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- Skaven - Clan Vrrrtkin
- 9th Ed - 2,500 Pts.
- Lords:
- Warlord(General) - 363 Pts.
- Equipment:
- Hand Weapon
- Medium Armour
- Shield
- Magic Items:
- Warpstone Amulet -
- ` The Amulet confers to the bearer the Ward save (4+)
- special rule. At the end of the game roll a D6. On the
- result of 1, the character succumbs to the mutating
- power of the warpstone and is removed as a casualty.
- No re-rolls are allowed for this final roll.
- Dragonhelm -
- The helmet gives the wearer a 6+ armour save. The
- wearer has the Immunity (Flaming Attacks) special
- rule.
- Ogre Blade -
- Close combat attacks made with this sword are
- resolved at +2 Strength.
- The Trickster’s Shard
- Models in base contact with the bearer (friends and
- foes) must re-roll successful ward saves.
- Mount:
- Brood Horror
- Heroes:
- Chieftain - 122 Pts.
- Equipment:
- Hand Weapon
- Heavy Armour
- Shield
- BSB
- Magic Items:
- Armour Of Destiny -
- Heavy armour. The Armour of Destiny grants the
- wearer a 4+ ward save.
- Warlock Engineer - 187 Pts.
- Equipment:
- Hand Weapon
- Halberd
- Light Armour
- Warplock Pistol
- 3 Warpstone Weapons
- Magic Items:
- Destroy Magic Scroll
- When an enemy casts a spell, the bearer may
- immediately counter its effects by reading the Destroy
- Magic Scroll to release the spell written upon it. The
- enemy's spell is dispelled automatically (unless it was
- cast with Irresistible Force). In addition, roll a D6. On a
- 4+, the spell is destroyed and the enemy must discard
- the spell for the rest of the game
- Opal Amulet
- One use only. The Opal Amulet bestows a 4+ ward
- save against the first wound suffered by the bearer,
- after which its power fades and it cannot be used again
- during the game
- Magic:
- Level 2
- Spells:
- Scorch
- Death Frenzy
- Warp Lightning
- Warlock Engineer - 97 Pts.
- Equipment:
- Hand Weapon
- Halberd
- Light Armour
- Warplock Pistol
- Magic Items:
- Dispel Scroll
- One use only. When an enemy spell has been cast, a
- wizard who has a dispel scroll can read it instead of
- attempting to dispel the spell by using dispel dice. This
- automatically dispels the enemy spell; no dice roll is
- required. Note that even a dispel scroll will not help if
- the spell has been cast with irresistible force. Note also
- that a dispel scroll cannot be used to dispel spells that
- remain in play other than at the moment they are cast
- Magic:
- Level 1
- Spells:
- Warpstorm
- Warp Lightning
- Core:
- Stormvermin(x35) - 310 Pts.
- Equipment:
- Halberd
- Medium Armour
- Command:
- Fang Leader
- Musician
- Standard Bearer
- Rampagers Standard - A unit with this magic standard can re-roll its charge distance dice.
- Clanrats(x40) - 280 Pts.
- Equipment:
- Spears
- Light Armour
- Shield
- Command:
- Claw Leader
- Musician
- Standard Bearer
- Weapon Team:
- Poisoned Wind Mortar
- Clanrats(x40) - 280 Pts.
- Equipment:
- Spears
- Light Armour
- Shield
- Command:
- Claw Leader
- Musician
- Standard Bearer
- Weapon Team:
- Poisoned Wind Mortar
- Skaven Slaves(x21) - 42
- Skaven Slaves(x22) - 44
- Special:
- Warplock Jezzails(x3) - 80 Pts.
- Equipment:
- Hand Weapons
- Jezzial
- Pavise
- Command:
- Sharpshooter Team
- Warplock Jezzails(x3) - 80 Pts.
- Equipment:
- Hand Weapons
- Jezzial
- Pavise
- Command:
- Sharpshooter Team
- Poisoned Wind Globadiers(x5) - 45 Pts.
- Equipment:
- Hand Weapons
- Poisoned Wind Globes
- Light Armour
- Poisoned Wind Globadiers(x5) - 45 Pts.
- Equipment:
- Hand Weapons
- Poisoned Wind Globes
- Light Armour
- Rare:
- Hell Pit Abomination - 250 Pts.
- Special Rules:
- Impact Hits (D6)
- Regeneration (4+)
- Stubborn
- Random Movement (3D6)
- Shambling Horror
- Special Close Combat Attacks
- Too Horrible to Die
- Doomwheel - 175 Pts.
- Warp Lightning Cannon - 100 Pts.
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