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3000 Pts - Skaven

Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost


Thanquol & Boneripper (2 , 450 pts)
Thanquol 1 5 3 3 3 4 3 6 1 7 - 4+ 4 450
Composition: Lord
SA; SiN; Verminous Valour; Blessing of the Horned Rat: For every wound saved, one
friendly model within 6" takes a wound instead; Warpstone Addiction: Re-roll 1s on
Warpstone token rolls, but any 1s or 2s on the second dice cause a wound; General; Hand
Weapon
Staff of the Horned One 1 The bearer knows an extra spell. [0]
Warp-amulet 1 At the beginning f your turn, roll a D6. On a 5+ Thanquol [0]
recovers a wound.
Warpstone Tokens 1 Starts game with D6+2. One use only. Use before spellcasting. For [0]
each token consumed, add an extra dice to his casting effort. For
each 1 you roll on these added dice, take a wound with no armor
save allowed. Spells may be cast solely with tokens.
Boneripper 1 5 3 1 5 5 3 1 4 10 - [0]
Warpfire Thrower may only be fired once per game; Bodyguard: Must be within 12" of
Thanquol. If he is not, he cannot do anything at all and is hit automatically; Warpfire
Thrower; Causes Fear; Stomp; Unbreakable
1. Pestilent Breath 1 {macro Casting5} Place the flame template in base contact and line [0]
of sight with the wizard. Models touched suffer a Strength 2 hit
with no armor save. If in close combat, one enemy unit suffers D6
hits instead.
2. Bless With Filth 1 {macro Casting7} One friendly unit within 12" has Poisoned [0]
Attacks in close combat. Upgrades existing poisoned attacks to 5+.
Lasts until the end of the next player turn.
3. Wither 1 {macro Casting8} One unit within 12" loses 1 Toughness until the [0]
end of the game.
4. Vermintide 1 {macro Casting8} Place the large round template in base contact [0]
with you, then move it 4D6" away in any direction (it can't cross
water or impassible terrain). Any units touched by the template
suffer 3D6 Strength 2 hits (but not the caster). If in close combat,
one enemy unit in base contact takes the 3D6 hits (as if from
shooting) instead.
5. Cloud of Corruption 1 {macro Casting11} Roll a D6 for each unit within 12". On a 2+ [0]
(enemies), 4+ (friends) or 5+ (Clan Pestilens), they take D6
Strength 5 hits with no armor save.
6. Plague 1 {macro Casting13} Cast on one enemy unit within 18". Each [0]
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) The spell
backfires, your opponent can choose to end it or cause any one
unit within 12" of a plagued unit to be affected by the spell. 2-4)
The spell ends. 5-6) You can choose to end the spell or cause any
one unit within 12" 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, or there are no
targets left.
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Deathmaster Snikch (1 , 270 pts)
Deathmaster Snikch 1 6 8 6 4 4 2 10 6 8 - 4+ 270
Composition: Hero
SA; Verminous Valour; A Killer, Not A Leader; Always Strikes First; Hidden; Scouts;
Sneaky Infiltrator; Throwing Star
The Cloak of Shadows 1 Cannot be seen by a unit except on a 4+. If a unit cannot see him, [0]
they ignore him for shooting, marching, etc.
Whirl of Weeping Blades 1 All attacks have Armor Piercing, and cause D3 wounds. [0]

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Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Grey Seer (1 , 240 pts)
Grey Seer 1 5 3 3 3 4 3 5 1 7 - 4 240
Composition: Lord
SA; SiN; Starts with D3 Warpstone Tokens; Verminous Valour; Hand Weapon
Warpstone Tokens 1 Starts with D3 tokens. One use only. Use before spellcasting. For [0]
each token consumed, add an extra dice to his casting effort. For
each 1 you roll on these added dice, take a wound with no armor
save allowed. Spells may be cast solely with tokens.
1. Skitterleap 1 {macro Casting5} Cast on the caster (except Vermin Lords) or any [0]
other friendly infantry character within 12". The model disappears
and reappears anywhere on the battlefield, at least 1" away from
enemy models.
2. Warp Lightning 1 {macro Casting6} Magic Missile, 24" Range, D6 Strength 5 hits. [0]
On a 1, the caster is hit instead.
3. Howling Warpgale 1 {macro Casting7} Lasts until the start of your next magic phase. [0]
Flying creatures may not fly. Enemy missile weapons are at -1 to
hit.
4. Death Frenzy 1 {macro Casting9} Cast on a friendly unit within 18". The unit is [0]
affected by Frenzy (+2 At instead of +1) until it loses a combat.
The unit takes D6 wounds with no armor save (as if from shooting)
at the end of each friendly turn.
5. Scorch 1 {macro Casting10} Place the small round template within 24". Any [0]
model touched suffers a S4 Flaming hit. Any unit that takes
wounds must take a Panic test.
6. Crack's Call 1 {macro Casting11} Crack appears at caster and runs for 4D6" in [0]
line of sight. Models under the crack must make an Initiative test
or be removed. War machines & chariots are destroyed on a 5+
instead. Buildings collapse on a 5+.
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Plague Priest (1 , 135 pts)
Plague Priest 1 5 5 3 4 5 2 5 3/4 6 - 2 135
Composition: Hero
SA; SiN; Level 2 Upgrade; Hand Weapon; Frenzy
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Chieftain (1 , 120 pts)
Chieftain (Battle Standard Bearer) 1 5 5 4 4 4 2 6 3 6 5+ 120
Composition: Hero
SA; SiN; Verminous Valour; Hand Weapon; Heavy Armour; Battle Standard Bearer
Storm Banner 1 One use only. Activate at the beginning of any player's turn. No [50]
flying movement is allowed, and all missile fire is at -2 to hit. All
shooting 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 4+.
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Warlock Engineer (1 , 120 pts)
Warlock Engineer 1 5 3 3 3 3 2 4 1 5 - 2 120
Composition: Hero
SA; SiN; Verminous Valour; Level 2 Wizard; Hand Weapon
Warp-Energy Condenser 1 Generate an extra Power dice on a roll of 5+. +2 bonus hits when [20]
casting Warp Lightning.
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Warlock Engineer (1 , 65 pts)
Warlock Engineer 1 5 3 3 3 3 2 4 1 5 - 65
Composition: Hero
SA; SiN; Verminous Valour; Hand Weapon
Brass Orb 1 One use only. Throw in shooting phase. Place the small round [50]
template within 8" and line of sight of the character and scatter it
(on a Misfire, place it over the character). Models touched must
take an Initiative test or be destroyed.

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Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Skavenslaves (75 , 227 pts)
Skavenslaves 75 5 2 2 3 3 1 4 1 2 6+ 6+* 227
Composition: Core
SA; SiN; Expendable: All Skaven units automatically pass Panic tests caused by slaves, and
can fire into close combat with slaves; Cornered Rats: If a slave unit breaks from combat, all
units within D6" take D3 (+1 for each extra rank of 5+ slaves) S3 hits, and then the broken
unit is removed; Musician ; Hand Weapon; Spear; Shield
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Skavenslaves (75 , 227 pts)
Skavenslaves 75 5 2 2 3 3 1 4 1 2 6+ 6+* 227
Composition: Core
SA; SiN; Expendable: All Skaven units automatically pass Panic tests caused by slaves, and
can fire into close combat with slaves; Cornered Rats: If a slave unit breaks from combat, all
units within D6" take D3 (+1 for each extra rank of 5+ slaves) S3 hits, and then the broken
unit is removed; Musician ; Hand Weapon; Spear; Shield
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Clanrats (22 , 150 pts)
Clanrats 20 5 3 3 3 3 1 4 1 5 6+ 150
Composition: Core
SA; SiN; Hand Weapon; Light Armour
Warpfire Thrower Weapon Team 2 5 3 3 3 3 1 3 2 5 5+ [70]
SA; SiN; Warpfire Thrower; Hand Weapon; Heavy Armour
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Clanrats (22 , 150 pts)
Clanrats 20 5 3 3 3 3 1 4 1 5 6+ 150
Composition: Core
SA; SiN; Hand Weapon; Light Armour
Warpfire Thrower Weapon Team 2 5 3 3 3 3 1 3 2 5 5+ [70]
SA; SiN; Warpfire Thrower; Hand Weapon; Heavy Armour
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Clanrats (22 , 145 pts)
Clanrats 20 5 3 3 3 3 1 4 1 5 6+ 145
Composition: Core
SA; SiN; Hand Weapon; Light Armour
Poisoned Wind Mortar Weapon 2 5 3 3 3 3 1 3 2 5 5+ [65]
Team SA; SiN; Poisoned Wind Mortar; Hand Weapon; Heavy Armour
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Clanrats (22 , 145 pts)
Clanrats 20 5 3 3 3 3 1 4 1 5 6+ 145
Composition: Core
SA; SiN; Hand Weapon; Light Armour
Poisoned Wind Mortar Weapon 2 5 3 3 3 3 1 3 2 5 5+ [65]
Team SA; SiN; Poisoned Wind Mortar; Hand Weapon; Heavy Armour
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Doomwheel (1 , 150 pts)
Doomwheel 1 3D6 - - 6 6 5 - * - 4+ 150
Composition: Rare
D6+1 impact hits, Zzap Bolts are a Warpstone Weapon. See p67 for rules. ; Causes Terror;
Immune to Psychology; Large Target
Crew (Warlock & Rats) 1 - 3 3 2 - - 4 2D6 7 - [0]
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Doomwheel (1 , 150 pts)
Doomwheel 1 3D6 - - 6 6 5 - * - 4+ 150
Composition: Rare
D6+1 impact hits, Zzap Bolts are a Warpstone Weapon. See p67 for rules. ; Causes Terror;
Immune to Psychology; Large Target
Crew (Warlock & Rats) 1 - 3 3 2 - - 4 2D6 7 - [0]

