or return l slain model with a Health characteristic of up to 4 to this unit.
FLEET OF CLAW: Speed has proven to be the most effective weapon in this pack's arsenal, seeing them pounce without mercy on vulnerable prey.
Effect: You can re-roll charge rolls for this unit if it was set up on the battlefield in the same turn.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
OBSCENELY GOOD FORTUNE: Somehow, the warriors of this pack always seem to emerge from danger largely unscathed. Other Skaven find it infuriating.
Effect: This unit has WARD (5+).
VICIOUS REPUTATION: Fearful tales of this pack's battle-frenzy and ruthlessness carry through the tunnels of Skavendom.
Effect: Add 1 to wound rolls for this unit’s combat attacks if it charged this turn.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WARP STONE-INFUSED WEAPONS: Through canny deal-making or judicious looting, this pack has managed to secure blades empowered by evil warpstone shards.
Effect: This unit’s melee weapons have Crit (Mortal).
MINDLESS AND RABID: Stoked into a frenzy by the shrieking of their superiors, these Skaven barely feel the bite of their enemies' weapons.
Effect: Subtract 1 from hit rolls and wound rolls for attacks that target this unit while it is wholly within 12" of a friendly SKAVEN HERO.
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When the Skaven swarm across the realms, it is a vision drawn from apocalyptic texts. They are famine and rabid hunger made manifest, a chittering tide that drags down anything in their path. Even a comparatively small pack of Skaven can triumph through weight of frenzied numbers. This is embodied by the Gnawfeast Clawpacks, swarms of ratmen who surge forwards in a manic need to devour, defile and otherwise bring to ruin.
Gnawfeast Clawpacks rely on numbers to carry the day. Clanrats are an eminently disposable force sent to overwhelm foes alongside frenzied Rat Ogors. Their leaders are anything but subtle. The Clawlords that rule the Clanrat swarms are cunning strategists and know just where to sacrifice their warriors to grind down the enemy – before riding in themselves to tip the balance and claim the credit. A Clawlord will be attended to by advisors, both the magic-wielding Grey Seers and the Warlock Engineers of the Clans Skryre, who offer unpredictable but deadly fire support. All these verminous potentates are out to undermine one another, of course, but this only serves to ensure that the sharpest rise to the top.
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| This Spearhead army consists of the following units:
General Units - 1 Grey Seer
- 1 Warlock Engineer
- 10 Clanrats
- 10 Clanrats
- 3 Rat Ogors
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THE LURKING VERMINTIDE: What scurries beneath the surface?
Declare: Pick a friendly unit that has not been deployed to be the target.
Effect: The target unit is
set up in
reserve in the tunnels below. Units in the tunnels below that have not used the ‘Gnawhole Ambush’ ability by the end of the third battle round are destroyed.
GNAWHOLE AMBUSH: A pack of Skaven emerges onto the battlefield from a glowing green rift in reality.
Declare: Pick a friendly unit that is
in the tunnels below to use this ability.
Effect: Set up that unit wholly within 6" of a corner of the battlefield and more than 9" from all enemy units.
Pick 1 of the following regiment abilities.
WARPSTONE-LACED BULLETS: Saturated with the energies of ruin, these munitions pack a deadly punch.
Declare: Pick a ranged weapon a friendly unit is armed with.
Effect: That weapon has
Crit (Mortal) this phase.
TOO QUICK TO HIT-HIT: These skittish ratmen dart and run in all directions, avoiding retribution as they flee from combat.
Effect: No
mortal damage is inflicted on friendly units when they use
RETREAT abilities.
Give your general 1 of the following enhancements.
LEAD THE SEETHING HORDE: With screeched war cries, this Clawlord directs their vermin underlings to swarm the enemy.
Effect: Instead of using the set-up instructions in the ‘
Call for Reinforcements’ ability, the
replacement unit can be
set up wholly within 13" of this unit and not
in combat.
WARPSTONE CHARM: This foul talisman radiates mutating energy.
Effect: Subtract 1 from
save rolls for enemy units
in combat with your
general.
SKRYRE CONNECTIONS: This Clawlord has tasked the Skryre engineers under their command to overcharge their ratling pistol.
Effect: Your
general’s Ratling Pistol has an Attacks characteristic of 2D6 instead of D6.
CLOAK OF STITCHED VICTORIES: This cloak is made from the stitched pelts of traitors and inflicts a rabid paranoia upon the bearer, making them hard to hit and even harder to stab in the back.
Effect: Your
general has
WARD (5+).
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| Clawlords are the tyrannical rulers of the Clans Verminus, the lives of thousands of minions theirs to expend at a moment’s notice. It takes both cunning and viciousness to hold their lofty position, and successful Clawlords must be willing to stoop to any foul end and fight like cornered animals in order to keep their star in the ascendant. Accumulating favours from members of the other Great Clans is a fine way to do this, and so the most powerful Clawlords will ride upon a Gnaw-beast bred by the Clans Moulder – a gangly, shrieking abomination whose hunger is even more voracious than that of its Skaven master. | |
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| Ratling Pistol [Shoot in Combat, Crit (Auto-wound)] |
| | Ratling Pistol Shoot in Combat, Crit (Auto-wound) | 10" | D6 | 3+ | 3+ | 1 | 1 |
| Warpforged Halberd |
| | Warpforged Halberd | | 5 | 3+ | 4+ | 1 | 2 |
| Gnaw-beast's Chisel Fangs [Companion] |
| | Gnaw-beast's Chisel Fangs Companion | | 4 | 4+ | 3+ | 1 | D3 |
CORNERED RAT: A Clawlord in fear for their life fights with rabid ferocity.
Effect: While this unit is damaged, add 3 to the Attacks characteristic of its
Warpforged Halberd.
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| Grey Seers are marked out from their minions not only by their pale fur and curling horns but also by their ability to wield the withering magics of the Great Horned Rat. They serve as the executors of their terrible god’s will amongst the clans – though this does not prevent them from pursuing their own schemes as a matter of course. Able to handle warpstone with greater ease than fellow ratmen, a Grey Seer will use all manner of relics to try and glean an advantage, all while using their sorcery and innate cunning to undermine and drag down enemies and rivals alike. | |
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| Warpstone Staff |
| | Warpstone Staff | 3 | 4+ | 4+ | 1 | D3 |
WILL OF THE HORNED RAT: None among the Skaven clans may defy the commands of a Grey Seer – openly, at least…
Declare: Pick a friendly unit wholly within 13" of this unit to be the target, then roll a dice.
Effect: On a 3+, add the roll to the target’s
control score until the start of your next turn.
WITHER: The Grey Seer hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.
Declare: Pick a
visible enemy unit within 13" of this unit to be the target, then make a casting roll of 2D6.
Effect: On a 6+, inflict D3
mortal damage on the target.
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| Warlock Engineers are those Skryre artificer-rats who have mastered the various branches of skaven engineering. Skilled in the creation of ingenious and insane weapons, these Skaven take every opportunity to put their latest inventions to the test – even if it means overcharging them to the point of dangerous volatility. | |
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| Warplock Musket [Crit (Auto-wound)] |
| | Warplock Musket Crit (Auto-wound) | 24" | 2 | 3+ | 3+ | 2 | D3 |
| Warpforged Dagger |
| | Warpforged Dagger | | 3 | 4+ | 4+ | - | 2 |
MORE-MORE WARP ENERGY!: The Engineer overcharges their weapon with volatile energy.
Effect: Roll a dice. On a 2+, set the Damage characteristic of its
Warplock Musket to 3 this phase. On a 1, inflict D3
mortal damage on this unit.
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| Clanrats form the verminous masses of Skavendom, an endless sea of filthy fangs, rusty blades and red eyes filled with malice. They are spite made manifest, seeking to advance their own position while leaving rivals – which is everyone – to a grisly fate. Clanrats are utterly expendable to their masters, herded forwards in chittering swarms to slow an enemy and die upon their blades. Yet though Clanrats are craven by nature, they can be overcome by a terrible frenzy in battle – and should one fall, there are always more where they came from… | |
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| Rusty Blade |
| | Rusty Blade | 2 | 4+ | 5+ | - | 1 |
SEETHING SWARM: Sweeping forward in a chittering mass, Clanrats overwhelm their enemies with their seemingly limitless numbers, biting, stabbing, screeching and trampling their own fallen beneath their bloody claws.
Effect: You can return D3
slain models to this unit.
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| Perhaps the most infamous creations of the Clans Moulder, Rat Ogors are flesh-grafted shock troops that fly into a terrifying frenzy when the stench of death fills the air. | |
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| Warpfire Gun [Shoot in Combat] |
| | Warpfire Gun Shoot in Combat | 10" | 2D6 | 2+ | 4+ | 2 | 1 |
| Claws, Blades and Fangs |
| | Claws, Blades and Fangs | | 5 | 4+ | 3+ | 1 | 2 |
This unit has 2 Rat Ogors armed with Claws, Blades and Fangs, and 1 Rat Ogor armed with a Warpfire Gun and Claws, Blades and Fangs.
UNLEASHED WARP-FURY: The warpstone hammered into the flesh of these creatures crackles with volatile energies, driving them into a frenzy.
Effect: Inflict D3
mortal damage on this unit. Then, add 1 to the Attacks characteristic of its melee weapons this phase.
The Clans Eshin favour the hidden dagger over the open claw. Yet certain contracts demand more than one knife in the gloom. When a target is particularly well defended or several souls marked for death congregate, a clan’s Nightlord may unleash a kill-pack – an entire force of lethal agents.
A kill-pack includes Eshin ratmen of every rank, each of whom has a specific role in the operation. Though they are not told as much, it is the task of the Night Runners to distract and die, but they are still sufficiently trained and equipped to pose a real danger to the foe. Gutter Runners are veterans entrusted to wreak havoc in accordance with their masters’ designs. Deadliest are the Deathmasters: nigh-on supernaturally capable assassins, each a master of shadowy techniques and vicious martial styles. When an especially challenging mission beckons, the vaunted Deathmaster Crixxit may deign to lead a kill-pack. Clad in a cloak of living umbra and wielding blades coated in liquid warpstone poisons, Crixxit is amongst the few Eshin assassins who lets his name be known far and wide. Partially this is because he revels in his infamy and how it grants him his pick of contracts, and partially it is for the terror that accompanies any whisper of his coming.
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| This Spearhead army consists of the following units:
General Units - 1 Deathmaster
- 5 Gutter Runners
- 5 Gutter Runners
- 10 Night Runners
Each unit of Gutter Runners has 1 Bomb Rat token. | |
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CLOAKED IN SHADOW: By the time enemies have uncovered a band of Skaven assassins, the ratmen are already in place to strike.
Declare: Pick a friendly
HERO to use this ability. Then, pick a different friendly unit that has 2 or more models to be the target.
Effect: Make a
shadow-travel roll of D6. On a 3+, remove the
HERO using this ability from the battlefield and set them up again wholly within 6" of the target. They can be
set up in combat with any enemy units that are already in combat.
Pick 1 of the following regiment abilities.
WAY OF THE SKITTERING SHADE: It is said that a soul marked for death is never more than a few feet from lurking Eshin agents.
Declare: Pick a friendly unit that is wholly within 6" of a battlefield edge to be the target.
Effect: Remove the target from the battlefield and
set it up again wholly within 3" of a battlefield edge and more than 6" from all enemy units.
WAY OF THE FIENDISH CLAW: Veteran Deathmasters are experts in many wicked martial arts that harness their natural twitchy agility.
Declare: Pick a friendly
HERO to be the target.
Effect: The target has
STRIKE-FIRST for the rest of the turn.
Give your general 1 of the following enhancements.
MURDEROUS ACROBATICS: Glowing eyes locked on his target, Crixxit deftly weaves past and leaps across any who would impede him.
Effect: When your general uses the ‘
Charge’ ability, they can pass through enemy models.
JUST ANOTHER SHADOW: Crixxit is adept at stalking unseen until the moment to strike arrives.
Effect: While your
general is wholly within the
combat range of a friendly unit that has 3 or more models, your general has
WARD (4+).
MASTER OF SHADOWS: Swathed in darkness, Crixxit can slip in and out of the gloom with ease, his victims’ cooling corpses the only sign of his passing.
Effect: When your general uses the ‘
Cloaked in Shadow’ ability, add 1 to the shadow-travel roll.
DEATH SCREECH: When needs must, Crixxit can unleash a deafening screech to stun foes.
Declare: Pick an enemy unit within 6" of your general to be the target.
Effect: Roll a dice. On a 3+, for the rest of the turn, subtract 1 from
hit rolls for the target’s attacks.
