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==Magic Items== ===Magic Weapons=== * '''Fellblade:''' The most expensive magic weapon in the skaven arsenal, the Fellblade costs 85 points, and for that you get a character who hits at Strength 10 with each unsaved Wound turning in d6 Wounds. The drawback is that you have to roll a dice at the end of the wielder's turn, and on a 1-2, the wielder suffers 1 Wound with no armor save allowed. This weapon is best reserved for high points games, because essentially it requires you to take a Warlord or a Warlord-equivalent in a Great Clan Army (you could give it a Grey Seer, but their chance of actually hitting something with it ain't great) and turn him into a sacrificial cannon. Yes, he will absolutely fuck up anything he hits with it, but if it kills him, then you gotta take Rout tests and you know skaven Leadership ain't the best... In a Clan Pestilens Army, this might be more useful, because the fact all your Plague Monks are Frenzied means they don't care so much if your Plague Lord bites it. * '''The Gouger:''' For 50 points, you gain the ability to ignore armor saves. Give this to an Assassin (or, better yet, a Master Assassin if you really want to see the bodies hit the floor) and you have a sacrificial Hero who is tailor-made to hunt down the most heavily armored mofos on the other side and shiv them. * '''Blade of Black Fury:''' For 50 points, you gain +2 Attacks. Considering all your non-[[Wizard]] Heroes have 3 Attacks apiece, with Warlords and Master Assassins having 4 and Plague Lords having 5, with not-too-terrible Weapon Skills, it's worth considering, mybe. * '''Warpstone Stars:''' Only Clan Eshin Characters (Assassins, Master Assassins and Eshin Sorcerers) can take these babies. For 50 points, you gain throwing stars that let you use your full Attacks score against a single target in 10" during the Shooting Phase, with each hit being S5 and doing d3 Wounds. Considering that Eshin Sorcerers only get to play with Skitterleap, taking one with these babies might come in handy. * '''Weeping Blade:''' 45 points gives you +1 Strength and the D3 Unsaved Wounds ability. * '''Cursed Blade of Delirium:''' For 45 points, your Weapon Skill is raised to. This is a very situational magic weapon; Warlords, Assassins and Plague Lords already have Weapon Skill 6, Chieftains, Plague Priests and Master Moulders have WS5, and Master Assassins have Weapon Skill 8. * '''Headsplitter:''' This magic sling coss 40 points and both ignores armor and always wounds on a 2+ when aimed at targets with Toughness 5. Give it to an Assassin or a Chieftain and have them go hunting the biggest, toughest monsters and characters your enemy army has. * '''Desolate Blade:''' For 40 points, gain +2 Strength. A bit more useful than the Cursed Blade of Delirium, since your Lords and Heroes universally have Strength 3-4. * '''Dwarf-Slayer:''' Costs 35 points, inflicts a -3 penalty to Armor Saves and wounds all Dwarfs on a 2+. Whilst obviously most useful if you're fighting dwarfs, that penalty to armor saves means it's not a bad ace up your sleeve against heavily armored targets either. * '''Blade of Corruption:''' Only Clan Pestilens Characters (Plague Priests, Plague Lords and Festering Chantors) can take this weapon. Costs 30 points. Mark an enemy that loses a Wound to this weapon; for the rest of the battle, that enemy must roll a dice at the beginning of each of his turns, and he suffers 1 Wound with no armor sve allowed on a roll of a 1-3. * '''Languisher Sword:''' For 25 points, you gain the Always Strike First rule. COnsidering how high Initiative is with Skaven characters, probably not the best investment. * '''Death Globes:''' Only Clan Skryre Characters (Warlock Engineers, Warlock Masters) can take this weapon. You can throw 1 Death Globe during each Shooting Phase; place the small round template within 8" and roll for Scatter like a Stone Thrower. On a Misfire, the template is centered on the bearer. Roll a dice for anything under the template; each model that rolls a 4+ suffers a wound with no armor save allowed. * '''Blade of Nurglitch:''' Despite the name, actually not restricted to Clan Pestilens. Costs 20 points, each unsaved Wound also inflicts -1 Toughness for the rest of the fight, dropping a target to Toughness 1 minium. * '''Things-Catcher:''' Clan Moulder (Master Moulder, Master Mutator, Harbinger of Mutation) only. For 20 points, gain a 2-Handed Weapon with Killing Blow. ===Magic Armor=== * '''Rust Armor:''' For 50 points, gain a 4+ armor save (stacks with other armor); if the wearer takes a Wound from a hit that would nullify the armor save completely (shot by a cannon, hit by a magic weapon with the Ignores Armor Saves rule, etc), that Wound is discounted, but the Rust Armor is permanently destroyed. If you're desperate to protect your General, this might be a decent investment. * '''Warpstone Armor:''' For 35 points, gain a 4+ armor save (stacks with other armor) that also inflicts a Strength 4 Hit on any attacker for each successful armor save made. * '''Cautious Shield:''' For 25 points, gain a 6+ armor save (stacks with other armor), and the bearer can choose to either force one enemy in base contact to lose 1 Attack whilst still being able to fight normally, or can give up all their attacks that turn to instead strip a targeted enemy of 2 Attacks. ===Talismans=== * '''Twisted Crown of the Horned Rat:''' For 50 points, gain Regeneration. * '''Tenebrous Cloak:''' For 30 points, gain a 3+ Ward Save against regular and magical missiles. * '''The