Skaven in the 40K Universe


 

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rats have scurried through here!

 
 

The Exodus

  While meditating on the future of Skavenkind, Thanquol (the greatest of all ancient Skaven) received a vision from the Horned Rat God.  In this vision, he saw a world rich in the purest of Warpstone.  It was a world free from the terrible enemies of the Skaven, a world shielded by a great rift in the universe which would intensify the power of Skaven magic and strengthen the connection between his people and the Horned Rat God.  The Horned Rat God spoke to Thanquol and gave him the secret of a new and powerful type of sorcery.  This sorcery would allow Thanquol to create Ratholes, which tunneled through the stars and would allow the Skaven to make their new home on the Warpstone world.
 Thanquol took this revelation to his most trusted advisors.  The heads of each clan came at Thanquol’s beckoning and they agreed unanimously to leave Skavenblight and the rest of the Under Empire behind for the new Warpstone World.  All of Skavenkind rallied behind the vision of Thanquol.  They began to construct the necessary shrine to the Rat God, which would allow Thanquol to create the Rathole to the Warpstone world.  The Clans put aside their differences to toil side by side and after thirteen years, the shrine was completed.  It was a shining achievement for Skavenkind.
 Thanquol and the other Grey Seers joined together in a thirteen day long ceremony.  At the culmination of this ceremony, the Rathole opened to the Warpstone world before them.  Like rats fleeing a sinking ship, the Skaven filed through the portal, each seeking to stake a claim on the New World.  It took thirteen weeks to transport all of the Clanrats and their equipment and livestock to the Warpstone world.
The Skaven spread out across the land.  This New World was rich in diversity.  There were sprawling mountain ranges so rich in Warpstone that the settlers here experienced huge numbers of mutations in even their first generation of children.  There were wide, sparkling rivers which flowed into the most beautiful lakes, seas and oceans.  The Skaven found that there had been no reason to bring their livestock with them, the savanna and fertile grasslands abounded with millions of tasty, slow-moving, dim-witted herds of creatures.  The Skaven had been led to paradise and they had Thanquol to thank for it.  Thanquol named the Warpstone world Verminarum.

Dark Ages

Thanquol led them for thirteen golden generations of peaceful co-existence and prosperity before his passing into the embrace of the Horned Rat God.  Unfortunately for the Skaven, this was the end of their golden era.  Without Thanquol’s guidance and leadership, the Clans began to squabble over succession rights and claims to the vacant throne.  Skavenkind again went to war.  They split up Verminarum into hundreds of feudal territories; each controlled by a Clan or by a faction of some Clan.  These territories warred for millennia with swords and sorcery most feral.  Grey Seers prophesied that only Thanquol could end the warring and bring the Skaven back together as a unified people, but that was impossible since Thanquol had been deceased for many thousands of years and things looked dark for Skavenkind.
A powerful Grey Seer Lord, who’s name has been lost to Skaven scholars, embarked on a spirit quest to find a way to end the warring which was dividing his people.  He traveled the spirit world looking for the Horned Rat God that had seemingly forsaken his children.  After a series of thirteen trials, the One Who Shall Remain Unnamed came into the hall of the Horned Rat God and sought audience with his progenitor.  The Rat God allowed the Unnamed to come into his chamber.  The Unnamed watched as the Rat God reclined in his great throne and observed the destruction and terror which took place all across Verminarum.
When the Unnamed asked the Horned Rat God why he was allowing this warring to continue, the Rat God showed the Unnamed a vision of a fleet of starships moving ominously through space.  There were several different varieties of ships and some fired weapons of light at each other through the void of space.  As the Unnamed watched, he saw the horizon of a planet come into view.  It was the target of these hostile spacefarers.  His expression quickly turned to horror as he realized that the planet he was looking at was Verminarum
The Horned Rat God explained that the warring that Skaven had been suffering had been necessary in order to harden them for what was to come next.  The Rat God explained that it would take the combined might of millions of Skaven Clanrats to repel these powerful invaders and to bring glory to the Horned Rat God.

Resurrection

Then the Horned Rat God showed the Unnamed another vision.  It was a vision of one of his mistresses suffering through the birth of an illegitimate Skaven litter.  As the mistress was not of Seer blood, her children would be slaves or the like, but as they began to spill out the Unnamed was amazed to see that the thirteenth, the last of the litter, was of purest white with a birthmark of Thanquol’s seal between his eyes.  The blessed Skaven child was brought to the mother’s breast and it began to feed, but the milk was not enough to satisfy this destined infant and he clawed his way up the mother’s breast and bit sharply into her neck, breaking it instantly.  The blessed Skaven child devoured his own mother, followed by the rest of his litter siblings.
The Horned Rat God spoke to the Unnamed; “This child shall re-unify all of Skavenkind and rally them against our common enemy.”
When the Unnamed awoke from his Spirit quest, he had the infant brought to him and it was christened Thanquol II.  The glory days of the Skaven had been reborn in this blessed Skaven child.
 
 


 
 
 

Skaven Special Abilities

Fleet of Paw: Skaven abhor wearing armor and are quite capable of scurrying about the battlefield.  To represent this, all Skaven ground units have been given the "Fleet of Paw" special ability.  This ability works the same as the Eldar's "Fleet of Foot" or the Tyranid's "Fleet of Claw".  Any ground unit that does not fire a weapon during the shooting phase may instead move an additional D6".
 
 

Army List
 
 
 

HQ

Skaven Warlord General
 
Pts WS BS S T W I A Ld Sv
60 5 5 4 4 3 5 3 8 5+

Equipment: The Skaven Warlord is armed with a Warpstone Bolter and may chose from the Skaven Wargear List.

Special Rules

Independent Character: Unless accompanied by a Rat Pack, the Skaven Warlord General is an independent character and follows the Independent Character special rules in the Warhammer 40K rulebook.

Mutations: The Skaven Warlord General is allowed to be bestowed with 3 Mutations from the Skaven Mutations List.

Rat Pack: a Rat Pack, see the Rat Pack Entry for details, may accompany this HQ Choice.  Note that the Skaven Warlord General and the Rat Pack count as a single HQ choice.
 

