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==Allegiance Abilities== ===Allegiance Traits=== *'''Lead From the Back''': Enemies take -1 to hit non-monster Skaven Heroes when they're within 3" of any units with 3+ models. After all, those hordes of clanrats are made to die in place of your clawlord. *'''Scurry Away''': During combat phase, an unmounted hero may always retreat instead of fighting. Again, your hero is more valuable than your hordes. *'''Strength in Numbers''': For every ten models in a Skaven unit, you improve the range of their melee weapons by 1". This can be quite vicious on larger blobs of Plague Monks and Stormvermin. Or ocassionally on Clanrats if buffed. ===Battle Traits=== *'''''Masterclan''''' **'''Skilled Manipulators''': Whenever a non-monster Masterclan hero takes a wound or rolls a Ward save, roll a d6 for one Skaven unit of 3+ models within 3". On a 3+, you instead allocate that wound to the nearby unit, preserving your Grey Seer's life at the expense of the rats he commands. Everything becomes a Grey Seer's bodyguard now. **'''Always Three Clawsteps Ahead''': Only usable if you field 3+ Masterclan heroes. After you have one unit charge/run on that turn, you can use that same roll for the run/charge actions of other units in that phase while letting one unit pile in during the fight phase lets other units within 3" of their enemies pile in as well. ***<strike>''NOTE: This works extremely well with Clan Moulder's "Crack The Whip" ability which adds 3" to a Pack unit's charge roll - Which you can in turn apply to all your other units. Can make for some really aggressive moves.</strike> No longer works as per the latest FAQ. *'''''Clan Moulder''''' **'''Prized Creations''': At the start of the game, you can assign a Hellpit Abomination (or several if you field 3+ Master Moulders) with a special mutation, barring any duplicates. Note, that you don't need a Master Moulder for the first buff. ***''Toughened Sinews'': The Abomination now gets 16 wounds and a 4+ save, buffering their peak effectiveness a little. Probably the best all-comers pick. ***''Lumbering Behemoth'': The Abomination gets a 7" movement and all run rolls are automatically 7. ***''Quivering Bulk'': +1 to rolls for Avalanche of Flesh ***''Accelerated Regeneration'': The Abomination's regeneration rolls are now activated on any hero phase, including your enemy's. What a way to piss off any limited-use kamikazes. ***''Best-Best Warpstone Spikes'': Re-roll when using the Warpstone Spikes ability. ***''Backup Organs'': The Abomination has so many redundant organs that you can re-roll for the Too Horrible to Die ability. *'''''Clan Eshin''''' **'''Masters of Murder''': Pick an enemy hero, all Eshin units can add 1 to hit and to wound rolls against them. If you pick up 3+ Eshin heroes, this benefit extends to anyone attacking any heroes, not just the designated target, but only for melee attacks. *'''''Clan Verminus''''' **'''Mighty Warlords''': A new Heroic Action that lets a Clawlord pick out a second faction Command Trait to use on top of their existing one until the end of the turn, providing momentary perks for key situations. If you pick up 3+ Clawlords then you can use this action on all Clawlords, letting each one pick up a unique Command Trait. *'''''Clans Skryre''''' **'''Warpstone Sparks''': At the start of the game, you gain 3+d3 Warpstone Sparks so long as you take a Skyre hero (upped to d6+3 if you take 3+ Skyre heroes). A Spark can be spent once per phase on your '''Skryre''' units to: **#Reroll a wizards' casting, dispelling and unbinding rolls for that phase. **#Reroll a Hero's to Hit rolls for that phase. **#Pick a hero and choose up to 3 '''SKRYRE''' units wholly within 13" of them. Add +1 to the Damage characteristic of missile weapons used by these units for that shooting phase. ***Along with the theme of instability, at the end of the appropriate phase, roll a die, on a 1 the wizard or hero chosen suffers D3 Mortal Wounds. Magical Uranium, everyone! *'''''Clan Pestilens''''' **'''Echoes of the Great Plagues''': Pestilens priests add +1 to their prayer rolls for each fellow Pestilens priest wholly within 13". Once per turn, when a Pestilens Priest makes a successful prayer roll of a 6+, you can manifest one of six Great plagues, each of which can only be used once per battle. 