Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Allegiance abilities for all
- Lead from the back
- -Look out sir counts for melee
- Scurry away
- -Move away with hero when picked to fight in melee
- Overwhelming Mass
- +1 to hit for units with 20+ models, +1 to wound for 30+ models
- -Censers, monks, skryre acolytes, vermin, giant rats, gutter runners
- --Is this ranged, too?
- Strength in numbers
- +2 to battleshock for every 10 models in a unit
- Ways of the Great Clans:
- Anyone from these clans gets these rules
- Masterclan:
- Roll a die when using command, +5 regain it
- Moulder:
- Prized creation - pick a friendly clan moulder fighting beast in each army, add d3 to wounds for that beast, reroll 1s to hit
- Eshin:
- 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.
- Verminous:
- Mighty Warlords- When picking command traits, pick 1 trait for up to 6 Verminous warlords (Can't repeat)
- --Clawlord is 100pts
- Skryre:
- Weapon Sparks- Roll d3 +3 , have that many Sparks. Can't use more than one per phase.
- Hero phase - pick a wizard, reroll casting + unbinding. ROll a die, 1 take d3 mortals
- SHooting
- Pick a hero, and up to 3 units within 13". Add 1 to the damage characteristic of those weapons.
- Combat:
- Pick a hero, reroll hit rolls until end of phase.
- Traits:
- Masterclan
- Malevolent
- Reroll 1s to wound
- Verminous Valor
- 4+ shrug wounds or mortals to skaventide models in 3"
- Savage Overlord
- +1 to bravery of units wholly within 18"
- Supreme Manipulator
- Reroll dice to determine if you get extra command points
- (5+ refund)
- Masters of Magic
- +1 to casting or unbinding 1/phase
- Cunning:
- D6 when your opponent gains a command point. On a 6, you get it instead.
- Skryre:
- Masterful Skavenger
- +2 warpstone sparks
- Something:
- Pick unit 13" from general, reroll hit rolls for attacks for that unit until end of the phase.
- Overseer of Destrction
- Pick 3 weapon teams wholly within 13"
- Reroll hit rolls for attacks
- Pestilens:
- Master of Rot and Ruin:
- Reroll dice for prayers
- ARchitect of Death:
- Reroll wound rolls of missile weapons within 18" of general
- Diseased:
- Start of hero phase, 4+ inflict d3 morrtal wounds on enemy within 3" of general
- Verminous:
- O
- Add 3 to attack characteristic once per battle
- Powerful:
- +1 wounds
- Devious adversary:
- If your opponent rolls a 1 to hit, get +1 attack
- Moulder:
- Moulder Supreme-
- Pick 1 beast and add 3 to the wounds instead of d3, or add d6.
- Horde Master:
- Unleash more and more get unit on 4+
- Burly:
- +1 wounds
- Eshin:
- Unrivavled Killer
- Reroll hits vs heroes
- Shadowmaster
- When 1" from terrain, hero is invisible. Can't be attacked from more than 6" away
- Incredibly Agilty:
- Fly
- Artifacts:
- Masterclan
- Warpstorm Scroll
- 1/b 1 die per unit in 13", 4+ take d3 mortal wounds
- Suspicious stone
- 5+ fnp
- Gnawshard
- One melee weapon, when inflicts wound enemy model suffers a mortal at end of battle round.
- Skaven brew
- 1/battle pick a unit, it takes d3, add 1 to attack characterstic of melee weapons
- Snote grottle robes?
- Do not take battleshock tests wholly within 13" of bearer
- Staff of supremacy
- -1 to casting roll for enemies within 13"
- 1/b unbind an endless spell automatically
- Skryre
- Orb thing
- 1/b d6, on a 6 closest enemy model is slain
- Warpstone amulet
- 5+ when wounded by enemy they take a mortal wound
- Sparky
- At start of battle round gain +1 warpstone spark usable by hero
- Bellows
- Roll a die, for each unit within 3", on a 4+ take d3 mortal wounds
- PIck a unit in 3", double move characterstic. On 4+ they take d3 mortals
- In hero phase pick one unit wholly within 12", add 1 to charge and run rolls. Start of next phase d3 mortal wounds
- Pestilens
- Reroll wound rolls
- Pendants
- Unbind as wizard
- Brooding blade
- 1weapon, 2+ to deal d3 mortal wounds to enemy injured by this weapon
- Fumigatous
- Start of combat pick one enemy, on 2+ suffers 1 mortal wound, 5+ d3 mortal wounds
- Blistrevious
- +2" to move. Reroll hit rolls for bearer.
