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Author Topic: NEW Skaven Rumors!!  (Read 2617 times)
Simon
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« Reply #30 on: October 17, 2009, 04:11:06 AM »

Army Rules:

- LD bonus for Ranks the same
- +1 Fleeing distance the same
- NO more shooting into close combat (unless under special circumstances but I'll come to that)
- NO more choosing who goes back after refuesed challenge, your opponent does that now as usual
- "Command from the last rank" is still there but you may not move back tere frequently any more. Only after refused challenges
- It's not exactly an army rule but all templates in te book auto hit partly covered models also
- no more total power on 13



Lords:

Rat Daemon:
- Point cost around aother greater deamons
- Profiles M8 WS8 BS0 S6 T5 W5 I(something high don't remembre) A5 LD8
- Rat deamon: May not join units
- Level 4 Wizard who can use any of the two skaven lores
- His blade does D3 wounds

Warlord:
- pretty much the same except:
- may ride a tamed rat ogre now (Tamed Rat ogre has M6 WS3 BS0 S5 T5 W4 I3 A4 LD4(I think) causes fear)

Grey Prophet:
- Now has LD7, carries D3+2 Warpstones, may ride a Screaming Bell (more about that later), may use both skaven lores

Heroes:

NOW it gets interesting

Chieftains:
- pretty much the same. No carry heavy armor as a basic and AST still allowes shilds and stuff but aside from that pretty much the same

Warlocks:
- Base cost is the cost of three old clanrats (Yes you'rereading right they are THAT cheap)
- may become a wizard making im as expensive as usual (no cheap caddy sorry) and an extra level for usual costs
- uses the lore of doom
- may get a warpstone musket (like a musket but with S5, magic and instable rule) for cost of an old storm vermin
- may buy a warpstone weapon (then has 2A S4) but its somewhat expensive

Plague priest:
- old stats, but costs more
- Level 1 Wizard as he comes
- may become level 2 as far as I recall
- old options
- may ride a plague steed (40mm base steed 1W S4 WS3 1A poison)
- may ride a wheird plague thing. I don't for all the warpstone in the world know how its named in english so I'll call in weird Plague Thingy Tongue

Asassin:
- YES he's a hero choice
- Old stats
- a little more expensive than old one
- ASF, 4+ dodge save
- all old rules plus Outflanking rule (may be put in reserve like tunnel teams and then enter over any table edge as if he had chased an enemy off the table)


Core units:

Clan Rats:
- little cheaper but no shields
- may get shields and7or spears for 1/2 point (YES, DON'T ASK 1/2 point as in the half of a point)
- may be accompanied by one of the following: Rattling Gun, Warpflamer, Thingshredder, Plague Mortar
- NO MORE Moterunits (you don't need one unit of clan rats for every other unit)

Skaven Slaves:
- same stats
- dispensible PLUS you may shoot into close combat as long only slaves are in there on your side
- desperate Frenzy: when slaves are broken in combat they deal D6 S3 hits to EVERYBODY closely arround them +1 hit per rank of the slaves and are then removed from te table
- musician is 2 points

Night Runners:
- are NOT skirmisers any more, they now rank and file
- come wit throwing stars and additional handweapons as a basic but are slightly more expensive
- may buy a Tunneling machine which allows them to tunnel like... well like everything that tunnels in warhammer
- have a 6 inches scout movement before game starts


Storm Vermin:
- little cheaper
- same accompany rules as Clanrats

Giant Rats:
- Same same except:
- May now attack from two ranks
- may now buy a master moulder (Yes he's nolonger a hero)

Poison wind globers:
(NOTE: I don't remebre if they are still core but I think so)
- now 5+ unit size
- same weapons as before
- "life is worthless" rule which allows them to throw into any close combat like old times and EVEN into their own as long as the trowing modelitself isnot in contact wit te enemy

Rat Swarms:
- now cost only half an old rat ogre and are FINALY worth taking
- no more poison attacks

Special:

