Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Skaven
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Based on PDF Version 1.8, Last Modified: 2023 March 29 @ 09:13

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Skaven

Based on PDF Version 1.8, Last Modified: 2023 March 29 @ 09:13

Army Special Rules

This section describes all the different units used in a Skaven army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Skaven units, and these are detailed here.

All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.

Units with this special rule add +1 to its Leadership if it has Unit Strength 10 or more, +2 Leadership if it has Unit Strength 15 or more, and +3 Leadership if it has Unit Strength 20 or more. To calculate the Leadership of a unit with the Strength in Numbers rule, first determine the unit's Leadership as normal and then add the Leadership bonus of the unit to this value, up to a maximum Leadership of 10.

Note that a Skaven General confers his basic Leadership and then units modify it with their own Unit Strength. Any bonus from the Unit Strength of the General's unit is not passed on to units within his Inspiring Presence range.

If a Skaven player refuses a challenge, a Skaven character is placed in the back rank of the unit and may not attack, but the unit may still use the model’s Leadership value or Hold Your Ground! ability.

Units belonging to each of the Greater Clans (Pestilens, Eshin, Moulder, Skryre) may only be joined by characters from the same Clan.

In addition to their normally chosen spells, some Wizards know the following spell:

Curse of the Horned Rat is a direct damage spell with a range of 24" that can target Infantry units. The unit suffers 3D6 Hits, though no single model can be Hit more than once. Each model Hit is automatically slain with only Magic Resistance being allowed as saves against the twisting power of the Horned Rat. If the whole unit is removed as casualties, replace them with a number of Clanrats equal to the number of casualties, with any normally allowed equipment or command, facing the same direction as before. The casting player now controls this unit. If the casting player does not have enough models to replace the entire unit, transfigure what you can, the rest are considered destroyed. If the number rolled is not great enough to replace the whole targeted unit, then remove as many casualties as the number rolled – they simply mutate and die, or were slain by horrified comrades.

The Scavenge-Pile

Pistol. Warplock Pistols have the following profile:

RangeStrengthSpecial Rules
12"5-

Anytime a weapon that uses Unstable Ammunition scores a result of 1 on its roll To Hit, roll another dice. On a following roll of 1 the gun misfires and the firer suffers the hit himself.

The model gains +1 Attack. Note that this attack does not gain any of the rules of other weapons the model might carry.

A model with a Rat Hound upgrade can make an additional Weapon Skill 3, Strength 3, Initiative 3 Attack. However, on a To Hit roll of 1 from this attack, the Rat Hound will instead inflict an automatic hit on its owner.

A Wizard may choose to eat some warpstone to boost his powers. Before casting a spell announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt. This does allow users to roll more dice than is normally allowed by their level. A spell may be cast entirely with Warpstone Tokens if you wish. However, for every Warpstone generated dice that rolls a 1 the Wizard suffers a Wound with no saves allowed.

A whip gives the wielder +1 Attack and the Fight in Extra Ranks (2) special rule. In addition, they may make supporting attacks equal to their Attack characteristic.

Polearm. A Things-catcher gives the wielder the Killing Blow special rule.

Clan Eshin Tools of War

Two hand weapons. All attacks made by Weeping Blades have the Armour Piercing (1), Magical Attacks, Multiple Wounds (D3) and Poisoned Attacks special rules.

Throwing weapon. Warpstone Stars have the Armour Piercing (1), Magical Attacks, Multiple Wounds (D3) and Poisoned Attacks special rules.

One per model only. If a model with Smoke Bombs breaks from combat he can choose to smash the bombs underfoot to slow the victors as they pursue. Before declaring to pursue, announce that the Smoke Bombs are being detonated. Any units pursuing this model roll one D6 less than normal this turn.

One per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase. Place a marker where the bomb is placed. You may choose to detonate the bomb at the start of any Movement sub-phase by rolling a D6. On a roll of 1, the Infernal Bomb is a dud and does not explode. Perhaps the Warlock Engineers have betrayed you? On a 2+, the bomb will explode; place the large round template centred on the marker. Any model at the template's centre takes a single Strength 10 Hit with the Multiple Wounds (D3) special rule. Any models touched by the template suffer a Strength 3 hit with the Armour Piercing (1) special rule.

Clan Moulder Beast-prods

Polearm. A Shock-prod gives the wielder the Lightning Attacks special rule.

Whip. An Electro-whip gives the wielder +D3 Attacks rather than 1 as well as the Lightning Attacks special rule.

Clan Skryre Gear of War

One per model only. A Warlock Engineer equipped with Warlock Optics gains +1 to his Ballistic Skill as well as the Ignores Cover and Sniper special rules.

One per model only. A Warp-Energy Condenser gives the wearer a +1 bonus when channelling Power dice.

Polearm. Warp-blades give the bearer +1 to cast the Warp Lightning spell from the Lore of Ruin.

Handgun. All shots from a Warpmusket are resolved at Strength 5 and have the Magical Attacks and Unstable Ammunition special rules.

Hand weapon. A Warpforged Blade gives the wielder the Ignores Armour Saves and Magical Attacks special rules.

One per model only. A Warp-Power Accumulator allows the bearer to cast spells with one more Power dice than he is normally allowed.

One per model only. One use only. The bearer can throw the Brass Orb in the Shooting phase. Place the small round template with its centre anywhere within 6" of the character and in his line of sight. The template then scatters D6". Models touched by the template must take an Initiative test or be removed as casualties, with no saves of any kind allowed. This is a Magical Attack. If a 1 is rolled, centre the template on the model throwing the globe.

One use only. Place the small round template with its centre anywhere within 6" of the character and in his line of sight. The template then scatters D6". All models touched by the template must pass a Toughness test or suffer a Wound with the Ignores Armour Saves and Magical Attacks special rules. If a 1 is rolled, centre the template on the model throwing the globe.

One per model only. One use only. A Doomrocket is fired like a Stone Thrower with the following profile:

RangeStrengthSpecial Rules
36"5-

In case a Misfire is rolled, roll a D6 and consult the Doomrocket Misfire chart.

D6

Result

1

Thoooooom! The rocket blows up prematurely.

Place the template over the model that fired the rocket and resolve the blast as normal.

2-5

Stabilising Fin Lost. The rocket wobbles and corkscrews after blast off.

The template scatters 3D6" from its original position. Resolve any hits as normal.

6

It's a Dud. The rocket whooshes off and lands, but does not explode.

Resolve the shot as normal, but do not place the template. Any model directly below the impact spot suffers a single Strength 5 hit.

Lords

Grey Seer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Grey Seer533343516

Troop Type: Infantry (Character)

A Grey Seer is a Level 4 Wizard who uses spells from the Lore of Ruin and/or Lore of Plague. They may use a combination of spells from both Lores. In addition to their normally chosen spells, they know the following spell: Curse of the Horned Rat

Hand weapon, D3 Warpstone Tokens.

  • May be mounted upon one of the following:

    • War-litter (10 pts)

    • Screaming Bell (200 pts)

  • May take up to 5 Warpstone Tokens (10 pts per token)

  • May take magic items up to a total of 100 pts

Scurry Away!, Strength in Numbers, Verminous Valour

Warlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Warlord564443747

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Polearm (8 pts)

    • Great weapon (8 pts)

  • May take a Warplock pistol (6 pts)

  • May upgrade to heavy armour (3 pts)

  • May take a shield (3 pts)

  • May have a tail weapon (5 pts)

  • May have a Rat Hound Bodyguard (3 pts)

  • May be mounted upon one of the following:

    • War-litter (10 pts)

    • Great Pox Rat (20 pts)

    • Rat Ogre Bonebreaker (75 pts)

    • Brood Horror (150 pts)

  • May take magic items up to a total of 100 pts

Scurry Away!, Strength in Numbers, Verminous Valour

Verminlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .450 pts

MWSBSSTWIALd
Verminlord8846661058

Troop Type: Monster (Character)

A Verminlord is a Level 4 Wizard who uses spells from the Lore of Ruin and/or Lore of Plague. They may use a combination of spells from both Lores. In addition to their normally chosen spells, they know the following spell: Curse of the Horned Rat

Magic Items / Abilities: Doom Glaive

Attacks made with this weapon have the Multiple Wounds (D3) special rule.

Daemonic

A Verminlord has the Unstable and Ward Save (5+) special rules. In addition, it can never be the Army General.

Verminlord Corruptor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .455 pts

MWSBSSTWIALd
Verminlord Corruptor8846661058

Troop Type: Monster (Character)

A Verminlord Deciever is a Level 4 Wizard who uses spells from the Lore of Plague.

Magic Items / Abilities: Plaguereapers

Two hand weapons. Attacks made with these weapons have the Always Strikes First special rule. This replaces the Doom-glaive.

Daemonic, Plaguemaster

A Verminlord has the Unstable and Ward Save (5+) special rules. In addition, it can never be the Army General.

A Verminlord Corruptor must choose all its spells from the Lore of Plague, and can re-roll failed casting attempts when attempting to cast Plague.

Verminlord Deciever. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .475 pts

MWSBSSTWIALd
Verminlord Deciever8846661058

Troop Type: Monster (Character)

A Verminlord Deciever is a Level 4 Wizard who uses spells from the Lore of Stealth.

Magic Items / Abilities: Doomstar, Warpstiletto

This is a missile weapon with the following profile:

RangeStrengthSpecial Rules
12"As user-

A weapon with this special rule makes as many shots as the number of models in the front rank of the target unit that are within range.

Attacks made with this weapon have the Armour Piercing (1) and Poisoned Attacks special rules. This replaces the Doom-glaive.

Daemonic, Shadowstrider, Shrouded in Darkness

A Verminlord has the Unstable and Ward Save (5+) special rules. In addition, it can never be the Army General.

A Verminlord Deceiver must choose all its spells from the Lore of Stealth, and can re-roll failed casting attempts when attempting to cast the Skitterleap spell from the Lore of Stealth, and can choose itself as the target of this spell.

Enemy units that target a Verminlord Deceiver with a shooting attack suffer a -1 To Hit modifier in addition to any other modifiers.

Verminlord Warbringer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .475 pts

MWSBSSTWIALd
Verminlord Warbringer8846661058

Troop Type: Monster (Character)

A Verminlord Warbringer is a Level 4 Wizard who uses spells from the Lore of Ruin.

Magic Items / Abilities: Doom Glaive and Punch-dagger

Two hand weapons. Attacks made with these weapons have the Killing Blow and Multiple Wounds (D3) special rules.

Daemonic, Verminous Fury

A Verminlord has the Unstable and Ward Save (5+) special rules. In addition, it can never be the Army General.

A Verminlord Warbringer must choose all its spells from the Lore of Ruin, and can re-roll failed casting attempts when attempting to cast Death Frenzy.

Verminlord Warpseer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .500 pts

MWSBSSTWIALd
Verminlord Warpseer8846661058

Troop Type: Monster (Character)

A Verminlord Warpseer is a Level 4 Wizard who uses spells from the Lore of Ruin.

Magic Items / Abilities: Doom Glaive, Scry-orb

Attacks made with this weapon have the Multiple Wounds (D3) special rule.

