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===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.
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