Foul Pendant:''' For 30 points, gain a 5+ Ward Save. * '''Warpstone Pendant:''' For 25 points, gain a 4+ Ward Save... but at the battle's end, roll a d6, and if you roll a 1, the bearer counts as Slain for the purpose of calculating victory points and contesting quarters, due to mutating into a [[Chaos Spawn]]. * '''Ring of Darkness:''' Costs 25 points; gives the bearer and their unit Magic Resistance (1), and if the bearer is targeted by a "reveal magic items" effect, they only have to reveal the presence of this ring. ===Arcane Items=== * '''Warpstone Scroll:''' Costs 50 points. Has the Scroll and Bound Spell (Power Level 5) traits, One Use Only. When invoked, all flying units, flying monsters, flying characters, and characters riding on flying steeds take d6 Strength 6 Hits. Obviously, don't bother taking this unless you're going to be facing a lot of flying critters. * '''Warp Scroll:''' Costs 30 points. Has the Scroll and Bound Spell (Power Level 4) traits, One Use Only. When invoked, every model in a designated unit within 24" takes one Strength 3 hit; if this causes any casualties, the unit must take a Panic test. * '''Storm Daemon:''' Only Warlock Engineers (and presumably Warlock Masters) can take this Arcane Item, which costs 25 points and has the Bound Spell (Power Level 4) trait. Can be invoked once per Magic phase to cast Warp-Lightning at the 5+ casting value automatically, though you have to roll a dice after using it and on a 1 it runs out of power and can't be used for the rest of the game. If you take a Warlock Engineer, ''take this item'', as it basically lets the bearer cast Warp-Lightning (one time guaranteed) twice per Magic Phase. * '''Eye of the Horned Rat:''' Costs 25 points. The bearer can declare they are using the Eye in each Magic Phase; if they activate it, roll a d6. On a 1, the player's army loses 1 Power Dice, but on a 2-6, the player's army gains 1 Power Dice. * '''Warpstone Token:''' For 10 points, gain 1 Warpstone Token. The bearer can eat as many Warpstone Tokens as they like before casting a spell, gaining 1 bonus Power Dice per token consumed, but each token-generated dice that rolls a 1 inflicts 1 Wound with no armor save allowed on the consumer. ===Enchanted Iems=== * '''Cloak of Shadows:''' Only Clan Eshin Characters (Assassins, Master Assassins and Eshin Sorcerers) can take this item. It costs 50 points, and enemies must roll a 5-6 on a d6 before they can attack this character with a spell or ranged attack; on a 1-4, they must choose another target instead. Has no effect if the bearer is inside a unit or in close combat. * '''Skalm:''' Costs 50 points. Can be used once per battle to restore the bearer to full health * '''Brass Orb:''' Costs 50 points. Can be used once per battle by being thrown in the same manner as a Death Globe, except that models hit must pass an Initiative check or be destroyed immediately, no saves other than "Look Out, Sir!" allowed. Give this to a Chieftain and use him as an expendable bomb delivery rat to wipe out your enemy's nastiest character or monster. Great if it works! * '''Skavenbrew:''' Costs 50 point. The bearer may give the Skavenbrew to the unit they are with (but not to any other characters in it) at the beginning of the battle. If they do, roll a d6. On a 1, nothing happeens. On a 2-3, the bearer and their unit are Frenzied. On a 4-5, they Hate (Everything). On a 6, they gain both Frenzied ''and'' Hatred, but they suffer d3 Wounds that don't allow armor saves at the end of every Skaven turn (distribute as shooting). * '''Liber Bubonicus:''' Costs 40 points. Only Clan Pestilens Characters (Plague Priests, Plague Lords and Festering Chantors) can take this item. The bearer becomes a level 1 Wizard that knows Pestilent Breath... so, if you're playing a Clan Pestilens Army, don't bother giving this to a Festering Chantor. * '''Bands of Power:''' COsts 25 points, has the Bound Spell (Power Level 4) trait. Once per Magic phase, the bearer can evoke this Bound Spell to automatically (unless it's dispelled) double their base Strength value until the beginning of his side's following Magic phase. * '''Warpstone Charm:''' For 25 points, the bearer can re-roll any single dice roll once during the game. This can explicitly prevent a Miscast or grant Irresistable Force. ===Magic Standards=== * '''Storm Banner:''' Costs 75 points. Can be activated once during the game; if this happens, no creature on the battlefield can Fly and missile attacks suffer a -2 to hit, whilst non-magical missiles that don't use Ballistic Skill must instead roll a 4+ before they can be used. Roll a d6 at the beginning of each of the following player's turns; on a 3+, the effect continues, but on a 1-2, the effect comes to an end. * '''Sacred Standard of the Horned Rat:''' Costs 75 points and makes the bearer's unit Cause Fear. * '''Umbranner:''' Costs 35 points and grants the bearer and his unit a 4+ Ward save against all normal and magical missiles of Strength 4 or less. * '''Banner of the Four Black Winds:''' Costs 30 points, flying creatures must use their ground movement value if they want to charge the bearer. * '''Banner of Burning Hatred:''' Costs 25 points, bearer and their unit Hates All Enemies (even if Frenzied), and must roll a d6 at the beginning of the Movement phase if not declaring a charge; on a 1-3, the unit has to move as fast as it can towards the closest enemy it can see. * '''Banner of the Swarm:''' The bearer's unit boosts their Outnumbering Bonus from +1 to +2.
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