Skaven (Revision-39)

Magic Weapons

Fellblade

max 1 per Army

Warlord only.
This foul sword gives the bearer Strength 10 and the Multiple Wounds (D6) special rule, and successful ward saves taken against wounds inflicted by the bearer in close combat must be re- rolled. Roll a D6 at the end of each of the wielder's turns; on a 3+ there is no effect. On a roll of 1-2 the wielder suffers 1 wound with no armour save allowed.

Blade of Corruption

max 1 per Army

The wielder of this sword always wounds on at least a 3+, regardless of the enemy's Toughness. For each wound suffered (after saves), the enemy model must pass a Toughness test or suffer an additional Wound, with no saves allowed.

Dwarf Slayer

max 1 per Army

All attacks made with this weapon are resolved at +1 Strength and have the Multiple Wounds (2) special rule. Against all models from Warhammer: Dwarfs, all hits have the Armour Piercing (1) special rule and the wielder may re-roll all failed rolls To Wound.

Magic Armour

Rust Armour

max 1 per Army

Medium armour.
The first time the wearer is wounded by a Strength high enough to completely cancel his armour save, or is not permitted an armour save for any reason, the Wound is discounted, but the armour is completely destroyed.

Talismans

Warpstone Amulet

max 1 per Army

The Amulet confers to the bearer the Ward save (4+) special rule. At the end of each of your turns, roll a D6. On the result of 1, the character succumbs to the mutating power of the warpstone and suffers a Wound with no saves allowed.

Arcane Items

Warpscroll

max 1 per Army

One use only. Bound spell (power lever 6). The Warpscroll contains a direct damage spell with a range of 24". It inflicts a Strength 3 Hit on all models in the unit. If the unit suffers any casualties from the spell, they must also take a Panic test.

Enchanted Items

Skalm

max 1 per Army

One use only. Skalm can be used at the beginning of any phase in either player’s turn. The bearer recovers all Wounds suffered up to that point in the battle.

Skavenbrew

max 1 per Army

One use only. At the start of the game, a character carrying Skavenbrew can force a single unit of Clanrats or Stormvermin in base contact to guzzle the vile liquid. Skavenbrew only affects the unit, but no character models would be so unwise as to drink the potion. Roll a D6 and consult the table below:
1 Gone Bad. The unit takes D6 Strength 3
automatic hits with the Ignores Armour save special rule. The Skavenbrew has no additional effect.
2-3 Inspired Hatred. The unit is subject to Hatred.
4-5 Frenzied. The unit is subject to Frenzy.
6 Rabid. The unit's metabolism is driven hyperactive, ramping up to a feverish pitch. The unit is subject to both Frenzy and Hatred. At the start of Skaven player's subsequent turns, the unit will take D6 automatic wounds as some of the ratmen collapse, hearts or brains bursting with fury.

Banner enchantement

Sacred Standard Of The Horned Rat

max 1 per Army

All enemy units within 12" of this banner suffer a -1 penalty to their Leadership and enemy units in base contact with the bearer of this banner must re-roll any successful Leadership tests.

Storm Banner

max 1 per Army

One use only. The banner can be activated at the beginning of any player's turn. Within 24" of the banner, no model may use the Fly special rule and units are at -2 to be Hit with non-magical missile attacks. All non-magical missile attacks that do not use Ballistics Skill to hit need to roll a 4+ on a D6 before they can attempt to fire if they are within 24" of the banner. Roll a D6 at the beginning of each following player turn – the effects of the banner will end on a D6 roll of 4+.

Racial Trait Spell

Casting Range Type Duration Effect
Cloud of Corruption Affects all units within range. Roll a D6 for each unit (friend or foe), even if they are in close combat. Enemy units are affected on a 2+, friendly units are affected on a 4+, and models from Clan Pestilens (friend or foe) are affected on a roll of 5+. Each unit that is affected suffers D6 S 5 hits which Ignores Armour saves. Roll separately for each unit.
Mf 12+ 12" Instant
Affects all units within range. Roll a D6 for each unit (friend or foe), even if they are in close combat. Enemy units are affected on a 2+, friendly units are affected on a 4+, and models from Clan Pestilens (friend or foe) are affected on a roll of 5+. Each unit that is affected suffers D6 S 5 hits which Ignores Armour saves. Roll separately for each unit.