Grey Seers
 
Pts WS BS S T W I A Ld Sv
80 5 5 4 4 4 3 5 9 5+

Equipment: The Grey Seer is armed with a Warpstone Bolter and a Power Staff and may chose from the Skaven Wargear List.

Special Rules

Independent Character: Unless accompanied by a Rat Pack, the Grey Seer is an independent character and follows the Independent Character special rules in the Warhammer 40K rulebook.

Mutations: The Grey Seer is allowed to be bestowed with 3 Mutations from the Skaven Mutations List.

Spell casting: The Grey Seer is a visionary and leader of its people.  It uses the warp stones to weave powerful magic to benefit the Skaven armies.  The most powerful of these spells is Warp Lightning which can be fired during the Grey Seer's shooting phase and uses the following profile:

Range: 12"  Strength: 6  AP: 3  Assault 1
Must strike nearest opponent with the best
Armor Save or the vehicle with the most Armor

Summon Vermin Lord: The Grey Seers are the only members of a Skaven army capable of summoning a Vermin Lord.  See the Vermin Lord entry for details.

Rat Pack: a Rat Pack, see the Rat Pack Entry for details, may accompany this HQ Choice.  Note that the Grey Seer and the Rat Pack count as a single HQ choice.

Arrogance: Grey Seers are born and bred to lead all of Skavenkind to rule the galaxy.  This is their noble birthright and as such they do not feel that they should share the field of battle or the command of a Skaven army with a simple-minded Warlord.  For this reason, a Skaven force may not field both a Warlord General and a Grey Seer together.
 

Vermin Lords
 
Pts WS BS S T W I A Ld Sv
125 8 4 7 6 4 5 4 10 5+

Special Rules

Independent Character: A Vermin Lord is always an independent character and follows the Independent Character special rules in the Warhammer 40K rulebook.

Fearless: Vermin Lords do not know the meaning of fear, and therefore always pass Leadership and Morale checks.

Monstrous Creature: Vermin Lords are huge and terribly strong opponents.  They are treated as Monstrous Creatures and therefore roll 2d6 for armor penetration and ignore opponent's armor saves in Close Combat.

Warp Blasts: The Vermin Lord is capable of producing a terrible blast of warp energy, which is treated as a weapon with the following stats:

Range: 6"  Strength: 8  AP: 3  Assault 1

Doom Glaive: The Vermin Lord's weapon of choice is a powerful and ancient artifact called the Doom Glaive.  If the Doom Glaive wounds a model, then that model contracts a ravenous disease concocted by the Horned Rat exclusively for the Vermin Lords.  Each Turn thereafter, the wounded foe must roll 1D6.  If the result of this roll is less than the model's Toughness, then there is no effect that Turn.  If the result of this roll is equal to or greater than the model's Toughness, then that model suffers another wound from the disease coursing through them.

"The Wrath of the Vermin Lord is Worse than Death": Believing this with every ounce of their being keeps Skaven from fleeing from a battle involving a Vermin Lord.  As long as the Vermin Lord maintains line of sight on a unit, it uses the Vermin Lord's Leadership for all morale checks.

Summoning: Grey Seers manipulate the Warp to summon Vermin Lords with ancient rituals.  Beginning with the start of the second Turn, roll a D6 at the start of each Turn to see if the Vermin Lord becomes available.  If you roll equal to or greater than the number shown on the chart below, then the Vermin Lord's summoning was successful and it is summoned into play!

Turn       2     3    4+
D6 Roll  4+  3+   2+

Once summoned you must roll the scatter die to determine where the Vermin Lord is deployed.  If a hit is rolled on the scatter die, then the Grey Seer who summoned it is destroyed.  Otherwise the Vermin Lord is placed 2d6" from the Grey Seer in the direction of the arrow.  If this distance places the Vermin Lord outside of the battlefield, the summoning was unsuccessful.
 
 

Rat Pack

Skaven Champions
 
Pts WS BS S T W I A Ld Sv
30 4 4 4 4 2 5 2 6 6+

Battle Standard Bearer
 
Pts WS BS S T W I A Ld Sv
20 4 4 4 3 1 4 1 5 6+

Plague Priest
 
Pts WS BS S T W I A Ld Sv
45 5 5 4 4 2 5 1 7 5+

You may take a Rat Pack to accompany another HQ unit in your Army, but it cannot be taken as an HQ choice by itself.

Squad: The Rat Pack consists of between four and seven Skaven Champions, one Battle Standard Bearer and one Plague Priest.

Weapons: The Skaven Champions carry a Warpstone Bolter and a Close Combat Weapon.  The Battle Standard Bearer carries a Skaven Bolter and the Sacred Standard of the Horned Rat (see Wargear section for details).  The Plague Priest carries a Skaven Bolter and Close Combat Weapon.

Spellcasting: The Plague Priest uses the warp stones to weave powerful magic to benefit the Skaven armies.  This Priest is capable of infesting units with illness in the midst of battle.  Using their Plague Prayer as a weapon, which may be fired during the Priest's shooting phase.  The Plague Prayer uses the following profile:

Range: 12" Strength: 5 AP: 4 Heavy 1 / Blast

Mutations: The Plague Priest is allowed to be bestowed with 1 Mutation from the Skaven Mutations List.
 
 

Elites

Stormvermin
 
Pts WS BS S T W I A Ld Sv
25 4 0 4 4 2 5 2 6 6+

Squad: The squad consists of between four and ten Stormvermin. The Stormvermin are armed with Stormblades (see Wargear Descriptions below).

Mutations: Stormvermin units are allowed to be bestowed with Mutations.  All models in the unit must take the same mutation.  Each unit may chose only ONE Mutation.  See the Skaven Mutations List for details.
Awesome Strength at +7 pts. Per model
Scaly Skin at +5 pts. Per model.
Fumes of Debilitation at +10 pts. Per model.

Assassins
 
Pts WS BS S T W I A Ld Sv
35 5 0 3 3 1 5 2 7 6+

Squad: Assassins are armed with Weeping Blades (see Wargear Descriptions below).

