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S K AV E N

WARHAMMER ARMIES
LONG LIVE THE OLD WORLD
WA R H A M M E R : S K AV E N
8TH EDITION COMPLETE

Long Live the Old World ..1 Gutter Runners ............................6 Warlock Engineer ......................14
Packmasters and Master Moulders Chieftain ....................................15
The Scope ....................................1
..................................................7 Plague Priest ..............................15
8th Edition Patterns ....................1
Giant Rats ....................................7
Clean Up ......................................1 Core Units ......................15
Rat Ogres .....................................7
Points ...........................................1 Clanrats .....................................15
Hell Pit Abominations .................7
Army Special Rules ...........2 Stormvermin ..............................15
Warlock Engineers .......................8
Skavenslaves ..............................15
Beast Pack ....................................2 Weapon Teams .............................8
Night Runners ...........................15
Dodge ..........................................2 Warplock Jezzails .......................10
Icon of the Horned Rat ................2 Poisoned Wind Globadiers ........10 Special Units ...................16
Plague-ridden ..............................2 Doomwheels ..............................10 Rat Swarm .................................16
Poisoned Wind ............................2 Warp Lightning Cannons ..........11 Giant Rats ..................................16
Pushed into Battle .......................2 Stormfiends ...............................11 Rat Ogres ...................................16
Scurry Away! ...............................2 Lord Skreech Verminkin ............12 Packmaster ................................16
Sneaky Infiltrators .......................2 Thanquol and Boneripper ..........12 Master Moulder .........................16
Strength in Numbers ...................2 Lord Skrolk, Ikit Claw, Throt the Gutter Runners ..........................16
Unstable Ammunition .................2 Unclean, Queek Headtaker ..... 12 Plague Monks ............................16
Verminous Valour ........................2 Deathmaster Snikch, Tretch Plague Censer Bearers ...............16
Craventail................................ 12
Warp-fumes .................................2 Warplock Jezzails .......................16
Warpstone Weapon .....................3
Tools of Supremecy.........12 Poisoned Wind Globadiers ........16
Arsenal of the Great Clans ..........3 Magic of the Skaven ........13 Rare Units.......................17
Skaven Bestiary ................4 Skaven Spells of Ruin ................13 Plagueclaw Catapult ..................17
Warlords and Chieftains ..............4 Skaven Spells of Plague .............13 Hell Pit Abomination ................17
Rat Ogre Bonebreakers ................4 Skaven Army List ...........14 Doomwheel ...............................17
Vermin Lords ...............................4 Warp Lightning Cannon ............17
Lords ...............................14
Grey Seers....................................4 Stormfiends ...............................17
Lord Skreech Verminkin ............14
Screaming Bell .............................4
Thanquol and Boneripper ..........14
Clanrats .......................................5
Lord Skrolk, Ikit Claw, Throt the
Stormvermin ................................5
Unclean, Queek Headtaker ..... 14
Skavenslaves ................................5
Vermin Lord ..............................14
Rat Swarms..................................5
Warlord ......................................14
Plague Priests ..............................5
Grey Seer ...................................14
Plague Furnaces ...........................5
Heroes.............................14
Plague Monks ..............................6
Deathmaster Snikch, Tretch
Plague Censer Bearers .................6
Craventail................................ 14
Plagueclaw Catapults ..................6
Packmaster Skweel Gnawtooth .14
Assassins .....................................6
Assassin .....................................14
Night Runners .............................6
LONG LIVE THE OLD WORLD
Warhammer Fantasy Battle 8th Edition was the best the game had ever been. The Warhammer World was rich and evocative,
the gameplay was nuanced and challenging, the models were spectacular, and the army books were works of art. Yet in a rush
to destroy the Warhammer World and abandon the game that had been tuned over decades, 8th Edition was left incomplete.


This project updates the Army Books that were neglected • Different armies would share traits to make them part
when 8th Edition was abandoned: Beastmen, Bretonnia, of a more cohesive, holistic design (similar rules, shared
and Skaven. It updates and streamlines the existing rules, lores of magic, and even shared units).
imagining what they could have been with an overhaul
• All standard command models had a cost of 10 points,
following the conventions of the 8th Edition Warhammer no matter their other characteristics.
Armies books.
• Core units that previously did not count towards the
We'll never get a official 8th Edition Army Book for these total points in Core were moved to Special.
factions. Yet we can bring the rules for fielding them in
line with those of the other Warhammer Armies. This • Unit limits such as 0-1 or 1+ were removed.
project is an attempt to update the rules for each of the • Wizards were in general given greater access to the
three outdated factions to achieve a complete 8th Edition. eight Lores of Battle Magic.

• Spell casting was streamlined: non-standard ways to


THE SCOPE cast spells (such as for Tomb Kings and Ogre
Many community projects have attempted to fill the void Kingdoms) were removed.
left by the end of Warhammer Fantasy. This project
• The list of army-specific Magic Items available was
doesn't attempt to expand and refine the core rules of the reduced to around eight.
game, nor does it want to completely reinvent Fantasy
tabletop gaming. It also doesn’t attempt to expand the
CLEAN UP
existing factions with new units or attempt to recapture
the feel of editions prior to 8th Edition. Warhammer Additionally, a preference towards simplicity and
Fantasy Battle 8th Edition introduced a number of very mechanical streamlining has been taken. Where before
multiple unique rules and special reference tables might
clear and intentional changes when the other armies were
updated, and this project simply attempts to apply these have been employed, requiring constant rule checking
to the neglected three armies. during gameplay, universal special rules and logic
consistency have been implemented instead. This helps
with new players who are learning and reduces confusion
8 T H E D I T I O N PAT T E R N S
for opponents who may be unfamiliar with army-specific
A number of common patterns were applied when army rules.
rules were updated from earlier editions to 8th Edition.
This project attempts to apply these patterns while
POINTS
modernising the rules.
For the most part, points adjustments have not been
• Army rules were updated to make use of new made: use the points costs as listed in the most recently
mechanics introduced in the core rules.
published books. However, where points costs were far
out of balance, most noticeably with Special Characters,
some coarse alterations have been made.