Racial Trait Spell

Casting Range Type Duration Effect
Plague May be cast on enemies in close combat. Each model in the targeted unit must pass a T test or suffer one Wound which Ignores Armour saves. If cast on a unit engaged in close combat, all units involved in the fight (friend and foe) will be affected. After working out the effects of the spell and removing casualties, roll a dice on the Plague Chart and continue to apply the results until the spell ends or there are no targets within range.
Mf 15+ 18" Instant
May be cast on enemies in close combat. Each model in the targeted unit must pass a T test or suffer one Wound which Ignores Armour saves. If cast on a unit engaged in close combat, all units involved in the fight (friend and foe) will be affected. After working out the effects of the spell and removing casualties, roll a dice on the Plague Chart and continue to apply the results until the spell ends or there are no targets within range.

Racial Trait Spell

Casting Range Type Duration Effect
Plague Rash Whenever a spell from the Lore of Plague is cast, all enemy units within range of the caster suffer -1 to their M and I (to a minimum of 1) until the start of the caster's next magic phase.
Mf - 6" Instant
Whenever a spell from the Lore of Plague is cast, all enemy units within range of the caster suffer -1 to their M and I (to a minimum of 1) until the start of the caster's next magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Pestilent Breath The caster makes a S 2/3 Breath Attack which Ignores Armour save. This may be cast in close combat, following the normal rules for Breath Weapons.
Mf 5+/8+ Instant
The caster makes a S 2/3 Breath Attack which Ignores Armour save. This may be cast in close combat, following the normal rules for Breath Weapons.

Racial Trait Spell

Casting Range Type Duration Effect
Vermintide Once the template is placed, it moves 4D6" in a straight line from the caster. Any unit touched by the template takes 3D6 S 2 hits. After this, the spell disappears. This spell may also be cast in close combat, in which case it causes 3D6 S 2 hits on a single enemy unit in base contact with the caster.
Mf 8+ Instant
Once the template is placed, it moves 4D6" in a straight line from the caster. Any unit touched by the template takes 3D6 S 2 hits. After this, the spell disappears. This spell may also be cast in close combat, in which case it causes 3D6 S 2 hits on a single enemy unit in base contact with the caster.

Racial Trait Spell

Casting Range Type Duration Effect
Weeping World Sores Place the small/large template anywhere within range; it scatters D6"/2D6". All models touched by the template suffer a S 2 Hit which Ignores Armour save.
Mf 9+/12+ 24"/48" Instant
Place the small/large template anywhere within range; it scatters D6"/2D6". All models touched by the template suffer a S 2 Hit which Ignores Armour save.

Racial Trait Spell

Casting Range Type Duration Effect
Wither The target suffers -1 to their T for the remainder of the game. This can be cast multiple times on the same target and the effects are cumulative.
Mf 11+/15+ 12"/24" Instant
The target suffers -1 to their T for the remainder of the game. This can be cast multiple times on the same target and the effects are cumulative.

Racial Trait Spell

Casting Range Type Duration Effect
Curse of the Horned Rat Can affect Infantry units. The unit suffers 3D6 Hits, though no single model can be Hit more than once. Each model Hit is automatically slain with only
Magic Resistance being allowed as saves. If the whole unit is removed as casualties, replace them with a number of Clanrats equal to the number of casualties, with any normally allowed equipment or command, facing the same direction as before. The casting player now controls this unit. If the casting player does not have enough models to replace the entire unit, transfigure what you can, the rest are considered destroyed. If the number rolled is not great enough to replace the whole targeted unit, then remove as many casualties as the number rolled.
Mf 18+ 24" Instant
Can affect Infantry units. The unit suffers 3D6 Hits, though no single model can be Hit more than once. Each model Hit is automatically slain with only
Magic Resistance being allowed as saves. If the whole unit is removed as casualties, replace them with a number of Clanrats equal to the number of casualties, with any normally allowed equipment or command, facing the same direction as before. The casting player now controls this unit. If the casting player does not have enough models to replace the entire unit, transfigure what you can, the rest are considered destroyed. If the number rolled is not great enough to replace the whole targeted unit, then remove as many casualties as the number rolled.