Special Rules

Mutations: Assassin units are allowed to be bestowed with Mutations.  All models in the unit must take the same mutation(s).  Each unit may chose up to 2 Mutations.  See the Skaven Mutations List for details.
Awesome Strength at +7 pts. Per model
Lightning Speed at +5 pts. Per model.
Chameleonic Skin at +5 pts. Per model.
Lightning Reflexes at +10 pts. Per model.
Fumes of Debilitation at +10 pts.

Disguise: Skaven Assassins are capable of hiding within the ranks of other Skaven units.  They are not fielded until they emerge from their concealment unit.  Emerging at the beginning of any turn from the unit, unless they are attacked in assault combat or the concealment unit is destroyed (in which case they are revealed to their attackers).
 
 

Plague Monk Warriors






Plague Monks
 
Pts WS BS S T W I A Ld Sv
21 3 3 3 4 1 4 1 5 6+

Plague Censer Bearers
 
Pts WS BS S T W I A Ld Sv
16 3 0 3 4 1 4 1 5 6+

Squad: The unit consists of between four and sixteen Plague Monks and one to four Plague Censer Bearers, with no more than one censer bearer for every four monks.

Weapons: Plague Monks carry a Close Combat Weapon and a Skaven Bolter.  Plague Censer Bearers carry only a Plague Censer, which may be used in close combat (see Wargear section for details)

Spellcasting: The Plague Monks use the warp stones to weave powerful magic to benefit the Skaven armies.  These Monks are capable of infesting units with illness in the midst of battle.  Using their Plague Prayer as a weapon, which may be fired during the Monks' shooting phase.  The Plague Prayer uses the following profile:

Range: 12" Strength: 5 AP: 4   Heavy 1 / Blast

Mutations: Plague Censer Bearers are allowed to be bestowed with Mutations.  All Plague Censer Bearers in the unit must take the same mutation.  Each unit may chose only ONE Mutation.  See the Skaven Mutations List for details.
Awesome Strength at +7 pts. Per model
Shriveling Rot at +10 pts. Per model.
Fumes of Debilitation at +10 pts. Per model.

Warpfire Thrower Teams
 
Pts WS BS S T W I A Ld Sv
25 3 3 3 3 1 4 2 5 5+

Squad: The unit consists of between one and three pairs of Warpfire Thrower Clanrats.

Weapon: Close Combat weapons and the Warpfire Thrower.  See the weapons section for details.

Special Rules: If the Warpfire Team is ever forced to retreat from an Assault or on a hit roll of a 1, roll a D6 and consult the following chart:

Roll Result
1-2:    KaBoom!!  The Warpfire Thrower Team disappears in a gigantic mushroom cloud.  Center the Ordinance Blast template on the Teams location.  Any model caught under the template takes an automatic Strength 8, AP 3 hit.

3-4:    Fire in the Hole!  The fuel barrels catch fire.  The model carrying the barrels runs 2D6" in a direction determined by the scatter die (re-roll hits) before exploding as above.

5-6:    Blockage!  The Warpfire Thrower's nozzle jams and sprays the crew with Warpfire.
 
 

Troops

Clanrat Warriors
 
Pts WS BS S T W I A Ld Sv
10 3 3 3 3 1 4 1 5 6+

Squad: The unit consists of between eight and twenty Skaven Clanrats.

Weapons: Skaven Bolters and a close combat weapon.

Options: The entire squad may be given warp grenades @ +3 pts per model.  Up to two of the Clanrats in the unit may be upgraded to Poison Wind Globadiers, arming them with Poison Wind Globe Launchers @ +15 pts per model.

Skaven Slaves

Slaves
 
Pts WS BS S T W I A Ld Sv
6 2 2 3 3 1 2 1 4 -

Slave Master
 
Pts WS BS S T W I A Ld Sv
15 3 3 3 3 1 4 1 6 6+

Squad: The unit consists of one Slave Master and between four and twenty Slaves.  If the Slave Master is killed, the unit disbands at the end of that turn.  Slave Masters are proven Clanrats who are aspiring to become Pack Masters.

Weapons: Rusted Close combat weapon for the slaves (see Wargear section for details).  Lightning Whip and Skaven Bolter for the Slave Master.

Master's Will: As long as the Slave Master lives, the unit uses his Leadership.  If the Slave Master is killed, the unit disbands at the end of the Turn.
 

Giant Rat Pack

Giant Rats
 
Pts WS BS S T W I A Ld Sv
8 2 0 3 3 1 4 1 4 6+

Pack Master
 
Pts WS BS S T W I A Ld Sv
25 4 4 3 3 1 4 1 7 6+

Squad: The unit consists of between one and five Pack Masters and between six and thirty Giant Rats.  There must be one Pack Master for every six Giant Rats at the end of any given turn, or the unit disbands.

Weapons: Teeth and Claws for the Giant Rats.  Lightning Whip and Skaven Bolter for the Slave Master.

Master's Will: As long as the Pack Master lives and the unit stays intact, the unit uses his Leadership.

Piling On: Giant Rat Pack Masters, are the best in the clans at directing the wrath of these immense, mutated beasts.  As such, they can direct the Giant Rats to attack weak points in vehicles and to coordinate their attacks to maximum effectiveness against robots, dreadnoughts, wraithlords, etc.  To simulate this, whenever a Giant Rat pack swarms to penetrate armor, roll a d6 + the number of additional Giant Rats in the pack to determine the score.
For example: Twelve Giant Rats are directed by the Pack Master to attack a Chaos Dreadnought head on.  With the Giant Rats' Strength (2), they could never penetrate the Dreadnought's armored hull (12).  However, due to the orchestration by the Pack Master, the twelve Giant Rats can overrun and defeat the lone Dreadnought.  (S:3 + 1d6 + 11 = 15 to 20)
 
 

Fast Attack

Gutter Runners
 
Pts WS BS S T W I A Ld Sv
16 4 4 4 3 1 5 1 7 6+

Squad: The squad consists of between four and eight Gutter Runners.

