2500 Pts - Skaven - Week 10 |
Name | # | Mv | WS | BS | St | To | Wo | In | At | Ld | Sv | WSv | US | Mgc | Cast | Disp | Cost |
Grey Seer Thanquol | 1 | 5 | 3 | 3 | 3 | 4 | 3 | 6 | 1 | 7 | 5+ | 4+ | 1 | 4 | 4 | 2 | 760 |
Composition: Lord, Hero Starts with 13 Warpstone Tokens. For each wound saved by Thanquol's ward save, one skaven in base contact will be wounded in his place. Warpstone Addiction: Re-roll 1s on power dice generated by Warpstone Tokens. Arch-rivals: Hates and Fears Gotrek Gurnisson and Felix Jaeger.; General; Hand Weapon; Screaming Bell |
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Amulet of the Horned One | 1 | At the beginning f your turn, roll a D6. On a 2-6 Thanquol recovers one or more wounds. | [0] | ||||||||||||||
Staff of the Horned One | 1 | The bearer knows an extra spell. | [0] | ||||||||||||||
Boneripper | 1 | 5 | 3 | - | 5 | 5 | 3 | 2 | 3 | 10 | 4+ | 3 | [0] | ||||
Immune to Poison. Warpfire Thrower: Breath Weapon that causes a Strength 4 hit. Units suffering casualties must take a Panic test. Safety Valve: May not charge or overrun if doing so would take him into contact with a member of Clan Skryre. May never pursue a unit containing one or more members of Clan Skryre. May never attack a member of Clan Skryre in close combat, or with his breath weapon. Pawn: Must be deployed within 6" of Thanquol. After that, counts as a single independent rat ogre for the rest of the game (and gives 75vp). May never join units. If Thanquol is killed or leaves the table, remove Boneripper (he counts as a casualty). At the beginning of a turn where you want Boneripper to do anything, roll a D6 - on a 1, do nothing this turn and be hit automatically in close combat. Also roll a dice - on a 1-3, your opponent may control Boneripper in his next turn.; Causes Fear; Unbreakable |
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Screaming Bell | 1 | 5 | 6 | 6 | - | 3+ | 4 | 2 | [200] | ||||||||
See p30-31 of the Skaven rulebook; Note that the 2 Power Dice provided by the bell can only be used by the riding Grey Seer.; Magic Resistance (2) | |||||||||||||||||
Chieftain (Battle Standard Bearer) | 1 | 5 | 5 | 4 | 4 | 4 | 2 | 6 | 3 | 6 | 5+ | 1 | 149 | ||||
Composition: Hero Hand Weapon; Heavy Armour; Battle Standard Bearer |
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Storm Banner | 1 | One use only. Activate at the beginning of any player's turn. No flying movement is allowed, and all missile fire is at -2 to hit. All non-magical misslle attacks that don't use BS need to roll a 4+ on a D6 before they fire. Roll a D6 at the beginning of each of the following player's turns - the effects end on a roll of 1 or 2. | [75] | ||||||||||||||
Warlock Engineer | 1 | 5 | 3 | 3 | 3/4 | 3 | 2 | 4 | 1 | 5 | - | 1 | 1 | 2 | 1 | 135 | |
Composition: Hero Hand Weapon; Supercharged Warp-Power Accumulator; Upgraded Warp-Energy Condenser; Warp-Blades |
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Storm Daemon | 1 | Bound Spell (Power 4). Magic Missile, Range 24", D6 Strength 5 hits. If you roll a 1 for the number of hits, the caster takes the hit instead. Roll a D6 after use - if you roll a 1, the spell cannot be cast again. | [25] | ||||||||||||||
Dispel Scroll | 1 | Once per battle, automatically dispels an enemy spell. | [25] | ||||||||||||||
2. Warp Lightning | 1 | 5+ Cast. / 9+ Cast. Magic Missile, 24" Range, D6/2D6 Strength 5 hits (D6 if cast at 5+, 2D6 if cast at 9+). For every 1 rolled on the number of hits, the caster suffers that hit. | [0] | ||||||||||||||
Clanrats | 24 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+/4+ | 1 | 210 | ||||
Composition: Core Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield |
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Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+/4+ | 1 | [15] | ||||
Hand Weapon; Light Armour; Shield | |||||||||||||||||
Ratling Gun Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | ||||
Ratling Gun; Skirmishers | |||||||||||||||||
Clanrats | 24 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+/4+ | 1 | 210 | ||||
Composition: Core Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield |
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Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+/4+ | 1 | [15] | ||||
Hand Weapon; Light Armour; Shield | |||||||||||||||||
Ratling Gun Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | ||||
Ratling Gun; Skirmishers | |||||||||||||||||
Clanrats | 24 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+/4+ | 1 | 210 | ||||
Composition: Core Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield |
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Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+/4+ | 1 | [15] | ||||
Hand Weapon; Light Armour; Shield | |||||||||||||||||
Ratling Gun Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | ||||
Ratling Gun; Skirmishers | |||||||||||||||||
Clanrat Slaves | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | - | 1 | 44 | ||||
Composition: Core Expendable: All Skaven units automatically pass Panic tests caused by slaves.; Musician Mus; Hand Weapon |
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Clanrat Slaves | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | - | 1 | 44 | ||||
Composition: Core Expendable: All Skaven units automatically pass Panic tests caused by slaves.; Musician Mus; Hand Weapon |
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Clanrat Slaves | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | - | 1 | 44 | ||||