oldworld.alwaysstrikesfirst.com


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ARMY SPECIAL RULES

B E A S T PAC K Note that since this model is a Chariot, it cannot march
and will prevent the unit pushing it from marching.
A unit with this special rule follows all the rules for
Unlike other Chariots, this model does not have the
Monsters and Handlers as described in the Warhammer
Swiftstride rule.
rulebook, even though the unit does not contain
Monsters. Any Packmasters or Master Moulders in the
unit are the Handlers. Where the rule refers to a Monster,
S C U R R Y AWAY !
this applies to the other models in the unit that are not When rolling to determine the distance they flee, units
Handlers. If the unit needs to take a Monster Reaction with this rule count as having the Swiftstride special rule.
test, the result applies to all remaining models.

So long as at least a single model with the Running with SNEAKY INFILTRATORS
the Pack special rule is in the unit, a unit with this special Unless joined by a Warp-grinder, a unit of made up
rule may use that model’s Leadership and the Strength in entirely of models with this special rule may choose to
Numbers rule. Characters may not join a unit with this deploy using the rules for Ambushers instead of deploying
special rule. normally (or in the case of Assassins, instead of using the
Hidden special rule).
DODGE
When attacking a model with this special rule in close STRENGTH IN NUMBERS
combat or with shooting, enemies suffer -1 To Hit if their Units with this special rule add their current rank bonus
Initiative is equal to or lower than the dodging model. to their Leadership value for any Leadership test, up to a
maximum of Leadership 10. Determine the unit’s
ICON OF THE HORNED RAT Leadership as normal and then add the unit’s rank bonus
to this value. If for any reason the unit loses their rank
A model with this special rule and any unit it has joined
bonus, such as when fleeing or disrupted, the bonus does
are Unbreakable.
not apply.

PL AGUE-RIDDEN For the purposes of Inspiring Presence, the rank bonus of


the General’s unit is not passed on; only the General’s
Models with this special rule only suffer a wound from
basic Leadership value is used before then adding the
Warp-fumes on a D6 roll of a 6 (instead of taking a
testing unit’s rank bonus.
Toughness test).

POISONED WIND UNSTABLE AMMUNITION


A model firing a weapon with this special rule may choose
Attacks made with Poisoned Wind weapons always wound
to fire using the Sniper special rule, but if they do so and
on a 4+. Armour saves may not be taken against Poisoned
roll a 1 To Hit, they suffer an automatic wound with no
Wind weapons.
armour saves allowed.

PUSHED INTO BATTLE


V E R M I N O U S VA L O U R
A Chariot with this special rule has no steeds to draw it,
If a character with this special rule is moved to the back
and must instead always join a unit of the type specified.
rank due to refusing a challenge, the unit may still use
It must always be placed in the centre of the front rank
their Leadership for any Leadership tests. If the character
and can never leave the unit. Only a single model with
is the Battle Standard Bearer, the Army still benefits from
this special rule can join each unit. If the unit contains at
their Hold Your Ground rule.
least 10 models, the Movement value of this model is
equal to that of the unit pushing it. For every model the
unit drops below 10, deduct 1” from this model’s
WA R P- F U M E S
Movement, to a minimum of 0. At the start of the Close Combat phase, immediately after
Impact Hits are resolved, every model (friend or foe) in
base contact with one or more models with this special

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rule must take a Toughness test or suffer a single wound ARSENAL OF THE GREAT CL ANS
with no armour saves allowed.
Ignore the Scavenge-Pile section from Warhammer: Skaven,
including any mention of characters able to choose from it. Where
WA R P S TO N E W E A P O N these items have been made available to different characters in the
Warpstone Weapons and attacks made by them count as army list, use the points cost listed in the Scavenge-Pile section.
magical.
Shock-prod/Things-catcher
Range Strength Special Rules

Combat +1 Fights in Extra Ranks,


Requires Two Hands

Plague Censer
Range Strength Special Rules

Combat +2* Requires Two Hands, Warp-


fumes, Warpstone Weapons

* A Plague Censer’s strength bonus applies only in the


first round of combat.

Wa r p l o c k P i s t o l
Range Strength Special Rules

10” 4 Armour Piercing, Quick to


Fire, Unstable Ammunition,
Warpstone Weapon

Wa r p m u s k e t
Range Strength Special Rules

24” 5 Armour Piercing, Move or


Fire, Unstable Ammunition,
Warpstone Weapon

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S K AV E N B E S T I A RY
Unless otherwise noted, the rules, profiles, equipment and options remain as they are written in Warhammer: Skaven. The
following rules either replace or extend those rules. For example, if an entry below includes a list of Special Rules, use those
rules instead of the list in the army book, but otherwise use the army book rules.