Racial Trait Spell

Casting Range Type Duration Effect
Cracks Call Trace a straight line from the base of the caster the number of inches rolled. All models in its path must pass an I test or be removed as casualties with no saves except Magic Resistance allowed. Instead of taking an I test, War Machines and Chariots must instead roll a 5+ or be destroyed. A building (or single section of a multi-part building) affected by the spell will collapse on a roll of 5+. If the building collapses, any models garrisoning it must pass an I test, or be removed as a casualty with no armour save allowed. Any survivors are placed outside the building, as described for a unit abandoning a building. Then replace the building with an area of dangerous terrain of equal size. Boosted version doubles the result of the 4D6" range rolled.
Mf 14+/18+ 4D6" Instant
Trace a straight line from the base of the caster the number of inches rolled. All models in its path must pass an I test or be removed as casualties with no saves except Magic Resistance allowed. Instead of taking an I test, War Machines and Chariots must instead roll a 5+ or be destroyed. A building (or single section of a multi-part building) affected by the spell will collapse on a roll of 5+. If the building collapses, any models garrisoning it must pass an I test, or be removed as a casualty with no armour save allowed. Any survivors are placed outside the building, as described for a unit abandoning a building. Then replace the building with an area of dangerous terrain of equal size. Boosted version doubles the result of the 4D6" range rolled.

Racial Trait Spell

Casting Range Type Duration Effect
Death Frenzy The target unit will immediately be affected by Frenzy. If the wizard casts this spell on a unit that already has Frenzy, the unit will be subject to Death Frenzy, giving them 2 extra attacks rather than the normal 1 from Frenzy. Units that are Death Frenzied suffer D6 automatic Wounds which Ignore Armour save at the end of each friendly turn. A unit that is Death Frenzied will go back to having normal Frenzy once they lose a round of close combat.
Mf 8+ 24" Instant
The target unit will immediately be affected by Frenzy. If the wizard casts this spell on a unit that already has Frenzy, the unit will be subject to Death Frenzy, giving them 2 extra attacks rather than the normal 1 from Frenzy. Units that are Death Frenzied suffer D6 automatic Wounds which Ignore Armour save at the end of each friendly turn. A unit that is Death Frenzied will go back to having normal Frenzy once they lose a round of close combat.

Racial Trait Spell

Casting Range Type Duration Effect
Flensing Ruin Targets a single model (even a character in a unit). The target suffers D3 S 6 Hits with Lightning Attacks.
Mf 10+/14+ 12"/24" Instant
Targets a single model (even a character in a unit). The target suffers D3 S 6 Hits with Lightning Attacks.

Racial Trait Spell

Casting Range Type Duration Effect
Musk of Fear Whenever a spell from the Lore of Ruin is cast, all enemy units within range of the caster suffer -1 to their LD (to a minimum of 1) until the start of the caster's next magic phase.
Mf - 6" Instant
Whenever a spell from the Lore of Ruin is cast, all enemy units within range of the caster suffer -1 to their LD (to a minimum of 1) until the start of the caster's next magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Howling Warpgale Is cast on the wizard itself. Until the start of the caster's next Magic phase, no units within range of the caster may use Fly, and all nonmagical missile attacks suffer -1 To Hit.
Mf 7+/14+ 18"/36" Instant
Is cast on the wizard itself. Until the start of the caster's next Magic phase, no units within range of the caster may use Fly, and all nonmagical missile attacks suffer -1 To Hit.

Racial Trait Spell

Casting Range Type Duration Effect
Scorch Place the small/large round template anywhere within range – it then scatters D6"/2D6". All models underneath suffer a Flaming S 4 hit. Any unit that suffers an unsaved wound must take a Panic test.
Mf 13+/16+ 24" Instant
Place the small/large round template anywhere within range – it then scatters D6"/2D6". All models underneath suffer a Flaming S 4 hit. Any unit that suffers an unsaved wound must take a Panic test.

