Age of Sigmar/Tactics/Old/Warscrolls Compendium/Skaven: Difference between revisions
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'''Standard Bearer:''' The unit can retreat in Movement phase and still charge in the same turn. | '''Standard Bearer:''' The unit can retreat in Movement phase and still charge in the same turn. | ||
'''Bell chimer/Pack drummer:''' The unit always adds 2 to retreat and run. | '''Bell chimer/Pack drummer:''' The unit always adds 2 to retreat and run. | ||
=Skaven Warscrolls= | =Skaven Warscrolls= | ||
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading. | Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading. |
Revision as of 15:11, 2 August 2015
Everyone's favourite rat-men, here to kill man-things and stab eachother in the back in the Age of Sigmar.
Skaven summary
Want to win easy? Play a Chaos army with Fateweaver and a Screaming Bell. Use Fateweaver's ability to change rolls in order to make 13 on the 2d6 roll for the Bell. You won.
Btw, Clan Pestilens units now count as Nurgle followers too. have fun with that.
Standard Bearer: The unit can retreat in Movement phase and still charge in the same turn.
Bell chimer/Pack drummer: The unit always adds 2 to retreat and run.
Skaven Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.
Generic
Named Characters
Thanquol and Boneripper: The duo is still here. Boneripper's Warpfire Projectors deal 2d6 mortal wounds to the target unit. The pair regenerates a single wound each turn, and Thanquol is the only Seer that doesn't suffer wounds if the Warpstone Token roll fails. His exclusive spell is Scorch, which deals d3 mortal wounds (d6 if he's attacking other Skavens) and his Command ability gives to a Skaven unit within 18" a second 6+ save roll (5+ if the unit haves 13+ models) after the regular one that can also save mortal wounds.
Lord Skreech Verminking: The other big guy. His main ability is that at the beginning of each turn can choose a different power between giving -1 to hit rolls against him, regenerating d3 wounds, getting +1 to his wound, hit or cast/unbind rolls, or just having him inflict d3 extra wounds with his Doomglaive. He is the only one with the Dreaded Thirteenth Spell, that now transforms the killed models into any Verminus unit, meaning that now you can also turn your opponents in Stormvermins. He also allows every Skaven unit within 13" to reroll any 1 to wound.
Heroes
Verminlord Warpseer: Owns the Scry-Orb, a one use weapon that deals d6 mortal wounds to a unit within 13" but also allows the Verminlord to reroll Saves as long as he keeps it. Haves Howling Warpgale as his exclusive spell, damaging a unit within 26" with d3 mortal wounds (which are always 3 against flying units), while also making them unable to fly and run and also halving their charge rolls for the next turn. His command ability allows him to summon Giant Rats.
Grey Seer: Warpstone Tokens allow him to reroll any casting roll if he rolls a 2+ before rolling the spell, but he gets a wound if the roll fails. His exclusive spell is Vermintide, which targets an unit within 26" and makes you roll a number of dices equal to the number of models in that unit, dealing a mortal wound for each 6 rolled. His Command ability allows to negate on a 4+ the escape of any Skaven within 26".
Screaming Bell: It still can't move of his own. Its move value is 1*x", where X is three Skaven models within 1" from the Bell. If it charges with 10 Skavens pushing it, the Rusty Wheels and Spikes deal 2d6 attacks. The bell also gives -1 to casting rolls for every non-Chaotic wizard within 6", and once per turn you can play the bell, with effects including damaging itself, getting additional 6" to the Bell's movement during that turn, mortal wounds to every unit in the bell's range (which starts from 13" and decreases as the bell takes damage), boosting every Skaven wizard in the bell's range, giving extra attacks to every Skaven within 13" (even if the bell's range is lower than that) and Summoning a freakin' Verminlord. You can also get an instant win if you somehow cheated and got 13 on the 2d6 roll. The Seer on the bell lacks the Warpstone Tokens, but his exclusive spell, Cracks Call, targets a non-flying unit within 18" and inflicts it 2d6 minus their move mortal wounds, and gets a Command ability that gives +1 Movement and Bravery to every Skaven unit that haves the bell in his line of sight.
Troops
Rat Swarms: Nothing to say, except that the unit gains an extra model each turn.