Weapons: Shuriken Launchers, Close Combat Weapons and Warp Grenades.

Special Rules

Lightning Speed: Gutter Runners are capable of great bursts of speed when rushing into battle.  Because of this, they may assault 12" instead of the usual 6"

Infiltrate: Gutter Runners May also use the Infiltration Rules from the Warhammer 40K rulebook when setting up.

Mutations: Gutter Runner units are allowed to be bestowed with Chameleonic Skin at +10 pts. Per model.  See the Skaven Mutations List for details.
 

Flying Skaven
 
Pts WS BS S T W I A Ld Sv
24 4 0 4 3 1 5 1 7 6+

Squad: The squad consists of between four and ten Flying Skaven.

Weapons: Close Combat Weapons and Warp Grenades.

Special Rules

Lightning Speed: Flying Skaven are capable of great bursts of speed when rushing into battle.  Because of this, they may assault 12" instead of the usual 6"

Wings: Flying Skaven units are Mutates with membranous Wings (much like flying squirrels) and as such move 12" in the Movement Phase instead of 6".  When they retreat they roll 3d6 for distance as well.  These wings also exclude them from the usual Fleet of Paw bonus.

Mutations: Besides the Wings, Flying Skaven are also allowed to be imbued with mutations. All Flying Skaven in the unit must take the same mutation.  Each unit may chose only ONE Mutation.  See the Skaven Mutations List for details.
Fumes of Debilitation, Fire Breath, Exhale Gas or Spew Vomit at +10 Pts. Per model.
 

Doomwheel
 
Points Front Side Rear BS
45 11 11 11 4

Crew:
Skaven Engineer
 
Pts WS BS S T W I A Ld Sv
- 4 4 4 3 1 4 1 5 6+

Vehicle Type: Fast, Open-Topped

Weapons: The Engineer carries a Warpstone Bolter and the Doomwheel is armed with a Warp Lighting Generator.

Special Rules

Warpstone Field: The Doomwheel's weapon is powered by a Warpstone, which is also tapped (through the hammering of smaller Warpstones into the vehicle's hull and arcane rites preformed by the Grey Seers) to provide a field of protection around the Doomwheel protecting it from harm.  However, the shrapnel and fallout from these weapons can still harm the exposed Skaven Engineer so it is considered an open-topped vehicle.

Movement: Driven by frenzied, Giant Rats in the wheels, the Doomwheel has an erratic type of stop and go movement which causes it to move 3d6" per turn. The Skaven Engineer only controls the Doomwheel's direction.  Because of this, if the Skaven Engineer is slain then the Doomwheel continues to roll along in a straight line.  The Doomwheel may NOT chose to stop moving in battle.

Warp Lightning Generator: The Warp Lightning Generator is also not controlled by the Skaven Engineer, so he may fire his Warpstone Bolter during the shooting phase.  If the Skaven Engineer is slain the Warp Lightning Generator still discharges in the shooting phase. The Doomwheel may NOT chose to stop firing the Warp Lighting Generator during battle.

"Abandon Wheel!": The Skaven Engineer however may chose to abandon the Doomwheel.  If he does so, he must roll a D6, on a score equal to or lesser than his Toughness, he survives the fall and may continue to fight on as an Independent character.

Heavy Support

Rat Ogre Pack

Rat Ogres
 
Pts WS BS S T W I A Ld Sv
45 4 0 5 5 2 5 3 5 4+

Pack Master
 
Pts WS BS S T W I A Ld Sv
25 4 4 3 3 1 4 1 7 6+

Squad: The unit consists of one Pack Master and between three and six Rat Ogres.

Weapons: Teeth and Claws for the Rat Ogres.  Lightning Whip and Skaven Bolter for the Pack Master.

Master's Will: As long as the Pack Master lives the unit uses his Leadership. If the Pack Master is killed, the unit must check Leadership each Turn or disband.

Mutations: Rat Ogre units are allowed to be bestowed with Mutations.  All Rat Ogres in the unit must take the same mutation.  Each unit may chose only ONE Mutation.  See the Skaven Mutations List for details.
Awesome Strength at +7 pts. Per model
Incredible Toughness at +20 pts. Per model.
Fire Breath or Spew Vomit at +10 pts. Per model.

Monstrous Creatures: With Warp stones hammered into their flesh and having been mutated by the warp into monstrosities, the Rat Ogres block line of sight and ignore Armor Saves.

Piling On: Rat Ogre Pack Masters, are the best in the clans at directing the wrath of these immense, mutated beasts.  As such, they can direct the Rat Ogres to attack weak points in vehicles and to coordinate their attacks to maximum effectiveness against robots, dreadnoughts, wraithlords, etc.  To simulate this, whenever a Rat Ogre pack swarms to penetrate armor, roll a d6 + the number of additional Rat Ogres in the pack to determine the score.
For example: Six Rat Ogres are directed by the Pack Master to attack a Chaos Dreadnought head on.  Even with the Rat Ogres' immense strength (5), they could not penetrate the Dreadnought's armored hull (12).  However, due to the orchestration by the Pack Master, the six Rat Ogres can easily tear into the lone Dreadnought.  (S:5 + 1d6 + 5 = 11 to 16)

Jezzail Teams
 
Pts WS BS S T W I A Ld Sv
35 3 5 3 3 1 4 2 5 6+

Squad: The unit consists of between one and three pairs of a Jezzail marksman and the crutch bearer.

Weapon: Close Combat weapons and the Jezzail Gun.  See the weapons section for details.
 

Poison Wind Globadiers
 
Pts WS BS S T W I A Ld Sv
25 3 3 3 3 1 4 1 5 6+

Squad: The unit consists of between three and six Globadiers.

Weapons: Close Combat weapons and Poison Wind Globe Launchers. See the weapons section for details.
 

Screaming Bells
 
Points Front Side Rear BS
145 11 11 11 0

Crew:
Grey Seer
 
Pts WS BS S T W I A Ld Sv
- 6 6 4 4 3 5 3 9 5+

Striker
 
Pts WS BS S T W I A Ld Sv
- 3 3 4 3 1 4 1 5 6+

Vehicle Type: Tank, Open-Topped

Mutations: The Grey Seer is allowed to be bestowed with 3 Mutations from the Skaven Mutations List.

