2000 Pts - Skaven - Ratputin Marches - Week 7

Name # Mv WS BS St To Wo In At Ld Sv WSv US Mgc Cast Disp Cost
Grey Seer 1 5 3 3 3 4 3 5 1 6 - 1 4 4 2 335
Composition: Lord
Starts with 4 Warpstone Tokens; General; Hand Weapon
  Eye of the Horned Rat 1 Use in magic phase. Roll a D6 - on a 2-6 add once Power die to your pool, on a 1 remove one power die from your pool. [25]
  Twisted Crown of the Horned Rat 1 The bearer Regenerates. [50]
  Warpstone Charm 1 One use only. Re-roll any single dice roll once during the game. [25]
  1. Skitterleap 1 4+ Cast. Cast on the wizard or any other friendly man-sized character within 12". The model disappears and reappears anywhere on the battlefield, at least 1" away from enemy models. [0]
  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]
  3. Vermintide 1 7+ Cast. Place the large round template in base contact with you, then move it 4D6" away in any direction (it can't cross water or castle walls). Any units touched by the template suffer 3D6 Strength 2 hits (but not the caster and his unit). If in close combat, don't do this, just roll 3D6 hits and distribute them evenly amonst all units fighting (but not the caster). [0]
  4. Pestilent Breath 1 8+ Cast. Place the flame template in base contact and line of sight with the wizard. Models completely under are hit, partial models on a 4+. Models hit suffer a Strength 3 hit with no armor save. If in close combat, each unit suffers D6 hits (but not the caster). [0]
  5. Death Frenzy 1 9+ Cast. Cast on a friendly unit within 18". The unit is affected by Frenzy until it loses a combat. If the unit is already Frenzied, it goes into Death Frenzy - each model gains an extra attack, but takes D3 wounds with no armor save (as if from shooting) at the end of each Skaven turn. [0]
  6. Plague 1 13+ Cast. Cast on one unit within 18". Each model must take a Toughness test or suffer a wound with no armor save. If cast on a unit in close combat, all units fighting will be affected. After removing casualties, roll a D6: 1-2) The spell backfires, your opponent can choose to end it or cause any one unit within 6" of a plagued unit to be affected by the spell. 3-4) The spell ends. 5-6) You can choose to end the spell or cause any one unit within 6" of a plagued unit to be affected by the spell. A unit cannot be affected twice by this spell in the same phase. Keep applyying the results of the spell until it ends. [0]
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
  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]
Assassin 1 6 6 5 4/5 4 2 8 3/4 8 - 1 150
Composition: Hero
Hidden: May start the game hidden in a unit of Clanrats, Stormvermin, Night Runners or Gutter Runners (see Skaven rulebook p18); Units can never use an Assassin's Leadership.; Hand Weapon; Extra Hand Weapon; Throwing Star; Poisoned Attacks; Scouts
  Weeping Blade 1 +1 Strength. Causes D3 wounds. [45]
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
  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
  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
  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
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
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 6 6 3 3 3 3 1 5 1 6 - 1 30
Composition: Core
Hand Weapon; Skirmishers
Night Runners 5 6 3 3 3 3 1 5 1 6 - 1 25
Composition: Core
Hand Weapon; Skirmishers
×Stormvermin 24 5 4 3 3/4 3 1 5 1 5 4+/3+ 1 335
Composition: Core
Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Heavy Armour; Shield
  Fangleader 1 5 4 3 3/4 3 1 5 2 5 4+/3+ 1 [19]
Hand Weapon; Halberd; Heavy Armour; Shield
  War Banner 1 +1 Combat Resolution. [25]
  Ratling Gun Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Ratling Gun; Skirmishers
Plague Monks 10 5 3 3 3 4 1 3 1/3 5 - 1 80
Composition: Special
Hand Weapon; Extra Hand Weapon; Frenzy
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
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: 1999

Option Footnotes
Options
Extra Hand Weapon +1 Attack. Requires two hands.
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.
Supercharged Warp-Power Accumulator +1 Power Die (included on profile).
Throwing Star 6" Range, Strength as per user. Thrown Weapon.
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: 8
Dispel Dice: 5
General's Ld: 6
# Models: 162
Total Characters: 769.0
Total Core: 928.0
Total Magic Items: 295.0
Total Rare: 102.0
Total Special: 200.0
% Characters: 38.5
% Core: 46.4
% Magic Items: 14.8
% Rare: 5.1
% Special: 10.0

Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved.