Editing
Warcry/Tactics/Skaven
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Fighter's Overview== ===Leader=== ====Clans Verminus==== '''Clanrat Clawleader''' *'''Stats''': Movement 6"; Toughness 4; Wounds 16; 145 Pts. **'''Rule:''' Leader, Agile **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 4; Strength 3; Damage 2/4 *''Fighter Commentary-'' The cheapest of the leader options. For -5 points you lose the '''''[Quad]''''' Ability '''''Recite from the Book of Woes''''', but otherwise have an identical stat line to the Bringer of the Word. '''Clawlord''' *'''Stats''': Movement 6"; Toughness 4; Wounds 20; 180 Pts. **'''Rule:''' Leader, Agile **'''Weapons:''' ***''sword''-Range 1"; Attacks 4; Strength 4; Damage 2/6 *''Fighter Commentary-'' Upgrade on Clawleader with +1 Strength and +2 crit damage. still not the strongest fighter but still good. '''Stormvermin Fangleader''' *'''Stats''': Movement 6"; Toughness 4; Wounds 20; 170 Pts. **'''Rule:''' Leader **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary-'' The standout leader for cost effective damage output and survivability. For +20 points you lose the Quad Ability Recite from the Book of Woes and the Double Ability Scurry Away, but gain 4w and 1 strength. Point for point, the Fangleader has the edge in offense and defense over the other two options against Toughness 3 and 4 enemies, but loses out on the utility of the Skaven specific abilities. ====Clans Pestilens==== '''Bringer-of-the-Word''' *'''Stats''': Movement 6"; Toughness 4; Wounds 16; 150 Pts. **'''Rule:''' Leader, Agile, Priest **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 4; Strength 3; Damage 2/4 *''Fighter Commentary-'' The Standout utility option. For +5 points you gain the Quad Ability Recite from the Book of Woes. This adds some great flexibility with the potential for your leader to shut off key turns for an opponent, but don't rely on the chance of rolling a quad, or expect him to stick around for long without support on the turn you use that ability since the easiest way to negate the effects are to either walk away from him or if that isn't an option, to kill him outright. '''Plague Priest''' *'''Stats''': Movement 6"; Toughness 4; Wounds 20; 180 Pts. **'''Rule:''' Leader, Agile, Priest **'''Weapons:''' ***''Staff''-Range 2"; Attacks 4; Strength 3; Damage 2/4 *''Fighter Commentary-'' ====Clans Eshin==== '''Nightleader''' *'''Stats''': Movement 6"; Toughness 3; Wounds 16; 165 Pts. **'''Rule:''' Leader, scout **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 4; Strength 3; Damage 2/4 ***''Ranged''-Range 8"; Attacks 3; Strength 3; Damage 1/4 *''Fighter Commentary-'' Your cheap Eshin leader with close and long-range capabilities. Not good expect for the lower cost for a themed warband. '''Deathmaster''' *'''Stats''': Movement 7"; Toughness 3; Wounds 20; 200 Pts. **'''Rule:''' Leader, scout **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 5; Strength 4; Damage 2/4 ***''Ranged''-Range 8"; Attacks 2; Strength 3; Damage 1/3 *''Fighter Commentary-'' Your more expensive leader. Dose well as a killer, having the Running Death triple, making it very mobile and extra damage. ====Clans Moulder==== '''Master Moulder''' *'''Stats''': Movement 6"; Toughness 3; Wounds 20; 140 Pts. **'''Rule:''' Leader, Agile, Frenzied **'''Weapons:''' ***''Spear''-Range 1"; Attacks 3; Strength 3; Damage 2/4 ***''Whip''-Range 3"; Attacks 3; Strength 3; Damage 1/3 *''Fighter Commentary-'' A leader version of the Packmaster. Not only improves the combat performance of beasts but also heals up to 3 beasts with a ''''''[Double]''''''. Fragile, but Skaven are good at not getting into unfavorable conflicts. An auto-include if youβre running a Beast-themed