WARHAMMER ARMIES - SKAVEN

CLAN SKYKRE WARMACHINES:

Warpfire Thrower Teams..... 70 points

Your army may include any number of warpfire teams. Each warpfire thrower has a crew of two Skaven to operate the weapon.

Profile M WS BS S T W I A LD
Crew 4 3 3 3 3 1 4 1 5

Equipment: The crew are armed with hand weapons and wear heavy armour.

Save: 5+

Special Rules: Up to one warpfire thrower team may accompany regiments of Clan Skykre Stormvermin and Clanrats. Warpfire teams can also be organised into skirmishing units. Untis of warpfire throwers can have less than five models but if the army contains five or fewer warpfire throwers they may only be fielded in one unit. If the army contains 6-10 teams they may be organised into two units and so on.

Movement: The warpfire thrower may not move and fire during the same turn. Assuming it has not moved, the warpfire thrower may be fired in the shooting phase. You will need the long teardrop-shaped dragonfire template. The template is placed so that its rounded end is covering (or pointing at) the target and the pointed end is touching the warpfire thrower model's base. The crew must be able to see their target just as if they were firing a bow or crossbow.

To Hit: To determine if the warpflame is on target roll the artillery dice. If a number is rolled the template is moved away from the warpfire thrower team by as many inces as the number shown on the artillery dice. If the dice shows a "misfire" result then something has gone wrong, (see misfire chart below).

Damage: Once you have established where the warpflame lands, work out the damage. All models that lie under the template are hit. As a rule of thumb, a model can be considered hti if at least half of its base lies under the template, while models whose bases are only touched or grazed are hit on a D6 roll of 4+.

Any model hit suffers a S5 hit from the warpflame. If the target is wounded by the warpflame then it takes not just 1 wound but D3 wounds. Units that suffer casualties from a warpfire attack must take a Panic test immediately. If the Panic test is failed the unit will flee.

Misfire: If a misfire is rolled on the artillery dice the warpfire thrower has suffered a mishap. Roll a D6 and consult the table to find out what has happened.

WARPFIRE MISFIRE CHART (D6 Roll)

1-2 Kaboom! The warpfire thrower crew disappears in a mushroom cloud of flame. Any models within D3+1" are hit by warpflame. Work out damage as if they had been struck by the warpfire thrower.

3-4 The fuel barrels catch fire! The model carrying the barrels runs helplessly 2D6" in a random direction before the barrels explode, scattering warpfire over everything within D3". Work out hits against models within range as if they had been hit by the warpfire thrower itself. The model carrying the barrels is toasted.

5-6 The warpfire thrower's nozzle blocks and squirts burning fueld over its crew. Work out the effect as if the crew had been hit by their own warpfire thrower.

Artillery Piece Range Strength Wounds Save
Warpfire Thrower Flame Templeate 5 D3 -2

A warpfire thrower is a relatively small war machine and is carried by a crew of two Skaven. For this reason it does not have its own Toughness or wounds, but is destroyed if either crew member is slain. The warpfire thrower's crew may carry it at a rate of 4". This is 1" less than other Skaven due to the weight of the machine. The Skaven can therefore march move up to 8" when allowed to do so.

If one of the Skaven crew is slain the warpfire thrower becomes useless because the remaining crew member cannot operate it on his own. If the warpfire thrower is fighting as a unit with other warpfire throwers the odd crewman should be left with the unit. This odd model can then be removed next time the unit suffers a casualty without affecting another warpfire thrower. If the warpfire thrower is fighting as part of a unit of other Skaven then the odd crew member may be absorbed into the rank-and-file troops.

Warpfire throwers may stand and shoot when they are charged (except if charged by fliers dropping down from flying high). Warpfire throwers that stand and fire always shoot at the charging unit where it starts its movement. If a warpfire thrower team flees the irregular jolting and slopping around of the warpflame mixture is dangerous so warpfire thrower crews will never voluntarily flee to evade an enemy charge.

Warpfire thrower teams that flee because they are routed in combat, fail a Fear, Panic or Terror test, or for any other reason, move 2D6" as normal. If the 2D6 roll is 9 or more the team moves the distance rolled and then explodes as for result 3-4 on the Misfire Chart.

A warpfire thrower assigned to a unit of Stormvermin or Clanrats counts as part of that unit and will be affected by the unit's psychology reactions, Break tests, and so forth. It does not have to form up with the unit but must remain within 6". Individual warpfire thrower models such as these count as character models for shooting purposes. A warpfire thrower team will always stand and shoot at enemy who charge it, even if the rest of the unit flees.

Jezzail Teams..... 30 points

Your army may include any number of jezzail teams. Each jezzail has a crew of two to operate the weapon.

Profile M WS BS S T W I A LD
Crew 5 3 3 3 3 1 4 1 5

Equipment: The crew are armed with hand weapons.

Save: None

Options: Jezzail teams may be equipped with light armour (+4 point per team).

Special Rules: Jezzail teams can be organised into skirmishing units. Units of Jezzail can have less than five models but if the army contains five or less jezzails they may only be fielded in one unit. If the army contains 6-10 jezzail teams they may be organised into two units and so on.

Firing: The jezzail is fired in the shooting phaze exactly like a crossbow, bow or other missile weapon. Like a crossbow the jezzail cannot move and shoot in the same turn. Jezzails may stand and fire charging opponents in exactly the same way as troops armed with bows or other missle weapons.

To shoot the jezzail turn it to face its target (this doesn't count as moving). To determine if the shot hits it target roll to hit using the crews BS as you would for a crossbow, bow, etc.

Artillery Piece Range Strength Wounds Save
Jezzail 36" 5 D3 -3

Wounds are worked out exactly as normal except that instead of inflicting 1 wound the jezzail inflicts D3 wounds. Jezzail also have an extra -1 saving throw: -3 instead of the usual -2 for a Strength 5 attack.

Jezzail have a crew of two Skaven who can carry their weapon at their normal move rate of 5". If one Skaven is killed the remaining one can continue to operate the jezzail but his move is reduced to half rate and all shots to hit suffer a -1 to hit penalty. The jezzail is destroyed if both crew are slain.

Jezzails operate in units of several jezzail. Jezzail units may fight as skirmishers.

Doomwheel..... 150 points

The Skaven army may include any number of Doomwheels.

Profile M WS BS S T W I A LD
Warpstone Generator - - - - 5 Special - - -
Wheel 3D6" - - 7 7 3 1 - -
Warlock Engineer 5 4 4 4 3 1 5 2 10
Rats - 3 0 3 2 6 1 6 10

Equipment: The Engineer wears heavy armour and is equipped with a pistol.

Save: 5+

Movement: The Doomwheel moves automatically 3D6" during the compulsory movement phase before any other troops can move.

The player can control the direction the Doomwheel moves, but has no say at all about the distance travelled. If the Doomwheel's movement is sufficient to move into contact with a unit it is considered to have charged. No formal declaration of a charge is necessary. The target may stand, shoot or flee just as if it had been charged in the normal manner. These rules apply even if the Doomwheel hits a friendly unit by accident.

The Doomwheel has the same movement restrictions as a chariot so it can wheel but it cannot turn on the spot, march move or cross difficult ground like walls, rivers, ditches or hedges. The Doomwheel may wheel once per turn at any point in its movement and change its facing by any amount. When it wheels keep one side of the machine stationary and move the opposite side of it round until it reaches the desired facing. Measure the distance moved and take it away from the total movement the Doomwheel has left for the turn.

If the Doomwheel runs into an obstacle or difficult ground for any reason it will suffer D6 S6 hits which are randomly distributed bewteen the Doomwheel and its crew. Becasue of its wheel-like nature the Doomwheel moves at half rate up hills (counting each inch travelled as two inches) and at double rate downhill (counting each inch travelled as half an inch).

Attack: The Doomwheel wreaks destruction is three ways. First, warp-lightening is unleashed by the generator in the shooting phase of each Skaven turn, striking out randomly at the nearest target. Second, the wheel causes damange just like a chariot when it crashes into units. Third, the Engineer and the rats will fight in hand-to-hand combat against units in contact with the Doomwheel.

Warp-lightning: In each Skaven shooting phase the Doomwheel can unleash three bolts of warp-lightning (unless it has been damaged, which reduces the number of bolts it can fire). The Skaven player can decide not to release the warp-lightning if the Engineer is still alive.

To work out how powerful the lightning is each turn roll an artillery dice. If you roll a number (2, 4, 6, 8, or 10) then that is the Strength of all the lightning bolts this turn. If you roll a "misfire" result, something has gone awry and no lightning is released this turn. Roll a D6 on the Warstone Generator Misfire Chart.

Warpstone Generator Misfire Chart (D6 Roll)

1-2 BACKBLAST! Crackling warp-lightning lashes out indescriminately, frying some of the rats in the process. The rats suffer D3 S3 hits. If the warpstone generator was hit in hand-to-hand combat the model that struck the blow suffers D3 S3 hits too.