A Verminlord Warpseer gains a Ward Save (6+) while it carries this item. Once per game, in the Shooting phase, you may choose to throw the Scry-orb. If you do so, the bonus to its Ward Save is immediately lost for the rest of the game.

To throw the Scry-orb, place the small round template with its centre anywhere within 12" of the Verminlord Warpseer and within its line of sight. Scatter the template using the scatter dice and a D6. Models touched by the template must pass an Initiative test or be destroyed, with no saves of any kind allowed. Remember that a 6 is always a failure. "Look Out Sir!" works as normal.

Daemonic, Master of Lightning

A Verminlord has the Unstable and Ward Save (5+) special rules. In addition, it can never be the Army General.

A Verminlord Warpseer must choose all its spells from the Lore of Ruin, and can re-roll failed casting attempts when attempting to cast the Warp Lightning spell from the Lore of Ruin.

Plaguelord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Plaguelord553453637

Troop Type: Infantry (Character, Clan Pestilens)

Magic: Plaguelord is a Level 2 Wizard who uses spells from the Lore of Plague.

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (6 pts)

    • Flail (6 pts)

    • Plague censer (18 pts)

  • May be mounted upon one of the following:

    • Great Pox Rat (20 pts)

    • Plague Furnace (150 pts)

  • May take magic items up to a total of 100 pts

Frenzy, Scurry Away!, Strength in Numbers

Master Assassin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Master Assassin676443948

Troop Type: Infantry (Character, Clan Eshin)

Two hand weapons, throwing weapon.

  • May take a blowpipe (5 pts)

  • May have a tail weapon (5 pts)

  • May take Clan Eshin Tools of War and/or magic items up to a total of 100 pts

Dodge (5+), Hidden, Poisoned Attacks, Scouts, Scurry Away!, Sensei

A Master Assassin may be the Army General. However, he can only pass on his Leadership value to other units if he is not Hidden.

Eshin Sorcerer Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Eshin Sorcerer Lord644343516

Troop Type: Infantry (Character, Clan Eshin)

Magic: Eshin Sorcerer Lord is a Level 3 Wizard who uses spells from the Lore of Stealth.

Hand weapon.

  • May take a blowpipe (5 pts)

  • May have a tail weapon (5 pts)

  • May take Clan Eshin Tools of War and/or magic items up to a total of 100 pts

Poisoned Attacks, Scurry Away!, Strength in Numbers, Verminous Valour

Master Mutator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Master Mutator653443637

Troop Type: Infantry (Character, Clan Moulder)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (6 pts)

    • Whip (6 pts)

    • Things-catcher (18 pts)

  • May have a tail weapon (5 pts)

  • May be mounted upon one of the following:

    • Great Pox Rat (30 pts)

    • Rat Ogre Bonebreaker (75 pts)

    • Brood Horror (150 pts)

  • May take Clan Moulder Beast-Prods and/or magic items up to a total of 100 pts

Beastmaster, Scurry Away!, Strength in Numbers

Master Moulders and Master Mutators may join units of Giant Rats or Rat Ogres and act as their handlers following the Mixed Units special rule, or be deployed in the front rank if they wish. All friendly Clan Moulder units within 6" of a Master Moulder or 12" of a Master Mutator roll 3D6 for all Leadership tests and discard the highest dice.

Warlock Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Warlock Master534343416

Troop Type: Infantry (Character, Clan Skryre)

Magic: Warlock Master is a Level 3 Wizard who uses spells from the Lore of Ruin.

Hand weapon, light armour.

  • May be armed with any of the following:

    • Polearm (2 pts)

    • Warplock pistol (5 pts)

  • May have a tail weapon (5 pts)

  • May take up to 5 Warpstone Tokens (10 pts per token)

  • May take Clan Skryre Gear of War and/or magic items up to a total of 100 pts

Scurry Away!, Strength in Numbers, Verminous Valour

Heroes

Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts

MWSBSSTWIALd
Chieftain554442636

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Polearm (6 pts)

    • Great weapon (6 pts)

  • May take a Warplock pistol (5 pts)

  • May upgrade to heavy armour (2 pts)

  • May take a shield (2 pts)

  • May have a tail weapon (5 pts)

  • May have a Rat Hound Bodyguard (3 pts)

  • May take magic items up to a total of 50 pts

  • One Chieftain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Scurry Away!, Strength in Numbers, Verminous Valour

Plague Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Plague Priest543452526

Troop Type: Infantry (Character, Clan Pestilens)

Magic: Plague Priest is a Level 1 Wizard who uses spells from the Lore of Plague.

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

    • Flail (4 pts)

    • Plague censer (12 pts)

  • May be mounted upon one of the following:

    • Great Pox Rat (20 pts)

    • Plague Furnace (150 pts)

  • May take magic items up to a total of 50 pts

Frenzy, Scurry Away!, Strength in Numbers

Assassin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Assassin665442837

Troop Type: Infantry (Character, Clan Eshin)

Two hand weapons, throwing weapon.

  • May take a blowpipe (5 pts)

  • May have a tail weapon (5 pts)

  • May take Clan Eshin Tools of War and/or magic items up to a total of 50 pts

Dodge (5+), Hidden, Poisoned Attacks, Scouts, Scurry Away!, Sensei

A Master Assassin may be the Army General. However, he can only pass on his Leadership value to other units if he is not Hidden.

Eshin Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

MWSBSSTWIALd
Eshin Sorcerer644332515

Troop Type: Infantry (Character, Clan Eshin)

Magic: Eshin Sorcerer is a Level 1 Wizard who uses spells from the Lore of Stealth.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May take magic items up to a total of 50 pts

Poisoned Attacks, Scurry Away!, Strength in Numbers, Verminous Valour

Master Moulder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts

MWSBSSTWIALd
Master Moulder643442526

Troop Type: Infantry (Character, Clan Moulder)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

    • Whip (4 pts)

    • Things-catcher (12 pts)

  • May have a tail weapon (3 pts)

  • May be mounted upon one of the following:

    • Great Pox Rat (20 pts)

    • Rat Ogre Bonebreaker (75 pts)

  • May take Clan Moulder Beast-Prods and/or magic items up to a total of 50 pts

Beastmaster, Scurry Away!, Strength in Numbers

Master Moulders and Master Mutators may join units of Giant Rats or Rat Ogres and act as their handlers following the Mixed Units special rule, or be deployed in the front rank if they wish. All friendly Clan Moulder units within 6" of a Master Moulder or 12" of a Master Mutator roll 3D6 for all Leadership tests and discard the highest dice.

Warlock Engineer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Warlock Engineer533332415

Troop Type: Infantry (Character, Clan Skryre)

Magic: Warlock Engineer is a Level 1 Wizard who uses spells from the Lore of Ruin.

Hand weapon, light armour.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be armed with any of the following:

    • Polearm (2 pts)

    • Warplock pistol (5 pts)

  • May have a tail weapon (5 pts)

  • May take up to 3 Warpstone Tokens (10 pts per token)

  • May take Clan Skryre Gear of War and/or magic items up to a total of 50 pts

Scurry Away!, Strength in Numbers, Verminous Valour

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
War-litter5434--545
Great Pox Rat730441522
Rat Ogre Bonebreaker643553345
Brood Horror830555456

Troop Type (War-litter): Infantry

Troop Type (Great Pox Rat): War Beast

Troop Type (Rat Ogre Bonebreaker): Monstrous Beast

Troop Type (Brood Horror): Monster

Large Target (2), Scurry Away!, Strength in Numbers

Poisoned Attacks, Skittering

A model mounted on a Great Pox Rat is treated as an Infantry model for the purpose of "Look Out Sir!".

Scurry Away!, Strength in Numbers

Foul Ichor, Poisoned Attacks

If a Brood Horror is slain, all units in base contact with the Brood Horror suffer 2D6 Strength 2 hits, distributed as shooting attacks.

Screaming Bell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Screaming Bell5--566---
Rat Ogre-3-5--43-

Unit Size: 1 Screaming Bell & 1 Rat Ogre

Troop Type: Shrine

Claws.

Above the Masses, Altar of the Horned Rat, Fear, Large Target (5), Magic Resistance (2), Ringing the Bell, Ward Save (4+)

The Grey Seer may use Verminous Valour to refuse a challenge, but is not moved to the back of the unit – instead it clambers higher atop the Screaming Bell. The Grey Seer is not moved but cannot fight or be attacked for the duration of that round of close combat.

This model and any unit it joins has the Stubborn special rule.

In your Magic phase, immediately after generating power dice, you can choose to ring the Screaming Bell. The owning player can choose to roll between 1-3 D6's, representing the vigour the Rat Ogre bell-ringer is commanded to supply.

If the Screaming Bell suffers one or more wounds inflicted by a shooting attack with a Strength of 5 or more, it will immediately ring once using one D6, even if it is destroyed as a result of the attack.

1

Not yet in stride. The Rat Ogre strains under the task.

The air stirs with magical energy, but no game effect yet.

2-4

Unholy Clamour. The toll of the Bell fills the unit pushing the Screaming Bell with zeal.

The unit pushing the Bell immediately moves using the Random Movement (D6) special rule.

5-8

Emboldened. The high-pitched squeaking of the Skaven rises to meet the Bell's clanging.

All friendly Skaven within 24" of the Bell can re-roll failed Leadership tests until the start of your next turn.

9-10

Scorch. The toiling sound opens vents in the ground.

The Bell itself (not the Grey Seer) immediately casts the Scorch spell from the Lore of Ruin with a Casting Value of 5 (this requires no power dice and cannot be increased in any way).

11-12

Deafening Peals. The unnatural vibrations of the bell spread outwards.

All enemy War Machines and Chariots with Toughness 7 or more that are within 18" of the Screaming Bell immediately take a Wound with the Multiple Wounds (D3) special rule. Roll a D6 for each building within 18" of the Bell - each collapses on a roll of 5+. Models inside collapsed buildings are treated the same as per the Cracks Call spell from the Lore of Ruin.

13

A Stirring Beyond the Veil. Something that should not be awoken answers the Bell's summons...

All enemy units within 12" of the Bell take D6 Strength 4 hits (as from shooting). Additionally, if the unit pushing the Screaming Bell is in combat, it gains the Fight in Extra Ranks (1) special rule for the remainder of the turn.

14-16

Wall of Unholy Sound. The deafening peals roll across the land, driving the Skaven to new heights of ferocity.

All models in each friendly unit within 12" of the Screaming Bell gain +1 Attack until the end of the player turn. Roll a D6 for each building within 24" - each collapses on a roll of 4+ (see Deafening Peals).

17

Avalanche of Energy. A surge of energy ripples from the Screaming Bell.

All friendly models within 12" of the Bell gain +1 Attack and may re-roll failed To Hit and To Wound rolls until the end of the player turn. Any friendly Skaven units within 12" of the Screaming Bell and not in close combat can immediately move using the Random Movement (D6) special rule.

