SPECIAL CHARECTERS:
Grey Seer Thanquol..... 380 points
Boneripper..... +45 points
Your army may be led by Grey Seer Thanquol, one of the favoured agents of the Council of Thirteen. If you decide to do this Thanquol replaces the Skaven Warlord in the main army list.
Profile M WS BS S T W I A LD
Thanquol 5 6 6 4 4 4 7 4 7
Boneripper 6 4 0 7 6 6 4 6 8
Weapons/Armour: Thanquol wears no armour and carries a sword. Boneripper is equipped only with is sizeable fangs and claws.
Magic Spells: Thanquol is a level 4 Grey Seer. He may cast spells in the normal manner.
Magic Items: Thanquol may carry up to four magic items.
Special Rules:
Boneripper: Boneripper is a Rat Ogre bodyguard awarded to Thanquol by the Lords of Decay. Boneripper will stay with Thanquol at all times unless Thanquol sends him to attack an enemy model or unit within charge distance, in which case Boneripper is allowed to separate from Thanquol until the specified foe is dead. Afterwards Boneripper must come back to Thanquol (though he may suffer from stupidity). As long as they are together Boneripper does not have to test for psychology separately. If Boneripper is alone for any reason, and not in hand-to-hand combat, he suffers from the psychology rules for stupidity. Like all Rat Ogres, Boneripper also causes fear.
Warp Tests: Thanquol is addicted to warpstone snuff, reveling in the visions of carnage and bloodshet it sends dancing through is brain. This has built up his resistance to the effects of eating warpstone. Because of his greater resistance to mutation and madness Thanquol may reroll the dice for any Warp test he takes.
Blessing of the Horned Rat: Thanquol undoubtedly bears the blessing of the Horned Rat. Whenever Thanquol is wounded roll a D6 for each wound inflicted on him: on a roll of 4+ the wound is applied to a friendly model within 2" chosen by the Skaven player. Thanquol ducks or steps out of the way at the last second and the other model is hit instead. This applies to all wounds inflicted by spells, hand-to-hand combat or shooting.
Lord Skrolk, Plaguelord of Clan Pestilens..... 225 points
Liber Bubonicus..... +75 points
Rod of Corruption..... +100 points
Your amry may include Lord Skrolk who can be chosen as an independent character or your army General. If he is chosen as the general he replaces the Skaven Warlord in the mary army list. Your army must include at least one regiment of Plauge Monks if you want to use Lord Skrolk.
Profile M WS BS S T W I A LD
Skrolk 5 6 4 4 5 3 7 4 7
Weapons/Armour: Lord Skrolk wears no armour and carries for weapons only a plague censer and the Rod of Corruption.
Magic Items: Lord Skorlk may carry up to three magic items in total but two of these will always be the Rod of Corruption and the Liber Bubonicus. The third item may be chosen freely.
Frenzy: Like all Plague Monks Lord Skrolk is subject to frenzy.
Terror!: Lord Skorlk is utterly disgusting and fearsome, causing terror.
Aura of Pestilence:The pestilential aura around Lord Skrolk is so potent that any models in base-to-base contact with him suffer a -1 penalty to their Weapons Skills, Bow Skill and Inititaive. Members of Clan Pestilens are immune to this effect.
The Liber Bubonicus: The Liber Bubonicus gives Lord Skrolk the ability to cast spells as if her were a wizard champion, so he has a magic level of 2 and two spell cards. Lord Skrolk does not have to draw his spells at random, instead he can choose his spell cards from the following list.
Skaven spells: Putrefy, Plague, Pestilent Breath, Wither.
Chaos (Nurgle) spells: Stream of Corruption, Miasma of Pestilence, Stench of Nurgle.
Note: For the purposes of Miasma of Pestilence and Stench of Nurgle cast using the Liber Bubonicus, Lord Skorlk and members of the Clan Pestilens are immune to these spell effects just like followers of Nurgle.
The Rod of Corruption: Whenever Skorlk hits with the Rod of Corruption in hand-to-hand combat the victim must roll a D6 against their Toughness. If they roll higher than their Toughness (a roll of 6 is always a failure regardless of the victim's Toughess) then they instantly collapse into a festering pile of rotted flash, quite quite dead. Normal armour does not protect the victim from the Rod, though magic armour saves as normal. Roll for wounds and armour saves as normal if the victim passes its Toughness test.
Plague Censer: Lord Skrolk carries a plague censer which swings from the Rod of Corruption. He can choose to use either the plague censer or the Rod in hand-to-hand combat, but may not use both at the same time. In combat the plague censer counts as a flail. In addition the swinging censer creates a fog of death in a 1" radius around Lord Skrolk. Roll a D6 for any models inside this area at the start of the hand-to-hand phase: if the roll is higher than the model's Toughness it inflicts one wound with not armour saving throw possible. Skaven (including Lord Skrolk) only suffer damage on a roll of a 6.