3-4 DAMAGED. The warpstone generator is damanged and will create one less bolt of warp-lightning per turn from now on.

5-6 OUT OF CONTROL! The stern wheel is temporarily jammed by a stray flare of warp-lightning. The Doomwheel moves in a random direction next turn. After that the stern wheel frees itself and the Doomwheel moves normally from then on. If this result is rolled more than once in the same turn it has no additional effect (so if you roll it twice the wheel isn't jammed for two turns).

Assuming the warp-lightning is released each of the three bolts has a range of 3D6" and will strike the nearest model within range - friend or foe! The bolts of warp-lightning arc wildly so they ignore any terrain between them and the nearest target. If the Doomwheel is in contact with a unit or model the bolts will automatically hit the targets in contact. If several targets are the same distance away (or in contact with the Doomwheel) the bolt will be attracted to the target with the best saving throw (since they have more metal armour on them). Each bolt will only damange a single model, but the model struck suffers not one but D6 wounds if the bolt damanges them. Against war machines, chariots, and the like the hit scored by a bolt of warp-lightning is randomised between the machine and its crew.

Warp-lightning is generated automatically by the Doomwheel as it moves. This means that even if the Engineer is killed and the Doomwheel is moving randomly it will still fire off bolts of warp-lightning in each Skaven shooting phase.

Doomwheel: When the Doomwheel moves into contact with a unit it stops moving immediately and will inflict D6+2 hits on the unit. The hits are worked out at Strength 7. The Doomwheel attacks are made first, before any attacks from either side. Note, the Doomwheel automatically inflicts the hits as it knocks down and crushes the individuals. The Doomhweel only inflicts damage when it moves into contact - after this it is assumed to be bogged down fighting in hand-to-hand and will inflict no further damage until the combat is over and the Doomwheel is moving again. The Doomwheel will not move out of control while in hand-to-hand combat.

Crew Attack: In hand-to-hand combat the rats and Engineer will fight enemy models in contact with the Doomwheel whether to its fromt, sides or rear. They strike blows in normal Initiative order, and attack first during a charge exactly like ordinary warriors.

Fighting the Doomwheel: The Doomwheel is fought in hand-to-hand exactly like a chariot. The enemy models fighting it compare their Weapon Skills to the highest Weapon Skill of its crew. If all the crew are slain the Doomwheel counts as having a WS of 0.

Hits from shooting and hand-to-hand are randomly allocated between the Doomwheel's parts on the chart below. Roll a separate dice for each hit scored and then resolve damage against the part that has been hit.

Shooting Hand-to-Hand
1. Warpstone generator 1. Warpstone generator
2-4. Wheel 2-3. Wheel
5. Rats 4-5. Rats
6. Warlock Engineer 6. Warlock Engineer

Damage to the Doomwheel: Damage to the various components of the Doomwheel have the following effects:

The Warlock Engineer: If the Warlock Engineer is killed the Doomwheel will start to rampage out of control, moving 3D6" during the compulsary movement phase of each Skaven turn in a random direction determined by rolling the scatter dice. All movement is made in a straight line, collisions with obstacles or units are handled as described above.

The Wheel: If the Wheel is destroyed the Doomwheel smashes itself to pieces, killing the rats and the Engineer in the process.

Warpstone Generator: Damage to the generator causes unpredicatble discharges of energy. Make one roll on the Warpstone Generator Misfire Chart for each wound inflicted on it.

The Rats: The Doomwheel's movement will drop by 1d6" for every 2 wounds suffered by the rats. If the rats suffer a total of 6 wounds they are all killed and the Doomwheel can no longer move or generate warp-lightning.

Flee and Pursuit: The Doomwheel flees and pursues exactly like ordinary troops. If broken in hand-to-hand and forced to flee the Doomwheel will move 3D6". If caught by pursuers it is automatically destroyed. Similarly, the Doomwheel pursues fleeing troops at the same rate and will destroy them if they are caught.

War Machines and the Doomwheel: As with chariots, when you are firing at the Doomwheel with a stone thrower or other weapon or attack which uses a template it is possible to hit the Doomwheel and the crew depending on where the template is placed. Position the template normally. Each part of the Doomwheel - the Engineer/wheel/rats/warpstone generator - is treated as a separate target and may be hit if they are covered by the template, just like individual models in a larger unit. Weapons like cannon and bolt throwers will strike just one part of the Doomwheel, roll for location as for other missile hits.