18

Apocalyptic Doom. With a cataclysmic eruption of sound the Screaming Bell splits asunder, crashing to the ground like ten thousand thunderclaps. Sometimes even years later survivors still report hearing a faint echo, the final resonation of the hell or distant unearthly laughter.

The Screaming Bell is destroyed. All models within 12" take a Strength 4 hit with the Ignores Armour Saves special rule.

Doubles - If any doubles are rolled, a backlash of magic reverberates through the Screaming Bell. Apply the following effect in addition to the result on the chart. The unit pushing the Screaming Bell immediately takes D6 Strength 4 Hits.

Triples - If a triple is rolled, apply the following effect in addition to the result on the chart. The unit pushing the Bell immediately suffers 2D6 Strength 5 hits, and the Screaming Bell itself suffer a single Strength 5 hit.

Plague Furnace. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Plague Furnace5--566---
Plague Monk-3-3--41-

Unit Size: 1 Plague Furnace & 3 Plague Monks

Troop Type: Shrine

Two hand weapons.

Altar of the Horned Rat, Billowing Death, Fear, Frenzy, Large Target (5), Magic Resistance (2), Wrecker Attack

This model and any unit it joins has the Stubborn special rule.

Billowing Death follows the rules for Breath Weapons, but can be used in every turn. All models Hit must pass a Toughness test or suffer a Wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for this tests.

The Plague Furnace may inflict special attack after all other attacks have been resolved, inflicting an Artillery dice's worth of Hits against a single enemy unit to their front. A roll of Misfire means something has gone wrong; roll a D6 on the Plague Furnace Mishap chart below.

D6

Result

1-2

Crunch! The orb comes loose prematurely and smashes into the Plague Furnace below.

The Plague Furnace immediately suffers D3 Wounds and the unit pushing it takes D6 at Strength 5 hits.

3-5

Bilious Cloud. A jarring halt releases a particularly potent cloud of warp-poisoned fumes.

Immediately work out a special Billowing Death attack that causes 2D6 hits on any unit pushing the Plague Furnace.

6

Maddening Fumes! The great censer fails to drop, but instead glows white hot, sending billow clouds down upon the Plague Monks who become possessed with even more unnatural vigour.

Any unit pushing the Plague Furnace makes an additional full round of close combat attacks against any enemy unit in base contact. After this, they suffer D6 Wounds. Any casualties caused count towards combat resolution.

Weapon Teams

Warpfire Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Weapon Team533332425

Unit Size: 1

Troop Type: Infantry (Clan Skryre)

Hand weapon, Warpfire Thrower.

The Warpfire Thrower fires like a Fire Thrower with the following profile:

RangeStrengthSpecial Rules
n/a5-

In case a Misfire is rolled, roll a D6 and consult the Warpfire Thrower Misfire Chart.

Warpfire Thrower Misfire Chart

D6

Result

1-2

Whompfff! The diabolical device explodes.

Centre of the large round template over the centre of the Weapon Team and resolve damage as normal. After this, the team is destroyed in the lurid mushroom cloud it has created.

3-4

Fuel Leak. Highly explosive fuel leaks out and ignites.

The Weapon Team flees in random direction as decided by the scatter dice before exploding. After movement, the device explodes exactly as the Whompfff! result above.

5-6

Pppphhtt! Something has been sprayed, but it's not warpfire. For the rest of the battle the Weapon Team smells strongly of the musk of fear.

With a disappointing fizzle, the Warpfire Thrower fails to fire, but does not explode. The crew may not fire this turn.

Attached Unit, Scurry Away!

A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters, representing them lurking in obscurity and ducking for the protective cover of the larger unit.

Ratling Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Weapon Team533332425

Unit Size: 1

Troop Type: Infantry (Clan Skryre)

Hand weapon, Ratling Gun.

The Ratling Gun uses the following profile:

RangeStrengthSpecial Rules
24"4-

Roll an Artillery Dice to determine number of shots fired. After the first Artillery Dice is rolled, you can now decide whether to stop or to roll an additional Artillery Dice, and repeat the process up to a maximum of 3 Artillery Dice. In case a Misfire is rolled, roll a D6 and consult the Ratling Gun Misfire Chart, no further Artillery Dice may be rolled.

Ratling Gun Misfire Chart

D6

Result

1-2

Slam! A high-pitched hissing culminates with a resounding explosion that tears the Weapon Team to shreds in a steaming wet radius.

Resolve the shots from the previous Artillery Dice rolled. After this, the Weapon Team is removed from play.

3-5

Spins Wildly. A major malfunction sends out a blinding cloud of noxious steam, causing the crew to spin around wildly as the gun barrels blaze away.

Resolve the shots from the previous Artillery Dice rolled. After this, the Ratling Gun fires D6 shots at all units (roll separately for each one) within 24" that you can draw Line of Sight to in all directions from the Ratling Gun.

6

Bbbbrrrrrttt! The power pumping the firing mechanism loses pressure.

Resolve the shots from the previous Artillery Dice rolled. The last Artillery Dice is ignored.

Attached Unit, Scurry Away!

A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters, representing them lurking in obscurity and ducking for the protective cover of the larger unit.

Doom-flayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Weapon Team533332425

Unit Size: 1

Troop Type: Infantry (Clan Skryre)

Hand weapon, Doom-flayer.

The Doom-flayer uses the following profile:

RangeStrengthSpecial Rules
Combat4-

Attached Unit, The Best Defence, Scurry Away!, Whirling Death

A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters, representing them lurking in obscurity and ducking for the protective cover of the larger unit.

The mass of whirling blades provides an excellent protective shield, giving the Doom-flayer an armour save of 3+ against all models attacking from the front. The Doom-flayer has only a 5+ armour save against attacks from the flank or rear.

Instead of attacking normally, the Doom-flayer causes one artillery dice worth of Impact Hits at the start of each close combat phase. In case a Misfire is rolled, roll a D6 and consult the Doom-flayer Mishap Chart.

Doom-flayer Mishap Chart

D6

Result

1-2

Ba-Blam! The warp generator implodes in a rippling radius of multi-coloured death.

Place the large round template centred over the Weapon Team. Any models touched by the template suffer a Strength 4 Hit with the Armour Piercing (1) special rule. Remove the Doom-flayer from play.

3-5

ZZZZzap! The small and unstable warp generator that powers the Doom-flayer temporarily overloads, sending out a shocking discharge.

The Doom-flayer and all models in base contact take a Strength 4 Hit with the Lightning Attacks special rule as the device sends out potent shock waves of warp-energy.

6

Power Failure. With a descending thrum, the blades and scythes stop spinning as all power is cut off. The crew look up innocently, acting as if they are not doing anything harmful, certainly not directing the efforts of a chopping death abattoir.

The Doom-flayer may not attack or use its armour save this turn as the panicked crew scramble to restart their engine of destruction.

Poisoned Wind Mortar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Weapon Team533332425

Unit Size: 1

Troop Type: Infantry (Clan Skryre)

Hand weapon, Poisoned Wind Mortar.

The Poisoned Wind Mortar fires like a Stone Thrower with the following profile:

RangeStrengthSpecial Rules
8-36"n/a-

Attached Unit, Poisoned Wind, Scurry Away!

A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters, representing them lurking in obscurity and ducking for the protective cover of the larger unit.

Models hit by a Poisoned Wind Mortar must pass a Toughness test or suffer a Wound. Note that Poisoned Wind Mortar crew wear Gas Masks. In case a Misfire is rolled, roll a D6 and consult the Poisoned Wind Mortar Misfire Chart.

Poisoned Wind Mortar Misfire Chart

D6

Result

1-2

Foomph! The bomb explodes prematurely in the tube, enshrouding the area in an instant green fog.

Place the large round template centred on the Weapon Team and resolve the Hit as normal. The Poisoned Wind Mortar is then removed.

3-5

Wildly off Target. Either the temperamental aiming mechanism has gone haywire or the fume-addled crew have made a major mistake.

The template scatters 3D6" from its original position. Resolve any hits as normal.

6

Clogged. The firing mechanism is clogged with grime, filth, or even a crew member's errant tail.

No firing may take place this turn while the device is dewed.

Warp-grinder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Weapon Team533332425

Unit Size: 1

Troop Type: Infantry (Clan Skryre)

Hand weapon, Warp-grinder.

The Warp-grinder uses the following profile:

RangeStrengthSpecial Rules
Combat4-

Attached Unit, Deploying via Tunnel, Scurry Away!

A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters, representing them lurking in obscurity and ducking for the protective cover of the larger unit.

A unit with an attached Warp. grinder is not deployed at the beginning of the game.

During deployment, before Scouts are placed, place a tunnel marker anywhere on the battlefield. The unit will then deploy using the Ambushers special rule. When the team emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. In case a Misfire is rolled, roll a D6 and consult the Warp-grinder Mishap Chart.

Once the final position is established, place the Warpgrinder and its parent unit so both can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Warpgrinder and its parent unit emerges, the Warp-grinder and its parent unit are both considered to have charged. Place the attacking Skaven to the front of the enemy unit that is atop the marker.

Although not designed for combat, the Warp-grinder can still mete out damage with its close-ranged warp-powered blasts. The Warp-grinder fights in close combat using its crew's Initiative, but not their Attack profile. The Warp-grinder is a Warpstone Weapon and inflicts D3 Strength 4 Hits in each Close Combat phase.

Warp-grinder Mishap Chart

D6

Result

1-2

Cave-in! Total collapse!

The Weapon Team and its parent unit are instantly killed.

3-5

Partial Collapse. The warp generator fizzles out as the Warp-grinder nears the surface.

Some of the models may claw their way topside, although the Warp-grinder is removed as a casualty. Make a Strength test for each model in the parent unit, if passed the model is placed as normal. Models that fail are removed as casualties. Any models that survive may not move or charge on the turn they emerge after a Partial Collapse. If the models emerge into close combat they have the Always Strikes Last special rule for the remainder of the turn.

6

Should Have Taken That Left Turn. The tunnellers get lost!

Your opponent places the marker anywhere within 18" of the original position on the table and this is where the Weapon Team and its parent unit emerge. They cannot move or charge on the turn they emerge, as they are too busy blaming each other for the error.

Core Units

Clanrats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Clanrat533331415
Clawleader533331425

You may not have more units of any single Core Unit type than you have units of Clanrats.

Unit Size: 20+

Troop Type: Infantry

Hand weapon, light armour, shield.

  • May upgrade one Clanrat to a Clawleader (10 pts)

  • May upgrade one Clanrat to a musician (10 pts)

  • May upgrade one Clanrat to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with spears (1 pt per model)

  • The unit may be accompanied by one of the following:

    • Doom-flayer (30 pts)

    • Poisoned Wind Mortar (60 pts)

    • Ratling Gun (60 pts)

    • Warpfire Thrower (65 pts)

Scurry Away!, Strength in Numbers

Stormvermin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Stormvermin543331516
Fangleader543331526

Unit Size: 10+

Troop Type: Infantry

Hand weapon, medium armour.

