Tuesday, March 27, 2012

Skaven!

Skaven Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Skaven warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Assassin Adept: Your warband must include 1 Assassin Adept.  No more, no less.

Eshin Sorcerer: Your warband may include 1 Eshin Sorcerer.

Black Skaven: Your warband may include up to 2 Black Skaven.

Night Runners: Your warband may include up to 2 Night Runners.


HENCHMEN

Verminkin: Your warband may include any number of Verminkin.

Giant Rats: Your warband may include up to 10 Giant Rats.

Rat Ogre: Your warband may include up to 1 Rat Ogre.


STARTING EXPERIENCE

A Assassin Adept starts with 20 experience.

An Eshin Sorcerer starts with 12 experience.
           
Black Skaven starts with 8 experience.

Night Runners start with 0 experience.

Henchmen start with 0 experience.

SKAVEN SKILL TABLE

Skaven Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Matriarch
X
X
X
X
X
X
Eshin Sorcerer


X

X
X
Black Skaven
X
X

X
X
X
Night Runners
X
X



X




______________________________________________________________________________________

SKAVEN EQUIPMENT LISTS

The following lists are used by Skaven warband to pick their equipment.



SKAVEN EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Short Sword………………………..5 gc
Sword……………………………..            10 gc
Halberd……………………………            10 gc
Spear………………………………            10 gc
Flail………………………………..            15 gc
Weeping Blades……………………            50 gc
Fighting Claws…………………….            35 gc

Missile Weapons


Sling……………………………….            2 gc
Throwing Stars…………………….            15 gc
Blowpipe…………………………..            25 gc
Warplock Pistol (x2 for brace)…..….            25 gc

Armour


Light Armour……………………...            10 gc
Buckler…………………………….            5 gc
Helmet…....……………………….            5 gc


CLANRAT EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………            3 gc
Short Sword………………………..5 gc
Sword……………………………..            10 gc
Spear………………………………            10 gc

Missile Weapons


Sling………………………………..            2 gc

Armour


Light Armour……………………...            10 gc
Shield……………………………...            5 gc Helmet…....……………………….            5 gc





___________________________________________________________________________________

 

Blowpipe                                                                                    Common*/Cost 25 gc

The blowpipe is a short hollow tube, which can be used to shoot poisoned needles.  While the needles by themselves are too small top cause significant damage, the poison coating them can cause searing agony and even death.  The blowpipe’s greatest advantage however, is that it is silent, and a well-hidden shooter can fire undetected.

Range: 8”;  Strength: 1;  Special Rules: Needle, Poison, Stealthy

SPECIAL RULES

Needle: A blowpipe needle is not very strong and has a hard time puncturing armour, a model hit by a blowpipe receives a +1 modifier to their armour save.  Even models that do not have an armour save will get a 6+ save to take into account protection offered by clothes, fur or the like.  Furthermore a blowpipe cannot cause critical hits.

            Poison: The needles fired by a blowpipe count as always being coated in black lotus (if you roll a 6 to hit, the target is wounded automatically).

            Stealthy: A model armed with a blowpipe can fire while hidden without revealing his position to the enemy.  The target can make an Initiative check to try and spot the shooter (if he survives the shot).  If the test is successful the shooter is no longer hidden.


Warplock Pistol                                                                        Rare 11*/Cost 35gc (70 gc for Brace)

Warplock pistols are terrifying weapons, testimony to the mad genius of clan Skyre engineers.  Warplock pistols shoot ammunition made of magically treated warpstone and wounds caused by these pistols are horrible to behold and often cause infections.

Range: 8”;  Strength: 5;  Special Rules: Armour Piercing

 

SPECIAL RULES

Armour Piercing: Warplock pistols, like all black powder weapons, are better at penetrating armour than their Strength 5 suggests.  A model wounded by a warplock pistol must make his save at a –3 modifier.



Fighting Claws                                                                                    Rare 7*/Cost 35 gc per pair

The martial arts practiced by Clan Eshin employ many unusual weapons.  The most famous of these are the Eshin Fighting Claws: sharp metal blades attached to the paws of a Skaven warrior.  It takes a real expert to use them effectively, but an adept of Clan Eshin is a fearsome opponent when armed this way.

Range: Close Combat;  Strength: As user;  Special Rules: Pair, Climb, Parry, Cumbersome

SPECIAL RULES

Pair: Fighting Claws are traditionally used in pairs, one in each hand.  A warrior armed with Fighting Claws must use one in each hand and does not need to have “Two Weapon Style” to do so.

            Climb: A Skaven equipped with Fighting Claws adds +1 to his Initiative when making climbing checks (a roll of a 6 still always fails however).

            Parry: A model armed with Fighting Claws may parry as if armed with a sword and buckler.  Meaning he may re-roll a failed parry, the second result must be kept.

            Cumbersome: A model armed with fighting claws may not use any other weapons in their hands (including ranged weapons).  They may still carry a sword in their tail if they take the “Tail Fighting” skill however.


Weeping Blades                                                                                    Rare 9*/Cost 50 gc per pair

The adepts of Clan Eshin use weapons called Weeping Blades, murderous swords constructed with a small amount of warpstone in their structure.  A Weeping Blade constantly sweats a deadly corrosive venom.

Range: Close Combat;  Strength: As user;  Special Rules: Pair, Venomous, Parry

SPECIAL RULES

Pair: Weeping Blades are traditionally used in pairs, one in each hand.  A warrior armed with Weeping Blades must use one in each hand and does not need to have “Two Weapon Style” to do so.

            Venomous: The venom of Weeping Blades will enter the blood of the victim and ravage his organs and muscles.  These weapons count as being permanently coated in black lotus (if you roll a 6 to hit, the target is wounded automatically).  No additional poison may be added to Weeping Blades.

            Parry: A model armed with Weeping Blades may parry as if armed with a sword.

*Skaven Only
______________________________________________________________________________________

 



 

SKAVEN RACIAL MAXIMUMS



 

M
WS
BS
S
T
W
I
A
Ld

6
6
6
4
4
3
7
4
7


______________________________________________________________________________________
           

Heroes


1 Skaven Assassin Adept


60 gold crowns to hire           
The Nightmaster of Clan Eshin has sent the Assassin Adept to collect the precious wyrdstone and he is eager to prove himself.  Success means may breeders, wealth and a better position amongst the clan.  Failure, on the other hand, is best not contemplated.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
4
4
3
3
2
5
2
7
           
            Weapons and armour: The Skaven Assassin Adept may be equipped from both the Skaven and Marksman equipment list.

SPECIAL RULES

Leader: The Skaven Assassin Adept is the Warband’s Leader and follows all the rules for Leaders.

Perfect Killer: An Assassin Adept has been trained to find the weak spots in armour or to shoot for the neck, eye or some other lightly protected area.  An Assassin Adept always has an extra –1 modifier to any armour save the enemy has to take against wounds they inflict (both with shooting and hand-to-hand).

Skilled Veteran: The Skaven Assassin Adept may choose one skill from those on his table.
           

0 – 1 Eshin Sorcerer


45 gold crowns to hire
            The Sorcerers of Clan Eshin are black magicians who manufacture the enchanted weapons of the Assassins.  Though their power is slight compared to that of the Grey Seer, or even the Warlocks of Clan Skyre, their black sorcery is still potent.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
3
3
3
3
1
4
1
6
           
            Weapons and armour: Eshin Sorcerer may be equipped from the Skaven equipment list.
           
            SPECIAL RULES
            Wizard: The Eshin Sorcerer is a wizard and uses Magic of the Horned Rat as detailed in the Magic Section.




0 – 2 Black Skaven


40 gold crowns to hire
            Black Skaven are the most powerful fighters of Clan Eshin.  These black furred killers are recruited from the best of the Gutter Runners and trained in the martial arts of their clan.  In Mordheim they excel at ambushing and assassinating man-things.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
4
3
4
3
1
5
1
6
           
            Weapons and armour: Black Skaven may be equipped from the Skaven equipment list.


0 – 2 Night Runners


20 gold crowns to hire
            Night Runners are the young apprentices of Clan Eshin.  Recently initiated into the secrets of the clan, they make up for their lack of knowledge with their ambition and energy.  They hope to live long enough to join the ranks of Gutter Runners, or better yet Assassins.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
2
3
3
3
1
4
1
4
           
            Weapons and armour: Night Runners may be equipped from the Clanrat equipment list.


______________________________________________________________________________________

Henchmen


Verminkin

20 gold crowns to hire
Verminkin are the Clanrats of Clan Eshin.  The strongest amongst them are initiated into the secrets of the clans and begin their training to become Assassins, the most feared warriors of all Skaven.  All the Clanrats of Clan Eshin dream of rising of the status of an Assassin one day.
           

Profile

M
WS
BS
S
T
W
I
A
Ld

5
3
3
3
3
1
4
1
5

Weapons and armour: Verminkin may have equipment from the Verminkin Equipment list.


0 – 10 Giant Rats

15 gold crowns to hire
Giant Rats are the creations of the twisted genius of Clan Moulder.  They are mutated monstrocities the size of dogs.  They fight alongside the Skaven, overpowering any opponents by sheer force of numbers.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
2
0
3
3
1
4
1
4

Weapons and armour: None. Giant Rats are animals and never use equipment.

SPECIAL RULES
Pack Size: You can recruit as many giant rats as you wish into a single group (but you cannot exceed the maximum limit).

            Animals: Giant Rats are animals and so cannot carry anything (such as wyrdstone, treasure etc.).  Furthermore Giant Rats do not gain experience.

            Sewer Dwellers: Giant Rats are called forth to fight with the skaven warband, they do not take up much space and scavenge for most of their food.  Giant Rats only count as ½ a warrior for determining the maximum number allowed in the warband.


0 – 1 Rat Ogre

210 gold crowns to hire
            Clan Moulder makes these monster by mutating slaves with warpstone and metal.  Many die in the process, but those that don’t are in high demand as bodyguards for important Skaven.  Some have been sent to Mordheim to give a little added muscle to the Skaven.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
3
1
5
4
3
4
3
5

Weapons and armour: None. Rat Ogres are giant monsters and never use equipment.

SPECIAL RULES
            Fear: Rat Ogres are frightening monsters and therefore cause fear.

            Stupidity: Rat Ogres are fairly useless without direction, therefore they are subject to stupidity unless a Skaven hero is within 6” of it.

            Large: Rat Ogres are huge monstrous creatures and therefore count as large.

Primal: A Rat Ogre is an animal and so cannot carry anything (such as wyrdstone, treasure etc.).  Furthermore a Rat Ogre does not gain experience.

            Eats a Lot: The Rat Ogre eats so much food and takes up so much space that he counts as 2 warriors toward the maximum allowed in the warband.

            Monstrous : A Rat Ogre must survive a lot just to be created.  Therefore injuries that may maim or kill lesser creatures do not even phase him.  Therefore a Rat Ogre only dies on a roll of a 1 (instead of a 1 or 2) when rolling for injuries.

 

______________________________________________________________________________________


SPECIAL SKILLS


            Black Hunger: The Skaven draw upon the dreaded Black Hunger, the frightening frenzy which gives him unnatural strength and speed but ravage him from inside.  The Skaven hero must declare at the beginning of his turn that he is using this skill.  The Hero may add +1 to Attack and +D3 to the total move for the duration of his turn, but will suffer D3 S3 hits with no save of any kind at the end of the turn.

            Tail Fighting: The Skaven may wield a knife or short sword with his tail.  The model may choose to take either an extra attack with the appropriate weapon or a +1 bonus to his armour save.

            Wall Runner: The Skaven does not need to make an Initiative test when climbing up walls and other sheer surfaces.

            Infiltration: A Model with this skill may be placed anywhere on the table as long as it is out of sight and at least 12” away from any enemy models.  If both players have models that infiltrate, roll a D6 for each, the lowest roll sets up first.

            Art of Silent Death: The Skaven has patiently mastered the deadly art of open-hand fighting, as taught by the mystics of Cathay in the temples of the Far East.  In hand-to-hand combat, the Skaven can fight with his bare hands without any penalties and counts as having two weapons (+1 attack).  In addition, a model with this skill will cause a critical hit on a to Wound roll of 5+ instead of 6 (remember if you need 5’s to wound you still need a 6 to cause a critical hit).  This skill may be used in conjunction with the Eshin Fighting Claws (+2 attack instead of +1).

No comments:

Post a Comment