WA R L O R D S A N D C H I E F TA I N S • Ringing the Bell: In the Skaven Magic Phase,


immediately after rolling for Winds of Magic, the
Troop Type: Infantry (Character)
Screaming Bell will ring. Take the total on the two
highest D6 rolled for Winds of Magic and add the
RAT OGRE BONEBREAKERS current turn number. The effect lasts until the start of
Troop Type: Monstrous Infantry the next Skaven magic phase. If a double is rolled for the
Special Rules: Fear, Frenzy. Winds of Magic in the Skaven magic phase, the
Screaming Bell suffers a single Wound with no armour
• Trained Mount: A ridden Rat Ogre Bonebreaker counts
saves allowed.
as Monstrous Cavalry in all respects, except that it does
not have the Swiftstride rule. If the model joins a unit of D6 Result
Monstrous Infantry, it counts as Monstrous Infantry for
3-5 Silenced: the Grey Seer suffers -1 to all attempts
the purposes of enemy shooting.
to cast spells from the Skaven Spells of Ruin
and the Skaven Spells of Plague.
VERMIN LORDS
6-8 Unholy Clamour: all Skaven models (friend or
Ignore the entry for the Vermin Lord in Warhammer: Skaven
foe) within 13” of the Screaming Bell re-roll 1s
and use the rules for Vermin Lords from The End Times:
to Hit in close combat.
Thanquol.
9-12 Deafening Peals: all Skaven models (friend or foe)
GREY SEERS within 13” of the Screaming Bell re-roll 1s to
Hit and to Wound in close combat. Enemy units
Troop Type: Infantry (Character)
within 13” of the Screaming Bell suffer -1
Magic: A Grey Seer is a Level 4 Wizard and can use spells Leadership.
from the Skaven Spells of Ruin, the Skaven Spells of
13 A Stirring Beyond the Veil: the Screaming Bell
Plague, the Lore of Heavens, or the Lore of Shadow.
immediately casts Crack’s Call as an Innate
Bound Spell (power level 6), and the Grey Seer
SCREAMING BELL adds +1 to all attempts to cast spells from the
Troop Type: Chariot (Armour Save 6+) Skaven Spells of Ruin and the Skaven Spells of
Special Rules: Fear, Large Target, Magic Resistance Plague. In addition, apply the Wall of Unholy
(2), Pushed into Battle (Clanrats or Stormvermin). Sound results.

• Above the Masses: The Grey Seer can cast spells in a 13-15 Wall of Unholy Sound: all Skaven models (friend
360° line of sight from on top of the Bell. The Grey Seer or foe) within 13” of the Screaming Bell re-roll
may use Verminous Valour to refuse a challenge, but the all failed rolls to Hit and to Wound in close
model is not moved. Instead, the Grey Seer cannot fight combat. Enemy units within 13” of the
or be attacked for the duration of the engagement. Screaming Bell suffer -1 Leadership and must
take an immediate Panic check. The Screaming
• Calamitous Collapse: If the Screaming Bell is destroyed
Bell gains the Terror special rule.
by any means, the Grey Seer and every model in the unit
pushing the Bell takes an automatic Strength 6 hit. All 16+ Apocalyptic Doom: the Screaming Bell is
Skaven units (friend or foe) within 13” must take an destroyed.
immediate Panic check.

• Protection of the Horned Rat: The Screaming Bell and


the Grey Seer riding it have a Ward Save of 4+.

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CL ANRATS PL AGUE PRIESTS
Troop Type: Infantry Troop Type: Infantry (Character)

Special Rules: Frenzy, Plague-ridden, Scurry Away!,


STORMVERMIN Strength in Numbers
Troop Type: Infantry Magic: A Plague Priest is a Level 1 Wizard and can use
spells from the Skaven Spells of Plague or the Lore of
S K AV E N S L AV E S Death.
Troop Type: Infantry

Special Rules: Scurry Away!, Strength in Numbers. PL AGUE FURNACES


Troop Type: Chariot (Armour Save 6+)
• Cornered Rats: Skavenslaves have the Unstable special
rule. They suffer the additional wounds due to being Special Rules: Frenzy, Icon of the Horned Rat, Large
unstable immediately after rolling a Break Test, but Target, Magic Resistance (2), Plague-ridden, Warp-
before fleeing or reforming. If the result of the unit’s fumes
Break Test is less than their number of complete ranks, • Billowing Death: A Plague Furnace has a Breath
they do not suffer any additional wounds from being Weapon. Instead of rolling To Wound as normal, any
Unstable. model that suffers a hit from the Breath Weapon must
• Expendable: A destroyed unit of Skavenslaves does not take a Toughness test or suffer a Wound with no saves
cause Panic tests in friendly units. In addition, friendly allowed.
units may shoot at any enemy unit engaged in close • Ignore the Fuming Close Combat rules, including Enshrouded by
combat with the Skavenslaves, as long as there are no Fog and Wrecker Attack.
other friendly units in the combat (except other
Skavenslaves). Roll a D6 for each successful hit before
Fu m i n g Wr e cke r
rolling To Wound: on a 1-3, the Skavenslave unit is hit;
on a 4-6 the enemy is hit. Further randomise between Range Strength Special Rules
multiple engaged units or multiple units of combat 10 Always Strikes Last, Multiple
Skavenslaves. If a Skavenslaves unit is hit by a friendly Wounds (D6), Release the
weapon that uses a template, don’t randomise the hits Wrecker!, Warpstone Weapon
and instead each model under the template, friend or
foe, suffers a hit from the weapon. Release the Wrecker!: The Plague Furnace may choose to
release the Wrecker in any close combat phase. Roll the
Artillery dice and draw a line from the centre of the
R AT S WA R M S
Plague Furnace’s base directly forward. Hits and damage
Troop Type: Swarm
are worked out in exactly the same way as for a bouncing
Special Rules: none cannonball (refer to the Who’s Been Hit? section of the
cannon rules in the Warhammer rulebook). A misfire
means the Plague Furnace suffers a hit with the weapon’s
profile instead.

