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Mordheim: City Of The Damned
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===Skaven=== The [[Skaven]] came to the city seeking the Wyrdstone because... well, it's fucking Warpstone. Skaven culture revolves around using it for everything from currency to ammunition to a flavorful spice to sprinkle on your lunch (probably a living human baby). [[Clan Eshin]], as the spies and assassins of the Skaven race, arrived to Mordheim before any others and work both to keep other Skaven away from the city and to steal the Wyrdstone to increase their own power within Skaven society. Also, a chance to [[Meme|kill-kill a manthing]] is always a plus. Skaven have the best mobility of all the warbands - good at dodging, climbing and leaping and can move like no other. They also have access to a plethora of poison weapons and special racial skills to help inflict more, but you need to make sure your fragile furry fighters don't bite off more than they can chew because they are made of paper. You will learn to fear these guys when the AI has them because the computer's fuckery with rolls negates their squishiness and leaves them basically as an OP master of all warband. Their big weakness though is their absolutely shitty morale and Leadership, meaning you need to actually keep the upperhand or your minions will run, and enemies with Fear or Terror will really mess with them. Forces are as follows: Pros: Very mobile. Dishes out poison with unique weapons and skills. Good at both melee and shooting, with some nice magic too. Cons: Crap leadership stats and low morale. Exceedingly fragile with limited access to armour. Rat Ogre is [[FAIL|Stupid]]. * '''Verminkin''': The bulk of the Skaven population, forming most of a clan's workers and warriors are these runty things. These are the closest the Skaven have for a ranged henchman. Inferior in every respect to the Warpguard except for ballistic skill and only able to use the quite mediocre shuriken, don't go crazy for these. You can maybe bring one along with shuriken and the Skaven's poison weapon skills to help supplement damage from behind the safety of the Warpguard line, or give him a dagger and use him to bump into enemy ambushes so your heroes don't have to. Hey, it's what these rats are for: dying in the place of more badass ratmen. * '''Warpguard''': Warpguard are heavy Skaven troops trained and use to guard wyrdstone stockpiles. These are your boring but practical, bread and butter troops. Give them heavy armour and a helmet with either a halberd or a spear and shield combo for discount Stormvermin and a much-needed "line" infantry to get in front and soak up that damage. He's also immune to Warp effects from wyrdstone, which is useful given some of the debuffs you can get can be rather crippling. * '''Black Skaven''': You know what a Black Orc is to a greenskin? Yeah. Black Skaven are bigger, stockier and meaner and usually kick the runts around. This is the bruiser ratman hero with good stats all round. Feel free to go your own way with this one, as you can throw basically any skillset on him and he'll probably be good, and his inherent bonus against armour is a nice touch. * '''Night Runner''': The Skaven's ranged hero, who probably will be your warband's [[/tg/ Gets Shit Done|gets shit done]] MVP. Want to be a really nasty fucker? Give him warplock pistols with Quick Reload, use Crippling or Pinning Shot in conjunction with the Skaven poison skills. With all mastered skills you can knock off a whopping '''8''' offence or strategy points from a unit. Your enemy's Impressive ''won't be'' if he keeps getting shut down turn after turn unable to do meaningfully contribute to the fight in any way beyond standing there and slowly dying. Just remember that the poison-immune Undead will laugh at him trying to do this. Also quite viable with dodgetank or melee/ranged critfiend builds if you want to go that route, but the Black Skaven would probably be better for that. * '''Eshin Sorcerer''': Your Skaven spellcaster. Right out of the box he has Guidance which negates the Stupidity check the Rat Ogre or anyone else with the trait has to make, but this means he straddles a fine line: he can't be too far away or he can't use the ability, and he can't get too close to the action because he's likely to get walloped. Also make sure he has higher initiative than the Rat Ogre he supports so he can go first and actually use the ability. His spells range from "decent sometimes" to "brilliant": Sorcerer's Curse is simply superb and I'd recommend you take this on all your Sorcs; Enshrouding Mist and Warp Mist are decent for making sure a poison using Night Runner can apply his poisons and add to that damage; Bless with Filth is a late-game spell for Rat Ogres and other bruisers but less useful early on when your guys can only attack once a turn; Musk of Courage gives immunity to All Alone, might rescue one or two rats sometimes but there's nothing crazy here; Gaze of the Horned Rat can be good in big brawls but at the risk of exposing the Sorcerer to danger; and Warp Lighting is just a fun magic blunderbuss for those moments when you want to show off your '''[[Meme|UNLIMITED POWAH]]''' rather than a reliable source of damage. * '''Rat Ogre''': Practically a poster boy for hidden costs awareness. The Rat Ogre is very formidable on paper, super-hard to kill and can actually keep pace with your very fast regular units, but he comes with Stupidity by default - he has to roll an Intelligence check (and his maximum, 10, is almost as low as it gets) every turn when he's not in combat in order to do anything, and failing can basically lead to him standing in the open picking his nose while snipers riddle him with arrows and bullets. You need to keep an Eshin Sorcerer handy here. * '''Assassin Adept''': Basically your jack of all traits melee leader, capable with just about any build. Kind of a facewrecker with the trademark Weeping Blades and stacking Skaven poison, but keep in mind he's made of paper compared to every other leader.
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