WARHAMMER ARMIES - SKAVEN

SKAVEN REGIMENTS

0-1 unit of Seer Gaurd ...................... 9.5 pts per model

If your Army General is a Grey Seer then you may include a single unit of Seer Guards instead of the normal single Stormvermin unit. The unit is paid for from the Regiment allowance. The Seer Guard is the bodyguad and police force of the Order of Grey Seers, they have sworn to defend their masters or die trying. On the battlefield they form a highly motivated and trained force and it is unheard of that a unit should have abandoned a Grey Seer in the heat of battle.

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

Equipment: The Seer guards wear Light armour and carry a hand weapon.

Options: The Seer Guard unit may be armed with either spear (+1), halberds (+2) or double handed weapons (+2). The unit may carry shields (+1) and may upgrade their light armour to heavy armour (+1).

Special Rules:

Bodygaurd: If the Army is lead by a Grey Seer and the Seer lead a unit of Seerguards then the unit is immune to Break Tests. Only Grey Seer and unit Champion benefit from the immunity, not other characters.

Standard of the Horned Rat: The unit always carry a standard inscribed with the mark of the Horned Rat himself to remind them of their duty to protect the Horned Rats choosen prophets. The unit may reroll psychology tests and break tests, though you may not reroll a reroll (eg for Army Standard within 12").

0-1 Unit of Stormvermin..... 9 1/2 points

Your army may include one unit of Stormvermin.

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

Equipment: Stormvermin wear light armour and have a hand weapon.

Save: 6+

Options: Stormvermin regiments may be armed with: halberds (+2 points per model) or double-handed weapons (+2 points per model). They may also carry shields (+1 point per model). They may carry a magic standard.

Clanrat Warriors..... 6 points

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

Equipment: Clanrats wear light armour and carry a shield. They are armed with a hand weapon.

Save: 5+

Options: Any regiment of clanrats can be armed with spears at an additional cost of +1/2 piont per model.

Skavenslaves..... 2 1/2 points

Profile M WS BS S T W I A LD
Slaves 5 2 2 3 3 1 4 1 4

Equipment: Skavenslaves are armed with a hand weapon.

Save: None

Options: Skavenslaves may be armed with: spears (+1/2 point per model) or slings (+1/2 point per model). They may also carry shields (+1/2 point per model). They may carry a magic standard.

Special Rule: Skavenslaves aren't expected to fight well, they are expected to die. Therefore only other Skavenslave regiments have to take Panic tests when a Skavenslave regiment breaks or flees past during the turn.

CLAN SKRYRE

Special Rule: A unit of Stormvermin or Clanrats may be accompanied by up to two Clan Skryre Poison Wind Globadiers and one Clan Skryre warpfire thrower team.

Poison Wind Globadiers..... 20 points

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

Equipment: Globadiers carry a hand weapons and a supply of poison wind globes to last the whole battle.

Save: None

Options: Any Globadiers may be equipped with light armour (+1 point per model).

Special Rule: Globadiers may accompany regiments of Stormvermin or Clanrats. Globadiers can also be organised into a unit of skirmishers.

When Globaiders operate as individuals they must stick with a particular Skaven regiment throughout the battle. They must remain within 6" of the regiment at all times. The Globaiders count as part of the regiment for all intents and purposes and don't test separately for psychology, panic, etc., so if the regiment flees the Globadiers flee as well; if the regiment rallys, the Globadiers rally too.

The only exception to this rule is that if the Globadiers are charged they must evade - usually moving around the side of the Skaven regiment for protection. A skirmishing unit of Globadiers forms a completely separate regiment and follows all the normal rules for skirmishers.

Poison Wind Globes: Poison wind globes have a range of 6", and use the 1" radius area effect template. Place the template anywhere in range of the Globadier and roll the scatter dice to see whether the globe is on target. If a 'hit' is rolled the globe is on target. If an arrow is shown the template is moved D3" in the direction of the arrow. Any model that is more than half under the template is hit on a 4, 5, or 6 (Globadiers are only affected on a roll of a 6 because of their special masks).

Hits automatically cause 1 wound with no armour saving throw possible. Unlike most missile weaopns, poison wind globes can be hurled into the rear ranks of an enemy regiment which is fighting in hand-to-hand with no risk to the Skaven unit they are fighting - unless the globe misses, of course!

Shooting: Globadiers attached to a unit count a character models for the purposes of shooting, so they may only be shot at while they are within 5" of their parent unit if they are the closest target. The nomal -1 modifier for firing at a single character does apply.

