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==Magic== All Gray Seers and Verminlords can exchange one of their known spells with the following: *'''Curse of the Horned Rat (18+):''' Okay, this is the serious shit. Your replacement for the Beloved Dreaded Thirteenth. This flat-out obliterates 3D6 models and turns them into a pack of clanrats if the whole unit dies, and there's nothing they can do against it. Even if you don't wipe the unit, that's still a bundle of models dead from the unit. ===Lore of Ruin=== ''Attribute: Musk of Fear:'' when ruin spell is cast, -1 Ld to all enemies within 6" until next magic phase. :*'''Signature: Warp Lightning (8/16):''' Warlocks will want this. An amazing Lighting magic missile that causes D6 at S5. Cheap enough to spam with several different Warlocks (the Warp-Blades give them a +1 to cast it) though the misfire chance is still very real. #'''Howling Warpgale (7/10):''' Remember the Storm Banner? Well, this spell does the same thing only it's -1 to hit and doesn't affect the magic abilities of your opponent. though it stacks with the -2 from the banner. Engage Trollface. #'''Death Frenzy (8+):''' gives a unit Frenzy or +2 for frenzy attacks instead of +1, but causes D6 automatic wounds to the unit. Useful in the flank charges or that clanrats with spears stack. #'''Warpstorm (10+):''' Zaps everyone with d6 S5 attacks on a 4+ roll, which is a lot weaker but it covers everyone within 12", allies included (though it's harder to hit them on a 6+). #'''Flensing Ruin (10/13):''' Snipes a character with a 12" D3 Strength 6 Lighting attack hits. #'''Scorch (13/16):''' a very reliable small template S4 hit that's flaming and causes panic on unsaved wounds. Extremely useful and more powerful than Warp Lightning on large blocks of infantry. #'''Crack's Call (14/17):''' this spell is nasty in all the right ways. Form a 4D6-long line from the caster and any models under the line either pass an Initiative test (and a MR) or dies. If a building is in the path of the line it collapses on a 5+ and any unit occupying it has to take the initiative test on top of that. A bit random due to not knowing the exact distance the line will be, but fantastic on any board with a lot of buildings to occupy. ===Lore of Plague=== ''Attribute: Plague Rash:'' when Plague spell is cast, -1M and -1I to all enemies within 6" until next magic phase. For Plague Monks let them hit humans before most die. :*'''Signature: Pestilent Breath (5/8):''' A breath weapon spell and therefore an absolute steal as a signature spell. Causes S2 hits with no armor saves allowed, it can be cast in close combat causing d6 hits instead of using the template. It also has a cheap augment to make it S3. #'''Bless with Filth (8/11):''' gives a target unit poisoned attacks, especially effective on frenzied Plague Monks in CC (auto wound on 6+ to hit if already have poison). The best part is that it can affect units already in combat, so if you need a few more wounds this spell is a solid choice. #'''Weeping World Sores (9/12):''' A artillery spell that...deals S2 armour-ignoring hits on all under the template. Just pray that it hits a weak unit. #'''Vermintide (8+):''' ''Cracks Call lite''. It's effective and hits a lot more models but is restricted by impassable terrain and water. Causes a S2 to any model caught under the template (which has a 4D6 range) (can be used in melee to deal 3D6 S2 hits to one enemy). so combined with a Wither from the turn before it can be quite catastrophic. #'''Wither (11/14):''' Oh hell yes! Target unit within 12" gets -1T, I'll let that sink in. Do you say big whoop? Well hold on I haven't mentioned the best part: it last all game and it STACKS. Get two Plague Priests casting this on a T3 unit in the same turn and they will be wounded on 2+. Insert evil laugh. Remember if a model's toughness reaches 0 it is removed as a casualty. As each spell can only be known once in each army unless you've gone through all the spells, its not possible to have this spell twice in a big game, but it could be cast over two or more turns if you're feeling conservative #'''Cloud of Corruption (12+):''' Kind of a mixed bag. You roll a dice for each unit within 12": on a 2+ (enemy unit), 4+ (friendly unit), or 5+ (Clan Pestilens) that unit takes D6 S5 hits with no armour saves allowed. Not bad if you have no friendly units nearby but will probably bite you in the butt if you cast it at the wrong moment. #'''Plague (15+):''' neat and quite potentially hilarious. Units within 18" must take a Toughness test per model: if failed, the model loses 1W. If cast on a unit in CC it affects all units involved. After that roll a D6, if you roll a 1 your opponent gets to pick one of your units to infect. '''FUN*''' ===Lore of Stealth=== ''Attribute: Toxic Rain:'' when Plague spell is cast, -1 penalty to armour saves for all enemies within 6" until next magic phase. :*'''Skitterleap (5/8):''' Your infamous instant escape button but nerfed. Teleport an infantry character within 12", 24" away. Flanking with an assassin? #'''Warp Stars (5/10):''' A bit of a weaker Warp Lightning. You deal d3 S5 hits, each dealing d3 wounds, so it can be stronger, but you're risking it. Works out fine when trying to Decapitate Orges or lone Wizards when coming out of an ambush or Skitterleap. #'''Stickypaws (6/14):''' You can now have a unit ignore all terrain. Skitterleap used to be better than this, but this works on all units and not just characters. With the Speed of Skaven, Marching through a lava pound or Mountain is worth it with no downsides. #'''Armour of Darkness (9/18):''' This is a nice way to guarantee mob survival. Not only do missiles take -1 to hit a unit under this spell, but they also add +1 to their armour. #'''Black Whirlwind (10/13):''' The sneaky artillery spell. This also does SS hits, but it also takes -1 to WS/BS/I that's separate from the hit, and that's class. #'''Swiftscamper (9/18):''' Skaven now go into "maximum overdrive". One unit's movement now doubles (basically turns their movement into 10") and they can re-roll their pursuit/flee distances so you can be anywhere. #'''Veil of Shadows (11+):''' Only knowable by the Vermonlords. Is a magical vortex that infects S3 hits and Disrupts the unit for the turn (can not add extra ranks during the combat score or be steadfast). if combined with a devastating charge (and luck), can lead to mass routs.
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