SKAVEN TRIAL ARMY LIST. Troop Type Attack Hits Armour Command UnitSize PtsPUnit Min/Max Special S.Slaves Inf 2/1 3 0 - 3 30 2/-- 1* Clanrats Inf 3 3 6+ - 3 40 3/-- Gutter Run Inf 4 3 0 - 3 50 -/2 2* Storm Verm Inf 4 3 5+ - 3 70 -/2 PlagueMonk Inf 5 3 0 - 3 70 -/3 3* Rat Ogres Inf 5 3 5+ - 3 100 -/3 4* Skyre Weap Art 1/2 2 0 - 2 50 -/3 5* ons Teams Rat Swarm Mon 2 4 0 - 3 30 -/3 6* GreySeer Gen/Wiz +1 - - 9 1 160 *1 7* VerminLd Wiz +4 - - * 1 150 -/1 8* Warlord Gen +2 - - 8 1 125 *1 9* Hero Hero +1 - - 8 1 80 -/2 Warlock Wiz +0 - - 7 1 45 -/2 Screamin C.Mount +1 - - - 1 100 -/1 10* Bell DoomWheelC.Mount +3 - - - 1 30 -/1 11* Skaven Special Rules. All Skaven are subject to "Vermin Mentality". Confident in numbers, under pressure confidence turns to cowardice. As such All Slaves, Clanrats, Storm Vermin, Gutter Runners, and Weapons Teams units must double any command penalties they suffer from. (ie proximity to enemy units, spell effects, casualty effect etc.) In addition All Slave, Clanrat, StormVermin, Gutter Runner, and Weapons Teams units may only make an initiative charge if the unit has lost no stands as casualties. Unit Special Rules. 1* Skaven slaves have a maximum range of 15cm. Skaven Slaves may not make Initiative charges. 2* Gutter Runners do not suffer the -1 Command Penalty for moving within rough terrain. In addition gutter runners may ignore the defended or fortified status of enemy units when rolling attack dice, and always counts as fortified in any rough terrain type. (ie Forrest, Rocky ground, Village, etc) 3* Plaguemonks will always use initiative to charge an opponent when able, and may not be given orders instead. They can not be driven back by shooting and do not roll for drivebacks. Plaguemonks must persue when able and are unaffected by Terror. 4* Rat Ogres can not be driven back by shooting and do not roll for drivebacks. In addition Rat Ogres suffer a -1 Command penalty when given orders. 5* Clan Skyre Weapons teams are made up of many different types of teams, everything from jezzails to warpfire throwers. As such the easiest way to represent them was to give them a generalized set of statistic representing the core of all their abilities. As such we have given Clan Skyre Weapons teams a range of 30cm and the ability to ignore enemy armor. These teams count as Artillery and are bound by all the rules Artillery are bound by. 6* The Rat swarms represent the Clan moulder giant rat packs as well as Rat swarms. As such they are based like Cavalry and count as Monsters. Rat swarms are immune to confusion and can not be driven back by missile fire, as such they do not roll drive back dice. 7* Grey Seer may be purchased instead of a Warlord as the army General. The Grey Seer is a Wizard and is bound by all the rules Wizards are bound by. 8* The Verminlord is a Daemon and counts as a Wizard and may cast spells like a wizard. The VerminLord may not issue orders under any circumstances. The Verminlord may join units in the way a normal character would. In addition the Verminlord causes Terror and will make any unit that it joins cause Terror. The Verminlord is NOT a mount. (NO one would dare!). 9* If a Grey seer is not purchased then a Warlord must be purchased and counts as the General. If a Grey Seer is present the Grey Seer must always be the General. 10* The ScreamingBell is a chariot mount that can only included as a mount for a Grey Seer or Warlock. The Screaming Causes all enemy units within 30 cm to suffer a -1 Command penalty, and all Cavalry units within 60cm to suffer a -1 Command penalty. These modifiers are cumilative. This is a continious effect. A unit which has been joined by the Scr.Bell causes Terror in its enemies. Any character mounted on a ScreamingBell may only move a maximum of 20cm when moving (Skaven can only push so hard!) 11* The Doomwheel is a chariot mount that can only be taken for a Warlock. No self respecting Grey Seer or Hero would dare ride on such a dangerous contraption. Skaven Magic. Warp Lightning - 5+ To cast. Range 30cm. Warp Lightning makes 3 shooting attacks except that armor is ignored. A unit can be driven back by Warp Lightning. Wither - 6+ To cast. Range 15cm. Target enemy character becomes the target of vile magics. Each player must roll D6. If the Skaven player scores a higher score then the character is slain. Death Frenzy - 5+ To cast. Range 30cm. Target friendly unit within 15cm may make an additional move as if it had recieved an order, this may bring it into contact with an enemy unit in which case the unit counts as charging. In addition each stand gains +1 attack untill the end of the combat phase do to the sinister magics. Vermine Tide 4+ To cast. Range 45cm. Target enemy unit is set upon by a swarm of raveous vermin. Roll d6, On a 1-3 the unit is unaffected by the vermin. On a 4-5 the unit takes D3 shooting attacks worked out as normal, including drivebacks and driveback dice, confusion etc. On a 6 the unit takes D6 shooting attacks worked out as normal, including drivebacks and driveback dice and confusion etc. In addition the effect of vermin swarms on mounts is profound. Cavalry units must double all attack dice made against them from the effects of the Vermine Tide. By James Willaimson