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  1. Allegiance abilities for all
  2. Lead from the back
  3. -Look out sir counts for melee
  4.  
  5. Scurry away
  6. -Move away with hero when picked to fight in melee
  7.  
  8. Overwhelming Mass
  9. +1 to hit for units with 20+ models, +1 to wound for 30+ models
  10. -Censers, monks, skryre acolytes, vermin, giant rats, gutter runners
  11. --Is this ranged, too?
  12.  
  13. Strength in numbers
  14. +2 to battleshock for every 10 models in a unit
  15.  
  16.  
  17. Ways of the Great Clans:
  18. Anyone from these clans gets these rules
  19.  
  20. Masterclan:
  21. Roll a die when using command, +5 regain it
  22.  
  23. Moulder:
  24. Prized creation - pick a friendly clan moulder fighting beast in each army, add d3 to wounds for that beast, reroll 1s to hit
  25.  
  26. Eshin:
  27. If your army includes any Eshin heroes, start of the first round pick one hero for each eshin hero, reroll wound rolls by eshin vs those heroes.
  28.  
  29. Verminous:
  30. Mighty Warlords- When picking command traits, pick 1 trait for up to 6 Verminous warlords (Can't repeat)
  31. --Clawlord is 100pts
  32.  
  33. Skryre:
  34. Weapon Sparks- Roll d3 +3 , have that many Sparks. Can't use more than one per phase.
  35. Hero phase - pick a wizard, reroll casting + unbinding. ROll a die, 1 take d3 mortals
  36.  
  37. SHooting
  38. Pick a hero, and up to 3 units within 13". Add 1 to the damage characteristic of those weapons.
  39.  
  40. Combat:
  41. Pick a hero, reroll hit rolls until end of phase.
  42.  
  43.  
  44. Traits:
  45. Masterclan
  46.  
  47. Malevolent
  48. Reroll 1s to wound
  49.  
  50. Verminous Valor
  51. 4+ shrug wounds or mortals to skaventide models in 3"
  52.  
  53. Savage Overlord
  54. +1 to bravery of units wholly within 18"
  55.  
  56. Supreme Manipulator
  57. Reroll dice to determine if you get extra command points
  58. (5+ refund)
  59.  
  60. Masters of Magic
  61. +1 to casting or unbinding 1/phase
  62.  
  63. Cunning:
  64. D6 when your opponent gains a command point. On a 6, you get it instead.
  65.  
  66.  
  67. Skryre:
  68.  
  69. Masterful Skavenger
  70. +2 warpstone sparks
  71.  
  72. Something:
  73. Pick unit 13" from general, reroll hit rolls for attacks for that unit until end of the phase.
  74.  
  75. Overseer of Destrction
  76. Pick 3 weapon teams wholly within 13"
  77. Reroll hit rolls for attacks
  78.  
  79.  
  80. Pestilens:
  81.  
  82. Master of Rot and Ruin:
  83. Reroll dice for prayers
  84.  
  85. ARchitect of Death:
  86. Reroll wound rolls of missile weapons within 18" of general
  87.  
  88. Diseased:
  89. Start of hero phase, 4+ inflict d3 morrtal wounds on enemy within 3" of general
  90.  
  91.  
  92. Verminous:
  93.  
  94. O
  95. Add 3 to attack characteristic once per battle
  96.  
  97. Powerful:
  98. +1 wounds
  99.  
  100. Devious adversary:
  101. If your opponent rolls a 1 to hit, get +1 attack
  102.  
  103. Moulder:
  104.  
  105. Moulder Supreme-
  106. Pick 1 beast and add 3 to the wounds instead of d3, or add d6.
  107.  
  108.  
  109. Horde Master:
  110. Unleash more and more get unit on 4+
  111.  
  112. Burly:
  113. +1 wounds
  114.  
  115.  
  116. Eshin:
  117.  
  118. Unrivavled Killer
  119. Reroll hits vs heroes
  120.  
  121. Shadowmaster
  122. When 1" from terrain, hero is invisible. Can't be attacked from more than 6" away
  123.  
  124. Incredibly Agilty:
  125. Fly
  126.  
  127.  
  128. Artifacts:
  129.  
  130. Masterclan
  131.  
  132. Warpstorm Scroll
  133. 1/b 1 die per unit in 13", 4+ take d3 mortal wounds
  134.  
  135. Suspicious stone
  136. 5+ fnp
  137.  
  138. Gnawshard
  139. One melee weapon, when inflicts wound enemy model suffers a mortal at end of battle round.
  140.  
  141. Skaven brew
  142. 1/battle pick a unit, it takes d3, add 1 to attack characterstic of melee weapons
  143.  
  144. Snote grottle robes?
  145. Do not take battleshock tests wholly within 13" of bearer
  146.  
  147. Staff of supremacy
  148. -1 to casting roll for enemies within 13"
  149. 1/b unbind an endless spell automatically
  150.  
  151.  
  152. Skryre
  153. Orb thing
  154. 1/b d6, on a 6 closest enemy model is slain
  155.  
  156. Warpstone amulet
  157. 5+ when wounded by enemy they take a mortal wound
  158.  
  159. Sparky
  160. At start of battle round gain +1 warpstone spark usable by hero
  161.  
  162. Bellows
  163. Roll a die, for each unit within 3", on a 4+ take d3 mortal wounds
  164.  
  165. PIck a unit in 3", double move characterstic. On 4+ they take d3 mortals
  166.  
  167. In hero phase pick one unit wholly within 12", add 1 to charge and run rolls. Start of next phase d3 mortal wounds
  168.  
  169.  
  170. Pestilens
  171.  
  172.  
  173. Reroll wound rolls
  174.  
  175. Pendants
  176. Unbind as wizard
  177.  
  178. Brooding blade
  179. 1weapon, 2+ to deal d3 mortal wounds to enemy injured by this weapon
  180.  
  181. Fumigatous
  182. Start of combat pick one enemy, on 2+ suffers 1 mortal wound, 5+ d3 mortal wounds
  183.  
  184. Blistrevious
  185. +2" to move. Reroll hit rolls for bearer.
  186. Moves to friendly heroes within 13" start of each round
  187.  
  188. Liber bubonicous
  189. Use plague priest prayers. Or use twice if plague priest
  190.  
  191.  
  192.  
  193. Verminous
  194. Thingsbane
  195. +1 damage
  196.  
  197. Shield of distraction
  198. Reroll 1s to save. Start of combat pick enemy within 3", -1 to hit by that model
  199.  
  200. Trophy
  201. -1 to bravery of enemies in 13"
  202.  
  203. Cloak
  204. Reroll hit and wound rolls of 1 for attacks in melee by bearer
  205.  
  206. Rust cursed armor
  207. Reroll 1s for attacks that target the bearer (saves)
  208. Start of combat pick enemy with artifact in 3". Roll 3d6, if roll a 13 artifact fails and stops working
  209.  
  210. Warpstone Charm
  211. Pick unit 3", 2+ mortal wound, 6+ d3 mortal wounds. Every turn, friendly or enemy.
  212.  
  213.  
  214.  
  215. Moulder
  216.  
  217. Lash of fangs
  218. Pick 1 melee weapon, on 6s to hit inflcit mortal wound
  219.  
  220. Foul hide
  221. Heal d3 in hero phase
  222.  
  223. Snap snap snare
  224. Start of combat pick enemy model in 3", -1 to hit
  225.  
  226. Snake
  227. If save roll for attacks targeting bearer is a 6, attacker takes a mortal
  228.  
  229. Rabid crown
  230. Reroll wound rolls for clans moulder packs within 13"
  231.  
  232. Vial
  233. 1/battle in shooting phase
  234. Enemy in 6", roll a die. 1-1 mortal, 2-5, d3 mortal wounds, 6 d6 mortal wounds
  235.  
  236.  
  237. Eshin:
  238.  
  239. Trinket
  240. 1/b fight at start of combat phase
  241.  
  242. Cloak
  243. 1/b end of move, reset anywhere more than 9" of enemy
  244.  
  245. Fangs
  246. 1/b Pick unit in 6, roll 3dice, if all rolls are 3+ and total is more than wounds of enemy enemy dies.
  247.  
  248. Stars:
  249. 1 missile weapon. If wound roll for that weapon is a 6 d3 mortal wounds.
  250.  
  251. CUbe of mist
  252. 1/battle Pick unit 6" from bearer. Cannot pile in, -1 to hit
  253.  
  254. Gnaw bomb
  255. 1/b Pick terrain feature, it counts as a gnawhole for one round.
  256.  
  257.  
  258.  
  259.  
  260. Spells!
  261. Grey seers
  262.  
  263. Skorch
  264. 5+, enemy within 13". Roll dice equal to caster roll. each 6 take a mortal
  265.  
  266. Splinter
  267. 6+. Pick enemy unit in 6", roll a die. If greater tan wounds they are slain
  268.  
  269. Skitterleap
  270. 6. Pick unit 13", 12 or less wounds. Redeploy more than 9" from enemy
  271.  
  272. Plague
  273. 7. Pick enemy in 13", roll a die for each model in unit. 5+ take a mortal
  274.  
  275. Death Frenzy
  276. 7. Pick friendly 13" of caster, when slain pile in and fight.
  277.  
  278. Warpgale
  279. 8. Pick enemy in 26" of caster. Unit suffers d3 mortal wounds, run and charge rolls halved. Cannot fly.
  280.  
  281.  
  282. Lore of Galvanism
  283. Moremore warp power
  284. 7. Pick 1 Skryre unit within 12" of caster. Reroll hit and wound rolls for that unit. D3 mortal wounds at end of turn
  285.  
  286. Chainwarp lightning
  287. 6. If cast, d6 different units 18" of caster. Each takes a mortal wound
  288.  
  289. Warp shield
  290. First 3 wounds allocated to caster each phase are negated. On 4th one, caster suffers d6 mortal wounds and spell is unbound.
  291.  
  292.  
  293.  
  294. Battalions
  295. Virulent Procession
  296. verminlord
  297. 2+ congregations
  298. FOulrain
  299. Plaguesmog
  300.  
  301. Herophase pick terrain 13" of corruptor. Die for each enemy within 3", 4+ d3 mortal wounds.
  302.  
  303. Congregation of Filth
  304. Priest or furnace
  305. 2+ monks
  306.  
  307. Plague alter
  308. within 18" of priest/furnace, 6+ fnp
  309.  
  310. Foulrain
  311. Priest
  312. 3 Plagueclaws
  313.  
  314. +1 to wound rolls for missile weapons for units in this battalion when 13" of priest
  315.  
  316. Plaguesmog
  317. Priest/furnace
  318. 2+ bearers
  319.  
  320. Reroll dice to determine if enemies suffer mortal wounds from poisonous fumes within 3" of this battalion
  321.  
  322.  
  323. Warpcog Convocation
  324. Warlock
  325. 2-5 covens
  326.  
  327.  
  328. Claw-Horde
  329. Clawlord
  330. 1-2 Stormvermin
  331. 2-9 Clanrats
  332.  
  333. When using command ability, pick all units wholly within 13" from same battalion
  334.  
  335.  
  336. Moulder,
  337. 0-3 abominations
  338. Pack masters
  339. Lots of shit in here
  340. 1-4 rat ogors
  341.  
  342. When using unleash more beasts, new unit comes out on 4+
  343.  
  344.  
  345. Slinktalon
  346. Death master
  347. 1-4 gutter runners
  348. 2-8 Night Runners
  349. If master from battalion is in hiding, reroll hit rolls for units in this battalion when he appears.
  350.  
  351.  
  352.  
  353. Battleline:
  354. Clanrats and Stormvermin
  355.  
  356. Basically everything else can be if your army is mono-clan (exceptions made for Masterclan generals?)
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