SKAVEN CHARACTERS
1 Skaven Warlord General..... 90 points
Profile M WS BS S T W I A LD
Warlord 5 6 6 4 4 3 7 4 7
Equipment: Sword
Weapons/Armour: The Warlord may be armed with any combination of weapons/armour allowed to Skaven (see Equipment List).
May Ride: A Skaven Warlord may ride a monster (see the Monster List).
Magic Items: The Warlord may have up to three magic items.
0-1 Battle Standard..... 77 points
Profile M WS BS S T W I A LD
Champ. 5 4 4 4 3 1 5 2 5
Equipment: Sword and Battle Standard.
Weapons/Armour: The Battle Standard Bearer may be armed with any combination of weapons/armour allowed to Skaven (see Equipment List)
Magic Items: The Battle Standard Bearer may have one magic items. This may be a magic standard.
Chieftains..... 59 points
Profile M WS BS S T W I A LD
Chieftains 5 5 5 4 4 2 6 3 6
Equipment: Sword
Weapons/Armour: A Chieftain may be armed with any combination of weapons/armour allowed to Skaven (see Equipment List).
Magic Items: A Chieftain character may have up to two magic items.
Champions..... 27 points
Any regiment may include a Champion armed and equipped like the rest of the unit.
Profile M WS BS S T W I A LD
Champion 5 4 4 4 3 1 5 2 5
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his regiment (see Equipment list).
Magic Items: A Champion may have one magic item.
Grey Seers
The Grey Seers are the Horned Rat's representatives and servants among Skaven society. They are free of all Clan loyalties, and answer only to the Council of Thirteen and the Horned Rat himself. Grey Seers are highly respected and feared in Skaven society, few dare to interfere in Grey Seer activities and even fewer would think to attack the Grey Seer as any intervention in Grey Seer affairs is immediately punishable by death.
Grey Seer Lord at 340 pts.
Grey Seer Master at 225 pts
Grey Seer Champion at 145 pts
Apprentice at 56 pts
Profile M WS BS S T W I A LD
Grey Seer Lord 5 6 6 4 4 4 7 4 7
Grey Seer Master 5 5 5 4 4 3 6 2 7
Grey Seer Champion 5 4 4 4 4 2 5 1 7
Apprentice 5 3 3 3 4 1 5 1 5
Equipment: Grey Seer Staff and hand weapon.
Weaons/Armour: A Grey Seer or Apprentice may be armed with any combination of weapons from the equipment list, they do not wear armour as it hinder their spell casting.
Magic: A Grey Seer Lord have a Magic Level of 4, a Grey Seer Master have a Magic Level of 3, a Grey Seer Champion have a Magic Level of 2 and an Apprentice have a Magic Level of 1. The Grey Seers take their spells from the Skaven deck and may use Grey Seer-only spells, Apprentices take their spell from the Skaven deck but may not use Grey Seer-only spells.
Magic Items: A Grey Seer Lord is entitled to up to 4 Magic Items, a Grey Seer Master is entitled to up to 3 Magic Items, a Grey Seer Champion is entitled to up to 2 Magic items and an Apprentice is entitled to up to a single Magic Item.
Special Rules
Protective Robes: The robes of a Grey Seer are inscribed with runes of protection and give the wearer a basic save of 5+, this save is modified by the strength of the hit as usual and it is treated as a normal non-magical armour save.
General: A Grey Seer Master or Grey Seer Lord may be the Army General.
May Ride: A Grey Seer may ride a monster and a Grey Seer Master or Grey Seer Lord may ride a Screaming Bell. An Apprentice may not ride anything.
Apprentices: An Apprentice is not yet a Grey Seer so any special rules for Grey Seers do not apply to them, they are included to allow higher Grey Seers to have an assistant (some would say servant) with them and to make the list complete. They may not use Grey Seer-only spells and do not wear Grey Seer robes.
Personal Champion: Grey Seer may have a Personal Champion paid for from the character section. They are the best warriors drawn from the Seer Guard and have sworn to defend the Grey Seer or die trying. No one can imagine the horrors that will happen to a Champion that betrays the Horned Rats choosen Prophets, and no one is willing to find out.
Seer Gaurd Champions
Hero ........... 59 pts
Champion ........... 27 pts
The Order of Grey Seers do not have a standing army of Clanrats nor are the allowed to have one. They do control numerous Warlord Clans and they reserve the right to recruit one Skaven per year and clan from the Warlord Clans Stormvermins. They are the best warriors drawn from the Stormvermins and have sworn to defend the Grey Seer or die trying. No one can imagine the horrors that will happen to a Champion that betrays the Horned Rats choosen Prophets, and no one is willing to find out. The Seer Guard function as a small police force that support the Grey Seers in their work. They preceed a Grey Seer on his investigations and seizes locations and people for questioning. They also guard the temples of the Horned Rat and as the Grey Seers make their havens in the temples they ensure that the Grey Seers are protected at all time against attackers or assassinations. They will accompany a Grey Seer on the battle field ensuring that any enemy must fight their way past their black halberds before they reach the Grey Seer. It is unheard of that a unit of Seer Guards would have abandoned their Grey Seer Master in the heart of the battle. They wear black metal armour of the highest quality and their uniforms are white to mimic the robes of their Grey Seer Masters, they often have the rune symbol of the Horned Rat painted in red onto their uniforms and shields.
Profile M WS BS S T W I A LD
Champion 5 4 4 4 3 1 5 2 5
Hero 5 5 5 4 4 2 6 3 6
Equipment: Hand Weapon.
Weapons/Armour: The Personal Champion may be armed with weapons and armour from the equipment list.
Magic Items: A Champion is entitled to up to one magic item and a Hero is entitled to up to two items.
Special Rules:
Bodygaurd: The Champion is the Grey Seers bodyguard and must stay in base-contact with the Grey Seer at all times, if seperated he must move at fastest speed towards the Grey Seer, if the Grey Seer is involved in hand-to-hand then the Champion may charge into the fray.
Immune to Psycology: The Champions is immune to Psychology and do not need to take break tests. If the Grey Seer flees they must move with him until he rallies. If the Grey Seer is broken in hand-to-hand then the Champion may remain in place to cover the retreat of the Grey Seer, no pursue takes place as the combat continues.
CLAN SKRYRE
Skaven Warlocks
Warlock Engineer .......... 56 points
Warlock Champion .......... 118 points
Warlock Master .......... 190 points
Your army may include as many Clan Skryre Warlocks as you wish within the usual limitations of points cost. Clan Skryre Warlocks may be selected from any of the three levels of pwer at the appropriate points cost as shown above.
Profile M WS BS S T W I A LD
Warlock Engineer 5 3 3 3 4 1 5 1 5
Warlock Champion 5 3 3 4 4 2 5 1 6
Warlock Master 5 3 3 4 4 3 6 2 7
Equipment: Sword
Weapons/Armour: A Skaven Warlock may be armed with any combination of weapons/armour allowed to any of the troop tyes in this list. (see Equipment List for points values). However, Warlocks do not generally wear armour as it would prevent them casting spells.
May Ride: A Skaven Warlock may ride a monster (see the Monster List for points values).
Magic Items: A Warlock Engineer may have one magic item, a Warlock Champion may have two magic items and a Warlock Master may have three magic items.
CLAN ESHIN
Nightlords
The Nightlords are the legendary leaders of Clan Eshin and they are also known as Deatmasters. They are among the most leathal killers in the Warhammer World and are at the same time the most secretive and silent ones. The council that rule Clan Eshin only have 12 seats and a Nightrunner may only aquire the precious rank by defeating a Nightlord and claim his place or claiming a vacant place, there is no need what so ever to issue a formal challenge and engaging the Nightlord in fair combat.