  • May upgrade one Stormvermin to a Fangleader (10 pts)

  • May upgrade one Stormvermin to a musician (10 pts)

  • May upgrade one Stormvermin to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may take polearms (2 pts per model)

  • The entire unit may carry shields (1 pt per model)

  • The entire unit may upgrade to heavy armour (1.5 pts per model)

  • The unit may be accompanied by one of the following:

    • Doom-flayer (30 pts)

    • Poisoned Wind Mortar (60 pts)

    • Ratling Gun (60 pts)

    • Warpfire Thrower (65 pts)

Scurry Away!, Strength in Numbers

Skavenslaves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Skavenslave522331412
Pawleader533331414

Unit Size: 20+

Troop Type: Infantry

Hand weapon.

  • The unit must include a Pawleader (Handler) (20 pts)

  • May upgrade one Skavenslave to a musician (5 pts)

  • All Skavenslaves in the unit may be armed with one of the following:

    • Spears (½ pt per model)

    • Slings (½ pt per model)

    • Polearms (1 pt per model)

  • All Skavenslaves in the unit may carry shields (½ pt per model)

Cornered Rats, Expendable, Life is Cheap, Mixed Unit, Scurry Away!, Strength in Numbers

If a unit of Skavenslaves breaks from combat, any units that they flee through (friend or foe) immediately take D6 Strength 3 hits for each complete rank of 5 or more Skavenslaves left in the unit. The broken unit is then removed as casualties.

Skaven can voluntarily target ranged attacks (including templates) at enemy units engaged in close combat with Skavenslaves (but no other friendly troops) even if they are further than 4" away. However, if they do so, they will hit their Skavenslaves on To Hit rolls of both 1's and 2's rather than just 1's.

Plague Monks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Plague Monk533341315
Plague Deacon533341325

If your army General is a Clan Pestilens Character, the requirement to take Clanrats does not apply.

Unit Size: 20+

Troop Type: Infantry (Clan Pestilens)

Two hand weapons.

  • May upgrade one Plague Monk to a Plague Deacon (10 pts)

  • May upgrade one Plague Monk to a musician (10 pts)

  • May upgrade one Plague Monk to a standard bearer (10 pts)

    • May take a magic standard up to 25 pts

Frenzy, Scurry Away!, Strength in Numbers

Night Runner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Night Runner633331515
Nightleader633331525

If your army General is a Clan Eshin Character, the requirement to take Clanrats does not apply.

Unit Size: 10+

Troop Type: Infantry (Clan Eshin)

Two hand weapons, throwing weapon.

  • May upgrade one Night Runner to a Nightleader (10 pts)

  • The entire unit may be armed with slings (1 pt per model)

  • The unit may be accompanied by a Warp-grinder (30 pts)

  • The entire unit may be upgraded to Skirmishers (free)

Scurry Away!, Strength in Numbers, Vanguard

Giant Rats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Giant Rat630221413
Packmaster633331415

If your army General is a Clan Moulder Character, the requirement to take Clanrats does not apply. You must add 1 Packmaster for every 5 Giant Rats in the unit (5 points per model).

Unit Size: 5+ Giant Rats

Troop Type (Giant Rat): War Beast (Clan Moulder)

Troop Type (Packmaster): Infantry (Clan Moulder)

Hand weapon, Whip, light armour.

Fight in Extra Ranks (1), Mixed Unit, Scurry Away!, Strength in Numbers

Mixed Unit, Scurry Away!, Strength in Numbers

Rat Swarms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per base

MWSBSSTWIALd
Rat Swarm630118483

Unit Size: 2-10

Troop Type: Swarm

Special Units

Gutter Runner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Gutter Runner644331616
Deathrunner644331626

Unit Size: 5+

Troop Type: Infantry (Clan Eshin)

Two hand weapons, throwing weapon.

  • May upgrade one Gutter Runner to a Deathrunner (10 pts)

  • The entire unit may have Poisoned Attacks (2 pts per model)

  • The entire unit may be armed with snare-nets (2 pts per model)

  • The entire unit may be armed with slings (2 pts per model)

  • The unit may be accompanied by a Warp-grinder (20 pts)

When it is their turn to attack, roll a D6 for each model armed with Snare-nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.

Ambushers, Dodge (6+), Scouts, Scurry Away!, Skirmishers, Strength in Numbers

Plague Censer Bearers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Censer Bearer533341315
Plague Chanter533341325

Unit Size: 5+

Troop Type: Infantry (Clan Pestilens)

Plague Censer

Flail. At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for these tests.

  • May upgrade one Censer Bearer to a Plague Chanter (10 pts)

Frenzy, Hatred, Scurry Away!, Skirmishers, Strength in Numbers

Plague Rats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per base

MWSBSSTWIALd
Plague Rats630118483

Unit Size: 2-10

Troop Type: Swarm (Clan Pestilens)

Poisoned Attacks

Wolf Rats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Wolf Rat840431414

Unit Size: 5+

Troop Type: War Beast (Clan Moulder)

  • The entire unit may take one of the following:

    • Pox Feeders (1 pt per model)

    • Warpstone Shard Teeth (1 pt per model)

    • Bloated Mutants (2 pts per model)

The Wolf Rats gain +1 Toughness but suffer -1 to their Initiative.

The unit gains the Poisoned Attacks special rule.

The unit gains the Armour Piercing (1) and Magical Attacks special rules.

Frenzy, Strength in Numbers

Rat Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 pts per model

MWSBSSTWIALd
Rat Ogre631543435
Packmaster633331415

You must add 1 Packmaster for every 2 Rat Ogres in the unit (5 points per model).

Unit Size: 2+ Rat Ogres

Troop Type (Rat Ogre): Monstrous Infantry (Clan Moulder)

Troop Type (Packmaster): Infantry (Clan Moulder)

Hand weapon, Whip, light armour.

  • All Rat Ogres in the unit may choose two of the following:

    • Brain Transplant (3 pts per model)

    • Extra Extremities (3 pts per model)

    • Quadrupedal (3 pts per model)

    • Armoured (6 pts per model)

    • Resilient (6 pts per model)

    • Trollblooded (6 pts per model)

All Rat Ogres in the unit gain medium armour.

All Rat Ogres in the unit are no longer subject to Stupidity or Frenzy.

All Rat Ogres in the unit gain +1 Attack.

All Rat Ogres in the unit gain +1 Movement.

All Rat Ogres in the unit gain +1 Toughness.

All Rat Ogres in the unit gain the Regeneration (5+) special rule.

Mixed Unit, Scurry Away!, Strength in Numbers, Stupidity

Mixed Unit, Scurry Away!, Strength in Numbers

Warplock Jezzails. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Jezzail Team533332425
Sharpshooter534332425

Unit Size: 3+

Troop Type: Infantry (Clan Skryre)

Hand weapon, Warplock Jezzail, Pavise.

A Pavise has the following armour profile:

CombatMissileSpecial Rules
-+3/4+*-

*Only applies to missile attacks in the front arc.

RangeStrengthSpecial Rules
36"6-

  • May upgrade one Jezzail Team to a Sharpshooter Team (20 pts)

Scurry Away!, Sniper (Sharpshooter only), Strength in Numbers

Poisoned Wind Globadiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Globadier533331415
Bombardier534331415

Unit Size: 5+

Troop Type: Infantry (Clan Skryre)

Head weapon, Poisoned Wind Globes, Gas Masks, light armour.

When a model with a Gas Mask is forced to take a Toughness test from any weapon source in Warhammer: Skaven, they get a +2 bonus for these tests.

RangeStrengthSpecial Rules
8"n/a-

Models hit by a Poisoned Wind Globe must pass a Toughness test or suffer a Wound. On the To Hit roll of a 1, the Globadier hits himself (including when firing into close combat).

  • May upgrade one Globadier to a Bombardier (10 pts)

  • The unit may be accompanied by a Poisoned Wind Mortar (60 pts)

Scurry Away!, Skirmishers, Strength in Numbers

Rare Units

Eshin Triad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts per model

MWSBSSTWIALd
Assassin Adept655442727

Unit Size: 3

Troop Type: Infantry (Clan Eshin)

Two hand weapons, throwing weapon.

  • The entire unit may have a tail weapons (3 pts per model)

  • The entire unit may may take Smoke Bombs (5 pts per model)

Dodge (5+), Poisoned Attacks, Scouts, Scurry Away!, Skirmishers

Brood Horror. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts per model

MWSBSSTWIALd
Brood Horror830555456

Unit Size: 1

Troop Type: Monster (Clan Moulder)

  • The Brood Horror may take any of the following:

    • Lash Tail (15 pts)

    • Rusted Armour (10 pts)

    • Skryre Claws (10 pts)

    • Pestilent Breath (25 pts)

The model gains +1 Attack.

The Brood Horror gains a Strength 2 Breath Weapon which Ignores Armour Saves.

The Brood Horror gains medium armour.

The Brood Horror gains the Armour Piercing (1) and Magical Attacks special rule.

Foul Ichor, Poisoned Attacks

If a Brood Horror is slain, all units in base contact with the Brood Horror suffer 2D6 Strength 2 hits, distributed as shooting attacks.

Hell Pit Abomination. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Hell Pit Abomination*316564*8

Unit Size: 1

Troop Type: Monster (Clan Moulder)

  • May take Warpstone Spikes (10 pts)

The Hell Pit Abomination gains the Magic Resistance (1) and Magical Attacks special rule.

Immunity (Psychology), Impact Hits (D6), Random Movement (3D6), Regeneration (4+), Shambling Horror, Special Close Combat Attacks, Stubborn, Too Horrible to Die

If two or more 1's or any triples are rolled when the Abomination is making its Random Movement, do not move the Hell Pit Abomination; instead roll a D6 on the Berserk Abomination Chart.

Berserk Abomination Chart

D6

Result

1

Grinding Halt. The Hell Pit Abomination's transplanted brains baulk.

The beast does not move this turn.

2-5

Blind Fury. The Hell Pit Abomination suffers a fit as its multiple brains convulse and fight for control.

The model moves the distance rolled in a random direction determined by a scatter dice.

6

Fluid Injected! The mutated stitched nightmare roars in pain as surges of warped growth juices course through its foul body.

The Hell Pit Abomination moves as normal, and will increase its Strength by +1 for the remainder of the game. Further Berserk Abomination rolls of 6 will not increase the beast's profile, but will instead immediately inflict D6 wounds on it.

Abominations do not attack in the same way as other creatures. Roll a D6 when it is the Hell Pit Abomination's turn to attack to see what the mutated beast does:

Close Combat Attacks Chart

D6

Result

1-2

Feed: The Hell Pit Abomination's many heads distend out of their fleshy tubes, snapping and biting. Razor-sharp incisors the size of a horse's leg slash through the air as the beast seeks prey to eat.

All enemy models in base contact suffer an automatic Strength 6 hit with the Multiple Wounds (D3) special rules.

3-4

Flailing Fists: The multi-headed monstrosity unleashes a flurry of titanic blows with enough force to level a mountainside.

The Hell Pit Abomination attacks using the Random Attacks (2D6) special rule.

5-6

Avalanche of Flesh: The Hell Pit Abomination twists its serpentine mass, rearing to its greatest height before hurling itself upon its prey. What isn't crushed by the sickening bulk is smashed by massive fists.

