SKAVEN WAR MACHINES


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Clan Skryer Warpfire Thrower Teams..... 70 points

Your army may include any number of warpfire teams. Each warpfire thrower has a crew of two Skaven to operate the weapon.

MWSBSSTWIALD
433331415

Equipment: The crew are armed with hand weapons and wear heavy armour.

Save: 5+

Special Rules: Up to one warpfire thrower team may accompany regiments of Stormvermin and Clanrats. Warpfire teams can also be organised into skirmishing units. Untis of warpfire throwers can have less than five models but if the army contains five or fewer warpfire throwers they may only be fielded in one unit. If the army contains 6-10 teams they may be organised into two units and so on.

Movement: The warpfire thrower may not move and fire during the same turn. Assuming it has not moved, the warpfire thrower may be fired in the shooting phase. You will need the long teardrop-shaped dragonfire template. The template is placed so that its rounded end is covering (or pointing at) the target and the pointed end is touching the warpfire thrower model's base. The crew must be able to see their target just as if they were firing a bow or crossbow.

To Hit: To determine if the warpflame is on target roll the artillery dice. If a number is rolled the template is moved away from the warpfire thrower team by as many inces as the number shown on the artillery dice. If the dice shows a "misfire" result then something has gone wrong, (see misfire chart below).

Damage: Once you have established where the warpflame lands, work out the damage. All models that lie under the template are hit. As a rule of thumb, a model can be considered hti if at least half of its base lies under the template, while models whose bases are only touched or grazed are hit on a D6 roll of 4+.

Any model hit suffers a S5 hit from the warpflame. If the target is wounded by the warpflame then it takes not just 1 wound but D3 wounds. Units that suffer casualties from a warpfire attack must take a Panic test immediately. If the Panic test is failed the unit will flee.

Misfire: If a misfire is rolled on the artillery dice the warpfire thrower has suffered a mishap. Roll a D6 and consult the table to find out what has happened.

WARPFIRE MISFIRE CHART
D6 RollResult
1-2Kaboom! The warpfire thrower crew disappears in a mushroom cloud of flame. Any models within D3+1" are hit by warpflame. Work out damage as if they had been struck by the warpfire thrower.
3-4The fuel barrels catch fire! The model carrying the barrels runs helplessly 2D6" in a random direction before the barrels explode, scattering warpfire over everything within D3". Work out hits against models within range as if they had been hit by the warpfire thrower itself. The model carrying the barrels is toasted.
5-6The warpfire thrower's nozzle blocks and squirts burning fueld over its crew. Work out the effect as if the crew had been hit by their own warpfire thrower.
Profile:
Strength = 5
Wounds   = D3
Save     = -2
A warpfire thrower is a relatively small war machine and is carried by a crew of two Skaven. For this reason it does not have its own Toughness or wounds, but is destroyed if either crew member is slain. The warpfire thrower's crew may carry it at a rate of 4". This is 1" less than other Skaven due to the weight of the machine. The Skaven can therefore march move up to 8" when allowed to do so.

If one of the Skaven crew is slain the warpfire thrower becomes useless because the remaining crew member cannot operate it on his own. If the warpfire thrower is fighting as a unit with other warpfire throwers the odd crewman should be left with the unit. This odd model can then be removed next time the unit suffers a casualty without affecting another warpfire thrower. If the warpfire thrower is fighting as part of a unit of other Skaven then the odd crew member may be absorbed into the rank-and-file troops.

Warpfire throwers may stand and shoot when they are charged (except if charged by fliers dropping down from flying high). Warpfire throwers that stand and fire always shoot at the charging unit where it starts its movement. If a warpfire thrower team flees the irregular jolting and slopping around of the warpflame mixture is dangerous so warpfire thrower crews will never voluntarily flee to evade an enemy charge.

Warpfire thrower teams that flee because they are routed in combat, fail a Fear, Panic or Terror test, or for any other reason, move 2D6" as normal. If the 2D6 roll is 9 or more the team moves the distance rolled and then explodes as for result 3-4 on the Misfire Chart.

A warpfire thrower assigned to a unit of Stormvermin or Clanrats counts as part of that unit and will be affected by the unit's psychology reactions, Break tests, and so forth. It does not have to form up with the unit but must remain within 6". Individual warpfire thrower models such as these count as character models for shooting purposes. A warpfire thrower team will always stand and shoot at enemy who charge it, even if the rest of the unit flees.


