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Thread: Skaven army book rumours

  1. #41

    Re: Skaven 7th Ed

    Hey, another bunch of rumours:

    there is a guy named Skweel Gnawtooth in the special character selection
    He should be some sort of improved packmaster

    Plague catapult and the WLC are considered ponderous machines with single profile (like a chariot).
    For example, the WLC does 3 St 3 attacks simulating the crewmen.

    Stay tuned!
    Why bother about rumours? Just wait!

  2. #42
    Veteran Sergeant Knighta's Avatar
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    Re: Skaven 7th Ed

    Dont know if it's been said yet, but my brother was talking to a dude at gw, and the thirteenth spell does 4d6 wounds, if it kills the unit, they are 'warped' into clanrats, if it doent, the survivers are assumed to have killed them as they transform. cast on a 25 or something

    Also, clanrats are now 4pts each

  3. #43
    Chapter Master Scryer in the Darkness's Avatar
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    Re: Skaven 7th Ed

    Now up on the Advance Orders Page:

    http://www.games-workshop.com/gws/ca...atGameStyle=wh

    Clanrats
    Attachment 71933
    Clanrats form the bulk of Skaven armies, and when a Warlord gathers his might for war the Clanrats are front and centre. They form into great blocks to overwhelm a foe with their weight of numbers and the fury of their attack. Of all the teeming masses of the Skaven, only the Skavenslaves are more numerous than the Clanrats.

    This box set contains 20 multi-part plastic Skaven Clanrats. This 85-piece set includes 20 different bodies, 20 different shields, 16 different hand weapons and 20 different spears-arms. Also included are all of the components needed to assemble a musician, a standard bearer and a Clawleader. Models supplied with 20mm square bases.
    Stormvermin
    Attachment 71932
    The Stormvermin are the fighting elite of the Skaven warlord clans. They are distinguishable from lesser Skaven by their thick muscular necks and powerful build. Largest and most aggressive of the Skaven, Stormvermin regiments are outfitted with the best gear of war in the clan's armoury and their duties may include forming a retinue bodyguard for anyone from a minor clan Chieftain to the mighty ruling Clan Warlord himself.

    This box set contains 20 multi-part plastic Stormvermin armed with halberds. This 148-piece set includes: two each of 12 variations of head, four each of five variations of shield, nine different design of body-fronts that can be further varied by mixing with the various rear-body sections, two each of 10 halberds, and seven variants of shield arm. Also included are all of the components needed to assemble a musician, a standard bearer and a Fangleader. Models supplied with 20mm square bases.
    Doomwheel
    Attachment 71934
    Few devices sum up the blend of science and sorcery, the sheer inhuman ingenuity of the Skaven, than the infernal war engine known as the Doomwheel. The Doomwheel whirs quickly across the battlefield, unleashing powerful warp lightning bolts that blast those nearby to shrivelled blackness, as the great iron-reinforce wheel crushes all in its path.

    This box set contains one multi-part plastic Doomwheel. This 58-piece kit comes with a host of optional pieces that can be used to personalise your Doomwheel. Model supplied with a 50mm x 100mm base.
    Deathmaster Snikch
    Attachment 71935
    Shrouded in legend, Deathmaster Snikch is a figure of dread speculation, a rumour of sudden death. Snikch is Clan Eshin's most deadly killer, a master of murder and sabotage. In battle he is a shadow able to appear at will and he is the last thing many leaders see before joining the countless warlords, princes and notables who have already fallen before the matchless assassin.

    This blister contains one metal Deathmaster Snikch. Model supplied with a 20mm square base.
    Packmaster Skweel Gnawtooth
    Attachment 71936
    A Packmaster must learn when to ply the lash, how to control infighting, and how far beasts can be pushed before they'll turn. None are better attuned to their foul creations than Skweel Gnawtooth, the most successful Packmaster in Hell Pit.

    This blister contains one metal Packmaster Skweel Gnawtooth. Model supplied with a 20mm square base.
    Warlord Queek Headtaker
    Attachment 71937
    Queek Headtaker is legendary among the Skaven for his vicious streak, vitriolic temper and the terrible violence he unleashes on any in his way. Queek has perfected a furious windmill style of attack, fighting simultaneously with Dwarf Gouger and a barbed sword - slashing, puncturing, and snapping with his razor-sharp teeth.

    This blister contains one metal Warlord Queek Headtaker. Model supplied with a 20mm square base.
    Pics uploading... EDIT - done.
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    Void... blissful void.

  4. #44
    Chapter Master Scryer in the Darkness's Avatar
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    Re: Skaven 7th Ed

    Quote Originally Posted by Dr Death View Post
    According to the sprue pics on the new Incoming article on the GW site the bodies do have the heads moulded on. http://www.games-workshop.com/gws/co...p?aId=4700002a That's a bit of a bummer

    Dr Death
    Damn, ninja'd and proved right at the same time.

    It sting-stings.

    Attachment 71967 Attachment 71968

    EDIT - Clanrats box: "...you can even assemble them as Skaven Slaves."
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    Void... blissful void.

  5. #45
    Chapter Master BramGaunt's Avatar
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    Re: Skaven 7th Ed

    Bram Gaunts Skaven summary.

    I had a nice long look into the Army book, and as a passionate Warhammer player I absorbed as much info as I could.

    I might be wrong at some details, still, I think I got all that's necessary to give a good overview. Remember that I hail from germany, and therefore I translated most of it as good as possible.



    1st: Armywide special rules and differences from "normal" armies, changes from old book.

    Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc.
    And than there are the "special" lists of items. Some characters as the Assassins for Example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc.

    Shooting into close combat - gone. Yes, it's gone. Really.

    placing characters within the last rank - gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc.

    Other army wide rules: Live to fight another day: +1 distance to flee.

    you get +1 morale (up to a maximum of 10) in the higth of your rank bonus.

    looted wargear (not sure about the name)
    thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character.

    Warpstone pistol - 8 points. 10 " range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means.
    Warstone rifle - S 5 Warpstone musket. Move or shoot. 10 points.
    Guardian rat - 1 WS 3 S 3 aditional attack with bearers initiative. 5 points.
    Tail weapon - 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons.
    Poisoned attacks - 15 points.


    2nd - Units.


    I start with the boring stuff here, everyone who's interested into the hell pit abomination should scroll down...

    If I do not mention otherwise, every unit has +1 to flee and +MW for ranks.

    Core


    Clanrats -
    the same. * points each with 1/2 (yes, one half) point for shields and spears.

    Stormvermin:
    Strength 3. Come with halberds and mail armour for * points, 1 point for shields. One unit may have a magic banner for 50 points. Champion may pic from the "wargear loot" equip for 15 points.

    Both Clanrats and Stormvermin may add one (1) weapon team of the following:
    Flamethrower (** points) , Thing-shredder (** points), Globe mortar (** points), Rattling gun (** points)

    Flame throwers now have flaming attacks.
    rattling guns are the same, but do not hit automatically. the do not suffer a penalty for multiple shots or longe distance shooting.

