SKAVEN CHARACTERS
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1 Skaven Warlord General..... 90 points
Your army must include a General to lead it.
Equipment: Sword
Weapons/Armour: The Warlord may be armed with any combination of weapons/armour allowed to any of the troop typesvin this list (see Equipment List for points values).
May Ride: A Skaven Warlord may ride a monster. (see the Monster List for points values).
Magic Items: The Warlord may have up to three magic items.
0-1 Battle Standard..... 77 points
The army may include a Battle Standard together with its bearer if you wish.
Equipment: Sword and Battle Standard.
Weapons/Armour: The Battle Standard Bearer may be armed with any combination of weapons/armour allowed to any of the troop typesin this list (see Equipment List for points values).
Magic Items: The Battle Standard Bearer may have one magic items. This may be a magic standard, effectively making the army's standard into a magic standard.
Chieftains..... 59 points
The army may include as many Chieftains as you wish within the normal limitations of the points available.
Equipment: Sword
Weapons/Armour: A Chieftain may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values).
Magic Items: A Chieftain character may have up to two magic items.
Clan Pestilens Plague Priests..... 73 points
The army may include up to one Clan Pestilens Plague Priest for every regiment of Plague Monks in it.
Equipment: Sword
Weapons/Armour: A Plague Priest may be armed with any combination of weapons/armour allowed to any of the troop typesvin this list (see Equipment List for points values).
Magic Items: A Plague Priest may have two magic items.
Special Rules: Plague Priests are affected by the psychology rules for frenzy.
Vermin Lords..... 600 points
The army may include any number of Vermin Lords within the limitation of points cost. Vermin Lords occassionally lead regiments of Skaven directly into battle, but more often daemons of the Horned One fight alone.
| M | WS | BS | S | T | W | I | A | LD |
| 8 | 8 | 8 | 8 | 7 |
7 | 10 | 8 | 10 |
Equipment: Doom Glaive - A hit from a Doom Glaive inflicts not 1 but D3 wounds.
Weapons/Armour: May not be armed with any extra weapons or armour.
Magic Items: May not use any magic items other than the Doom Glaive.
Terror: A Vermin Lord is causes terror.
Spells: A Vermin Lord is the equivalent of a Grey Seer and as such has 4 spells. They may draw their spells from the Skaven spell deck (including Grey Seer spells) and/or the Dark Magic spell deck.
Greater Daemon: A Vermin Lord is a deamon and has the saving throw of a 4+ due to its deamonic aura.
Skaven Warlocks and Seers
Warlock Engineer = 56 points
Warlock Champion = 118 points
Warlock Master = 190 points
Grey Seer = 340 points
Your army may include as many Clan Skryre Warlocks as you wish within the usual limitations of points cost. It may also include any number of Grey Seers. Clan Skryre Warlocks may be selected from any of the three levels of pwer at the appropriate points cost as shown above. Grey Seers are always level 4 wizards.
| Profile | M | WS | BS | S | T | W | I | A | LD |
| Warlock Engineer | 5 | 3 | 3 | 3 | 4 |
1 | 5 | 1 | 5 |
| Warlock Champion | 5 | 3 | 3 | 4 |
4 | 2 | 5 | 1 | 6 |
| Warlock Master | 5 |
3 | 3 | 4 | 4 | 3 |
6 | 2 | 7 |
| Grey Seer | 5 | 6 | 6 | 4 |
4 | 4 | 7 | 4 | 7 |
Equipment: Sword
Weapons/Armour: A Skaven Warlock or Seer may be armed with any combination of weapons/armour allowed to any of the troop tyes in this list. (see Equipment List for points values). However, Warlocks and Seers do not generally wear armour as it would prevent them casting spells.
May Ride: A Skaven Warlock or Seer may ride a monster. (see the Monster List for points values). A Grey Seer may also ride into battle on the Screaming Bell (see the War Machines list for points values).
Magic Items: A Warlock Engineer may have one magic item, a Warlock Champion may have two magic items, A Warlock Master may have three magic items, and a Grey Seer may have four.
Champions..... 27 points
Any regiment may include a Champion armed and equipped like the rest of the unit.
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his regiment. (see Equipment list for points values).
Magic Items: A Champion may have one magic item.
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