CLAN ESHIN

0-1 Unit of Gutter Runners..... 12 points

Profile M WS BS S T W I A LD
Gutter Runners 6 4 4 4 3 1 5 1 7

Equipment: Gutter Runners are armed with a hand weapon.

Save: None

Options: Gutter Runners may be equipped with any of the following: Additional hand weapons (+1 point per model), light armour (+2 points per model), throwing stars (count as darts/throwing knives, +1 point per model), slings (+1 piont per model), and nets (count as shields, +1 point per model).

Special Rule: The unit is set up after the enemy has placed all his units on the table. They can be placed anywhere on the table as long as they are outside the enemy's deployment zone and ouy of sight of any enemy models at the start of the game. Gutter Runners can skirmish.

Assassins..... 30 points

Profile M WS BS S T W I A LD
Assassins 6 5 4 4 3 1 5 2 7

Equipment: Assassins are armed with Weeping Blades and wear light armour.

Save: 6+

Weeping Blades: Weeping Blades have an extra -1 to their saving throw modifier, so with their Strength 4 they hav a saving throw modifier of -2. They also inflict not 1 but D3 wounds.

Disguise: At the start of the game Assassins can conceal themselves in Clan Eshin Regiments (inc. Stormvermin and Clanrats). Once the regiment enters combat the Assassins cast off their disguise and leap into the fray. You can conceal up to two Assassins in a regiment.

The Assassin models are not placed on the table with the rest of the troops, but are assumed to move along with the unit until revealed. This way the enemy does not know where your Assassins are until they strike.

Attack: The Assassins reveal themselves once their unit is fighting in hand-to-hand. The player declares there is an Assassin and places the model in a rank where they can fight, removing other models from the front rank to make room if necessary.

Because they attack by surprise on the first round, the Assassins fight before any other models, regardless of Initiative and who charged. The Assassins can fight any model their base is touching, so it is usual to place them next to an enemy leader or character.

Further Fighting: After the Assassins have attacked they can be attacked by enemy models in the normal way. Once an Assassin is revealed it remains with the regiment and continues to move with them and fight as described. In any round of combat the Assassin can choose where to fight within the regiment and can be repositioned to take on enemy characters if the player wishes.

Leadership: The Assassin remains with their regiment and the regiments continues to take Leadership testsusing its own Leadership. Assasins are not leaders, so their Leadership value is never used by the regiment they are with.

If the regiment is broken, forced to flee, or subject to a psychology or Leadership-based tests which it fails, the Assassins can either remain with the regiment and suffer the consquences or pass a separate Leadership test and transfer to another regiment within 6".

CLAN PESTINLENCE

Plague Censer Bearers..... 15 points

Profile M WS BS S T W I A LD
Plague Censer 5 4 0 4 4 1 4 1 5

Equipment: Plague Censer

Save: None

Plague Censer: The Plague Censer is wielded like a flail. In addition, the swinging censer creates a 1" radius Fog of Death around the bearer. Roll a D6 for any models inside this area at the strat of the close combat phase, and if the roll is higher than the model's Toughness, the model is overcome by the vapours and takes 1 wound. A roll of a 6 always causes a wound on a model, regardless of its Toughness. No armour saving throw is possible.

Note that the Censer Bearer must make this test himself, but are more resistant and are only overcome on the roll of a 6. Astute readers will realise that it is a very good plan to keep all your Censer Bearers at least 1" apart and away from other Skaven to avoid accidentally poisoning your own troops.

Shooting: The clouds created by the flail make them difficult targets to shoot at, hence the normal -1 to hit modifier for shooting at skirmishers is doubled to a -2 when shooting at Plague Censer Bearers.

Formation: Censer Bearers always fight in a loose, skirmishing formation as described in the rules for skirmishers.

Frenzy: Censer Bearers are fanatics and are affected by the rules for frenzy.

Hatred: Censer Bearers are affected by the rules for hatred.

Plague Monks: Censer Bearers always fight alongside a unit of Plauge Monks. Censer Bearers must remain within 6" of the Plague Monk unit until they charge into combat. If the Plague MOnk unit lfees or is affected by psychology, the Censer Bearers are also affected in exactly the same way. If the Ceser Bearers are called upon to make a Leadership test for combat or psychology, then they may use the Leadership value of the Plague Monk unit, assuming it is still within 6".

Plague Monks..... 6 points

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

Equipment: Plague Monks are armed with a hand weapon.

