Skaven

Characters
Core
Special
Rare
Other
Models

Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Characters

Grey Seer

MWSBSSTWIALdPoints
Grey Seer533343527185
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Restrictions

Master Assassin

MWSBSSTWIALdPoints
Master Assassin68744283790
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Default Equipment

Special Rules

Plague Priest

MWSBSSTWIALdPoints
Plague Priest55345253660
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount

Weapons [pick 0-1]

Wizard Level [pick 0-1]

Default Equipment

Special Rules

Skaven Chieftain

MWSBSSTWIALdPoints
Skaven Chieftain55444263645
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Skaven Warlord

MWSBSSTWIALdPoints
Skaven Warlord56444374790
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Warlock Engineer

MWSBSSTWIALdPoints
Warlock Engineer53333242535
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Weapons [pick 0-1]

Wizard Level [pick 0-1]

Default Equipment

Special Rules

Core

Clanrats

MWSBSSTWIALdPoints
Clanrat5333314144
Clawleader533331425-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
20-40

Command

Options [pick 1, required]

Other Options

Default Equipment

Special Rules

Giant Rats

MWSBSSTWIALdPoints
Giant Rat6202314133
Troop Type
War beasts
Base Size
25 x 25 mm
Unit Size
10+

Other Options

Default Equipment

Special Rules

Night Runners

MWSBSSTWIALdPoints
Night Runner6333315157
Nightleader633331525-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 0-1]

Command

Other Options

Default Equipment

Special Rules

Plague Monks

MWSBSSTWIALdPoints
Plague Monk5333413157
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Rat Swarms

MWSBSSTWIALdPoints
Rat Swarms62022545436
Troop Type
Swarms
Base Size
40 x 40 mm
Unit Size
3+

Default Equipment

Special Rules

Stormvermin

MWSBSSTWIALdPoints
Stormvermin54333151510
Fangleader543331526-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Options [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Special

Gutter Runners

MWSBSSTWIALdPoints
Gutter Runner64433151714
Assassin644331527-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Special Rules

Weapons [pick 0-1]

Command

Default Equipment

Special Rules

Plague Monks

MWSBSSTWIALdPoints
Plague Monk5333413157
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Poisoned Wind Globadiers

MWSBSSTWIALdPoints
Globadiers53333141510
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
2-10

Default Equipment

Special Rules

Rat Ogres

MWSBSSTWIALdPoints
Rat Ogre64154343548
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
3+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Stormvermin

MWSBSSTWIALdPoints
Stormvermin54333151510
Fangleader543331526-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Options [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Warplock Jezzails

MWSBSSTWIALdPoints
Jezzail Team53333232519
Troop Type
Regular Infantry
Base Size
25 x 50 mm
Unit Size
3+

Default Equipment

Special Rules

Rare

Doomwheel

MWSBSSTWIALdPoints
Doomwheel3D6--554---145
Rats-202--42D650
Warlock-333--3170
Troop Type
Heavy Chariot
Base Size
50 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Hell Pit Abomination

MWSBSSTWIALdPoints
Hell Pit Abomination3D6316564D6+18210
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Plague Censer Bearers

MWSBSSTWIALdPoints
Censer Bearer53334131513
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
2-10

Default Equipment

Special Rules

Restrictions

Plagueclaw Catapult

MWSBSSTWIALdPoints
Plague Monk Crew5333432D3+360
Plagueclaw Catapult----64---110
Troop Type
War Machine
Unit Size
1

Default Equipment

Special Rules

Restrictions

Warp Lightning Cannon

MWSBSSTWIALdPoints
Engineer & Crew5333333360
Warp Lightning Cannon----64---110
Troop Type
War Machine
Unit Size
1

Default Equipment

Special Rules

Restrictions

Other

Packmasters & Master Moulders

MWSBSSTWIALdPoints
Master Moulder6333314277
Packmaster6333314165
Troop Type
Regular Infantry
Unit Size
(see Rat Ogre & Giant Rat profiles)

Special Rules

Weapon Team

MWSBSSTWIALdPoints
Weapon Team Crew53333232415
Troop Type
Regular Infantry
Base Size
25 x 50 mm
Unit Size
1