Racial Trait Spell

Casting Range Type Duration Effect
Warpstorm Affects all units within range. Roll a D6 for each unit within range, including units in close combat. On a 4+, enemy units suffer D6 S 5 hits with Lightning Attacks. Friendly units are only affected on a 6.
Mf 10+ 12" Instant
Affects all units within range. Roll a D6 for each unit within range, including units in close combat. On a 4+, enemy units suffer D6 S 5 hits with Lightning Attacks. Friendly units are only affected on a 6.

Racial Trait Spell

Casting Range Type Duration Effect
Warp Lightning Causes D6/2D6 S 5 hits with Lightning Attacks. If the number of hits rolled is a natural 1, then the caster suffers a S 5 hit instead of the target.
Mf 8+/16+ 24"/24" Instant
Causes D6/2D6 S 5 hits with Lightning Attacks. If the number of hits rolled is a natural 1, then the caster suffers a S 5 hit instead of the target.

Racial Trait Spell

Casting Range Type Duration Effect
Warp Lightning (Bound Spell) Causes D6 S 5 hits with Lightning Attacks. If the number of hits rolled is a natural 1, then the caster suffers a S 5 hit instead of the target.
Mf 4+ 24" Instant
Causes D6 S 5 hits with Lightning Attacks. If the number of hits rolled is a natural 1, then the caster suffers a S 5 hit instead of the target.

Racial Trait Spell

Casting Range Type Duration Effect
Armour of Darkness Is cast on the Wizard itself. Until the start of the caster's next turn, all missile fire directed at the target unit suffers -1 To Hit. In addition, the unit adds +1 to their armour save. Boosted version targets all friendly units within range.
Mf 9+/18+ 0"/6" Instant
Is cast on the Wizard itself. Until the start of the caster's next turn, all missile fire directed at the target unit suffers -1 To Hit. In addition, the unit adds +1 to their armour save. Boosted version targets all friendly units within range.

Racial Trait Spell

Casting Range Type Duration Effect
Black Whirlwind Place the small round template anywhere within range – it then scatters D6"/2D6". All models underneath the template suffer a S 3 hit. The unit then suffers -1 to their WS, BS and I until the start of the caster's next Magic phase.
Mf 10+/13+ 24"/24" Instant
Place the small round template anywhere within range – it then scatters D6"/2D6". All models underneath the template suffer a S 3 hit. The unit then suffers -1 to their WS, BS and I until the start of the caster's next Magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Warp Stars Causes D3/D6 S 5 hits with Multiple Wounds (D3).
Mf 5+/10+ 18"/18" Instant
Causes D3/D6 S 5 hits with Multiple Wounds (D3).

Racial Trait Spell

Casting Range Type Duration Effect
Toxic Rain Whenever a spell from the Lore of Stealth is cast, all enemy units within range of the caster suffer a -1 penalty to their armour saves until the start of the caster's next magic phase.
Mf - 6" Instant
Whenever a spell from the Lore of Stealth is cast, all enemy units within range of the caster suffer a -1 penalty to their armour saves until the start of the caster's next magic phase.

Racial Trait Spell

Casting Range Type Duration Effect
Swiftscamper The target unit doubles its M rate (to a maximum of 10) and can re-roll their Charge, Flee and Pursuit results until the start of the caster's next Magic phase. Boosted version affects all friendly units within range.
Mf 9+/18+ 24"/12" Instant
The target unit doubles its M rate (to a maximum of 10) and can re-roll their Charge, Flee and Pursuit results until the start of the caster's next Magic phase. Boosted version affects all friendly units within range.

Racial Trait Spell

Casting Range Type Duration Effect
Veil of Shadows Remains in Play. Uses the large template. Once the template is placed, the player then nominates the direction in which the Veil of Shadows will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template takes a S 3 hit, and the unit will count as being Disrupted for the remainder of the turn.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Veil of Shadows travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Veil of Shadows is removed.
Mf 11+ Instant
Remains in Play. Uses the large template. Once the template is placed, the player then nominates the direction in which the Veil of Shadows will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template takes a S 3 hit, and the unit will count as being Disrupted for the remainder of the turn.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Veil of Shadows travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Veil of Shadows is removed.