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PL AGUE MONKS ASSASSINS
Troop Type: Infantry Troop Type: Infantry (Character)

Special Rules: Frenzy, Plague-ridden, Scurry Away!, Special Rules: Always Strikes First, Dodge, Poisoned
Strength in Numbers Attacks, Scouts, Scurry Away!, Sneaky Infiltrators,
Strength in Numbers, Verminous Valour
PL AGUE CENSER BEARERS • A Killer, Not a Leader: Friendly units can never use an
Troop Type: Infantry Assassin’s Leadership. An Assassin may not be the
Army General.
Special Rules: Frenzy, Hatred, Plague-ridden, Scurry
Away!, Skirmish, Strength in Numbers • Hidden: An Assassin can choose to deploy ‘hidden’
within a friendly unit of Clanrats, Stormvermin, Night
P L AG U E C L AW C ATA P U LT S Runners or Gutter Runners – make a note of which unit
is concealing the Assassin. A hidden Assassin is not
M WS BS S T W I A Ld
placed on the table during deployment, but is revealed
Plagueclaw Catapult 6 4 later during the game. If the concealing unit is wiped
Plague Monk Crew 5 3 3 3 4 1 3 1 5 out or flees from the battlefield before the Assassin is
revealed, the Assassin counts as a casualty. There is no
Troop Type: War Machine (Stone Thrower) other way an Assassin can be harmed before he is
A Plagueclaw Catapult follows the rules for Stone revealed. Hidden Assassins may be revealed at the
Throwers in the Warhammer rulebook with the following beginning of any of your Movement phases, or at the
profile: start of any Close Combat phase; declare that the unit
contains an Assassin and place the model in the front
Range Strength Special Rules rank of that unit, displacing models as you normally
12-30” 2(4) Warpstone Weapon, Noxious would if a character had joined the unit.
Splash, Suspiciously Off
Target NIGHT RUNNERS
Noxious Splash: The Plagueclaw Catapult uses the large Troop Type: Infantry
(5") round template. Any wounds caused by the blast Special Rules: Dodge, Scurry Away! Strength in
ignore armour saves. Any unit that suffers one or more Numbers.
wounds must take an immediate panic check.
• Slinking Advance: Unless joined by a Warp-grinder,
Suspiciously Off Target: If the Plagueclaw Catapult Night Runners have the Vanguard special rule. In
misfires, roll on the Stone Thrower Misfire Chart as addition, for the first turn of the game, the entire unit
normal. If the result is May Not Shoot, perform the counts as being in soft cover.
following in addition to the usual effects: centre the large
blast template on the Plagueclaw Catapult; it then scatters GUTTER RUNNERS
2D6". Resolve the hits as normal.
Troop Type: Infantry
Special Rules: Dodge, Scurry Away!, Scouts, Skirmish,
Sneaky Infiltrators.

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PAC K M A S T E R S A N D M A S T E R • Too Horrible to Die: When the Hell Pit Abomination
loses its last wound, remove the model and place a
MOULDERS
marker where the centre was. Do not place a marker if
Troop Type: Infantry the last Wound was lost due to Flaming Attacks. In the
Special Rules: Scurry Away!, Strength in Numbers next Skaven Compulsory Moves sub-phase, roll a D6
and apply the following result:
• Breeders and Mutators (Master Moulders only): All
models with the Beast Pack special rule in a unit that D6 Result
includes a Master Moulder gain the Regeneration (6+)
1-3 Dead. Remove the marker from play.
special rule, even if the Master Moulder is removed as a
casualty. 4-5 The Rats Emerge. Place a new Rat Swarm unit
containing D3 bases within 3” of the marker and
• Running with the Pack: Packmasters and Master
Moulders cannot freely attack any unit in base contact remove the marker from play. If any Rat Swarm
base cannot be placed such that it is further than
with their unit as normal for the Monster and Handlers
rule. Instead, they always stay in the rearmost rank and 1” away from any other unit or impassable
terrain, then it is lost.
follow the normal rules for who can attack. As such,
they can be targeted by enemies charging the rear or 6 It’s Alive! Place the Hell Pit Abomination model
flanks of their unit. They do, however, count as anywhere within 3” of the marker, then remove
Champions and as such may call and accept challenges. the marker from play. If the model cannot be
In addition, models with this special rule gain the placed such that it is further than 1” away from
Swiftstride special rule when included in a unit of War any other unit or impassable terrain, then it is
Beasts. lost. The Hell Pit Abomination has 1 Wound
remaining and gains the Unstable rule. If the Hell
GIANT RATS Pit Abomination is slain a second time do not roll
on the Too Horrible to Die chart again, the model
Troop Type: War Beasts
is finally dead.
Special Rules: Beast Pack.
• Unnatural Assault: This rule replaces the Special Close
• Wave of Rats: Giant Rats have the Fight in Extra Ranks
Combat Attacks rule. Instead of attacking normally, the
rule, even on turns in which they charge.
Hell Pit Abomination makes a single attack against each
• Ignore the Mixed Unit special rule. enemy model in base contact. Before rolling to hit, roll a
D6 and apply the following additional effects to its close
RAT OGRES combat attacks:
Troop Type: Monstrous Infantry
D6 Result
Special Rules: Beast Pack, Fear, Frenzy, Scurry Away!
1-2 Feed: All of the Hell Pit Abomination’s close
• Ignore the Mixed Unit special rule. combat attacks (but not Impact Hits or
Thunderstomps) have the Killing Blow special
HELL PIT ABOMINATIONS rule.
Troop Types: Monster 3-4 Flailing Fists: The Hell Pit Abomination rerolls to
Special Rules: Impact Hits (D6), Large Target, hit with all close combat attacks. Any enemy unit
Random Movement (3D6), Regeneration, Stubborn, that suffers one or more unsaved wounds from
Terror the flailing fists attack suffers -1 To Hit for the
remainder of the close combat phase.
• Shambling Horror: If the dice rolled for Random
Movement include two or more results of a 1, the Hell 5-6 Avalanche of Flesh: The model rolls 2D6 for
Pit Abomination moves in a random direction Thunderstomp instead of D6.
determined by the scatter dice. If the Hell Pit
Abomination’s Random Movement would bring it to
within 1” of a friendly unit, the friendly unit suffers D6
hits resolved at the Strength value of the Abomination
before the Abomination is stopped.