Special Rules:

Lightning Field: Spells cast cast at the Doomwheel by either side are dispelled on a D6 roll of a 4+. During the magic phase wizards within 6" of the Doomwheel can only cast a spell if they first roll a D6 and score equal to or less than their magic level. Failure means that the spell is not cast and the power cards used for it are wasted.

Leadership: The Engineer in command of the Doomwheel counts as having a Leadership of 10 for the purposes of psychology, spells and Break tests. This is modified as normal, so for example, if the Doomwheel lost a round of hand-to-hand combat the Break test taken by the Engineer would be modified by the difference in combat results just like ordinary troops.

Rat Psychology: The rats powering the wheel are immune to all psychology and never need to take Break tests. Their Leadrship rating is shown for magical attacks, etc., only.

0-1 Skaven Mole Machine ...... 300 points

Every Skaven army may include a single Mole Machine which is paid from the War Machine points allowance.

After the great success of the Doomwheel, Ikit Claw, Chief Warlock of Clan Skyre was not content. He found it in his bones that the Warpstone Generator had more potential and so continued experimenting. After many failures, many quite catastrophic and deadly, the Mole Machine was born. Ikit Claw succeeded in channeling the lightning generated in a new way while holding the strength at maximum, using it to bombard the area in front of it with smaller and more numerous lightning and allowing the Mole Machine to virtually disintegrate even mountain rock with ease.

Profile M WS BS S T W I A LD
Mole Machine 2D6 - - 7 7 6 - - -
Warpstone Generator - - - 10 5 Sp. - - -
Rats 5 3 0 3 2 6 1 6 10
Two Warlock Engineers See Skaven Army Book

Special Rules:

Movement: The rats scampering around inside the Mole Machine provide the energy for both movement and the Warpstone generator. The Mole Machine will always move 2d6" and is moved along with compulsory movement. The Warlock Champion can control the direction in which the Mole Machine moves in but not cannot affect the distance moved in any way.

If the Mole Machine runs into an obstacle or difficult ground for any reason it will suffer D6 S6 hits which are randomly distributed between the Mole Machine as if it where in hand to hand combat.

Warpstone Generator: The Warpstone Generator channels the lightning generated into the drill section of the Mole Machine. Ikit Claw has managed to fix the Warpstone Generator in such a way that each lightning released will be at maximum strength but with a minimum range. The drill will release an artillery number of lightning bolts with strength 10 at the beginning of each hand to hand combat phase, each inflicting one wound, which will only hit targets in base to base contact with the drill section of the Mole Machine. If a Warlock Engineer is still alive he can prevent the lightning from being generated for that turn. If a misfire is rolled on the artillery die no lightning is channeled to the drill and you must roll on the misfire chart for further results of the misfire. If the Warpstone Generator is damaged at any time you must roll on the misfire chart for each wound inflicted on it.

Warpstone Generator Misfire Chart
(Roll a D6 and consult the table below.)

D6 Result

1-2 BACKBLAST! Lightning lashes out of control among the rats inflicting D3 S10 hits. If the Warpstone Generator was wounded in hand to hand combat then the model inflicting the wound will also suffer D3 S10 hits.

3-4 DAMAGED. The Warpstone Generator is damaged and of all lightning generated from now on will be at -2 strength.

5-6 OUT OF CONTROL! Random discharge of lightning has hit the steering mechanism for the Mole Machine making it move in a random direction in the next movement phase.

Attack: The Mole Machine moves in a compulsory way and does not have to declare a charge. If the Mole Machine moves into base to base contact with any models then it will count as charging. The Mole Machine can attack in two ways. Firstly the drill will discharge an artillery number of lightning bolts any models in base to base contact with it at the beginning of the hand to hand combat phase, see the section on the Warpstone Generator above. If there are many models in base to base contact with the drill randomize the hits equally between them. If the lightning field is not generated for any reason, the strength of the lightning is reduced to 0. If all the models in base to base contact with the drill are immune to its effect then the Mole Machine will count as a Chariot and inflict D6 S7 hits on the models if it charged.

The Warlock Engineer and the Rats will have their own attacks as indicated on their profile.

Fighting the Mole Machine: The Mole Machine if fought and shot at exactly as a chariot and all hits inflicted on it are randomized between the Mole Machine and its crew. For each hit on the Mole Machine roll a D6 and consult the tables below.

Shooting Hand-to-hand Combat
1 Warpstone Generator 1 Warpstone Generator
2-4 Mole Machine 2-3 Mole Machine
5 Rats 4-5 Rats
6 Warlock Engineer 6 Warlock Engineer

Warlock Champion: If both Warlock Engineers are killed the Mole Machine will move in a random direction determined by rolling a scatter die.

Mole Machine: If the mole Machine is destroyed then all the rats and the Warlock Engineers will be destroyed with it.

Rats: The rats are the sole source of power for the mole Machine. The Mole Machines movement will drop by 1D6 for each 2 wounds inflicted on the rats. This means that if the rats suffer 4 wounds the Mole Machine will stop moving and no more lightning will be generated.

Lightning Field: The Lightning generated by the Warpstone Generator creates a powerful field around the Mole Machine which is likely to dispel any spell cast at it. Any spell cast at the Mole Machine will be dispelled on the D6 roll of 5+.

Special Drill Rules: The Mole Machine can dig through hills at half movement and rock formations (including stone walls) at 1/4 movement rate.

The Mole Machine is immune to difficult terrain as it will clear a path for itself.

Special Deployment: Instead of deploying the Skaven Mole Machine during the Deployment Phase, the Skaven commander can order the Mole Machine to arrive later in the game. To do this, the Skaven player nominates a location anywhere on the table, and selects the turn on which it should appear (jot this down on a piece of paper).

When the predetermined turn arrives, roll a D6 - on a 1 to 4 the machine arrives on time. On a 5 or 6, however, the Mole Machine will not arrive until next turn.

The Skaven player should then roll a scatter and artillery dice to see how far away from its location it actually arrives. Place the Mole Machine on the template at the beginning of the Movement phase, then move it as normal this turn. If the Mole Machine arrives in the middle of a block of troops, a standard attack on that unit is made.

GREY SEER WARMACHINES:

Screaming Bells..... 200 points

The Skaven army may include a Screaming Bell as a mount for each Grey Seer Master or Lord bought from the Character selection.

Profile M WS BS S T W I A LD
Bell Carriage - - - 7 7 6 1 - -
Striker 5 3 3 4 3 1 4 1 4

Movement: The Screaming Bell is pushed forward by the Skaven warriors around it, so at the strat of the battle the Bell must be placed in a unit of at least ten Skaven models and counts as part of that unit for the rest of the battle.

As long as there are at least ten Skaven models around the Bell they can move it at up to their normal movement rate. The unit pushing the Bell moves like a chariot so it can wheel as normal but cannot march move or turn. Crossing obstacles like walls, ditches, hedges or difficult ground inflicts D6 S6 hits allocated randomly against the bell. The unit pushing the Bell can charge into combat at double rate as normal. If the number of Skaven around the Bell drops below ten the Bell is slowed by 1" for every model below the minimum. So, if there were only nine Skaven pushing the Bell it would move 4", eight models could move it 3", and so on.

Attacking the Bell: In hand-to-hand combat the Screaming Bell is fought exactly like a chariot. The enemy models fighting it compare their Weapon Skills to the highest Weapon Skill of its crew. If all the crew are slain the Bell carriage counts as having a WS of 0.

Because the Bell is so much larger than the unit surrounding it, it can be singled out as a target by troops firing missile weapons. Troops firing at the Screaming Bell also get the +1 to hit for shooting at a large target.

Hits from shooting and hand-to-hand combat are randomly allocated between the Bell and the crew as shown on the chart below. For each hit scored roll a separate dice and then resolve damage against the part that has been hit.

Shooting Hand-to-Hand
1 Grey Seer 1-2 Grey Seer
2-3 Bell Carriage 3-4 Bell Carriage
4-5 Screaming Bell 5 Screaming Bell
6 Striker 6 Striker

The Grey Seer Lord is a wizard of magic level 4 and may be equipped with up to four magic item cards. The Striker wears no armour and is equpped with a magic warpstone hammer. The hammer is a double-handed weapon so it adds +2 to the Striker's Strength but the Striker always hits last, regardless of Initiative and charging. The raw warpstone set into the hammer twists and mutates flesh so that the hammer inflicts D3 wounds per hit.

The Screaming Bell may continue to fight so long as at least one member of the crew is still alive. Unlike other chariot-type machineries there is no chance of the Screaming Bell rampaging out of control if the crew are killed. The Bell carriage itself has Toughness 7 as indicated, and can sustain up to 6 wounds before it is destroyed. It has more wounds than a chariot because of its larger size and magical construction.

The Bell itself is protected by the Horned Rat and so cannot normally be harmed. If the Bell is struck by an enemy attack with a Strength of 6 or more it will ring out of its normal sequence; see Screaming Bell special rules below.

