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==Warscrolls== *The following True Skaven, Verminlord Daemons, and Moulder pack animals and Fighting beasts are all united by the '''Skaventide''' Keyword. ===Named Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Lord_Skreech_Verminking.pdf Lord Skreech Verminking]:''' (Masterclan, Behemoth, 400pts) combining weapons from several of the vermin lord options and the same 5+ ward versus all damage, the king of the rats also brings a "choose each turn" multi-option buff that has six different effects. He can choose from +1 to spell casting, d3 wounds self-heal, exploding sixes mortal wounds off his plague reaper, - 1 to be hit by enemies or increased rend of the glaive from -1 to -3. In addition, he has the warpseer two spell cast and a really good spell that rolls 13d6 and does mortal wounds on a 4+ per dice. It then summons a unit of clan rats equal to wounds caused, making it go from good to amazing due to the potential swing on an objective being 14 on average (seven mortal wounds, seven new rats). He rounds off with a command ability that's a bubble of reroll 1s to hit within 13". A great character, although possibly outshone by the next guy... *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Thanquol.pdf Thanquol on Boneripper]:''' (Masterclan, Behemoth, 415pts) oh lordy it's 415 points but you get a lot of bang for your buck here! The great grey seer and his custom ride are better than ever, combining solid spell casting and impressive ranged and melee damage with good resilience and a strong command ability in an all-round excellent package. Firstly, he's a 14 wound slab of health with the same 5+ ward after save on top of a 4+ normal save. This is supported by a d3 self heal every turn. The behemoth drop off isn't too bad either and bone ripper will be useful as long as it is alive. The good stuff is with Thanquol and his magic, boasting Arkhan the Black levels of casting buff, double cast and dispel, and a fantastic spell which forces enemy heroes to fight either their allies or even themselves. Hit the five times waagh buffed Warboss with this and he will literally beat himself to death! Thanquol also access the excellent lore of ruin as a grey seer. Bone ripper is no slouch either and can be equipped with any combination of up to four weapons chosen from warpfire projectors or braziers. The damage output can get crazy high and he has clubbing blows to back up whichever option suits you best. Four warpfire throwers are possibly one of the most rage-inducing answers to horde lists ever created...(Actually, that seems like huge overkill, two will on average hit every model in the unit that is in range for a mortal wound). Finally, Thanquol has a command ability which, whilst situational, will be amazing when needed. He spends one cp and grants, three other heroes, the ability to use the rules book standard command abilities for no cost. Combine this with the masterclan CP regain and you could harvest 3cp back for spending one...can anyone else say "faq"? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skritch_Spiteclaw.pdf Skritch Spiteclaw]:''' (Verminus, 165pts) Quite similar to the Clawlord, with a few key differences. He returns models to his Swarm. But, he lacks the +1 attack per suffered wound ability of the standard Clawlord. Else, the stats are all the same. Overall, a pretty good pick, take alongside his Swarm for obvious reasons. **''Alternate Take:'' A Clawlord ticks in at 110pts. Swarm's 55 points. If you're gonna take a swarm with your Clawlord, take a Rat Swarm and keep Cornered Fury. *'''[https://www.warhammer-community.com/wp-content/uploads/2022/04/GnvshilvPiKWvp7A.pdf Slynk Skittershank]:''' (Eshin, 225pts) A Deathmaster who, instead of hiding in units, hides in terrain with his mandatory goons. When he strikes while within 3" of 'em he strikes first and can retreat afterwards. Not too impressive over a standard Deathmaster but his goons are cheap and nothing to scoff at. Also one of the few units that can Alpha strike since he comes in within 6". ===Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Warbringer.pdf Verminlord Warbringer]:''' (Verminus, Behemoth, 395pts) Clan Verminus wizard daemon. like all Verminlords, he has 13 wounds, two spells per turn, degrading stats, a 5+ ward against wounds and mortal wound. Warbringers also re-roll wounds when near friendly swarms, and their punch-knife can deal extra damage. His best stuff is his command ability that lets Verminus to add 1 to hit and wound and a buffed Death Frenzy spell that affects D3 Skaventide units instead of the 1 (models get to attack as they are slain, but before you remove them) which can stack with death frenzy. **Warbringer (and other Verminlords) one-up on Skreech is their access to command traits and artifacts. Which command trait you take will hugely impact your Warbringer's playstyle. Devious Adversary doubles the number of attacks with your Spike Fist and increases the chances that you will pick up that all-important 6 to wound. For a more defensive Warbringer, nab Verminous Valor and keep him close to units of Clanrats for what is essentially a 3+ Ward. If not running Valor, grab a unit of Stormvermin as stand-ins to give him a 2+ Ward in a pinch. **The Warbringer is unfortunately ''not'' a Clawlord and can therefore not gain additional Warlord traits. So if you're running him with Clanrats or Stormvermin make sure you have something to help mitigate battleshock. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Deceiver.pdf Verminlord Deceiver]:''' (Eshin, Behemoth, 405pts) Clan Eshin wizard daemon. A sneaker Verminlord, with an anti-horde shuriken, an increased ability to dodge missiles, and the ability to teleport almost any distant '''Skaven hero''' to anywhere on the board more than 6" from an enemy. Teleport your Arch-Warlock smack in the middle of your opponent's forces, add a little bath-salts, and watch as your tesla bomb deals an absurd number of mortal wounds to everything around it (or explode in a blaze of drug-laced glory). A lot of dice need to be rolled for this to work out, but hey, why not? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:''' (Nurgle Pestilens, Behemoth, 350pts) a Daemon of Clan Pestilens. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives a Pestilens unit within range add 1 to hit and wound. Can hit hard in the first battle but brackets hard from 2d6 attacks to d3. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Warpseer.pdf Verminlord Warpseer]:''' (Masterclan, Behemoth, 360pts) More Wizard of the Greater daemons and has an orb that gives a +1 to saves until you feel like chucking it a hero for D6 mortal wounds at 13". Gives friendly skaven wholly within 13" 10 bravery. Also counts as 2 Masterclans heroes for always three clawsteps ahead. Its spell can also cancel a units flying and halve run and charge rolls. Weirdly, due to the keyword restriction on spell lore, it can chuck out two spells per turn but can't know any of the lore spells. Good for the endless spells I guess? *{{anchor|FWWarpgnaw}}'''[https://www.warhammer-community.com/wp-content/uploads/2021/08/ZSGu5E0qVvhlmEuC.pdf Warpgnaw Verminlord] (Forgeworld):''' (Masterclan, Behemoth, 275pts) '''Note: This model is now in the Monstrous Arcanum which is still legal for matched play.'''The former Exalted Verminlord. He's generally inferior to the GW ones with only a glaive that's not as good as a doomglaive but has consistent damage (though it is subject to damage). He lacks a Command Ability, his only ability is being able to make a sudden arrival through a vanguard Gnawhole. It also can cast two spells, with a unique spell that can kill a single model if you roll a d6 and roll higher than its wounds, making it only useful on foot heroes and really weak things otherwise. The Warpgnaw Verminlord no longer brings a unit with him. Instead only the Verminlord deepstrikes in next to a Gnawhole (although this doesn't stop another unit from appearing at the same Gnawhole at the same time due to the wording of this ability). It has gained 2 wounds and Terrifying. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clawlord.pdf Clawlord]:''' (Verminus, 105pts)Your standard hero with 5 wounds, a 4+ save. he has 3 3+/3+/-1/d3 attacks and gains +1 attack for each missing wound he has. Not that you actually want this guy in close combat as his true worth is his command ability which lets you pick a VERMINUS unit wholly within 13" and give it an extra attack with each of its melee weapons. This is an amazing command ability for your rat horde as it gives your clanrats 100% increased damage output and your Stormvermin 50% increased damage output. It should be noted that Clawlords can pick up the same command traits as other non-Clawlord generals. This can be particularly useful with Verminous Valor as it essentially doubles his durability at the cost of a few Clanrats. He can also pick up an Arcane Tome for counter-spelling, casting Flaming Weapon, and completing Prized Sorcery. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warlock_Engineer.pdf Warlock Engineer]:''' (Skryre, 105pts) your Mad Science wizards. armed with a Wizard staff and Pistol. The staff can be overcharged for more damage. The only spells Warlocks know are Warp Lightning and one from the Lore of Warpvolt Galvanism. Warp Lightning is a 13" upgraded Arcane Bolt that has no limit to the number of times it can be cast and can be overcharged following the usual method. Now 10 points more expensive than before, meaning he's less of a no brainer choice. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warplock_Bombardier.pdf Warlock Bombardier]:''' (Skryre, 115pts) A Warlock with a Bazooka, which can overcharge its single shot's damage from d6 to 2d6. Otherwise, all the same stuff and engineer can do. Considering how little you'd want an engineer in combat, the ranged weapon on the bombardier seems like a straight upgrade over the melee variant. Just remember he lacks the engineer keyword, so he can't buff your Lightning cannons. Better off warpsparking some acolytes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Arch_Warlock.pdf Arch-Warlock]:''' (Skryre, 155pts) A Wizard in Power Armor. Has a Warlock staff, Powerclaw and can cast two spells. His Unique spell is a Warp Lightning that effects d3 units instead of one, but on a bad overcharge, you can kiss his furry arse goodbye. Probably not worth it for 40 points over a Bombardier, but hey if you need more magics, this is your guy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Deathmaster.pdf Deathmaster]:''' (Eshin, 145pts) The Skaven Ninja, able to hide in every skaven unit at once like Schrodinger's Fanatic. They throw a bunch of stars then charge in with either a dagger with rend and d3 damage or claws with 7 attacks. Always best to give this guy artifacts that improve his hero killing powers. He’s also got a nice new model courtesy of the Echoes of Doom boxset. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Master_Moulder.pdf Master Moulder]:''' (Moulder, 90pts) A heroic Packmaster with two very respectable weapon options. It can Heal a Pack model d3 wounds and also gives Pack units +1 to wond in melee. A steal for 90 points if you plan on making Moulder a pillar in your army. His Command ability can replace a destroyed Moulder Pack unit on a roll of 3+, within 12" of him. This might not sound like much initially, but it has a global range (so even if the unit dies on the other end of the table, you can attempt to bring it back). This allows Moulder units to fearlessly accept charges before respawning and counter-charging. Moulder units are priced around this guy though, with neither Giant Rats or Rat Ogres being point-efficient, so if this dude dies before them you'll be very sorry. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:''' (Pestilens, 100pts) Your standard Pestilens hero. Surprisingly killy since he gets an extra attack for each weapon on the charge. Fairly inexpensive for the damage they can do. If you're gonna bring this guy to the army, bring several to increase chances of chanting a GREAT PLAGUE *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:''' (Pestilens, Behemoth 335pts) It's 3 Plague Monks with a Plague Priest on a huge censer-thing. It can't move its 6" unless within 6" of 10 or more friendly Skaventide models and it makes 6 attacks with Rusty Wheels and Spikes. At full health, the Great Plague Censer now does an impressive 1d3+4 mortal wounds on a 2+. On top of this, it stops battleshock for Skaventide. You probably want 2 to make sure one or both of these buffs goes off on your Plague Monks. It's clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and <s>pushing stuff around and not charging is something Plague Monks with their awful survivability really don't like to do.</s> with blocks of 40 monks you'll usually be able to chain 10 of them back to push the furnace. Or just charge with the furnace first and have your monks charge up along side it. With look out sir in melee, 5+ fnp and the big death ball the furnace is right at home charging into combat with it's pushing crew of 40 monks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Grey_Seer.pdf Grey Seer]:''' (Grey Seer, 125pts) A generic spellcaster, but to be honest he's quite good at that. Can now cast and unbind 2 spells and has a unique spell, Wither, which can cause D3 damage to most units and hero's alike, and it also debuffs them for the next combat round. However, his best ability is probably the Warpstone Token; when you cast a spell you can use a token ( you have infinite, by the way ) and if you do so you roll 3D6, if the result is 13 then the spell is cast and cannot be unbound... BUT your Grey Seer is slain after the effects of the spell. On anything other than a 13 you can remove one dice and use the remaining result as your casting. Pretty good, but has a 10% chance of killing him. For what it costs the Grey Seer is pretty good, and it's not a bad idea to use him in almost every Skaven list. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Grey_Seer_Screaming_Bell.pdf Grey Seer on Screaming Bell]:''' (Grey Seer, War Machine 325pts) Take a Grey Seer and put him on a GIANT BELL OF DOOM and you have the Screaming Bell, a war machine that can alternate between Priest and Wizard depending on your whims and gets hefty buffs to both. The first thing to know about the Bell is that it can't move on its own and needs to be pushed by a pack of friendly Skaven within 6". This movement reduces as the bell takes damage, which feels like a bit of a dick-kick since it makes your towing squad more vulnerable to any bombardment. This obviously means that it should stay close to the Skaven Infantry (which is where it should be in the first place). The most important ability of the Bell, however, is, of course, the bell! It peals in your Hero Phase, and to do so you have to roll 1d6 and see what effect the peal has. You only hurt yourself on a roll of 1, and that's D3 mortal wounds. The other effects are