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WA R L O C K E N G I N E E R S WEAPON TEAMS
Troop Type: Infantry (Character) Troop Type: Infantry

Magic: A Warlock Engineer may be upgraded to be a Level Special Rules: Scurry Away!
1 Wizard. An upgraded Warlock Engineer can use spells
• Attached Unit: A Weapon Team must be deployed at
from the Skaven Spells of Ruin or the Lore of Fire. the same time as the unit it was purchased with, within
3” of the unit. After deployment, the Weapon Team is
Wa r l o c k O p t i c s free to move as though it was a separate unit, and
A Warlock Engineer with Warlock Optics has +1 BS and counts as a separate unit for victory points purposes. A
the Ignores Cover special rule. Weapon Team within 3” of its parent unit may benefit
from Look Out, Sir! as though it was a lone character,
Wa r p - e n e r g y C o n d e n s e r and may also count the parent unit’s Strength in
Numbers rule, adding the parent unit’s rank bonus to its
Use the rules from Warhammer: Skaven but replace the first
own Leadership for Leadership tests. A destroyed
sentence with the following:
Weapon Team does not cause Panic tests in nearby
The bearer of a Warp-energy Condenser tolls an extra D6 friendly units.
when attempting to channel Power Dice (but not Dispel
• Fire From Behind (Poisoned Wind Mortar Team only):
Dice).
The Poisoned Wind Mortar team may move and fire the
mortar (though cannot fire after marching as normal).
Doomrocket The team may fire the mortar at any unit in line of sight,
The Doomrocket uses the following profile: or if it is within 3” of the parent unit the team may use
the parent unit’s line of sight (but must still use its own
Range Strength Special Rules
range). If the target is not in the team’s line of sight, the
special 5 Move or Fire, One Use Only, shot will scatter twice the result on the Artillery dice.
Terrible Trajectory,
Warpstone Weapon • The Best Defence (Doom-flayer Team only): The
Weapon Team gains a 3+ Armour save against shooting
Terrible Trajectory: To fire the Doomrocket, choose a attacks and close combat attacks that originate from its
point anywhere in the firing model’s forward arc and roll front arc.
the Artillery dice. If the result is a misfire, the
Doomrocket detonates: place the large round template Doom-flayer
with the central hole on the firing model and resolve the
A Doom-flayer is used in close combat with the following
shot, with every model touched by the template suffering
profile:
a Strength 5 Hit. If the result is a number, the
Doomrocket travels that many inches from the firing Range Strength Special Rules
model’s base in a straight line directly towards the
Combat +2 Confounding Contrivance,
nominated point. As long as the Doomrocket has not Flayer, Whirling Doom
detonated, continue rolling the Artillery dice and either
Confounding Contrivance: If a Doom-flayer suffers a
continuing further in the same direction or detonating on
misfire, roll a scatter dice. If the result is an arrow, trace a
the result of a misfire at the current cumulative distance.
line from the Doom-flayer in the direction indicated. If the
If the rolled distance would take the Doomrocket off the
first unit the line hits is in the same combat as the Doom-
table, it has no effect.
flayer (friend or foe), that unit suffers D6 automatic hits
with the Doom-flayer’s profile. If the line does not hit any
units in the combat, nothing happens. If a Hit is rolled on
the scatter dice, the model carrying the Doom-flayer
suffers an automatic wound with no saves of any kind
allowed.
Flayer: When a model with this weapon fights in close
combat, instead of attacking normally, nominate an enemy
unit in base contact and roll the Artillery dice to

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determine the number of automatic hits the Doom-flayer Wa r p f i r e T h r o w e r
inflicts.
A Warpfire Thrower follows the rules for Fire Throwers in
Whirling Doom: A model using a weapon with this the Warhammer Rulebook with the following profile:
special rule gains the Impact Hits (D3) special rule.
Range Strength Special Rules

Po i s o n e d Wi n d M o r t a r n/a 5 Flaming Attacks, Infernal


A Poisoned Wind Mortar follows the rules for Stone Invention, Move or Fire,
Thrower in the Warhammer rulebook with the following Multiple Wounds (D3), Quick
profile: to Fire, Warpstone Weapon
Infernal Invention: If a Warpfire Thrower suffers a
Range Strength Special Rules
misfire, roll a scatter dice. If the result is an arrow, pivot
6”-12” special Diabolical Device, Poisoned the model carrying the Warpfire Thrower to face the
Wind, Warpstone Weapon direction indicated. Place the flame template so that it is
touching the front of the Warpfire Thrower’s base and
Diabolical Device: If a Poisoned Wind Mortar suffers a
pointed directly forwards, then resolve the damage as
misfire, roll the scatter dice. If the result is an arrow, pivot
normal. If a Hit is rolled on the scatter dice, the model
the model carrying the Poisoned Wind Mortar to face the carrying the Warpfire Thrower suffers an automatic
direction indicated. Place the small round template
wound with no saves of any kind allowed.
centred on the first model (friend or foe) in the firing
model’s line of sight and in range of the weapon and
Wa r p - g r i n d e r
resolve hits as normal. If a Hit is rolled on the scatter dice,
the model carrying the Poisoned Wind Mortar suffers an Range Strength Special Rules
automatic wound with no saves of any kind allowed.
Combat 5 Tunnellers, Warp-strike,
Warpstone Weapon
Ratling Gun
Tunnellers: A unit with an attached Warp-grinder must
Range Strength Special Rules deploy as Ambushers with the following modifications.
Before rolling to see if the unit arrives for the first time,
18” 5 Armour Piercing, Hot
place a marker on the battlefield to represent their
Warplead, Maniacal Machine,
planned destination. If the unit fails to arrive this turn,
Move or Fire, Multiple Shots
leave the marker in place and use it for the next attempt.
(2D6), Quick to Fire,
Rabidfire, Warpstone Weapon If the unit successfully arrives this turn, roll a scatter dice
and an artillery dice. If the result is not a misfire, move
Hot Warplead: Ratling Guns do not suffer any modifiers the marker the number of inches indicated by the artillery
To Hit for multiple shots or for shooting at long range. dice in the direction shown on the scatter dice (a hit will
not scatter). Place the unit and the attached Warp-grinder
Maniacal Machine: If a Ratling Gun suffers a misfire, roll
a scatter dice. If the result is an arrow, pivot the model such that they are touching the marker and at least 1”
away from other units, buildings, and impassable terrain.
carrying the Ratling Gun to face the direction indicated.
The Ratling Gun targets the closest unit (friend or foe) Any models that cannot be placed are lost. If the marker is
touching an enemy unit, the tunnelling unit and the
within range and line of sight; roll To Hit with the total
Warp-grinder must instead be placed in base contact with
number of shots rolled on all the firing dice. If a Hit is
rolled on the scatter dice, the model carrying the Ratling the rear of the unit as though they had charged this turn,
however they also gain the Always Strikes Last special
Gun suffers an automatic wound with no saves of any
kind allowed. rule until the end of the Skaven turn. If the artillery dice
rolls a misfire, roll on the Warp-grinder Mishap table.
Rabidfire: If a double is rolled when determining the
number of shots due to the Multiple Shots special rule,
the Ratling Gun suffers a misfire. If the Ratling Gun did
not misfire, you may choose to roll an additional D6
before resolving the shots and add the result to the total
number of shots. If the result is a duplicate of either of the
other D6, the Ratling Gun suffers a misfire.