4/5 of the plague's effects the nearest eligible unit so have placement in mind and bring a lot of Priests to more reliably get a six once per turn. **#'''Bubonic Blightplague:''' The nearest enemy unit within 13" suffers 2d6 mortal wounds. If the unit is then destroyed, pick another enemy unit 6" of the last model removed and inflict D6 mortal wounds. If this too destroys an enemy unit, pick another enemy unit within 6" of the last model removed and deal d3 mortal wounds. Repeat this process until no unit gets wiped out or there are no other units in range. **#'''Crimsonweal Curse:''' The nearest enemy unit within 13" suffers 1 mortal wound, and it and other enemy units within 1" of that infected unit suffer a 1 mortal wound during your future hero phases. Forever. **#'''Redmaw Plague:''' The nearest enemy Hero within 13" becomes infected. If within 3" of friends but no enemies at the start of the combat phase, gain ownership of that hero for the rest of the phase. **#'''The Neverplague:''' Pestilens Priests may reroll prayer rolls for the rest of battle. Should always be the first you set off unless something horrible went wrong. **#'''Undulant Scourge:''' The nearest enemy unit within 13" rolls 1D6 for each member of the unit; the unit takes a mortal wound for every 4+ rolled. ===Command Traits=== Your General, depending on its type, gets to choose one trait from the appropriate list. <tabs> <tab name="Shared"> *'''Devious Adversary:''' if your general fights in melee against a unit that hasn't fought yet add 2 to the attacks characteristic of each of their weapons. </tab> <tab name="Masterclan"> *'''Supreme Manipulator:''' When you take a heroic action you can Re-roll the heroic leadership roll. Hard skip. *'''Master of Magic:''' Re-roll all casting, dispelling, and unbinding. Insane pickup for ensuring you get to cast key Endless spells and ''especially'' for shutting down key enemy spells. *'''Diabolical Schemer:''' Roll a D6 each time your opponent issues a Command within 13" on a 5 the command isn't recieved, they lose that command point and you receive it instead. This can be nerve-wracking for armies that rely on key command abilities for buffs/bravery mitigation. You're likely to steal a CP each game, which, depending on when it happens, can really throw a wrench in certain game plans. Probably not worth it over the trait above though. </tab> <tab name="Skryre"> *'''Masterful Scavenger:''' Receive 2 extra warpstone sparks. Not the best trait, but still generally preferable to the shared ones if you're taking a large Skryre army. *'''Deranged Inventor:''' 1 friendly Skryre unit wholly within 13" can add 1 to hit rolls for missile attacks this phase. Take along a Bombardier with this, pop some warp-crack, and watch those Jezzails start pulling off 360 no-scopes with the precision of a mountain-dew infused CoD enthusiast. 2+ to hit against protected characters is nothing scoff at. It seems this is specifically aimed towards buffing Stormfiends and Acolytes. *'''Overseer of Destuction:''' If a unit within 13" is hiding a weapon team and they're destroyed, you can save the weapon team and set it back up wholly within 3" of your general and 3" away from enemies. **Might be useful but at initial glance seems like a trait only useful for when you make a mistake. </tab> <tab name="Pestilens"> *'''Master of Rot and Ruin:''' +1 to chanting rolls for this general. Prayers being re-rollable is pretty solid and will help you get those Great Plagues faster than ever. Kind of redundant with The Neverplague, but also makes it to where you don't ''need'' to activate it immediately and can chuck some mortal wounds at a nearby enemy instead. *'''Architect of Death:''' +1 to plagueclaw missile attacks damage characteristic wholly within 18β. Only affects Plagueclaws. If you're spamming catapults, may as well throw this in. Not that you should spam catapults though. *'''Ridden with Poxes:''' At end of combat phase, roll a dice if within 3β of an enemy, on a 4+ inflict D3 mortal wounds on one of those units. Meh. </tab> <tab name="Verminus"> *'''Verminous Valour:''' The Masterclan Skilled Manipulators ability, but it gets passed to any Skaven unit regardless of size. If you choose a Verminus army this and Savage Overlord is your bread and butter. *'''Savage overlord:''' If a Skaven unit within 3" fails Battleshock you can make them take d3 mortals instead. One of the 4 Battleshock prevention methods at our disposal. *'''Powerful Alpha:''' First 