Verminus
Named Characters
Queek Headtaker: Rerolls wounds against heroes, inflicts double damage against Dorfs, inflicts mortal wounds any time he rolls a 6 on his save, and allows any Verminus unit within 13" to reroll 1 to hit.
Warlord Spinetail: Remember that guy mentioned in the backstory of the Island of Blood boxset who also got his model for a campaign thing back then? 5 years later he gets his own profile. Can strangle people with his tail (represented as a dice roll fight: if you get the highest roll enemy takes a mortal wound, d3 wounds if your roll is double than the opponent one), his sword deals an extra mortal wound if he rolls a 6 after attacking (except against Nurgle stuff), and his Command ability... it's the exact same as Queek's.
Tretch Craventail: Even funnier than before. Rerolls saves, his running away was improved so he can never run away from the battlefield (he just retreats) and his command ability not only gives a +1 to the rend value of melee weapons from a single Verminus unit within 13", but that unit also deals double damage for each 6 to wound.
Heroes
Verminlord Warbringer: Can reroll hits in the turn he charged, while allowing every Verminus unit within 13" to reroll any 1 to hit and wound. His exclusive spell, Death Frenzy, makes every model in a Verminus unit within 13" able to counterattack before dying.
Skaven Warlord: Can choose between a Warpforged Blade, two Barbed Blades or a Barbed Blade and an Halberd, and every option still allows to take the shield. Dual wielding Barbed Blades allow to reroll every 1 to hit. Can always retreat from fight if he rolls a 4+ after he attacked. His command ability gives an extra attack to every model in a Verminus unit wihin 13".
Skaven Chieftain with Battle Standard: If he plants the Standard, everyone within 13" skips Battleshock rolls and rerolls every 1 to hit. If the General haves only one wound left, the Chieftain can actually backstab him and inherit his command ability.
Troops
Clanrats: Get +1 to wound rolls if the unit haves 20 or more models, and also +1 to hit rolls if they're at least 30.
Stormvermin: Get +1 to hit against units with less models than them.
Skavenslaves: When running away you roll a dice: on a 6 the model deals a mortal wound to the closest unit within 6" before actually running away, even if it's an allied unit.
Skryre
Named Characters
Ikit Claw: His Warpfire Gauntlet deals d3 mortal wounds. Gets Warpstorm as his exclusive spell, allowing him to deal d3 mortal wounds to up to 3 units within 18" if he rolls a 2+ for that unit.
Heroes
Warlock Engineer: Gets Warp Lightining as his exclusive spell, dealing d3 mortal wounds to a unit within 18". Can overpower his generator before casting it: if it's correctly casted it deals d6 mortal wounds, but if it fails the Engineer suffers a mortal wound.
Troops
Doom-Flayer Weapon Team: Can overpower before attacking. You roll a dice: on a 2+ you attack but dealing d6 wounds instead of d3, but if you get a 1 the Weapon Team suffers d3 mortal wounds.
Ratling Gun Weapon Team: Same, but this time the wouds it inflicts if the overpower is successful are 4d6 rather than the regular 2d6. Also gets +1 to hit when shooting to units within 9".
Warpfire Thrower Weapon Team: Like Ikit's Gauntlet, but with the usual overpower mechanic that allows it to deal d6 mortal wounds.
Warp-Ginder Weapon Team: As before, it starts underground with a whole other unit. In any Movement phase, you can roll a dice and on a 3+ the unit and the Warp-Grinder are placed anywhere on the field within 9" from any enemy unit.
Poisoned Wind Mortar Weapon Team: Instead of overpowering, they try to throw the orb more far away increasing the maximum shooting range from 22" to 30", but the mechanic is the same. You also get +1 to hit against units with 10+ models and it always deals 6 wounds against units with 20+ models.
Poisoned Wind Globadiers: Get +1 to hit when shooting against units with 10+ models.
Warplock Jezzails: If they don't move they get 4+ saves against enemy shooting attacks and also +1 to hit as long as there are no enemies within 3". A 6 to hit deals mortal wounds.
Doomwheel: Moves 2d6" and deals d3 mortal wounds on trampled enemies. You can overpower it to double the movement roll, but if you get a double your opponent decides the direction.
Warp Lightning Cannon: Can deal up to 6 mortal wounds when shooting. You actually have to roll a dice in order to calculate the minimum roll you need for the wounds to score.