Often a Nightrunner stabs a Nightlord (or a Skaven dressed up as him) only to be stabbed himself by a rival Nightrunner. Formally all a Nightrunner have to do is to slay a Nightlord and prove that he is dead to belong to the sacred few, in reallity a Nightrunner need to have the support of at least two other Nightlords to avoid immediate assassination and to be recognized as a ruler of the Clan. The support is gained by undertaking missions for the Nightlords, these missions are the personal matters of the Nightlord and not sanctioned by Clan Eshin through the other Nightlords, often the missions are directed toward another Nightlord or a minion of his. You could call the Nightunners the minions of a Nighlord, save for the fact that the Nightrunners will pursue missions for any Nightlord that they feel may support them in their attempt to gain the rank of Nightlord. The Nightrunners ambition to become a Nightlord will of course endanger the present Nightlords, but this is the established way of advancing in Clan Eshin. A Nightlord that is slain have grown to weak and he will be replaced by whoever that survives to claim his title, the competition for the title is fierce and bloody. In fact this way of selecting the rulers of Clan Eshin lead to the top-members of Clan Eshin to work more against each other then against other clans, although the other clans are manipulated by the Nightrunners and Nightlords. Most of the missions originate from the Arch-Nightlord who try to silence Nightlords that grow to powerful and threaten his rule. The Nightlords will also pursue the most demanding missions set by the Council of Thirteen and will be rewarded thereafter, often a mission is seeded by a rival Nightlord through a Nightrunner and only seek to get the Nightlord slain, though the Nightlord will almost always survive and will fight off the Assassins sent after him by his rivals. The most influential Nightlord is the Arch-Nightlord and hold a seat in the Council of Thirteen, the Arch-Nightlord have survived longer than most Nightlords have lived and have the last say in any matter).
0-1 Nightlord ............................... 230 pts
Your army may contain up to one Nightlord payed for from the Character allowance.
Profile M WS BS S T W I A LD
Nightlord 6 8 6 4 4 3 10 4 9
Equipment: A Weeping blade, Net and Weeping throwing stars
Weapons/Armour: A Nightlord may be armed with any combination of weapons/armour from the equipment list.
Magic Items: A Nightlord is entitled to up to 3 magic items.
Special Rules: The Disguise, Hand-to-hand combat, Weeping blades, Infiltrate, Dodge, Leadership and Accompanying Clan Eshin Characters - special rules apply to Nightlords.
Nightrunners
Nightrunners are the top-Assassins of Clan Eshin, only outmatched by the legendary Nightlords, they handle the more dangerous or important missions and their payment is thereafter, only a wealthy Warlord can afford to hire a Nightrunner. Where an Assassin may sneak in and kill their desired victim whitout making a noice, a Nightrunner may abduct the victim, place extensive fake evidence of heresy or steal well-guarded items whitout anyone noticing it until several nights afterwards. The Nightrunners primary occupation is to pursue missions set by the Nightlords, in order to ultimately advance to the rank of Nightlord themselves.
Nightrunners ...................... 130 pts
Your army may contain any number of Nightrunners payed for from the Character allowance.
Profile M WS BS S T W I A LD
Nightrunner 6 6 5 4 4 2 8 3 8
Equipment: A Weeping blade, Net and Weeping throwing stars
Weapons/Armour: A Nightrunner may be armed with any combination of weapons/armour from the equipment list.
Magic Items: A Nightrunner is entitled to up to 2 magic items.
Special Rules: The Disguise, Hand-to-hand combat, Weeping blades, Infiltrate, Dodge, Leadership and Accompanying Clan Eshin Characters - special rules apply to Nightrunners.
Assassin-Adepts
Assassin-Adepts are senior Assassins that hold administrative functions in Clan Eshin, they aprove of contracts, distribute assignments, collect payment and are responsible for the training of Gutter Runners. All Senior Assassins are required to serve as Assassin-Adepts for a period of time.
Assassin-Adepts are often seen together with a group of Gutter Runners, overseeing their training and progress in-person, in battle they will strike at leaders and direct the group to its target. Often a group of Gutter Runners operating on their own is tailed by an Assassin-Adept to monitor their progress with the mission. As a final test before being titled Assassin, the Gutter Runners will be stalked by their trainer and those that survive for 24 hours are allowed to advance in the Clan Eshin, those that failed the final exam will be left unburied.
Assassin-Adept ..................... 50 pts
Your army may contain any number of Assassin-Adepts payed for from the Character allowance.
Profile M WS BS S T W I A LD
Assassin-Adept 6 5 4 4 3 1 6 2 8
Equipment: An Assassin-Adept carry a Weeping blade and a supply of Weeping throwing stars.
