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===Rare Units=== *'''Eshin Triad: (Clan Eshin)''' 3 lesser Eshin assassins as their own unit for the price of a hero assassin. Scouting, they can reach soft targets and kill them with their hero like stats. They are very situational as most of your problems could be solved with numbers or Skryer weapons, and they are not that durable. *'''Brood Horror: (Clan Moulder)''' This is an obese motherfucker, being a smaller monster more reliable than the Abomination. its something you would send against full plate warriors. also grab upgrades for this role like armour, Magical Ap, and a Breath weapon that ignores armour. * '''Hell Pit Abomination: (Clan Moulder)''' 225pts. The Hell Pit Abomination is a really, really good [[DISTRACTION CARNIFEX]]. Mainly because its Adorable. So much so that no opponent can bear to look at it without clawing their eyes out. It's like baby kittens in shoes and jaunty hats only this kitten has a lot more heads to Awwww... at. The war machines will shoot at it and you will laugh as it shrugs off a lucky cannon shot or two (or six if you're facing dwarfs) they will probably survive long enough to [[RIP AND TEAR]] at least one unit to shreds before he goes down. But that's the best part. The Abomination knows how cute it is and has the potential to bring itself back to life to spread its adorable brand of love to those that put it down. On a side note, it can be on the expensive side and the Warp Lightning Cannon is generally a better use of points but its role as a fire magnet is unparalleled. ** '''Note:''' Be CAREFUL with it. If any of the wounds it takes at any point in the game are flaming, it cannot stand back up again. Given how common flaming attacks are these days, you need to be careful to make sure that doesn't happen. Keep it away from Firebellies, Sisters of Avelorn, any unit with the Banner of Eternal Flame, etc. Just be aware of what you're facing and what to keep it away from. Also if you end up against a Beardy player with flaming cannonballs...well that's about it for your Abomination, but you knew that. * '''Stormfiends: (Clan Moulder)''' A new unit introduced in the End Times, Stormfiends are to Rat Ogres what Ikit Claw is to a Skavenslave. They're Monstrous Infantry, they cost 65+ minimum points each, and you need at least three of them to make a unit. For that, you get an M6 WS4 BS3 S5 T4 W4 I5 A4 LD7 flock of killers. Each model is armed separately with one of six weapon choices, which has certain effects on their rules depending on what you choose. You don't have to kit out each model in the unit with the same gear as his buddies, so long as you can remember what each model is actually carrying and are okay with the potential hassle of mixed armor saves in a single unit. They wear Medium Armor and they cause Fear. They also have the unique special rule Double The Death, which means they re-roll all failed To Wound rolls with their weapons. ** Doom-flayer Gauntlets: +2D3 Attacks and has the Impact Hits (D3) special rule. ** Windlaunchers: Lets your Stormfiend fire as per a single stone thrower with a range of 6-24" and the special rules Plague Wind (Wounds on a rerolled Toughness test, ignores armor), and Wild Misfire. ** Grinderfists: This Stormfiend's unit has the Tunneller rule (Ambushers where they dig out of a hole a la the [[Trygon]]), and this Stormfiend inflicts 2D3 impact hits each round of Close Combat. ** Shock Gauntlets: +1 Strength, Impact Hits (D3), ignores armor. ** Ratling Cannons: Range 18", S4, Armor Piercing(1), Multiple Shots (3D6), Hot Warplead (no penalty for Multiple Shots, each To Hit roll of 1 inflicts one hit on the closest friendly target in range). ** Warpfire Projectors: Fires as a single fire thrower, S5, Flaming Attacks, Multiple Wounds (D3), Move or Fire, Quick to Fire, Warpstone Weapon, Wildly Off-target (inflicts D6 hits on the closest friendly unit within 12" if misfires). * '''Plagueclaw Catapult: (Clan Pestilens)''' Decent but generally outshined by the Warp Lightning Cannon. S2 hits with no armor save allowed is a decent pie plate to throw onto a large horde of (insert tarpit here). It also causes a panic test on unsaved wounds. Take if you want a clan pestilens-themed army; otherwise not a must-have. * '''Warp Lightning Cannon: (Clan Skryre)''' Low risk (in the skaven sense of the word), low price, high reward, and safe choice for rares. It's a cannon with a blast template at the end of it. The variable strength of the shot is chosen by the misfire dice, which is [[Dwarf Fortress|FUN*]].. Very reliable Warmachine in an army who enjoys blowing themselves up. * '''[[DOOMWHEELS|DOOMWHEEL]]: (Clan Skryre)''' 175 pts. A bit of a fun and random unit ( moves 3d6, fires off 3 lightning bolts per turn at the nearest unit, friendly or enemy, hits like a ton of bricks, has a weird and fun little misfire chart, as well as the chance to go spinning out of control if it takes a wound). It will struggle against extremely high-volume S5 and S6 attacks, but low-number, heavily armored units are pretty much fucked if it charges them. Even gained +1 to its Grinding attacks. As such, enemy war machines will want to shoot at it. The price went up by 25 points.
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