Composition: Core Expendable: All Skaven units automatically pass Panic tests caused by slaves.; Musician Mus; Hand Weapon |
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Giant Rats | 24 | 6 | 3 | - | 3 | 3 | 1 | 4 | 1 | 3 | - | 1 | 120 | ||||
Composition: Core Mixed units: Missiles hit rats on 1-5, Packmaster on 6; If Packmasters are all dead and there are no characters in the unit, the Giant Rats must charge the closest enemy in sight, or if no enemies are in charge range, move as fast as possible toward the nearest enemy in the Compulsory Moves phase |
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Packmaster | 4 | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 1/2 | 5 | 6+ | 1 | [0] | ||||
Hand Weapon; Whip; Light Armour | |||||||||||||||||
Giant Rats | 24 | 6 | 3 | - | 3 | 3 | 1 | 4 | 1 | 3 | - | 1 | 120 | ||||
Composition: Core Mixed units: Missiles hit rats on 1-5, Packmaster on 6; If Packmasters are all dead and there are no characters in the unit, the Giant Rats must charge the closest enemy in sight, or if no enemies are in charge range, move as fast as possible toward the nearest enemy in the Compulsory Moves phase |
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Packmaster | 4 | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 1/2 | 5 | 6+ | 1 | [0] | ||||
Hand Weapon; Whip; Light Armour | |||||||||||||||||
Night Runners | 5 | 6 | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 6 | - | 1 | 25 | ||||
Composition: Core Hand Weapon; Skirmishers |
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Night Runners | 5 | 6 | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 6 | - | 1 | 25 | ||||
Composition: Core Hand Weapon; Skirmishers |
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Plague Monks | 10 | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 1/3 | 5 | - | 1 | 80 | ||||
Composition: Special Hand Weapon; Extra Hand Weapon; Frenzy |
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Warplock Jezzails | 6 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+* | 2 | 120 | ||||
Composition: Special Pavise: 4+ armor save against ranged attacks; Reliable: For each 1 to hit rolled, roll a D6. On a 1, the Jezzail hits itself; Hand Weapon; Jezzail; Skirmishers |
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Plague Censer Bearers | 6 | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 1/2 | 5 | - | 1 | 102 | ||||
Composition: Rare Disciples: Deployed with at least one model within 3" of the unit they were bought with. Must try to remain within 3" of the unit of Plague Monks they were bought with until that unit declares its first charge; Plague Censer; Frenzy; Hatred; Skirmishers |
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Warp-Lightning Cannon | 1 | 5 | - | - | - | 6 | 3 | 1 | - | 5 | - | 4+ | 3 | 100 | |||
Composition: Rare Moves as a Chariot, but may march. May never charge into combat, and always flee from combat (even if they'd normally not be allowed to); Unsaved wound of Strength 7+ destroys the cannon immediately; For cannon rules, see Skaven rulebook, p28-29 |
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Total Cost: | 2498 |
Option Footnotes | |
Options | |
Extra Hand Weapon | +1 Attack. Requires two hands. |
Hand Weapon | +1 Armour save bonus in combat when on foot and fighting with a shield; no effect if mounted. |
Heavy Armour | 5+ Armour save. |
Jezzail | 36" Range, Strength 6, Armor Piercing, Move or Fire. |
Light Armour | 6+ Armour save. |
Musician Mus | +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). |
Plague Censer | +2 strength in the first turn of close combat; 2-handed weapon. If the bearer is in close combat with an enemy at the beginning of the close combat phase, all models in contact with one or more Censer-armed models must take a Toughness test, as should the bearer. If the test is failed, the model takes a wound with no armor save (Clan Pestilens skaven and models with the Mark of Nurgle only take a wound on a 6). |
Ratling Gun | 15" Range, Strength 4, -2 to armor saves, move or fire. Fires D6 shots. After you roll, you can choose to add another D6 shots as many times as you like. When you stop, if the target is in range, all shots automatically hit. If you roll a DOUBLE on any of the dice, the Ratling Gun misfires. Double 1 or 2) Jammed, no shots fired. Double 3 or 4) Roll the Scatter dice. All shots rolled are fired in the direction of the arrow and hit the first target within 15". Double 5 or 6) The weapon explodes and the team is killed. This weapon may Stand and Shoot. |
Shield | +1 Armour save bonus. |
Standard Bearer Std | +1 to Combat Resolution; Standard can be captured if unit Flees. |
Supercharged Warp-Power Accumulator | +1 Power Die (included on profile). |
Upgraded Warp-Energy Condenser | The bearer can cast Warp Lightning with one more die than he is normally allowed. |
Warp-Blades | +1 Strength. |
Whip | Counts as an additional hand weapon if the bearer is in base contact with the enemy. Alternatively, can be used like a spear to make one attack through a rank of rat ogres or any number of ranks of giant rats. |
Roster Statistics |
Casting Dice: 10 |
Dispel Dice: 5 |
General's Ld: 7 |
# Models: 232 |
Total Characters: 1044.0 |
Total Core: 1052.0 |
Total Magic Items: 125.0 |
Total Rare: 202.0 |
Total Special: 200.0 |
% Characters: 41.8 |
% Core: 42.1 |
% Magic Items: 5.0 |
% Rare: 8.1 |
% Special: 8.0 |
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