SKAVEN REGIMENTS


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0-1 Unit of Stormvermin..... 9 1/2 points

Your army may include one unit of Stormvermin.

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Equipment: Stormvermin wear light armour and have a hand weapon.

Save: 6+

Options: Stormvermin regiments may be armed with: halberds (+2 points per model) or double-handed weapons (+2 points per model). They may also carry shields (+1 point per model). They may carry a magic standard.

Special Rule: The unit may be accompanied by up to two Clan Skryre Poison Wind Globadiers and one Clan Skryre warpfire thrower team.


Clanrat Warriors..... 6 points

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Equipment: Clanrats wear light armour and carry a shield. They are armed with a hand weapon.

Save: 5+

Options: Any regiment of clanrats can be armed with spears at an additional cost of +1/2 piont per model.

Special Rule: The unit may be accompanied by up to two Clan Skryre Poison Wind Globadiers and one Clan Skryre warpfire thrower team.


0-1 Unit of Clan Eshin Gutter Runners..... 12 points

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Equipment: Gutter Runners are armed with a hand weapon.

Save: None

Options: Gutter Runners may be equipped with any of the following: Additional hand weapons (+1 point per model), light armour (+2 points per model), throwing stars (count as darts/throwing knives, +1 point per model), slings (+1 piont per model), and nets (count as shields, +1 point per model).

Special Rule: The unit is set up after the enemy has placed all his units on the table. They can be placed anywhere on the table as long as they are outside the enemy's deployment zone and otu of sight of any enemy models at the start of the game. Gutter Runners can skirmish.


Clan Eshin Assassins..... 30 points

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Equipment: Assassins are armed with Weeping Blades and wear light armour.

Save: 6+

Weeping Blades: Weeping Blades have an extra -1 to their saving throw modifier, so with their Strength 4 they hav a saving throw modifier of -2. They also inflict not 1 but D3 wounds.

Disguise: At the start of the game Assassins can conceal themselves in Stormvermin, Clanrat, or Gutter Rutter regiments. Once the regiment enters combat the Assassins cast off their disguise and leap into the fray. You can conceal up to two Assassins in a regiment.

The Assassin models are not placed on the table with the rest of the troops, but are assumed to move along with the unit until revealed. This way the enemy does not know where your Assassins are until they strike.

Attack: The Assassins reveal themselves once their unit is fighting in hand-to-hand. The player declares there is an Assassin and places the model in a rank where they can fight, removing other models from the front rank to make room if necessary.

Because they attack by surprise on the first round, the Assassins fight before any other models, regardless of Initiative and who charged. The Assassins can fight any model their base is touching, so it is usual to place them next to an enemy leader or character.

Further Fighting: After the Assassins have attacked they can be attacked by enemy models in the normal way. Once an Assassin is revealed it remains with the regiment and continues to move with them and fight as described. In any round of combat the Assassin can choose where to fight within the regiment and can be repositioned to take on enemy characters if the player wishes.

Leadership: The Assassin remains with their regiment and the regiments continues to take Leadership testsusing its own Leadership. Assasins are not leaders, so their Leadership value is never used by the regiment they are with.

If the regiment is broken, forced to flee, or subject to a psychology or Leadership-based tests which it fails, the Assassins can either remain with the regiment and suffer the consquences or pass a separate Leadership test and transfer to another regiment within 6".


Skavenslaves..... 2 1/2 points

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Equipment: Skavenslaves are armed with a hand weapon.

Save: None

Options: Skavenslaves may be armed with: spears (+1/2 point per model) or slings (+1/2 point per model). They may also carry shields (+1/2 point per model). They may carry a magic standard.

Special Rule: Skavenslaves aren't expected to fight well, they are expected to die. Therefore only other Skavenslave regiments have to take Panic tests when a Skavenslave regiment breaks or flees past during the turn.


Plague Censer Bearers..... 15 points

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Equipment: Plague Censer

Save: None

Plague Censer: The Plague Censer is wielded like a flail. In addition, the swinging censer creates a 1" radius Fog of Death around the bearer. Roll a D6 for any models inside this area at the strat of the close combat phase, and if the roll is higher than the model's Toughness, the model is overcome by the vapours and takes 1 wound. A roll of a 6 always causes a wound on a model, regardless of its Toughness. No armour saving throw is possible.

Note that the Censer Bearer must make this test himself, but are more resistant and are only overcome on the roll of a 6. Astute readers will realise that it is a very good plan to keep all your Censer Bearers at least 1" apart and away from other Skaven to avoid accidentally poisoning your own troops.

Shooting: The clouds created by the flail make them difficult targets to shoot at, hence the normal -1 to hit modifier for shooting at skirmishers is doubled to a -2 when shooting at Plague Censer Bearers.

Formation: Censer Bearers always fight in a loose, skirmishing formation as described in the rules for skirmishers.

Frenzy: Censer Bearers are fanatics and are affected by the rules for frenzy.

Hatred: Censer Bearers are affected by the rules for hatred.