Stormfiends: This unit haves a ton of different equipments to choose from. The melee weapon options include the Doomflayer Gauntlets (hitting on a 2+ in the turn they've charged), Shock Gauntlets (every attack becomes d6 attacks if you rolled a 6 to hit) and Grinderfists (basically they're their own Warpgrinders), and the former two also come with an extra wound for each model. Missile weapons instead offer stuff like Ratling Cannons, Windlaunchers (same +1 to hit as Globadiers) or Warpfire Gauntlets (take a guess).
Moulder
Named Characters
Throt the Unclean: Can recover up to 3 wounds each turn via inflicting them to nearby allies, allows a Moulder unit within 13" to attack twice in the same turn and haves the Packmaster ability of doubling the Bravery of every Moulder unit within 6" for Battleshock tests. He haves the other Packmaster ability too, but it gives +3 on run and charge rolls rather than +1. He also gives -1 to the enemy unit's Bravery if he killed a model in that unit with his whip, while the Creature Killer deals d6 wounds rather than d3 against monsters.
Packmaster Skweel Gnawtooth: It allows you to take either a Rat Ogre or a Giant Rats unit and give it the ability to reroll 1 on either save or hit rolls. It haves the Packmaster abilities as seen above.
Heroes
Packmaster: We just said everything in the above paragraphs, but here it is again: every Moulder unit within 6" from him double their Bravery for Battleshock tests, and each turn one of them also gets +1 to their run, charge and hit rolls.
Troops
Giant Rats: They start by dealing an attack each that hits and wounds at 5+. But if they're at least 10, they hit at 4+. If they're 20, each one deals 2 attacks hitting at 3+. You've got 30+ rats? Nice, each one will deal 3 attacks and hit at 2+.
Rat Ogres: Any 6 to wound gives you an extra attack. Also everyone can get a warpfire thrower.
Hell Pit Abomination: Regenerates d3 wounds each turn. And the table for regenerating is still here, except that now the "summon Rat Swarms" point is replaced with "deals 3 mortal wounds to everyone within 3" before he's actually dead".
Pestilens
Named Characters
Lord Skrolk: Rather than casting spells, now Plague Priests just pray against enemy units, either by damaging them or by giving +1 to wound rolls against that unit. On Skrolk, the former prayer is stronger, always dealing d6 mortal wounds (1 against Nurgle units). Skrolk also gets an extra attack when charging and boosts a Pestilens unit within 13" by giving -1 to hit rolls against it.
Heroes
Verminlord Corruptor: Always rerolls hits in melee. If he wounds a model without killing it he can deal it an extra mortal wound on a 2+. His exclusive spell is Plague, which targets an unit within 13", rolls a number of dices equal to the amount of models in that unit, deals a number of mortal wounds equal to the amount of 6 rolled, then you roll another dice and on a 4+ it repeats the process to another unit within 7" from the first one, and so on until you either fail the roll, there are no units in the range or you already attacked every unit available. His command ability gives an extra attack to every model in a Skaven unit within 18".
Plague Priest: Gets an extra attack when charging, gives -1 to casting rolls to every non-Nurgle wizard within 6", and can pray against the opponents by either dealing d3 mortal wounds on a 4+ (on a 6 against Nurgle units) or by giving +1 to wound rolls against the target unit. Before praying you have to roll a dice: on a 3+ the prayer works, but on a 1 you get an automatic wound.
Plague Furnace: It's a Plague Priest on a huge censer-thing. The movement is dealt the same way as the one from the Screaming Bell seen above, while also being able to wound surrounding units in many ways: in Hero Phase any non-Nurgle unit within 3" suffers d3 mortal wounds on a 4+, while in melee it does something similar on any unit within 2" from a point within 3" from the furnace, except that now can deal d6 mortal wounds if the Furnace suffered 2 or less wounds, but only one mortal wound if the furnace suffered at least 8 wounds. It also gets different prayers than the ones from the regular Plague Priest, boosting Pestilens units either by giving them the same effects as the Death Frenzy spell or by allowing them to reroll wounds.