mixed, you can buff your army, damage the opponent's army. Oh, and did I mention that even if your bell takes damage the effect of the peals doesn't change? Yeah. The only thing that decreases is the boosts given to your casting and preaching, which is a bigger issue than any melee penalties. The Seer on top of the Bell knows a different spell from the dismounted one, this time it damages units with low Move. Unfortunately, the Seer loses the Warpstone Tokens. The Bell also has a 5+ ward save and has a pretty good ability that negates battleshock tests within 13". It costs 125 points more than a vanilla Seer, but I'm sure it will repay its price. **Echoes of Doom has changed the Verminlord summoning to its own action. If the bell takes 7+ wounds, you can roll a d6 - it simply blows up on a 1 but on any other roll, it can summon that Verminlord if the total of wounds+roll amounts to a 13+. **'''Alternate Take:''' The bell is the weirdest Skaven unit '''''by far'''''. It is RIDICULOUSLY tanky with 15 wound 4+/5+ and can allocate wounds naturally to nearby units on a 3+ should it so desire. This means you can regulate how much damage it takes in order to set yourself up for summoning that sweet sweet Verminlord. Should you manage to summon it, it is practically game over. Summon Skreech Verminking and you will have gained ~425 points of value. Not only that, but your newly summoned Verminlord, while needing to be more than 9" from enemies, is free to move and guaranteed charge in the following phases. There are some caveats however: ***The bell is anything but cost-effective in itself. Compared to a Verminlord it isn't killy enough in combat, it requires nearby rats and it's slow as balls. Also, Crack's Call is extremely limited in its application, dealing a measly 2 mortal wounds to slow infantry. The pushing crew will probably be clanrats who can bodyguard, which are, similarly to the bell, not damage dealers. The peals of doom aren't impressive either, with occasionally impactful results. ***With the bell being such a slow piece of shit, ridiculously tanky and non-threatening like a puppy, enemies are bound to do the one thing they should be doing: Ignore the damn thing. Don't be suprised if it by turn 3 is stranded in the middle of the table and proceeds to do nothing for the last 2 turns. ***Your counter to this counter is to give your puppy claws. Enter Endless Spells and Master of Magic. With +2 and re-roll of casting rolls, you are almost guaranteed to get them off and wreak some Havoc Physics Engine. In addition, with Master of Magic, the Grey Seer will be much more likely to unbind enemy spells, making your big bell much more of a nuisance. ***Did I mention that most Endless spells don't distinguish between friendly and enemy units? That's right, if you want something damaged right, the best way is to damage it yourself. Should your bell takes a solid portion of wounds, you can metaphorically push it over the edge through endless spells. Use that sweet +2 to casting rolls and watch as your Gnashrak's Ravenous Jaw takes your bell from a measly 6 damage to 11 to threaten the dreaded Verminlord summoning. Since the summoning happens at the beginning of your hero phase it's best to damage your bell when you're not in danger of being double-turned as you don't want your bell getting crumpled at the critical moment. ===Battleline=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Skaventide}}</span>''' ''If you run a mixed SKAVENTIDE army these are your minimum required battlelines'' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clanrats.pdf Clanrats]:''' (Clan Verminus Min:20 100pts) The bread and butter of many Skaven armies. They are cheap fodder and can take a huge amount of punishment so long as their battleshock is taken care of. They can dish out some damage too with Skavenbrew and Gnaw-Gnaw on their bones! But nothing which should be relied on with 4+/4+/-0. Clanrats main functions are to take charges, push the furnace or bell and freight weapon teams closer to their intended targets. For Masterclan and Verminus heroes they are also the preferred choice for bodyguards since they’re only half the price of a Stormvermin. **Always grab the sword. With the Strength in Numbers rule you'll usually have a reach of at least 2". Usually 3" with a blob of 40, making the spear redundant. The sword also scales better with buffs like Skavenbrew and Gnaw-Gnaw on Their Bones. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Stormvermin.pdf Stormvermin]:''' (Clan Verminus Min:10 130pts) The closet you have to an elite troop (or in-a-pinch bodyguards), and they're actually good. Their halberds have two attacks each at a 3+/3+/-1. Which means 10 Stormvermin hit harder then 20 clan rats. Their already decent damage can then be easily buffed by a Clawlord's "Gnaw-Gnaw on Their Bones!" for even more attacks, which increases said damage output by 50%. They can take hits for heroes of all clans, weapon teams and Eshin assassins can hide in them, and they're only 30 points more than clan rats while ALSO having a better save. Other clans may have better options, but Stormvermin are a solid option. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Eshin}}</span>''' ''You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.'' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Night_Runners.pdf Night Runners]:''' (Min:10 90pts) the mass vanguard slingers of Skaven. They can move 2d6” after setup and run and shoot. They have better aim than Grot Shootas and generate a mortal wound on a natural 6. Generally outclassed by the significantly cheaper clan rat, or the excessively killier plague censer bearer in mixed lists. **On a turn they get to shoot and charge, 10 Night Runners will do more damage then what a unit of 20 clan rats would do at a 10 point cheaper price against all target's but the data get's a little more complicated. If you compare only the shooting to the clan rat's melee (thuse presuming your skirmishing with at range) They do a lot better against 2+, 3+ units but against 4+ save units there slightly worse, and there even worse save means there pop off the board even faster. In general: they like to be pointed at more specific high value targets they can theoretical trade up against. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Gutter_Runners.pdf Gutter Runners]:''' (Min:5 100pts) Elite version of Night Runners. Suffer the same fate as Night Runners too. In general they sport the same damage output at range as 100 points of clanrats do in melee since there throwing starts have 3 attacks making up for only 5 models and on paper if they shoot then charge: they can do a five wounds to a save 2+ target. All good on paper but there a hell of a lot more fragile. 5+ save on five bodies is not something to trust. In theory though they do have a game plan: Deep strike within 9 inches (and 6 of terrian) of the enemy and attempt an alpha strike with your 12 inch shurkens, then die, but at 100 points it's not that much of an investment. Range attacks alone can do a lot of damage to a 3+ save or better target thanks to 3 attacks and mortal wounds on 6. That's a lot that has to go right however. In theory it's probably better to deploy them normally, first turn run, and run on there actual move and shoot then. That's an 18 or 17 inch move on average on 12 inch range. Still they are very moderate risk given that 100 point price tag and very high reward. Not something you probably want an army of, but make a nice distraction running at the edges looking for hard target's to assassinate. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Moulder}}</span>''' ''Battleline if the army has Skaventide Allegiance and a Masterclan or Moulder general and all other non-Allies units are Moulder '' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Giant_Rats.pdf Giant Rats]:''' (PACK, Min:6 60pts) The sharpest teeth on the wettest of noodle bodies. They get 2 attacks per for 10 points a pop with a movement of 8 and -2 rend. They can also be revived by the master moulder to suicide, die and then take revenge. They do not come with any saves however and have a bravery of 3, making them evaporate the second someone breathes on them. This squishiness makes them terrible at anything but one-sided engagements and makes sending them to the flanks through Gnawholes a risky endeavor indeed. They combo well with a plague furnace which can negate their morale problem. A unit of Giant rats are also an acceptable charge buffer with less durability than rat swarms but a higher damage output - useful for when they are replaced through a master moulder and themselves get to charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Ogors.pdf Rat Ogors]:''' ( FIGHTING BEAST, PACK, Min:2 140pts) Rat ogres are a below average unit, made viable through supporting units. Unsurprisingly, when you can get a second chance 66% of the time you need to be quite inefficient to be fair. Take a unit of 4, crack the whip, all-out attack and watch them do mediocre damage twice. Really solid for charging through Gnawholes since their bravery of 5 is okay when your unit only consists of 4 models, removing the need for Inspiring Presence. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Pestilens}}</span>''' '' You can include 1 unit of this type as a Battleline unit for each CLANS PESTILENS HERO you include in your army. '' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:''' (Min:10 90pts) ** Supposed to be the pestilent front-line unit. Instead it is a weird support caster unit with a solid combat statline. They have abysmal saves and bravery and their bringer of the word deals approximately 1 mortal wound each shooting phase. Oh and they have a bunch of attacks on the charge with no rend. If you are running a crap-ton of censer bearers, consider picking up 10 of these to buff them with +1 to wound. Otherwise, hard skip. Notably synergizes with the Curse prayer. Still a hard skip though. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:''' (Min:5 90pts) Yeeeeehaw! The best infantry on the roster and maybe the best infantry point for point in the entire game. Now with 2 wounds a piece, a -1 to wound defensive ability and '''4''' attacks on the charge with 3+/3+/-1/D2. [[rip and tear|That's 20 attacks on the charge]]. As opposed to last edition these boys are the new core for Pestilens as it's more cost-effective to take more of these bad-boys than the buff-giving Plague Monks. There one drawback, and it it's not a small one is defense: they can't take a hit. With a 6+ save even two wounds won't save them from even anti chaff attacks, -1 to wound helps in melee but these guys are a massive 'shoot me' target, and enough melee attacks means not even a -1 to wound would be enough and each lost censer hurt a lot. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Skryre}}</span>''' ''Battleline if the army has Skaventide Allegiance and a Masterclan or Skryre general and all other non-Allies units are Skryre '' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Stormfiends.pdf Stormfiends]:''' (Clan Moulder, Clan Skryre, Min:3 320pts) The Unholy Collaboration Between Skryre and Moulder. Has Taken-taken a similar nerf Grundstok Thunderers suffers, the weapons are divided up between a Trio. One fiend can take either Warpthrowers or mortars, another can take rattling guns or warpgrinders that grant ability for the unit to deep strike, and finally, last one can take a pair of reliable or random fists and has 7 wounds. Skaven players who used them pre battletome will lament the loss of the triple warpfire projectors unit. In their current incarnation, stormfiends are a very unattractive ranged choice. Warpfire projectors can't be overcharged for extra range to be used after using gnawholes nor do benefit from buffs that skryre engineer can provide to the unit. Mortars are terrifying on paper, but in practice require buffs to offset cointoss chance to actually hit the target. Rattling guns can do anything from 3 to 18 attacks. **they are also are part Moulder, lending their array of Weaponry to but they lack the Keywords to properly interact with them. ***This also means that they can be included in pure Moulder armies, and are those armies' only dedicated range. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skryre_Acolytes.pdf Skryre Acolytes]:''' (Clan Skryre, Min:5 75pts) Mass bomb-throwers, able to run and throw their globes with -2 rend and d3 damage. They look pretty bad on paper, but if you add in the buffs available to Skryre and you don't mind taking damage (hey its skaven) then this missile attack can become pretty impressive, with hit bonus and hit and wound rerolls and a damage buff all available. **A large unit is still quite cheap and makes a good hiding place for warpfire throwers too. Shame that you have to build them, one model, at a time for $15 USD per model. Better get ready to do some conversion (the now-defunct poison wind mortars make decent acolytes). ***A quicker out of the box method for Acolytes would be the Skaven Bloodbowl team. Their Warpstone Footballs can be “passed off” as cluster mines that serve the same purpose as the poisoned wind globes. ****Even better, plague monks with Arkanaut Company packs.**** </div> </div> ===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") ===Behemoths=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Hell_Pit_Abomination.pdf Hell Pit Abomination]:''' (Clan Moulder 245pts). With a 2d6 move, it can keep pace with a Doomwheel, or lag behind your entire army. Has a melee weapon that deals mortal wounds for every 2+ (degrading) rolled (one dice per model from target unit that is within 3"). Heals d3 wounds in the Hero Phase, all enemies in 3" subtract 1 from their Bravery, it can flat out ignore spells that target it on a 4+, and it has a 1/3 chance to heal d6 wounds the first time it's killed. It won't be dying quickly based on this. But with a 5+ save, and 12 wounds, it could just as easily die with good enough rend and some poor dice rolls. **If you want something that looks less like a centipede, the Beastman Ghorgon offers a good base for a Ratzilla. ***Assuming you took a Master Moulder, this is where you'll be using Prized Creation since it is a Fighting Beast (albeit not a Pack model) and is the best place to add d3 wounds - or even d6 if you take the Moulder Supreme wralord trait and gamble. Even starting with 13-15 wounds puts its durability a lot better than the warscroll by itself would indicate, which is something of a Skaven theme all around. Just remember that the damage chart is based on wounds taken, not wounds remaining, so you'll get to stay alive longer on your last bracket, not your first. Good thing you regen d3 a round. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Doomwheel.pdf Doomwheel]:''' (Clan Skryre 165pts). A Chariot with an overchargeable Gun and can run over and Mortal wound almost everything that was near it during the movement phase. You can also reroll its 4d6 move but any rolls of a 1 the second time, your opponent can run over your lines if you roll a 1 on a dice. It has a gnarly gun (1d6/3+/3+/-1/d3) that can potentially evaporate anything with decent rolls. Like most of the Skryre things, it can overcharge its Warp Bolts, but on a double, you take 2d6 mortal wounds. This is definitely a go big or go home type of unit and you'll be overcharging it every chance you get. Its speed will ensure you get in range of key targets (elite infantry/behemoths/heroes) and even with lower-end rolls (4-6 shots), you'll be doing a decent amount of damage. All in all, this is somewhat random and a little risky. It can win you the game or lose it for you. Fun times all around though. ===Artillery=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warplock_Jezzails.pdf Warplock Jezzails]:''' (Clan Skryre, Min:3 120pts). your Rat Snipers. Park on the backfield and pick off the support units. They get +1 to hit and +1 to save against misile attacks if they don't move and every hit roll that ends on 6 is automatic 2 mortal wounds. Slap on mystic Shield, and it's a potent 3+ save right there. Another unit that gets a little crazy good with the skryre buffs in for small-low price of the engineer, that provides the buffs, to drop dead at the end of the shooting phase. As the game has very few long-range attacks, jezzails will mess with your opponent as they are a great medium wound hero killer. ** Without any buffs, one unit of 3 is causing an average of 1.5 saves at -2 and 2 damage. A reliable way to deal 2-4 damage at a long-range, but not all that impressive given their point cost. Like most skaven, they really start to shine when you take them in large quantities and stack a couple of buffs. Take 2-3 units with an accompanying skryre hero to increase their missile damage. Keep them stationary, apply warpstone spark buff, and now you have a 30" volley that averages around 3.5 saves at -2 and 3 damage. That's 9 damage against anything with a 4+ save (not even accounting for the potential mortal wounds on 6s). Even with Look Out Sir! taken into consideration, you're averaging 7 damage, which is enough to take out a large number of heroes in the game. **If you want a little extra, you can cast "More-more-more warp power" on them too, resulting in their missile attack only requiring +2 to hit and wound. By far, the most unnecessary buff, given that they get +1 to hit if they didn't move in previous phase and the d3 mortal wounds that they'll have to suffer next hero phase. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Warp_Lightning_Cannon.pdf Warp Lightning Cannon]:''' (Clan Skryre 150pts). Skryre's most potentially deadly artillery, both to the enemy and itself. To fire, roll a dice and then roll 6 more against the first one. Any dice that are equal or higher than the first roll result in a mortal wound, meaning that if you rolled 1 on the first dice you deal 6 mortal wounds automatically. Can be overcharged but requires a Warlock Engineer within 3" of the model. When overcharged, you roll 12 dice instead of 6, but for every roll of 1 results it takes D3 mortal wounds after it's done shooting. ===Scenery=== *'''[https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/AoSSkavenEndlessSpells-Feb7-GnawholeWarscroll5wjc.jpg Gnawholes]:''' They might not seem like much, but the Skaventide terrain piece has a couple of nifty abilities that most Skaventide lists should try and take advantage of. Their only downside is that you are limited to 3 and they all have to be setup along the board edges more than 18" away from each other and more than 3" from objectives and scenery. **As long as there is a Skaventide Hero within 6" of a gnawhole, you can transport any Skaventide unit that finished a move within 6" of that gnawhole to another gnawhole (wholly within 6" but 9" from enemies). This can let you play whack-a-mole(rat?) with weapons teams or artillery pieces that might have become compromised. Or you can set one up in your opponents backfield and force them to baby sit it or risk an unpleasant surprise later in the game. It's a welcome mobility option and something to consider when scheming you army lists. **In addition, Skaventide Wizards and Priests get +1 to Casting, Unbinding, and Prayer rolls when within 1" of a gnawhole. Great for making sure you get that Warpgale or Warplightning Storm off, or getting that yummy prayer buff on your flanking Plague Monks. The +1 to unbinding is a juicy cherry on top. Synergizes well with your wizards' various drug addictions, giving Skaven a strong presence in the hero phase that many factions can't compete with. **Lastly, each gnawhole inflicts D3 mortal wounds on a 6+ for any enemy that ends a move/charge within (a rather pitiful) 1". **A fun trick with gnawholes is to set them one or two of them up in your opponent's back line. This forces them to waste units on babysitting them so you can't teleport behind them, which in turn means two units that could otherwise be fighting you are instead sitting around doing fuck all.
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