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===Rare Units=== * '''[[DOOMWHEELS|DOOMWHEEL]]:''' 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 attack, but low number, heavily armored units are pretty much fucked if it charges them. As such, enemy war machines will want to shoot at it but, being the clever rat that you are, you know you have scarier rare choices liiiiike.... * '''Hell Pit Abomination:''' 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. * '''Warp Lightning Cannon:''' Low risk (in the skaven sense of the word), low price, high reward, and safe choice for rares. Its 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. * '''Plagueclaw Catapult:''' Decent but generally outshined by the Warp Lightning Cannon. S2 hits with no armor saves allowed is a decent pie plate to throw onto a large horde of (insert tarpit here). Also causes a panic test on unsaved wounds. Take if you want a clan pestilens themed army otherwise not a must have. * '''Stormfiends:''' A new unit intoduced in the End Times, Stormfiends are to Rat Ogres what Stormvermin are to regular Clanrats. They're Monstrous Infantry, they cost 85 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 seperately 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. By default, they wear Light Armor, they cause Fear, they're Skirmishers and they're Big And bulky (cannot use Fire on the March and Light Troops rules). They also have the unique special rule Double The Death, which means they re-roll all failed To Wound rolls with their weapons, though when that re-roll applies depends on what they're using (melee for melee weapons, shooting for guns, obviously). Taking Doom-flayer Gauntlets or Shock Gauntlets upgrades them to having Warpstone Laced Armor, which gives them a 4+ save. ** Doom-flayer Gauntlets: Your Stormfiend hits at +2 Strength 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 (ignores armor, wounds on a 4+), Slow to Fire, Warpstone Weapon, and Wild Misfire. ** Grinderfists: This Stormfiend's unit has the Tunneller rule, and this Stormfiend inflicts D3 automatic Warpstone Weapon hits. ** Shock Gauntlets: +1 Strength, Stomps do D3 hits, ignores armor. ** Ratling Cannons: Range 18", S5, Armor Piercing, Hot Warplead (no penalty for firing at long range or Multiple Shots), Multiple Shots (3D6_, Quick to Fire, Warpstone Weapon, Wildfire (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). * '''Wolf Rats (Forge World):''' These things used to be core in the old Hell Pit list, but have since been added as a Scroll of Binding for Storm of Magic games, so what slot they occupy is going to be up to whomever you are playing with. They're 16 points a piece for a War Beast that moves 8 inches and has Swiftstride. They get Always Strikes First on the turn they charge and have 2 attacks base. They also gets +1 Impact Hits for each rank they have. There are also three upgrades available, ranging from Poisoned Attacks to Armour Piercing and Warpstone Weapon to +1 Toughness (bringing them up to 4) at a cost of -1 Initiative (they are Initiative 5 base). Whether these guys are worth it or not depends on what slot they occupy; at rare they certainly aren't, but in core or special they aren't a bad choice.
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