2 wounds, regular or mortal, EACH PHASE are negated. </tab> <tab name="Moulder"> *'''Cunning Mutator:''' the Masterclan skilled manipulators ability, but it gets passed to any Moulder unit regardless of size. *'''Hordemaster:''' Once per battle when a pack unit is destroyed you roll a die and on a 3+ an identical unit replaces it and it's set up wholly withing 13" of the general and 9" away from enemies. Only once, you can't replace a unit you already replaced, but you CAN roll to replace a unit twice. Roll using the Master Moulder first and if that doesn't work, roll again with Hordemaster. *'''Moulder Supreme:''' +1 to hit and wound rolls for friendly fighting beasts wholly within 13". Essential if you're running a bunch of Moulder. Can be replaced with the Rabid Crown and Crack the Whip to give +1/+1 when not going full monstrosity. </tab> <tab name="Eshin"> *'''Unrivalled Killer:''' Counts as 2 eshin heroes for Eshin battle traits. *'''Incredible Agillity:''' Can fly and can finest hour twice instead of once. Lets you charge over units and reach key targets after you set up your Deathmaster. *'''Shadowmaster:''' Whilst within 1β of terrain unit is invisible and can't be shot with missile weapons. Great way to keep your Deceiver from being sniped early in the game. </tab> </tabs> ===Artefacts Of Power=== One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list. <tabs> <tab name="Masterclan"> *'''The Gnawshard:''' Pick a melee weapon, if this weapon inflicts a wound it continues to inflict 1 mortal wound at the end of each battle round. (What's that sticking out of your neck?) *'''Skavenbrew:''' A favorite returning from WHFB. Once per <strike>battle</strike> turn, in your hero phase, 1 friendly unit within 3" suffers D3 mortal wounds but adds 1 to its attacks characteristic until your next hero phase. Combine with death frenzy and the warlords gnaw gnaw to turn clanrats into soft target blenders. Next general book has a spell that potentially gives a unit rend -3, so keep your eyes on that to make a extra tanky, numerous horde of land sharks. *'''Staff of Rightful Supremacy:''' -1 from enemy wizards casting rolls within 13". Once per battle it can automatically dispel an endless spell. With all the other good artifacts around, this is a skip. </tab> <tab name="Skryre"> *'''The Brass Orb:''' Once per battle, at the start of your hero phase, the pick an enemy unit within 6" and roll a die on a 3+ they get teleported away. Remove them from the battlefield, then at the end of the turn they have to be set up wholly within their territory more than 9" away from enemies. Kinda neat if you're rocking a full-on ranged army. Really clunky though, as it is during ''your'' hero phase and has a range of 8. *'''Esoteric Warp Resonator:''' At the start of each battle round, gain a Warpstone Spark if the bearer is on the battlefield, only to be used for the bearer and only for this battle round. Neat for larger Skryre armies. Essential for running a skyre hero in other armies as it gives you access to skrye army ability. *'''Vial of the Fulminator:''' At the start of the Movement phase, a Skryre Warmachine within 3" can move twice as fast. At the end of the phase, roll a dice, on a 1 the unit takes D3 mortal wounds. Literally +3" movement to specifically a Warp-lightning Cannon. And it takes damage. Hard Pass flesh-thing. </tab> <tab name="Pestilens"> *'''Blade of Corruption:''' Pick a melee weapon. If it's unmodified wound roll is 6 it's rend is -3 and its damage is a flat 6. Only useful on a Verminlord Corruptor, but in that case can be thought of as +0.83 damage to its Plaguereapers in addition to a rend-buff for that damage. Which is overall quite solid. *'''The Fumigatous:''' Start of each combat phase, pick 1 enemy unit within 3β, roll a D6, on a 1-2 nothing happens, on a 3-4 that unit suffers d3 mortal wounds, on a 5+ it suffers D6 mortal wounds. Looks unimpressive on paper, but we're talking a lot of mortal wounds over time. Also notably at the start of the combat phase as opposed to the end. Also that plague priests are made of wet tissues so give to the alter or verminlord. *'''Blistrevous the Living Cyst:''' Strikes first if the bearer charged. Starting at the second battle round you must transfer to another '''Pestilens''' hero each of your hero phases. You want this on a Corruptor and Plague Furnace. If you have 2+ of either of them, this is a solid option - especially when combined with the Blade of Corruption for a really disgusting Corruptor. </tab> <tab name="Verminus"> *'''Shield of Distraction:''' Can't be fought by more than 1 unit per phase. Funky item on a Warbringer. Looks mighty silly when it charges an enemy army alone. Even sillier when it starts tearing said army apart. *'''Rustcursed Armour:''' +1 to saves. At start of combat, pick an enemy hero with an artefact of power within 3" and roll 2D6. if it's higher than their bravery destroy the artefact (a 9.72% chance each turn(EDIT: Where does this number come from??? Depends on the enemy bravery)). *'''Warpstone Charm:''' -1 to enemy saves within 3" At the beginning of your hero phase roll a dice. On a 1 take d3 mortal wound. Personally, I'd skip this one. **''Alternate Take:'' Take on a Clawlord with Verminous Valor in conjunction with a Bell w/ Skavenbrew and a big unit of Clanrats. When the Clanrats don't need the extra attack, pop the brew on the Clawlord who can then redirect those mortal wounds right back to the bell - bringing you ever closer to that sweet sweet Verminlord. Same thing if you roll a 1 on the charm. Any mortal wounds not redirected only serves to power up the Clawlord himself through "Cornered Fury". The Charm comes in handy in this comp since none of the involved units have good Rend values - but very respectable damage outputs. </tab> <tab name="Moulder"> *'''Lash of Fangs:''' Pick 1 melee weapon, if unmodified hit roll is a 6 inflict d3 mortal wounds in addition to normal damage. Hard skip. *'''Foulhide:''' Heal up to 1 wound each of your hero phases, and sets their base wounds characteristic to 10. This one's probably tied with the Crown for the best of the lot, as keeping your Master Moulder alive is top priority if Moulder units make up an important chunk of your army. Can be replaced with Cunning Mutator if you want the Rabid Crown. '''NOTE:''' Having a base wounds characteristic of 10 disallows the use of the "Look Out, Sir" rule, meaning you'll be much better protected against melee units, but pretty much the same against ranged. *'''Rabid Crown:''' +1 to hit for '''Fighting Beast''' & '''Pack''' units within 13β. This is very VERY useful for turning Giant Rats into piranhas on legs. If running more fighting beasts, consider the Foulhide combined with Moulder Supreme. </tab> <tab name="Eshin"> *'''Shadow Magnet Trinket:''' Once per battle the bearer can fight first in combat phase. When deep striking your Deathmasters, they should never need to fight first since they should be getting hit that turn. And after that it'll probably situational. Skip. *'''Farskitter Cloak''': Once per battle remove the bearer and set them up anywhere on the battlefield more than 9β from the enemy. It takes a relic for Eshin to deep strike decently. And that ability sure isn't worth an artifact slot. *'''Gnawbomb:''' Once per battle 1 terrain feature within 6β becomes a Gnawhole until your next hero phase. Maybe useful? If you're mad enough to take it with a plan, let the rest of us rat-friends know how it goes. </tab> </tabs> ===Spell Lore=== <strike>Any</strike> Some Wizard Heroes, depending on their type, get to choose one spell from the appropriate list. Clans Pestilens Priests get one Noxious Prayer. Note, that the Verminlord Warpseer and Lord Skreech Verminking are Masterclan Wizards but not Grey Seers. Hence they do not gain a spell from the Lore of Ruin. <tabs> <tab name="Lore of Ruin"> ''Grey Seers Only'' #'''Scorch''': casting 5, roll number of dice equal to casting roll, for each 6 an enemy unit within 13" suffers 1 mortal wound. If you're a big boy on a Bell or your name is Thanquol this on average deals a glorious 1.5/2 mortal wounds. Insert Owen Wilson Wauw. #'''Skitterleap''': casting 6, 1 friendly hero with wounds characteristic of 13 or less (i.e. any hero except the bell, the furnace, and Thanquol) can be placed anywhere on the battlefield more than 9" from enemy units. Teleporting: no longer for the Deceivers alone. Use this to nab objectives, send a Warbringer to crush the enemy backline, or even as a panic button to get your Warpseer/Seer out of whatever bullshit you've gotten them into. Combos well with the gnawholes allowing you to skitterleap a Verminlord/Seer next to a Gnawhole deep in enemy territory, let off a couple of spells and then jump back in your movement phase. **''Alternate Take:'' Most targets can't