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===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.
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