2000 Pts - Skaven Army No Name

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 3+ 4+ 1 176
General; Units within 12" may use General's Leadership; Heavy Armour
  Weeping Blade +1Strength; 1 Wo = D3 Wo [45]
  Enchanted Shield 5+ Sv; May be taken with other magic armor [10]
  Warpstone Amulet 4+ ward save; at end of game, roll D6 on 1 character dies & counts for VP (no rerolls allowed) [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]
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]
  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]
  Dispel Scroll Dispels one spell. One use only. [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]
Clanrats 28 5 3 3 3 3 1 4 1 5 5+ 1 215
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 28 5 3 3 3 3 1 4 1 5 5+ 1 215
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 27 5 3 3 3 3 1 4 1 5 5+ 1 210
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 -
Clanrat Slaves 24 5 2 2 3 3 1 4 1 2 1 52
Musician; +1CR if tied; +1 Ld in rally attempts.; Do not cause panic in units (other than Clanrat slaves) if they flee
Clanrat Slaves 24 5 2 2 3 3 1 4 1 2 1 52
Musician; +1CR if tied; +1 Ld in rally attempts.; Do not cause panic in units (other than Clanrat slaves) if they flee
Giant Rat Pack 6 6 3 3 3 1 4 1 3 1 30
6 rats per packmaster; Randomise shooting hits between (1-5) rats and (6) packmasters; If no Packmasters/Characters in unit, must charge nearest enemy or move full speed at closest enemy
  Packmasters 1 6 3 3 3 3 1 4 1/2 5 6+ 1 [0]
Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light Armour
Giant Rat Pack 6 6 3 3 3 1 4 1 3 1 30
6 rats per packmaster; Randomise shooting hits between (1-5) rats and (6) packmasters; If no Packmasters/Characters in unit, must charge nearest enemy or move full speed at closest enemy
  Packmasters 1 6 3 3 3 3 1 4 1/2 5 6+ 1 [0]
Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light Armour
Giant Rat Pack 6 6 3 3 3 1 4 1 3 1 30
6 rats per packmaster; Randomise shooting hits between (1-5) rats and (6) packmasters; If no Packmasters/Characters in unit, must charge nearest enemy or move full speed at closest enemy
  Packmasters 1 6 3 3 3 3 1 4 1/2 5 6+ 1 [0]
Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light Armour
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
Plague Monks 10 5 3 3 3 4 1 3 1/2 5 1 60
Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.
Plague Monks 10 5 3 3 3 4 1 3 1/2 5 1 60
Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.
Plague Censer Bearers 6 5 3 3 3 4 1 3 1/2 5 1 102
Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Censer; S+2 in 1st rnd of HtH, Any in BtB take To(6+ for skaven or Mark of Nurgle) test or 1Wo (no ArSv), Magic Weapon; Skirmish; Hatred; Stay in 3" of unit until first declared charge (not in Bubonic Court army)
Plague Censer Bearers 6 5 3 3 3 4 1 3 1/2 5 1 102
Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Censer; S+2 in 1st rnd of HtH, Any in BtB take To(6+ for skaven or Mark of Nurgle) test or 1Wo (no ArSv), Magic Weapon; Skirmish; Hatred; Stay in 3" of unit until first declared charge (not in Bubonic Court army)
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.
Total Army Cost: 1998 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: 216


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 595 1405 29%
Core (>=3unit) 11 n/a 909 1091 45%
Special (<=4unit) 4 0 290 1710 14%
Rare (<=2unit) 2 0 204 1796 10%
Magic Item Summary 10 n/a 255 n/a 12%

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