reliably charge the turn they leap and can't take the incoming charge when they fuck up their own. Also, remember how Skaven units rely on each other? Your rats will be very sad when you send your Bravery 10 bubble into the enemy backline. #'''Death Frenzy''': casting 7, pick 1 Skaventide unit that is not a hero and wholly within 13", any model slain until the next hero phase can pile-in and attack. #*It's worth noting that this applies to death from any source, so if your models are in combat then you may use this in reaction to shooting, spell damage, etc. #* Anyone know if this pairs well with the Various suicide juices that skaven get (Skavenbrew, Vigourdust Injector, etc.)? Yes, rules state "When slain" with no indication on which source slayed the model. So, models slain from your Verminous Valor warlord trait will "death frenzy". It won't work with the Vigourdust Injector though, since those MWs are taken at the beginning of your NEXT Hero Phase in the window between the spell ending and being able to cast it again. </tab> <tab name="Lore of Warpvolt Galvanism"> ''Clan Skryre Only'' #'''More-more-more Warp Power!''': casting 7, 1 SKRYRE unit within 13" +1 to hit and wound rolls until next hero phase. Then suffers D3 mortal wounds. Good with Stormfiends and Ratling Guns who (on average) can take the hit and survive. #'''Chain Warp Lightning''': casting 7, each <strike>enemy</strike> unit within 13" suffers 1 mortal wound. Yes, it affects your own units and is therefore absolutely not worth it. #'''Warp Lightning Shield''': casting 6, first 3 wounds allocated to the caster are negated (in each phase!). On a 4th wound the caster suffers 3 mortal wounds and the spell is unbound. Brilliant. Chow down on those Sparks without fear! </tab> <tab name="Noxious Prayers"> ''Clans Pestilens Priests only'' #'''Disease-Disease!''': answer on 3, 13" range. 5+ deal MW for every model in enemy unit. No effect on Nurgle. Eh, would kick ass against a giant horde unit, might be alright against a large 20 man 3+ armor save regiment. #'''Filth-filth''': answer on 3, 13" range. +1 toWound to one friendly Clans Pestilens unit until your hero phase. What you Caste on your alter or vermin Lord to make their attacks stick. For your monks it's better to go with... #'''Rabid-rabid''': answer on 3, 13" range. +1 to melee attack to one friendly Clans Pestilens unit until your hero phase. Best option for monk hordes. </tab> <tab name="Endless Spells"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Endless_Spell_Vermintide.pdf Vermintide]:''' (60pts) useful as a Predatory damage dealer, when a unit is ends a move near it, roll 13 dice and they take mortal wounds for each 6. Can also do this to one nearby unit when it moves, chosen by the moving player. In the latest FAQ this now also affects any Skaven units. The base for this one is monster huge and now it's 40 pts is perfect for blocking and ruining charges. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Endless_Spell_Warp_Lightning_Vortex.pdf Warp Lightning Vortex]:''' (90pts) An Area Denial Spell, that creates a 7" equilateral Triangle( hard to set up on uneven Terrain) with any unit that is within 6" of it takes D3 mortal wounds on 4+ (D6 on an unmodified 6) with bonuses to the roll based on how many of the pylons they are in range of. If they happen to start their turn within 6" of it they can't run or fly. Combo with shackles and the warp gale spell from the grey seer. If all that gets cast the effect is brutal. Only went down by 10 pts recently so compared to the other spells it's a little fiddley for its price. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Endless_Spell_Bell_of_Doom.pdf Bell of Doom]:''' (85pts) Its a flying screaming bell! It has a janky "auto dispel itself and do damage" effect when moved with a low probability of happening. Otherwise it is a 13" no battleshock bubble which also reduces enemy bravery by 1. However, it must roll 3d6 whenever it finishes a move, and on a 13 it explodes and does d3 mortal wounds to everything (this includes your poor rats) within 13". Decent, but likely to be outshone by the vortex due to its risk factor and the ready availability of other, less temporary (and volatile) methods of negating battleshock. Scratch that, went down to 40 pts. Insanely good now, a must take with any army besides Moulder. </tab> </tabs>
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