Save: None

Options: Plague Monks may be armed with additional hand weapons (+1 point per model) and light armour (+2 points per model). One regiment of Plague Monks may carry a magic standard.

Special Rule: Plague Monks are affected by the rules for frenzy. Each regiment of Plague Monks may be accompanied by a unit of Plague Censer Bearers. The unit of Censer Bearers can be no bigger than half the size of the Plague Monk regiment. For example, a regiment of twenty Plague Monks may be accompanied by a unit of ten Censer Bearers.

Beast-Herders ..................... 8 pts
1-3 Cold Ones per Beast-Herder .......... 10 pts
1-3 Rat Ogres per Beast-Herder .......... 43 pts
1-6 Plauge Rats per Beast-Herder ........ 3 pts

Beast-herders are not as skilled at raising creatures as Clan Moulder nor do they have the same control of the creatures. Clan Pestilen is consent with herding Giant Rats or fierce Cold Ones and Rat Ogres toward the enemy lines and letting them help themselves to their enemies throats. The creatures are often used to overrun a defended barricade to allow the Plauge Monks to swarm over the barricade and into the enemy lines behind.

The responsability to herd the beasts are given to Plauge Monks who have performed poorly in battle. As a result the Beast-Herders hate their lowly position and take it out on the Beasts. The inhumane treatment and numeorus lashes and torture only goad the Beasts into an even more unquenchable thirst for blood.

Beast-Handlers form units of Beasts like Cold Ones, Rat Ogres or teeming hordes of plauge infested Giant Rats, known as Plauge Rats and drive them forward with their whips and staffs. In battle the packs are often used to seize defended barricades and many a barricade have been overrun by Plauge Rats or torn apart by the brute strength of a pack of Ratogres.

Your army may include one unit of Beast-Herders per Plaugemonk Unit.

Profile M WS BS S T W I A LD
Beast-Herder 5 3 3 3 4 1 4 1 6
Plauge Rat 6 2 0 3 3 1 3 1 4
Rat Ogre 6 4 0 5 5 3 5 2 5
Cold One 8 3 0 4 4 1 1 2 3

Equipment: Beast-Herders are armed with a staff and whip (count as additional handweapon). The Beast-Herders wear light armour.

Options: None

Beasts A unit of Beast-Herders may only contain one type of Beasts and each Beast-Herder may only bring a certain number of Beasts to the unit. Several Beast-Herders may join to form bigger units. Note the higher cost of Plauge Rats compared to Clan Moulders Giant Rats that are breed in large numbers especially to be used in battles, whereas Plauge Rats merely are herded together before the battle.

Special Rules:

Movement: A pack of creatures move at the speed of its slowest members, normally the Beast-Herders. When a pack charges or pursues the creatures will move at full speed. Since the Beasts have more Move than the Beast-Herders they may be able to charge but not the Beast-Herders. If the enemy is outside the Packmasters charge-move a number of rules apply:

* The Beasts charge as normal.

* The Beast-Herders will not be able to fight in the first turn, in subsequent turns the Beast-Herders may fight as usual. Place the Beast-Herders at the rear of the pack, in subsequent turns the Beast-Herders may be positioned anywhere in the unit.

* The Packmasters do count for rank bonuses, as they will press the creatures forward with their whips.

* The Beast-Herders may not be killed in the first turn as they havent joined the fight yet.

Combat: In combat each Beast-Herder and all creatures in the pack fight using their own Weapon Skill, Strength etc. Enemy models can choose to strike at any Beast-Herder or creatue whose base they are touching.

Leadership: Packs of creatures always use the Leadership of their Packmasters when they take any Leadership tests, providing there is still at least one Beast-Herder alive in the unit.

Stupidity: A creature that is subject to stupidity may use the Leadership of the Packmaster to test againts Stupidity, the creature DO NOT become immune to Stupidity as creatures led by Clan Moulder Packmasters do. Clan Moulder train their Packmasters, while Clan Pestilen merely push the creatures in the right direction.

Frenzy: Beast-Herders are subject to frenzy. This means that they will always charge enemies within reach, being so fanatical that they wont hesitate to attack their foes immediately. When they are frenzied the Herders double their basic number of Attacks and must always pursue enemies who break and flee in combat. As the Beast-Herders are frenzied the whole Pack is forced to charge an enemy within reach and pursue an enemy that breaks in combat, even if the creatures are not frenzied themselves.