Ikit Claw, Chief Warlock of Clan Skryre..... 315 points
Storm-daemon..... +25 points
Your army may be led by Ikit Claw. If you decide to do this Ikit Claw replaces the Skaven Warlord in the mary army list. If you choose Ikit Claw as your army general you must spend 25% of your points on war machines.
Profile M WS BS S T W I A LD
Ikit 5 5 3 5 4 4 8 3 9
Weapons/Armour: Lord Skrolk wears no armour and carries a sword in addition to Storm-daemon. He always carries a special warplock pistol (rules as normal pistol with +1 Strength making it S5 with a -3 saving throw) and a supply of poison wind globes (which he can hurl up to 10" because his strength is greater than ordinary Globadiers).
Magic Spells: Ikit Claw is a level 4 wizard. Because of Ikit Claw's extensive research into the realm of magic, he may take his spells from any spell deck except the WAAAGH Magic spells.
Magic Items: Ikit Claw may carry up to four magic items in total but the first magic item he chooses must be Storm-daemon. The remaining items may be chosen freely.
Immune to Psychology: Ikit is not affected by any psychology and cannot be broken.
Ikit's Claw:Ikit was horribly burned in an experiment long ago. He constructed a skeletal claw of iron, crystal and brass to give strength to his damaged arm. Ikit's metal arm contains several devices. The first is a small warpfire projector which he can fire in the shooting phase. When this is fired take the Pestilent Breath/Stream of Corruption template and place it so that the pointed end is touching Ikit and the rounded end is over the target. Anything touched by the template is hit on a roll of 4+ on a D6 and suffers a S4 hit with a -2 save modifier which will inflict 1 wound. Roll a D6 after each shot with the warpfire projector: on a roll of 1 or 2 the projector has run out of fuel and cannot be used again during the game.
In hand-to-hand combat the claw gives Ikit a +1 Strength bonus, giving S5 as shown on his profile above. This bonus is cumulative with the bonus for fighting using his halberd, Storm-daemon, so Ikit Claw has a mighty Strength 6 in hand-to-hand combat.
Storm-daemon: Storm-daemon is a tall halberd-like weapon. In hand-to-hand combat Storm-daemon needs two hands to wield and gives a +1 bonus to Strength jus tlike an ordinary halberd. Each turn in the magic phase Ikit Claw can unleash the power of Storm-daemon to cast the equivalent of a Warp Lightning spell on an enemy model or unit in sight within 24". The warp lightning inflicts D6 S6 hits, each causing 1 wound with no armour save possible, even for magic armour. Roll a D6 after each use: on a roll of 1 or 2 Storm-daemon's energies are temporarily exhausted and it may not be used again during this battle. Note that the warp lightning attack counts as a spell in all respects and can be dispelled, rebounded, etc., as normal.
Throt the Unclean..... 70 points
Warpstone Charm..... +10 points
You may include Throt the Unclean in your army as a Skaven Chieftain if you wish. Because he is a Chieftain he may act as an independent character and/or lead a unit. As Throt is from Clan Moulder he may lead a unit of Packmasters but may not lead any other kind of unit. You must include at least on Clan Moulder pack in your army if you decide to include Throt.
Profile M WS BS S T W I A LD
Throt 5 5 3 5 4 2 6 4 8
Weapons/Armour: Throt wears heavy armour and carries a sword and man-catcher.
Magic Items: Throt may carry up to two magic items in total but the first magic item he chooses must be a Warpstone charm. The second item may be chosen freely.
Man-catcher: When Throt attacks in combat he makes three attacks with his sword and one extra attack with his man-catcher. The man-catcher is an iron collar on a long pole. The collar is ringed with spring-loaded spikes and can be slipped over an enemy's head, breaking his neck and killing him instantly. If Throt hits his opponent with the man-cathcer roll a D6: if the score is mroe than the target's Toughness it is caught and killed automatically, regardless of the number of wounds it has or armour. No saving throw is poermitted. Creatures with a Toughness of 6 or more cannot be harmed by the man-catcher.
Warpstone Charm: If Throt has the warpston charm he may use its power to re-roll any single dice throw once during the game and add +1 or -1 to the result.
Deathmaster Snikch, Chief Assassin of Clan Eshin..... 230 points
Bands of Power..... +40 points
Cloak of Shadows..... +75 points
You may include Deathmaster Snikch in your army if you wish. Unlike ordinary assassins Deathmaster Snikch is an independent character so he is paid for out of the army's Characters allowance. Deathmaster Snikch may only lead units of Gutter Runners or act as an independent model, he may not lead units of ordinary Skaven.
Profile M WS BS S T W I A LD
Snikch 6 8 6 4 4 3 10 5 9
Weapons/Armour: Deathmaster Snikch never wears armour and carries three Weeping Blades (wielding one with each hand and one with is tail!) He also carries poisoned throwing stars (which count as throwing knives).
Magic Items: Deathmaster Snikch may carry up to three magic items in total but the first two magic items he chooses must be the Bands of Power and the Cloak of Shadows. The third item may be chosen freely. If he is equipped with a magic weapn he may make a maximum of four attackt with it, the extra attack being made with his off hand or tail.
Infiltration: At the start of the game Deathmaster Snikch can sneak forward onto the battlefield alone. The Deathmaster is always set up after the enemy has placed all his units on the table. The Deathmaster can be placed anywhere on the table which is outside the enemy's deployment zone and which places him out of sight of any enemy.
Weeping Weapons:Deathmaster Snikch carries three blades - one in each hand and another clenched in his tail - and a number of deadly throwing stars. The venom on these weapons burns through armour so hits he inflicts have an extra -1 saving throw modifier. This means with his Strength or 4 they have a saving throw modifier of -2. The caustic potency of the venom means that each hit causes not 1 wound but D3 wounds.
Dodge: Deathmaster Snikch is unusually quick and agile. He can dodge hand-to-hand combat blows, spells, and missiles on a roll of 4+ on a D6. This roll to dodge is never modified by saving throw modifiers and also applies to war engine attacks or indeed any attack which uses a template - in thie case if Snikch dodges sucessfully move him to the edge of the template.
The Cloak of Shadows: When Deathmaster Snikch is wearing the Cloak of Shadows he is very difficult to see or hear and therefore cannot be shot at or charged unless the attacking character model or unti first rolls a D6 and scores a 6. Spells can only be cast the the Deathmaster if the wizard casting the spell first rolls a 5+ on a D6. Note that the presence of the Deathmaster won't prevent enemy units or models charging or shooting at other targets. The Deathmaster just ducks out of the way. Once in hand-to-hand combat the cloak is thrown back and the Deathmaster fights as normal for the duration of the combat. As soon as the Deathmaster is no longer in hand-to-hand the cloak hides him again - this means if he flees for any reason pursuers will only catch him if they first roll a 6 on a D6.
Bands of Power: The Bands of Power are two metal vambrances set with warpstone charms. The Bands contain a spell which can be used three times during the battle before its power is exhausted. The spell can only be used during the magic phase. When cast the Deathmaster doubles his Strength up to a maximum of 10 until the next magic phase. Normally the Deathmaster's Strength will double to 8 unless it has been supplemented by another magic item or spell.
Warlord Queek Head-Taker..... 138 points
Dwarf-Gouger..... +50 points
Warpstone Armour..... +50 points
You may include Warlord Queek Head-taker in your army as an independent character or the army General if you wish. if he is chosen as the General he replaces the Skaven Warlord in the main army list, otherwise he may act independently and/or lead a unit as desired. Your army must include at least one regiment of Clanrat warriors if you want to use Warlord Queek.
Profile M WS BS S T W I A LD
Queek 5 7 6 4 4 3 7 4 8
Weapons/Armour: Queek wears heavy armour and carries two weapons, a sword and pick, giving him an additional attack for a total of 5 attacks.
Magic Items: Queek may carry up to four magic items in total but the first magic item he chooses must the Dwarf-Gouger and the second must the warpstone armour. The third and fourth items may be chosen freely.
Hatred: Warlord Queek is quick to anger and has developed a deep hatred for Dwarfs, Orcs and Goblins.
Challenge: Queek is supremely confident and in hand-to-hand combat he will always issue a Challenge to single combat against any enemy characters, whether you want him to or not. When Queek is fighting in a challenge he fights with a fury so he always adds +1 to his hits to roll and +1 to his roll to wound.
Dwarf-Gouger: Dwarf-Gouger is a wicked Skaven weapon. When Queek is wielding Dwarf-Gouger he rolls to hit and wound as normal. Wounds inflicted have an extra -3 saving throw modifier, any unsaved wounds inflict double damage, eg. 2 wounds. If the target only has 1 wound and is killed by one hit the extra wound is wasted. The weapon is enchanted to be especially deadly to Dwarfs, so it always wounds them on a 2+ in addition to the effects noted above.
Warpstone Armour: Queek often wears magical armour made of metal mixed with warpstone. Warpstone armour gives a saving throw of 4+ on a D6 which is not reduced by saving throw modifiers. For every hit saved in hand-to-hand combat the baneful energies of the armour will inflict a S3 hit against the model which struck the blow.