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Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Doomwheel (1 , 150 pts)
Doomwheel 1 3D6 - - 6 6 5 - * - 4+ 150
Composition: Rare
D6+1 impact hits, Zzap Bolts are a Warpstone Weapon. See p67 for rules. ; Causes Terror;
Immune to Psychology; Large Target
Crew (Warlock & Rats) 1 - 3 3 2 - - 4 2D6 7 - [0]
Name # Mv WS BS St To Wo In At Ld Sv WSv Mgc Cost
Plagueclaw Catapult (1 , 100 pts)
Plagueclaw Catapult 1 6 3 100
Composition: Rare
Plagueclaw Catapult: As stone thrower. Warpstone Weapon. Anyone touched by the template
suffers a S2 hit with no armor saves, with units taking a panic test if wounded. Misfire
chart: 1-2) Destroyed, 3-5) Opponent may reposition template within 3D6", 6) Cannot fire
this turn.
Plague Monk Crew 1 5 3 3 3 4 - 3 3 7 - [0]
Frenzy, add +1 Attack for each crew member
Total Cost: 2994

Option Footnotes
Options
Hand Weapon 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
Heavy Armour 5+ Armour save.
Light Armour 6+ Armour save.
Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).
Poisoned Wind Mortar 6-24" Range, Warpstone Weapon, no armor saves.
Fires like a stone thrower (can fire indirectly if the target is visible to the parent unit, but will scatter twice
as far). Uses small round template. Any model directly under the center takes a wound on 4+; other models
touched take a wound on a 5+.
Misfire table:
1-2) Place the large round template on the team, resolve the attack (all models wounded on 4+), then
remove the team.
3-5) Your opponent can place the template anywhere he likes within 3D6" of the intended target.
6) May not shoot this turn.
Shield +1 Armour save bonus.
Spear Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging.
Throwing Star 6" Range, Strength as per user Quick to Fire
Warpfire Thrower Strength 5, D3 Wounds, -2 to armor saves, move or fire, Warpstone Weapon.
Place the flame template with the narrow end touching the Warpfire Thrower and the large part aimed at the
target (which must be in line of sight).
Roll the artillery dice and move the template that many inches toward the target. All targets touched are
hit automatically.
A unit suffering one or more casualties must take a Panic test.
If you roll a Misfire, roll a D6 -
1-2) the team is destroyed, place the large circular template over the center of the team and resolve hits as
normal.
3-5) The team catches fire and runs 2D6" in a random direction, stopping if it comes into contact with
anything, before exploding (use the small circular template) and being removed.
6) May not fire this turn.
This weapon may Stand and Shoot.
Special
Stomp 1 automatic hit at creature's strength, Always strikes last

Roster Design Information


Scurry Away! (SA): +1 to the total rolled when determining fleeing distance.
Strength in Numbers (SiN): Units add their current Rank Bonus to their Leadership value for any leadership-based test.

Validation Report
Army Subtype: Skaven Army; Edition: 8th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules

Roster Statistics
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Casting Dice: 14
Dispel Dice: 8
General's Ld: 7
# Models: 250
Total Characters: 1400
Total Core: 1044
Total Magic Items: 120
Total Rare: 550
Total Special: 0
% Characters: 46.8
% Core: 34.9
% Magic Items: 4
% Rare: 18.4
% Special: 0

Group Min Max Used


Points of Lords 0 750 690
Points of Heroes 0 750 710
Points of Core 750 Unlimited 1044
Points of Special 0 1500 0
Points of Rare 0 750 550

Created with Army Builder® - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!