Options [pick 1, required]

Default Equipment

Special Rules

Models

Master Moulder

MWSBSSTWIALdPoints
Master Moulder633331427+7
Troop Type
Regular Infantry

Default Equipment

Packmaster

MWSBSSTWIALdPoints
Packmaster633331416+5
Troop Type
Regular Infantry
Base Size
25 x 25 mm

Weapons [pick 1, required]

Default Equipment

Special Rules

Plague Furnace

MWSBSSTWIALdPoints
Plague Furnace2--565---+170
Base Size
60 x 100 mm

Default Equipment

Special Rules

Screaming Bell

MWSBSSTWIALdPoints
Screaming Bell2--565---+185
Base Size
60 x 100 mm

Default Equipment

Special Rules


Magic Items

Magic Standards

A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule

Dwarf Hide Banner (40 pts)

A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules

Grand Banner Of Superiority (50 pts)

When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.

Storm Banner (65 pts)

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.

Enchanted Items

Brass Orb (50 pts)

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

Skalm (35 pts)

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.

Skavenbrew (20 pts)

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.

Arcane Items

Storm Daemon (30 pts)

This model can cast Storm Daemon, with a Power Level of 1

Warp Condenser (50 pts)

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.

Warpstone Tokens (15 pts)

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.

Warpstone Tokens (15 pts)

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.

Talismans

Shadow Magnet (40 pts)

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.

Warpstone Amulet (35 pts)

The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.

Equipment

Armour

Pavise

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.

Weapon

Billowing Death

RangeStrengthAPSpecial Rules
N/A2N/ABreath 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).

Doom-Flayer

RangeStrengthAPSpecial Rules
Combat4-1Counter Charge, Extra Attacks (D6), Impact Hits (D6+1)

Impact Hits caused by this weapon have an Armour Piercing characteristic of -2.

Plague censer

RangeStrengthAPSpecial Rules
CombatS+2-1Poisoned 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.

Plagueclaw catapult

RangeStrengthAPSpecial Rules
12-72"2(4)-3Bombardment, 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.

Poisoned Wind Mortar

RangeStrengthAPSpecial 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.

Poisoned Wind globes

RangeStrengthAPSpecial 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.

Ratling Gun

RangeStrengthAPSpecial Rules
18"4-1Armour 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.

Things-catcher

RangeStrengthAPSpecial Rules
CombatS-1Fight in Extra Rank, Killing Blow, Requires Two Hands

Warp Grinder

RangeStrengthAPSpecial Rules
Combat5-3(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

Warp Lightning Cannon

RangeStrengthAPSpecial Rules
8D6"*-3Cumbersome, 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

Warp Lightning Cannon

RangeStrengthAPSpecial Rules
8D6"*-3Cumbersome, 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.

Warpfire Thrower

RangeStrengthAPSpecial Rules
6"4-1Column 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.

Warplock jezzail

RangeStrengthAPSpecial Rules
36"6-3Cumbersome, 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

Warplock musket

RangeStrengthAPSpecial Rules
24"5-2Magical 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.

Warplock pistol

RangeStrengthAPSpecial Rules
12"4-2Magical 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.

Warpstone claws

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Magical Attacks

Special Rules

Abominable 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.

Blessings of the Horned Rat

This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.

Cloud of Flies

Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.

Crushing Bulk

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.

Deploying Weapon Teams

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

Eshin Infiltration

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.

Great Censer

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).

Hidden

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.

Leader of the Pack

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.

Lore of the Horned Rat

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

Poisoned Wind

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.

Safe From Harm

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.

Scurry Away

Models with this special rule have a +1 modifier to the result of any Flee roll they make.

Scurrying Masses

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.

Targeting Weapon Teams

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.

Tolling the Bell

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:

2D6Result
1Magical 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.
3-4Dissonant 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).
5-6Wall 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.
7Resonant 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.
8-9Emboldening 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.

12Sonorous 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).

Too Horrible to Die

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.

Verminous Valour

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.

Warpstone Weapons

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.

Weapon Team Leadership

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.

Zzzzap!

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.