    Slaves -
    * points each. 1/2 point for shields, spears or slings. No weapon teams, no champion, Musician standard costs halved.
    Slaves have two special rules, one is "cornered" which I do not remember... the other is "worthless" - as long as an enemy is only engaged with slaves, you may shoot into the close combat.
    Slaves do not provoke panic tests from any other unit than slaves.

    Shadowrunners
    May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. * points per model,
    come with two hand weapons and shuriken.
    Champion has a 6+ ward save.

    Giant Rats
    : little cheaper, do not count for minimum of core units

    Vermin swarm: ** points, same as giant rats. do not block linoe of sight.



    Special


    Gutter runners
    May have a warp tunneler. skirmish, outflank from any edge.
    Champion has a 5+ ward save. Come with same es shadow runners.
    May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks for * ppM.

    Rat ogres.


    Same price here, same profile, come with... frenzy...? don't know the english term. You are granted +1 attack but you have to charge if possible.
    you may add as many ogres to the unit as you want (** ppM), for each 2 ogres you may add one more handler.
    May have a mastermoulder (counts as champion, may have 30 points wargear, a Thing-cather which grants him killing blow for ** points or a great weapon for * points.
    Mastermoulder profile is 6 5 3 4 4 2 5 2 6

    Plague monks: * points per model, come with two handweapons, one unit may have a standard for 50 points.
    Still have frenzy (was it frenzy? se rat ogres for what I mean...)

    Jezzails: ** points per model. 4+ armour save, NO skirmishers. May have a champion with BS 4 for ** points. Unit size 3+

    Censer bearers: the same almost, forgot about them.

    Globardiers: ** ppm. 5 - 15
    Special rules: Life is worthless... may fire into close combat.
    shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with.


    Lords

    I did not look up neither the abilities of special characters, nor their options. I just list you the points.

    Lord Skrolk: ***

    Thanquol: ***

    Ikit Claw: ***

    Skrotz the mutant: ***

    newHeadhunter-thing-char: ***
    After a brief overlook he seemed pretty strong with WS 7 and 6 attacks...

    Verminlord: *** points.
    profile: 8 8 4 6 5 5 10 5 8
    Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon.
    The vermin lord may not be the general of your army.

    Warlord: ** points.

    Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. *** points.
    The Screaming bell is his mount, *** points. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the "Plague menetekel" (now this word is totally strange to me, and there seems to be no translation to english... wiki led me to this:http://en.wikipedia.org/wiki/The_writing_on_the_wall
    There's a Rat ogre ringing the bell and a grey seer (with horns) riding the bell. Function of the screaming bell later.


    Heroes.
    Snikch: has a mantle which obscures him, he's only visible to units on 4+. *** points.
    He has got a murdering profile, Initiative 10 and always strikes first.

    Tretch: *** points.

    Assassin. Sad part first: assassins do take a heroe's choice. They work pretty much like DE assassins, with lower profile (stil I 9 ASF)

    Warlock: ** points. At this stage he's a technician only, no wizard.
    he may be upgraded to level 1 for ** points or level 2 for ** points.
    Only one to have 2 warpstone pistols...
    May chose lore of doom only. (more to magic later)

    Plaguepriest: *** points, lvl 1 wizard. may chose lore of plague. May have a Plague Menetekel giant swingy-thingy... oO for *** points.

    Now, lets start the interesting point:

    Screaming bell.

    Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn.
    Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5.

    Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3)) or the prophet.

    Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all.

    Ringing the bell (thats what you wanted...)
    at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three.
    The bell is automatically rung if wounded by a S5 or higher missile attack.
    Results:

    1 - nothing happens. Spank-spank the Rat ogre for failing-failing...
    2 - 4 unit with the bell attached moves D6 inches forward (and may attack if possible)
    5 - 8 all friendly units may reroll morale checks within 24 inches of the bell
    9 - 10 Bell (not the seer) casts the Spell "Scorch" from lore of doom (see later with magic) at power level 5
    11 - 12 All enemys with T7 or higher suffer D3 wounds
    13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round.
    14 - 16 All units within 12 " gain +1 attack for this turn.
    17: All gain +1 attack and get to reroll tohit and to wound
    18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves.

    if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits.
    If you roll three equals, both bell and prophet suffer a S5 hit.

    Plague menetekel:

    It's not a furnace, it's like the bell itself, but with a big censer instead of the bell.
    Moves just like the screaming bell, but may only be joined by Plague monks.
    I do not remember a lot of this thing. It has two effects, the one's a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint.


    Which leaves us with
    Rare choices

    Hell Pit abomination: *** points.

    It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me...

    Causes impact hits, Terror, Large Target, Regeneration, Stubborn.

    Profile: 3W6, 3 1 6 5 6 4 * 8
    Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 - 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound.
    Special attacks: Troll 1 D6 to determine how it strikes
    1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds.
    2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination.
    5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits.

    If the nasty thing is dead, playe a marker at it's position. at the beginning of your next turn, roll 1 D6.
    1 - 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg.
    4 - 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms.
    6: It's ALIVE!! The Abomination comes back to life with D6 Lifepoints.

    Doom Wheel - *** points

    Causes Terror, Impact hits (D6 + 1), Large target.

    Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops...
    when negaged in close combat it may crush the enemy, causing D3 S6 hits.

    Warplightning Arc - has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7.
    If you roll a malfunction: 1: suffers D6 S6 hits, - 1 D6 movements. Three times this result and it is destroyed.
    2-5 moves at a random direction.
    6: Whats that button-button fore? Moves an aditional D6 until end of game.

    Warp Lightnin canon
    - ** points.
    No more ward save, does not have to pick "flee".
    It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark "jumps" and for the strength.

    Malfanction: 1- 2 : it exploed.
    3 - 5: oooops... shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line.
    6 - may not shoot this turn.

    Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. *** points.

    Magic:


    As reported there are two lores: Lore of Doom and Lore of plagues.

    But first....

    the DREADED 13th Spell - cure of the horned rat. Cast on 25.

    Only grey seers may have it.

    It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just "release therir former brothers from their suffering")


    Lore of Doom:

    1 - Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+
    2 - Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster.
    3 - Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+
    4 - Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don't get +3 attacks) lasts until unit looses combat.
    5 - Scorch: places 3" template within 24 ", causing a flaming S5 attack to any model touched. Cast on 11+
    6 - Jaws of the World Rat (seriously, it's named somewhat else, something with chasm or canyon or what ever, but the effect is the same...) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+.

    Lore of plague.

    1 - Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour.
    2 - Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!)
    3 - Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+
    4 - Verminflood: cast on 8+: 5 " template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits.
    5 - Foul clourd: cast on 11+ all units within 12 " suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+.
    6 - the plague: same as before. cast on 12.

    Weapon teams: almost forgot about them.

    They come with heavy armour. As long as they stay within 3" of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual)

    so, this is it. Enjoy =)
    Last edited by Avian; 08-10-2009 at 10:04.

  6. #46

    Re: Skaven 7th Ed

    Saw this on BoLS so i thought i'd put it up, confirms some of the stuff the good man bram put up.

    Hi Warhammer Fantasy and Skaven fanatics. You have been patient, but at last books are reaching thick padded hands in the Under-Empire around the globe. First eyewitness reports say the following:

    Strength in Numbers
    A new Skaven rule for increased leadership. All ranks beyond the first add to leadership to a max of LD 10. It is no longer limited to the first 3 ranks.

    Life is Cheap
    The only unit that has this is Poisoned Wind Globadiers. They can throw their globes into close combat.

    Scurry Away
    +1" to fleeing movement

    Skaven Magic
    Split between two domains: Ruin and Plague. Certain clan models get a certain domain. Almost all wizards can choose to take warp lighting instead of what they rolled.
    Cracks Call: Casts on 11+ - Roll 4d6" draw a line. All models in that line make initiative test or are removed. Chariots make a 4+ save. Buildings are destroyed on 5+
    The 13th Spell: Casts on 25+ - Target a unit within 24". Roll 4d6. Replace unit models with that many rats. If there is not that many, then replace only those that can be replaced. If there are more than that - they are destroyed. This is now a new unit under the casting players control.

    Slaves
    Cornered Rats - When the unit breaks it now deal wounds to all units within d6 inches, then is immediatley removed.
    Expendable - Slaves still do not cause panic charges when they break.

    Giant Rats
    Can form ranks. Can get Leadership bonuses. In combat, the second rank also gets to attack.

    Rat Ogres
    Str 5, Toughness 6, 3 wounds Can form ranks. Get leadership bonus from ranks.

    Warp Lighting Cannon
    Shoots like a cannon. Roll the artillery dice for its strength. Misfire goes to chart. No longer has to flee as a charge reaction - cannot use grapeshot. Places small blast at the end of the shot resolving hits at strength rolled. Each hit is d6 wounds.

    Screaming Bell
    Plastic kit. Parts can be seen in the new White Dwarf on the watchtower.
    The kit can also be used to make two other models from the book.

    Doom Censer (a giant plague censer that is pushed around) The fumes cause harm to those in the area, and also cause problems for the crew.

    Warpstone Catapult - A stone thrower - no special rules for the center of the template. Wounds all hit by template on 4+. If casualties are inflicted it causes a panic test.

    Weapon teams
    These are bought with a unit (clanrats, stormvermin). They must deploy within 3". If they stay within 3" of their parent, they get rank bonuses to their leadership, and also get 4+ ward save if within 3" of parent unit.
    Warpfire thrower: Pretty much the same
    Ratling gun - the dice now accumulate shots, not hits. Str 4 -2 armor.
    Warpfire Mortar - treated like a stone thrower, using the teams or its parent unit's line of site. Wounds on 4+, Small blast.
    Doom Flayer - kind of like a Goblin Fanatic. Big spiky ball that moves randomly and inflict hits + additional impact hits. Has 3+ armor save

  7. #47

    Skaven army book rumours

    Hey everybody. I thoroughly read the army book today and (regardless what has been spoiled) I will just quickly run over the details to let you take part. To dismiss the thought I might act on rumors I have READ it. And if you don't

    Belive me your own fault ^.^ If my terminology isn't correct please just overlook it. I read te book in german and don't know how some of the stuff is named in english.

    Army Rules:

    - LD bonus for Ranks the same
    - +1 Fleeing distance the same
    - NO more shooting into close combat (unless under special circumstances but I'll come to that)
    - NO more choosing who goes back after refuesed challenge, your opponent does that now as usual
    - "Command from the last rank" is still there but you may not move back tere frequently any more. Only after refused challenges
    - It's not exactly an army rule but all templates in te book auto hit partly covered models also
    - no more total power on 13



    Lords:


    Rat Daemon:
    - Point cost around aother greater deamons
    - Profiles M8 WS8 BS0 S6 T5 W5 I(something high don't remembre) A5 LD8
    - Rat deamon: May not join units
    - Level 4 Wizard who can use any of the two skaven lores
    - His blade does D3 wounds

    Warlord:
    - pretty much the same except:
    - may ride a tamed rat ogre now (Tamed Rat ogre has M6 WS3 BS0 S5 T5 W4 I3 A4 LD4(I think) causes fear)

    Grey Prophet:
    - Now has LD7, carries D3+2 Warpstones, may ride a Screaming Bell (more about that later), may use both skaven lores

    Heroes:

    NOW it gets interesting

    Chieftains:
    - pretty much the same. No carry heavy armor as a basic and AST still allowes shilds and stuff but aside from that pretty much the same

    Warlocks:
    - Base cost is the cost of three old clanrats (Yes you'rereading right they are THAT cheap)
    - may become a wizard making im as expensive as usual (no cheap caddy sorry) and an extra level for usual costs
    - uses the lore of doom
    - may get a warpstone musket (like a musket but with S5, magic and instable rule) for cost of an old storm vermin
    - may buy a warpstone weapon (then has 2A S4) but its somewhat expensive

    Plague priest:
    - old stats, but costs more
    - Level 1 Wizard as he comes
    - may become level 2 as far as I recall
    - old options
    - may ride a plague steed (40mm base steed 1W S4 WS3 1A poison)
    - may ride a wheird plague thing. I don't for all the warpstone in the world know how its named in english so I'll call in weird Plague Thingy :P

    Asassin:
    - YES he's a hero choice
    - Old stats
    - a little more expensive than old one
    - ASF, 4+ dodge save
    - all old rules plus Outflanking rule (may be put in reserve like tunnel teams and then enter over any table edge as if he had chased an enemy off the table)


    Core units:

    Clan Rats:
    - little cheaper but no shields
    - may get shields and7or spears for 1/2 point (YES, DON'T ASK 1/2 point as in the half of a point)
    - may be accompanied by one of the following: Rattling Gun, Warpflamer, Thingshredder, Plague Mortar
    - NO MORE Moterunits (you don't need one unit of clan rats for every other unit)

    Skaven Slaves:
    - same stats
    - dispensible PLUS you may shoot into close combat as long only slaves are in there on your side
    - desperate Frenzy: when slaves are broken in combat they deal D6 S3 hits to EVERYBODY closely arround them +1 hit per rank of the slaves and are then removed from te table
    - musician is 2 points

    Night Runners:
    - are NOT skirmisers any more, they now rank and file
    - come wit throwing stars and additional handweapons as a basic but are slightly more expensive
    - may buy a Tunneling machine which allows them to tunnel like... well like everything that tunnels in warhammer
    - have a 6 inches scout movement before game starts


    Storm Vermin:
    - little cheaper
    - same accompany rules as Clanrats

    Giant Rats:
    - Same same except:
    - May now attack from two ranks
    - may now buy a master moulder (Yes he's nolonger a hero)

    Poison wind globers:
    (NOTE: I don't remebre if they are still core but I think so)
    - now 5+ unit size
    - same weapons as before
    - "life is worthless" rule which allows them to throw into any close combat like old times and EVEN into their own as long as the trowing modelitself isnot in contact wit te enemy

    Rat Swarms:
    - now cost only half an old rat ogre and are FINALY worth taking
    - no more poison attacks

    Special:

    Plague monks:
    - same stats
    - NO poison attacks, that was a bogus rumor

    Jezzails:
    - old rules, BUT:
    - lost skirmisher rule

    Rat ogres:
    - now frenzy
    - you only need one moulder but may buy more
    - may buy a master moulder
    - may become elite rat ogres. They are then a little more expensive than the old ones but have WS4 I4 4A

    Gutter runners:
    - poison wepons are now REDICIOUSLY expensive, I have NO clue why they would do that
    - now have throwing stars as a basic
    - same cost
    - may Outflank the enemy like asassins
    - have 6+ dodge save (champion even 5+)
    - may buy a tunneling device but its expensive
    - champion may buy smoke bombs and/or blase of tears (Yes THE blade of tears) (see Items)

    PLague Censer Bearers:
    - same rules
    - special now
    - 2A base PLUS frenzy

    Rare:

    Rat Abomination (or whatever it is called in english):
    M3D6 WS3 BS0 S6 T5 W6 I4 AS LD8
    - stubborn, terror, large target, regeneration
    - move 3D6 like a chaos spawn BUTT if you role three similar numbers the rat spawn either goes braindead, runs havoc or mutates
    - makes special attacks like a giant: 1-2 S6 hit for every model in base to base with no AS and D3 wounds, 3-4 it does 3D6 attacks with normal WS and every unit suffering a casualty hits the abomination on

    -1 this turn, 5-6 Every model in BtB must make a I check or suffer a S6 hit with no AS AND the abomination deals 2D6 hits to a unit of choice like a jumping giant
    - "to weird to die" rule: When its wounds drop to 0 roll a D6 at end of turn, 1-3 the abomination is realy dead, 4-5 it bursts into D3 rat swarms you may controll, 6 it revives with D6 wounds
    - you may buy magic resistance (1) and magic attacks for a few points
    - slightly more expensive than a giant

    Warplightning gun:
    - same stats
    - now shoots like a cannon except the S is still random like before and at the final point youplace a small template which has the same strength as te shot

    Plague Thrower:
    - a little over 100 points I think
    - crew has D6 attacks and does NOT frenzy
    - shoots like a mortar except with S2, no AS allowed and a funnier miscast chart

    Doomwheel:
    - moves like a chaos spawn
    - does D6+1 impact hits (but is NOT a chariot)
    - get only D3 S4 hits when moving trough rough terrain (but D6 S10 when colliding with impossible terrain)
    - when it doesn't charge it does D3 impact hits
    - crew 6 S2 attacks
    - unless you do a succesfull LD check it MUST fire warplightnings at te nearest unit within 18 at random strength like warp lightning gun and D6 wounds
    - very funny missfire but I'm to lazy to write that now, lets just say it can lose movement and whenever the wheel moves 0 inche sit just tilts over and is a casualty


    All the weird stuff I didn't mention till now:

    Weapon teams:
    - now ALL have heavy armor and a 4+ save when within 3 of their mother unit
    - are ALL move or fire

    Rattling Guns:
    - same as befor but now need to hit like normal beeings ^.^

    Warpflamer:
    - same, but remembre the template rule I mentioned before *evilgrin*

    Thingshredder:
    - REALY weird vehicle, does artelery dice hits S4 at I4 in CC and on missfire may turn havoc

    Plague Mortar:
    - shoots like a stone trower but may use the LOS of his mother unit, his template wounds on 4+ (5+ if you are clan pestilance or partially covered) with no AS

    Master Moulder:
    - M6 WS5 BS3 S4 T4 W2 I4 A2 LD6
    - may carry one of the following:
    whip: may make one attack from back rank
    electric whip: may make D3 attacks fromback rank
    Thinghunter: killing blow
    strange moulder weapon: uses two hands, ignores armor saves

    Screaming Bell:
    - now gives itself AND the prophet on top 4+ ward save
    - rings on S5 hits already but only with 1D6
    - no mor 2 power dice through te bell
    - only clanrats and storm vermin may push it
    - old pushing rule
    - unit that pushes it is Unbreakable
    - you may ring the bell with 1D6 in the first round and 1-3 D6 in later rounds
    - slightly more destructive misscasts but bell rings on a tripple number (before it blows up)
    EFECTS (I'm not 100% shure about the range of te numbers but the effects are accurat):
    1: Nothing, the hit was too weak
    2-4: pusing unit MUST move D6 straight forward (may attack this way)
    5-8: all skaven within 12 may reroll all failed moral checks for 1 round
    9-10: casts the spell "scorch" on Power level 5
    11-12: D3 wounds to all T7+ units and structure witin 12 crumbles on 5+
    THE BIG 13: all enemy units within 12 recive D3 S4 hitswith no AS and in the pushing unit EVERY model counts as in BtB wit EVERY enemy model they are in CC with and may attack this turn XD
    14-15: All Skaven Units in 12 gain +1 A
    16: all Skaven units within 12 may reroll failed to hit and to wound rolls in close combat
    17: ALL Skaven units within 18 gain +1A and may reroll all failed to hit and wound rolls in close combat, all Skaven units within 12 MUST move D6 straight forward like in 2-4 and structure witin 18 crumbles on 4+
    18: RAGING APOCALYPSE: The Bell blows up so specteculare, that EVERY MODEL witin 4D6 inches recives a S4 hit with no AS

    The weird Plague tingy:
    - pushed an as big as a screaming bell
    - has a Breath weapon tat wounds on 4+ wit no AS
    - additionally to the riding priest it has 6A and frenzy S3 from the crew (so 7A)
    - Leaks fumes that work just like a plague scenser but STACKS with the one the priest may carry, so 2 T checks (Hi Elves :P)
    - makes the pushing unit stubborn
    - in CC it can eiter leak furter fumes that are randomly devided betwen the units or cause artelery dice S5 hits (which are also devided like shooting)

    Magic is like rumored so I'll just quote it


    Magic:

    Lore of Ruin
    #1: Skitterleap, 5+
    #2: Warp Lighting
    - only D6 hits, though if you take the Warp-power Accumulator it adds +2 hits (a 1 is still one hit on the caster)
    - apparently still the default spell most of the time
    #3: Howling Warpstorm, 7+
    - stops flying
    - enemies get -1 BS
    #4: Death Frenzy
    - Frenzy with +2 attacks rather than +1 (replaces normal frenzy if the unit is already frenzied)
    #5: Scorch, 11+
    - place 3" template within 24", models hit (even if only partially covered) suffer a Strength 5 flaming hit
    #6: Crack's Call
    - draw a line 4D6" from the caster, all models hit must pass an Initiative test or be removed. Chariots and war machines are removed on a 5+

    Lore of Plague
    #1: Pestilent Breath, 5+ to cast
    - only Strength 2, otherwise as before
    #2: Poisoned Gift
    - friendly unit within ?" gains Poisoned attacks for the rest of the game. If it already had poisoned attacks, they now poison on a 5+
    #3: Wither, 8+
    - an enemy unit within 12" suffers -1 Toughness for the rest of the game (unknown if multiple castings are cumulative)
    #4: Vermintide, 8+
    - appears to be the same as before
    #5: Foul Cloud
    - may affect all units within 12" (enemy units are affected on 2+, Clan Pestilence on a 5+ and other Skaven on a 4+)
    - affected units take D6 S5 hits with no armour save
    #6: Plague, 12+
    - as before

    Grey Seers only
    #13: Curse of the Horned Rat, 25+ to cast
    - can only target US1 infantry
    - causes 4D6 Wounds to the enemy unit with no saves allowed. If the unit is wiped out, it is replaced by an equal number of skaven (clanrats?). If it does not cause enough Wounds to wipe out the unit, no skaven are produced (it is assumed that they are slain as they mutate)
    Only thing I got to add is that yes Wither stacks. YOu can cast it multipletime on the same unit. And yes you can pull a units T down to 0 with it.