Weapons/Armour: An Assassin-Adept may be armed with any combination of weapons/armour from the equipment list.
Magic Items: An Assassin-Adept is entitled to up to 2 magic items.
Special Rules: The Disguise, Hand-to-hand combat, Weeping blades, Infiltrate, Dodge, Leadership and Accompanying Clan Eshin Characters-special rules apply to Assassins-Adepts.
CLAN PESTINLENCE
0-1 Plauge Seer
The Plauge Seers of Clan Pestilen were formed from the ranks of Plauge Priests and Plauge Patriarchs by the infamous Plaugelord Lepri. Lepri had studied the arcane arts of magic including some golden plaques that his predecessors brought with them from Lustria. He eventually became quite prominent in the forbidden lore and initiated the Priests and Patriarchs in the art of magic. The clan is keeping the existence of the Seers secret as only Clan Skryre are allowed to practise magic. The Priests and Patriarchs use magic in their creation or perfection of diseases but only the truly skilled ones are allowed to train in the destruction or ritual oriented magic. The clan has narrowed their studies to spells useful in battle as they are the most aggresive of all Skaven clans.
The Plauge Seers retain their old position and are very likely to advance to a higher position. The Plauge Seers are commonly only refered to as Plauge Seer or by their old title but a Plauge Seer Lord is also known as a Plaugelord Seer or Seer Plaugelord.
Your army may include up to one Plauge Seer and he may lead the army. If you are playing larger games you should be allowed to include a second Plauge Seer Champion, but not a second Plauge Seer Master or Plauge Seer Lord.
Plauge Seer Champion at 200 pts
Plauge Seer Master at 250 pts
Plauge Seer Lord at 380 pts
Profile M WS BS S T W I A LD
Plauge Seer Champion 5 5 5 4 5 3 6 3 6
Plauge Seer Master 5 5 5 4 5 4 6 3 6
Plauge Seer Lord 5 6 6 4 5 5 7 4 7
Magic: A Plauge Seer Champion have a magic level of 2, a Master 3 and a Lord 4. A Plauge Seer is not a Grey Seer and may not use Grey Seer only spells. A Plauge Seer may draw his spells from the Skaven or Nurgle deck.
Warpstone Supply: A Plauge Seer Champion bring D3-1 Warpstones, a Master bring D3 and a Lord bring D3+1 Warpstones.
Magic Items: A Plauge Seer Champion may have up to 2 magic items, a Master up to 3 magic items and a Lord may have up to 4 magic items.
May Ride: A Plauge Seer may ride a Monster.
Special Rules:
General: A Plauge Seer may be the army general. Your army must then include at least one unit of Plauge Monks.
Hiding: Clan Pestilen fear that outsiders will learn of the existense of the Seers so they are forbidden to use their magic when Clan Skryre Warlock Engineers or Grey Seers are preset. They are skilled in the art and will not believe stories that it is only bound spells in magic items, they can sence the magic being formed by the Seer. A Plauge Seer is still an able warrior and may still carry magic items.
Frenzy: A Plauge Seer is utterly dedicated to the Horned Rat and will enter a killing frenzy as he enters combat. He is subject to Frenzy.
Cause Fear: Plauge Seer Champions and Plauge Seer Masters causes Fear.
Aura of Pestillance: A Plauge Lord Seer emit an aura of pestilence that is disturbing to all living creatures. Any model in base-contact suffer a -1 penalty to their Weapon skill, Ballistic skill and Iniative. All dead Undead, eg Skeletons and Zombies, Daemons and Clan Pestilen members are immune to this effect either because they are dead or because they are accustumed to the it.
Cause Terror: A Plauge Seer Lord is a terrifying sight as he radiate pure evil and corruption not to mention his rotten body and huge with fluid filled blisters and open sores. A Plauge Seer Lord cause Terror.
0-1 Plauge Patriarchs ..................... 150 pts
Plauge patriarchs are senior Clan Pestilen members that are given command of lesser strongholds or lairs. They supervise all Clan Pestilen activity in the area and devote most of their time researching or perfectin diseases. They are very skilled in the Liturgus Infecticus and hold rituals to the Horned Rats honour. They often command Clan Pestilen armies. There are precious few Plauge Priests and the competition between Plauge Priests to fill a vacant position is fierce. The Plauge patriarchs spend even more time and energy fighting each other over the position of Plauge Lord.
