2000 Pts - Skaven Army KAAN-A

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Warlord 1 5 6 4 4/5 4 3 7 4 7 4+ 4+ 1 191
General; Units within 12" may use General's Leadership; Heavy Armour
  Weeping Blade +1Strength; 1 Wo = D3 Wo [45]
  Cautious Shield 1 model in BtB loses 1 attack; make enemy lose 2 attacks by not attacking [25]
  Warpstone Amulet 4+ ward save; at end of game, roll D6 on 1 character dies & counts for VP (no rerolls allowed) [25]
Warlock Engineer 1 5 3 3 3/4 3 2 4 1 5 2 1 1 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Supercharged WP Accumulator; +1 Power dice to Casting Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast with; Warp Blades; +1 Strength and Warlock Engineer knows Warp Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6 S5 hits; On a 1 caster takes hit instead)
  #1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 rolled, caster takes 1 Wo; One use only [0]
  Dispel Scroll Dispels one spell. One use only. [25]
  Storm Daemon Bound Spell; Power 4; Magic Missile; Rng 24"; D6 S5 hits; On a 1 caster takes hit instead; Burns out (1 on D6) [25]
Warlock Engineer 1 5 3 3 3/4 3 2 4 1 5 2 1 1 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Supercharged WP Accumulator; +1 Power dice to Casting Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast with; Warp Blades; +1 Strength and Warlock Engineer knows Warp Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6 S5 hits; On a 1 caster takes hit instead)
  #1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 rolled, caster takes 1 Wo; One use only [0]
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
Chieftain 1 5 5 4 4 4 2 6 3 6 5+ 1 149
Heavy Armour; Battle Standard; Units w/in 12" may re-roll break tests
  Storm Banner Start at beginning of any turn; No flying movement allowed on battlefield; Missile fire -2 to hit; non-magical missile attacks not using BS, need 4+ before firing; roll D6 at start of each following turn, 1-2 effects end [75]
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 220
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun
  Ratling Gun Range: 15", S4, armour piercing, autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot, move or fire -
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 220
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun
  Ratling Gun Range: 15", S4, armour piercing, autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot, move or fire -
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 220
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun
  Ratling Gun Range: 15", S4, armour piercing, autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot, move or fire -
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 220
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun
  Ratling Gun Range: 15", S4, armour piercing, autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot, move or fire -
Night Runners 5 6 3 3 3 3 1 5 1 6 1 25
Skirmish
Night Runners 5 6 3 3 3 3 1 5 1 6 1 25
Skirmish
Night Runners 5 6 3 3 3 3 1 5 1 6 1 25
Skirmish
Night Runners 5 6 3 3 3 3 1 5 1 6 1 25
Skirmish
Gutter Runners Tunnelling Team 5 6 4 4 3 3 1 5 1/2 7 1 85
Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability; 2ndWeapon; +1A if on foot; Poisoned Hand Weapons; Scouts, Skirmish
Gutter Runners Tunnelling Team 5 6 4 4 3 3 1 5 1/2 7 1 85
Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability; 2ndWeapon; +1A if on foot; Poisoned Hand Weapons; Scouts, Skirmish
Warplock Jezzail teams 4 5 3 3 3 3 1 4 2 5 6+ 2 80
Jezzail; Move or Fire, 36", S6 hit, -4ArSv, Magic Weapon; Pavise; 4+ ArSv (total) vs Shooting; Team treated as single 1Wo creature; Skirmish
Poison Wind Globadiers 2 5 3 3 3 3 1 4 1 5 1 20
Poison Wind Globe; 8", D6 4+: 1Wo, no ArSv, 1: fumble,thrower wounded on 5+; Poison and Magic Weapon; Skirmish
Poison Wind Globadiers 2 5 3 3 3 3 1 4 1 5 1 20
Poison Wind Globe; 8", D6 4+: 1Wo, no ArSv, 1: fumble,thrower wounded on 5+; Poison and Magic Weapon; Skirmish
Poison Wind Globadiers 2 5 3 3 3 3 1 4 1 5 1 20
Poison Wind Globe; 8", D6 4+: 1Wo, no ArSv, 1: fumble,thrower wounded on 5+; Poison and Magic Weapon; Skirmish
Warp-lightning Warp Cannon 1 5 6 3 1 5 4+ 4 100
Warp Lightning Cannon Misfires; Move OR Fire; 8D6" range, no LOS required; hits everything in path, until stopped by hills, high stone walls, or rock formations; Art Dice Str, D6 Wo; May march, but moves like chariot otherwise. Crew will never be engaged in H-t-H combat. Hits count as Magic.
Option Footnotes:
  Ratling Gun Misfire Chart Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed
  Tunnel Rules Place marker at start of game for arrival point; Unit arrives, and may charge, on 4+ (turn 2), 3+ (turn 3), etc.; Use misfire and Art dice for position of arrival. On misfire: D6, 1-2 unit is dead(VP to enemy), 3-4 unit lost(no VP), 5-6 Enemy places unit anywhere on table.
  Warp Lightning Cannon Misfires 1-2 Destroyed; 3-4 Large Template centered on cannon's warpstone generator, D6 hit to those unit template (incl cannon); 5-6 Roll Scatter die - fires in that direction 48" S10
Total Army Cost: 2000 Pts.
Notes:
Strength in Numbers. Add the current units rank bonus to the Ld for all Ld tests, maximum bonus is +3
Life is cheap. May shoot/cast spells into HtH. Roll to hit as usual; roll D6 for each hit; Random unit in CC hit on 1-3, Target hit on 4-6
Live to fight. Add +1 inches to any flee distance result.
Lead from the rear. Characters can lead from the last rank. Can accept/refuse challenges only if in HtH. If unit in HtH but not character he can join HtH, stay in rear, or leave unit.
Spells are cast with Irresistable Force if the total on all dice used for the spell adds up to 13.

Casting Pool: 6
Dispel Pool: 4
Models in Army: 165


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 610 1390 30%
Core (>=3unit) 11 n/a 1040 960 52%
Special (<=4unit) 3 1 250 1750 12%
Rare (<=2unit) 1 1 100 1900 5%
Magic Item Summary 10 n/a 270 n/a 13%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.