1200 Pts - Skaven - Ratputin Marches - Week 2

Name # Mv WS BS St To Wo In At Ld Sv WSv US Mgc Cast Disp Cost
Chieftan (1#, 78 Pts)
  ×Chieftain 1 5 5 4 4/5 4 2 6 3 6 4+/3+ 1 78
Composition: Hero
General; Hand Weapon; Halberd; Heavy Armour
    Cautious Shield 1 6+ Armor Save. Instead of attacking, make one enemy (chosen by you) lose 2 attacks (you must decide to do this at the start of the close combat phase). [25]
Warlock Engineer (1#, 120 Pts)
  Warlock Engineer 1 5 3 3 3/4 3 2 4 1 5 - 1 1 1 1 120
Composition: Hero
Hand Weapon; Upgraded Warp-Energy Condenser; Warp-Blades
    Dispel Scroll 1 Once per battle, automatically dispels an enemy spell. [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 (25#, 205 Pts)
  Clanrats 23 5 3 3 3 3 1 4 1 5 5+/4+ 1 205
Composition: Core
Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield
    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 (25#, 205 Pts)
  Clanrats 23 5 3 3 3 3 1 4 1 5 5+/4+ 1 205
Composition: Core
Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield
    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
Giant Rat Pack (7#, 30 Pts)
  Giant Rats 6 6 3 - 3 3 1 4 1 3 - 1 30
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
    Packmaster 1 6 3 3 3 3 1 4 1/2 5 6+ 1 [0]
Hand Weapon; Whip; Light Armour
Night Runners (5#, 25 Pts)
  Night Runners 5 6 3 3 3 3 1 5 1 6 - 1 25
Composition: Core
Hand Weapon; Skirmishers
Night Runners (5#, 25 Pts)
  Night Runners 5 6 3 3 3 3 1 5 1 6 - 1 25
Composition: Core
Hand Weapon; Skirmishers
Plague Monks (25#, 210 Pts)
  Plague Monks 24 5 3 3 3 4 1 3 1/2 5 - 4+* 1 210
Composition: Special
Musician Mus; Standard Bearer Std; Hand Weapon; Frenzy
    Plague Deacon 1 5 3 3 3 4 1 3 2/3 5 - 1 [16]
Hand Weapon; Frenzy
    Umbranner 1 All models in the unit have a 4+ Ward Save against missiles and magic missiles with Strength 4 or less. [35]
Warplock Jezzails (5#, 100 Pts)
  Warplock Jezzails 5 5 3 3 3 3 1 4 2 5 6+* 2 100
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
Warplock Jezzails (5#, 100 Pts)
  Warplock Jezzails 5 5 3 3 3 3 1 4 2 5 6+* 2 100
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
Plague Censer Bearers (6#, 102 Pts)
  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
Total Cost: 1200

Option Footnotes
Options
Halberd +1 Strength. Two-handed.
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.
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 Design Information
+1 to the total rolled when determining fleeing distance.
All units add their current Rank Bonus to their Leadership value for any leadership-based test.
You can fire into close combat, as long as you're in range and have line of sight. Shots hit the target on a 4+, or a randomly determined unit in base contact with the target on a 1-3.
Skaven characters may choose to lead a unit from the rearmost rank.
The following weapons count as magical: Assassins and Gutter Runners' poisoned weapons, Plague Censers' gas and hits, Warlock Engineers' warp-blades, Warplock Pistols, Poisoned Wind Globes, Jezzails, Ratling Guns, Warpfire Throwers and Warp-Lightning Cannons.
Skaven wizards get Irresistable Force on a 13, not a double-6.
Eat a Warpstone Token to add an extra power die to a spell (this can exceed the maximum number of dice allowed for the wizard). If you roll a 1 on that die, you take a wound with no saves of any kind.
Weapon Teams: Must be deployed at the same time, and within 3" of, the unit they were bought with. After that, they count as a separate unit for the rest of the game. They may use their parent unit's rank bonus to modify their own Leadership tests if within 3", and count as a single character on foot for targetting purposes as long as they're within 3" of a friendly unit of at least 5 models. Weapon Teams can never charge into close combat, even if Frenzied.

Roster Statistics
Casting Dice: 3
Dispel Dice: 3
General's Ld: 6
# Models: 110
Total Characters: 198.0
Total Core: 490.0
Total Magic Items: 110.0
Total Rare: 102.0
Total Special: 410.0
% Characters: 16.5
% Core: 40.8
% Magic Items: 9.2
% Rare: 8.5
% Special: 34.2

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