Clan Skryer Jezzail Teams..... 30 points

Your army may include any number of jezzail teams. Each jezzail has a crew of two to operate the weapon.

MWSBSSTWIALD
533331415

Equipment: The crew are armed with hand weapons.

Save: None

Options: Jezzail teams may be equipped with light armour (+4 point per team).

Special Rules: Jezzail teams can be organised into skirmishing units. Units of Jezzail can have less than five models but if the army contains five or less jezzails they may only be fielded in one unit. If the army contains 6-10 jezzail teams they may be organised into two units and so on.

Firing: The jezzail is fired in the shooting phaze exactly like a crossbow, bow or other missile weapon. Like a crossbow the jezzail cannot move and shoot in the same turn. Jezzails may stand and fire charging opponents in exactly the same way as troops armed with bows or other missle weapons.

To shoot the jezzail turn it to face its target (this doesn't count as moving). To determine if the shot hits it target roll to hit using the crews BS as you would for a crossbow, bow, etc.

Profile:
Range      = 36"
Strength   = 5
Damage     = D3
Save       = -3
Wounds are worked out exactly as normal except that instead of inflicting 1 wound the jezzail inflicts D3 wounds. Jezzail also have an extra -1 saving throw: -3 instead of the usual -2 for a Strength 5 attack.

Jezzail have a crew of two Skaven who can carry their weapon at their normal move rate of 5". If one Skaven is killed the remaining one can continue to operate the jezzail but his move is reduced to half rate and all shots to hit suffer a -1 to hit penalty. The jezzail is destroyed if both crew are slain.

Jezzails operate in units of several jezzail. Jezzail units may fight as skirmishers.


Doomwheel..... 150 points

The Skaven army may include any number of Doomwheels.

ProfileMWSBSSTWIALD
Warpstone Generator----5Special---
Wheel3D6"--7731--
Warlock Engineer5444315210
Rats-303261610

Equipment: The Engineer wears heavy armour and is equipped with a pistol.

Save: 5+

Movement: The Doomwheel moves automatically 3D6" during the compulsory movement phase before any other troops can move.

The player can control the direction the Doomwheel moves, but has no say at all about the distance travelled. If the Doomwheel's movement is sufficient to move into contact with a unit it is considered to have charged. No formal declaration of a charge is necessary. The target may stand, shoot or flee just as if it had been charged in the normal manner. These rules apply even if the Doomwheel hits a friendly unit by accident.

The Doomwheel has the same movement restrictions as a chariot so it can wheel but it cannot turn on the spot, march move or cross difficult ground like walls, rivers, ditches or hedges. The Doomwheel may wheel once per turn at any point in its movement and change its facing by any amount. When it wheels keep one side of the machine stationary and move the opposite side of it round until it reaches the desired facing. Measure the distance moved and take it away from the total movement the Doomwheel has left for the turn.

If the Doomwheel runs into an obstacle or difficult ground for any reason it will suffer D6 S6 hits which are randomly distributed bewteen the Doomwheel and its crew. Becasue of its wheel-like nature the Doomwheel moves at half rate up hills (counting each inch travelled as two inches) and at double rate downhill (counting each inch travelled as half an inch).

Attack: The Doomwheel wreaks destruction is three ways. First, warp-lightening is unleashed by the generator in the shooting phase of each Skaven turn, striking out randomly at the nearest target. Second, the wheel causes damange just like a chariot when it crashes into units. Third, the Engineer and the rats will fight in hand-to-hand combat against units in contact with the Doomwheel.

Warp-lightning: In each Skaven shooting phase the Doomwheel can unleash three bolts of warp-lightning (unless it has been damaged, which reduces the number of bolts it can fire). The Skaven player can decide not to release the warp-lightning if the Engineer is still alive.

To work out how powerful the lightning is each turn roll an artillery dice. If you roll a number (2, 4, 6, 8, or 10) then that is the Strength of all the lightning bolts this turn. If you roll a "misfire" result, something has gone awry and no lightning is released this turn. Roll a D6 on the Warstone Generator Misfire Chart.

Warpstone Generator Misfire Chart
D6 RollEffect
1-2BACKBLAST! Crackling warp-lightning lashes out indescriminately, frying some of the rats in the process. The rats suffer D3 S3 hits. If the warpstone generator was hit in hand-to-hand combat the model that struck the blow suffers D3 S3 hits too.
3-4DAMAGED. The warpstone generator is damanged and will create one less bolt of warp-lightning per turn from now on.
5-6OUT OF CONTROL! The stern wheel is temporarily jammed by a stray flare of warp-lightning. The Doomwheel moves in a random direction next turn. After that the stern wheel frees itself and the Doomwheel moves normally from then on. If this result is rolled more than once in the same turn it has no additional effect (so if you roll it twice the wheel isn't jammed for two turns).

Assuming the warp-lightning is released each of the three bolts has a range of 3D6" and will strike the nearest model within range - friend or foe! The bolts of warp-lightning arc wildly so they ignore any terrain between them and the nearest target. If the Doomwheel is in contact with a unit or model the bolts will automatically hit the targets in contact. If several targets are the same distance away (or in contact with the Doomwheel) the bolt will be attracted to the target with the best saving throw (since they have more metal armour on them). Each bolt will only damange a single model, but the model struck suffers not one but D6 wounds if the bolt damanges them. Against war machines, chariots, and the like the hit scored by a bolt of warp-lightning is randomised between the machine and its crew.

Warp-lightning is generated automatically by the Doomwheel as it moves. This means that even if the Engineer is killed and the Doomwheel is moving randomly it will still fire off bolts of warp-lightning in each Skaven shooting phase.

Doomwheel: When the Doomwheel moves into contact with a unit it stops moving immediately and will inflict D6+2 hits on the unit. The hits are worked out at Strength 7. The Doomwheel attacks are made first, before any attacks from either side. Note, the Doomwheel automatically inflicts the hits as it knocks down and crushes the individuals. The Doomhweel only inflicts damage when it moves into contact - after this it is assumed to be bogged down fighting in hand-to-hand and will inflict no further damage until the combat is over and the Doomwheel is moving again. The Doomwheel will not move out of control while in hand-to-hand combat.

Crew Attack: In hand-to-hand combat the rats and Engineer will fight enemy models in contact with the Doomwheel whether to its fromt, sides or rear. They strike blows in normal Initiative order, and attack first during a charge exactly like ordinary warriors.

Fighting the Doomwheel: The Doomwheel is fought in hand-to-hand exactly like a chariot. The enemy models fighting it compare their Weapon Skills to the highest Weapon Skill of its crew. If all the crew are slain the Doomwheel counts as having a WS of 0.

Hits from shooting and hand-to-hand are randomly allocated between the Doomwheel's parts on the chart below. Roll a separate dice for each hit scored and then resolve damage against the part that has been hit.

ShootingHand-to-Hand
1Warpstone generator1Warpstone generator
2-4Wheel2-3Wheel
5Rats4-5Rats
6Warlock Engineer6Warlock Engineer


Damage to the Doomwheel: Damage to the various components of the Doomwheel have the following effects:
The Warlock Engineer
If the Warlock Engineer is killed the Doomwheel will start to rampage out of control, moving 3D6" during the compulsary movement phase of each Skaven turn in a random direction determined by rolling the scatter dice. All movement is made in a straight line, collisions with obstacles or units are handled as described above.
The Wheel
If the Wheel is destroyed the Doomwheel smashes itself to pieces, killing the rats and the Engineer in the process.
Warpstone Generator
Damage to the generator causes unpredicatble discharges of energy. Make one roll on the Warpstone Generator Misfire Chart for each wound inflicted on it.
The Rats
The Doomwheel's movement will drop by 1d6" for every 2 wounds suffered by the rats. If the rats suffer a total of 6 wounds they are all killed and the Doomwheel can no longer move or generate warp-lightning.
Flee and Pursuit:The Doomwheel flees and pursues exactly like ordinary troops. If broken in hand-to-hand and forced to flee the Doomwheel will move 3D6". If caught by pursuers it is automatically destroyed. Similarly, the Doomwheel pursues fleeing troops at the same rate and will destroy them if they are caught.