Spellcasting: Warp Lightning, which can be fired during the Grey Seer's shooting phase and uses the following profile:

Range: 12"  Strength: 6  AP: 3  Assault 1
Must strike nearest opponent with the best
Armor Save or the vehicle with the most Armor

Special Notes: The Grey Seer aboard the Screaming Bell is not an HQ choice may fight from the deck of the Screaming Bell's carriage and summon Warp Lightning, but he may not summon a Vermin Lord.

Special Rules

Warpstone Field: Through the hammering of smaller Warpstones into the vehicle's hull and arcane rites preformed by the Grey Seers astride the Bell's carriage, the Screaming Bell is provided with a field of protection surrounding it and protecting it from harm.  However, the shrapnel and fallout from these weapons can still harm the exposed Skaven crew so it is considered an open-topped vehicle.

Weapons: The Grey Seer carries a Power Staff and the Screaming Bell is used in conjunction with the chart on the following page.
 

Each Time the Screaming Bell is struck, roll 1d6 and add
The result to the current score (which starts at Zero)

Current Score                          Effect

1 - 3            The Skaven Army squeaks with glee in anticipation of victory.  All Skaven units on the battlefield mayre-roll     Leadership tests this Turn.

4 - 5            The strident tolling of the bells sows fear and discord through the enemy ranks trained warriors panic at the terrifying noise.  All enemy ground units within 24" of the bell must make a morale check immediately.

6 - 7            The noise grows louder, discomforting the enemy and drowning out commands.  All enemy units within 24" of the bell must make a Ld test to charge into assault or shoot during their next Turn.

8 - 9            The cacophony of the bell melds together into a single thunderous crack, splitting stone and metal like rotten wood.  Roll 3d6 for Armor Penetration against any war machine (friend or foe) within 24".

10 - 11        The ringing sends the Skaven into a frenzy.  Frothing and biting at one another, they swarm forward in a maddened attack.  All Skaven units within 24" of the Bell will suffer an automatic Strength: 4, AP: 5 hit if they are not engaged in Assault Combat before the end of this Turn as the maddened Skaven rend one another.

12 - 13        The ground begins to split under the barrage of discordant sound.  Roll a Glancing Blow result against any war machine (friend or foe) within 30".

14 - 15        The grating tintabulations sound like millions of rats scrambling and squeaking in the enemy's ears.  All enemy units within 12" of the Bell must make a Morale check or break.

16 - 17        The deafening peals roll across the land like palpable waves of force. Roll a Penetrating Blow result against any war machine (friend or foe) within 36".

18+              With a final, apocalyptic crack the great bell splits in two, crashing to the ground with the sound of ten thousand thunderclaps rolled into one.  The Screaming Bell is destroyed and all models within 3d6" of the bell suffer an automatic Strength: 10, AP: 2 hit as their eardrums burst.

Army Summary


Unit Pts WS BS S T W I A Ld Sv
Warlord 60 5 5 4 4 3 5 3 8 5+
Grey Seer 80 5 5 4 4 3 5 3 9 5+
Vermin
Lord
125 8 4 7 6 4 5 4 10 5+
Skaven
Champions
30 4 4 4 4 2 5 2 6 6+
Standard
Bearer
20 4 4 4 3 1 4 1 5 6+
Plague Priest 45 5 5 4 4 2 5 2 7 5+
Stormvermin 25 4 0 4 4 2 5 2 6 6+
Assassin 35 5 0 3 3 1 5 2 7 6+
Plague Monk 21 3 3 3 4 1 4 1 5 6+
Plague Censer Bearers 16 3 0 3 4 1 4 1 5 6+
Warpfire Team 30 3 3 3 3 1 4 2 5 5+
Clanrats 10 3 3 3 3 1 4 1 5 6+
Slaves 6 2 2 3 3 1 2 1 4 -
Slave Master 15 3 3 3 3 1 4 1 6 6+
Giant Rats 8 2 0 3 3 1 3 1 4 6+
Pack Master 25 4 4 3 3 1 4 1 7 6+
Gutter Runners 16 4 4 4 3 1 5 1 7 6+
Flying Skaven 24 4 0 4 3 1 5 1 6 6+
Rat Ogres 45 4 0 5 5 2 5 3 5 4+
Poison Wind Globadiers 25 3 3 3 3 1 4 1 5 6+
Jezzai Team 35 3 5 3 3 1 4 2 5 6+

 
 
Vehicle Points Front Side Rear BS
Doomwheel 45 11 11 11 4
Screaming Bells 145 11 11 11 0

 

Equipment Summary
 
Close Combat Weapons Cost
Shuriken Bolter 15
Weeping Blade 30
Rusted weapons -
Lighting Whip 30
Warp Grenades 3
Storm Blade 25

 
Ranged Weapons Range Strength AP Type
Skaven Bolter 24" 4 5 Rapid Fire
Shuriken Launcher 24" 4 6 Assault 2
Warpstone Bolter 24" 4 5 Assualt 2
Poison Wind Globe Launcher 36" 6 4 Heavy 1/ Blast
Warpfire Thrower Template 6 4 Assault 1
Jezzail Gun 48" 7 3 Heavy 2
Warp Lightning Generator 18" 9 2 Heavy 3

 

Wargear List
 
Wargear Cost
Fellblade 40 
Rod of Corruption 40
Warpstone Armor 30
Cloak of Shadows 20
Seer Stone 50
Warpstone Amulet 15
Skalm 50
Sacred Standard of the Horned Rat 25

 
Vehicle Front Side Rear BS
Doomwheel 11 11 11 4
Screaming Bell 11 11 11 4

Skaven Mutations List

Note: The costs listed here are for Characters, and in no way effects the cost a Unit has been assigned for a specific Mutation.

