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==Equipment== *'''Warplock Pistol:''' 12" S5, AP(1), Magic, Quick to fire, but you may hurt yourself on bad rolls. not as strong as the musket but still just as useful in the right character's hands. I always give my Chieftain one just so I can elect to stand & shoot and charge & shoot. Is it game-changing? Heck no! But when the rat version of Clint Eastwood stands in front of a Warrior of Chaos squeaking "You feel lucky punk?" your opponent will give you respect knuckles. *'''Tail Weapon:''' While this gives your model a bonus attack, do note that it won't benefit from anything provided by other weapons, so planning on an Ogre Blade and tail won't mean a thing. *'''Rat Hound Bodyguard:''' Warlord and Chieftain only. Deals an additional I3, WS3, S3 attack from your character, but like all skaven innovations, you hurt yourself on 1s to hit. *'''Warpstone Tokens:''' Sweet-sweet Skaven coke-crack-crack. It allows you to throw more dice at whatever spell you NEED to get off. Has the potential to roll a one and wound you but hey, you didn't choose Skaven to play it safe. And you really want The Dreaded Thirteenth! ===Moulder tools=== Exclusive to Moulders *'''Whip:''' +1A and this let them fight from two ranks behind using his full attack value, where they can let all their boys kill without exposing himself. *'''Things-Catcher:''' Polarm that gives KB. For the price it has, you're better off with a whip or Great weapon, than have a chance to maybe immediately kill someone. '''Beast-Prods'''<br> Moulder electric weapons. Comes out of magic item allowance. *'''Shock-prod:''' Lighting attack Polearm. *'''Electro-Whip:''' a Lightning Attacks whip and +d3 attacks. ===Assassin Weapons=== For Clan Eshin Master Assassin and Assassin only. Comes out of magic item allowance. *'''Weeping Blades:''' 30pts. Magic Two-handed, Ap(1), Multiple Wounds(D3), poison attacks. *'''Warpstone Stars:''' 30pts. Magic Throwing weapon that's +1S, Multiple Shots (3), and Multiple Wounds (D3). *'''Smoke Bombs:''' One per model only. When breaking from combat, enemy pursuers roll 1d6 less when rolling distance. *'''Infernal Bomb:''' One per model only. One use only. While moving, the not-hidden Assassin may place a bomb token as he moves and detonates it in the following movement phases. It's a big template explosion. ===Skryre inventions=== Warlock only. Comes out of magic item allowance. *'''Warlock Optics:''' 20pts. +1BS, ignores cover and is a Sniper. Turns your Warlock into a true ranged threat *'''Upgraded Warp-Energy Condenser:''' 10pts. +1 to channeling Power dice. *'''Warp-Blades:''' 10pts. Polearm that gives +1 to cast the Warp Lightning spell from the Lore of Ruin. *'''Warpmusket:''' 5pts. 24" S5, AP(1), Magical, MoF, and Unstable. a decent choice for a Warlock engineer hanging back with Jezzails. (although Warpmusket's range is half that of Jezzails, either making it quite useless or forcing the Jezzails too close the enemy (not that warlock will hit anything anyway, with BS of 3); buy slaves instead) *'''Warpforged Blade:''' 5pts. Magic hand weapon that ignores armour. *'''Supercharged Warp-Power Accumulator:''' 5pts. Can cast spells with +1 more power dice than normal. *'''Brass Orb:''' 50pts. One use. Is Mournfang Cavalry getting you down? Demigryphs ruining your day? What about that big ol' stonehorn? Well get out your cheap as chips warlock, equip him with this, send him to his doom and put on your best trollface as 3 Mournfangs fail their initiative tests and disappear! Now, now, it's not really safe as they still could pass the test, or you could scatter horribly, but it is a really cheap counter to those monstrous infantry options a lot of armies have. Or you could just throw it at a horde of dwarves. The best part, a misfire places the template on the thrower, so get into base contact for a guaranteed hit. Also, a really nice counter to the [[Glottkin]], what with their I of 1. *'''Death Globe:''' 25pts. One use only. Like the Brass Orb but cheaper and deals a wound on a 4+ that Ignores Armour. *'''Doomrocket:''' 30pts. a one uses S5 Stone thrower that can be mounted on a Warlock. Even if you Misfire, you can still do damage to the enemy (maybe) ===Tools of Supremacy=== *'''The Fellblade:''' Warlords only. 85pts. Feel like maxing out your magic item allowance on one weapon? Are you sure? Really? Ok. This is the one for you. Makes you S10, each wound caused rolls another D6 wounds, and successful ward saves must be rerolled. Ya. It's awesome but it's up to you if you're willing to drop the points on it. The only real use for it is if you're facing nothing but ogres...or hydras...the bastards... *'''Blade of Corruption:''' 35pts. Cheap version of the Fellblade without S10. Potentially worth it against Ogres and enemy heroes. *'''Dwarf Slayer:''' 35pts. +1S, Multiple Wounds (2). ageainst Dwarfs ap(1) and re-roll wound rolls. *'''Rust Armour:''' 25pts. Medium Armour that can negate one wound that completely pierces through the armour, but it also shatters your armour. This is so bad its not even funny, first of all, this used to give a 4+ save and be called World's Edge Armour and it was still medicore. This is just terrible. *'''Warpstone Amulet:''' 30pts. It gives a 4++ Ward, but it has a chance to kill its wearer at the end of the game. It's a risk you'll have to take to guarantee your wizard's survival. *'''Warpscroll:''' 25pts. It's a bound spell, so only cast it if you know your opponent has no dice left. Target the most numerous horde of enemy troops on the field and let loose as every model takes a S2 hit with no armour saves allowed. Is it great? Your call. Though there are better options... *'''Skavenbrew:''' 30pts. a highly amusing item of much debate. On a roll of a 1... nothing happens except that your hero poisoned the punch bowl and now a bunch of rats falls down dead. 2-3 gives Hatred to everything because Skaven is mean drunks. 