Age of Sigmar/Tactics/Old/Warscrolls Compendium/Skaven

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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:

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:

Stormfiends:

Moulder

Named Characters

Throt the Unclean:

Packmaster Skweel Gnawtooth:

Heroes

Packmaster:

Troops

Giant Rats:

Rat Ogres:

Hell Pit Abomination:

Pestilens

Named Characters

Lord Skrolk:

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:

Plague Furnace:

Troops

Plague Monks:

Plague Censer Bearer:

Plagueclaw Catapult:

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

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]