Plague monks:
- same stats
- NO poison attacks, that was a bogus rumor

Jezzails:
- old rules, BUT:
- lost skirmisher rule

Rat ogres:
- now frenzy
- you only need one moulder but may buy more
- may buy a master moulder
- may become elite rat ogres. They are then a little more expensive than the old ones but have WS4 I4 4A

Gutter runners:
- poison wepons are now REDICIOUSLY expensive, I have NO clue why they would do that
- now have throwing stars as a basic
- same cost
- may Outflank the enemy like asassins
- have 6+ dodge save (champion even 5+)
- may buy a tunneling device but its expensive
- champion may buy smoke bombs and/or blase of tears (Yes THE blade of tears) (see Items)

PLague Censer Bearers:
- same rules
- special now
- 2A base PLUS frenzy

Rare:

Rat Abomination (or whatever it is called in english):
M3D6 WS3 BS0 S6 T5 W6 I4 AS LD8
- stubborn, terror, large target, regeneration
- move 3D6 like a chaos spawn BUTT if you role three similar numbers the rat spawn either goes braindead, runs havoc or mutates
- makes special attacks like a giant: 1-2 S6 hit for every model in base to base with no AS and D3 wounds, 3-4 it does 3D6 attacks with normal WS and every unit suffering a casualty hits the abomination on

-1 this turn, 5-6 Every model in BtB must make a I check or suffer a S6 hit with no AS AND the abomination deals 2D6 hits to a unit of choice like a jumping giant
- "to weird to die" rule: When its wounds drop to 0 roll a D6 at end of turn, 1-3 the abomination is realy dead, 4-5 it bursts into D3 rat swarms you may controll, 6 it revives with D6 wounds
- you may buy magic resistance (1) and magic attacks for a few points
- slightly more expensive than a giant

Warplightning gun:
- same stats
- now shoots like a cannon except the S is still random like before and at the final point youplace a small template which has the same strength as te shot

Plague Thrower:
- a little over 100 points I think
- crew has D6 attacks and does NOT frenzy
- shoots like a mortar except with S2, no AS allowed and a funnier miscast chart

Doomwheel:
- moves like a chaos spawn
- does D6+1 impact hits (but is NOT a chariot)
- get only D3 S4 hits when moving trough rough terrain (but D6 S10 when colliding with impossible terrain)
- when it doesn't charge it does D3 impact hits
- crew 6 S2 attacks
- unless you do a succesfull LD check it MUST fire warplightnings at te nearest unit within 18 at random strength like warp lightning gun and D6 wounds
- very funny missfire but I'm to lazy to write that now, lets just say it can lose movement and whenever the wheel moves 0 inche sit just tilts over and is a casualty


All the weird stuff I didn't mention till now:

Weapon teams:
- now ALL have heavy armor and a 4+ save when within 3 of their mother unit
- are ALL move or fire

Rattling Guns:
- same as befor but now need to hit like normal beeings ^.^

Warpflamer:
- same, but remembre the template rule I mentioned before *evilgrin*

Thingshredder:
- REALY weird vehicle, does artelery dice hits S4 at I4 in CC and on missfire may turn havoc

Plague Mortar:
- shoots like a stone trower but may use the LOS of his mother unit, his template wounds on 4+ (5+ if you are clan pestilance or partially covered) with no AS

Master Moulder:
- M6 WS5 BS3 S4 T4 W2 I4 A2 LD6
- may carry one of the following:
whip: may make one attack from back rank
electric whip: may make D3 attacks fromback rank
Thinghunter: killing blow
strange moulder weapon: uses two hands, ignores armor saves