Warband. ====Clans Skryre==== They all have access to '''''[Quad] Expand Warpstone Spark Canister''''', does which greatly increase their damage output, as well as '''''[Double] Warp Lightning''''' to tear through hoards. '''Warlock Engineer''' *'''Stats''': Movement 6"; Toughness 3; Wounds 20; 165 Pts. **'''Rule:''' Leader, Agile, Destroyer **'''Weapons:''' ***''sword''-Range 1"; Attacks 3; Strength 3; Damage 2/4 ***''Ranged''-Range 8"; Attacks 2; Strength 3; Damage 1/4 *''Fighter Commentary-'' cheapest of Skryre, able to harras at all ranges while being ok in melee. '''Warlock Bombardier''' *'''Stats''': Movement 6"; Toughness 3; Wounds 20; 170 Pts. **'''Rule:''' Leader, Agile, Destroyer **'''Weapons:''' ***''spear''-Range 1"; Attacks 2; Strength 3; Damage 1/3 ***''Ranged''-Range 3-15"; Attacks 2; Strength 4; Damage 2/4 *''Fighter Commentary-'' for +5pts more gets better range attack, but worse in melee. '''Arch-Warlock''' *'''Stats''': Movement 6"; Toughness 4; Wounds 20; 185 Pts. **'''Rule:''' Leader, Agile, Destroyer **'''Weapons:''' ***''spear''-Range 1"; Attacks 3; Strength 5; Damage 2/4 *''Fighter Commentary-'' The melee fighter, still fragile like most Skaven but wounding most enemies on 3s. Skryre abilities complement his melee game. ====Grey Seer==== *'''Stats''': Movement 6"; Toughness 3; Wounds 20; 175 Pts. **'''Rule:''' Leader, Agile, Mystic **'''Weapons:''' ***''Arcane Bolt''-Range 3-7"; Attacks 2; Strength 3; Damage 3/6 ***''staff''-Range 2"; Attacks 3; Strength 3; Damage 1/4 *''Fighter Commentary-'' Mage and use '''''[Double] Consuming Warpstone Token''''' to amp up his range damage at the cost herting himself while being fragile. ===Fighter=== ====Clanrats==== A defining aspect of Skaven, a base of 6" on a grunt is fast an even for other speed factions. 4 Toughness will let you hold objectives for a while but 8 Wounds get used up quickly. '''''Clanrat with Rusty Spear and Clanshield''''' *'''Stats''': Movement 6"; Toughness 4; Wounds 8; 75 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''Spear''-Range 2"; Attacks 2; Strength 3; Damage 1/4 *''Fighter Commentary-'' Your standard 2" attack. '''''Clanrat with Rusty Blade and Clanshield''''' *'''Stats''': Movement 6"; Toughness 4; Wounds 8; 75 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''Sword''-Range 1"; Attacks 3; Strength 3; Damage 1/3 *''Fighter Commentary-'' Your standard 1" attack. ====Plague Monks==== For -5 Points you gain a 1 attack, gain 1 Damage on Crits and lose 1 Toughness compared to the equivalent clanrat. they are some of your cheapest offensive power. Mix at least one in for every clanrat if not going Beast spam. '''''Plague Monk with Woe-Stave and Foetid Blade''''' *'''Stats''': Movement 6"; Toughness 3; Wounds 8; 70 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''club''-Range 2"; Attacks 3; Strength 3; Damage 1/5 *''Fighter Commentary-'' Gets range and strong crit damage. '''''Plague Monk with Pair of Foetid Blades''''' *'''Stats''': Movement 6"; Toughness 3; Wounds 8; 70 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary-'' goes close up with a extra attack '''''Plague Monk with Censer Bearer''''' *'''Stats''': Movement 6"; Toughness 3; Wounds 8; 90 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''Flail''-Range 2"; Attacks 3; Strength 4; Damage 2/4 *''Fighter Commentary-'' elite, combines the reach and has better strength and normal damage. compined with the Triple makes it the most damage dealer of the Plague Monks. ====Stormvermin==== Elite rats, they could be good to protect any leader with '''[Double] Hired Bodyguard'''. They do inflict more damage then clan rats, but 2 more wounds is not that much more durable. '''''Stormvermin with Halberd''''' *'''Stats''': Movement 