Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 30 posts ]  Go to page Previous  1, 2

Interesting Ebay Auction - Star Skaven!

 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Sat Nov 20, 2004 3:30 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Hi!

Indeed he did. One of the more impressive scratch built armies for epic I've seen.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Sat Nov 20, 2004 9:51 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 6:02 pm
Posts: 10956
Location: Burbank, CA, USA
Seems a shame to work so hard and build up something like that only to sell it.

When I see a well painted mini, it does not mean the person did not paint it for resale. But when I see such a full background etc, then that tells me someone did this out of love.

dafrca

_________________
"Every Man is a But Spark in the Darkness"
              - Cities of Death, page 59

Come fight me, if you dare...... http://dd-janks.mybrute.com


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Wed Nov 24, 2004 1:44 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 6:02 pm
Posts: 10956
Location: Burbank, CA, USA
All right Maksim, way to crush the competition and take the prize! ?:;):

6 Seconds left and you dominate!

You will have to let us know how it looks in person! ?:cool:

dafrca

_________________
"Every Man is a But Spark in the Darkness"
              - Cities of Death, page 59

Come fight me, if you dare...... http://dd-janks.mybrute.com


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Wed Nov 24, 2004 3:54 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 4:43 pm
Posts: 7258
Location: Sacramento, California, USA
I didn't mean to do it so late...

I got home and rushed to bid after I looked at the finances... :D

I didn't think that my 56k modem would send my bid on time...

I made it by only 6 SECONDS...

It was a close one... :O

Shalom,
Maksim-Smelchak.

_________________
6mm Sci-fi:
http://games.groups.yahoo.com/group/6mm ... nWarGames/
My Personal Blog:
http://6mm-minis.blogspot.com/


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Wed Nov 24, 2004 9:22 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
"Rats in Spaace!" :laugh:

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Wed Nov 24, 2004 11:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Hi!

You got it Maksim?

Good buy if you did!

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Nov 25, 2004 12:11 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 6:02 pm
Posts: 10956
Location: Burbank, CA, USA
Quote (primarch @ 24 2004 Nov.,14:35)
Hi!

You got it Maksim?

Good buy if you did!

Primarch

That is right, our Maksim is the proud owner of the Epic Skaven army.  :D

Now his IG have to worry about Rats as well as Bugs.  :p

dafrca

_________________
"Every Man is a But Spark in the Darkness"
              - Cities of Death, page 59

Come fight me, if you dare...... http://dd-janks.mybrute.com


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Nov 25, 2004 1:36 am 
Brood Brother
Brood Brother

Joined: Wed Apr 28, 2004 12:58 am
Posts: 660
Location: S.W London.
Good purchase M :)

_________________
Zulus' Sir! fousands of 'em!


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Nov 25, 2004 2:23 am 
Brood Brother
Brood Brother

Joined: Tue Jun 01, 2004 1:40 am
Posts: 280
Location: Dominican Republic
:cool:  Glad you got it. If you haven't ask... he will send you the back ground on the army. He e-mailed it to me. Really put a lot into it. Enjoy!  :D

_________________
Wolf1


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Jun 30, 2005 1:08 am 
Brood Brother
Brood Brother

Joined: Tue Jun 01, 2004 1:40 am
Posts: 280
Location: Dominican Republic
I hope this is not to much. I have just come back from the other side (historicals) and after reading a few posts I remembered this. Enjoy. I don't know how it will come through but will be happy to e-mail it to any one interested. This is only about half of it. There are even directions and how tos to make the units.

"Ian Darley"

Report of Dal-Nrakthan, Imperial Inquisitor 37th Degree, Ordo Malleus Imperial Observation Outpost, Planet Riga, Segmentum Pacificus

Subject: Arrival of a new race, the ?Skaven?  

Numerous reports on the loss  of planets, particularly among the Knight worlds,  as well as rumors of a similar pattern occurring among the Orcoid races (primarily gathered from among Orc captives), suggested that the Imperium was beset by a new and malign race.  The Orcs interrogated by the Ordo Malleus included one of the so-called ?weirdboyz,? who possessed an unnaturally high intelligence for an ork, possibly even IQ 92.  While under psychic interrogation by a member of the Order, the ?weirdboy? unexpectedly revealed traces of a racial memory regarding a hitherto unknown race called the ?Skaven.?  Strangely, a number of the interrogated Orcs had also recently encountered a similar race.  One Orc even referred to several ferocious gashes on his arm as being from a ?Skaven.?

This race appears to have strong similarities with certain Terran mammalian species variously referred to in non-scientific terminology as rats or rodents?however, they are nearly human in size and possess rudimentary technology.  Convinced of the seriousness posed by the threat of another fast-breeding and hostile race, the Ordo Malleus formed a special mission to investigate the ?Skaven.?  A dangerous journey was made to the Black Library, which is protected by the Harlequins of the Eldar, in order to gather more information.
It has been established that the ?Skaven? are not, as was proposed by an earlier Imperial Commission, a mutation of the large rodents found on Ceti Prime.  Additionally, there are absolutely no earlier records of the ?Skaven,? or even the slightest reference to such a race of near-humanoid sized rats, in the data libraries of the Ordo Malleus or the Imperial Library on Mars II, which contains all remaining information concerning the period before the Horus Heresy.  Information from the Black Library, however, suggests that there may be some truth to the Orcoid legends.  The oldest annals of the Eldar race describe the destruction of an ancient and evil race called the ?Skaven.?  The eradication of the ?Skaven? capitol (called Skavenblight in the annals) was brought about by an unlikely union of the massed armies of the Elves, Humans, and Dwarves (perhaps these were related to the Squats?).  Further, the Eldar themselves claim to have recently lost three Exodite planets to the depredations of the ?Skaven.?
Two separate military missions (Imperial and Eldar) were dispatched by my command, in agreement with Farseer El-taunath, to capture examples of the ?Skaven? for psychic interrogation and dissection.  The Imperial mission was composed of units of the Ordo Malleus and the Grey Knights.  The Grey Knights were included (over my strong objection), since yet another Imperial Commission had incorrectly determined that the ?Skaven? were a foul mutation of the forces of Chaos.  The Imperial Expedition secured 19 captives, including a ?warlord? and several ?stormvermin.?  The Eldar mission succeeded in capturing a religious leader (a Grey Seer), as well as several members of  a religious sect called ?Clan Pestilens.?  The Eldar report that during the evacuation, their Harlequins were nearly destroyed by a ?Skaven? group known as ?Clan Eshin.?
In clear vindication of my earlier views, it should now be noted that the Skaven are not directly controlled by the powers of Chaos and that they are not a mutation spawned by Chaos during the Horus Heresy.  Although the first rumors of the Skaven circulated towards the end of the Conspiracy, it would appear that the Skaven took advantage of this time of upheaval to quietly expand their holdings.  While a certain Skaven religious sect (Clan Pestilens) has crude links to the Chaos Power of Nurgle, Skaven religion is primarily devoted to the worship of something called ?The Horned Rat.?  The psychic interrogation of the Grey Seer (who was nearly crazed by the use of a psychotropic substance called warpstone) was conducted by myself and Farseer El-taunath.  Amazingly, the Grey Seer confirmed the earlier information gathered from the Orcs and Eldar.  It is now known that some-time in the far past, the Skaven on old Terra had established themselves in their capitol of Skavenblight.  A vast complex of tunnels radiated outwards from the city and connected with huge caverns.  From these underground fortresses, the Skaven had attempted to control the entire world.  Several of the worst attacks of the Skaven took the form of hideous plagues released by the devotees of Clan Pestilens.  Towards the end of the First Imperial Period (c. 2750 of the old Imperial calendar), a coalition of Elves, Humans, and Dwarves did in fact march to destroy the last stronghold of the Skaven.

The following is the legend as reported by the captured Grey Seer (and recorded, with some stylistic embellishments, by my assistant Rys-Koriakin, Ordo Malleus 29th Degree):
As the massive armies approached Skavenblight, the Seerlord Iknat decided to consume a massive quantity of warpstone in order to foresee the best possible defense for the Skaven.  In his trance, Iknat was increasingly disturbed?he saw not only the destruction of Skavenblight, but the end of the Skaven entirely.  As Iknat searched further into the future he saw no traces of the Skaven.  In growing consternation, Iknat?s acolytes summoned the other powerful Grey Seers.  They watched in horror as Iknat searched even further into the future for a glimpse of the Skaven race, but with no success.  Iknat?s psychic body traveled both in time and space to search for hints of the Skaven.  Several of the Grey Seers were themselves consumed by psychic dread as they witnessed Iknat?s corporeal form reflect the suffering of his psychic body as it was buffeted by huge warpstorms in space.  (I suspect that this was during the turmoil caused by erratic disturbances in the warp during the Time of Strife.)  After thousands of shrieks and screams, Iknat at last grew quieter and then began to frown.  For a long time he muttered about the accursed Imperium.  (Undoubtedly referring to the ten thousand years of the Imperium).  Finally, a strange smile appeared on Iknat?s face.  The surviving Grey Seers now felt safe enough to join more fully in Iknat?s vision.                    
Although the future which they beheld contained no scent of the Skaven, they could see that powerful forces were wreaking destruction on the humans and other races.  (Clearly indicating the Horus Heresy.)  The seers, like Iknat, longed to avenge themselves on their enemies.  Suddenly, Iknat?s psychic body moved away from the beautiful scenes of destruction and towards a green planet.  The planet was filled with huge forests and large stupid beasts; great caverns lay concealed beneath the undergrowth.  For a while, Iknat raved on about revenge and paradise.  Then Iknat formed a slender warptunnel which led back through time and space towards his rat body in doomed Skavenblight.  The mouth of tunnel formed near the sacred black-warpstone pillar of thirteen sides.  As the seers watched, the tunnel became larger and Iknat?s body rose and walked towards its glowing entrance.
The other Grey Seers were horrified that the warp tunnel might close without them. They consumed prodigious amounts of warpstone as they sought to stabilize and enlarge the warptunnel.  Convinced of the truth of Iknat?s vision, they ordered the acolytes to spread word among all the Skaven.  The most powerful Skaven lords gathered around the Grey Seers, but few would believe and none would enter the warptunnel.  At last, Warlord Nrish (called the Skull-Taker) of the Merkit Clan, believing that he felt the paw of the ?Horned Rat? upon his shoulder, announced  that he and all of his followers would enter the warptunnel before two hours had passed.  With great trepidation many Skaven followed Warlord Nrish through the warptunnel, but as many more were either too afraid or too overwhelmed by battle-lust as the enemy armies approached Skavenblight.  For twelve days, even as the defenses of the city were crumbling, Skaven marched through the warptunnel.  But the Grey Seers were nearly exhausted by their efforts.  As the warptunnel began to fray about its edges, the Grey Seers themselves walked one-by-one through the tunnel, even as the others struggled to keep it from collapsing.  On the thirteenth day, as the last of the Grey Seers passed to the new world, the tunnel sparked and began to increasingly grow smaller.  Skaven legend states that the ?Horned Rat? himself was the last to pass through the tunnel before it disappeared?and that at the last moment he turned his gaze upon the sacred runic pillar, which was surrounded by black fire and reappeared in the new world.

So much for the Skaven legend.  However, I am inclined to at least believe the major details, since they fit all of the known facts.  Apparently, the Skaven took some time to increase their numbers and knowledge of current technology before attempting to begin expansion in the final stages of the Horus Heresy.  By my count, at least 16 planets have been completely overtaken by the Skaven?of these, all but the most recent 4 were mistakenly believed to have been taken by minions of Chaos.  Thus, the incursion of Chaos cloaked the early expansion of the Skaven.  My information reveals that another 43 planets (31 Orcoid, 4 Eldar Exodite, and 8 Imperial) have significant infestations of Skaven.    
I have not yet established a precise date for the arrival of the Skaven and it is difficult to discover this even through racial memories, particularly since most Skaven are short-lived creatures.  The Grey Seer we interrogated believed himself to be hundreds of  generations removed from the time of the ?crossing.?  Since that time, the course of Skaven expansion appears to have been governed by two factors: first, the search for isolated planets which create good breeding grounds, such as the Knight or Exodite worlds; second, the odd compulsion to seek out places where meteoric showers have distributed what they refer to as warpstone.  In connection with the latter, we have established our current base on the planet Riga, where geologic surveys indicate the presence of a substantial amount of warpstone.  Since the planet occupies a natural vector for the Skaven advance, my plan is to provoke a limited military engagement in order to discover as much as possible about them.    
The earlier expansion to other planets by the Skaven was accomplished by three methods. Although, the Skaven are terrified of flight, and even of heights, they have used stealth and infiltration to move along the Imperial interstellar system.  Clan Eshin has employed its members to scout out warpstone and weak worlds, after which small numbers of Skaven followed to establish outposts.  In time, the infestation on these sparsely populated worlds grew and eventually overran the original inhabitants.  In rare cases, the Skaven have used captured Orc ships, manned by Orc crews, to make short trips.  Finally, the Skaven Grey Seers seem capable of creating small and relatively unstable warptunnels between planets.  However, no Grey Seer has been able to duplicate Iknat?s feat, either in size or in the utilization of time.  These warptunnels tend to collapse without warning, killing the Grey Seer and whatever Skaven were making a ?crossing.?  Apparently, the Skaven are satisfied if one in five manages to survive the attempt.  I am convinced that the Skaven warptunnels are similar to the warp portals created by the powers of Chaos and the so-called Dark Eldar (the Druchii).
While the level of technology of the Skaven is still somewhat rudimentary, they are rapidly integrating new weapon systems into their traditional tactical practices.  They have increased the power of ancient weaponry and have also created new weaponry to meet current needs.  Many of these weapons systems are based on the use of warpstone, now augmented by contemporary technology.  Other weapons, such as the Shriik cannon (or Shrieker) may be captured Imperial technology.  The Shrieker appears to be similar to the Ordinatus Mars, although smaller, more mobile, and cheaper to produce.  The Skaven used it effectively on the Knight worlds to destroy the knight households and to explode the heads of huge reptiles at a safe distance.  In another case, the Termites and Moles captured by the Skaven when they overran the Imperial mining colony on Devlan III have been duplicated and are now used extensively?more recklessly, but with better tactical results than by Imperial forces.  Additionally, many of the new weapons make use of captured Orc technology.  Typically, a Skaven weapon has been mounted upon a chassis of Orc design.  There are also reports that the Skaven are now operating Orc weapons ?factories? utilizing a slave workforce.  
The Skaven do not possess large numbers of  ?machines? of any type and they are careful to protect what they have.  Most are used in support of infantry assaults, which are often carefully orchestrated to include the use of tunnels (often dug by slaves), forces appearing from moles and termites, and even troops transported through temporary warptunnels.  These infantry assaults are further strengthened by the use of specialist troops such as globadiers and warpfire throwers (for a description of these and other weapons, refer to the appended sections on individual weapons).  The Skaven make great use of indirect fire from barrage type weapons.  Frequently the barrages are ?cocktails? of gases, corrosives, and even bacterial agents--because of these combinations, standard environmental suits or even Marine armour is often no protection against them.  
A partial description of the battle tactics of the Skaven was gained from one of the Orcs that we interrogated:
   a) the Skaven had reconnoitered the area and had started construction of several small tunnels capable of moving infantry forward without being discovered;
   b) at the time chosen for attack, a horde of clanslave infantry was driven forward, interspersed with groups of Rat-ogres and large packs of huge rats?many of these suddenly appeared well forward of the Skaven positions as they emerged from hidden tunnels;
   c) closely behind the clanslaves, groups of globadiers and warpfire thrower teams were arrayed, with the clanrat warriors following in their wake;
  d) small vehicles called warpraiders moved quickly through the formations to attack the enemy?s advancing bikes or warbuggies with flame (and more often to simply explode in their midst);                              
   e) heavy supporting fire (both direct and indirect) was directed over the heads of this mass?apparently with little regard for shots that fell short?and many of the defensive weapons were cloaked in a warpstone field for protection;
  f) following behind the infantry was a massive vehicle carrying a giant bell, which made sounds that excited the Skaven;
  g) as the clanslaves drew fire and became enmeshed in combat, the specialist troops (globadiers, etc.) would use their weapons, often hitting clanslaves and enemy alike;
  h) as the enemy?s attention was drawn by the infantry assault, groups of elite troops (stormvermin, clanrats, and groups of suicide monks) emerged at critical points and objectives from termites or moles;
  i) the sounds from the bell vehicle became louder and began to cause massive destruction to buildings and other structures, as well as spreading panic among the enemy troops;
  j) as the enemy units threatened to break, they were attacked by elite troops riding huge armored rats, which either broke or routed them (it should be noted that ancient accounts of the Skaven detail a deficiency in ?cavalry,? which they seem to have belatedly remedied).
Two general observations can be made about the Skaven method of battle:
  a) they do not worry about losses, particularly among clanslaves or clanrats;
  b) the typical battlefield with Skaven is a horrible mixture of erratic warpstorms (similar to vortexes--created by both the fire of warp weapons and the same weapons exploding by accident) and moving clouds of plague or noxious gases.
Tactical suggestions for Imperial and Space Marine troops are as follows:
  a) gunships and airpower must be used carefully, since the Skaven (dreading flying things as they do) have developed cheap and plentiful numbers of anti-aircraft weapons;
  b) large targets employing void shields, titans included, may be placed in jeopardy when deployed against Skaven because of their warpstorm weapons;
  c) develop methods to concentrate on destroying poor Skaven morale and fragmenting their primitive command structure;
  d) do not waste firepower on clanslaves;
   e) attempt to.......
****Unfortunately, the above report is fragmentary.  The transmission (by standard use of an Imperial Astropath) from the observation outpost on Riga was suddenly interrupted, apparently while the Astropath was attempting to hurriedly forward the Inquisitor?s report.  The last transmitted image was of the Inquisitor Dal-Nrakthan locked in combat with a huge horned beast now identified as a Verminlord.  The heads of both Astropaths were shattered by the booming sound of a great bell.


























Skaven Army Organization for Classic Epic:
The Skaven army is organized much like other armies using the Classic Epic rules (those published through Titan Legions, including various Q/A columns, and all Citadel Journal articles).  Wargroup or Regiment cards function in the same manner as Company or Clan cards.  These will either be from Clan Skryre or Clan Pestilens, since Clan Moulder and Clan Eshin never field units that are larger than support card strength.  Support cards may be attached to the Wargroup/Regiment cards within the restrictions listed on each card.  For example, a Clan Skryre Jezzail support card may only be added to a Clan Skryre Wargroup or Regiment.  The Skaven tend to field large formations (the Wargroups or Regiments) and do not provide as much support as might be used in other armies. The Skaven player may purchase up to 4 support cards for each Wargroup or Regiment.  These may include certain Free support cards, such as tunnelslaves.  For example, a Skaven Clan wargroup might take as support one Free clanslave card, two Free tunnelslave cards, and one clanrat card.  In addition, for each Wargroup or Regiment the Skaven player may also take a Special Card.  In some cases (such as the Verminlord, Januzary Veterans, Master Assassins, and Blessed Suicide Monks), these Special Cards are listed as either Free/or a designated number of points.  For every increment of 6,000 points (6,001 to 12,000 equals two, etc.) in a Skaven army, the Skaven Player may take one Free Special Card at no cost?however, these Special Cards may always be taken as a Special Card per the normal rule simply by paying the points cost.  The Free Special Card is in addition to the number of Special Cards allowed per regiment/wargroup; therefore, a Skaven player who has taken six regiments/wargroups receives one Free Special Card and six Special Cards, but all of the latter must be purchased.  The Skaven Player is also restricted in the number of Doombringer Bell company cards that may be purchased.  For every increment of 4,000 points, the Skaven player may have one Doombringer Bell card.

Special Notes:
The rule of Skaven negative events---The Skaven army is plagued by unpredictable and deadly negative events.  In cases where for example a misfire is rolled for a warpstone-field or warp-raider, the opposing player always makes the dice roll for the results.
a) Because of their ratlike ability to make use of some forms of cover, most skaven gain an additional +1 for cover when targeted while in rubble, craters, or rough terrain (hence a total of +2, as would be normal for buildings).  Skaven in buildings or forest receive the standard saves, -2 and -1 respectively.  Skaven units included are: clanrats, globadiers, warpfire throwers, packmasters, censer bearers, stormvermin, plague monks and acolytes, Januzaries and Januzary veterans, Clan Eshin gutter-runners or Assassins, Packmasters (unless mounted on a Chii-tak), Jezzail stands (because they excel at long-range sniping from good positions), as well as infantry command stands (despite having huge banners?because sighting on banners is not a legitimate targeting method?you can?t target a flag).  Clanslaves (even Skaven-type), chii-tak riders, giant rats or rat ogres, Verminlords, artillery units (like mortars), vehicles, etc. do not count for this.  Clanslaves are either too fearful or even drugged (not to mention sometimes chained) to take advantage of this?moreover, the Packmaster would probably be displeased to see his pack disappearing into cover.  The additional +1 gained by Skaven for cover in such terrain does not apply to weapons using barrage templates or templates in general.  They gain the advantage for being difficult to target, while template-type weapons don?t have this problem.  Similarly, a template-type weapon or a weapon which always ignores cover will also negate this +1 for Skaven in rubble, craters, or rough terrain.  
b) Rat Pack---Because of their natural inclination to fight in hordes, where they are braver in large groups, most Skaven infantry or cavalry (meaning anything not a vehicle, artillery stand or mortar) receives a bonus for close combat when more than one stand opposes an enemy stand.  Clanslaves are also affected by this, since they are assumed to have been strongly conditioned by Skaven psychology.  If two or more Skaven stands are involved in close combat with one enemy stand or model of the same class (meaning not a super-heavy or Titan) then each of the Skaven stands gains a +1 to its base CAF for every extra stand involved in the combat.  This modifier is maintained throughout the close combat phase.
   For example: 2 stands=+1;  3 stands= +2;  4 stands=+3, etc.
c) Allies?the Skaven rarely have allies in the 40K universe.  The extensive use of clanslaves by the Skaven rules out the possibility of most races allying with them.  No Ork Warlord would remain long in that position if he allied with a Skaven army utilizing Ork slaves.  However, in certain instances the Skaven may ally with Nurgle, one of the powers of Chaos.  The Skaven player may take up to 49% of the army?s total points in any models or units available to Nurgle.  (Alternately, a Chaos player may select Skaven allies, but only if the Chaos army does not contain Greater Demons from any of the other three Chaos powers.)  These units must conform to the rules for army formation as contained in Renegades (i.e. Greater Demons and minions).  The Skaven player must have chosen as part of the army the Clan Pestilens Wargroup card and the Plaguelord Special Card.  Note that this means that both armies might contain Nurgle forces (including Mortarion or a counterpart with similar powers).  Any possible ?betrayals? or ?changing of sides? are considered to have occurred before the forces meet on the battlefield.  
Certain units and races will also fight with the Skaven simply for the joy of fighting and the possibility of booty.  These include Beastmen and Ogryns (using the Imperial support cards) or Ork Freebooters (using the special card as a support card with a cost of 100 points).  Such cards are taken as support cards to Skaven Wargroups or Regiments.   At least one stand of the unit must be within command radius (see below) of the commander of the regiment or wargroup to which it is attached, otherwise it follows the normal rules for being out of command?may not move, but can fire during the advance phase.    
d) Optional command vehicles and transport vehicles?units such as the Warlord and his bodyguard, Plaguelord, Warlock Engineers or Warlock Master, Grey Seers or Seerlord may choose to take a battlewagon transport vehicle at the player?s option.  The vehicle has no effect on break points and remains in play if the stand(s) is destroyed.
In some cases where transport  vehicles are provided for a unit or purchased optionally, the capacity of the vehicle is not entirely filled with the unit?this is so that optional globadiers, censer bearers, warpfire throwers, or champions may be added up to the vehicle?s capacity.  This is not allowed for the optional command vehicles mentioned above.  Vehicle capacities are: battlewagon, 3 stands;  termites, two stands; moles, 10 stands; the Doombringer Bell, 25 stands.    
For both transport vehicles and optional vehicles?in all cases, the vehicles (battlewagons, moles, termites, etc.?but not the Doombringer Bell) are not a separate formation.  Once the troops have been disembarked they must operate per the normal rules for transport vehicles (attempting to stay within 6cm and having the same orders as the parent unit) OR they may remain in place on First Fire to provide covering fire.  Destroying the vehicles does not count towards the unit?s breakpoint.  The morale value for the vehicles, if separated, is 5.
e) The Verminlord is considered a ?Greater Demon? and follows all standard rules as outlined in Renegades.  Because of the presence of the Verminlord (or lords) any Imperial or Space Marine player may choose to include Grey Knights as part of their army.
Skaven Command:
The Skaven command system is roughly based on clan society.  Basically, there are five types of command situations.  A unit (meaning the closest stand of the unit, except in the case of clanslaves, rat ogres, or giant rats) is considered in ?command radius? if:
1) it is within 30cm of a Warlord stand (or a Seerlord when it is the only commander)  
2) it is within 25cm of the chieftain, Plaguepriest, or warlock/acolyte engineer belonging to its respective wargroup; or if Clan Skryre the unit is 25cm from a Warlock Master.
3) the unit has been joined by a champion stand (the champion stand must be within 6cm of the unit)
4) if a clanslave, rat ogre, or giant rat unit, then the Packmaster stands for the unit must conform to one of the above situations or be within 25cm of a Packlord.  If for example a unit of Rat Ogres is taken as a support card for a clan, than it must be part of that clan?s command structure?the unit?s Packmaster must be within 25cm of the Chieftain to receive orders.
5) the unit is ?independent? (such as stormvermin or chii-tak riders) and has its own commander; or the unit is a ?crazed independent? (such as Suicide Priests or warp-raiders) and operates entirely on its own?few Skaven commanders are foolish enough to get too close to such units.  
In all of the above cases, the unit is considered in command and can receive normal orders during the orders phase.
If not, then deep Skaven sh*t----Skaven ?confusion? and ?flight?
If any Skaven unit is out of command (not within radius of a chieftain, warlord, champion, etc.) then either Skaven ?confusion? or ?flight? occurs.  If the unit is out of command at the beginning of the orders phase then no order counter can be placed unless the unit passes its morale roll.  If the morale roll is failed: Skaven ?flight? occurs for infantry/cavalry units which must move in the movement phase at charge rate towards the nearest Skaven command unit (of any type that would re-establish command) within sight--they will not shoot, but will fight enemy units or stands that are in their way; Skaven ?confusion? affects vehicles and artillery units, which will not move, but during the advance fire phase they will shoot at the nearest enemy unit.  Note that this means that these units cannot use indirect fire.  In the unlikely case of infantry units being transported by vehicles that are out of command, Skaven ?confusion? applies.  Both confusion and flight remain in effect until the unit is ?in command.?  For units already on fall-back who are out of command and fail the morale test, roll a D6 (add one to the dice roll if the unit contains vehicles).
1-2 the Skaven scatter and disappear, remove the unit from the board.
3-4 the Skaven fight to see who is boss, remove half of the models/stands of the unit on a random basis.  They are then affected by confusion or flight as above.
5-6 the Skaven are affected by ?confusion? or ?flight? as above.
For Rat Ogres, Clanslaves (tunnelslaves), and Giant Rats: When called to roll for morale, note that in this case, the formation rolls for morale, while the Packmaster does not?but if the Packmaster is present the dice roll is modified by +2.  However, if the unit fails morale and goes on fall-back orders, the Packmaster may choose to follow his unit.  Alternately, the Packmaster may choose to immediately ?remove? one of his own unit?s stands in order to enforce discipline and ?encourage? the others.  (Being in cover, forest, buildings, etc. does not prevent this--it is assumed that the Packmaster has many methods available from simple shooting to ?pain collars? and such.)  The unfortunate stand is removed and the morale roll is made again. The process may be repeated so long as the Packmaster has stands to continue with.  Note that these units (rat ogres, clanslaves, and giant rats), like all units, are subject to ?flight? conditions if they are not in command radius at the start of the orders phase.
The unit is broken only when the Packmaster stand is destroyed.  When broken roll for morale in the end phase only if a stand of the unit is within command range (of a chieftain, etc.).  If the roll is successful, the unit can receive any order during the next orders phase.  If the morale roll is failed or the unit is outside of command distance, roll D6 for each unit and refer to the chart located below at the very end of the next orders phase (after all order counters have been revealed, including those controlled by an Eldar Warlock or similar rule).   It is sometimes useful to place a small dice near the unit to designate what its dice roll was.  Since the  pack mentality is still strong all the stands will react as one group.  Once a unit has begun to use the chart, it rolls again at the end of the orders phase in each subsequent turn unless it is brought under command.  If the unit must take a further morale roll for any reason (in close combat, Greater Demon, etc.) than a failed roll means the unit is removed from the board.
Giant Rats:
1-the stands scatter and disappear, remove the unit from the board
2-as above
3-the unit charges toward the nearest enemy unit or model
4-as above  
5-as above
6-the unit obediently moves towards the nearest Packmaster or command stand.  It will fight enemy units that stand between it and its goal.  It will join the command/Packmaster formation when it is within 6cm.  Joining has no effect on the command/Packmaster unit?s breakpoint or VP.  In terms of unit cohesion, the stand must attempt to stay within 6cm of the new commander--however, the unit is not obliged to wait for the stand to catch-up.  (Imagine this as operating something like the standard rule for vehicles and infantry in the same detachment.)    
*****Special Note:   Nhhraaak!! (the Skaven equivalent of sic-em!).  If on charge orders, the Packmaster may unleash the rats and command them to attack a specific unit or units.  The rats will move at triple instead of double speed.  They do not test for morale and gain a +2 to their CAF.  On the following turns, the rats will continue to attack whatever models/stands are nearest, unless they are brought back under control by the Packmaster, but will move at normal charge rate with normal CAF.
Rat Ogres:
1-the stands scatter and disappear, remove the unit from the board
2-the unit is too stupid to do anything except defend itself if attacked
3-as above
4-as above
5-the unit charges toward the nearest enemy unit or model
6-the unit obediently moves towards the nearest Packmaster or command stand.  It will fight enemy units that stand between it and its goal.  It will join the command/Packmaster formation when it is within 6cm.  Joining has no effect on the command/Packmaster unit?s breakpoint or VP.  In terms of unit cohesion, the stand must attempt to stay within 6cm of the new commander--however, the unit is not obliged to wait for the stand to catch-up.  (Imagine this as operating something like the standard rule for vehicles and infantry in the same detachment.)    
Clanslaves or Tunnelslaves
1-2  The stands scatter and disappear; remove all units from the board
3 The unit does not move and can only defend in close combat
4 The unit cannot move, but may fire at the closest target in the advance phase
5 The unit charges toward the nearest enemy unit or model
6 The unit obediently moves towards the nearest Packmaster or command stand.  It will fight enemy units that stand between it and its goal.  It will join the command/Packmaster formation when it is within 6cm.  Joining has no effect on the command/Packmaster unit?s breakpoint or VP.  In terms of unit cohesion, the stand must attempt to stay within 6cm of the new commander--however, the unit is not obliged to wait for the stand to catch-up.  (Imagine this as operating something like the standard rule for vehicles and infantry in the same detachment.)    

Clanslave Revolt?On any morale roll taken while the Packmaster stand is present, a dice roll of one creates the possibility of a clanslave revolt.  Roll a D6 for each clanslave stand.  The Packmaster may ?encourage? the others as in the rules above?for every stand removed, add +1 to any following dice rolls.  
1 the stand immediately charges towards the Packmaster; if contact is made than close combat is carried out when all other stands have rolled and moved?more than one stand may therefore be in close combat with the Packmaster
2-3   the stand takes an immediate shot at the Packmaster stand
4 the stand disappears, remove it from play
5-6 the stand remains loyal?it may be moved to attack other clanslave stands that have charged the Packmaster.
Specialist troops:
Certain types of specialist stands (globadiers, warpfire throwers, and censer bearers) do not form separate units.  Instead, these specialist troops are assigned on a stand by stand basis to other units, they ?join? the other units and once assigned must stay within normal formation distance (6cm) for the rest of the game.  If all other stands from the unit have been removed from play, it will move at charge rate during the movement phase towards the nearest unit of a type which it can join.  While attached to a formation the stand follows morale like its parent unit.  Since censer bearers may only be taken as a support card for a Clan Pestilens Coven wargroup, it is impossible for them to be attached anywhere besides to a group of plague monks or acolytes.  Similarly, globadiers and warpfire thrower must support a Clan Wargroup card and could not be attached to a Clan Skryre krulk unit.  The number of specialists troops who join a formation cannot equal the number of stands in the original formation.  For example, no more than three censer bearers could join with a four stand formation of plague monks.
Certain command type units (a Champion or Packmaster) may also join a formation.  Specific information on this is contained on the unit cards.   The combination of specialist troops as above, plus the added command stands may not equal the number of stands in the formation.  You cannot add more than one Champion to a unit to give it more than a +1 to its CAF.
Succession Chart
When a commander stand such as a warlord, chieftain, or Plaguepriest is destroyed, roll a D6 at the end of the phase in which the stand was removed.  However, if you have only one stand left then that stand immediately becomes the commander without rolling?replace that stand with the command stand removed earlier (thank the Great Horned Rat, your cheezy opponent has actually simplified your command problems).
1-2  The closest bodyguard stand effortlessly replaces the fallen commander (switch stands).
3-4 The two closest bodyguard stands meet in close combat to decide the issue.  Move them to meet at a halfway point. Resolve combat immediately.  The winner becomes the new commander.  Switch stands.  
5 As above, but both stands manage to destroy each other.  Remove both stands.  The third closest stand becomes commander by default.  Switch stands.  If there is no third stand, then you have a major command problem (refer to deep Skaven sh*t above).
6 The bodyguards choose the odd course (by Skaven standards) of letting a Grey Seer make the decision.  If a Grey Seer or Seer Lord is within 40cm then no problem (you choose which stand).  If not, the bodyguard unit will ?mill around? for the rest of the turn while awaiting a decision.  Until the end of the turn, the unit will only shoot the nearest targets and will engage in combat only if already charged or in combat.  If in combat the unit fights with a -1 to its CAF.  In the end phase simply choose a bodyguard stand for the new commander.
In any case where the dice-roll cannot be carried out, say if for example you rolled a three and one of two remaining bodyguard stands had remained locked in close combat because of a tied dice roll (a ?push?), then the unit will ?mill around? as in number 6 above (but with a -2 to its CAF), until the dice roll can be carried out at the end of another phase.  If this is not possible, roll again in the end phase.  If the D6 roll still cannot be carried out then a new commander is selected (presumably by the warlord observing the battle) in a random fashion.
There are two exceptions to the above.  If a Champion stand is within 6cm of the unit, it may immediately join the unit and forcefully impose itself as the new commander.  If a Warlord stand is within 30cm of the unit, the Warlord may make a ?battlefield promotion? and select one of his bodyguard stands to become the new commander.  Move the bodyguard stand to within 6cm of the unit.  Note that this cannot occur if the bodyguard stand is more than a charge move away from the unit, is itself locked in close combat, is prevented by terrain from making the move, or is prevented by enemy units blocking it from making the move.
Clan Skryre Warlock Engineers and Clan Pestilens Acolyte Engineers are not effected by this rule, but their destruction can create a command problem.
In the case of ?independent? units (such as Stormvermin or Chii-tak riders) the destruction of the command stand is handled differently.  If the commander is destroyed, the next closest stand immediately becomes the commander?this is because in the pecking-order within the unit, the stand closest to the leader is the next highest in terms of strength and is just waiting for the chance to become commander.  Switch stands to represent this.  This occurs even if the units are locked in close combat.  In Chii-tak units, for example, the back-banners on the riders are usually inscribed in black runes, while the commander?s is always done in red.  This arises from the quaint Skaven custom where in some units a new leader uses the blood of his fallen rival to write over the black runes on his own banner.    
Grey Seers, a Seerlord (except on ?crusades?), Warlord/Chieftain bodyguards, Clan Pestilens acolytes, and Verminlords are command units for the purposes of movement and shooting (as well as targetting and charging by enemy units), but during the battle do not function as command units for purposes of the Skaven chain of command.  Packlords, however, may give commands to any Clan Moulder unit (via the unit?s packmasters) that is within 25cm and Clan Skryre Master Warlocks may do the same for Clan Skryre units.
Skaven Magic and Psychic Powers
The use of warpstone in various forms provides the Skaven with a powerful range of magical and psychic weapons, but many of these are often unreliable and prone to consume their users.  In all cases where a psychic power backfires on its user, the user may not employ its psychic save to prevent the effect.  During the psychic phase (unless otherwise noted) the characters listed below may attempt to use one of the described powers.  As with all  Psychic attacks a psychic user cannot charge into close combat and then use a psychic power.  (Note that the Strength of Horned One and the Shriek of the Horned Rat are exceptions to this).