4-5 Frenzy because they are angry drunks. 6 They reach an Angry Marines level of rage getting +2 frenzy as opposed to +1 but since they aren't Astartes, every movement phase D6 of the little blighters' brains explode. Skavenbrew... it's a good thing. *'''Skalm:''' 45pts. Regenerates all lost wounds (unless your dead). Its usefulness depends on who you are facing. *'''Sacred Banner of The Horned Rat:''' 75pts. expensive but worth the investment against certain opponents. All enemy units within 12" have -1Ld and any unit in base contact with the banner must reroll successful Ld test. Morale can be everything in battles and being able to weaken your opponents resistance is a great boon. Careful though: a unit with this banner will be heavily targeted so plan accordingly. *'''Storm Banner:''' 50pts. a beastly beastly banner. Seriously any elf player or dwarf gunline that has faced a Skaven army hates this banner. Once activated it disallows flying movement and all missile fire has a -2 modifier. It also affects magic attacks that don't require BS by making them roll a 4+ before they can use the spell itself. At the end of each player turn on a roll of 4+, the effect ends. Beautiful. *'''Plague Banner:''' Plague Monks only. This grants the unit a turn of re-rolls to hit and wound, which is really strong if used properly, but is only single-use. ===Expansion Magic Items=== ====Weapons==== *'''Blade of Black Fury:''' 25pts. +2 Initiative and +1 attack. *'''Desolate Blade:''' 30pts. +1 strength and reroll failed to wound rolls. *'''Languisher Sword:''' 25pts. Enemies in Base contact ASL. Gives protection from faster elves but more often it's a defensive hit debuff with the high initiative of skaven. *'''Cursed Blade of Delirium:''' 20pts. -1 to be hit by attackers. Useful on your wizard. *'''Headsplitter:''' 20pts. Clan Eshin only. Sling (any Eshin character can take it). if the target has 5+ Toughness, wound them on 2+ and ignore Armor saves. Stealing this sling from David, this is a useful solo monster, vampire, or chaos lord hunting tool ====Armour==== *'''Shield of Distraction:''' 30pts. Shield -1 attack to enemies in base contact. no effect against Animated Constructs. Useful on bigger bases. ====Talismans==== *'''The Tenebrous Cloak:''' 30pts. Ward Save (3+) against all missile attacks and spells. *'''The Twisted Crown of the Horned Rat:''' 30pts. Regeneration (4+) *'''The Rival Hide Talisman:''' 25pts. reroll successful enemy hits against the user. *'''Shadow Magnet Trinket:''' 25pts. -1 to hit from missiles that target the user or his unit. *'''Ring of Darkness:''' 15pts. MR(1) and only have to reveal the ring instead of secret Items or Hidden models when forced to by a spell or magic item. pays 5 more for an Obsidian Trinket for a situational rule. *'''Warpscale Pendant:''' 15pts. Immunity (Flaming and Lightning Attacks) and MR(2). But must make a Toughness test start of the game or loses a wound. ====Arcane Items==== *'''Warpstorm Scroll:''' 25pts. one use, bound anti-flyer spell that deals D6 S6 lighting hits to all units with fly within 24". *'''The Eye of the Horned:''' 15pts. most time on a 2+ gets a power dice but loses one on a 1. Every dice will count when your have a lot of spells you can cast. *'''Scrying Stone:''' 10pts. Gives Ward(2+) against the first wound they suffer but become stupid if they succeed the roll. ====Enchanted Items==== *'''Pipes of Piebald:''' 25pts. enemies within 12" suffer Stupidity. *'''Potents of Verminous Doom:''' 20pts. gain Fear. *'''Warpstone charm:''' 10pts. One use only. re-roll any one single dice roll that directly affects them. ====Magic Standards==== *'''Umbranner:''' 35pts. 4++ Ward against non-magical missiles with Strength 4 or less. *'''Grand Banner of Clan Superiority:''' 30pts. +D3 combat resolution bonus if they have more ranks than all enemy units in base contact. Easy extra combat points since your skaven *'''Banner of Burning Hatred:''' 25pts. gains Hatred. Valuable given how rare cheap Standards with good attack buffs are. *'''Banner of the Under-Empire:''' 20pts. all enemy units in base contact suffer 3D6 S1 hits every Close Combat phase. Way to get in extra damage, more effective when fighting chaff. *'''Shroud of Dripping Death:''' 25pts. Clan Pestilens Only. all enemy units in base contact suffer one S2 hit that ignores armour every Close Combat phase. Like the Under-Empire but better if fighting heavy armor. *'''Dwarf-Hide Banner:''' 20pts. gains the Hatred against Warhammer: Dwarfs units a situational but 5pt cheaper than Burning Hatred. *'''Banner of the Swarm:''' 15pts. Gains +2 from their outnumbering rather than 1. *'''Banner of the four Black winds:''' 10pts. Flyers can't use their glide movement to charge you. *'''Banner of Verminous Scurrying:''' 10pts. can march 3 times their movement but suffer 2D6 S3 hits with no saves allowed.
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