Hand-to-Hand Combat: If the unit pushing the Bell charges into combat, the carriage itself causes an automatic D6 S7 hits. On subsequent rounds of combat or if the Bell itself is charged it causes no further automatic hits. The Grey Seer and the Striker can always fight against any enemy in contact with the Bell whether to the front, sides or rear of the platform. They fight in normal Initiative order and attack first during a charge just like ordinary warriors (except the Striker, who's got a two-handed weapon so he always strikes last).

Flee and Pursuit: If the unit pushing the Screaming Bell flees, they will abandon the Bell, leaving it immobile until they rally and return or another Skaven unit turns up to push it. The Grey Seer and the Striker cannot be broken and will never leave the Bell. The unit pushing the Bell pursues as normal, taking the Bell with it.

War Machines and the Bell: As with chariots, when you are firing at the Bell with a stone thrower or any other weapon or attack which uses a template, it is possible to hit the Bell and the crew depending on where the template is placed. Position the template normally. Each part of the Bell - the Grey Seer/Bell/carriage and Striker - is treated as a separate target and may be hit if it is covered by the template, just like individual models in a larger unit. Weapons like cannon and bolt throwers will strike just one part of the Screaming Bell - roll for location as for other missile hits.

A Screaming Bell is chosen as a mount for a Grey Seer but its points value is paid for out of the War Machines points allocation of the army. Though Screaming Bells operate as individual war machines it is possible to have more than one Screaming Bell in an army. Each Bell must be controlled by a separate Grey Seer and pushed by a separate regiment of Skaven. A Screaming Bell may only be placed with units of Stormvermin, Clanrats, Skavenslaves, or Plague Monks.

Special Rules:

Warstone Brazier: A Warpston brazier burns at the front of the Bell platform giving off burning warpstone vapors that invigorate the Grey Seer and the Striker. The Grey Seer and the Striker are immune to psychology of all kinds, including Break tests, and will not abandon the Bell under any circumstances. This rule does not apply to the unit pushing the Bell. The Grey Seer also draws magical energy from the burning warpstone drawing one extra magic card at the start of each magic phase.

The Blessing of the Horned Rat: The Screaming Bell is blessed by the Horned Rat so that hostile magic in unlikely to affect it. Any spell directed against the Screaming Bell or its crew (but not the unit pushing it) will be dispelled on a roll of 4+ on a D6.

The Screaming Bell: The effect of the Screaming Bell is rolled for at the beginning of each Skaven turn.

On the first turn that the Striker tolls the Bell 1D6 is rolled on the table below. On each subsequent turn add an extra D6 to the number of dice rolled, so you will roll 2D6 on the second turn, 3D6 on the third turn and so on. If the Striker is slain, or you choose not to ring the bell for a turn, reduce the number of dice rolled each turn by 1D6 - so if the Striker was killed on the second turn of the game you would roll 1D6 on the third turn and would make no roll at all on the fourth turn.

If the Bell is struck by an anamy attack with a Strength of 6 or more it will ring again out ofo its normal sequence. Roll the number of dice the Bell used the last time it was rung and add any dice the attack would normally roll for causing more than one wound. So, for example, if the Bell had rolled 2D6 in the Skaven turn and then was hti by a cannon shot in the following turn, the Skaven player would roll 2D6 + 1D4 and apply the result from the Screaming Bell Table below.

Screaming Bell Table

1-2 The Skaven pushing the bell move an extra D6" during the movement phase if they are not charging.

3-4 Skaven regiments anywhere on the battlefield can reroll any LD tests this turn if they wish.

5-6 Each calvary unit, friend or foe, within 36" of the bell must take a Panic test immediately

7 All enemy units within 24" must pass a LD test on 2D6 to charge or shoot missile weapons until the beginning of the next Skaven turn.

8-9 Roll a D6 for each building, wall and war machine within 24". On a 5+ is suffers D3 wounds.

10-11 All Skaven within 24" of the Bell become frenzied until the start of their next turn. Any Skaven regiments which have been driven into frenzy by the Bell will suffer D6-1 automatic S3 hits in each hand-to-hand combat phase if they are not in combat as the Skaven rend each other.

12-13 Roll a D6 for each building, wall, and war machine within 30". On a 4+ it suffers D3 wounds.

14-15 All enemy units subject to psychology within 12" become subject to fear of the Skaven until the start of the next Skaven turn

16-17 Roll a D6 for each building, wall and war machine within 36". On a 3+ it suffers D6 wounds.