!9
Warp-grinder Mishap Death Globe
D6 Result A Death Globe is thrown using the rules for a Stone
Thrower in the Warhammer Rulebook with the following
1-2 Cave-in: The Weapon Team and its parent unit are
profile:
destroyed.

3-4 Delayed: The unit does not arrive this turn but can Range Strength Special Rules
roll again next turn. 8” n/a One Use Only, Poisoned
Wind, Quick to Fire,
5-6 Should Have Taken That Left Turn: see Warhammer:
Warpstone Weapon
Skaven
In the event of a misfire, centre the small round template
Warp-strike: In the close combat phase, a model with this
on the throwing model and resolve the shot as normal.
special rule does not roll To Hit; it inflicts D3 automatic
hits instead.
DOOMWHEELS
Other rules listed in Warhammer: Skaven are not used.
M WS BS S T W I A Ld

WA R P L O C K J E Z Z A I L S Doomwheel 6 6 5

Troop Type: Infantry Warlock Engineer 3 3 3 4 1 7

Treadmill Rats 3D6 3 2 4 2D6


Pavise
Troop Type: Chariot (Armour Save 4+)
The Pavise grants +2 to the model’s armour save rather
than +1 as a normal shield, but the model may not use it Special Rules: Immune to Psychology, Large Target,
to Parry. Random Movement (3D6), Random Attacks (2D6)
(Treadmill Rats only), Terror
Wa r p l o c k J e z z a i l • Crazy Contraption: At the end of any phase in which
an unengaged Doomwheel suffers one or more Wounds,
Range Strength Special Rules
roll a D6. On the roll of a 1 the Engineer has lost
36” 6 Armour Piercing, Move or control: follow the rules for Out of Control!
Fire, Unstable Ammunition,
Warpstone Weapon • Grinding Down the Foe: In a turn in which the
Doomwheel does not charge it may make a
Thunderstomp attack using the Doomwheel’s Strength.
POISONED WIND GLOBADIERS
• Out of Control!: If the Warp Lightning Generators
Troop Type: Infantry misfire or if the Engineer loses control due to the Crazy
Special Rules: Scurry Away!, Skirmishers Contraption rule, roll a scatter dice and a D6. If the
scatter result is a hit, the Doomwheel suffers a number
• Ignore the Life is Cheap special rule
of automatic wounds equal to the result on the D6 with
no armour saves allowed. If the scatter result is an arrow
Po i s o n e d Wi n d G l o b e s
and the Doomwheel is unengaged, the Doomwheel
Range Strength Special Rules immediately moves in the direction indicated a number
of inches equal to the result on the D6. Furthermore, if
8” n/a Desperate Measures,
Poisoned Wind, Quick to the D6 result was a 6, the Doomwheel now rolls an
Fire, Unstable Ammunition, extra D6 for Random Movement, but if the D6 result
Warpstone Weapon was a 1 it rolls one fewer D6 for Random Movement (to
a minimum of 1D6). An arrow result for an engaged
Desperate Measures: Poisoned Wind Globes may be Doomwheel has no effect.
used in close combat, gaining the Fights in Extra Ranks
• Rolling Doom: If the Doomwheel’s Random Movement
when they do so. Roll to hit using Weapon Skill as
(or movement due to going Out of Control!) would
normal. If a 1 is rolled To Hit in close combat, the wielder
bring it to within 1” of a friendly unit, the friendly unit
suffers the hit instead.
suffers D6+1 hits resolved at the Strength value of the
Doomwheel before the Doomwheel is stopped. If the