Mutation                                       Cost
Awesome Strength                            20
Incredible Toughness                        40
Great Resilience                               80
Lightning Speed                                15
Scaly Skin                                         30
Deflective Scales                              25
Impenetrable Plates                           25
Anti-Psychic Gland                           20
Regenerative Flesh                            60
Skalm Gland                                      50
Hyper-Adrenal Gland                        40
Chameleonic Skin                              35
Lightning Reflexes                             25
Wings                                                20
Fog of Death                                      35
Shriveling Rot                                   25
Fumes of Debilitation                        25
Fire Breath                                        35
Exhale Warpgas                                40
Spew Vomit                                      50
Mega Claws                                      25
Penetrating Claws                             40
Lightning Claws                                25
Master Claws                                   20
Tail of Onslaught                              25
Tail of Devastation                           40

Skaven Weapons Description

Weeping Blade: Forged especially for the assassins of the Eshin Clan.  These blades are infused with Warpstone and ensorcelled with powerful and deadly magic, which causes the blades to "weep" an incredibly corrosive substance at all times.  In combat, these weapons always wound on a 4+ and act as a Power Weapon (ignore Armor Saves).

Lightning Whip: When the first Rat Ogres were bred, the Pack Masters found themselves unable to control these gigantic, invulnerable beasts with conventional weapons.  So the artificers of Clan Moulder developed the Lightning Whip for the purpose of stripping away a monster's invulnerability.  In combat, these weapons act as a Power Weapon (ignoring Armor Saves) and also have the bonus effect of ignoring the Invulnerability of Monstrous Creatures.

Warp Grenades: Skaven Clan Skryre artificers have developed Warp Grenades utilizing the most advanced technologies combined with the awesome power of Warpstone.  These Warp Grenades are equal in effectiveness to both the Frag and

Krak Grenades used by other 40K armies.

Poison Wind Globe Launcher: Clan Skryre has developed these Launchers to propel the destructive fury of the Warpstone Gas contained in Poison Wind Globes across the fields of battle.  These weapons act much the same way as any other missile or rocket launcher.

Warpfire Thrower: Another of Clan Skryre's deadly inventions.  The Warpfire thrower mixes volatile inflammable chemicals and Warpstone powders and gasses to produce an intense burst of Warpfire to scald the flesh from the enemy's bones.  These weapons are similar to a Flamer, see the Warpfire Thrower Teams entry under Elites for additional information.

Jezzail Gun: The most accurate and perhaps most deadly weapon created by Clan Skryre is the Jezzail Gun.  With its incredible accuracy and deadly Warpstone slugs, it will ensure Skaven victory over battle vehicles.  The skill of the Jezzail marksmen as well as the Gun's design makes it terribly accurate at an incredible range.

Warp Lightning Generator: Unlocking the power of a Warpstone is as dangerous to the user as to the target.  Doomwheels are fitted with a single Warpstone, which is tapped by the Skaven Engineer to release Warp Lightning through forks along the sides and front of the Doomwheel.  See the Doomwheel entry under Fast Attack for more details.

Shuriken Launcher: Having outlived their usefulness in the battlefields of today, Skryre Engineers were forced to find a new way to use the Gutter Runners' favorite weapon.  From this need, the shuriken Launchers were developed to increase the deadliness of these ancient throwing-stars through the modern miracles of Clan Skryre technology.

Rusted and Broken Close Combat Weapon: Slaves cannot be trusted with quality weapons, nor would we want to waste our supply of good weapons on such unworthy creatures.  Let them battle with the rusted and broken weapons and let them die!
*spit*  Rusted CCWs only hit or wound on a 6.

Stormblade: Forged in the likeness of Skarakk Claw's Stormdaemon, the elite Stormvermin bear these terrible weapons in opposition to any who oppose the will of the Horned Rat God.  In combat, these are treated as Power Weapons (ignoring Armor Saves).

Skaven Bolter: The Skaven Engineers of Clan Skryre were amazed when they first saw the Bolters of the Space Marines.  When one of the Engineers finally was able to capture one, he studied it for months before being able to replicate it.  Now the Skaven mass-produce these weapons for the Clanrats.

Warpstone Bolter: By modifying the firing chamber and replacing bullets with shards of Warpstone, the Skaven Engineers of Clan Skryre can now produce a weapon worth of the leaders of the Skaven hordes.

Plague Censer: Few Plague Monks are chosen to bear these terrible devices.  So fanatic are these Monks that they ignore their own peril to destroy the enemy.  If a Plague Censer Bearer scores a hit, work out the wound as the Fog of Death Mutation (see below).  At the end of each Turn, the Bearer and any Skaven within 1" of the bearer must roll a D6.  On a score of 6, the model takes a wound.

Skaven Wargear Description

Fellblade: Created millennia ago to destroy the evil Necromancer Nagash.  It was forged of the purest Warpstone and carved with runes of doom and destruction.  So deadly is the Fellblade that even the wielder will eventually succumb to the deadly magics. It has become almost a lifeforce of its own and has a knack for showing up at opportune moments in Skaven history and disappearing just as mysteriously.  In combat, it provides the wielder with a Strength of 10, increases the wielder's number of attacks by one, and it ignores Armor Saves (as a Power Weapon).

Seer Stone: The Grey Seers have been gifted with the knowledge of ensorcelling Warpstone into Seer Stones.  With these stones, a Grey Seer may peer across the battlefield and spy on his opponents.  The Seers may also cast their Warp Lightning spell through the stones allowing them to strike a foe anywhere on the battlefield.  Any single model may be targeted.  This includes Independent characters that are within two inches of a unit or are accompanied by some type of command squad.

Rod of Corruption: A Rod of Corruption seethes with foul energies of the Pestilens Clan.  Its touch brings certain death.  In combat, if a hit is scored with a Rod, roll 1d6.  If the score is equal to or greater than the opponent's Toughness, then the target is destroyed outright.

Warpstone Amulet: These amulets radiate hostility and confusion so that anyone attacking the bearer becomes dazed and bewildered.  In combat, any unit engaged in Assault against the bearer must check Leadership at the beginning of any assault phase or lose all attacks for that phase.