Grey Seers----A Grey Seer may be taken as a Special Card to any Wargroup or Regiment.  During each psychic phase, the Grey Seer may choose to utilize one of the following spells or powers:
a)Warp Lightning?the Seer projects a powerful wave of energy towards a chosen model or stand within 50cm.  The target is hit on a dice roll of 4.  Roll D3 for the number of hits, with a -2 save modifier.  Must have LOS.
b)Consume Warpstorm or Vortex?a particularly useful spell given the Skaven propensity for creating the same.  The Seer attempts to consume a warpstorm or vortex within 50cm.  Roll on the following chart.  
 1 No way.  The Seer himself is sucked into the template and in his attempts to save himself is transformed into a Chaos Spawn, which follows all the rules in ?Renegades.?
 2 Oops, the Seer displaces the template to his own location.  
 3 The Seer is overwhelmed by a failed attempt and may do nothing for the remainder of the turn.
 4-5 The template is permanently removed from play.
 6 Tasted great.  The template is removed and the Seer may immediately attempt to use another psychic power, adding +2 to any dice roll.
c)Vermin Madness?the Seer attempts to envelope psychic users (excluding Warlock Titans or Chaos Titans such as the ?official? Banelord model) with visions of being consumed by thousands of rats.  Does not require LOS.  Roll D6 for each model or stand within 30cm.
 1-3 Fails.  The Seer himself becomes uneasy and begins to look over his shoulder.
 4-5 The enemy model or stand will continue to fight invisible rats for the remainder of the turn and may do nothing else.  If involved in close combat, any opposing stands add a D6 to their roll to represent their unseen allies.
 6 The model or stand is completely overwhelmed by verminfear and is destroyed.
d)Strength of the Horned One?in preparation for close combat (whether the Seer has been attacked or is attacking), the Seer may attempt to increase his CAF.  The CAF for Seers, as well as Seerlords and Plaguelords, is already considerable to represent the presence of their bodyguards, who are often Rat Ogres.  This power makes them even stronger.  Roll D6.(Like the rule for Eldrad of Ulthwe, this is an exception to the rule of charging and using psychic powers.)
 1-2 The Seer fails and is so exhausted by his efforts that the stand fights at -2 to its CAF.  
 3-4 The Seer fails, but fights with his normal CAF.
 5-6 The Seer has been able to concentrate his energies and can now increase his CAF by rolling an artillery dice, which is added to the base CAF.  However, if a misfire is rolled, replace the Seer stand with a warpstorm template.
e)Skavenskry---the Grey Seer stares into the burning coals of warpstone to skry any danger. On a roll of  5+ the Seer may direct the fire of one unit within 20cm using a barrage weapon so that an indirect barrage is now direct.
f)Skavensight---the Grey Seer uses psychic power to direct the fire of Skaven barrage weapons.  Succeeds on a roll of 3+.  Any unit within 30cm of the Seer may use the Seer?s LOS for targeting purposes.      
Special Note****Both the Doombringer Bell or the Black Ark may carry a Grey Seer stand or sometimes a Seerlord stand.  Because of the high concentration of warpstone in their presence, either may add one to any D6 type of dice rolls that they attempt.  


Plaguelord---The Plaguelord may only be taken as a Special Card for a Clan Pestilens Coven Wargroup.  No Skaven army may contain more than one Plaguelord.  The Plaguelord must always be within 20cm of a Clan Pestilens infantry unit.  The powers of the Plaguelord, although similar to other Clan Pestilens weapons like the Plague Mortar or Censer Bearer, rely on the manipulation of warpstone magic to give them form and substance.  They are therefore psychic attacks and occur within the psychic phase.  A model or unit with a psychic save receives its saving throw against them and units with active shields will only have the shields penetrated on a roll of 4-5-6 as normal.  Because of the intense stench and miasma emanating from the Plaguelord, any unit with at least one stand engaged in close combat with the Plaguelord must make a make a morale roll as it would for a Greater Demon.  In addition, any stand or model in close combat with the Plaguelord must make a D6 roll equal to its morale roll?if it fails, the stand or model is overcome by the Plaguelord?s natural pestilence and fights with one-half its CAF.  The Plaguelord may choose to join a Clan Pestilens infantry unit that is within 6cm. and will then act as the commander for that unit--this allows one detachment of the plague monks to operate somewhat independently and also to act as a bodyguard for the Plaguelord.
The Plaguelord may use any one of the following powers during the psychic phase:
a)Blessing of the Horned Rat---as above
b)Vermin Madness?as above
c)Strength of the Horned One?as above
d)Plague Wind---this operates similar to the power of Mortarion in ?Renegades,? but on a lesser level (select any model or stand within 10cm, no LOS required, model/stand contracts plague, must make saving throw to survive?six if the stand has no saving throw, if the save is failed the stand/model is destroyed----select another within 10cm, operates until something makes its save)

Plaguelord Blessings
In addition to the above powers, the Plaguelord may bestow a ?blessing? upon the disciples of  Clan Pestilens.  At the beginning of the game draw one Plaguecard or roll a D6 to determine the ?blessing? for each Clan Pestilens Wargroup Coven card that has been purchased.  At the very beginning of the game, the Plaguelord may choose to ?bless? a particular unit of the Clan Pestilens Wargroup Coven (including attached Censerbearers).  Note that if two Covens are used, each coven will have its own ?blessing.?  The ?blessings? are physical attacks and a model/stand may not use a psychic save to prevent their effects.  Each unit of  Suicide Monks will also receive a ?blessing? at the beginning of the game.  Although ?blessings? must be allocated to a specific and appropriate unit, it is not necessary to reveal their exact nature to the opposing player until the ?blessing? is utilized.
1 Purple Pustules?during the close combat phase, invert each stand of the blessed unit that has been destroyed in close combat.  At the end of the close combat phase, place a Pestilens plague template centered on each stand.  Immediately follow the standard rules for Pestilens templates.  (And as usual, the plague may spread even further during the end phase.)
2 Blue Pox?at the end of the close combat phase, place a Pestilens template (any 6cm template) centered over each of the stands of the blessed unit.  Any models or stands under the template must make their saving roll (units  with no saving roll save on a 6).  Any models or stands which fail their saving throw contract the Blue Pox and are destroyed.  In the end phase, follow the normal rules for plague templates.  
3 Yellow Skull Fever?during the close combat phase, invert each stand of the blessed unit that has been destroyed in close combat.  At the end of the close combat phase,  the Plaguelord may choose one of these to be the plaguebearer.  Any model/stand within 2D6 takes an immediate hit, with a -1 save modifier.  Units with no save modifier save on 6.
4 Stench of Nurgle?any enemy stand or model within 2D6 of a stand of the blessed unit has its CAF reduced by one-half.
5 Pestilent Breath?at the start of the combat phase, any enemy model or stand in contact with a stand of the blessed unit takes an immediate hit (-0 save modifier, models with no saving throw will save on a 6).
6 Black Rot?at the end of the close combat phase, any model/stand within 15cm of one of the stands of the blessed unit must make its saving throw or be destroyed.  Units with no saving throw will save on a 6.
****Note that some of the above will affect friendly stands, including those of Clan Pestilens, as well as enemy stands/models. In any case where a stand or model of Clan Pestilens (including Plague Mortars, vehicles, and bombard) is called on to make a saving throw because of the results of a ?blessing,? the spread of plague or any such event created by minions, demons, or Greater Demons of Nurgle, then they will require only a 3+ to pass, since they are largely (but not entirely) inured to such things. The Plaguepriest and the Plaguelord will ignore plague events entirely--for them it is almost enjoyable.  Chaos minions/supporters of Nurgle ignore any such plague type of event as usual--the Greater Demon has more power to protect its subjects.  However, for neither Clan Pestilens stands/models or those of Chaos Nurgle, does this exemption count for the original blast from a plague mortar, plague catapult, etc., which is an explosion, not the spread of plague.
****The Plaguelord adds plus one to any morale roll made by a Clan Pestilens unit within 20cm.
****The Plaguepriest adds +1 to any unit of the Clan Pestilens Coven Wargroup that is within 20cm.   If a unit of the Coven Wargroup is within 20cm of both, then the cumulative modifier is +2.

Seerlord----A Seerlord may be taken as a special card to any wargroup or regiment, but only one Seerlord may be taken for any Skaven army.  
The Seerlord may cast any spell allowed to a Grey Seer and may add +1 to any D6 type dice rolls on those spells listed above.  Note that a Seerlord in either the Black Ark or the Screaming Bell still only receives a +1 dice modification for these spells.  
In addition, the Seerlord may attempt the following (no +1 is received for these unless the Seerlord is using the Screaming Bell or Black Ark for transportation):
a)Skitterleap (a minor Warptunnel)--the Seerlord attempts to create a warptunnel.  Roll D6.  On a 5-6 the attempt is successful, place a warpstorm template anywhere within 20 cm of the Seerlord.  The Seerlord may do nothing else for the remainder of the turn while he concentrates his energy.  In the end phase, instead of rolling for the warpstorm as normal, it will form into the entrance to a warptunnel.  Mark this with a 6cm template. During the next movement phase any Skaven stands or models may use up to half of their movement to enter the tunnel.  There is no limit to the number that may do this, except that super-heavy (with the exception of  Verminlords) or Titan class vehicles may not do so.  Temporarily remove the stands or models from the board.  At any following point during the movement phase, the Seerlord may open the tunnel and create an exit anywhere within his LOS or that of another Grey Seer.  Place a 6cm template to initially represent the intended tunnel exit.  As the Seerlord attempts to form the exit to the tunnel, roll a D6.  
1 The Seerlord is unable to control the warptunnel and it collapses.  Remove both templates and all affected models or stands.
2 The Seerlord is unable to control the warptunnel and everything is deposited at the tunnel exit as a writhing Chaos Spawn.  Remove both templates and place a Chaos Spawn template at the exit point.
3 The Seerlord is nearly exhausted by the effort.  The tunnel exit template is removed.  The Seerlord has two choices.  He may immediately let the tunnel collapse, destroying anything it contains, or he may attempt to maintain the warptunnel and re-open it at any location during the next turn?s movement phase (as above)--but he may do nothing else while he attempts to control the warptunnel.  The Seerlord cannot move, use other psychic powers (aside from psychic saves), shoot, or fight close combat until that point.  If he does the tunnel collapses and both the entrance and exit templates are replaced with Chaos Spawn templates.
4-6 The Seerlord is successful in creating and maintaining the tunnel.  Place a warpstorm template to initially represent the opening of the tunnel.  Any stands/models/buildings under the template are affected as by a warpstorm (D3 hits at -4 save).  Any surviving models/stands are pushed to the edge of the template in a random fashion and may do nothing for the rest of the turn.  If a building makes it saving throw(s) it remains in place.  Remove the warpstorm template and replace it with a 6cm template to represent the tunnel opening.  Any affected units may now exit the tunnel and move the remaining half of their movement, including exiting into a surviving building if the model is not a vehicle.  Units on advance orders may fire during the advance fire phase.        
b)Blessing of the Horned Rat---the Seerlord may select any model or unit within 50cm.  On a D6 roll of 4+, the affected unit or model now possesses a psychic save of 4+ in addition to any other psychic saves that it has.
c)The Soaring Disc---the Seerlord employs a shining disc emblazoned with the face of the Horned Rat as a floating psychic mirror, which is able to soar above the battlefield and see anything that a normal flyer or skimmer would.  The Disc is only visible as a shifting bright light, so it cannot be targeted.  Roll D6. Succeeds on a 3+.  The Seerlord can concentrate his energies to command the fire of any ONE unit within 30cm so that it may fire a direct barrage at an unseen target.  Alternately, the Seerlord can psychically communicate his information to any units within 75cm, so that they may fire at targets indirectly.
For some Skaven armies which have a more religious inclination (mania?), such as Skaven Crusades, the army may be led by a Seerlord in place of the Warlord.  If the Seerlord functions as ?Warlord? than the Warlord Special Card may not be taken.  Aside from lacking a bodyguard, the Seerlord operates in all respects concerning command as if it were the ?Warlord.?  However, since the Seerlord is a religious fanatic, rather than a military strategist, the Seerlord receives only some of the bonuses that the normal Warlord receives: command any unit within 30cm, +1 to morale rolls within 30cm.  The loss of the Seerlord counts the same as that of the Warlord: morale rolls forced for units within 30cm,  -1 to next initiative roll.  In cases where the Seerlord leads a crusade, it often utilizes Januzaries or Stormvermin as a bodyguard.  Note that this avoids the succession crisis/conflict which is possible when the Warlord and his bodyguard are in play.  Is a Seerlord normally competent to replace a Warlord if the entire unit (Warlord and bodyguards) is destroyed?  Yes, but not immediately.  The Seerlord will only be able to function as the new ?Warlord? at the start of the next turn and the -1 to the dice roll for initiative still takes place.