!1 0
Doomwheel’s movement would bring it to within 1” of centred on the final position of the shot. Every model
impassable terrain, the Doomwheel itself suffers D6 under the template is also hit by the cannon with the
automatic Wounds with no armour save (exactly as rolled Strength and the Multiple Wounds (D6) special
though it had failed a Dangerous Terrain test) before it rule. The Warp Lightning Cannon cannot fire grapeshot.
is stopped.
STORMFIENDS
Wa r p L i g h t n i n g G e n e r a t o r s Troop Type: Monstrous Infantry
Range Strength Special Rules Special Rules: Fear, Skirmishers, Big and Bulky,
18” Artillery Multiple Shots (3), Multiple Double the Death
dice Wounds (D6), Warpstone
Weapon, Zzzzap! Doom-flayer gauntlets
Range Strength Special Rules
Zzzzap!: The Doomwheel must shoot in every friendly
Shooting Phase, even if engaged in close combat, unless Combat +2 Whirling Doom
the controlling Warlock Engineer successfully passes a
Leadership test. Do not roll To Hit; instead, the nearest
Grinderfists
unit within range, friend or foe, is automatically hit with
all three warp lightning bolts. Roll the Artillery dice once Grinderfists are used together with the same effect as a
to determine the Strength of all three hits. If a misfire single warp-grinder.
result is rolled, refer to the Out of Control! rule.
Ratling battery
WA R P L I G H T N I N G C A N N O N S A ratling battery is used together with the same effect as a
single ratling gun.
M WS BS S T W I A Ld

Warp Lightning Cannon 6 4


Shock gauntlets
Clanrat Crew 5 3 3 3 3 1 4 1 5
Range Strength Special Rules
Troop Type: War Machine (Cannon) Combat +1 Warp Lightning Discharge
A Warp Lightning Cannon uses the rules for a Cannon
Warp Lightning Discharge: A model with shock
from the Warhammer rulebook with the following profile:
gauntlets inflicts D3 Hits rather than 1 when making a
Range Strength Special Rules Stomp. Attacks made by a model with shock gauntlets
ignore armour saves.
48” Artillery Energy Overload, Unearthly
dice Blast, Multiple Wounds (D6),
Warpstone Weapon Wa r p f i r e p r o j e c t o r s
Warpfire projectors are used together with the same effect
Energy Overload: If the first roll of the artillery dice
as a single warpfire thrower.
results in a misfire, roll on the Black Powder War Machine
Misfire Chart as normal. If the result is a Malfunction,
Wi n d l a u n ch e r s
perform the following in addition to the usual effects. Roll
the scatter dice and pivot the model to point in the Windlaunchers are used together with the same effect as a
direction rolled. Place the small blast template with the single poisoned wind mortar.
hole centred on the first model in a straight line in the
indicated direction and in range (friend or foe), then
resolve a blast at maximum Strength (10). If a hit is rolled
on the scatter dice, centre the blast on the cannon itself.
Unearthly Blast: The Warp Lightning Cannon fires just
like a regular cannon using the rules from the Warhammer
rulebook, except the Strength of the shot is determined by
the result on the Artillery dice rolled for the bounce. In
addition, place the small blast template with the hole

!1 1
LORD SKREECH VERMINKIN
Use the rules listed in The End Times: Thanquol. TOOLS OF
THANQUOL AND BONERIPPER
Ignore the entry for Thanquol and Boneripper in Warhammer:
SUPREMECY
Skaven and use the rules listed in The End Times: Thanquol
with the following changes: Restrict the Magic Item section to only the following items.
Magic Items use the same rules and points costs as listed in
M WS BS S T W I A Ld
Warhammer: Skaven unless otherwise noted.
Thanquol 5 3 3 3 4 3 6 1 7

Boneripper 6 4 3 6 5 5 5 6 5 Fellblade
Troop Type (Thanquol): Infantry (Special Character)
We e p i n g B l a d e
Troop Type (Boneripper): Monster (Special Character)

Magic: Thanquol is a Level 4 Wizard and can select spells Blade of Nurglitch
from the Skaven Spells of Ruin or the Skaven Spells of
Plague. Wa r p s t o n e A r m o u r

L O R D S K R O L K , I K I T C L AW, Skavenbrew
THROT THE UNCLEAN, QUEEK
HEADTAKER Wa r p s t o r m S c r o l l
Reduce the points costs for these special characters by 25%.
Banner of the Under-Empire
Troop Type: Infantry (Special Character)

Storm Banner

DEATHMASTER SNIKCH, TRETCH
C R AV E N TA I L
Reduce the points costs for these special characters by 25%.
Troop Type: Infantry (Special Character)

!1 2
M AG I C O F T H E S K AV E N
Use the spells as described in Warhammer: Skaven, but use the following Lore Attributes, spell types, and spell numbering
for determining spell selection.


S K AV E N S P E L L S O F R U I N S K AV E N S P E L L S O F P L AG U E
Ruin is Wrought (Lore Attribute): The Skaven harness Plague’s Touch (Lore Attribute): The diseases brought by
magic with little caution and the blessings of the Horned Rat are the Skaven touch all in their path.
fickle. If a Wizard suffers a miscast as a result of casting a spell
If a Wizard suffers a miscast as a result of casting a spell from the Spells of Plague, roll a D6 after resolving the
from the Spells of Ruin, roll a D6 after resolving the effects of the miscast. If the result it greater than the
effects of the miscast. If the result it greater than the caster’s Wizard Level, the caster immediately suffers a
caster’s Wizard Level, the caster immediately suffers a wound with no armour saves allowed. If the result is less
wound with no armour saves allowed. If the result is less than or equal to the caster’s Wizard Level, the caster gains
than or equal to the caster’s Wizard Level, the caster gains the Stupidity and Plague-bringer special rules and its
the Stupidity special rule and its Strength and Attacks are Toughness is increased by 1 for the rest of the game. This
increased by 1 for the rest of the game. This increase can increase can only happen once per game for each Wizard.

only happen once per game for each Wizard.

