RED ELF
SKAVEN

Lurking under the mighty cities of the Empire are the rank warrens of the Skaven. Uncountable thousands of Ratmen form vast armies that occasionally burst forth from these tunnels to infest the land.

CHAMPIONS, MUSICIANS & STANDARD BEARERS

Any unit of Clanrats, Stormvermin, Skavenslaves and Plague Monks may upgrade a model to a Champion, musician or standard bearer for +10 points each. A Champion will have + 1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Stormvermin or Plague Monks

SPECIAL RULES

The following special rules apply to all characters and troops in a Skaven army.

  • Add the current rank bonus of the unit to the Skaven Ld for all Ld tests. Maximum is Ld 10.
  • Skaven wizards may use the Shadow, Fire, Beasts and Death lores of magic from the Warhammer rulebook.
LORDS WARLORD,
GREY SEER,
VERMIN LORD
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Warlord
5
6
3
4
4
3
7
4
7
90
Grey Seer
5
4
3
4
4
3
5
2
7
230
Vermin Lord
8
8
0
6
6
6
10
6
10
475

Equipment: Warlords and Grey Seers have a hand weapon. A Grey Seer may not have other equipment- A Warlord may have an additional hand weapon (+6 pts), Great weapon (+6 pts), spear (+6 pts), flail (+6 pts) or halberd (+6 pts). May have a pistol (+10 pts). May wear light armour (+3 pts) or heavy armour (+6 pts), and may carry a shield (+3 pts).

Special Rules: A Vermin Lord counts as 1 Lord choice and 1 Hero choice. The Vermin Lord is a daemon who counts as level 4 wizard, is a large target and causes terror. The Vermin Lord is armed with a Doom Glaive. This does D3 wounds per hit. The Vermin Lord has a 4+ armour save. Note that a Vermin Lord may not have magic items, may not join units and may not be your General.

A Grey Seer is a level 4 wizard. A Grey Seer may ride a Screaming Bell (+200 pts) which is treated like a chariot except as modified below. The Screaming Bell cannot move on its own. Instead it is pushed along by a Skaven unit of at least 10 models which itjoins for the whole battle. The whole unit moves like a chariot (ie cannot march) at their normal rate unless there are less than 10 Skaven pushing it in which case it is slowed by 1" per missing model.

The Screaming Bell is sounded each Skaven Shooting phase while the Grey Seer is alive. Roll a D6 for the effect: 1-2 all Skaven may re-roll any Ld tests this turn, 3-4 cavalry units within 24" of the Bell take a panic test, 5-6 all models on the table with T7 or more suffer D3 Wounds with no armour save allowed.

If the unit with the Screaming Bell charges it will do D3 impact hits in addition to the normal attacks from the Skaven in the unit. If the unit pushing the Bell flees, they abandon it and the Grey Seer who cannot leave it. The Bell cannot move until the unit rallies and rejoins it. The Grey Seer is effectively unbreakable whilst on the Bell.

SCREAMING BELL
Profile
M
WS
BS
S
T
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I
A
Ld
Points
Screaming Bell
-
-
-
4
6
5
-
-
-
+200
HEROES CHIEFTAIN,
WARLOCK ENGINEER,
PLAGUE PRIEST,
ASSASSIN
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Chieftain
5
5
3
4
4
2
6
3
6
50
Warlock Eng.
5
3
3
3
3
2
4
1
5
60
Plague Priest
5
5
3
4
5
2
6
3
6
85
Assassin
6
6
5
4
4
2
8
3
9
125

Equipment: Hand weapon. May have an additional hand weapon (+4 pts). Great weapon (+4 pts), spear (+4 pts), flail (+4 pts) or halberd (+4 pts). May have a pistol (+7 pts). A Chieftain or Plague Priest may wear light armour (+2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pts).

One Chieftain may be upgraded to a Battle Standard Bearer for + 25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light or heavy armour. A Battle Standard Bearer may not be your army general.

Special Rules: A Warlock Engineer is a level 1 wizard. This may be increased to level 2 at a cost of +35 points. Plague Priests are subject to frenzy.

Assassins start the battle hidden inside any Core unit of troops. Make a note of which one before the armies are deployed. The Assassin may be revealed at the start of any Close combat phase. Remove one Skaven in base contact with the enemy and replace it with the Assassin. The model the Assassin replaces is removed from the game. The Assassin always strikes first on the turn he is revealed even if the enemy charged. The Ld of an Assassin is never used for the unit to test on. The Assassin makes poisoned attacks.

CORE UNITS CLANRATS,
0-1 UNITS OF SKAVENSLAVES,
0-1 UNITS OF STORMVERMIN
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Clanrat
5
3
3
3
3
1
4
1
5
5
Skavenslave
5
2
2
3
3
1
4
1
4
3
Stormvermin
5
4
3
4
3
1
4
1
5
7

Unit Size: 10+ for Clanrats or Stormvermin, 20+ for Skavenslaves.

Equipment: Hand weapon. Clanrats also have light armour and may have spear (+2 pts) and shield (+1 pt). Stormvermin also have light armour and may have Great woapon (+2 pts) or halberd (+2 pts) and may also have shield (+1 pt). Skavenslaves also have a shield and may have spear (+1 pt) or sling (+1 pt).

Special rules: Breaking or fleeing Skavenslaves do not cause panic in other units.

PACKMASTER,
GIANT RATS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Расkmaster
6
3
3
3
3
1
4
1
6
8
Giant Rat
6
2
0
3
3
1
4
1
4
3

Unit Size: 10+

Equipment: Packmasters have a hand weapon and light armour and may have an additional hand weapon (+2 pts).

Special rules: If the unit has more than 6 Giant Rats per Packmaster then it must use the Giant Rats' Ld rather than the Packmasters'. Randomise shooting hits between Giant Rats and Packmasters. Giant Rats always lap around the enemy whether they win or lose, and will always pursue a fleeing foe. Breaking or fleeing Giant Rats do not cause panic except in other units of Giant Rats.

0-1 UNIT OF RAT SWARMS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Rat Swarm
6
3
0
2
2
5
1
5
10
50

Unit Size: 1-6.

Equipment: None.

Special rules: Unbreakable.

SPECIAL UNITS PLAGUE MONKS,
0-1 UNIT OF GUTTER RUNNERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Plague Monk
5
3
3
3
4
1
4
1
5
7
Gutter Runner
6
4
4
4
3
1
5
1
7
14

Unit Size: 10+ for Plague Monks, 5-15 for Gutter Runners.

Equipment: Hand weapon. Plague Monks may have additional hand weapon (+2 pts). Gutter Runners may have additional hand weapon (+2 pts), throwing stars (+4 pts), sling (+5 pts), net (+1 pt, counts as shield) and/or light armour (+1 pt).

Special rules: Plague Monks are subject to frenzy. Gutter Runners are scouts and skirmish.

WARPFIRE TEAM
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
WarpfireTeam
5
3
3
3
3
1
4
1
5
70

Unit Size: 1. Warpfire Teams are treated as a single 1W creature.

Equipment: Hand weapon, heavy armour and one warpfire thrower per team of 2 Skaven.

Special rules: The warpfire thrower fires the flame template a roll of the Artillery dice forwards in inches during the Shooting phase. Work out which models are hit as with breath weapons. Each model hit takes a single S5 hit. If you roll a misfire the warpfire thrower explodes! Place the 3" template over the Warpfire Thrower team and resolve a S5 hit on any model hit. The team themselves are automatically killed. Warpfire teams count as characters for purposes of targeting them with missile fire and spells.

POISON WIND GLOBADIERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Globadier
5
3
3
3
3
1
4
1
5
25

Unit Size: 4-6

Equipment: Hand weapon, light armour and Poison Wind Globes.

Special rules: Skirmish. Globadiers may throw their Globes up to 6" in the Shooting phase. Place the small template on your intended target and roll the scatter dice. The Globe lands on target if you roll a HIT. Otherwise move the template D3" in the direction indicated. Each model hit takes a Wound on a 6+ with no armour save. Unlike normal shooting, Globes may be thrown into combat - see the notes on templates in the Shooting section of the rules.