Racial Trait Spell

Casting Range Type Duration Effect
Skitterleap The target model (which must be an Infantry character) may immediately be placed anywhere on battlefield within 24" of the caster, but at least 1" away from enemy models.
Mf 5+/9+ 12"/24" Instant
The target model (which must be an Infantry character) may immediately be placed anywhere on battlefield within 24" of the caster, but at least 1" away from enemy models.

Racial Trait Spell

Casting Range Type Duration Effect
Stickypaws Can be cast on an Infantry unit. The target unit ignores Dangerous and Impassable Terrain (note that it may not end its move within 1" of it as normal) until the start of the caster's next Magic phase. Boosted version targets all friendly Infantry units within range.
Mf 6+/12+ 24"/12" Instant
Can be cast on an Infantry unit. The target unit ignores Dangerous and Impassable Terrain (note that it may not end its move within 1" of it as normal) until the start of the caster's next Magic phase. Boosted version targets all friendly Infantry units within range.

Racial Trait Spell

Casting Range Type Duration Effect
Bless with Filth The target gets Poisoned Attacks until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the warriors will also cause an automatic wound on a To Hit roll of 6+.
Mf 8+/12+ 12"/24" Instant
The target gets Poisoned Attacks until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the warriors will also cause an automatic wound on a To Hit roll of 6+.

Army Organisation

Lords

Lords

Heroes

Heroes

Core

Core

Special

Special

Rare

Rare

Lords
Lords

Thanquol & Boneripper

320pts
single model
Max 1 Units by Army (Army Organisation)
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Thanquol
Thanquol:

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160 pts
265 pts
free
free
Lords

Nurglitch

425pts
single model
Max 1 Units by Army (Army Organisation)
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Nurglitch
Bilios
Pox
Nurglitch:
Bilios:
Pox:

Options

Lords

Grey Seer

220pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Grey Seer
Grey Seer:

Arcane Items

25 pts

Options

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45 pts
30 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
200 pts
10 pts

Magic Armour

25 pts

Magic Weapons

35 pts
35 pts

Talismans

30 pts
Lords

Warlord

85pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Warlord
Warlord:

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25 pts

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45 pts
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Magic Armour

25 pts

Magic Weapons

85 pts
35 pts
35 pts

Talismans

30 pts
Lords

Plaguelord

190pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Plaguelord
Plaguelord:

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25 pts

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45 pts
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150 pts

Magic Armour

25 pts

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35 pts
35 pts

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30 pts
Lords

Master Assassin

155pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Master Assassin

Options

5 pts
5 pts
up to 100 pts
Lords

Eshin Sorcerer Lord

175pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Eshin Sorcerer Lord
Eshin Sorcerer Lord:

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25 pts

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up to 100 pts

Enchanted Items

45 pts
30 pts

Magic Armour

25 pts

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35 pts
35 pts

Talismans

30 pts
Lords

Master Mutator

80pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Master Mutator
Master Mutator:

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25 pts

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20 pts

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45 pts
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25 pts

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35 pts
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30 pts
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Warlock Master

160pts
single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Warlock Master
Warlock Master:

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Lords Heroes

Klawmunkast

260pts
single model
Max 1 Units by Army (Army Organisation)
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Klawmunkast
Klawmunkast:

Magic options

free

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free

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free
free
Lords Heroes

Morbus Sanguis

230pts
single model
Max 1 Units by Army (Army Organisation)
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Morbus Sanguis
Morbus Sanguis:

Magic options

free

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Command group options

free
Lords

Mount Plague Monk

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Lords

Mount Packmaster

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

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Heroes
Heroes

Chieftain

45 pts single model
Troops M WS BS S T W I A Ld Troop's type
Chieftain 5 5 4 4 4 2 6 3 6

Arcane Items

25 pts

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45 pts
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25 pts

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35 pts
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30 pts

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(0-1 per Army)

25 pts
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Max one General by Army Max 1 entry

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Plague Priest

95 pts single model
Troops M WS BS S T W I A Ld Troop's type
Plague Priest 5 4 3 4 5 2 5 2 6 Infantry

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25 pts

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45 pts
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25 pts