Wa r p L i g h t n i n g ( S i g n a t u r e S p e l l ) Pe s t i l e n t B r e a th ( S i g n a t u r e S p e l l )
• magic missile • magic missile

1. Skitterleap 2. Bless with Filth


• augment • augment

2 . H o w l i n g Wa r p g a l e 2 . Wi th e r
• hex • hex

3. Death Frenzy 3 . Ve r m i n t i d e
• augment • magical vortex

4. Scorch 4. Cloud of Corruption


• direct damage • unique

5. Cracks Call 5. Plague


• direct damage • hex

6. The Dreaded Thirteenth Spell: 6. The Dreaded Thirteenth Spell:


Curse of the Horned Rat* Curse of the Horned Rat*
• direct damage • direct damage

* Note that despite being included in both sets of spells, Curse of the Horned Rat is still the same spell and as such can
only be known once in the same army, as per the rules in the Warhammer rulebook. The spell uses the Lore Attribute of the
relevant lore from which it was generated.


!1 3
S K AV E N A R M Y L I S T
Use the following unit categories and additional options. All points costs are the same as listed in Warhammer: Skaven
unless noted otherwise. Additional Options are added to the Options that already exist in the Army List section of the book.


LORDS HEROES
LORD SKREECH VERMINKIN DEATHMASTER SNIKCH, TRETCH
C R AV E N TA I L
THANQUOL AND BONERIPPER Reduce the points costs for these special characters by 25%.
Ignore the entry for Thanquol and Boneripper in Warhammer:
Skaven and use the points cost and options listed in The End PAC K M A S T E R S K W E E L
Times: Thanquol.
G N AW TO O T H
Skweel Gnawtooth is a Heroes choice rather than a unit champion.
L O R D S K R O L K , I K I T C L AW,
He costs 80 points.
THROT THE UNCLEAN, QUEEK
HEADTAKER ASSASSIN
Reduce the points costs for these special characters by 25%. Additional options:

• May choose one of the following:


VERMIN LORD
• Warpmusket
Ignore the entry for the Vermin Lord in Warhammer: Skaven
and use the rules for Vermin Lords from The End Times: • Warp pistol
Thanquol.
WA R L O C K E N G I N E E R
WA R L O R D Additional options:
Additional options: • May choose one of the following:
• May choose one of the following: • Warpmusket
• Warpmusket • Warp pistol
• Warp pistol • May take Warlock Optics
• May ride a Rat Ogre Bonebreaker • A single Warlock Engineer may take a Warp-energy
• Remove the War-litter and Great Pox Rat options Condenser

• A single Warlock Engineer may take a Doomrocket


GREY SEER
Additional options:

• May purchase up to 3 additional warpstone tokens

• May choose one of the following:

• Warpmusket
• Warp pistol

!1 4
HEROES CORE UNITS
CHIEFTAIN CL ANRATS
Additional options: All Command options cost 10 points.

• May choose one of the following:


We a p o n Te a m s
• Warpmusket
Equipment:
• Warp pistol
• Hand weapon

• Heavy armour
BATTLE STANDARD BEARER
• Globadier armour (Poisoned Wind Mortar only)
One Chieftain may carry the battle standard for
+25 points. The Battle Standard Bearer may carry
a magic standard (with no points limit). A model
STORMVERMIN
that carries a magic standard cannot have any All Command options cost 10 points.
other magic items.
S K AV E N S L AV E S
All Command options cost 10 points.
PL AGUE PRIEST
Additional options: NIGHT RUNNERS
• May choose one of the following: All Command options cost 10 points.
• Warpmusket Additional options:
• Warp pistol • The entire unit can replace one hand weapon with a
• May be mounted on a Plague Furnace snare-net

• Remove the Great Pox Rat option


Wa r p - g r i n d e r Te a m
Equipment:

• Hand weapon
MOUNTS • Heavy armour
• Warp-grinder

Rat Ogre Bonebreaker

Screaming Bell
Crew: 1 Rat Ogre
Drawn by: Pushed into Battle (Clanrats or
Stormvermin)

Equipment (Screaming Bell):

• Scythes

Plague Fur nace


Crew: 3 Plague Monk Crew
Drawn by: Pushed into Battle (Plague Monks)

Equipment (Plague Furnace):

• Scythes
• Fuming Wrecker
!1 5
SPECIAL UNITS

R AT S WA R M • Warplock jezzail

Unit Size: 2+ bases • Pavise

GIANT RATS POISONED WIND GLOBADIERS


Packmasters cost 10 points. All Command options cost 10 points.

Equipment:
RAT OGRES
• Globadier armour
Packmasters cost 10 points.
• Poisoned Wind Globes

PAC K M A S T E R
Equipment:

• Light armour
• Whip (hand weapon)
Additional options:

• May take one of the following:

• Great weapon

• Shock-prod or Things-catcher
• One Packmaster per unit may be upgraded to a Master
Moulder

MASTER MOULDER
Additional options:

• May upgrade light armour to heavy armour

• May choose Magic Items up to a maximum of 25 points.

GUTTER RUNNERS
All Command options cost 10 points.

Additional options:

• A Deathrunner may take smoke bombs (see Warhammer:


Skaven)

• A Deathrunner may not take a Weeping Blade

PL AGUE MONKS
All Command options cost 10 points.

PL AGUE CENSER BEARERS


All Command options cost 10 points.

WA R P L O C K J E Z Z A I L S
All Command options cost 10 points.

Equipment:

!1 6
RARE UNITS
P L AG U E C L AW C ATA P U LT
Crew: 3 Plague Monk Crew

HELL PIT ABOMINATION


Remove the option to take warpstone spikes.

DOOMWHEEL
Crew: 1 Warlock Engineer

Drawn by: Treadmill Rats


Equipment (Doomwheel):

• Scythes

• Warp Lightning Generators:

WA R P L I G H T N I N G C A N N O N
Crew: 3 Clanrat Crew

STORMFIENDS
Equipment:

• Light armour
Options:

• Any model may upgrade their light armour to


warpstone-laced armour

!1 7

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