Profile M WS BS S T W I A LD
Plauge Patriarch 5 5 5 4 5 3 6 3 7
Equipment: A Plauge Patriarch is equipped with a hand weapon.
Weapons/Armour: A Plauge Patriarch may be equipped with any weapons and armour from the equipment list. In addition he may be armed with a Plauge Censer at a cost of +10 pts.
Magic Items: A Plauge Patriarch is entitled to up to three magic items.
May Ride: A Plauge Patriarch may ride a monster.
Special Rules:
General: A Plauge Patriarch may be the army general. Your army must then include at least one unit of Plauge Monks.
Frenzy: Plauge Patriarch is utterly dedicated to the Horned Rat and will enter a killing frenzy as he enters combat. He is subject to Frenzy.
Cause Fear: A Plauge Patriarch is a frightening sight with rotten flesh hanging from his body and huge fluid filled blisters or open sores that leak pus as he moves. A Plauge Patriarch causes Fear.
Plague Priests..... 73 points
The army may include up to one Clan Pestilens Plague Priest for every regiment of Plague Monks in it.
Profile M WS BS S T W I A LD
Plage Priest 5 5 5 4 5 2 6 3 6
Equipment: Sword
Weapons/Armour: A Plague Priest may be armed with any combination of weapons/armour allowed to any of the troop typesvin this list (see Equipment List for points values).
Magic Items: A Plague Priest may have two magic items.
Special Rules:
Frenzy: Plague Priests are affected by the psychology rules for frenzy.
CLAN MOLDUR
0-1 Pack Lord ...................... 105 pts
The Hell Pit is a wast stronghold divided into several breeding pits. Each breeding pit is a clan within the clan and is ruled over by a Packlord. The Packlords direct the breeding programs and organise hunts for new stocks of beastial creatures. They sell some of their not so succesful beasts to the other clans as bodyguards or beasts of burden. Each Packlord is a mighty warrior and a ruthelss general.
The most known and feared Packlord of Clan Moulder is Lord Verminkin, who is the ruler of Clan Moulder. He is most often to be found in the Clan Moulder district of Skavenblight. Lord Verminkin is one of the Council of Thirteen and feared by many of the other Lords of Decay as the mightiest warrior amongst them. He is also feared because he commands the huge wealth of Clan Moulder, sufficient to pay for private assassination contracts with Clan Eshin and bribe members of the Council. So far Lord Verminkin has advanced to the position of ninth member of the Council of Thirteen.
You may include a single Packlord in your army and he replace the normal Army General.
Profile M WS BS S T W I A LD
Packlord 5 6 6 4 4 3 7 4 7
Equipment: A Packlord carry a hand weapon.
Weapons/Armour: A Packlord may be armed with any combination of weapons and armour from the equipment list.
May Ride: A Packlord may ride a monster.
Magic Items: A Packlord is entitled to up to 3 Magic Items.
Special Rules:
General: If you include a Packlord in your army then he must be the Army General, you must also incldue at least one unit of Clan Moulder Packmasters.
Mutations: All Skaven are liable to mutations but as Clan Mouler actively involve themselves with Warpstone in order to breed their beasts they are more likely to sprout mutaions. A Skaven that reaches a high position in Clan Moulder do not have a severly handicapping mutation, quite the opposite they are often stronger or better fighters.
Roll a D6:
1. The Skaven have grown an extra arm or his tail is prehensial, he may use an weapon or shield in the extra hand or the tail.
2. The Skaven have grown an extra tail or his tail is stronger and perhaps covered with spikes, this help him to catch his opponent off guard and gain A+1.
3. The Skaven is tougher due to bonegrowth or being more massive, T+1.
4. The Skaven is more enduring and often have huge scars from wounds he have survived, W+1.
5. The Skaven is strong as a Rat Ogre, S+1.
6. The Skaven is completely Fearless and inspire his comrades to greater acts, Ld+1 and immune to Fear.