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| Rumours abound regarding Crixxit’s ability to haunt any shadow, breach any chamber and reach any quivering target. Most of these are spread by Crixxit himself, for when a target is afraid, they are vulnerable. While in the employ of Be’lakor, Crixxit brought about the end of a Silver Tower – one of the legendary floating fortresses of Tzeentch – by detonating warpstone bombs in the heart of its portal chamber. Doing so solidified his legend and earned him the semi-sentient Shadowblood Cloak. Now Crixxit stalks Embergard, bloodying his blades on any who would unite the shaken defenders. | |
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| The Blades of Thirteen Cuts [Crit (Mortal)] |
| | The Blades of Thirteen Cuts Crit (Mortal) | 13 | 2+ | 4+ | 1 | 1 |
GO-GO, HUNT THEM DOWN: Crixxit dispatches his Gutter Runners to pounce on unsuspecting prey.
Declare: Pick a
visible friendly
Gutter Runners unit wholly within 12" of this unit to be the target. Then, roll a dice.
Effect: On a 3+, add 1 to
charge rolls for the target for the rest of the turn
| HERO, INFANTRY, WARD (5+) |
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| Deathmasters are singularly adept killers, the pride of the Clans Eshin. A significant part of their training centres around suppressing the naturally self interested Skaven mindset and honing the ability to set aside their own ambitions for the sake of the mission – at least, so much as any ratman can. Skulking unseen, Deathmasters wait for their target to let down their guard before striking with great acrobatic ferocity, wielding an array of esoteric weapons such as warpstone throwing stars and weeping blades, which can kill with the lightest scratch. Trying to land a hit on a Deathmaster is like trying to strike darkness – and when their kill is made, they vanish into the gathering gloom like a wraith. | |
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| Weeping Blade [Anti-HERO (+1 Rend), Crit (Mortal)] |
| | Weeping Blade Anti-HERO (+1 Rend), Crit (Mortal) | 5 | 3+ | 4+ | 1 | D3 |
SHADOWY KILLERS: Ulguan illusions and other tools of misdirection shroud Deathmasters in perpetual darkness, keeping them from harm.
Effect: If the unmodified
hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.
| HERO, INFANTRY, WARD (6+) |
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| Gutter Runners are shadowy death squads in service to the Clans Eshin. These ratmen are claw-picked for their skills of stealth and ambush, for the Eshin maintain that promotion must be earned through merit rather than spur-of-themoment coups. Of course, a Skaven who can assassinate a troublesome rival or superior without compromising the mission at hand is likely to earn the approval of their masters. Trained in unique combat arts, Gutter Runners are deadly closequarters opponents, wielding lethal poisons and an array of rat-borne explosives to disorient and devastate foes. | |
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| Eshin Specialist Blades [Crit (Mortal)] |
| | Eshin Specialist Blades Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 |
BOMB RATS: Many Gutter Runners are experts in the use of improvised explosives, using skittering Bomb Rats to rush the enemy and detonate amongst them in a burst of warpstone-fuelled fury.
Declare: You can only use this ability if this unit has a
Bomb Rat token. Pick an enemy unit within 9" of this unit to be the target. Then, roll a dice.
Effect: On a 3+, inflict 1
mortal damage on the target. On a 1-2, remove this unit’s
Bomb Rat token from the battlefield.
| INFANTRY, REINFORCEMENTS, WARD (6+) |
| | |
| Night Runners are the lowliest acolytes of the Clans Eshin, seen as an entirely disposable asset by their masters. Often their fate is to be hurled into the enemy’s path and provide a distraction with their messy deaths, allowing more adroit killers to carry out their subtle missions amongst the mayhem. Still, Night Runners are trained and equipped to a level beyond their equivalents in the other Great Clans. Wielding shuriken, slings and poisoned blades, they can overwhelm isolated prey, while the smoke bombs they carry allow the most capable among them to slip away before retribution arrives. | |
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| Slings and Poisoned Stars [Shoot in Combat, Crit (Auto-wound)] |
| | Slings and Poisoned Stars Shoot in Combat, Crit (Auto-wound) | 10" | 2 | 4+ | 4+ | - | 1 |
| Poisoned Blades [Crit (Mortal)] |
| | Poisoned Blades Crit (Mortal) | | 2 | 4+ | 5+ | - | 1 |
SMOKE BOMBS: The Clans Eshin use smoke bombs to cause confusion and disorientate the enemy.