Plauge Rats: The Plauge Rats are found in the Strongholds of Clan Pestilen and originate from the steeming jungles of Lustria, over the centuries the rats have contracted many of the diseases that the Clan have cultivated. They usually display weeping sores and bone growth that pierce the skin as well as fluid filled blisters on large furless patches. These rats are often herded into battle and used to overwhelm defended obstacles or to absorb missile fire.

Special Rules:

Pursit: Plauge Rats are extremely vicious and always pursue a broken enemy.

Overwhelm: Plauge Rats fight in a huge and unstoppable mass. It is impossible for enemies fighting Plauge Rats to lap around them because of their overwhelmning advance. Conversely, Plauge Rats can always lap around their enemy, even if they are beaten in hand-to-hand combat.

Panic: The sight of Plauge Rats scampering off the battlefield doesnt really bother Skaven, it just proves to them how superior they are to their primitive forebears! Therefore only other Plauge Rat Packs have to take panic tests when a Plauge Rat Pack breaks in combat and flees past them during the turn.

Rat Ogers: Rat Ogres are the most feared of all of the known mutant Beasts of Clan Moulders. Rat Ogres are huge, Skaven-like in appearence, they have the size and strength of true Ogres but possessed of the speed and feriocity of Skaven. A Rat Ogres small brain is devoted entirely to fighting and bloodshed. Clan Moulder sell strerile trained Rat Ogres to other clans, primarily to be used as bodyguards or Beasts of burden. Clan Pestilen have purchased a number of Rat Ogres and now field them on the battlefield while some Plaugelords or Plauge Seers have purchased their own Rat Ogres as bodyguards, having found that haveing a huge Rat Ogre behind you really enhance your leadership abilities.

Special Rules:

Fear: Rat Ogres are big, frightening blasphemies against nature which cause fear in other creatures.

Stupidity: Being single-minded, Rat Ogres that are not in hand-to-hand combat are subject to Stupidity. However they may use the Leadership of Beast-Herders if part of a Pack of creatures or their master if used as a bodyguard,

Cold Ones: Cold Ones are possibly directly descended from the prehistoric creatures which the Old Ones found roaming the jungles of Lustria. The Cold Ones remained more or less unchanged from that time. probably because they dwelt in the vast, dank caverns beneath the jungle, feeding on the other creatures that dwell there and coming out to the surface to feed in the mist of early dawn or after the heat of the day had passed. Cold Ones are found all over the continent of Lustria and northwards into Naggaroth, where they are tamed, in so far as is possible, by the Dark Elves for use as riding Beasts. Clan Pestilens many years in Lustria have tought them to capture and use these fierce creatures in battle. Many Beasts have been shipped to the Old World and some have been sold to Clan Moulder at a high price. Cold Ones are extremely stubborn and not at all intelligent. Their cold bodies exude poisonous slime and they are almost immune to pain, which makes them all the more difficult to fight against in battle. As well as this they have savage fangs, ripping claws and talons and lashing tails and are easily roused by the smell of fresh blood.

Special Rules:

Fear: Cold Ones are large and frightening monsters with viciously sharp teeth. Cold Ones and their riders cause fear as described in the Warhammer Rules.

Stupidity: Cold Ones are not very intelligent creatures and are liable to become confudes or inexplicably enraged. In battle, they are likely to remain sluggish until they have tasted blood and need to be goaded into action. Cold Ones are therefore subject to stupidity until they have fought a round of hand-to-hand combat. Once a Cold One have tasted or smelt blood in a round of hand-to-hand combat, it is no longer subject to stupidity and rather eager to taste some more blood.

Save: Cold Ones have a save of 5+ due to their very thick skin, resistant to pain and very difficult to wound. Once a Cold One is wounded a slime exudes from the Beastīs skin and quickly seals up wounds and gashes and numbs the pain.

CLAN MOLDUR

Packmasters..... 10 points
Giant Rats ........ 2.5 pts
Rat Beasts ........ 30 pts
Rat Ogre .......... 43 pts
Rat Wolves ........ 12 pts
Chaos Spawns ...... 70 pts

Small bands of Packmasters scour the lands around Hell Pit for creatures to capture for their diabolic experimentation. Chaos monsters from the Northern Wastes are the most dangerous but also the most valuable by far. Huge and monstrous creatures always offer the best chance to create a new breed of fighting beasts. Clan Moulder hunters will trail a Manticore of Hydra for months waiting for an opportunity to strike. Captured beasts are hauled away into Hell Pit in great iron cages. Once in the pit they are exposed to warpstone and fed on carefully measured amounts of it until the desired mutations start to form. The bottom of Hell Pit is filled with the detrius of the clanīs failed experiments: pale twisted monstrosities that shamble or flop across the floor of the chasm and feed on one another. Some of the beasts the Packmasters catch are simply trained and sold to other clans. Clan Moulder Packmasters are experts in training wild and vicious monsters. Truculent beasts are broken so that they obey and passive creatures goaded until they become killers.

Profile M WS BS S T W I A LD
Packmaster 5 4 4 3 3 1 4 1 7
Giant Rat 6 2 0 3 3 1 3 1 4
Rat Ogre 6 4 0 5 5 3 5 2 5
Rat Beast 6 3 0 5 4 2 4 2 5
Rat Wolf 6 4 0 4 4 1 4 2 6
Chaos Spawn 2D6 3 0 4 5 3 3 D6 10

Equipment: Packmasters are armed with a hand weapon or whip and wear light armour.

Save: 6+

Options: Packmasters may be armed with additional hand weapons (+1 point per model).

Special Rule:

Number of Creatures: Each Packmaster can control 1 to 6 Giant Rats, Rat Ogres, Rat Beasts, Rat Wolves or Chaos Spawn. Several Packmasters can join their packs together to form biggers units but diffrent creatures can never be mixed together in the same unit.

Monsters: Packmasters may control a single large monster each. In case of monsters they may have different monsters but the unit must contain only monsters. If your army is led by a Clan Moulder General then the Monsters in a Packmaster unit is bought from the Regiment allowance. If your Army is not led by a Clan Moulder General then the Monsters are bought from the Monster Allowance.

Flying Monsters: Monster capable of flying that are handled by a Packmaster cannot fly since they have had their wings reduced to prevent escape. Monster ridden by a character (and thus come from the character allowance) are allowed to fly. Independant monsters can also fly.

Bound Monsters: Monsters in a Packmaster unit do not count as bound, they count as ridden monsters (even though they are not ridden) and test on the reaction table when all handlers are slain. This rule only applies to Packmaster units of Clan Moulder, the Clan only sell the more unstable Monsters to other clans.

Movement: The pack of creatures moves at the speed of its slowest members, normally the Packmasters. Then a pack charges or pursues the creatures will move at full speed. If the enemy is more than 10" away the Packmasters will not be able to fight on the first turn. Place them at the rear of the pack.

Combat: Each Packmaster and all the creatures in the pack fight using their own Weapon Skills, Strengths, etc. Enemy models can choose to strike at any Packmaster or creature whose base they are touching.

Leadership: Packs of creatures always use the Leadership of their Packmasters when taking any Leadership tests, providing their is still at least one Packmaster alive in the unit.

Missile Casualties: When the enemy shoots at a pack of creatures, randomize the casualties inflicted between the creatures and the Packmasters. For example, if the unit comprises four creatures and two Packmasters roll a D6 for each hit. On a 1-4 a creature is hit, on a 5-6 a Packmaster is hit.

Giant Rats:

Pursuit: Giant Rats will always pursue a broken enemy regardless of the Skaven player's wishes.

Overwhelm Enemy: Giant Rats fight is huge massess. It is impossible for enemies fighting Giant Rats to lap round them because of their overwhelming advance.

Conversely, Giant Rats can always lap round their enemy, even if they are beaten in hand-to-hand combat.

Panic: The sight of Giant Rats doesn't bother Skaven, it just proves to them how superior they are to their primitive borebears! Therefore, only Giant Rat packs have to take Panic tests when another Giant Rat pack breaks in combat or flees past then during the turn.

Rat Ogers:

Fear: Rat Ogres cause fear.

Stupidity: Rat Ogres that aren't in close combat are subject to the psychological rules for stupidity. However, as long as they are led by a Packmaster or a Skaven character acting as Packmaster, the Rat Ogres don't have to think for themselves and don't suffer from stupidity.

Rat Beast:

A Rat Beast is an enourmos rat breed and mutated to work as a beast of burden, they are especially good at pulling wagons in the mines. They have to be constantly superwised as their brain are still the size of a rat. Clan Moulder exceed in breeding these creatures but any clan can breed them, with various results and controlability.

Stupidity: Rat Beast are subject to Stupidity but will not suffer from it if lead by a Packmaster.

Rat Wolves:

Rat Wolves are canines mutated by Clan Moulder into hunting beasts. They often have hideous mutations such as extra head, abnormal bone growth or insect like tails.