CLAN SKRYRE JEZZAIL TEAMS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Jezzail Team
5
3
3
3
3
1
4
1
5
24

Unit Size: 3-10. Jezzail teams are treated as a single 1W creature.

Equipment: Hand weapon and Jezzail. Each team may have light armour (+1 pt).

Special rules: Skirmish. Treat Jezzails as S5, D3 wounds, -3 save hand guns with a 36" range.

BEASTMASTERS,
RAT OGRES
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Beastmaster
6
4
3
3
3
1
4
1
7
10
Rat Ogre
6
3
0
5
4
3
4
3
4
40

Unit Size: 5+

Equipment: Beastmasters have a hand weapon and light armour and may have an additional hand weapon (+2 pts),

Special rules: If the unit has more than 6 Rat Ogres per Beastmaster then it must use the Rat Ogres' Ld rather than the Beastmasters'. Randomise shooting hits between Rat Ogres and Beastmasters. Rat Ogres cause fear, are subject to stupidity when not with Beastmasters.

RARE UNITS CENSER BEARERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Censer Bearer
5
3
3
4
4
1
4
1
5
18

Unit Size: Up to 6 Censer Bearers may be attached to a single unit of Plague Monks as 1 Rare choice.

Equipment: Plague censer (counts as flail).

Special rules: Skirmish, frenzy. They form a Separate unit, and each model must remain within 3" of the parent unit until they charge. After they charge the Censer Bearers operate as a separate unit. Any model in base contact with a Censer Bearer at the end of the Movement phase must make a Toughness test or suffer 1 Wound with no armour save. Skaven only fail on a 6. Roll once (only!) each turn for each model in contact with any number of Censer Bearers. Censer Bearers themselves must test at the start of every Skaven turn.

DOOMWHEEL
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Doomwheel
3D6
-
-
5
5
4
-
-
-
180
Engineer
-
3
3
3
-
-
4
1
5
Rats
-
3
-
2
-
-
1
5
-

Unit Size: 1 Doomwheel controlled by a Engineer.

Equipment: The Doomwheel has scythes. The Engineer has a hand weapon and pistol.

Special Rules: Unbreakable. Treat the Doomwheel as a chariot with a 4+ save. In the Shooting phase it must fire D3 lightning bolts. Roll an Artillery dice for the Strength of each bolt and 3D6" for its range. It will strike the nearest model in range, friend or foe. If the Artillery dice is a misfire roll again for Strength and resolve the hit against the Doomwheel itself. If you roll a misfire for this too then the bolt wounds the Doomwheel automatically. Continue until all the bolts have been fired.

MAGIC ITEMS

You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook.

Fell Blade (magic weapon):
Bearer is S10. Each unsaved wound becomes D3. Roll a D6 at the start of each Skaven turn. On a 1 the bearer suffers a single wound with no saves of any kind allowed.
100 pts.

Gouger (magic weapon):
Each unsaved Wound is doubled.
35 pts.

Weeping Blade (magic weapon):
+15. Each unsaved Wound becomes D3.
50 pts.

Warpstone Armour (magic armour):
Counts as wearing armour (5+ armour save). Also gives the wearer a 5+ ward save.
40 pts.

Warpstone Amulet (talisman):
5+ ward save.
30 pts.

Skalm (enchanted item):
Can be used at the beginning of any phase in either player's turn. Bearer recovers all Wounds suffered up to that point in the battle. One use only.
50 pts.

Skavenbrew (enchanted item):
Roll a dice at the start of the game after the army has deployed. The Skavenbrew affects the character with the item and the unit he is with, but not other characters. 1 no effect, 2-3 hate all enemies, 4-5 subject to frenzy 6 frenzy and hatred. One use only.
50 pts.

Warp scroll (arcane item):
One enemy unit within 24" suffers a S3 hit per model and has to take a Panic test. One use only. Bound spell. Power level 4.
50 pts.

Storm Banner (magic banner):
Can be activated at the beginning of a Skaven turn. No flying movement is allowed over the entire battlefield. The effect lasts until a 1 is rolled on a D6 at the start of either player's turn. One use only.
50 pts.

Sacred Banner of the Horned Rat (magic banner):
Unit causes fear.
75 pts.