Warpstone Armor: Forged of Warpstone and covered with malign runes of the Horned Rat God of the Skaven.  Enemies who strike the wearer are in turn blasted by the Rat God's wrath.  In Combat, any unit that scores a wound against the wearer of the Warpstone Armor immediately takes a Strength 3 Assault against them.  This armor also increases the wearer's Armor Save to 3+.

Skalm: A tar-like substance used by Skaven as a "quick fix" for wounds sustained in combat.  Mixed with Warpstone powder it burns and mutates the flesh around the wound, leaving ugly twisted scars, but allowing the Skaven to fight on.  Only the strongest Skaven use Skalm...the weak are torn apart and devoured by their kin.  In combat, any character carrying a pot of Skalm can use it at the beginning of a Turn.  When used, all wounds that had been inflicted against the Skaven up until that point are restored.  Skalm cannot be used if the character is in assault combat.

Cloak of Shadows: Woven from the fur of Skaven murderers, this cloak is foul with the stench of enchantment weaving shadows of darkness around the wearer.  In combat, the wearer cannot be charged or shot at unless the enemy first rolls a 6 on a D6 to spot him.

Sacred Standard of the Horned Rat: A ragged banner of flayed skin, blessed by the Rat God.  Once per battle, the banner's power can be invoked.  When the banner's power is invoked, no Skaven unit within 24" need check morale or leadership for that Turn.

Skaven Mutations Descriptions

Awesome Strength: The mutated Skaven receives a bonus of +1 to their Strength.

Incredible Toughness: The mutated Skaven receives a bonus of +1 to their Toughness.

Great Resilience: The mutated Skaven receives an additional Wound!

Lightning Speed: Allows the mutated Skaven to assault 12" instead of the usual 6".

Scaly Skin: The mutated Skaven receives a bonus of +1 to their Armor Save.

Deflective Scales: Anyone shooting at the mutated Skaven suffers a -1 penalty to hit.

Impenetrable Plates: The mutated Skaven receives a 4+ invulnerable Save.

Anti-Psychic Gland: The mutated Skaven receives a 4+ Invulnerable Save against all Psychic attacks directed against him.

Regenerative Flesh: The mutated Skaven has the ability to remove one wound each Turn on a 4+ roll.

Skalm Gland: The mutated Skaven has a gland that produces Skalm (see above) once per battle.

Hyper-Adrenal Gland: The mutated Skaven has a gland that increases their adrenaline output once per battle, effectively raising their Strength or Attacks by 2 for one Turn.

Chameleonic Skin: The mutated Skaven is always considered to be in cover and always receive a 5+ Armor Save.  In assault, the mutated Skaven will always strike first, unless the enemy is armed with Frag grenades, in which case combat is resolved simultaneously as normal.

Lightning Reflexes: The mutated Skaven has the ability to avoid certain death from enemy attacks, be they hand to hand or shooting.  As a result the mutate can dodge any shooting or melee attack on a 5+, except for Ordinance Blast weapons.

Wings: Like a flying squirrel, these mutates have grown membranous wings between their ankles and wrists allowing them to run and glide farther than most troops could move.  These mutates move 12" in the Movement Phase instead of 6".  When they retreat they roll 3d6 for distance as well. These wings also exclude them from the usual Fleet of Paw bonus.

Fog of Death: The mutated Skaven have a gland that produces the foul odor of a Plague Censer about them.  The fog obscures line of sight and causes any shooting attacks made against these mutates to suffer a -1 penalty to hit.  Also, enemies that come within base to base contact with one of these mutates must roll a D6.  If the score is less than the target's Toughness, they suffer one wound of damage, with no save (except for Monstrous Invulnerability, which is handled normally).

Shriveling Rot: These mutated Skaven have skin that decays and rots eventually falling off only to leave more diseased flesh beneath it.  Although these Skaven suffer no ill effects from this Rot, it is quite contagious and should not be touched.  At the end of any given Assault Phase, roll a D6 for each model in base to base contact with the mutate.  On a score of a 6, the model contracts the Rot and suffers a wound.  The Rot is so potent that No amount of Armor can Save you and there is No Invulnerability from it.

Fumes of Debilitation: The mutated Skaven radiate a foul stench which causes opponents in assault combat with the mutate to suffer a -1 penalty to WS and Strength.

Fire Breath: The mutated Skaven has grown a gland capable of producing a gout of flame from their mouth.  This mutation may be used during the shooting phase and uses the flamer Template and the following profile:
Range: Template Strength: 4  AP: 4  Assault 1

Exhale Gas: The mutated Skaven has grown a gland capable of producing a horrible gas from their mouth.  This mutation may be used during the shooting phase and uses the Blast Template and the following profile:
Range: 3" Strength: 4  AP: 4  Assault 1 / Blast

Spew Vomit: Unlike Fire Breath and Exhale Gas, this mutation produces no gland, but instead produces poisons in the Mutate's stomach before a battle.  This causes the mutate to regurgitate anything consumed within the last 24 hours (and Skaven are NOT picky eaters) along with the poison which makes for a powerful weapon.  At the end of any Assault Phase, the Mutate can Spew Vomit upon any model in base to base contact inflicting an immediate Strength 6 wound.

Mega Claws: These mutated claws always wound on a 4+.

Lightning Claws: These mutated claws always strike first, regardless of Initiative (unless the enemy uses Frag Grenades in which case combat is simultaneous as normal).

Master Claws: These mutated claws give the Mutate a bonus of one additional Attack.

Penetrating Claws: These mutated claws allow the Mutate to roll for two wounds with each hit.

Tail of Onslaught: With this mutated Tail when the mutated Skaven scores a wound in Assault combat, the Tail will follow up and make an additional attack against the enemy.  If the enemy is already dead, the Tail has no effect.

Tail of Devastation: This mutated Tail acts as a Power Fist (attacking last in any phase, ignoring Armor Saves, and doubling the Mutate's Strength (up to a maximum of 10).

Heroes of the Skaven Clans

Grey Seer Thanquol II
 
Pts WS BS S T W I A Ld Sv
190 6 6 4(10) 4 4 6 4 10 5+

Equipment: Thanquol II is armed with the Seers Staff and the Blade of the Lords of Decay

Special Rules

Independent Character: Thanquol II is an independent character and follows the Independent Character special rules in the Warhammer 40K rulebook.

Mutations: The Grey Seer Thanquol II has the Mutation of Great Resilience (the bonus is already figured into the stats above).

Blade of the Lords of Decay: With this Blade, Thanquol II has killed many an Orc and Chaos Marine.  The Blade increases Thanquol II's Strength to 10 in Assault combat and acts as a Power Weapon (ignoring Saves).  The Blade also increases Thanquol's number of attacks in melee. *

Seers' Staff: This ancient Skaven artifact strengthens the user's connection to Warp energies.  In Thanquol II's hands, it increases the lethality of his Warp Lightning.

Warpstone Snuff: Thanquol II has taken up the habits of his namesake by becoming addicted to Warpstone Snuff.  The visions of bloodshed and carnage  brought on by the Snuff are said to be a source of great enlightenment to Thanquol II.  Due to this addiction and the tolerances he has built up, Thanquol II is allowed to re-roll failed Warp Tests when using his Warp Lightning.

Blessings of the Horned Rat: Born with the blessings of the Horned Rat, Thanquol II is amazingly capable of sensing danger moments before he falls victim to it.  Thanquol II's boon is a nearby Skaven's bane however, as danger that was meant for Thanquol II is often absorbed by a fellow Skaven clanrat.  Whenever Thanquol II is wounded, roll a D6.  On a score of 4, 5, or 6, the damage is transferred to a friendly model within 2".  This applies to any wound inflicted upon Thanquol II, no matter what type of combat it may be.

Spellcasting: Thanquol is able to summon a powerful blast of Warp Lightning which can be fired during his shooting phase and uses the following profile:

Range: 12"  Strength: 6(8)  AP: 3  Assault 1
Must strike nearest opponent with the best Armor Save.

Summon Vermin Lord: When Thanquol II summons a Vermin Lord, he does not roll the scatter dice and instead chooses the Vermin Lord's arrival point within 6" of his current position.  See the Vermin Lord entry for details.

Boneripper: Thanquol II has no other escorts than his ever present, faithful, mutated Rat Ogre.
 
Pts WS BS S T W I A Ld Sv
- 5 0 8(10) 6 3 6 3 5 5+

Mutations: Boneripper is a unique Rat Ogre and his Mutations are listed below.
Note: * means these bonuses are already figured into the stats above.
Awesome Strength (at multiple levels)*, Incredible Toughness , Great Resilience , Regenerative Flesh, Hyper-Adrenal Gland (strength only*), Fire Breath (Temp, S4, AP4, Assault 1), and Tail of Devastation.
 

Skarakk Claw: Chief Engineer of Clan Skryre
 
Pts WS BS S T W I A Ld Sv
160 5 4 7 4 3 5 3 9 2+

Clan Skryre Force: Skarakk can only be fielded an HQ choice if Clan Skryre has a prominent role in the Army.  For the purposes of the Force Organization Chart, no less than Four Doomwheels or Screaming Bells (or any combination of the two) must be fielded.  When Skarakk Claw is taken as an HQ choice, these vehicles count as Troops.

Independent Character: Skarakk Claw is an independent character and follows the Independent Character special rules in the Warhammer 40K rulebook.

Mutations: Skarakk Claw has the Mutations listed below.
Note: * means that the bonus is already figured into the stats above.
Awesome Strength *, Great Resilience *, and Wings

Weapons: Skarakk Claw has used the resources and ingenuity of hundreds of Clan Skryre Skaven to create some of the most deadly weapons in the 40K universe.  Skarakk is armed with the Claw of Armageddon and Stormdaemon and in combat he wears a personalized suit of Warpstone armor named Skavenhide.

Claw of Armageddon: This powerful weapon is capable of issuing forth a stream of Warpfire, much like that of a Warpfire Thrower (R:Temp, S:6, AP:4, Assault 1).  After each use roll a D6, on a score of 1, the Claw has run out of fuel and cannot be used for the rest of the battle.  The Claw also increases Skarakk's Strength by one * and acts as a Power Weapon (ignoring Armor Saves).

Stormdaemon: This weapon was the first halberd created for use by the Stormvermin.  All Stormblades are cheap replicas of this mighty weapon.  With it, Skarakk's Strength is increased by one *, as are his attacks *.  Stormdaemon acts as a Power Weapon (ignoring Armor Saves) and a pot of Skalm (see Wargear Section for details)

Skavenhide: Skarakk's Warpstone Armor is the finest on any Skaven world.  Skarakk forged it himself after three years of intensive labor.  Skavenhide grants Skarakk an Armor Save of 2+ and any unit that scores a wound against him in Assault combat suffers an immediate S4 wound against them as the Armor's protective glyphs lash out.

Doomwheel: Skarakk's personal Doomwheel holds extra protective enchantments and two Warpstone Generators.  Details are listed below.  If Skarakk is fielded without his Doomwheel, he may take command of a fallen Engineer's Doomwheel however this commandeered Doomwheel still acts as a regular Doomwheel would.

Skarakk Claw's Doomwheel

Points  Front  Side  Rear  BS
 +65      13       13     13     4

Vehicle Type: Fast, Open-Topped

Weapons: The Doomwheel is armed with two Warp Lighting Generators.

Special Rules

Movement: Skarakk hand picks the Giant Rats in the wheels and concocts his own Warpsnuff to drive them into frenzy, so Skarakk's Doomwheel moves 4d6" per turn.

Dual Warp Lightning Generators: The Dual Warp Generator fires at double rate due to Skarakk's use of two Warpstones.  This is the only known successful harnessing of two such powerful Warpstones in such close proximity to one another.  The Dual Warp Lightning Generator uses the following profile:
Range: 18"  Strength: 9  AP: 2  Heavy 6

"Abandon Wheel!": Skarakk's wings prevent him from taking any falling damage if he chooses to abandon his Doomwheel.
 
 
 



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