6"; Toughness 4; Wounds 10; 105 Pts. **'''Rule:''' Elite **'''Weapons:''' ***''Spear''-Range 2"; Attacks 3; Strength 3; Damage 2/4 *''Fighter Commentary-'' with only 10 wounds, both stormvermin varients go down in a couple activations meaning the extra attack outweighs the extra toughness 9 times out of 10. '''''Stormvermin with Halberd and Clanshield''''' *'''Stats''': Movement 6"; Toughness 5; Wounds 10; 115 Pts. **'''Rule:''' Elite **'''Weapons:''' ***''Spear''-Range 2"; Attacks 2; Strength 3; Damage 2/4 *''Fighter Commentary-'' is T5 hopfualy to protect the leader for longer from normal attacks. ====Clans Eshin==== '''Night Runner''' *'''Stats''': Movement 6"; Toughness 3; Wounds 8; 75 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''Sword''-Range 1"; Attacks 3; Strength 3; Damage 1/3 ***''Ranged''-Range 8"; Attacks 2; Strength 3; Damage 1/2 *''Fighter Commentary-'' Your cheapest ranged fighter. For the same points as a clanrat you gain a low damage ranged 8" attack but lose 1 Toughness. '''Gutter Runner''' *'''Stats''': Movement 6"; Toughness 3; Wounds 10; 95 Pts. **'''Rule:''' Agile **'''Weapons:''' ***''Sword''-Range 1"; Attacks 4; Strength 3; Damage 1/4 ***''Ranged''-Range 8"; Attacks 2; Strength 3; Damage 1/3 *''Fighter Commentary-'' Upgrade on Night Runner for 20pts more to be slightly better in melee and better crits. ====Clans Skryre==== All share the [Quad] ability ''''' Expand Warpstone Spark Canister''''', making Skryre fighters high damage dealers at cost of inflicting damage to self. No remarkable defense but very killy. '''Skryre Acolyte''' *'''Stats''': Movement 6"; Toughness 3; Wounds 8; 105 Pts. **'''Rule:''' Agile, Destroyer **'''Weapons:''' ***''Sword''-Range 1"; Attacks 2; Strength 3; Damage 1/2 ***''Ranged''-Range 3-6"; Attacks 1; Strength 4; Damage 3/6 *''Fighter Commentary-'' Your cheapest range unit, gets a high damage single damage attacks. '''Warpfire Thrower''' *'''Stats''': Movement 6"; Toughness 3; Wounds 12; 105 Pts. **'''Rule:''' Destroyer **'''Weapons:''' ***''Ranged''-Range 8"; Attacks 3; Strength 4; Damage 1/4 *''Fighter Commentary-'' Inverse of acolyte, Ranged fire power to throw a flurry of dice. '''Warp-Grinder''' *'''Stats''': Movement 6"; Toughness 3; Wounds 12; 120 Pts. **'''Rule:''' Destroyer **'''Weapons:''' ***''Spear''-Range 1"; Attacks 4; Strength 5; Damage 2/5 *''Fighter Commentary-'' cheaper slower Doom-Flayer with +1 crit damage. '''Doom-Flayer''' *'''Stats''': Movement 7"; Toughness 4; Wounds 18; 175 Pts. **'''Rule:''' Agile, Destroyer, Mount **'''Weapons:''' ***''Sword''-Range 1"; Attacks 5; Strength 5; Damage 2/4 *''Fighter Commentary-'' Biker Mice <s>from Mars</s> on diceing machine. Gets lots of attacks for being Skyer, while also getting the ability to also Scurry. '''Warplock Jezzail''' *'''Stats''': Movement 6"; Toughness 3; Wounds 12; 165 Pts. **'''Rule:''' Destroyer **'''Weapons:''' ***''Sword''-Range 1"; Attacks 2; Strength 3; Damage 1/2 ***''Ranged''-Range 6-20"; Attacks 1; Strength 4; Damage 4/10 *''Fighter Commentary-'' Great thing of Super long range, just have a line if sight to unload. ====Clans Moulder==== Speclized in beast warbands. they get the cheapest fighter while also getting big Rat Ogors, and maximizing the damage they produce. also work when allieing in other beast fighters like [[Razorgor]]s '''Packmaster''' *'''Stats''': Movement 6"; Toughness 3; Wounds 8; 65 Pts. **'''Rule:''' Agile, Frenzied **'''Weapons:''' ***''Fangs''-Range 1"; Attacks 3; Strength 3; Damage 1/3 ***''Ranged''-Range 3"; Attacks 3; Strength 3; Damage 1/2 *''Fighter Commentary-'' For -10 Points compared to the equivalent clanrat you gain a 3" attack profile, gain the Double ability Crack the Whip and lose 