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===Other Units=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Ratling_Gun.pdf Ratling Gun]:''' (Clan Skryre weapons team 65pts). Weapon teams are always a cheap way to increase your damage output, though lacks protection against retaliation. With 2d6 attacks with a 12" range and a 25% chance to hit, it does shockingly low damage, even when overcharged, and is liable to get shot off the board before getting into range. However, 3 of them buffed up with a skryre spark and overseer of destruction do massive amounts of damage, assuming you can get them into position. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warpfire_Thrower.pdf Warpfire Thrower]:''' (Clan Skryre weapons team 70pts). Close range anti-blobs that rolls for each model and deals mortal wounds on a 4+. When you overcharge, you roll 2 dice for each model but the Thrower dies on a roll of 1 or 2 made after dealing damage. Statistically, when used against single-wound infantry this will kill every model in the unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warp_Grinder.pdf Warp-Grinder]:''' (Clan Skryre weapons team 65pts). Allow you to deepstrike them and another unit. Similar to the Stormfiend Warp Grinder. Don't expect anything of it in combat, it's basically a points tax to get a more reliable deep strike for stormfiends. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Doom_Flayer.pdf Doom-Flayer]:''' (Clan Skryre weapons team 65pts). A melee sports unit. Really not worth it, they have 3 wounds, a 5+ save, and d6 attacks, so they will do no damage in melee, and then immediately die. They can boost their attacks from a d6 to 2d6s but will die after attacking on a roll of doubles or a 7. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Swarms.pdf Rat Swarms]:''' (Clan Moulder, PACK, Min:2 55pts). A unit which many will overlook. They are pathetic in all aspects. 5 attacks on 5+/5+ won’t hurt a fly. They’re squishy, with no saves and 8 wounds for 55 points but it’s all good because they’re Pack units. Stick 2 of them in front of your blobs to absorb charges. Put them on side-objectives. Heck, send them in for fun and res them because you can. Compared to the chaff of other armies, Skaven are blessed with these little critters. Also the best unit to take wounds as bodyguard. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Packmasters.pdf Packmasters]:''' (Clan Moulder Min:3 65pts). No longer heroes. 1 in 3 may take a Things-Catcher. +1 to Melee Hit Rolls and double Bravery of friendly Clans Moulder Pack units wholly within 12". At 60 points, they should be considered. Just remember their buffs don't stack with each other, or a Master Moulder. Can't buff Stormfiends any more. *'''[https://www.warhammer-community.com/wp-content/uploads/2021/08/NLAF5xUbMH8gumFD.pdf#page=18 Skaven Wolf Rats] (Forgeworld):''' (Clan Moulder, PACK, Min:5 100pts).'''Note: This model has been removed from the Forgeworld site and is now in the Legends: Monstrous Arcanum which is no longer legal for matched play.''' Giant Rats on steroids. With a Save to boot. Gets +1 to wounds the turn the charge. When normally hitting on 3s and wounding on 3s, have them charge, and keep them all in range of a pack of Packmasters or a Master Moulder, they're hitting and wounding on 2s. Overall, a very solid and relatively cheap cavalry option that'll rip into any soft target you launch them at. **The cheapest way to convert them (and still look good) is Chaos Warhounds with Stormvermin heads (add gasmasks and beads and you also have 10 Skryre Acolytes) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Spiteclaws_Swarm.pdf Spiteclaw's Swarm]:''' These guys can be nasty little buggers. 4 models, each with a different weapon. All are hitting on 4's, wounding on 4's, most with 2 attacks, one with 1, most with 1" range, one with 2", a 6+ save, they're a mixed bunch. Ideally, you're keeping these guys within 13" of Skritch, so he can give them back D3 models per turn. Just don't let Krrk die, he can't come back. If Skritch kicks it, Krrk gets 2 extra attacks. Should the unit take a Wound, or a Mortal Wound, on all successive Wounds and Mortal Wounds in that turn roll a dice, on a 5+ you ignore it. Sit these guys in cover, cast Mystic Shield, they've got a 5+ save, re-rolling 1s, ignoring all past the first Wound on a 5+, D3 coming back in your Hero Phase. All in all, they're alright. Can be a nuisance. *'''[https://www.warhammer-community.com/wp-content/uploads/2022/04/GnvshilvPiKWvp7A.pdf Skittershank's Clawpack]:''' Tougher than gutter runners and with the ability to deploy within 6" of an enemy unit in the first movement phase. Like Skittershank they dish out mortals on a natural 6. With Skittershank and his clawpack shooting and melee phases, that's 23 chanches of rolling a 6! That's 6-8 mortal wounds right there. Pick your enemy's general for the Masters of Murder battle trait and you've got a half decent chance of taking down some medium sized heroes turn 1 (assuming they left you space to get within 6")
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