Screaming Bell:
- now gives itself AND the prophet on top 4+ ward save
- rings on S5 hits already but only with 1D6
- no mor 2 power dice through te bell
- only clanrats and storm vermin may push it
- old pushing rule
- unit that pushes it is Unbreakable
- you may ring the bell with 1D6 in the first round and 1-3 D6 in later rounds
- slightly more destructive misscasts but bell rings on a tripple number (before it blows up)
EFECTS (I'm not 100% shure about the range of te numbers but the effects are accurat):
1: Nothing, the hit was too weak
2-4: pusing unit MUST move D6 straight forward (may attack this way)
5-8: all skaven within 12 may reroll all failed moral checks for 1 round
9-10: casts the spell "scorch" on Power level 5
11-12: D3 wounds to all T7+ units and structure witin 12 crumbles on 5+
THE BIG 13: all enemy units within 12 recive D3 S4 hitswith no AS and in the pushing unit EVERY model counts as in BtB wit EVERY enemy model they are in CC with and may attack this turn XD
14-15: All Skaven Units in 12 gain +1 A
16: all Skaven units within 12 may reroll failed to hit and to wound rolls in close combat
17: ALL Skaven units within 18 gain +1A and may reroll all failed to hit and wound rolls in close combat, all Skaven units within 12 MUST move D6 straight forward like in 2-4 and structure witin 18 crumbles on 4+
18: RAGING APOCALYPSE: The Bell blows up so specteculare, that EVERY MODEL witin 4D6 inches recives a S4 hit with no AS

The weird Plague tingy:
- pushed an as big as a screaming bell
- has a Breath weapon tat wounds on 4+ wit no AS
- additionally to the riding priest it has 6A and frenzy S3 from the crew (so 7A)
- Leaks fumes that work just like a plague scenser but STACKS with the one the priest may carry, so 2 T checks (Hi Elves Tongue)
- makes the pushing unit stubborn
- in CC it can eiter leak furter fumes that are randomly devided betwen the units or cause artelery dice S5 hits (which are also devided like shooting)

Magic is like rumored so I'll just quote it


Quote
Magic:

Lore of Ruin
#1: Skitterleap, 5+
#2: Warp Lighting
- only D6 hits, though if you take the Warp-power Accumulator it adds +2 hits (a 1 is still one hit on the caster)
- apparently still the default spell most of the time
#3: Howling Warpstorm, 7+
- stops flying
- enemies get -1 BS
#4: Death Frenzy
- Frenzy with +2 attacks rather than +1 (replaces normal frenzy if the unit is already frenzied)
#5: Scorch, 11+
- place 3" template within 24", models hit (even if only partially covered) suffer a Strength 5 flaming hit
#6: Crack's Call
- draw a line 4D6" from the caster, all models hit must pass an Initiative test or be removed. Chariots and war machines are removed on a 5+

Lore of Plague
#1: Pestilent Breath, 5+ to cast
- only Strength 2, otherwise as before
#2: Poisoned Gift
- friendly unit within ?" gains Poisoned attacks for the rest of the game. If it already had poisoned attacks, they now poison on a 5+
#3: Wither, 8+
- an enemy unit within 12" suffers -1 Toughness for the rest of the game (unknown if multiple castings are cumulative)
#4: Vermintide, 8+
- appears to be the same as before
#5: Foul Cloud
- may affect all units within 12" (enemy units are affected on 2+, Clan Pestilence on a 5+ and other Skaven on a 4+)
- affected units take D6 S5 hits with no armour save
#6: Plague, 12+
- as before

Grey Seers only
#13: Curse of the Horned Rat, 25+ to cast
- can only target US1 infantry
- causes 4D6 Wounds to the enemy unit with no saves allowed. If the unit is wiped out, it is replaced by an equal number of skaven (clanrats?). If it does not cause enough Wounds to wipe out the unit, no skaven are produced (it is assumed that they are slain as they mutate)
 
Only thing I got to add is that yes Wither stacks. YOu can cast it multipletime on the same unit. And yes you can pull a units T down to 0 with it.

Plaque is a little different as it only backfires on a 1.

And all Grey Prophets may exchange one of their spells for the big spell. It's actually called "The horrible 13th spell" I think and it doesn't deal 4D6 wounds it removes 4D6 models from play. And if all are slain you get as many Clanrats as you have slain models.

Magic Items:

BasicStuff:
The weapons are surprisingly overpriced, rest as usual

Weapons:

Grimmblade:
- Same as before but forces enemy to reroll Ward saves

Somethingtoot:
- Ignores Armor saves (but too expensive)

warpstone Weapon:
- +1 A +1 S

Blade of Nurglitch:
- +1 S and does 2 wounds per hit but on a double 1 the bearer loses two wounds himself

Weeping blade (I called it baled of tears a few tiomes in te text but you know what I mean):
armor piercing and does D3 wounds (but isnow cheaper)

Dwarfhater:
- +1 S and ignores AS of dwarfs

Blade of the Plague:
- wounds reduce T by 1 but VERY cheap

Armor:

Warstone armor:
- same but only for warlock techs

Armor of rust:
- same effect, new name, cheaper

Carefull shield:
- enemies in Btb lose 1A

Charms:

Talisman of the rat:
- 5+ Ward save, just a new name

Pot of smoke:
- -1 to hit with ranged attacks against the unit


- forgot two maybe I'll remeber later

Arcane artifacts:

Warpstorm scroll:
- same as before

Warpstone accumulator:
- generates a power die on 5+ and adds +2 to warplightning hits

I think there was one more but once again I forgot


Prophetic globe:
- very cheap, ignores first wound but bearer becomes stupid after that (as he desperately shakes the globe hoping for more miracles or guidance)

Warpstones:
-same as befor but more expensive

Enchanted Items:

Skaven Brew:
- may be given to a unit as the old one but:
1 goes wrong
2-3 franzy
4-5 hatret
6 death frenzy

Skalm:
- recovers alllost hitpoints for self or ally (is a little cheaper now)

Howling pipe:
- whoever wants to charge te bearers unit must pass an LD check or may not charge

Something wretched:
- all units in BtB with the bearer gain -1 LD

Clan Eshin only Items:

Warpstone throwing stars:
- same same

Hellbombs:
-Now THATS cool. The bearer may plant it after moving as long as he'snot in CC or sooting (even after marching). Its a small template. Te bearer may blow it up anytime except the turn he planted it and as long as e's in te explosion radius. Whhen triggered it blows up on a 2+ (on a 1 it was a fake). all models NOt under the centerrecive a S3 hit, te model under the center recives S6 D3 wounds

Smoke Bombs:
- enemy chases 1D6 less (VERY CHEAP)

Clan Scryre only:

Bronze Globe:
- same same

Warpscroll:
- Now does only S2 hits to every model at power level 3 but ignores AS. No more auto panic.

Devestator Rocket:
- One use only, you may roll betwen 4and 10 D6 and chose a direction. That number in inches is the point the rocket hits. it has a5 inches template. ALl models hit suffer a S5 hit (S10 D6 damage under the center)

Warlocks okular:
- warlock gains +1 BS and ignores interverning terrain and units for shooting

Clan Moulder only:

(see master moulder)

Plague Clan only:

Deathwind Globe:
- same same

Banner of unoly frenzy:
- one use, the unit may reroll to it an dto wound rolls this turn

General Banners:

Banner of the horned Rat:
- Enemies within 12 gain -1 LD and enemies in Btb must reroll succesfull morale checks

Storm Banner:
- last for only one round and skaven range attacks are unaffected
- storm vermin and Plague monks may carry it now

Banner of the Horde:
- +1 combat resolution
- +w3 combat resolution instead when you have more ranks than te enemy

Banner of the Rot:
- Causes T tests just like a plague scenser

Banner of crawling rats:
- Units in Btb suffer S3 hits during shooting phase and if the unit is broken in close combat all chasing units suffer an additional D6+2 S3 hits

Banner of the Underground war:
- The unit hates Dwarfs and Dwarfs hate them

Banner of the shadow move:
- One use, The unit may tripple its movement when marching but suffers 2D6 S3 hits

And then there was the Extra stuff:

Some characters or Champions may buy one of those options:

Warpstone Rifle: Like musket but S5, Magic and instable

Warpstone pistol: Like Pistol only Magic and unstable but warlocks have in automaticly now i think

