In keeping with the purpose of this forum, I decided to ask the opinions of the experts on the rules
that we (myself and my friend John) have been working on developing.
We are just at the playtest stage and would like any suggestions (except where to go of course :-))
on this list. We feel the points values should be playtested yet (as with the min/max) and I
personnally feel the leadership values might be too low, although it would lower the cost of the
troops. Enough of my initial rant, here's the list.
-Stu
Troop Type Attack Hits Armour Command Size Pts Min/Max
Clanrats Infantry 3 3 6+ - 4 ? 2/-
Storm Vermin Infantry 3 3 5+ - 4 ? 2/-
Clan Pestilens Infantry 4 3 0 - 3 ? -/1 (1)
Clan Eshin Infantry 3/1 3 0 - 3 ? -/2 (2)
Clan Moulder Monster 3 4 0 - 3 ? -/1 (3)
Clan Skyre Artillery 1/3/2 2 0 - 2 ? -/1 (4)
Doomwheel Machine 2/2 3 5+ - 1 ? -/1 (5)
Verminlord Monster 6 6 4+ - 1 ? -/1 (6)
Grey Seer General +1 - - 7 - ? 1/1 (7)
Skaven Warlord Hero +1 - - 6 - ? -/2
Skaven Chieftain Hero +1 - - 5 - ? -/2
Warlock Engineer Wizard 0 - - 5 - ? -/2
Screaming Bell Chariot Mount +1 - - - - ? -/- (8)
Special Rules
1. So fanatically brave are Clan Pestilens monks that they will always use
its Initiative to charge an enemy and can't be given orders instead. They will never use Initiative
evade. As well, in shooting the Pestilens monks cannot be driven back - do not roll for drive back.
Clan Pestilens monks are totally, almost mindlessly fanatic, and are unaffected by enemies which cause
terror - they do not suffer the usual -1 attack penalty.
2. The Clan Eshin warriors are adept at ambush and surprise, and are able
to confound any enemy. As such, Clan Eshin warriors are able to pursue any unit they defeat in combat.
Also, due to the variety of sling, knives and other lethal missiles, Clan Eshin warriors are able to
shoot as if equipped with bows, although the range is limited to 15 cm.
3. As such, the creations of Clan Moulder are absolutely fearless. They are
totally unaffected by terror, and do not suffer the -1 attck for facing terror-causing units. However,
this mindless nature means that any order given to Clan Moulder swarms are at -1 to the Leadership
roll. Please note, since the Clan Moulder units are swarms, they are based facing the long base edge
(as infantry) rather than the narrow base edge (like most other monsters).
4. This means the variety of weapons employed by Clan Skyre are more
effective the closer the enemy is. Any enemy within 15 cm can be attacked with 3 dice while enemy
beyond that (to the maximum 30 cm range) are attacked with 2 dice. As well, because of the unwholesome
nature of Warpstone, any unit hit by Clan Skyre artillery is not allowed an armour save.
5. The Doomwheel is restricted to terrain as per a normal chariot, however
the construction of the Doomwheel makes certain commands easier. When ordered to move up a slope or
incline the Leadership roll is at -1 while orders given to move down a slope or incline are at +1 on
the Leadership roll. In addition, the Doomwheel receives an additional attack die when charging an
opponent in the open (as a chariot). Finally, no armour saves are allowed against shooting hits caused
by the Doomwheel.
6. So terrifying is the entity of the Verminlord that he causes terror in
enemies he fights. In addition, a Skaven army may only include one Verminlord for every full 1300 pts
(not 1000pts as per normal - 13 is the sacred number for the Horned Rat).
7. In addition to being the Skaven General, the Grey Seer is also a wizard
and is able to cast spells in the shooting phase.
8. The Screaming Bell may only be purchased as a chariot mount for a Grey
Seer. If the Grey Seer has joined a unit, he may sound the bell. Ringing the bell enables the Grey
Seer to make three special shooting attacks. These attacks always hit on a 5+, whether the target is
fortified, defended, or in the open. In additon, these shooting attacks are able to damage structures
and can be used against fortifications such as castle walls or towers.
Skaven Magic
Plague Wind (5+) - This counts as 3 shooting attcks, no armour saves are allowed against hits caused
by these attacks.
Death Frenzy (4+) - This spell allows one unit in range to be whipped into a maniacal frenzy. The
unit gains +1 attack per stand until the end of the Combat phase. As well, the magic takes its toll on
the unit causing one additional hit at the end of the Combat phase.
Skittering Horde (6+) - This spell allows one unit or brigade in range to be moved as if it has
successfully received an order in the Command Phase. A unit can only be affected by Skittering Horde
once per turn. This order can be used to charge.
Mind of the Rat (4+) - This spell causes Confusion in one enemy unit within range.