War Machines and the Doomwheel: As with chariots, when you are firing at the Doomwheel with a stone thrower or other weapon or attack which uses a template it is possible to hit the Doomwheel and the crew depending on where the template is placed. Position the template normally. Each part of the Doomwheel - the Engineer/wheel/rats/warpstone generator - is treated as a separate target and may be hit if they are covered by the template, just like individual models in a larger unit. Weapons like cannon and bolt throwers will strike just one part of the Doomwheel, roll for location as for other missile hits.

Special Rules:
Lightning Field
Spells cast cast at the Doomwheel by either side are dispelled on a D6 roll of a 4+. During the magic phase wizards within 6" of the Doomwheel can only cast a spell if they first roll a D6 and score equal to or less than their magic level. Failure means that the spell is not cast and the power cards used for it are wasted.
Leadership
The Engineer in command of the Doomwheel counts as having a Leadership of 10 for the purposes of psychology, spells and Break tests. This is modified as normal, so for example, if the Doomwheel lost a round of hand-to-hand combat the Break test taken by the Engineer would be modified by the difference in combat results just like ordinary troops.
Rat Psychology
The rats powering the wheel are immune to all psychology and never need to take Break tests. Their Leadrship rating is shown for magical attacks, etc., only.

Screaming Bells..... 200 points

The Skaven army may include a Screaming Bell as a mount for each Grey Seer bought from the Character selection.

ProfileMWSBSSTWIALD
Bell Carriage---7761--
Striker533431414

Movement: The Screaming Bell is pushed forward by the Skaven warriors around it, so at the strat of the battle the Bell must be placed in a unit of at least ten Skaven models and counts as part of that unit for the rest of the battle.

As long as there are at least ten Skaven models around the Bell they can move it at up to their normal movement rate. The unit pushing the Bell moves like a chariot so it can wheel as normal but cannot march move or turn. Crossing obstacles like walls, ditches, hedges or difficult ground inflicts D6 S6 hits allocated randomly against the bell. The unit pushing the Bell can charge into combat at double rate as normal. If the number of Skaven around the Bell drops below ten the Bell is slowed by 1" for every model below the minimum. So, if there were only nine Skaven pushing the Bell it would move 4", eight models could move it 3", and so on.

Attacking the Bell: In hand-to-hand combat the Screaming Bell is fought exactly like a chariot. The enemy models fighting it compare their Weapon Skills to the highest Weapon Skill of its crew. If all the crew are slain the Bell carriage counts as having a WS of 0.

Because the Bell is so much larger than the unit surrounding it, it can be singled out as a target by troops firing missile weapons. Troops firing at the Screaming Bell also get the +1 to hit for shooting at a large target.

Hits from shooting and hand-to-hand combat are randomly allocated between the Bell and the crew as shown on the chart below. For each hit scored roll a separate dice and then resolve damage against the part that has been hit.

Shooting Hand-to-Hand
1Grey Seer1-2Grey Seer
2-3Bell Carriage3-4Bell Carriage
4-5Screaming Bell5Screaming Bell
6Striker6Striker

The Grey Seer is a wizard of magic level 4 and may be equipped with up to four magic item cards. The Striker wears no armour and is equpped with a magic warpstone hammer. The hammer is a double-handed weapon so it adds +2 to the Striker's Strength but the Striker always hits last, regardless of Initiative and charging. The raw warpstone set into the hammer twists and mutates flesh so that the hammer inflicts D3 wounds per hit.

The Screaming Bell may continue to fight so long as at least one member of the crew is still alive. Unlike other chariot-type machineries there is no chance of the Screaming Bell rampaging out of control if the crew are killed. The Bell carriage itself has Toughness 7 as indicated, and can sustain up to 6 wounds before it is destroyed. It has more wounds than a chariot because of its larger size and magical construction.

The Bell itself is protected by the Horned Rat and so cannot normally be harmed. If the Bell is struck by an enemy attack with a Strength of 6 or more it will ring out of its normal sequence; see Screaming Bell special rules below.

Hand-to-Hand Combat: If the unit pushing the Bell charges into combat, the carriage itself causes an automatic D6 S7 hits. On subsequent rounds of combat or if the Bell itself is charged it causes no further automatic hits. The Grey Seer and the Striker can always fight against any enemy in contact with the Bell whether to the front, sides or rear of the platform. They fight in normal Initiative order and attack first during a charge just like ordinary warriors (except the Striker, who's got a two-handed weapon so he always strikes last).