Every enemy model in base contact with the Abomination must pass an Initiative test or suffer an automatic Strength 6 hit. Additionally, the Hell Pit Abomination attacks using the Random Attacks (D6) special rule.

As soon as the Hell Pit Abomination loses its last Wound, roll a D6 and check the Too Horrible to Die chart. If any of the Hell Pit Abomination's Wounds were lost to Flaming Attacks, the beast is dead and no roll on the chart is allowed.

Too Horrible to Die Chart

D6

Result

1-3

Dead. The beast gives a final death rattle before going still.

The Hell Pit Abomination is dead, dead, dead, never to return.

4-5

The Rats Emerge. The Hell Pit Abomination's mighty corpse shudders as a mass of rats burst forth. They had lived within the beast, forever gnawing away at the ever-regenerating innards of the Abomination.

All units in base contact with the Abomination take 2D6 Strength 2 Hits, representing the rats emerging after the beast's writhing death throes. The Hell Pit Abomination is then removed from play.

6

It's Alive! With a jolt of unnatural vitality, the Hell Pit Abomination rises anew.

The Hell Pit Abomination comes back to life. Roll a D3 to see how many Wounds the creature has recovered.

Stormfiends. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Stormfiend643544547

The models in a unit of Stormfiends can be armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.

Unit Size: 3+

Troop Type: Monstrous Infantry (Clan Moulder)

Medium armour.

  • All models in the unit must pick one of the following (different models may have different weapons):

    • Warpfire Projectors (60 pts per model)

    • Windlaunchers (50 pts per model)

    • Ratling Cannons (45 pts per model)

    • Grinderfists (25 pts per model)

    • Shock Gauntlets (20 pts per model)

    • Doom-flayer Gauntlets (15 pts per model)

Doom-Flayer Gauntlets use the following profile:

RangeStrengthSpecial Rules
CombatAs user-

RangeStrengthSpecial Rules
CombatsAs user-

A unit that contains a model with Grinderfists follows the rules for Ambushers. During deployment, but before Scouts are set up, place a tunnel marker anywhere on the battlefield that is not impassable terrain.

When the Stormfiends emerge, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll a misfire, the unit is delayed and you will need to roll the scatter and artillery dice again for them next round.

Once the final position is established, place the Stormfiends so they touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Stormfiends emerge, they count as charging. Place the attacking Stormfiends to the front of the enemy unit that is atop the marker.

Rather than attacking normally, a model with this rule inflicts Impact Hits (2D3) at the start of each round of Close Combat.

Ratling Cannons use the following profile:

RangeStrengthSpecial Rules
24"4-

Because of its high rate of fire, Ratling Cannons/Guns do not suffer any To Hit penalties for firing Multiple Shots.

Each To Hit roll result of 1 inflicts one hit on the closest friendly unit in the firing unit's front arc that is within range. If there are no eligible friendly units, then the attack misses.

Shock Gauntlets use the following profile:

RangeStrengthSpecial Rules
Combat+1-

Each model with Warpfire Projectors fire as a Fire Thrower using the following profile:

RangeStrengthSpecial Rules
n/a5-

Any failed To Wound rolls with Warpfire Projectors may be re-rolled.

Do not roll on the Black Powder Misfire Chart if the warpfire projector misfires. Instead, the weapon inflicts D6 automatic hits on the closest friendly unit in the firing unit's front arc that is within 12". If there are no eligible friendly units, the warpfire projector simply does not fire this turn.

Each model with Windlaunchers fire as a Stone Thrower with the following profile:

RangeStrengthSpecial Rules
8-36"n/a-

Models hit by a Plague Wind must pass a Toughness test or suffer a Wound. Successful tests must be re-rolled.

Do not roll on the Stone Thrower Misfire Chart if the Windlaunchers misfire. Instead, the template for the attack scatters 2D6".

Scurry Away!, Strength in Numbers

Plagueclaw Catapult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Plagueclaw Catapult----7----
Plague Monk Crew53334-315

Unit Size: 1 Plagueclaw Catapult & 3 Crew

Troop Type: War Machine (Stone Thrower, Clan Pestilens)

Hand weapon.

Frenzy, Plagueclaw Catapult

The Plagueclaw Catapult uses the following profile:

RangeStrengthSpecial Rules
48"2-

The Plagueclaw Catapult uses the large template. Any unit that takes one or more wounds must immediately take a Panic test.

In case a Misfire is rolled, roll a D6 and consult the Plagueclaw Misfire Chart.

Plagueclaw Misfire Chart

D6

Result

1-2

Twang! The Plagueclaw Catapult collapses.

The war machine is destroyed and is removed from the battle.

3-5

Suspiciously Off Target. Either a malfunction or a crew member has just settled an old debt?

The opposing player may reposition the template anywhere within 3D6" of the intended target position.

6

Accident. An acolyte falls into the pot or some other minor mishap.

The Plagueclaw Catapult cannot fire this turn.

Warp Lightning Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Warp Lightning Cannon----7----
Crew53333-415

Unit Size: 1 Warp Lightning Cannon & 3 Crew

Troop Type: War Machine (Great Cannon, Clan Skryre)

Hand weapon.

Warp Lightning Cannon

The Warp Lightning Cannon uses the following profile:

RangeStrengthSpecial Rules
72"Artillery Dice-

This is a non-physical attack. In case a Misfire is rolled on the first artillery dice, roll a D6 and consult the Warp Lightning Misfire chart.

The Warp Lightning Cannon fires like the normal Cannon, with the following exceptions. A roll of a Misfire on the bounce means that the energy dissipates and no hits at all are suffered. If a number is rolled, centre the small round template where the shot first lands before the bounce, to represent the crackling and exploding ball of energy. The shot then bounces like a normal cannon ball.

All models touched by the template or the bounce suffer a hit at a Strength equal to the result on the Artillery Dice for the bounce roll. Note that only the model under the centre of the template and the bounce itself suffers Multiple Wounds.

The Warp Lightning Cannon cannot fire grapeshot.

Warp Lighting Misfire Chart

D6

Result

1-2

Meltdown: The machine and its crew explode in a green fireball.

Remove the entire cannon and wonder suspiciously if it was really a malfunction or if you're being double-crossed.

3-5

Energy Overload: The unfathomable energies send the war machine spinning around before an unusually potent warp lightning shot blasts outwards.

Roll the scatter dice and turn the cannon to face the direction rolled. Resolve a shot at maximum Strength (10) that emanates from the barrel and travels along the ground in a straight line 4D6" before terminating in a large round template.

6

Spluttering Fizzle: A high-pitched descending whirring can be beard as the energy dissipates.

The cannon cannot fire this turn, but can shoot as normal next turn. Surely the Horned Rat is watching over you...

Doomwheel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Doomwheel*--665---
Warlock Engineer-333--417

Unit Size: 1

Troop Type: Chariot (Armour Save 4+, Clan Skryre)

Hand weapon, scythed wheels.

Grind Attack, Immunity (Psychology), Large Target (4), Loss of Control, Random Movement (3D6), Terror, Zzzzap!

At the beginning of each round of combat in which it did not charge, the Doomwheel inflicts D3+1 Impact Hits.

At the end of any phase in which a Doomwheel that is not in close combat or fleeing suffers a Wound, the Skaven player must take a Loss of Control test. Roll a D6 for each wound suffered in that phase. On the roll of one or more 1's, the Doomwheel goes immediately Out of Control (as detailed in the Doomwheel Mishap Chart).

In each friendly Shooting phase, even when engaged in close combat or when fleeing, the Doomwheel automatically unleashes bolts of warp lightning using the following profile:

RangeStrengthSpecial Rules
18"Artillery Dice-

Each warp lightning bolt will automatically hit the nearest unit (friend or foe), regardless of line of sight and direction. This is a non-physical attack.

The Warlock Engineer may choose to take a Leadership test in an attempt to stop the Doomwheel from firing. If the test is failed, the machine fires as normal.

Roll an Artillery dice to determine the Strength for the bolts, measuring from the Doomwheel's base. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck.

If you roll a misfire result something has gone awry. No more shots are fired this turn and you must immediately roll a D6 and consult the Doomwheel Mishap Chart.

Doomwheel Mishap Chart

D6

Result

1-2

Disaster. The Doomwbeel suffers a partial meltdown and begins to glow a luminous greenish tint.

The Doomwheel immediately takes D6 Strength 6 hits and many of the treadmill rats succumb to the toxic leak of power. From now on roll one less D6 for the Doomwheel's movement. If reduced to zero dice the Doomwheel is removed as a casualty.

3-5

Out of Control. The screeching feedback of the warpstone has jammed the sternwheel.

If the Doomwheel is unengaged, it immediately moves in a random direction determined by the scatter dice. If it hits any unit (friend or foe) the Doomwheel inflicts Impact Hits as normal and counts as charging if the unit is an enemy. In the case of a Doomwheel hitting a friendly unit, resolve Impact Hits immediately after contact and then move the Doomwheel back 1".

6

Burst of Speed. The overheated warpstone reinvigorates the treadmill rats to perform truly inspired wheel-spinning as never before.

The Doomwheel gains the Random Movement (4D6) special rule.

Special Characters - Lords

Thanquol & Boneripper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .320 pts

MWSBSSTWIALd
Thanquol533343617
Boneripper6315541410
Boneripper Mk II6316551510

Thanquol must choose a version of Boneripper to accompany to him.

Troop Type (Thanquol): Infantry (Special Character)

Troop Type (Boneripper): Monstrous Infantry

Troop Type (Boneripper Mk II): Monster

Thanquol is a Level 4 Wizard who uses spells from Lore of Ruin and/or Lore of Plague. In addition, he knows the Curse of the Horned Rat spell.

Hand weapon, Warpstone Tokens (D6+2).

Warpfire Thrower

Boneripper may fire one Warpfire Thrower each turn, while Boneripper Mk II can fire two Warpfire Throwers each turn. These attacks are completely resolved one at a time, and may be directed at different targets if desired. Because Boneripper Mk II has four Warpfire Throwers, he may re-roll all failed rolls To Wound with them.

Each Warpfire Thrower fires like a Fire Thrower with the following profile:

RangeStrengthSpecial Rules
n/a5-

In case a Misfire is rolled, Boneripper suffers a Wound with no saves allowed.

  • Thanquol must choose one of the following:

    • Be accompanied by Boneripper (160 pts)

    • Be mounted on Boneripper Mk II (265 pts)

      • May exchange Warpfire Thrower for Warpfire Braziers (free)

RangeStrengthSpecial Rules
Combat+1-

At the beginning of any Close Combat phase all models in base contact (friend or foe) with Boneripper Mk II must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for these tests. Because Boneripper Mk II has four Warpfire Braziers, he may re-roll all failed rolls To Wound with them.

Magic Items / Abilities (Thanquol): Amulet of the Horned One, Staff of the Horned One

As long as Thanquol has at least a single Wound remaining, at the beginning of each of his turns, Thanquol can use the amulet to heal himself. On a roll of 5+, Thanquol regains a single Wound.