- Moves to friendly heroes within 13" start of each round
- Liber bubonicous
- Use plague priest prayers. Or use twice if plague priest
- Verminous
- Thingsbane
- +1 damage
- Shield of distraction
- Reroll 1s to save. Start of combat pick enemy within 3", -1 to hit by that model
- Trophy
- -1 to bravery of enemies in 13"
- Cloak
- Reroll hit and wound rolls of 1 for attacks in melee by bearer
- Rust cursed armor
- Reroll 1s for attacks that target the bearer (saves)
- Start of combat pick enemy with artifact in 3". Roll 3d6, if roll a 13 artifact fails and stops working
- Warpstone Charm
- Pick unit 3", 2+ mortal wound, 6+ d3 mortal wounds. Every turn, friendly or enemy.
- Moulder
- Lash of fangs
- Pick 1 melee weapon, on 6s to hit inflcit mortal wound
- Foul hide
- Heal d3 in hero phase
- Snap snap snare
- Start of combat pick enemy model in 3", -1 to hit
- Snake
- If save roll for attacks targeting bearer is a 6, attacker takes a mortal
- Rabid crown
- Reroll wound rolls for clans moulder packs within 13"
- Vial
- 1/battle in shooting phase
- Enemy in 6", roll a die. 1-1 mortal, 2-5, d3 mortal wounds, 6 d6 mortal wounds
- Eshin:
- Trinket
- 1/b fight at start of combat phase
- Cloak
- 1/b end of move, reset anywhere more than 9" of enemy
- Fangs
- 1/b Pick unit in 6, roll 3dice, if all rolls are 3+ and total is more than wounds of enemy enemy dies.
- Stars:
- 1 missile weapon. If wound roll for that weapon is a 6 d3 mortal wounds.
- CUbe of mist
- 1/battle Pick unit 6" from bearer. Cannot pile in, -1 to hit
- Gnaw bomb
- 1/b Pick terrain feature, it counts as a gnawhole for one round.
- Spells!
- Grey seers
- Skorch
- 5+, enemy within 13". Roll dice equal to caster roll. each 6 take a mortal
- Splinter
- 6+. Pick enemy unit in 6", roll a die. If greater tan wounds they are slain
- Skitterleap
- 6. Pick unit 13", 12 or less wounds. Redeploy more than 9" from enemy
- Plague
- 7. Pick enemy in 13", roll a die for each model in unit. 5+ take a mortal
- Death Frenzy
- 7. Pick friendly 13" of caster, when slain pile in and fight.
- Warpgale
- 8. Pick enemy in 26" of caster. Unit suffers d3 mortal wounds, run and charge rolls halved. Cannot fly.
- Lore of Galvanism
- Moremore warp power
- 7. Pick 1 Skryre unit within 12" of caster. Reroll hit and wound rolls for that unit. D3 mortal wounds at end of turn
- Chainwarp lightning
- 6. If cast, d6 different units 18" of caster. Each takes a mortal wound
- Warp shield
- First 3 wounds allocated to caster each phase are negated. On 4th one, caster suffers d6 mortal wounds and spell is unbound.
- Battalions
- Virulent Procession
- verminlord
- 2+ congregations
- FOulrain
- Plaguesmog
- Herophase pick terrain 13" of corruptor. Die for each enemy within 3", 4+ d3 mortal wounds.
- Congregation of Filth
- Priest or furnace
- 2+ monks
- Plague alter
- within 18" of priest/furnace, 6+ fnp
- Foulrain
- Priest
- 3 Plagueclaws
- +1 to wound rolls for missile weapons for units in this battalion when 13" of priest
- Plaguesmog
- Priest/furnace
- 2+ bearers
- Reroll dice to determine if enemies suffer mortal wounds from poisonous fumes within 3" of this battalion
- Warpcog Convocation
- Warlock
- 2-5 covens
- Claw-Horde
- Clawlord
- 1-2 Stormvermin
- 2-9 Clanrats
- When using command ability, pick all units wholly within 13" from same battalion
- Moulder,
- 0-3 abominations
- Pack masters
- Lots of shit in here
- 1-4 rat ogors
- When using unleash more beasts, new unit comes out on 4+
- Slinktalon
- Death master
- 1-4 gutter runners
- 2-8 Night Runners
- If master from battalion is in hiding, reroll hit rolls for units in this battalion when he appears.
- Battleline:
- Clanrats and Stormvermin
- Basically everything else can be if your army is mono-clan (exceptions made for Masterclan generals?)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement