| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Grey Seer | 5 | 3 | 3 | 3 | 4 | 3 | 5 | 2 | 7 | 185 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Master Assassin | 6 | 8 | 7 | 4 | 4 | 2 | 8 | 3 | 7 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Priest | 5 | 5 | 3 | 4 | 5 | 2 | 5 | 3 | 6 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skaven Chieftain | 5 | 5 | 4 | 4 | 4 | 2 | 6 | 3 | 6 | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skaven Warlord | 5 | 6 | 4 | 4 | 4 | 3 | 7 | 4 | 7 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warlock Engineer | 5 | 3 | 3 | 3 | 3 | 2 | 4 | 2 | 5 | 35 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Clanrat | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 4 | 4 |
| Clawleader | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant Rat | 6 | 2 | 0 | 2 | 3 | 1 | 4 | 1 | 3 | 3 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Night Runner | 6 | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 5 | 7 |
| Nightleader | 6 | 3 | 3 | 3 | 3 | 1 | 5 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Monk | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 5 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Rat Swarms | 6 | 2 | 0 | 2 | 2 | 5 | 4 | 5 | 4 | 36 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stormvermin | 5 | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 5 | 10 |
| Fangleader | 5 | 4 | 3 | 3 | 3 | 1 | 5 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gutter Runner | 6 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 7 | 14 |
| Assassin | 6 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Monk | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 5 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Globadiers | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 10 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Rat Ogre | 6 | 4 | 1 | 5 | 4 | 3 | 4 | 3 | 5 | 48 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stormvermin | 5 | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 5 | 10 |
| Fangleader | 5 | 4 | 3 | 3 | 3 | 1 | 5 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Jezzail Team | 5 | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 5 | 19 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Doomwheel | 3D6 | - | - | 5 | 5 | 4 | - | - | - | 145 |
| Rats | - | 2 | 0 | 2 | - | - | 4 | 2D6 | 5 | 0 |
| Warlock | - | 3 | 3 | 3 | - | - | 3 | 1 | 7 | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hell Pit Abomination | 3D6 | 3 | 1 | 6 | 5 | 6 | 4 | D6+1 | 8 | 210 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Censer Bearer | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 5 | 13 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Monk Crew | 5 | 3 | 3 | 3 | 4 | 3 | 2 | D3+3 | 6 | 0 |
| Plagueclaw Catapult | - | - | - | - | 6 | 4 | - | - | - | 110 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Engineer & Crew | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 6 | 0 |
| Warp Lightning Cannon | - | - | - | - | 6 | 4 | - | - | - | 110 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Master Moulder | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 7 | 7 |
| Packmaster | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 5 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon Team Crew | 5 | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 4 | 15 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Master Moulder | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 7 | +7 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Packmaster | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | +5 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Furnace | 2 | - | - | 5 | 6 | 5 | - | - | - | +170 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Screaming Bell | 2 | - | - | 5 | 6 | 5 | - | - | - | +185 |
A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule
A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules
When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.
Single use. A unit carrying the Storm Banner may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier.
Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a specific model within a unit they are engaged in combat with, such as a champion or a character. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty
Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers a single lost Wound and, until your next Start of Turn subphase, has a +1 modifier to their Toughness characteristic.
Single use. Skaven Warlords and Skaven Chieftains only. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Frenzy special rule.
This model can cast Storm Daemon, with a Power Level of 1
The bearer of the Warp Condenser increases their Dispel range by 3". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table.
A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound.
A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound.
Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | N/A | Breath Weapon, Magical Attacks |
When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | 4 | -1 | Counter Charge, Extra Attacks (D6), Impact Hits (D6+1) |
Impact Hits caused by this weapon have an Armour Piercing characteristic of -2.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Poisoned Attacks, Requires Two Hands |
A plague censer’s Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-72" | 2(4) | -3 | Bombardment, Cumbersome, Move or Shoot |
This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Stone Thrower Misfire table. When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6-24" | 2 (4) | - | Bombardment, Cumbersome, Move or Shoot, Poisoned Wind |
This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 9" | 2 | - | Move & Shoot, Poisoned Wind, Quick Shot |
If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 4 | -1 | Armour Bane (1), Multi-Barrelled, Quick Shot |
This weapon shoots like an organ gun, using the ‘Multi-Barrelled’ special rule and the Black Powder Misfire table.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Fight in Extra Rank, Killing Blow, Requires Two Hands |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | 5 | -3 | (Ambushers), Killing Blow, Requires Two Hands |
If a Weapon Team is equipped with a Warp Grinder, both it and its parent unit gain the Ambushers special rule
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 8D6" | * | -3 | Cumbersome, Lightning Strike, Move or Shoot |
This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 8D6" | * | -3 | Cumbersome, Lightning Strike, Move or Shoot |
This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6" | 4 | -1 | Column of Fire, Cumbersome, Flaming Attacks |
This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 6 | -3 | Cumbersome, Magical Attacks, Move or Shoot |
If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 5 | -2 | Magical Attacks, Ponderous |
If the wielder of a warplock musket rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 4 | -2 | Magical Attacks, Quick Shot |
If the wielder of a warplock pistol rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks |
Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks: • Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal). • Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.
Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase.
A Weapon Team must be deployed at the same time as its ‘parent’ unit (the unit it was bought as an upgrade for), and must be deployed within 3" of that unit
When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. Note that this character cannot use this special rule whilst it remains hidden.
Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2. In addition, whilst within 3" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).
Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within. A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit. If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.
Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns).
Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank.
A Wizard with the ‘Lore of the Horned Rat’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below: • Skitterleap • Warp Lightning • Cloud Of Corruption
When a model using a weapon with this special rule makes a roll To Wound, a roll of 6+ is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. Finally, no armour save is permitted against wounds caused by a weapon with this special rule (Ward and Regeneration saves can be attempted as normal).
Note that models wielding weapons that have this special rule are immune to this special rule.
When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Models with this special rule have a +1 modifier to the result of any Flee roll they make.
Whilst within 3" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.
If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.
A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has:
| 2D6 | Result |
|---|---|
| 1 | Magical Backlash: Every unit (friend or foe) that is within this model's command range suffers D3 Strength 4 hits, each with an AP of -2. |
| 3-4 | Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18" of this model suffers a -1 modifier to their Leadership characteristic (to a minimum of 2). |
| 5-6 | Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Fear special rule. |
| 7 | Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model's Command range may apply a +1 modifier to any Casting roll they make. |
| 8-9 | Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Immune to Psychology special rule. |
|10-11|Rupturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Extra Attacks (1) special rule.
| 12 | Sonorous Knell: Any enemy unit that is within 18" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). |
|---|
The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play: • On a roll of 1-3, the beast wheezes its last breath and is removed from play. • On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play. • On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.
Unless they are engaged in a challenge, a character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character’s Leadership.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Whilst within 3" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit’s current Rank Bonus, up to a maximum of Leadership 10.
At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3") blast templates so that their central hole is within 6" of this model. Once placed, each template will scatter D6". Any model (friend or foe) whose base lies underneath a template’s final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2.
If a ‘Misfire’ is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound.