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.