Troops
Plague Monks: Basic Pestilens troop, you can arm them with two foetid blades (an average of 0,75 damages per model or 1,12 when they charge) or with one foetid blade and a woe-stave (an average of 0,66 damages per model or 0,91 when they charge). This difference is compensated by the extra range of the woe-stave, so is basically the same when you have a big unit to cover for the second rank attacks. Their leader make the unit better a wound enemies (reroll 1 to wound) or damage the units around. Their icon bearer make them occasionally killier when one of them die or when they roll a 6 to wound. The plague hairbringer make some of their attack at rend -1 or reduce the enemy charge by 1". A nice and risky combo could be plague scroll, contagion banner and bale chime: in this way you can reroll to wound of 1, and every 6 to wound is -1 rend and it has a little chance of do 1 mortal damage. Remember, they it hard because they die fast; no save for this guys, so take 1 big unit of 30/40.
Plague Censer Bearer: Get an extra attack when charging, deal a mortal wound to every non-Nurgle unit within 3" on a 4+ and can reroll hits and Battleshocks if they're within 13" from a Plague Priest.
Plagueclaw Catapult: Gets +1 to hit and deals 2d6 wounds against units with 10+ models (but gets -3 to wound against Nurgle units), and gets +1 to its save in shooting phase.
Eshin
Named Characters
Deathmaster Snikch: Basically an improved assassin. His ranged weapon deal an average of 1 damage and his melee weapon deal an average of 4,4 damages at -1 rend.
Heroes
Verminlord Deceiver: Your best choice for your Eshin general. His Doomstar deals d3 wounds that become d6 if it targets a unit with 10+ models, and opponent attacks in Shooting phase get -2 to their hit rolls against him. Gets Skitterleap as his exclusive spell, allowing him to warp any other hero within 12" in any other point on the battlefield that is not within 6" from any enemy unit. His command ability allows Eshin units within 13" to reroll wounds.
Skaven Assassin: Here is the hero killer. His ranged weapon (almost useless at the beginning of the game, since you want it well hidden in one of your units) deal an average of 0,5 damage. As melee weapon you can choose weeping blades (average of 2,66 damages at -1 rend) or fighting claws (average of 2,58 damages).
Troops
Night Runners: Standard Eshin troop. With an average of 0,41 damages per model (with a necessary -2 rend boost) they sit at the bottom of the Eshin food chain. Take at least 20, if you can also 30: you NEED the rend bonus.
Gutter Runners: Exactly the double of the Night Runners. The average 1 damage per model make them your first choice against light armor numerous units.
Formations
Verminus Clawpack: A Warlord, 3 units of Clanrats, one of Stormvermin, and 3 Weapon Teams of your choice. The Warlord's command ability works on every unit in the formation at the same time, Weapon teams can pass their wounds on Clanrats on a 4+, and every unit gets +2 every 10 models rather than +1 on their Battleshock tests.
Moulder Clawpack: 6 Packmasters with 2 units of Rat Ogres, 2 of Giant Rats and a Hell Pit Abomination. Everyone in the formation gives -1 Bravery to opponent units after they wounded them, and everyone except Packmasters can reroll 1 to wound.
Pestilent Clawpack: A Plague Furnace, a Plague Priest and 3 units of Plague Monks. Everyone in the formation deals double wounds on a 6 to wound, and also you can take a scenery that is within 13" from at least two units from the formation as the unit's nest: units from the formation automatically pass Battleshock tests inside it, while other non-Nurgle units have to roll a dice if they begin the turn in that terrain: on a 2+ they're save, otherwise they suffer d3 mortal wounds.
Eshin Clawpack: This formation gives you 1 Assassin, 3 units of Night Runners and 1 unit of Gutter Runners. The special rules make the units faster (always good) and better at wounding smaller units. The minimum is 38 wounds, but it needs at lest 60 to be used well (2 units of 10 and 1 unit of 30 Night Runners, 1 unit of 5 Gutter Runners to chase the smaller enemy units and 1 Assassin maybe hidden in one of the smaller Night Runners units. Your general should be the Nightleader of the bigger unit). If you have 90 points a good combo could be add 1 Verminlord Deceiver and 9 Night Runners to every of the smaller units.
Army Building
Eshin Assault:
- 1 verminlord deceiver
- 1 skaven assassin
- 1 skaven assassin
- 29 night runners
- 9 gutter runners
The tactic here is simple. Hide the two assassins, keep everything near the verminlord and charge asap. Use the gutter runners for fast small units killing deploying them as infiltrators.
External links
Rules are here [1]