    Plaque is a little different as it only backfires on a 1.

    And all Grey Prophets may exchange one of their spells for the big spell. It's actually called "The horrible 13th spell" I think and it doesn't deal 4D6 wounds it removes 4D6 models from play. And if all are slain you get as many Clanrats as you have slain models.

    Magic Items:

    BasicStuff:
    The weapons are surprisingly overpriced, rest as usual

    Weapons:

    Grimmblade:
    - Same as before but forces enemy to reroll Ward saves

    Somethingtoot:
    - Ignores Armor saves (but too expensive)

    warpstone Weapon:
    - +1 A +1 S

    Blade of Nurglitch:
    - +1 S and does 2 wounds per hit but on a double 1 the bearer loses two wounds himself

    Weeping blade (I called it baled of tears a few tiomes in te text but you know what I mean):
    armor piercing and does D3 wounds (but isnow cheaper)

    Dwarfhater:
    - +1 S and ignores AS of dwarfs

    Blade of the Plague:
    - wounds reduce T by 1 but VERY cheap

    Armor:

    Warstone armor:
    - same but only for warlock techs

    Armor of rust:
    - same effect, new name, cheaper

    Carefull shield:
    - enemies in Btb lose 1A

    Charms:

    Talisman of the rat:
    - 5+ Ward save, just a new name

    Pot of smoke:
    - -1 to hit with ranged attacks against the unit


    - forgot two maybe I'll remeber later

    Arcane artifacts:

    Warpstorm scroll:
    - same as before

    Warpstone accumulator:
    - generates a power die on 5+ and adds +2 to warplightning hits

    I think there was one more but once again I forgot


    Prophetic globe:
    - very cheap, ignores first wound but bearer becomes stupid after that (as he desperately shakes the globe hoping for more miracles or guidance)

    Warpstones:
    -same as befor but more expensive

    Enchanted Items:

    Skaven Brew:
    - may be given to a unit as the old one but:
    1 goes wrong
    2-3 franzy
    4-5 hatret
    6 death frenzy

    Skalm:
    - recovers alllost hitpoints for self or ally (is a little cheaper now)

    Howling pipe:
    - whoever wants to charge te bearers unit must pass an LD check or may not charge

    Something wretched:
    - all units in BtB with the bearer gain -1 LD

    Clan Eshin only Items:

    Warpstone throwing stars:
    - same same

    Hellbombs:
    -Now THATS cool. The bearer may plant it after moving as long as he'snot in CC or sooting (even after marching). Its a small template. Te bearer may blow it up anytime except the turn he planted it and as long as e's in te explosion radius. Whhen triggered it blows up on a 2+ (on a 1 it was a fake). all models NOt under the centerrecive a S3 hit, te model under the center recives S6 D3 wounds

    Smoke Bombs:
    - enemy chases 1D6 less (VERY CHEAP)

    Clan Scryre only:

    Bronze Globe:
    - same same

    Warpscroll:
    - Now does only S2 hits to every model at power level 3 but ignores AS. No more auto panic.

    Devestator Rocket:
    - One use only, you may roll betwen 4and 10 D6 and chose a direction. That number in inches is the point the rocket hits. it has a5 inches template. ALl models hit suffer a S5 hit (S10 D6 damage under the center)

    Warlocks okular:
    - warlock gains +1 BS and ignores interverning terrain and units for shooting

    Clan Moulder only:

    (see master moulder)

    Plague Clan only:

    Deathwind Globe:
    - same same

    Banner of unoly frenzy:
    - one use, the unit may reroll to it an dto wound rolls this turn

    General Banners:

    Banner of the horned Rat:
    - Enemies within 12 gain -1 LD and enemies in Btb must reroll succesfull morale checks

    Storm Banner:
    - last for only one round and skaven range attacks are unaffected
    - storm vermin and Plague monks may carry it now

    Banner of the Horde:
    - +1 combat resolution
    - +w3 combat resolution instead when you have more ranks than te enemy

    Banner of the Rot:
    - Causes T tests just like a plague scenser

    Banner of crawling rats:
    - Units in Btb suffer S3 hits during shooting phase and if the unit is broken in close combat all chasing units suffer an additional D6+2 S3 hits

    Banner of the Underground war:
    - The unit hates Dwarfs and Dwarfs hate them

    Banner of the shadow move:
    - One use, The unit may tripple its movement when marching but suffers 2D6 S3 hits

    And then there was the Extra stuff:

    Some characters or Champions may buy one of those options:

    Warpstone Rifle: Like musket but S5, Magic and instable

    Warpstone pistol: Like Pistol only Magic and unstable but warlocks have in automaticly now i think

    Tail weapon: THe character gains 1 additional S3 attack wit no weapon special rules applied

    Poisoned weapon: Character has poison attacks

    Guarding rat: A small rat guards the Character. Its grants one additional S3 WS3 I4 attack but on a 1 it bites its owner

    Special Characters:


    Tanquol:
    - most obvious one of all pretty much the same as before
    - now only has D6#3 warpstones and heals onlyon 5+
    - may NOT ride a screaming bell any more
    - bone breaker now can't shut down on a 1 and has a normal warp falmer with 1 shotnot a breat weapon

    Skrotz the mutant:
    - his waeponnow has only killing blow against normal targets BUT does D3 wounds against anything with US 3+
    - when feeing or marching he may eat a random dude from his unit (even a rat ogre if your unlucky ^^) or he loses regeneration and 1 wound
    - still has whip frenzy

    Squik the headhunter:
    - carries a warstone armor and a blade tet wounds dwarfs on 2+ and rerolls failed hits and wounds
    - in a challenge he gets so agitated that he get +1 to hit and to wound but may not refuse challenges

    Ikkit claw hand:
    - has S6
    - may exchange his spells for warp lightning instead of skitterleap
    - his warplightnings do artelery dice hits and if you role a misscast at least something funny happens XD
    - has a 3+ save against magic I think

    Lord Skrolk:
    - most expensive of the lord chars
    - is a level 3 wizard
    - pretty tough
    - carries some advanced plague censer
    - may use his wand on a unit within 18 with power level 6: Roll a D6 5-6 every model in the unit recives S2 hit with no AS, on a 2-4 every model in the unit recives S1 hit with no AS, 1 the unit babbles confusing stuff but this has no effect on the game

    Snikch the master asassin:
    - is a hero
    - has all asassin ruels (dodge, ASF, Outflank, hide)
    - I 10 WS 8
    - Cloak of night: every enemy must roll a 4+ to attack him, charge himor shoot at him BUT he doesn't block march movement and yu may move through him
    - Whirl of tears: With his blades of tears (usual rueles) he has 6A

    Some fuzzy guy protected by a lot of rats:
    - don't remebre much about him, he has D6+2 additinal attacks S2 and some weird moulder rule
    - just remembered he can mutate rat Ogres so they randomly can gain extra arms, regeneration or have something else happening to them.

    somethingsomething the dirty:
    - is a hero
    - his unit fights so dirty they may reroll failed to hits and wounds while in the flank or the back of an enemy
    - he has a 4+ ward save and may reroll one roll per game
    - he may bail anytime. Roll 3D6. You may place him in any clanrats or stormvermin unit within that distance. If there is non he just runs away and is a casualty


    THat's it from me. The spelling mistakes can kiss my ass now sorry for the strong language . Hope you all enjoyed it.

  8. #48

    Re: Skaven 7th Ed

    Lets look at some of the special chars, shall we ?

    Ikit Claw :
    M5 WS5 BS3 S5 T4 W3 I3 A2 LD7
    Level 3 caster, chooses from Lore of Ruin, may switch 1 Spell for Warplightning
    Exoskelleton : magic armour, 3+ AS, 5+ Ward Save. It states that it enhances his strengh (without it it would be S2). It comes with a Warpfirethrower which has one use only, but can reroll the artillery dice.
    Stormdemon : Helbard which allows no AS. Can cast Black Warplightning as a bound spell (Powerlevel 5).
    The black Warplightning does Artillery dice hits. If a misfire happens roll 1D6 :
    1-2 : Ikit and all models in base to base contact take a S5 hit
    3-5 : Ikit can cast no more spells during this magic phase
    6 : Overload, Ikit generates D3 Power dice

    Queek Headtaker

    Same profile as normal warlord except for WS 7 and 6 attacks.
    Can upgrade a unit of Stormvermin to his personal guard, giving them +1 WS and +1 S (+4 ppm)
    Cannot join units with casters and the other way around.
    Gets +1 to hit and to wound in a Challenge, must always accept them.
    Dwarf Gauger and Handweapon :additional Attacks already in profile, all attacks allow no AS and Dwarfs are wounded on 2+
    Warpstonearmour : 3+ AS, if a save is passed, the attacker gets a S5 hit (the normal Warpstonearmour in the magic item section is the same for 30 Points, but just S4 hits).

    Skrolk
    M5 WS6 BS4 S4 T5 W3 I6 A4 LD7
    Level 3 caster, chooses from Lore of Plaque, may switch 1 Spell for Pestilence breath (translation ?)
    Has Frenzy and may change Plaque Monks to core, but not sure about that...
    All models in btb contact get -1 to hit, Clan Pestilence Units are immune to this effect tho.
    Staff of coruption : Flail, after to hit rolls, a model which is hit one or more times must pass a single T test or is slain immediatly (no saves of any kind allowed !!). If it survives, go on with the normal to wound rolls and so on.
    Liber Bubonicus : Bound Spell (Powerlevel 6). Chose a Unit in 24", then throw 1D6 :
    1 : nothing happens
    2-4 : every model in the unit gets a S1 hit, no AS allowed
    5-6 : every model in the unit gets a S2 hit, no AS allowed

    Deathmaster Snikch :
    M6 WS8 BS6 S4 T4 W2 I10 A6 LD8
    He may start the game hidden in a unit, be deployed like a scout or enter the battlefield like Dwarfen Miners from an Tableedge. He also has a 4+ Ward save, and nobody may use his LD and he always strikes first. These exact rules are the same for every Assasin, so now we come to were Snikch is special :
    He has 3 weeping blades (bonus attacks already included in profile), which have Armour piercing and do D3 wounds.
    If any unit wants to target him for magic, shooting or charges, they have to roll a 4+ to do so. If they dont pass, they may declare another target and ignore Snikch in all ways.

    Thats all for now.
    Cheers
    "McBaine to base, under attack of commie-nazies"

    Quote Originally Posted by MutantMaggot
    McBaine: Legend.

  9. #49

    Re: Skaven Army book confirmations (I have read it)

    the local store will have the armybook on the shelf tomorrow to preview...manager checked some stuff for me...

    1) that thing about ignore ranks up to 3..ranks can go beyond 3? that is false..3 is still themax.

    2) skrolk does make plague monk units core

    Sanjay

  10. #50

    Re: Skaven Army book confirmations (I have read it)

    In case people haven't seen the great new bell/furnace, nhohn over on Warhammer Forum has given a couple of pics:

    The Plague Furnace: http://i19.photobucket.com/albums/b2...ue-furnace.jpg

    The Screaming Bell: http://i19.photobucket.com/albums/b2...aming-bell.jpg

  11. #51
    Librarian Cognitave's Avatar
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    Re: Skaven Army book confirmations (I have read it)

    Queek is pretty cool too. WS7, 3+ save and whenever he passes it the attacker takes a S5 hit, gets +1 to hit and wound in a challenge, cannot join units with Grey Seers, sword ignores armor saves and wounds dwarfs on 2+.

    Argh, got the names wrong.
    Shame on GW for trying to make money like a normal company
    Quote Originally Posted by Sekhmet View Post
    Tactics forum is for working out a counter, General is for ranting/complaining.

  12. #52

    Re: Skaven Army book confirmations (I have read it)

    Afew things I saw in the book today:

    Andy - Nurglitch is NOT in the book...it lookslike they have used apartof his art for the plague priest pic though. Am I missing something?

    The rare monstrosity creature thing..it doesn'tmake enemies take an I test or die...it makes them do an I test or suffer a str 6 hit (for power 5-6).

    Also the art is NOT a giant amalgamation of skaven...it's described as a blindworm..sometype of underground creature, mutated with other monsters..some with giant claws, somewith tyranid type sytching blades, multiplemouths, some giant rats, etc...but if you look at the pic, the body between allthe limbs, etc there aren't like smaller humanoids in the pics.

    Verminlord's weapon does NOT say demonic gift.It says magic items, so the bloodthirster with that armour will still nullify it. Also, sadly, his blade, no longer ignores armour saves (i believe it did before?)

    Regards,

    Sanjay

  13. #53
    Chapter Master fubukii's Avatar
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    Re: Skaven Army book confirmations (I have read it)

    After seeing the book at my local gw i can report/confirm a couple of things

    the doomwheel is strength 6 toughness 6 .with 4 or 5 wounds i believe. It causes terror, and is imune to pysc, i dont recall it if it stubborn or not. As far as i can tell its lightning auto hits the closest target, you roll 1 art dice per turn and thats the str of the 3 bolts, work out the first bolt at the nearest target then the second (it will always shoot the closest target therefore if bolt one kills its target you go to the next closest) I see the doomwheel as the new answer to killing bloodthristers/dragons as they can even hit things in combat with thier lightning.
    - THe bell/furance make thier units unbreakable.

    After actually seeing the book i was very impressed with it, alot of the good things about the book are really not showcased on the internet. I say overal the book is at least on par with de/LM in terms of Making competitive builds, and its fulyl capabale of making fun balanced armies without much effort. I give the book a 8.5/9 out of 10
    The world.........
    Yes!
    Seek freedom, and your world will stand stretched out before your eyes. If the endless dream guides your spirits, Conquer it! Bear conviction behind your flag!

  14. #54

    Re: Skaven Army book confirmations (I have read it)

    Oh, another thing to mention...the art for the hellpit abomination, it has wheels on it..as if it's part screaming bell or has a wagon mutated into it's body...I want to make it closer to scale, sohaven't decided how to make it (10 -12 inches tall) - Prob on a double wide chariot base or something.

    But instead, i'm gonna wait to hear about what those new fantasy forgeworld folks are doing....

    I'm stillhoping for a resin verminlord and the hellpit abomination.....



    Sanjay

  15. #55

    Re: Skaven Army book confirmations (I have read it)

    I had a look at a preview copy of the new book today, I'm pretty sure it was unbreakable for the plague furnace's unit.

    I think I like the new book, but there's several things I really dislike a lot. Assassins still being locked into character slots sucks, not to mention the price hike them. They did get a little better than the old version, but I thought the old ones were already too expensive. I wish they'd gone back to the previous edition when assassins could be taken as unit upgrades, like what they farmed out to the dark elves. Skaven assassins were never as powerful as their DE counterparts, yet the DE ones are cheaper and better. Quite a disappointment.

    I'm not a fan of the magic item selection either. Basically all the ward saves are gone, only the Foul Pendant remains. No more regen crown, no more warpstone amulet. The warpstone charm is gone, so Skaven don't have any way to try to avoid a miscast. If I'm not mistaken, aside from scrolls all the bound items are gone as well. Band of power aren't anywhere, and only Ikit has a storm-daemon. None of the magic items really seemed that good either... at least nothing really stood out when I was looking it over.

    I don't really like the change to the ratling gun. I very much like that it rolls to hit, but the rest of the change are rather disappointing. The actual double doesn't matter for its misfire table, only if you did roll a double, then roll on the chart. It used to punish you for being too greedy, but if your number of hits roll was poor (1s and 2s) you weren't further punished with a bad misfire. Now, double 1s can be just as bad as double 6s... worse actually since some misfire results let all those shots go off. I think it ought to have been cheaper given the changes.

    On the bright side, its nice that Skaven have more variety for their spells. I never liked that your two choices were warplightning or an expensive lord.

    The return of half points is also welcome. Given GW's trend for continuously making everything cheaper so people need to buy more models, returning to half points helps low point value models scale better.

    All in all, from what I saw the book doesn't appear to be that over-the-top, but I think there will be some over the top builds. An all plague monk army with lots of plague priests looks like it could be pretty rough, especially if several of them get the Wither spell. That big hellpit beast looks pretty nasty too, it will cause a bad day for anyone who's unlucky enough to be in combat with it.

    We'll see once people start playing some games with the new book. I'm just happy they didn't go daemon/vc over the top with the army.

  16. #56
    Chapter Master Scryer in the Darkness's Avatar
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    Re: Skaven Army book confirmations (I have read it)

    Shiny-shiny pics of the Screaming Bell / Plague Furnace care of CMON member 3dken:
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    Void... blissful void.

  17. #57

    Re: Skaven Army book confirmations (I have read it)

    Ehi guys i can give you something new:

    -it's confirmed....only 3 talismans in the book....and only Ward Save 5+ for points like 6 old clanrats

    -giant rats are CHEAP.....and i mean CHEAP! .....minimum 5 giant rats + 1 packmaster.......18 giant rats and 3 packmasters are like 15/16 old clan rats O_o ..........

    -monks with additional hand weapon are cheaper than before

    -plague censers are cheaper than before

    -PWG aren't naked as before...they got AS ^_^

    -rat swarms aren't expendable and skirmish no more

    -night runners are 10+

    -ratling is cheaper and doom-flayer has the same cost, warpfire thrower is cheaper, PW mortar is slightly cheaper than old warpfire thrower,

    -new plague priest is like 20 old clan rats

    -warlord and chieftan include heavy armor

    -grey seer at Ld7

    -lvl 2 warlock is slightly more costly than old warlock with all equipments

    -plague furnace gives Magic Res 2

  18. #58
    Chapter Master BramGaunt's Avatar
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    Re: Skaven Army book confirmations (I have read it)

    Again, enemies go blind from overexposure to pure awesomeness...
    (note that I had to translate all of the items myself... so you may see some different names in the book.)


    complete list of Skaven magic items =)

    Common Magic items

    Quick blade - ** pts (+1 hit)

    Blade of Carnage - ** pts (+1 A)

    Sword of Might (+1 S) - **

    Ripping Blade (-1 AS) - *pts

    enchanted shield (+2 as) - ** pts

    Magic Ward (6+ WardSave) - ** pts

    Dispel scroll - ** points

    energystone (+2 power dice) - ** pts

    staff of sorcery (+1 dispel) - **

    Warbanner (+1 combat resolution) - **



    Magic weapons

    Blade of Grudges (Grimmklinge) xxx points.

    S10, every succesfull Ward Save has to be rerolled. Not-saved wounds cause loss of D6 Lifepoints.
    At the end of each players turn roll D6, at 1 or 2 bearer suffers loss of one lifepoint with no armour saves allowed.

    Warpblade xx pts
    no armour saves allowed

    warlocktinkered weapon xx pts
    +1 S and +1 A

    Plagueblade xx pts
    +1 S. not saved wounds cause loss of 2 Lifepoints. If bearer rolls 2 or more 1s to hit, he suffers the loss of 2 lifepoints. AS allowed.

    Blade of Tears xx pts
    Armourpiercing. each wound not saved causes loss of D3 Lifepoints.

    Dwarfbane xx points
    +1 S. If fighting a dwarf, bearer gets armourpiercing and may reroll to wound rolls in close combat

    Blade of Nurglitch xx pts
    non-saved wounds suffer a penalty of 1 to Toughness. If the model is reduced to 0 he's removed from play.



    Magical Armour

    Warpstone Armour xx points
    grants 4+ AS. Each succesful save causes one hit S4 to the model that caused the wound. Wounds caused by this effect add to combat resolution.
    May be given to Warlocks.

    World's Edge Armour xx points
    grants 4+ Armoursave. The first hit which ignores the bearers armour is ignored completly, but the armour is destroyed.

    Shield of confusion - xx pts.
    All Models in base contact with the bearer (friend or foe) suffer -1 A, to a minimum of 1.



    Charms

    Aweful Charm xx pts
    grants 5+ Ward Save

    Shadowmagnet xx pts
    -1 to hit in ranged combat against bearer or unit he's attached to. additional to any other occuring penalty (like long range, mutliple shots etc)

    Charm from rival's skins xx pts
    1 use only - A Skaven model with this charm may force a enemy model in base contact to reroll all to-hit rolls.


    Arcane Artifacts

    Warpstormscroll xx pts
    Bound Spell (PL 5) - 1 use only. If you use this scroll, all flying units within 24 inches suffer D6 hits S6, resolved like shooting.

    Warpenergy-focus xx pts
    Grey Seers and Warlocks with this item generate a aditional power dice at a roll of 5+ in their own magic phase. If the bearer casts Warp lightning, he deals D6 +2 hits (does not apply if he rolls a 1)

    Crystall Orb xx points
    1 use only. grants a 3+ Ward Save against the first wound he suffers. However, if the save is succesfull, the bearer awaits further instructions from the orb, and therefore is stupid for the rest of the game.

    Warptone Tokens xx pts
    All Grey Seer and Warlocks may have as many Warpstone tokens as their point limit allows it. They may have further Arcane Artifacts.

    Before casting a spell, you may declare to take as many warpstone tokens as you wish.
    Add 1 power dice for every 1 token you took. You may pass the normal limit of power dice that you may roll depending on your power level.

    For every warpstone dice that shows a 1, the wizard suffers the loss of 1 lifepoint, with no Armour saves allowed.

    Warpstone tokens may cause irresistable force or miscasts. You should use differently coloured dice for warpstone tokens... (green at best)


    Enchanted items

    Skavenbrew xx points
    1 use only. The bearer of Skavenbrew may foce one (1) unit of Clan rats or storm vermin in direct contakt to drink the brew. Champions take it, attached characters not.

    Roll a d6 to see what happens.

    1: the unit suffers D6 S 3 hits, no armour save allowed.
    2-3: unit hates everyone
    4-5: unit gains frenzy
    6: Death Frenzy: unit gains +2 attacks, suffering the loss of D6 life points at the end of each own movement phase.


    Skalm xx points
    1 use only. The bearer regenerates all lost Life points. Only he may use the Skalm. Bearer may not Use skalm if he already lost all of his lifepoints.

    Spotfur's Pipe xx points
    If a enemy unit wants to attack a Character (or the unit he's attached to) bearing Spotfur's pipe, the unit has to do a morale check. If It fails, it is treated as if it failed to charge.

    Omen of Doom xx points
    Enemy units in direct contact with a unit that includes the Omen of doom suffer 1 -1 penalty to their morale characteristics, as long as they remain in direct contact.


    Clan Eshin's Assasin tools

    Warpstone-shuriken (magical weapon) xx points
    Multiple shots (3), S5, shuriken, cause loss of D3 Lifepoints.

    Hellbomb (enchanted item) xx points

    As long as he does not charge, the assassin may place a bomb on any spot he crosses with his movement. He may march.

    Mark the spot with a coin or something apropriate. The model that placed the bomb has to move away from it. The bomb may be detonated remotly at any moment in the game, excluding the turn it was set or as long as the bearer (or his unit) touch the bomb.

    Place the 5 inches template above the marker used for the bomb. The model under the hole suffers a hit S10, which causes the loss of D3 lifepoints. All models touched by the template suffer a S3 hit.


    Smokebombs (enchanted items) xx points

    1 use only. If a model with smoke bombes is forced to flee, it may drop the smoke bombs. Declare the use of smoke bombs befor you roll the distance to flee or to persuit (or any other dice). All persuing units roll 1 dice less than usual.



    Skryre Wargear

    Bronze sphere (enchanted item) xx points

    1 use only. The bearer may throw the Sphere at his own shooting phase. Place the 3 inches template anywhere within 8 inches of the bearer. apply a scatter roll, just as with a stone thrower.

    All models touced by the template must pass a initiative test or will be removed from play (yes, removed from play).

    If you roll a malfunction, the template is placed above the bearer.


    Missile of Doom (magical weapon) xx points

    1 use only. Declare a direction t oshoot the missile, and any numer of dice between 4 and 10. Roll the dice, thats the distance the missile flies. Place the 5 Inces template at the point it strikes. all models touched by the missile suffer a S5 hit.
    If you roll 3 or more 1's for the distance, apply the following malfunction-result:
    1: The templatte is placed above the model fireing it.
    2-5: missile goes to a random direction
    6: the model at the direct spot of impact suffers a S5 hit. Roll a D6 at the beginnig of each skaven shooting phase - on a roll of 4 the missile detonates as usual.

    Warlock-goggles xx points
    +1 BS. Bearer does not suffer a penalty if shooting at targets within cover.


    Reliquary of Clan Pestilence



    Warpscroll (arcane artifact) xx points

    1 use only, PL 5 Pick one (1) unit within 24 inches and within line of sight. every model in the unit suffers a S2 hit, with no armour saves allowed.


    Plague banner (magical banner) xx points

    1 Use only. For one Close combat phase, all Plague monks within the unit may reroll To-hit and to wound rolls.


    Clan Moulders Toys ( I was running out of nouns for gear, equipment etc, so I randomized a fitting term here... -.-")

    Shockstaff (magical weapon) xx points
    Must be wealded with two hands. This weapon ignores armour saves

    electric whip (magical weapon) xx points
    Follows the rules of whips (bearer may strike from behind 1 rank of Rat ogres or 3 ranks of Giant Rats, grant +1 attack), bearer gains +D3 attacks instead of one for the whip.


    Magical Standards

    Sacred Standard of the Horned Rat xx points

    All enemy units within 12 inches of the bearer suffer a -1 penalty to their morale characteristics


    Stormbanner xx points

    1 use only. May be activated at the beginning of any Players turn. No unit on the field may use the flying rule, and all shooting suffers a additional -1 penalty. All non-magical shooting attacks not using the BS characteristics (like Cannons, Stone throwers, Breath weapons) may only be used at a roll of 4+.

    At the beginnig of each following players turn roll a D6 - the standards effect ends at a roll of 4+.


    Great Standard of Clan supremacy xx points
    At each close combat, if the unit with the banner has more ranks than the enemy unit(s) it's fighting, it gains not the regular +1 to combat resolution for standards, but D3.

    Shroud of Dripping Death xx points

    All enemy models in contact with the bearer suffer a S3 hit with no armour saves allowed at the beginning of each close combat phase.
    If the unit with this banner flees from combat, all persuing units suffer D6+2 S3 hits with no armour saves allowed.

    Banner of the Realm of the depths xx points
    At the beginnig of all close combat phases, enemy units in contact with the unit bearing this banner suffer 2D6 S2 Hits. Resolute them like Shooting attacks.

    Dwarfhide Banner xx points
    The unit hates all dwarves, and all dwarves hate them.

    Banner of the crawling horde xx points
    once per game (except the first turn) the unit bearing this banner may march at triple it's movement. It suffers 2D6 S3 hits with nor Armour Saves allowed.

    Again, I removed all point costs, and I will neither tell what they are in any case, nor will I comment on if something got cheaper or more expensive (as the warpstonetokens did)
    Last edited by Avian; 16-10-2009 at 15:57.

  19. #59
    Brother Sergeant Darchangel's Avatar
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    Screaming Bell up for pre-order

    Don't know if it's been posted yet, but the Screaming Bell/Plague Furnace is up for pre-order, and the pictures are jaw-droppingly awesome.

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    "Joking, of course.. No, not even in the face of Armageddon. Never compromise"

    "Here Lieth Darchangel--Hammer of the Squats."

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