Verminlord-----The Verminlord follows all of the rules for Greater Demons set down in ?Renegades? with regard to forcing morale tests and no first fire.  Verminlords may be taken as a Free Special Card or may be purchased as Special Cards for any wargroup or regiment, so long as the army contains at least one Grey Seer.  After the Skaven player has chosen his army (including points for the Verminlord), a Grey Seer or Seerlord must attempt to summon each Verminlord.  This succeeds on a roll of 3 or more (+1 for a Seerlord) and may be made as many times as the player has Grey Seers.  This is repeated for each summoned Verminlord, but any Grey Seer or Seerlord may only attempt one summoning.  A Grey Seer or Seerlord that rolls an unmodified one while attempting the summoning is too exhausted to use any further psychic attacks during the first turn.  If all attempts at summoning the Verminlord have failed, then the process may be repeated at the start of the orders phase for the next turn.  
In the close combat phase, the Verminlord fights twice.  After it has destroyed all stands in contact with its base, it may move up to an additional 20cm and immediately fight another round of close combat.  The malevolent presence of the Verminlord inspires all Skaven units within 30cm, so add +1 to any morale rolls that they must take.  
The shimmering field created by the Verminlord?s magical warpstone amulets means that all shooting at the model has a -1 to hit modifier.  The Verminlord, like the Plaguelord, ignores the effects of plague or pestilence entirely.  Because of its psychic powers and strong warpstone treated armor, the Verminlord possesses an unmodified saving throw of 3+ for physical or psychic attacks.  This operates like that of the Eldar Avatar.  However, if the Verminlord fails the roll (i.e. rolls 1 or 2) it may:
1. Being evil incarnate, the Verminlord tries to save itself  by drawing on the life force of surrounding Skaven stands or models (including clanslaves).  Roll a D6.  For any stand of model within 15cm add +1  to the roll.  (Remove the stands or models before attempting the dice roll.)   This succeeds on a roll of 6 and may only be made once per turn.  If this roll is failed, the Verminlord may still attempt another method.
2. The Verminlord draws away all of the life force of the Grey Seer/Seerlord that summoned it?remove the Grey Seer stand instead (Black magic does have severe repercussions after all)--the Verminlord escapes unscathed.
3. If the Verminlord was summoned by a Seerlord,  then the Seerlord may save himself by drawing off the life force of whichever Grey Seer stand is unfortunate enough to be closest at the time (RHIP).  
Although used in either the first fire or advance phase, the Verminlord?s ranged weapons are heavily ensorcelled and count as a psychic attack, while the glaive which it wields in close combat is also a psychic weapon?demons hit by the ranged weapons are immediately destroyed with no saving throw, while Greater Demons who fail their save or lose in close combat are immediately hurled back into the warp and no Chaos cards may be used to save them.
During the psychic phase the Verminlord may use one of the following powers:
a)Vermintide?the Verminlord summons a tremendous horde of the local rats (represented by 4 stands of giant rats and with the same stats) which appear anywhere within 6cm of his stand.  Roll D6.  Works on a 5-6.  The Verminlord functions as the Packmaster for the group.
b)Death Frenzy?the Verminlord drives one Skaven infantry or cavalry unit (including clanslaves) within 10cm into a mindless frenzy.  Like the Verminlord, they may attack twice during the combat phase, moving up to their normal distance if they are unpinned or fighting the same opponent a second time.  Roll D6.  Works on a 3+.
c)Curse of the Horned One?the Verminlord summons the hatred of the Horned Rat against any enemy model or stand within 50cm (no LOS required).  All shooting at the affected model or stand gains a +1 to hit.  Roll D6.  Works on a 3+.
d)Shriek of the Horned Rat---The high-pitched and mind-shattering shriek of the Verminlord causes any enemy units within 20cm to pass an immediate morale test or go on fall-back orders.  Like Angron?s Mighty Roar, this can be used at any time, including when the Verminlord has charged into close combat.  Roll D6.  Works on 3+.  In addition, any Skaven units within 30cm will automatically pass any morale test for the rest of the turn and any units already on fall-back will have the counters replaced with any chosen order counter.  Broken units of clanslaves, rat ogres, giant rats (those whose Packmaster has been destroyed) having at least one stand within 30cm of the Verminlord will be summoned to the Verminlord?s presence and will move toward it at charge rate during the next movement phase (fighting close combat if necessary).  They will make up a unit which surrounds (and follows) the Verminlord for the rest of the game, each stand always staying within 10cm of the Verminlord and ignoring morale rolls.  If the Verminlord is destroyed, these units are removed in the end phase.
e)Blessing of the Horned Rat---as above
f)Vermin Madness---as above

Clan Skryre Warlock Master----May only be taken as a Special Card for a Clan Skryre regiment.  Only one Warlock Master may be taken for any Skaven army.  The Warlock Master is adept at quick repair on the battlefield.  When any Clan Skryre vehicle is destroyed that is within 15cm of the Warlock Master, roll a D6.  On a roll of 6, the Master has managed to save the vehicle.  However, the Warlock Master cannot repair any damage created by a warpstorm or vortex.  In addition, the great skill of the Warlock Master in directing the aim of Clan Skryre weaponry means that any one unit within 10cm during the shooting phases may add +1 to its to hit rolls.  The Warlock Master may issue commands to any Clan Skryre unit within 25cm.  Purchasing the Warlock Master allows the Skaven player to take a Clan Skryre Attribute Card.  During the psychic phase the Warlock Master may use one of the following powers:  
a)Warp Lightning---as above
b)Skavensight?as above
Clan Skryre cards: one card is received if the Warlock Master card is purchased.  If cards are not used follow this procedure: Roll D6 for number and check below.  A card can only be pla

_________________
Wolf1


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Jun 30, 2005 1:11 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Hi!

Most interesting!

Many thanks for posting this. :)

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Jun 30, 2005 6:50 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
Wow !  Nice Work! And a good example of "Necro-posting" ! :laugh:

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Jun 30, 2005 3:04 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 4:43 pm
Posts: 7258
Location: Sacramento, California, USA
Hi,

Interesting bit of background...

It looks familiar though... :;):

Shalom,
Maksim-Smelchak.

_________________
6mm Sci-fi:
http://games.groups.yahoo.com/group/6mm ... nWarGames/
My Personal Blog:
http://6mm-minis.blogspot.com/


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Jun 30, 2005 3:10 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
Any up close pics of those Space Rats, M/S ? ???   After we see them, send them to G/W !  May give them some ideas !  :l




_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Interesting Ebay Auction - Star Skaven!
PostPosted: Thu Jun 30, 2005 11:52 pm 
Brood Brother
Brood Brother

Joined: Tue Jun 01, 2004 1:40 am
Posts: 280
Location: Dominican Republic
It is a bit long. I am thinking maybe I should edit most of it oun and have anyone interested to e-mail me for the complete package.

It was not my work it is from

Ian Darley"

He gave me permision to pass it on.
What do you think?





_________________
Wolf1


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 30 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 50 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net