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35 pts
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30 pts
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Eshin Sorcerer

75 pts single model
Troops M WS BS S T W I A Ld Troop's type
Eshin Sorcerer 6 4 4 3 3 2 5 1 5

Magic options

35 pts

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up to 50 pts

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25 pts

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45 pts
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25 pts

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35 pts
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30 pts
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Master Moulder

30 pts single model
Troops M WS BS S T W I A Ld Troop's type
Master Moulder 6 4 3 4 4 2 5 2 6

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75 pts
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Warlock Engineer

65 pts single model
Troops M WS BS S T W I A Ld Troop's type
Warlock Engineer 5 3 3 3 3 2 4 1 5

Magic options

35 pts

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Core
Core

Clanrats

100pts + 5 pts/extra model
20-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Clawleader
Clanrat
Clawleader:
Clanrat:

Command group options

10 pts
up to 25 pts
10 pts
10 pts

Options

65 pts
60 pts
30 pts
60 pts
1 pts
Core

Stormvermin

60pts + 6 pts/extra model
10-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Fangleader
Stormvermin
Fangleader:
Stormvermin:

Command group options

10 pts
no limit
75 pts
50 pts
10 pts
10 pts

Options

1 pts/mod.
2 pts/mod.
1.5 pts/mod.
65 pts
60 pts
30 pts
60 pts
Core

Skavenslaves

40pts + 2 pts/extra model
20-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Pawleader
Skavenslave
Pawleader:
Skavenslave:

Command group options

5 pts
20 pts

Options

0.5 pts/mod.
0.5 pts/mod.
0.5 pts/mod.
1 pts/mod.
Core

Plague Monks

160pts + 8 pts/extra model
20-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Plague Monk
Plague Deacon

Command group options

10 pts
no limit
75 pts
50 pts
10 pts
10 pts

Options

Core

Night Runners

60pts + 6 pts/extra model
10-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Nightleader
Night Runner

Command group options

10 pts

Options

1 pts/mod.
free
30 pts
Core

Giant Rats

5pts + 5 pts/extra model
1-99 models
Size:Standard
Type:Infantry
Base:20x20

If your army General is a Clan Moulder Character, the requirement to take Clanrats does not apply.

Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Giant Rat
Packmaster

Options

Command group options

5 pts
Core

Rat Swarms

50pts + 25 pts/extra model
2-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Rat Swarm
Rat Swarm:

Options

Core

The Red Guard

80pts + 8 pts/extra model
10-99 models
Max 1 Units by Army (Army Organisation)
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Fangleader
Stormvermin
Fangleader:
Stormvermin:

Command group options

10 pts
10 pts
10 pts

Options

1 pts
free
2 pts
free
1.5 pts
65 pts
60 pts
30 pts
60 pts
Core

Warpstone Mutants

80pts + 4 pts/extra model
20-99 models
Max 1 Units by Army (Army Organisation)
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Pawleader
Warpstone Mutant
Pawleader:
Warpstone Mutant:

Command group options

5 pts
20 pts

Options

0.5 pts
free
0.5 pts
0.5 pts
1 pts
Special
Special

Gutter Runners

50pts + 10 pts/extra model
5-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Deathrunner
Gutter Runner

Command group options

10 pts

Options

2 pts/mod.
2 pts/mod.
2 pts/mod.
20 pts
Special

Rat Ogres

5pts + 5 pts/extra model
1-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Rat Ogre
Packmaster
Rat Ogre:

Options

6 pts/mod.
3 pts/mod.
3 pts/mod.
3 pts/mod.
6 pts/mod.
6 pts/mod.
Special

Poisoned Wind Globadiers

45pts + 9 pts/extra model
5-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Bombardier
Globadier

Command group options

10 pts

Options

60 pts
Special

Regiments of Renown

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options

Rare
Rare

Stormfiends

150pts + 50 pts/extra model
3-99 models
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Stormfiend
Stormfiend:

Options

60 pts
50 pts
45 pts
25 pts
15 pts
20 pts
Rare

Regiments of Renown

single model
Size:Standard
Type:Infantry
Base:20x20
Global Adv Mar Dis Model Rules
" "
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi

Options