| 3000 Pts - Skaven Army | The SWARM |
| Unit Name | ## | Mv | WS | BS | St | To | Wo | In | At | Ld | Sv | WSv | Cp | Dp | US | Cost |
| * Grey Seer | 1 | 5 | 3/10 | 3 | 3 | 4 | 3 | 5 | 1 | 6 | 5+ | 4+ | 4 | 2 | 1 | 530 |
| Usage Conflict; Must be army general if Warlord not present; General; Units within 12" may use General's Leadership; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Skaven Magic | ||||||||||||||||
| #4 Warpstone Tokens | 1 Power dice to cast spell (may exceed limit of dice used); if 1 rolled, caster takes 1 Wo; One use only | [0] | ||||||||||||||
| Cursed Blade of Delirium | Weapon Skill equals 10 | [45] | ||||||||||||||
| Warpstone Amulet | 4+ ward save; at end of game, roll D6 on 1 character dies & counts for VP (no rerolls allowed) | [25] | ||||||||||||||
| Warpstone Charm | Reroll 1 dice; Can cancel Miscast or cause IF; One use only | [25] | ||||||||||||||
| Screaming Bell | 1 | 5 | 6 | 6 | D6 | 3+ | 2 | 4 | [200] | |||||||
| Chariot; Pusher unit: 10+ models - full movement; -1" for every model less than 10; D6 Impact Hits; Magic Resistance (2); Large Target; +2 Power dice to Grey Seer; Chariot autohit in CC; Roll 1-3 dice to ring bell (even in combat); if Bell saves St 7+ attack, ring bell immediately with 3 dice; Immune to Psychology (incl Pusher unit) | ||||||||||||||||
| Bell Effects | Declare # of dice (if saved vs St 7+ hit, use 3 dice); Result: 1-3 No effect; 4-5 Bell & unit cause fear until next shooting phase; 6-7 Bell & unit are Stubborn until next shooting phase; 8 All cav and ridden monsters panic test (Undead test as if General dead); 9-10 To 7+ models take D3 Wo - Steam Tank & Buildings take D6 Structural points (4D6 for each Castle piece); 11-12 All skaven (even Immune to Psych) gain Hatred until next shooting phase; 13 All enemy units take panic test (Undead test as if General dead); 14-15 Bell & unit cause Terror until next shooting phase; 16-17 All skaven units (even Immune to Psych) subject to frenzy | - | ||||||||||||||
| Chieftain | 1 | 5 | 5 | 4 | 4 | 4 | 2 | 6 | 3 | 6 | 5+ | 1 | 99 | |||
| Heavy Armour; Battle Standard; Units w/in 12" may re-roll break tests | ||||||||||||||||
| War Banner | +1 to Combat Resolution | [25] | ||||||||||||||
| * Stormvermin | 33 | 5 | 4 | 3 | 3/4 | 3 | 1 | 5 | 1 | 5 | 4+ | 1 | 411 | |||
| Usage Conflict; Halberd; No Shield in HtH; Heavy Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Banner of the Swarm | Outnumber bonus for unit is +2 | [20] | ||||||||||||||
| Fangleader | 1 | 5 | 4 | 3 | 3/4 | 3 | 1 | 5 | 2 | 5 | 4+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 1 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 2 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 3 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 4 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 5 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 6 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 7 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| 8 (Clan) | 25 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 5+ | 1 | 215 | |||
| Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts. | ||||||||||||||||
| Clawleader | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 5+ | 1 | [10] | |||
| Weapon Team | 1 | 5 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 5 | 6+ | 2 | [60] | |||
| Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun | ||||||||||||||||
| Ratling Gun | Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot | - | ||||||||||||||
| Ratling Gun Misfire Chart | Double 1s or 2s - no shots fired that turn; Double 3s or 4s - fire in random direction (scatter dice); Double 5s or 6s - No shots, weapon team killed | - | ||||||||||||||
| .1 (Slave) | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | 1 | 60 | ||||
| Spear; 2 ranks in HtH if static; Do not cause panic in units (other than Clanrat slaves) if they flee | ||||||||||||||||
| .2 (Slave) | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | 1 | 60 | ||||
| Spear; 2 ranks in HtH if static; Do not cause panic in units (other than Clanrat slaves) if they flee | ||||||||||||||||
| .3 (Slave) | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | 1 | 60 | ||||
| Spear; 2 ranks in HtH if static; Do not cause panic in units (other than Clanrat slaves) if they flee | ||||||||||||||||
| .4 (Slave) | 20 | 5 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 2 | 1 | 60 | ||||
| Spear; 2 ranks in HtH if static; Do not cause panic in units (other than Clanrat slaves) if they flee | ||||||||||||||||
| Total Army Cost: 3000 Pts. |
|
Notes: Strength in Numbers. Add the current units rank bonus to the Ld for all Ld tests, maximum bonus is +3 Life is cheap. May shoot/cast spells into HtH. Roll to hit as usual; roll D6 for each hit; Random unit in CC hit on 1-3, Target hit on 4-6 Live to fight. Add +1 inches to any flee distance result. Lead from the rear. Characters can lead from the last rank. Can accept/refuse challenges only if in HtH. If unit in HtH but not character he can join HtH, stay in rear, or leave unit. Spells are cast with Irresistable Force if the total on all dice used for the spell adds up to 13. Casting Pool: 8 Dispel Pool: 4 Models in Army: 334 |
|
Validation Results: Roster satisfies all enforced validation rules |
| Troop Type | Count | Unused | Points | Unused | Percent |
| Hero (<=6unit) | 2 | 4 | 629 | 2371 | 20% |
| Core (>=4unit) | 13 | n/a | 2371 | 629 | 79% |
| Special (<=5unit) | 0 | 5 | 0 | 3000 | 0% |
| Rare (<=3unit) | 0 | 3 | 0 | 3000 | 0% |
| Magic Item Summary | 6 | n/a | 140 | n/a | 4% |
| Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. |