Skaven for Warmaster
Chittering from their foul metropolis, Skavenblight, the Skaven gnaw at the roots of civilization, sowing pestilence and decay wherever they are found. Skaven take to the field in great chittering hordes supported by insane weapons concocted by their mad warlock engineers.
| Troop | Type | Attacks | Hits | Armor | Command | Unit Size | Points per Unit | Min/Max | Special |
| Warlord | General | +2 | - | - | 8 | - | 95 | 1 | - |
| Seer | Wizard | - | - | - | 7 | - | 45 | 0/2 | - |
| Hero | Hero | +1 | - | - | 8 | - | 80 | 0/2 | - |
| Clanrat Warriors | Infantry | 3 | 3 | 6+ | - | 3 | 45 | 2/- | - |
| Skavenslaves | Infantry | 2/1 | 3 | - | - | 3 | 30 | -/3 | *1 |
| Plague Monks | Infantry | 5 | 3 | 0 | - | 3 | 70 | -/2 | *2 |
| Rat Ogres | Infantry | 4 | 4 | 6+ | - | 3 | 90 | -/2 | - |
| Jezails | Infantry | 3/1 | 3 | - | - | 3 | 80 | -/2 | *3 |
| Giant Rats | Cavalry | 3 | 3 | - | - | 3 | 30 | -/3 | *4 |
| Clan Skryre Weapon Teams | Infantry | 3/3 | 3 | - | - | 1 | 60 | 0/3 | *5 |
| Warp Lightning Cannon | Artillery | 1/2 | 2 | 6+ | - | 2 | 90 | 0/1 | *6 |
| Doomwheel | Machine | d6/3 | 3 | 4+ | - | 1 | 135 | 0/1 | *7 |
| Screaming Bell | Chariot Mount | +2 | - | - | - | - | 50 | 0/1 | *8 |
General rules for Skaven: Skaven are cowardly by nature and are reluctant to throw themselves into battle unless they have the comfort of numbers. A skaven unit that has taken casualties may not charge on initiative. Skaven are allowed to form brigades of up to five units rather than the customary four, to reflect their 'horde' approach to warfare.
Special Rules:
1. Skavenslaves go into battle armed with slings. They have a range of 15 cm and a 360 degree arc of fire. Skavenslaves may not charge the enemy on initiative. Skavenslaves do not count towards your army's breakpoint.
2. Plague monks are immune to Terror and cannot be driven back by shooting. They must charge the enemy if able to do so in the initiative phase and must pursue or advance if able. Plague monks may not evade the enemy.
3. Jezails have a range of 40cm. Their warpstone shot reduces armor saves by 2 (i.e.: an armor save of 4+ would save on a 6).
4. Giant rats do not count towards your army's break point.
5. Clan Skryre weapon teams consist of Warpfire teams, Ratling gunners, Poisoned wind globadiers, and other nastier weapons. These weapons are short ranged and may shoot up to 15 cm, and have a 360 degree arc of fire. Addtionally, Weapon teams work may form up with brigades of other units without counting as a unit themselves for the purposes of figuring the size of the brigade. The number of Weapons teams attached to a brigade may not exceed the number of other units in the brigade. Weapon teams may not form brigades with other weapons teams unless other types of units are present as well. Weapons teams may be ordered individually as usual.
6. Warp lightning cannons follow the rules for cannons in the Warmaster rule book.
7. The Doomwheel is a particularly destructive weapon in the first round of combat, but it can be frustratingly random. When charging enemy in the open, the Doomwheel causes impact hits like a chariot--it's attack value is actually d6+2. Shooting attacks from the Doomwheel have a range of 20cm and ignore armor saves.
8. The Screaming bell may only be ridden by a Seer. Once per game, the Seer mounted on the Bell may add +1 to his casting. Additionally, once per game, the ringing of the bell causes all Skaven stands in 30 cm to add +1 to their attack values in the next combat phase. Skaven units within 30cm of the Bell and not in combat when the bell rings may become confused as their desire to fight causes them fight amongst themselves. Roll a d6 for each unit--on a 6 the unit becomes confused.
Spells:
A Skaven seer may cast any of the following spells:
Vermintide: A swarm of rats issues from the wizard, overrunng everything in its path.
5+ to cast. Range: 30cm
Draw an imaginary line 30cm long extending from the Wizard's stand in any direction you wish. Each unit under the line takes three shooting attacks worked out in the usual way. Note that this spell can easily affect several units and will affect all units that fall beneath its path, including your own. Unengaged units can be driven back by the Vermintide as with ordinary shooting. Engaged units cannot be driven back, but carry over any hits that are scorred into the first round of combat. Hits caused by the Vermintide count as having been struck in the combat itself.
Death Frenzy: The wizard sends his warriors into an insane bloodlust.
5+ to cast. Range: 30cm
This spell may be cast on a single unit within 30 cm of the wizard. That unit adds +1 to its attack value for the duration of the combat phase. Additionally, the unit becomes immunte to terror and must advance and pursue if able to do so.
Warp Lightning: The wizard calls down a bolt of green lig.
5+ to cast: Range: 30cm.
The wizard causes three shooting attacks worked out in the usual way on a single unengaged enemy unit within 30cm. The wizard does not need to draw line of sight to the target. Hits caused by the spell ignore armor saves, but do not cause drive back.
Curse of the Horned One: The wrath of The Horned Rat descends upon the unlucky enemies of the Skaven...
5+ to Cast. Range: 30cm
This spell can be cast at any unengaged enemy unit within 30cm. This unit may not charge in their next turn and may not pursue or advance if engaged in combat in the following combat phase.
I would love to hear any comments on these rules. E-mail me at benedict@tranquility.net