Declare: This unit can only use this ability if it is
in combat. Roll a dice.
Effect: On a 4+, this unit can immediately use the ‘
Retreat’ ability as if it were your movement phase.
| INFANTRY, REINFORCEMENTS, WARD (6+) |
Skaven society is formed of competing clans, each believing that they possess the finest means of destroying the surface dwellers – and that every other clan is out to undermine them. On this latter assumption, they are entirely correct. It takes the Grey Seers, prophets of the Great Horned Rat, to bind the forces of competing clans into something approaching a unified force. Of course, Grey Seers inevitably have their own nefarious agendas, but the retinues and clawpacks they command remain immensely dangerous.
Warpspark Clawpacks are formed when the teeming multitudes of the Clans Verminus are wielded alongside the volatile war machines of the Clans Skryre. Clanrats emerge from hidden caverns and gnawholes, making up for their natural cowardice with a violent frenzy. The Clanrats, however, ultimately serve to die at a Grey Seer’s discretion and provide an opportunity for devastating Skryre technology to be brought to bear. Stormfiends are towering warbeasts with weapons grafted to their limbs, able to bludgeon foes up close or blast them apart at range. For raw power, however, nothing can match the Warp Lightning Cannon. Amongst the most feared weapons of the Skryre clans, they are unreliable tools – but should one discharge a crackling bolt at full power, the target’s doom is assured.
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| This Spearhead army consists of the following units:
General Units - 3 Stormfiends
- 1 Warp Lightning Cannon
- 10 Clanrats
- 10 Clanrats
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ALWAYS THREE CLAWSTEPS AHEAD: The best-laid plans of the Skaven never go awry (or so they claim).
Declare: Pick a friendly unit that is not
in combat.
Effect: That unit can use the ‘
Normal Move’ ability as if it were your movement phase.
Pick 1 of the following regiment abilities.
WARPSTONE-LACED ARMOUR: Lurid green lightning begins to crackle across the armour of the Stormfiends, momentarily deflecting any blows levelled at them.
Used By: Your
Stormfiends unit
Effect: Your
Stormfiends unit has
WARD (5+) for the rest of the turn.
ENDLESS SWARM OF RATS: From the many gnawholes that encircle the battlefield, more and more verminkin swarm forth without cease.
Effect: When a friendly
Clanrats unit uses its ‘Seething Swarm’ ability, you can return D6
slain models to that unit instead of D3.
Give your general 1 of the following enhancements.
SKILLED MANIPULATOR: This Grey Seer is particularly devious and self-serving, deftly ensuring that their minions are always conveniently positioned between themselves and potential threats.
Effect: Your
general has
WARD (4+) while they are within 1" of any friendly
Clanrats units.
CAGE OF WARP LIGHTNING: A ‘gift’ to the Grey Seer from the Clans Skryre, when this unstable device works correctly, it can momentarily trap its victims in a prison of thrashing galvanic tendrils.
Declare: Pick a
visible enemy unit within 6" of your
general and roll a dice.
Effect: On a 2+, the enemy unit has
STRIKE-LAST this phase. On a 1, inflict 1
mortal damage on your general.
SKITTERLEAP: The Grey Seer vanishes in a puff of foul-smelling smoke, reappearing elsewhere on the battlefield an eye-blink later.
Declare: Make a
casting roll of 2D6.
Effect: On a 6+, remove your
general from the battlefield and set them up again on the battlefield more than 6" from all enemy units. They cannot use MOVE abilities in the following movement phase.
SCURRY AWAY: This Grey Seer is a staunch believer in the Skaven philosophy that prudent cowardice is a virtue, and they do not think twice about scampering to safety when things look to be going south.
Effect: Roll a dice. On a 3+, this unit can immediately use the ‘
Retreat’ ability as if it were your movement phase. If it does so, no
mortal damage is inflicted on it.
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| Grey Seers are marked out from their minions not only by their pale fur and curling horns but also by their ability to wield the withering magics of the Great Horned Rat. They serve as the executors of their terrible god’s will amongst the clans – though this does not prevent them from pursuing their own schemes as a matter of course. Able to handle warpstone with greater ease than fellow ratmen, a Grey Seer will use all manner of relics to try and glean an advantage, all while using their sorcery and innate cunning to undermine and drag down enemies and rivals alike. | |
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| Warpstone Staff |
| | Warpstone Staff | 3 | 4+ | 4+ | 1 | D3 |
WILL OF THE HORNED RAT: None among the Skaven clans may defy the commands of a Grey Seer – openly, at least…
Declare: Pick a friendly unit wholly within 13" of this unit to be the target, then roll a dice.
Effect: On a 3+, add the roll to the target’s
control score until the start of your next turn.
WITHER: The Grey Seer hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.
Declare: Pick a
visible enemy unit within 13" of this unit to be the target, then make a casting roll of 2D6.
Effect: On a 6+, inflict D3
mortal damage on the target.
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| Clanrats form the verminous masses of Skavendom, an endless sea of filthy fangs, rusty blades and red eyes filled with malice. They are spite made manifest, seeking to advance their own position while leaving rivals – which is everyone – to a grisly fate. Clanrats are utterly expendable to their masters, herded forwards in chittering swarms to slow an enemy and die upon their blades. Yet though Clanrats are craven by nature, they can be overcome by a terrible frenzy in battle – and should one fall, there are always more where they came from… | |
| | |
| Rusty Blade |
| | Rusty Blade | 2 | 4+ | 5+ | - | 1 |
SEETHING SWARM: Sweeping forward in a chittering mass, Clanrats overwhelm their enemies with their seemingly limitless numbers, biting, stabbing, screeching and trampling their own fallen beneath their bloody claws.
Effect: You can return D3
slain models to this unit.
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| Stormfiends represent the flesh-crafting arts of the Clans Moulder and the warped weaponsmithing of the Clans Skryre brought together in dreadful symbiosis. They are hulking brutes implanted with all manner of weapons, from rotary ratling cannons and windlaunchers that hurl globes of poison gas to wrecking-ball clubs and shock gauntlets capable of sparking fierce chain reactions. To operate these devices is beyond the intellect of the typical Rat Ogor, and so each Stormfiend has grafted to them a ghoulish and withered ‘brain-rat’ that makes up the difference. Yet the Stormfiends’ duties are simple enough – bring blasting, crushing death to the enemies of the Skaven. | |
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| Ratling Cannons |
| | Ratling Cannons | 15" | 3D6 | 4+ | 3+ | 1 | 1 |
| Windlaunchers |
| | Windlaunchers | 15" | 3 | 4+ | 3+ | 2 | D3 |
| Shock Gauntlets |
| | Shock Gauntlets | | 4 | 4+ | 2+ | 1 | 2 |
| Clubbing Blows |
| | Clubbing Blows | | 4 | 4+ | 2+ | - | 2 |
This unit has 1 Stormfiend armed with Shock Gauntlets, 1 Stormfiend armed with Windlaunchers and Clubbing Blows, and 1 Stormfiend armed with Ratling Cannons and Clubbing Blows.
SHOCK GAUNTLETS: Sometimes the electrical discharge created by a pair of shock gauntlets triggers a series of linked explosions.
Effect: Each time an attack made with this unit’s Shock Gauntlets scores a
critical hit, that attack scores D6 hits instead of 1 (make a
wound roll for each hit).
| | |
| Warp Lightning Cannons are perhaps the most infamous wonder-weapons of the Clans Skryre. Channelling volatile energies through a chunk of potent warpstone, they unleash blasts of ruinous energies that can reduce targets to ash. Warp Lightning Cannons are unpredictable creations, prone to shorting out or catastrophically overtaxing themselves at inopportune moments. When operating at maximum capacity, however, a Warp Lightning Cannon can stop a gargant in its tracks. | |
| | |
| Warp Lightning Blast |
| | Warp Lightning Blast | 20" | 2D6 | 4+ | |
| Crew's Teeth and Knives |
| | Crew's Teeth and Knives | | D6 | 4+ | 5+ | - | 1 |
WARP LIGHTNING BLAST: A Warp Lightning Cannon fires massive bolts of warp lightning that disintegrate any who are struck by them.
Effect: Each attack made with this weapon in a single phase must target the same enemy unit. Each hit inflicts 1
mortal damage on the target and the attack sequence ends.