Tail weapon: THe character gains 1 additional S3 attack wit no weapon special rules applied

Poisoned weapon: Character has poison attacks

Guarding rat: A small rat guards the Character. Its grants one additional S3 WS3 I4 attack but on a 1 it bites its owner

Special Characters:

Tanquol:
- most obvious one of all pretty much the same as before
- now only has D6#3 warpstones and heals onlyon 5+
- may NOT ride a screaming bell any more
- bone breaker now can't shut down on a 1 and has a normal warp falmer with 1 shotnot a breat weapon

Skrotz the mutant:
- his waeponnow has only killing blow against normal targets BUT does D3 wounds against anything with US 3+
- when feeing or marching he may eat a random dude from his unit (even a rat ogre if your unlucky ^^) or he loses regeneration and 1 wound
- still has whip frenzy

Squik the headhunter:
- carries a warstone armor and a blade tet wounds dwarfs on 2+ and rerolls failed hits and wounds
- in a challenge he gets so agitated that he get +1 to hit and to wound but may not refuse challenges

Ikkit claw hand:
- has S6
- may exchange his spells for warp lightning instead of skitterleap
- his warplightnings do artelery dice hits and if you role a misscast at least something funny happens XD
- has a 3+ save against magic I think

Lord Skrolk:
- most expensive of the lord chars
- is a level 3 wizard
- pretty tough
- carries some advanced plague censer
- may use his wand on a unit within 18 with power level 6: Roll a D6 5-6 every model in the unit recives S2 hit with no AS, on a 2-4 every model in the unit recives S1 hit with no AS, 1 the unit babbles confusing stuff but this has no effect on the game

Snikch the master asassin:
- is a hero
- has all asassin ruels (dodge, ASF, Outflank, hide)
- I 10 WS 8
- Cloak of night: every enemy must roll a 4+ to attack him, charge himor shoot at him BUT he doesn't block march movement and yu may move through him
- Whirl of tears: With his blades of tears (usual rueles) he has 6A

Some fuzzy guy protected by a lot of rats:
- don't remebre much about him, he has D6+2 additinal attacks S2 and some weird moulder rule
- just remembered he can mutate rat Ogres so they randomly can gain extra arms, regeneration or have something else happening to them.

somethingsomet hing the dirty:
- is a hero
- his unit fights so dirty they may reroll failed to hits and wounds while in the flank or the back of an enemy
- he has a 4+ ward save and may reroll one roll per game
- he may bail anytime. Roll 3D6. You may place him in any clanrats or stormvermin unit within that distance. If there is non he just runs away and is a casualty
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Simon
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« Reply #31 on: October 17, 2009, 04:13:36 AM »

(note that the poster had to translate all of the items from german to english... so you may see some different names in the book.)


complete list of Skaven magic items =)

Common Magic items

Quick blade - ** pts (+1 hit)

Blade of Carnage - ** pts (+1 A)

Sword of Might (+1 S) - **

Ripping Blade (-1 AS) - *pts

enchanted shield (+2 as) - ** pts

Magic Ward (6+ WardSave) - ** pts

Dispel scroll - ** points

energystone (+2 power dice) - ** pts

staff of sorcery (+1 dispel) - **

Warbanner (+1 combat resolution) - **



Magic weapons

Blade of Grudges (Grimmklinge) xxx points.

S10, every succesfull Ward Save has to be rerolled. Not-saved wounds cause loss of D6 Lifepoints.
At the end of each players turn roll D6, at 1 or 2 bearer suffers loss of one lifepoint with no armour saves allowed.

Warpblade xx pts
no armour saves allowed

warlocktinkere d weapon xx pts
+1 S and +1 A

Plagueblade xx pts
+1 S. not saved wounds cause loss of 2 Lifepoints. If bearer rolls 2 or more 1s to hit, he suffers the loss of 2 lifepoints. AS allowed.

Blade of Tears xx pts
Armourpiercing . each wound not saved causes loss of D3 Lifepoints.