18+ The Screaming Bell is destroyed. All models within 3D6" suffer an automatic S3 hit as their eardrums burst.

0-1 The Black Ark......................350 points

The Black Ark is perhaps the most sacred of all Skaven artifacts. It has been said that a Skaven army carrying the Black Ark before it cannot be defeated. Made from the hearts of the semi-sentient, black ghostwood trees that grow at the edge of Skavenblight, the Ark is carved into the shape of a massive rat skull. Over countless generations the Warlocks of Clan Skryre have summoned the blessings of the Horned Rat over the Ark and instilled it with spells, turning it into a portal for the release of pure warp energy. In battle, the Ark is placed upon a wheeled carriage and pushed into combat by masses of Skaven warriors. A winch, connected to the top of the Ark, allows its jaws to be opened revealing the Fury of the Horned Rat.

The Ark may be opened at the start of any Skaven turn. When open, the baneful energies of the Warp surround it. In addition, the Fury of the Horned Rat may be released by the Warlock crew in the Skaven shooting phase. The Fury takes the form of a giant rat claw of blinding green light. The claw climbs high into the sky before crashing down, crushing whatever is unfortunate enough to be beneath it. Three Skaven Warlocks crew the Ark and attempt to direct the Horned Rat's blind fury at the enemy and away from the Skaven hoards.

Firing the Ark: The Ark is fired like a catapult. However, because it fires magically and may be directed in flight by the Warlock crew, some special rules apply. The Skaven player may elect a target within 360 degrees and up to 48 inches away from the Ark. A rat claw shaped template (use the Foot of Gork template) is placed on the target unit or model. The Skaven player then rolls the Artillery and Scatter dice. If a misfire is rolled, consult the chart below. If a number is rolled, this represents the number of inches that the template has deviated off target in the direction indicated on the Scatter die. If a "HIT" is rolled on the Scatter die, ignore any numerical result on the Artillery die. Any models even touched by the template will suffer a Str 7 hit doing D3 wounds. No save is allowed, not even for magic armour. In addition, the model or unit hit by the Fury must take an immediate panic test if it suffers any wounds.

As long as all three Warlocks are alive, the Skaven player may re-roll both the Artillery and Scatter dice once, if he so chooses. The second die result must always be accepted. If a Warlock should die, leaving two Warlocks crewing the Ark, the Skaven player may re-roll the Scatter die only. If the Ark is crewed by a single Warlock only, then the Artillery and Scatter die results may not be re-rolled.

If a misfire is rolled, the Warlocks have failed to control the Fury of the Horned Rat. Consult the misfire chart below. The number of Warlocks remaining on the Ark will determine their ability to take corrective action.

Roll a D6 and consult the appropriate chart:
Three Warlocks Two Warlocks One Warlock
1. Ark doesn't fire Ark doesn't fire Ark doesn't fire
2. Ark doesn't fire Ark doesn't fire Warlock killed
3. Ark doesn't fire Warlock killed Warlock killed
4. Warlock killed Warlock killed Ark explodes
5. Warlock killed Ark explodes Ark explodes
6. Ark explodes Ark explodes Ark explodes

The Ark doesn't fire: the Warlocks have managed to close the Ark before anything can go seriously wrong. The Ark may be opened and fired normally in the next Skaven turn, however its magical effects will not apply until it is opened again.

A Warlock is killed: the Ark has still been closed, but not before one of hapless crew is sucked into the Warp to satisfy the hunger of the Horned Rat. Again, assuming any Warlocks are still alive, the Ark may be opened and fired normally in the next Skaven turn.

The Ark explodes: The Warlocks were unable to close the Ark, and the Fury of the Horned Rat has been directed back upon it. The Carriage is destroyed and the Arc is removed from the game. On a 4+ any Skaven in the unit pushing the Ark will suffer a Str 3 hit from flying debris.

Given its raised carriage, normal sized models do not block the Ark's line of sight. The Ark may fire even if it has moved in the Skaven turn. The Ark may not target creatures that are flying high. The Ark may not fire if engaged in hand to hand combat, as the Warlocks are too busy fighting to coax the Fury of the Horned Rat from the Warp. The Ark's other magical effects will continue to apply however, as long as the Ark remains open.

Magical Effects: The following effects will only apply if the Ark is left open in either players magic phase and the potent warp energy within is allowed to permeate the surrounding area. Any spells, whether friendly or hostile, targeted at the Ark (but not at the unit pushing it) will be dispelled on a 4+. In addition, any wizards casting non-Skaven spells within 6 inches of the Ark must roll equal to or under their magic levels on a D6. If they fail this roll their spells will fail to take effect and any power cards used are wasted.