1 Toughness. They pair very well with Beasts. '''Giant Rat''' *'''Stats''': Movement 8"; Toughness 2; Wounds 4; 35 Pts. **'''Rule:''' Agile, Beast **'''Weapons:''' ***''Sword''-Range 1"; Attacks 3; Strength 3; Damage 1/3 *''Fighter Commentary-'' They are fast-moving beasts and the cheapest fighter in the game. You can steal the action economy by just spamming but their durability could hurt you, in the long run, depending on the mission. Can get a bonus attack from '''[Double] Crack the Whip''' but you should be saving those for your Rat Ogors when possible... =====Rat Ogors===== '''''Rat Ogor with Tearing Claws''''' *'''Stats''': Movement 5"; Toughness 4; Wounds 30; 225 Pts. **'''Rule:''' Beast, Brute **'''Weapons:''' ***''Unarmed''-Range 1"; Attacks 4; Strength 4; Damage 4/8 *''Fighter Commentary-'' +1 attack action within 3", when within 4" of a Packmaster on a Double... '''''Rat Ogor with Warpfire Gun''''' *'''Stats''': Movement 5"; Toughness 4; Wounds 30; 235 Pts. **'''Rule:''' Beast, Brute **'''Weapons:''' ***''Ranged''-Range 3-8"; Attacks 2; Strength 5; Damage 3/6 ***''Unarmed''-Range 1"; Attacks 2; Strength 4; Damage 4/8 *''Fighter Commentary-'' +10 points for +1 attack action within 3", when within 4" of a Packmaster on a Double... sacrifices 2 Attacks per action within 3" for an 3-8" attack Profile. Sadly the Crack the Whip ability only works on the 1" claw attacks and not the warp fire ranged attack. ====Stormfiend==== The biggest of Rats, Toughness 5 and 35 wounds with a lot of profiles. but the pricing of 265Pts will mean its only practical to take one. So think about your Warband's needs. '''''Stormfiend with Warpfire Projectors'''' *'''Stats''': Movement 5"; Toughness 5; Wounds 35; 265 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Ranged''-Range 3-8"; Attacks 2; Strength 5; Damage 3/6 ***''Unarmed''-Range 1"; Attacks 2; Strength 4; Damage 4/8 *''Fighter Commentary-'' Spending +20 points on a Rattling cannon is a good idea. '''''Stormfiend with Shock Gauntlets''''' *'''Stats''': Movement 5"; Toughness 5; Wounds 35; 265 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Unarmed''-Range 1"; Attacks 4; Strength 4; Damage 4/10 *''Fighter Commentary-'' Less attacks than the Doomflayer Gauntlets... the extra 2 Damage on a crit hit do not make up for less attacks. '''''Stormfiend with Ratling Cannons''''' *'''Stats''': Movement 5"; Toughness 5; Wounds 35; 285 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Ranged''-Range 3-10"; Attacks 4; Strength 4; Damage 2/4 ***''Unarmed''-Range 1"; Attacks 2; Strength 4; Damage 4/8 *''Fighter Commentary-'' The most expensive model for good reason. '''''Stormfiend with Grinderfists''''' *'''Stats''': Movement 5"; Toughness 5; Wounds 35; 265 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Unarmed''-Range 1"; Attacks 4; Strength 5; Damage 4/8 *''Fighter Commentary-'' Less attacks than the Doomflayer Gauntlets... But +1 Strength. '''''Stormfiend with Doomflayer Gauntlets''''' *'''Stats''': Movement 5"; Toughness 5; Wounds 35; 265 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Unarmed''-Range 1"; Attacks 5; Strength 4; Damage 4/8 *''Fighter Commentary-'' Statistically more attacks is better than more strength unless fighting Stormcast and even then if they have shields its all the same in the end. '''''Stormfiend with Windlaunchers''''' *'''Stats''': Movement 5"; Toughness 5; Wounds 35; 265 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Ranged''-Range 3-20"; Attacks 2; Strength 4; Damage 2/4 ***''Unarmed''-Range 1"; Attacks 2; Strength 4; Damage 4/8 *''Fighter Commentary-'' If there is no terrain on the table this could be worth the points....
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information