Dwarfbane xx points
+1 S. If fighting a dwarf, bearer gets armourpiercing and may reroll to wound rolls in close combat

Blade of Nurglitch xx pts
non-saved wounds suffer a penalty of 1 to Toughness. If the model is reduced to 0 he's removed from play.



Magical Armour

Warpstone Armour xx points
grants 4+ AS. Each succesful save causes one hit S4 to the model that caused the wound. Wounds caused by this effect add to combat resolution.
May be given to Warlocks.

World's Edge Armour xx points
grants 4+ Armoursave. The first hit which ignores the bearers armour is ignored completly, but the armour is destroyed.

Shield of confusion - xx pts.
All Models in base contact with the bearer (friend or foe) suffer -1 A, to a minimum of 1.



Charms

Aweful Charm xx pts
grants 5+ Ward Save

Shadowmagnet xx pts
-1 to hit in ranged combat against bearer or unit he's attached to. additional to any other occuring penalty (like long range, mutliple shots etc)

Charm from rival's skins xx pts
1 use only - A Skaven model with this charm may force a enemy model in base contact to reroll all to-hit rolls.


Arcane Artifacts

Warpstormscrol l xx pts
Bound Spell (PL 5) - 1 use only. If you use this scroll, all flying units within 24 inches suffer D6 hits S6, resolved like shooting.

Warpenergy-focus xx pts
Grey Seers and Warlocks with this item generate a aditional power dice at a roll of 5+ in their own magic phase. If the bearer casts Warp lightning, he deals D6 +2 hits (does not apply if he rolls a 1)

Crystall Orb xx points
1 use only. grants a 3+ Ward Save against the first wound he suffers. However, if the save is succesfull, the bearer awaits further instructions from the orb, and therefore is stupid for the rest of the game.

Warptone Tokens xx pts
All Grey Seer and Warlocks may have as many Warpstone tokens as their point limit allows it. They may have further Arcane Artifacts.

Before casting a spell, you may declare to take as many warpstone tokens as you wish.
Add 1 power dice for every 1 token you took. You may pass the normal limit of power dice that you may roll depending on your power level.

For every warpstone dice that shows a 1, the wizard suffers the loss of 1 lifepoint, with no Armour saves allowed.

Warpstone tokens may cause irresistable force or miscasts. You should use differently coloured dice for warpstone tokens... (green at best)


Enchanted items

Skavenbrew xx points
1 use only. The bearer of Skavenbrew may foce one (1) unit of Clan rats or storm vermin in direct contakt to drink the brew. Champions take it, attached characters not.

Roll a d6 to see what happens.

1: the unit suffers D6 S 3 hits, no armour save allowed.
2-3: unit hates everyone
4-5: unit gains frenzy
6: Death Frenzy: unit gains +2 attacks, suffering the loss of D6 life points at the end of each own movement phase.


Skalm xx points
1 use only. The bearer regenerates all lost Life points. Only he may use the Skalm. Bearer may not Use skalm if he already lost all of his lifepoints.

Spotfur's Pipe xx points
If a enemy unit wants to attack a Character (or the unit he's attached to) bearing Spotfur's pipe, the unit has to do a morale check. If It fails, it is treated as if it failed to charge.

Omen of Doom xx points
Enemy units in direct contact with a unit that includes the Omen of doom suffer 1 -1 penalty to their morale characteristic s, as long as they remain in direct contact.


Clan Eshin's Assasin tools

Warpstone-shuriken (magical weapon) xx points
Multiple shots (3), S5, shuriken, cause loss of D3 Lifepoints.

Hellbomb (enchanted item) xx points

As long as he does not charge, the assassin may place a bomb on any spot he crosses with his movement. He may march.

Mark the spot with a coin or something apropriate. The model that placed the bomb has to move away from it. The bomb may be detonated remotly at any moment in the game, excluding the turn it was set or as long as the bearer (or his unit) touch the bomb.

Place the 5 inches template above the marker used for the bomb. The model under the hole suffers a hit S10, which causes the loss of D3 lifepoints. All models touched by the template suffer a S3 hit.


Smokebombs (enchanted items) xx points

1 use only. If a model with smoke bombes is forced to flee, it may drop the smoke bombs. Declare the use of smoke bombs befor you roll the distance to flee or to persuit (or any other dice). All persuing units roll 1 dice less than usual.



Skryre Wargear

Bronze sphere (enchanted item) xx points

1 use only. The bearer may throw the Sphere at his own shooting phase. Place the 3 inches template anywhere within 8 inches of the bearer. apply a scatter roll, just as with a stone thrower.

All models touced by the template must pass a initiative test or will be removed from play (yes, removed from play).

If you roll a malfunction, the template is placed above the bearer.


Missile of Doom (magical weapon) xx points

1 use only. Declare a direction t oshoot the missile, and any numer of dice between 4 and 10. Roll the dice, thats the distance the missile flies. Place the 5 Inces template at the point it strikes. all models touched by the missile suffer a S5 hit.
If you roll 3 or more 1's for the distance, apply the following malfunction-result:
1: The templatte is placed above the model fireing it.
2-5: missile goes to a random direction
6: the model at the direct spot of impact suffers a S5 hit. Roll a D6 at the beginnig of each skaven shooting phase - on a roll of 4 the missile detonates as usual.

Warlock-goggles xx points
+1 BS. Bearer does not suffer a penalty if shooting at targets within cover.


Reliquary of Clan Pestilence



Warpscroll (arcane artifact) xx points

1 use only, PL 5 Pick one (1) unit within 24 inches and within line of sight. every model in the unit suffers a S2 hit, with no armour saves allowed.


Plague banner (magical banner) xx points

1 Use only. For one Close combat phase, all Plague monks within the unit may reroll To-hit and to wound rolls.


Clan Moulders Toys ( I was running out of nouns for gear, equipment etc, so I randomized a fitting term here... -.-")

Shockstaff (magical weapon) xx points
Must be wealded with two hands. This weapon ignores armour saves

electric whip (magical weapon) xx points
Follows the rules of whips (bearer may strike from behind 1 rank of Rat ogres or 3 ranks of Giant Rats, grant +1 attack), bearer gains +D3 attacks instead of one for the whip.


Magical Standards

Sacred Standard of the Horned Rat xx points

All enemy units within 12 inches of the bearer suffer a -1 penalty to their morale characteristic s


Stormbanner xx points

1 use only. May be activated at the beginning of any Players turn. No unit on the field may use the flying rule, and all shooting suffers a additional -1 penalty. All non-magical shooting attacks not using the BS characteristic s (like Cannons, Stone throwers, Breath weapons) may only be used at a roll of 4+.

At the beginnig of each following players turn roll a D6 - the standards effect ends at a roll of 4+.


Great Standard of Clan supremacy xx points
At each close combat, if the unit with the banner has more ranks than the enemy unit(s) it's fighting, it gains not the regular +1 to combat resolution for standards, but D3.

Shroud of Dripping Death xx points

All enemy models in contact with the bearer suffer a S3 hit with no armour saves allowed at the beginning of each close combat phase.
If the unit with this banner flees from combat, all persuing units suffer D6+2 S3 hits with no armour saves allowed.

Banner of the Realm of the depths xx points
At the beginnig of all close combat phases, enemy units in contact with the unit bearing this banner suffer 2D6 S2 Hits. Resolute them like Shooting attacks.

Dwarfhide Banner xx points
The unit hates all dwarves, and all dwarves hate them.

Banner of the crawling horde xx points
once per game (except the first turn) the unit bearing this banner may march at triple it's movement. It suffers 2D6 S3 hits with nor Armour Saves allowed.
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Gratnuk Ironfist
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« Reply #32 on: October 20, 2009, 06:00:45 AM »


Some of that is not too shabby, be interested if you would be possible to put that bomb in the tree that those blimin elves always hife their treeman in.
They have also improved some of the armour.

Is there a limit to how many bombs an assassin can take?
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