Plague Monks: Censer Bearers always fight alongside a unit of Plauge Monks. Censer Bearers must remain within 6" of the Plague Monk unit until they charge into combat. If the Plague MOnk unit lfees or is affected by psychology, the Censer Bearers are also affected in exactly the same way. If the Ceser Bearers are called upon to make a Leadership test for combat or psychology, then they may use the Leadership value of the Plague Monk unit, assuming it is still within 6".


Clan Pestilens Plague Monks..... 6 points

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Equipment: Plague Monks are armed with a hand weapon.

Save: None

Options: Plague Monks may be armed with additional hand weapons (+1 point per model) and light armour (+2 points per model).

One regiment of Plague Monks may carry a magic standard.

Special Rule: Plague Monks are affected by the rules for frenzy. Each regiment of Plague Monks may be accompanied by a unit of Plague Censer Bearers. The unit of Censer Bearers can be no bigger than half the size of the Plague Monk regiment. For example, a regiment of twenty Plague Monks may be accompanied by a unit of ten Censer Bearers.


Clan Moulder Packmasters..... 10 points
Rat Ogre............... +43 points
Giant Rats............  +2 1/2 points

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Equipment: Packmasters are armed with a hand weapon and wear light armour.

Save: 6+

Options: Packmasters may be armed with additional hand weapons (+1 point per model).

Special Rule: Each Packmaster can control 1 to 6 Giant Rats or Rat Ogres. Several Packmasters can join their packs together to form biggers units but Giant Rats and Rat Ogres can never be mixed together in the same unit.

Movement: The pack of creatures moves at the speed of its slowest members, normally the Packmasters. Then a pack charges or pursues the creatures will move at full speed. If the enemy is mroe than 10" away the Packmasters will not be able to fight on the first turn. Place them at the rear of the pack.

Combat: Each Packmaster and all the creatures in the pack fight using their own Weapon Skills, Strengths, etc. Enemy models can choose to strike at any Packmaster or creature whose base they are touching.

Pursuit: Giant Rats will always pursue a broken enemy regardless of the Skaven player's wishes.

Overwhelm Enemy: Giant Rats fight is huge massess. It is impossible for enemies fighting Giant Rats to lap round them because of their overwhelming advance.

Conversely, Giant Rats can always lap round their enemy, even if they are beaten in hand-to-hand combat.

Panic: The sight of Giant Rats doesn't bother Skaven, it just proves to them how superior they are to their primitive borebears! Therefore, only Giant Rat packs have to take Panic tests when another Giant Rat pack breaks in combat or flees past then during the turn.

Leadership: Packs of creatures always use the Leadership of their Packmasters when taking any Leadership tests, providing their is still at least one Packmaster alive in the unit.

Missile Casualties: When the enamy shoots at a pack of creatures, randomize the casualties inflicted between the creatures and the Packmasters. For example, if the unit comprises four creatures and two Packmasters roll a D6 for each hit. On a 1-4 a creature is hit, on a 5-6 a Packmaster is hit.

Fear: Rat Ogres cause fear.

Stupidity: Rat Ogres that aren't in close combat are subject to the psychological rules for stupidity. However, as long as they are led by a Packmaster or a Skaven character acting as Packmaster, the Rat Ogres don't have to think for themselves and don't suffer from stupidity.


Clan Skryre Poison Wind Globadiers..... 20 points

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Equipment: Globadiers carry a hand weapons and a supply of poison wind globes to last the whole battle.

Save: None

Options: Any Globadiers may be equipped with light armour (+1 point per model).

Special Rule: Up to two Poison Wind Globadiers may accompany regiments of Stormvermin, Clanrats, and Gutter Runners. Globadiers can also be organised into a unit of skirmishers.

When Globaiders operate as individuals they must stick with a particular Skaven regiment throughout the battle. They must remain within 6" of the regiment at all times. The Globaiders count as part of the regiment for all intents and purposes and don't test separately for psychology, panic, etc., so if the regiment flees the Globadiers flee as well; if the regiment rallys, the Globadiers rally too.

The only exception to this rule is that if the Globadiers are charged they must evade - usually moving around the side of the Skaven regiment for protection. A skirmishing unit of Globadiers forms a completely separate regiment and follows all the normal rules for skirmishers.

Poison Wind Globes: Poison wind globes have a range of 6", and use the 1" radius area effect template. Place the template anywhere in range of the Globadier and roll the scatter dice to see whether the globe is on target. If a 'hit' is rolled the globe is on target. If an arrow is shown the template is moved D3" in the direction of the arrow. Any model that is more than half under the template is hit on a 4, 5, or 6 (Globadiers are only affected on a roll of a 6 because of their special masks).

Hits automatically cause 1 wound with no armour saving throw possible. Unlike most missile weaopns, poison wind globes can be hurled into the rear ranks of an enemy regiment which is fighting in hand-to-hand with no risk to the Skaven unit they are fighting - unless the globe misses, of course!

Shooting: Globadiers attached to a unit count a character models for the purposes of shooting, so they may only be shot at while they are within 5" of their parent unit if they are the closest target. The nomal -1 modifier for firing at a single character does apply.


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