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==Clan Moulder Armies== Because 6e was awesome, the skaven army book for that edition included a variant "Great Clan" army list, allowing players to represent a "purer" skaven force based on the various Great Clans. To follow up this awesomeness, [[White Dwarf]] #311 included a variant of a variant, with the Hell Pit army list; whilst the Clan Moulder army list from the Skaven army book represents a Clan Moulder force marching to war, the Hell Pit army list represents the particularly gribbly and monstrous legions mustered by Clan Moulder whenever somebody is stupid enough to attack the Hell Pit itself. Such info is long gone... but, lucky for you, 1d4chan is awesome! We've gone ahead and logged the details here for you now. ===Clan Moulder Army=== Army Special Rule: Vermintide ::Unlike a normal Skaven army for 6e, '''[[Giant Rat]]s''' count as the Mainstay Unit of a Clan Moulder army. Your number of Mainstay Units restricts the number of other units you may have. For example, you must take at least 1 unit of Giant Rats before you can take any other (non-character) units in your army, and you cannot have more squads of a given unit type than you have squads of Mainstay Units - for example, if you have only 3 squads of Giant Rats, you cannot then take 4 squads of Clanrats. '''Lords:''' Master Mutator, Grey Seer '''Heroes:''' Chieftains, Master Moulders, Harbingers of Mutation '''Core Units:''' Giant Rats, Clanrats, Skaven Slaves, 0-1 Stormvermin, 0-2 Rat Swarms (a swarm upgraded to Plague Rats counts as a '''Special''' choice) '''Special Units:''' Night Runners, [[Rat Ogre]]s '''Rare Units:''' Gutter Runners, Warplock Jezzails, Plague Monks, Poisoned Wind Globadiers, Warp-Lightning Cannons, Plague Censer Bearers, Dogs of War ''Master Mutator'': These fearsome skaven are the Clan Eshins equivalents of Chieftains, skilled in the arts of both battle and taming beasts. A Master Mutator has M6, WS6, BS3, S4,T4, W3, I7, A4 and Ld7 for its stats, costs 130 points, and is armed with a hand weapon. It may choose up to 100 points of Magic Items from the Common and Skaven lists, and can take magic items marked "Clan Moulder Only". It may purchase a Whip for +9 points, a Great Weapon for +6 points, and Light Armor for +3 points. It has the special rule of Beastmaster. ''Harbinger of Mutation'': Akin to the Warlock Engineers of Clan Skryre, Harbingers of Mutation are a lesser form of skaven mage who have the ability to mystically commune with and control verminous beasts. A Harbinger of Mutation has M6, WS3, BS3, S3,T3, W2, I4, A1 and Ld6 for its stats, costs 65 points, and is armed with a hand weapon. It may choose up to 50 points of Magic Items from the Common and Skaven lists, and can take magic items marked "Clan Moulder Only". It may purchase a Whip for +6 points,and has the special rule of Beastmaster. A Harbinger of Mutation is a Level 1 Wizard who knows the Vermintide spell. ===Defenders of Hell Pit Army=== Army Special Rule: Master of the Teeming Legions ::Your army '''MUST''' include either [[Ghoritch]] or [[Throt the Unclean]] as your army general, as only these skaven have both the power and the fearful respect to try and wrangle Clan Moulder's ratmen ''and'' its hideous monstrosities into battle. Army Special Rule: Vermintide ::Unlike a normal Skaven army for 6e, '''[[Giant Rat]]s''' count as the Mainstay Unit of a Clan Moulder army. Your number of Mainstay Units restricts the number of other units you may have. For example, you must take at least 1 unit of Giant Rats before you can take any other (non-character) units in your army, and you cannot have more squads of a given unit type than you have squads of Mainstay Units - for example, if you have only 3 squads of Giant Rats, you cannot then take 4 squads of Clanrats. '''Lords:''' Master Mutator, Grey Seer '''Heroes:''' Chieftains, Master Moulders, Harbingers of Mutation '''Core Units:''' Giant Rats, Clanrats, Skaven Slaves, 0-1 Stormvermin, 0-2 Rat Swarms (a swarm upgraded to Plague Rats counts as a '''Special''' choice), Rat Ogres, Throtlings, Wolf Rats '''Special Units:''' Armored Rat Ogres, Mutant Rat Ogres, 0-1 Augmented Rat Ogres, Flayerkin '''Rare Units:'''Troll Pack, Aberration, Burrowing Behemoth, 0-1 Chimaerat ''Throtlings'': Named for their most prolific creator, Throtlings are grotesque abominations that Clan Moulder's [[fleshcrafting|flesh-warpers]] create in their spare time by melding various creatures and scraps of still-usable meat together, producing skittering little monsters that are as mad as they are hideous. A throtling unit consists of 1 or more packs (a pack consists of 6 throtlings and 1 packmaster), with a cost of 40 points per pack. Throtlings have M6, WS3, BS0, S3, T3, W1, I4, A1 and Ld2; they count as being armed with a hand weapon, whilst their packmaster has a hand weapon, a whip, and light armor. Throtlings have the special rule Mixed Unit, Loss of Packmasters, and