Finally, any models within 6 inches of the Ark while it is open risk being mutated in the magic phase by the warp energies emanating from it. The effects of these mutations on non-Skaven models are resolved according to the Skaven spell "Curse of the Horned Rat." As stated on that spell card, these models must roll a D6 and add their toughness to the result. The Skaven player rolls 2D6. If the Skaven roll exceeds the non-Skaven models total, the model is transformed into a Skaven clanrat. Should an enemy unit be partially effected by the Curse of the Horned Rat, the transformed models are formed into a new unit and placed into hand to hand combat with their former unit. Skaven models within the influence of the Curse must roll a single D6. Upon a roll of 6 they will be transformed into pools of semi-intelligent ooze and are removed from the game. Skaven Warlocks and Seers are immune to this effect. Note that the "Curse of the Horned Rat" caused by the Ark is treated as a spell in play at the start of the magic phase, and as such may be dispelled by either player. The use of the Drain Magic card will dispel the Curse, but it will not prevent it from reoccurring in subsequent magic phases where the Ark has remained open.

Moving the Ark: The Ark carriage may be moved by a unit of 15 or more Skaven, and uses the same rank bonus rules as the Screaming Bells, i.e., four models are treated as a rank

The unit shown counts as having five ranks (and a +3 combat resolution bonus). The Ark may not march move, but may charge as normal. It must wheel to turn. If the number of pushers drops to less than 15, the Ark will be slowed by 1" for every model below the minimum. Thus if there were only 14 Skaven pushing the Ark it would move 4", eleven models could move it 3" and so on. The Ark may be pushed by a unit of either clanrats, stormvermin, plaugemonks or slaves. If the Ark is moved over difficult terrain it will suffer D6 wounds. The Ark may not be moved over very difficult terrain such as steep hills or rivers. If the Ark charges into combat it will inflict a D6+1 Str 7 automatic hits as the enemy are crushed beneath its wheels.

Combat and Shooting: The Ark is fought in hand to hand like a chariot. The enemy models fighting it compare their weapon skill to the highest weapon skill of its crew. If all of the Warlocks are killed the Ark counts as having a WS of 0. The Warlock Engineers have the following statistics:

Profile M WS BS S T W I A LD
Engineer 5 3 3 3 4 1 4 1 10

The Warlocks wear heavy armour and each is each armed with a pistol and additional hand weapon. For combat and point cost purposes, the Warlocks are considered war machine crew and not characters. (Due to the warping energies from the Ark, these Warlocks do not receive spell cards or carry magic items). If the Ark is attacked in hand to hand, all of the Warlocks may engage any models in base to base contact with the Carriage regardless of where the miniatures are placed.

The models in the unit pushing the Ark will not flee readily, as the eyes of the Horned rat are upon them. They are immune to psychology and will take all leadership tests on an unmodified leadership of 10 as long as they remain with the Ark. Should the unit flee, it will abandon the Ark carriage behind. The Warlock crew will remain with the Ark until killed however, as they are immune to both psychology and break tests.

The Ark is a large model and is therefore +1 to be hit by missile weapons. Due to the size of the Ark and the placement of its winch, frame and trusses, the Warlocks have good cover from missile attacks. Use the following hit location charts for combat and shooting:

Shooting: Hand to Hand:
1 Carriage 1 Carriage
2 Carriage 2 Ark
3 Carriage 3 Ark
4 Ark 4 Warlock
5 Ark 5 Warlock
6 Warlock 6 Warlock

The Carriage has a Toughness of 7 and 8 wounds. If the carriage is destroyed it will collapse upon itself. The Ark will slam shut and the Warlocks will be killed. Remove the model from the game (Since only Skaven Warlocks and Seers can actually touch the Ark without being mutated by the Curse of the Horned Rat, it may be assumed that the Ark will be recovered by the Skaven at a later date).

The Ark itself is blessed by the Horned Rat and cannot be wounded if hit. Moreover, if hit in hand to hand combat, the Ark will rebound the blow back at the attacker with the same strength with which it was struck. Resolve such rebounds as automatic hits at the attacker's strength. Armour and devices of protection will save as usual against such rebounds, with the appropriate modifiers for strength being applied. Hits on the Ark by missile weapons will likewise fail to wound the Ark, however hits by missile weapons do not cause a rebound against the shooter.