The Staff of the Horned One gives Thanquol an additional spell.

Blessing of the Horned Rat, Scurry Away!, Strength in Numbers, Verminous Valour, Warpstone Addiction

Thanquol has the Ward Save (4+) special rule. For every wound Thanquol saves, one friendly model within 6" (owning player's choice) takes a wound instead. Normal saves apply. If no friendly model is within 6" the Wound fails to deflect anywhere and is ignored.

When casting a spell, if Thanquol rolls a 1 with any power dice generated by a Warpstone Token, he can re-roll the dice. The second result will cause a wound on a roll of 1 or a 2.

Bodyguard of Thanquol, Unbreakable

If, at the start of any friendly turn, Boneripper is not within 12" of Thanquol, then he is programmed to shut down. While shut down, Boneripper cannot do anything at all, and in combat he will be hit automatically and will not strike back. If the game ends while Boneripper is shut down, he counts as a casualty. If Thanquol is slain or flees off the table, Boneripper is removed as a casualty as well.

Skreech Verminkin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .470 pts

MWSBSSTWIALd
Skreech Verminkin8846661058

Troop Type: Monster (Special Character)

Skreech Verminking is a Level 4 Wizard who uses spells from the Lore of Ruin, Lore of Plague and/or the Lore of Stealth. In addition, he knows the Curse of the Horned Rat spell.

Magic Items / Abilities: Doom Glaive, Plaguereaper

Attacks made with this weapon have the Multiple Wounds (D3) special rule.

Attacks made with this weapon have the Always Strikes First special rule.

Daemonic, Master of Ruin, Ruinous Arsenal

A Verminlord has the Unstable and Ward Save (5+) special rules. In addition, it can never be the Army General.

Skreech Verminking re-rolls failed casting attempts when attempting to cast Curse of the Horned Rat.

Skreech Verminking is armed with two Magic Weapons: a Doom Glaive and a Plaguereaper (see Verminlords). At the start of each Close Combat phase, you must declare which weapon he is going to use for that turn.

Queek Headtaker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts

MWSBSSTWIALd
Queek Headtaker576443748

If Queek is taken, then you must include at least one unit of Stormvermin in the army, chosen at additional cost from the Core Units section of the army list. This unit must be upgraded to the Red Guard for 2 points per model.

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Dwarf-Gouger, Warpstone Armour, The Foul Pendant

Two hand weapons. Attacks with this weapon have the Ignores Armour Saves special rule. In addition, against Dwarfs, it always wounds on a 2+.

Heavy armour. For each successful armour save made in close combat, the armour inflicts a Strength 5 hit against the enemy that struck the blow.

The Foul Pendant gives Queek the Ward Save (5+) special rule.

Hatred (Dwarfs, Orcs & Goblins), The Red Guard, Scurry Away!, Strength in Numbers, Trophy Heads

Queek must always be accompanied by his Red Guard, and may join no other unit. The Red Guard are a unit of Stormvermin with an additional +1 Strength. Queek must deploy with this unit and may not leave it. No Grey Seers may join the unit.

Queek must issue or accept challenges whenever possible. When fighting in a challenge, Queek gains +1 To Hit and To Wound.

Nurglitch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .425 pts

MWSBSSTWIALd
Nurglitch563453537
Bilios5333--326
Pox (Great Pox Rat)630441522

Troop Type: Cavalry (Special Character, Clan Pestilens)

Nurglitch is a Level 3 Wizard who uses spells from the Lore of Plague. In addition, he always knows the Plague spell from that lore.

Plague Censer

Flail. At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for these tests.

The Grim Ague, The Passion of the Putrid, Scion of Corruption, Scurry Away!, Skittering, Strength in Numbers, Terror

Any non-Clan Pestilens unit within 6" of Nurglitch suffer -1 to their Weapon Skill. Furthermore, any such model in base contact with Nurglitch at the end of any close combat phase automatically takes a Strength 4 hit with the Ignores Armour Saves special rule that counts towards combat resolution.

Nurglitch and Bilios are subject to Frenzy and Hatred. Such is the inspirational effect Nurglitch has on his army that no Clan Pestilens units will lose their Frenzy whilst Nurglitch is still alive.

The Plague Lord is so favoured by his vile god that he has a Ward Save (5+). In addition, neither Nurglitch nor any unit he joins will ever suffer wounds from spells cast from the Lore of Plague or Lore of Nurgle. Furthermore, they automatically pass the test for the effects of plague censers.

A model mounted on a Great Pox Rat is treated as an Infantry model for the purpose of "Look Out Sir!".

Lord Skrolk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .385 pts

MWSBSSTWIALd
Lord Skrolk564453647

Troop Type: Infantry (Special Character, Clan Pestilens)

Magic: Lord Skrolk is a Level 3 Wizard who uses spells from the Lore of Plague.

Magic Items / Abilities: Rod of Corruption, The Liber Bubonicus

Plague Censer. Models hit by the rod must pass a single Toughness test (regardless of the number of hits) or instantly decay and die with no saves of any kind allowed. If the victim passes the Toughness test, roll To Wound as normal.

Bound Spell (power level 5). The Liber Bubonicus contains a direct damage spell with a range of 24". When cast, roll a D6 to see the effect:

D6

Result

1

Squeaking, Squealing Nonsense. No effect.

2-4

A Withering Pox. Each model in the unit suffers a Strength 1 hit with the Ignores Armour Saves special rule.

5-6

Death Plague. Each model in the unit suffers a Strength 2 hit with the Ignores Armour Saves special rule.

Aura of Pestilence, Frenzy, Scurry Away!, Strength in Numbers, Terror

Any models in base contact with Lord Skrolk suffer -1 on all of their To Hit rolls. All Clan Pestilens models are immune to such effects.

Throt the Unclean. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Throt the Unclean563443647

As Throt has three arms, he may use both his magic weapons at the same time.

Troop Type: Infantry (Special Character, Clan Moulder)

Magic Items / Abilities: Creature-killer, Whip of Domination

Things-catcher. The Creature-killer gives Throt the Heroic Killing Blow special rule.

Whip. This whip gives Throt +1 Attacks in addition to his normal attacks. Any enemy unit that takes an unsaved wound from the Whip of Domination suffers a -2 penalty to its Leadership for the remainder of the player turn.

Fear, Master Controller, Ravening Hunger, Regeneration (4+), Scurry Away!, Strength in Numbers

Throt has the Beastmaster special rule (see Master Mutators). In addition, unless he already is the Army General, all Clan Moulder units (except Characters) treat him as having the Inspiring Presence ability.

At the start of each of his turns, Throt must pass a Toughness test or start to eat one model in base contact of your choosing. This model suffers 1 Wound which Ignores Armour Saves and does not allow Ward Saves. If this is not possible, Throt will suffer 1 Wound with no saves allowed.

Ikit Claw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .310 pts

MWSBSSTWIALd
Ikit Claw553543327

Troop Type: Infantry (Special Character, Clan Skryre)

Magic: Ikit Claw is a Level 4 Wizard who uses spells from the Lore of Ruin.

Magic Items / Abilities: Storm Daemon, Iron Frame

Polearm. Attacks with this weapon have the Lightning Attacks special rule. In addition, the Storm Daemon can project bolts of dark lightning from its tip. Storm Daemon contains a Bound Spell (power level 6). This is a magic missile with a range of 24" that causes an artillery dice worth of Strength 5 hits with the Lightning Attacks special rule. In the case of a misfire, no shots are fired, but instead, roll a D6 and consult the Storm Daemon Misfire Chart:

D6

Result

1-2

ZZZzark! Storm Daemon overloads.

Ikit Claw and every model in base contact with him suffer a Strength 5 hit.

3-5

Disruption. Minor malfunctions and cursed tangles.

Ikit may not cast spells for the rest of this Skaven Magic phase while he sorts his power cables out.

6

Full Power. The warp generator absorbs untold power for Ikit's use.

Ikit may immediately add D3 power dice to the pool for the current Magic phase.

Medium armour. The suit gives Ikit the Ward Save (5+) special rule, as well as +2 to his Strength value (already included in his profile). Once per game, Ikit can fire the warpfire projector housed in the device. This is Strength 5 Breath Weapon attack with the Flaming Attacks, Magical Attacks and Multiple Wounds (D3) special rules.

Scurry Away!, Strength in Numbers, Verminous Valour

Deathmaster Snikch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280 pts

MWSBSSTWIALd
Deathmaster Snikch6864431058

Troop Type: Infantry (Special Character, Clan Eshin)

Weeping Blades, Warpstone Stars

Magic Items / Abilities: The Cloak of Shadows, Bands of Power

Enemy units cannot charge or target Snikch with missile attacks or spells if they are more than 12" away from him. Within 12", he can only be charged or targeted by first rolling a 4+. If the test is failed, the unit may choose a new target as normal. This item has no effect as long as Snikch is Hidden.

Bound Spell (power level 4). The Bands of Power contain an augment spell that can be cast on Snikch himself. If cast, Snikch will double his Strength until the start of his next Magic phase.

Dodge (5+), Hidden, Poisoned Attacks, Scouts, Scurry Away!, Sensei

A Master Assassin may be the Army General. However, he can only pass on his Leadership value to other units if he is not Hidden.

Spinetail. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Spinetail564443747

Spinetail may use his hand weapon in addition to the Blade of Corruption, like any other additional hand weapon.

Troop Type: Infantry (Special Character)

Hand weapon, medium armour.

Magic Items / Abilities: Blade of Corruption

The wielder of this sword always wounds on at least a 3+, regardless of the enemy's Toughness. For each wound suffered (after saves), the enemy model must pass a Toughness test or suffer an additional Wound, with no saves allowed.

Note that if Spinetail is included in your army, no other model may be given the Blade of Corruption from Warhammer: Skaven.

Attack-attack!, Scurry Away!, Spined Tail, Strength in Numbers, Verminous Valour

Any unit joined by Spinetail may re-roll To Wound rolls of 1 in close combat.

If Warlord Spinetail is in base contact with an enemy Infantry Character at the start of any close combat phase, he can attempt to throttle them with his tail. If he does, both you and your opponent roll a D6. If you roll the higher result, the enemy Character suffers one Wound which Ignores Armour Saves. If your result is at least double your opponent’s, that model suffers D3 Wounds which Ignores Armour Saves instead.

Klawmunkast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 pts

MWSBSSTWIALd
Klawmunkast534343416

Troop Type: Infantry (Special Character, Clan Skryre)

Magic: Klawmunkast is a Level 3 Wizard who uses spells from the Lore of Ruin.

Warp-blades, Warplock Pistol

Magic Items / Abilities: Eye of Skraw

Bound Spell, power level 4. The Eye of Skraw contains the Warp Lightning spell from the Lore of Ruin. Roll a D6 every time it is used. On a 1, the Eye of Skraw runs out of power and cannot be used for the rest of the battle. In addition, the Eye gives Klawmunkast the Ward Save (4+) special rule.

Rodent Genius, Scurry Away!, Strength in Numbers, Verminous Valour, Warpstone Mutants

Any rolls on the Misfire table for all Clan Skryre units may be re-rolled.

If Klawmunkast is included in your army, you may upgrade one unit of Skavenslaves to Warpstone Mutants for +2 points per model. Warpstone Mutants have +1 Strength and Attacks.

Morbus Sanguis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts

MWSBSSTWIALd
Morbus553453637

Troop Type: Infantry (Special Character, Clan Pestilens)

Magic: Morbus is a Level 2 Wizard who uses spells from the Lore of Plague.

Magic Items / Abilities: Censer Mace

Great weapon. The Censer Mace follows all the rules for Plague Censers, except that it is a great weapon rather than a flail and that Morbus does not need to make the test against the effects of the bubonic vapours himself.

Frenzy, Leprous Form, Scurry Away!, Strength in Numbers, Warp Fleas, The Yellow Death

Morbus causes Fear, even against friendly models.

All models in base contact with Morbus suffer a -1 To Hit penalty in close combat as they are distracted by the biting fleas.

If Morbus is included in your army, you may upgrade one unit of Plague Rats to Yellow Death Rats for +5 points per base. Yellow Death Rats have +1 Weapon Skill and Strength.

Special Characters - Heroes

Tretch Craventail. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Tretch Craventail554442636

Troop Type: Infantry (Special Character)

Two hand weapons, medium armour, Tail Weapon.

Magic Items / Abilities: Lucky Skullhelm

The Skullhelm gives Tretch +1 to his armour save and a Ward Save (4+). In addition, once per game he can re-roll a dice roll. The re-roll can be one of his To Hit, To Wound, armour or Ward save, Leadership test, or a Stay Here, I'll Get Help! roll.

Scurry Away!, Stay Here, I'll Get Help!, Strength in Numbers, Tretch's Raiders, Verminous Valour

Once per friendly turn, at the start of any phase, Tretch can leave any unit he is with and make move of 2D6" as if it was the Remaining Moves phase.

Tretch can choose one unit of Clanrats or Stormvermin in your army to deploy as Ambushers as long as they do not have a Weapon Team. If so, Tretch must deploy with this unit. In addition, he and his unit re-roll all failed To Hit rolls when attacking in the flank or rear.

Skweel Gnawtooth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Skweel Gnawtooth653442626
Gutsnagger6302---2-

Troop Type: Infantry (Special Character, Clan Moulder)

Light armour.

Magic Items / Abilities: Warp-lash

Whip. Warp-lash gives Skweel the Armour Piercing (1) and Multiple Wounds (2) special rules.

Exceptional Pack, Mixed Unit, Scurry Away!, Strength in Numbers, Verminous Valour

If you include Skweel Gnawtooth in your army, you must also include a unit of Giant Rats that he must join. After deploying Skweel into his unit, roll a D6 and consult the chart below to determine the pack's special attributes. The effects are for the entire pack but do not affect Skweel, Packmasters or Master Moulders. Skweel will never leave his special pack and may never join another unit.

D6

Result

1-2

Poisoned Attacks. Adding venom glands is a Clan Moulder favourite.

All the pack's attacks have the Poisoned Attacks special rule.

3-4

Additional Attacks. Extra arms, mechanical attachments, or just extra viciousness make for a ferocious pack.

Each pack creature has +1 Attack.

5-6

Regenerate. These loathsome creatures seem to grow new limbs as quickly as they can be lopped off.

The pack creatures have the Regeneration (4+) special rule.

Ghoritch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Ghoritch660554557

Troop Type: Monstrous Infantry (Special Character, Clan Moulder)

Piston-Driven Claws.

Ghoritch has the Armour Piercing (3) special rule.

Beastmaster, Brain Transplant, Scurry Away!, Strength in Numbers

Master Moulders and Master Mutators may join units of Giant Rats or Rat Ogres and act as their handlers following the Mixed Units special rule, or be deployed in the front rank if they wish. All friendly Clan Moulder units within 6" of a Master Moulder or 12" of a Master Mutator roll 3D6 for all Leadership tests and discard the highest dice.

Ghoritch has the Frenzy special rule. If he ever loses his Frenzy, he will become subject to Stupidity for the rest of the game.

Veskit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Veskit665442848

Troop Type: Infantry (Special Character, Clan Eshin)

Eshin Fighting Claws, medium armour.

Two hand weapons. These claws give Veskit the Armour Piercing (1) and Magical Attacks special rules. In addition, they have the following missile profile:

RangeStrengthSpecial Rules
12"5-

Dodge (4+), Hidden, Immunity (Psychology), No Pain, Poisoned Attacks, Scouts, Scurry Away!, Sniper

Successful To Wound rolls against Veskit must be re-rolled.

Tools of Supremacy

This section contains the rules and background for some of the most destructive artefacts of the Skaven that pose a great threat to any who oppose the Children of the Horned Rat. In fact, the items are often dangerous to any who dare to wield the weapon as well. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Warlord only. This foul sword gives the bearer Strength 10 and the Multiple Wounds (D6) special rule, and successful Ward Saves taken against wounds inflicted by the bearer in close combat must be re-rolled. Roll a D6 at the end of each of the wielder's turns; on a 3+ there is no effect. On a roll of 1-2 the wielder suffers 1 wound with no armour save allowed.

The wielder of this sword always wounds on at least a 3+, regardless of the enemy's Toughness. For each wound suffered (after saves), the enemy model must pass a Toughness test or suffer an additional Wound, with no saves allowed.

Note that if Spinetail is included in your army, no other model may be given the Blade of Corruption from Warhammer: Skaven.

All attacks made with this weapon are resolved at +1 Strength and have the Multiple Wounds (2) special rule. Against all models from Warhammer: Dwarfs, all hits have the Armour Piercing (1) special rule and the wielder may re-roll all failed rolls To Wound.

Magic Armour

Medium armour. The first time the wearer is wounded by a Strength high enough to completely cancel his armour save, or is not permitted an armour save for any reason, the Wound is discounted, but the armour is completely destroyed.

Talismans

The Amulet confers to the bearer the Ward Save (4+) special rule. At the end of each of your turns, roll a D6. On the result of 1, the character succumbs to the mutating power of the warpstone and suffers a Wound with no saves allowed.

Arcane Items

One use only. Bound Spell (power lever 6). The Warpscroll contains a direct damage spell with a range of 24". It inflicts a Strength 3 Hit on all models in the unit. If the unit suffers any casualties from the spell, they must also take a Panic test.

Enchanted Items

One use only. Skalm can be used at the beginning of any phase in either player's turn. The bearer recovers all Wounds suffered up to that point in the battle.

One use only. At the start of the game, a character carrying Skavenbrew can force a single unit of Clanrats or Stormvermin in base contact to guzzle the vile liquid. Skavenbrew only affects the unit, but no character models would be so unwise as to drink the potion. Roll a D6 and consult the table below:

D6

Result

1

Gone Bad. The unit takes D6 Strength 3 automatic hits with the Ignores Armour Saves special rule. The Skavenbrew has no additional effect.

2-3

Inspired Hatred. The unit is subject to Hatred.

4-5

Frenzied. The unit is subject to Frenzy.

6

Rabid. The unit's metabolism is driven hyperactive, ramping up to a feverish pitch. The unit is subject to both Frenzy and Hatred. At the start of Skaven player's subsequent turns, the unit will take D6 automatic wounds as some of the ratmen collapse, hearts or brains bursting with fury.

Magic Standards

All enemy units within 12" of this banner suffer a -1 penalty to their Leadership and enemy units in base contact with the bearer of this banner must re-roll any successful Leadership tests.

One use only. The banner can be activated at the beginning of any player's turn. Within 24" of the banner, no model may use the Fly special rule and units are at -2 to be Hit with non-magical missile attacks. All non-magical missile attacks that do not use Ballistics Skill to hit need to roll a 4+ on a D6 before they can attempt to fire if they are within 24" of the banner. Roll a D6 at the beginning of each following player turn - the effects of the banner will end on a D6 roll of 4+.

Magic Items Expansion

Magic Weapons

The Desolate Blade gives the wielder +1 Strength and allows them to re-roll all failed rolls To Wound.

The Blade of Black Fury gives wielder +2 Initiative and +1 Attack.

The Languisher Sword causes all enemy models in base contact with the wielder to be subject to the Always Strikes Last special rule.

The Cursed Blade of Delirium causes all enemy models attempting to strike the wielder in close combat to suffer -1 To Hit.

Clan Eschin only. Sling. Against models with Toughness 5 or more, Headsplitter automatically Wounds on the roll of 2+ with the Ignores Armour Saves special rule. This item may be taken by models that are not normally allowed to take slings.

Magic Armour

Shield. The Shield of Distraction causes all enemies in base contact with the bearer to suffer -1 Attack.

Talismans

The Tenebrous Cloak gives the wearer a Ward Save (3+) against all missile attacks and spells.

The Twisted Crown of the Horned Rat gives the wearer the Regeneration (4+) special rule.

The Rival Hide Talisman forces all enemies attempting to strike the wearer in close combat to re-roll successful rolls To Hit.

All missile attacks targeted at the bearer of the Shadow Magnet Trinket or the unit they are with suffer -1 To Hit.

The Ring of Darkness gives the wearer the Magic Resistance (1) special rule. In addition, if a spell or magic item that would normally force the wearer and any unit they are with to reveal any Magic Items or Hidden models, they only need to reveal the Ring of Darkness.

The Warpscale Pendant gives the bearer the Immunity (Flaming Attacks, Lightning Attacks) and Magic Resistance (2) special rules. However, at the beginning of the game, the bearer must pass a Toughness test or suffer a wound with no saves allowed.

Arcane Items

Bound Spell, Power Level 5. One use only. The Warpstorm Scroll contains a direct damage spell that targets all units with the Fly special rule within 24". The target units suffer D6 Strength 6 Hits with the Lightning Attacks special rule.

The Eye of the Horned Rat may be used at the start of your Magic Phase. Roll a D6, on a 2+, add one dice to your power dice pool. On 1, remove one dice from your power dice pool.

One use only. The bearer of the Scrying Stone gains a Ward Save (2+) against their first Wounding Hit suffered. However, if this Wound is saved the model gains the Stupidity rule for the remainder of the game in their next turn as they await further helpful instructions from the mysterious globe.

Enchanted Items

All enemies within 12" of the bearer of the Pipes of Piebald are subject to the Stupidity special rule.

The Portents of Verminous Doom give the bearer the Fear special rule.

One use only. The Warpstone Charm allows the bearer to re-roll any one single dice roll that directly affects them.

Magic Standards

The unit carrying the Umbranner gains the Ward Save (4+) special rule against non-magical missiles with Strength 4 or less.

The unit carrying the Grand Banner of Clan Superiority gains +D3 combat resolution bonus if they have more ranks than each enemy unit in base contact.

The unit carrying the Banner of Burning Hatred gains the Hatred special rule.

Clan Pestilens only. The Shroud of Dripping Death causes all enemy models in base contact with the unit carrying it to suffer a Strength 2 Hit which Ignores Armour Saves at the start of every Close Combat phase.

The Banner of the Under-Empire causes all enemy units in base contact with the unit carrying it to suffer 3D6 Strength 1 Hits at the start of every Close Combat phase.

The unit carrying the Dwarf-Hide Banner gains the Hatred special rule against all units from Warhammer: Dwarfs.

The unit carrying the Banner of the Swarm gains +2 to their combat resolution bonus from outnumbering their enemies, rather than +1.

Enemies cannot use the Fly special rule to charge the unit carrying the Banner of the Four Black Winds.

The unit carrying the Banner of Verminous Scurrying can march three times their Movement value. However, if they do so, the unit suffers 2D6 Strength 3 Hits with no saves allowed after making their March move.

The Lore of Ruin

Whenever a spell from the Lore of Ruin is cast, all enemy units within 6" of the caster suffer -1 to their Leadership (to a minimum of 1) until the start of the caster's next magic phase.

Warp Lightning is a magic missile with a range of 24" that causes D6 Strength 5 hits with the Lightning Attacks special rule. If the number of hits rolled is a natural 1, then the caster suffers a Strength 5 hit instead of the target. The caster can choose to increase the power of this spell to cause 2D6 Strength 5 hits instead. If they do so, the casting value is increased to 16+.

Howling Warpgale is cast on the wizard itself. Until the start of the caster's next Magic phase, no units within 18" of the caster may use the Fly special rule, and all non-magical missile attacks suffer -1 To Hit. The caster can choose to increase the power of this spell to affect all units within 36". If they do so, the casting value is increased to 14+.

Death Frenzy is an augment spell with a range of 24". The target unit will immediately be affected by the Frenzy special rule. If the wizard casts this spell on a unit that already has the Frenzy special rule, the unit will be subject to Death Frenzy, giving them 2 extra attacks rather than the normal 1 from Frenzy. Units that are Death Frenzied suffer D6 automatic Wounds with the Ignores Armour Saves special rule at the end of each friendly turn. A unit that is Death Frenzied will go back to having normal Frenzy once they lose a round of close combat.

Warpstorm is a direct damage spell that targets all units within 12". Roll a D6 for each unit within range, including units in close combat. On a 4+, enemy units suffer D6 Strength 5 hits with the Lightning Attacks special rule. Friendly units are only affected on a 6.

Flensing Ruin is a direct damage spell with a range of 12" that targets a single model (even a character in a unit). The target suffers D3 Strength 6 Hits with the Lightning Attacks special rule. The caster can choose to increase the range of this spell to 24" instead. If they do so, the casting value is increased to 14+.

Scorch is a direct damage spell. Place the small round template anywhere within 24" - it then scatters D6". All models underneath the template suffer a Flaming Strength 4 hit. Any unit that suffers an unsaved wound must take a Panic test. The caster can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is increased to 16+ and the template scatters 2D6" rather than D6".

Cracks Call is a direct damage spell with a range of 4D6". Trace a straight line from the base of the caster the number of inches rolled. All models in its path must pass an Initiative test to leap out of the way, or be removed as casualties with no saves except Magic Resistance allowed. Instead of taking an Initiative test, War Machines and Chariots must instead roll a 5+ or be destroyed. A building (or single section of a multi-part building) affected by the spell will collapse on a roll of 5+. If the building collapses, any models garrisoning it must pass an Initiative test, or be removed as a casualty with no armour save allowed. Any survivors are placed outside the building, as described for a unit abandoning a building. Then replace the building with an area of dangerous terrain of equal size. The caster can choose to increase the range of this spell by doubling the result of the 4D6" rolled. If they do so, the casting value is increased to 18+.

The Lore of Plague

Whenever a spell from the Lore of Plague is cast, all enemy units within 6" of the caster suffer -1 to their Movement and Initiative (to a minimum of 1) until the start of the caster's next magic phase.

Pestilent Breath is a direct damage spell. The caster makes a Strength 2 Breath Weapon Attack with the Ignores Armour Saves special rule. This may be cast in close combat, following the normal rules for Breath Weapons. The caster can choose to increase the strength of the spell to 3. If they do so, the casting value of the spell is increased to 8+.

Bless with Filth is an augment spell with a range of 12". The target gets the Poisoned Attacks special rule until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the warriors will also cause an automatic wound on a To Hit roll of 6+. The caster can choose to increase the range of the spell to 24". If they do so, the casting value of the spell is increased to 12+.

Vermintide is a magical vortex that uses the large template. Once the template is placed, the player then nominates the direction in which the Vermintide will move. To determine how many inches the template moves, roll 4D6". Any model touched by the template takes a Strength 2 hit. After this, the rats disperse and spell disappears. This spell may also be cast in close combat, in which case it causes 3D6 Strength 2 hits on a single enemy unit in base contact with the caster.

Weeping World Sores is a direct damage with a range of 24". Place the small template anywhere within this range - it scatters D6". All models touched by the template suffer a Strength 2 Hit with the Ignores Armour Saves special rule. The caster can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is increased to 12+ and the template scatters 2D6" rather than D6".

Wither is a hex spell with a range of 12". The target suffers -1 to their Toughness for the remainder of the game. This can be cast multiple times on the same target and the effects are cumulative. The caster can choose to increase the range of the spell to 24". If they do so, the casting value of the spell is increased to 15+.

Cloud of Corruption is a direct damage spell that targets all units within 12". Roll a D6 for each unit (friend or foe), even if they are in close combat. Enemy units are affected on a 2+, friendly units are affected on a 4+, and models from Clan Pestilens (friend or foe) are affected on a roll of 5+. Each unit that is affected suffers D6 Strength 5 hits with the Ignores Armour Saves special rule. Roll separately for each unit.

Plague is a direct damage spell with a range of 18" that may even be cast on enemies in close combat. Each model in the targeted unit must pass a Toughness test or suffer one Wound with the Ignores Armour Saves special rule. If cast on a unit engaged in close combat, all units involved in the fight (friend and foe) will be affected. After working out the effects of the spell and removing casualties, roll a D6 and consult the chart below and continue to apply the results until the spell ends or there are no targets within range.

D6Result
1The spell backfires and the opponent can decide to end the spell or choose any one unit within 12" of a unit affected by the spell during this Magic phase and "pass it on" as per the 5-6 result below. The unit selected suffers as above.
2-4The spell ends.
5-6The casting player can decide to end the spell or pass it to another target within 12" of a unit affected by the spell during this Magic phase. The unit selected suffers as above. Units cannot be affected twice by this spell in the same Magic phase.

The Lore of Stealth

Whenever a spell from the Lore of Stealth is cast, all enemy units within 6" of the caster suffer a -1 penalty to their armour saves until the start of the caster's next magic phase.

Skitterleap is an augment spell with a range of 12". The target model (which must be an Infantry character) may immediately be placed anywhere on battlefield within 24" of the caster, but at least 1" away from enemy models. The caster can choose to increase the range of this spell to 24" instead. If they do so, the casting value is increased to 9+.

Warp Stars is a magic missile with a range of 18" that causes D3 Strength 5 hits with the Multiple Wounds (D3) special rule. The caster can choose to increase the power of this spell to cause D6 hits instead. If they do so, the casting value is increased to 10+.

Stickypaws is an augment spell with a range of 24" that can be cast on an Infantry unit. The target unit ignores Dangerous and Impassable Terrain (note that it may not end its move within 1" of it as normal) until the start of the caster's next Magic phase..The caster can choose to have this spell target all friendly Infantry units within 12". If they do so, the casting value is increased to 12+.

Armour of Darkness is an augment spell that is cast on the Wizard itself. Until the start of the caster's next turn, all missile fire directed at him or his unit suffer -1 To Hit. In addition, the unit adds +1 to their armour save. The caster can choose to have this spell target all friendly units within 6". If they do so, the casting value is increased to 18+.

Swiftscamper is an augment spell with a range of 24". The target unit doubles its Movement rate (to a maximum of 10) and can re-roll their Charge, Flee and Pursuit results until the start of the caster's next Magic phase. The caster can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 18+.

Black Whirlwind is a direct damage spell. Place the small round template anywhere within 24" - it then scatters D6". All models underneath the template suffer a Strength 3 hit. The unit then suffers -1 to their Weapon Skill, Ballistics Skill and Initiative until the start of the caster's next Magic phase. The caster can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is increased to 13+ and the template scatters 2D6" rather than D6".

Remains in play. Veil of Shadows is a magical vortex that uses the large template. Once the template is placed, the player then nominates the direction in which the Veil of Shadows will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template takes a Strength 3 hit, and the unit will count as being Disrupted for the remainder of the turn.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Veil of Shadows travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Veil of Shadows is removed.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Assassin

Infantry

20x20

Boneripper

Monstrous Infantry

40x40

Boneripper MkII

Monster

100x60

Brood Horror

Monster

50x100

Chieftain

Infantry

20x20

Clanrats

Infantry

20x20

Deathmaster Snikch

Infantry

20x20

Doomwheel

Chariot

50x100

Eshin Sorcerer

Infantry

20x20

Ghoritch

Monstrous Infantry

40x40

Giant Rats

Warbeast

20x20

Great Pox Rat

Warbeast

25x50

Grey Seer

Infantry

20x20

Gutter Runners

Infantry

20x20

Hell Pit Abomination

Monster

60x100

Ikit Claw

Infantry

20x20

Klawmunkast

Infantry

20x20

Lord Skrolk

Infantry

20x20

Master Assassin

Infantry

20x20

Master Moulder

Infantry

20x20

Master Mutator

Infantry

20x20

Morbius Sanguis

Infantry

20x20

Night Runners

Infantry

20x20

Nurglitch

Cavalry

25x50

Packmaster

Infantry

20x20

Plague Censer Bearers

Infantry

20x20

Plague Furnace

Shrine

60x100

Plague Monks

Infantry

20x20

Plague Priest

Infantry

20x20

Plague Rats

Swarm

40x40

Plagueclaw Catapult

War Machine

50x100

Plaguelord

Infantry

20x20

Poisoned Wind Globadiers

Infantry

20x20

Queek Headtaker

Infantry

20x20

Rat Ogre Bonebreaker

Monstrous Beast

40x40

Rat Ogres

Monstrous Infantry

40x40

Rat Swarms

Swarm

40x40

Screaming Bell

Shrine

60x100

Skavenslaves

Infantry

20x20

Skreech Verminking

Monster

50x100

Skweel Gnawtooth

Infantry

20x20

Spinetail

Infantry

20x20

Stormfiends

Monstrous Infantry

50x50

Stormvermin

Infantry

20x20

Thanquol

Infantry

20x20

Throt The Unclean

Infantry

20x20

Tretch Craventail

Infantry

20x20

Vermin Lord

Monster

50x50 or 50x100

Veskit

Infantry

20x20

War Litter

Infantry

40x40

Warlock Engineer

Infantry

20x20

Warlock Master

Infantry

20x20

Warlord

Infantry

20x20

Warp Lightning Cannon

War Machine

50x100

Warplock Jezzails

Infantry

25x50

Weapon Team

Infantry

25x50

Wolf Rats

Warbeast

25x50