Cause Fear. ''Wolf Rats'': The largest, swiftest, fiercest and most voracious of the Giant Rats produced by Clan Moulder are kept for the clan's personal use. A wolf rat pack consists of at least 5 wolf rats, at a cost of 6 points per model. They have M9, WS3, BS0, S3, T3, W1, I4, A1 and Ld5 and count as being unarmed. ''Armored Rat Ogres'': Well, what do you think they are? They're Rat Ogres that've been deemed valuable enough to give them some protection. Base rat ogre stats, but they cost 65 points each, have a 5+ armor save, and count as wielding an additional hand weapon. ''Mutant Rat Ogres'': Whilst the Rat Ogres are Clan Moulder's greatest success, they can't be happy with what they've got, and they are forever tinkering with various attempts to make them even better. Mutant Rat Ogre packs are success stories. Mutant rat ogres have the same stats, cost and unit size as normal rat ogres, but lack the Stupidity rule and they must take two of the following mutations (which, incidentally, don't apply to packmasters unless stated otherwise): * Powerhouses - Grants +1 Strength at a cost of +10 points per model. * Quadrupedal - Grants +1 Movement at a cost of +5 points per model, also affects the Packmasters. * Resilient - Grants +1 Toughness at a cost of +12 points per model. * Extra Extremities - Grants +1 Attack at a cost of +10 points per model. * Brain Transplant - The rat ogre's Ld increases to 7 and its WS to 4 at a cost of +5 points per model. These smarter rat ogres no longer need packmasters; the unit has no packmasters and so does not have the Mixed Unit or Loss of Packmasters rules. * Trolblood - The rat ogres gain Regeneration at a cost of +15 points per model. ''Augmented Rat Ogres'': Born of alliances with Clan Skryre, these rat ogres are the result of rare experiments within Clan Moulder of performing cybernetic augmentation on their rat ogres. Costing 60 points per pack, and with a unit maxing out at 5 packs, these rat ogres have +1 Strength on their baseline counterparts (S6, in 6e) as well as a 4+ armor save. For +40 points, one augmented rat ogre can carry a warpfire thrower; this uses the teardrop-shaped template when firing instead of rolling an artillery die. ''Flayerkin'': Grotesque experiments at mixing skaven and humans to create expendable wall-climbing seige troopers conducted by Throt the Unclean, this unit also appeared as a [[Hordes of Chaos]] unit during the [[Storm of Chaos]] event. Flayerkin units number 5 to 20 models, at a cost of 14 points per model. They have M4, WS4, BS3, S4, T3, W1, I4, A1 and Ld7. They wield their climbing claws (two hand weapons) and can upgrade one model to a Wall-Creeper (+1 Attack, +1 LD) for +14 points. They have the special rules of Scouts, Killing Blow, Skirmishers and Human Chains - flayerkin can climb walls as if armed with grappling hooks, ignore the penalties for attacking over defended obstacles, and non-mounted units may scale a wall that has been climbed by a flayerkin as if a ladder has been placed against it - up to 5 flayerkin can "stack" on the same segment of wall. ''Troll Packs'': These are... well, ordinary trolls. They have none of the breed options given to trolls found with [[Orcs & Goblins]], but their stats are pretty much the same; what's different is that there's a skaven packmaster for each troll in the unit. ''Aberration'': The hideous failures of overambitious or overly crazed [[fleshcrafting]] experiments gone wrong, aberrations weren't fortunate enough to die from their ungodly transformation, and now seek death in battle as a release from their torment. They cost 60 points per model and have a unit size of 1, but you can take up to 2 aberrations per Rare Unit slot. Aberrations have M6, WS3, BS0, S5, T5, W4, I1, AD6 and Ld4, and they are Unbreakable. ''Burrowing Behemoth'': Clan Moulder breeds enormous rat-things as living digging engines to expand the tunnels of Hell Pit in a vain attempt to keep up with the demand for space. But those self-same giant diggers can be loosed on the battlefield. A burrowing behemoth has M8, WS3, BS0, S6, T5, W6, I3, A5 and Ld5. One behemoth may be taken per Rare Unit slot at a cost of 215 points. They have the special rules of Cause Terror, Stupidity, Large Target, Unit Strength 6, and Tunnelling. ''Chimaerat'': Rarest and perhaps one of the most horrifying of Clan Moulder's experiments, the chimaerat is the clan's attempt toe emulate the terrifying [[hydra]]s of the Druiichi. The process is horribly unstable, but every so often, a talented beastmaster pulls it off, creating a many-headed rat-thing that vomits warp-fire over its enemies. A chimaerat costs 185 points and has M5, WS4, BS0, S6, T5, W6, I4, A6 and Ld7. Its Unit Strength is 5 and it has the special rules of Cause Terror, Stupidity, Large Target, and Warpfire Breath (breath weapon that is Strength 5 and causes a Panic test in any unit that suffers a casualty from it).
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