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===Behemoths=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Hell_Pit_Abomination.pdf Hell Pit Abomination]:''' (Clan Moulder 245pts). With a 2d6 move, it can keep pace with a Doomwheel, or lag behind your entire army. Has a melee weapon that deals mortal wounds for every 2+ (degrading) rolled (one dice per model from target unit that is within 3"). Heals d3 wounds in the Hero Phase, all enemies in 3" subtract 1 from their Bravery, it can flat out ignore spells that target it on a 4+, and it has a 1/3 chance to heal d6 wounds the first time it's killed. It won't be dying quickly based on this. But with a 5+ save, and 12 wounds, it could just as easily die with good enough rend and some poor dice rolls. **If you want something that looks less like a centipede, the Beastman Ghorgon offers a good base for a Ratzilla. ***Assuming you took a Master Moulder, this is where you'll be using Prized Creation since it is a Fighting Beast (albeit not a Pack model) and is the best place to add d3 wounds - or even d6 if you take the Moulder Supreme wralord trait and gamble. Even starting with 13-15 wounds puts its durability a lot better than the warscroll by itself would indicate, which is something of a Skaven theme all around. Just remember that the damage chart is based on wounds taken, not wounds remaining, so you'll get to stay alive longer on your last bracket, not your first. Good thing you regen d3 a round. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Doomwheel.pdf Doomwheel]:''' (Clan Skryre 165pts). A Chariot with an overchargeable Gun and can run over and Mortal wound almost everything that was near it during the movement phase. You can also reroll its 4d6 move but any rolls of a 1 the second time, your opponent can run over your lines if you roll a 1 on a dice. It has a gnarly gun (1d6/3+/3+/-1/d3) that can potentially evaporate anything with decent rolls. Like most of the Skryre things, it can overcharge its Warp Bolts, but on a double, you take 2d6 mortal wounds. This is definitely a go big or go home type of unit and you'll be overcharging it every chance you get. Its speed will ensure you get in range of key targets (elite infantry/behemoths/heroes) and even with lower-end rolls (4-6 shots), you'll be doing a decent amount of damage. All in all, this is somewhat random and a little risky. It can win you the game or lose it for you. Fun times all around though.
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