Flee and Pursuit: If the unit pushing the Screaming Bell flees, they will abandon the Bell, leaving it immobile until they rally and return or another Skaven unit turns up to push it. The Grey Seer and the Striker cannot be broken and will never leave the Bell. The unit pushing the Bell pursues as normal, taking the Bell with it.

War Machines and the Bell: As with chariots, when you are firing at the Bell with a stone thrower or any other weapon or attack which uses a template, it is possible to hit the Bell and the crew depending on where the template is placed. Position the template normally. Each part of the Bell - the Grey Seer/Bell/carriage and Striker - is treated as a separate target and may be hit if it is covered by the template, just like individual models in a larger unit. Weapons like cannon and bolt throwers will strike just one part of the Screaming Bell - roll for location as for other missile hits.

A Screaming Bell is chosen as a mount for a Grey Seer but its points value is paid for out of the War Machines points allocation of the army. Though Screaming Bells operate as individual war machines it is possible to have more than one Screaming Bell in an army. Each Bell must be controlled by a separate Grey Seer and pushed by a separate regiment of Skaven. A Screaming Bell may only be placed with units of Stormvermin, Clanrats, Skavenslaves, or Plague Monks.

Special Rules:
Warstone Brazier
A Warpston brazier burns at the front of the Bell platform giving off burning warpstone vapors that invigorate the Grey Seer and the Striker. The Grey Seer and the Striker are immune to psychology of all kinds, including Break tests, and will not abandon the Bell under any circumstances. This rule does not apply to the unit pushing the Bell. The Grey Seer also draws magical energy from the burning warpstone drawing one extra magic card at the start of each magic phase.
The Blessing of the Horned Rat
The Screaming Bell is blessed by the Horned Rat so that hostile magic in unlikely to affect it. Any spell directed against the Screaming Bell or its crew (but not the unit pushing it) will be dispelled on a roll of 4+ on a D6.
The Screaming Bell
The effect of the Screaming Bell is rolled for at the beginning of each Skaven turn.

On the first turn that the Striker tolls the Bell 1D6 is rolled on the table below. On each subsequent turn add an extra D6 to the number of dice rolled, so you will roll 2D6 on the second turn, 3D6 on the third turn and so on. If the Striker is slain, or you choose not to ring the bell for a turn, reduce the number of dice rolled each turn by 1D6 - so if the Striker was killed on the second turn of the game you would roll 1D6 on the third turn and would make no roll at all on the fourth turn.

If the Bell is struck by an anamy attack with a Strength of 6 or more it will ring again out ofo its normal sequence. Roll the number of dice the Bell used the last time it was rung and add any dice the attack would normally roll for causing more than one wound. So, for example, if the Bell had rolled 2D6 in the Skaven turn and then was hti by a cannon shot in the following turn, the Skaven player would roll 2D6 + 1D4 and apply the result from the Screaming Bell Table below.

Screaming Bell Table
Dice RollEffectDice RollEffect
1-2The Skaven pushing the bell move an extra D6" during the movement phase if they are not charging. 10-11All Skaven within 24" of the Bell become frenzied until the start of their next turn. Any Skaven regiments which have been driven into frenzy by the Bell will suffer D6-1 automatic S3 hits in each hand-to-hand combat phase if they are not in combat as the Skaven rend each other.
3-4Skaven regiments anywhere on the battlefield can reroll any LD tests this turn if they wish. 12-13Roll a D6 for each building, wall, and war machine within 30". On a 4+ it suffers D3 wounds.
5-6Each calvary unit, friend or foe, within 36" of the bell must take a Panic test immediately 14-15All enemy units subject to psychology within 12" become subject to fear of the Skaven until the start of the next Skaven turn
7All enemy units within 24" must pass a LD test on 2D6 to charge or shoot missile weapons until the beginning of the next Skaven turn. 16-17Roll a D6 for each building, wall and war machine within 36". On a 3+ it suffers D6 wounds.
8-9Roll a D6 for each building, wall and war machine within 24". On a 5+ is suffers D3 wounds. 18+The Screaming Bell is destroyed. All models within 3D6" suffer an automatic S3 hit as their eardrums burst.

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