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| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Brood Horror | 8 | 3 | 0 | 5 | 5 | 5 | 4 | 5 | 6 |
The Brood Horror gains +1 Attack.
The Brood Horror gains medium armour.
The Brood Horror gains the Armour Piercing (1) and Magical Attacks special rule.
The Brood Horror gains a Strength 2 Breath Weapon which Ignores Armour saves.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Grey Seer | 5 | 3 | 4+ | 3 | 4 | 3 | 5 | 1 | 6 | |
| War-litter | 5 | 4 | 4+ | 4 | 0 | 0 | 5 | 4 | 5 | Scurry Away!, Strength in Numbers |
| Screaming Bell | 5 | 0 | 0 | 5 | 6 | 6 | 0 | 0 | 0 | Fear, Large Target (5), Magic Resistance (2), Altar of the Horned Rat, Above the Masses, Ringing the Bell |
| Rat Ogre | 0 | 3 | 0 | 5 | 0 | 0 | 4 | 3 | 0 |
A Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a… Show moreA Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt -- this may exceed the number normally allowed for his level, and a spell may be cast entirely with Warpstone Tokens if desired. However, for every Warpstone-generated dice that rolls a 1, the Wizard suffers a Wound with no saves allowed. Show less
A Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a… Show moreA Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt -- this may exceed the number normally allowed for his level, and a spell may be cast entirely with Warpstone Tokens if desired. However, for every Warpstone-generated dice that rolls a 1, the Wizard suffers a Wound with no saves allowed. Show less
Wizard Level 4
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warlord | 5 | 6 | 3+ | 4 | 4 | 3 | 7 | 4 | 7 | |
| Rat Hound Bodyguard | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 0 | |
| War-litter | 5 | 4 | 4+ | 4 | 0 | 0 | 5 | 4 | 5 | Scurry Away!, Strength in Numbers |
| Great Pox Rat | 7 | 3 | 0 | 4 | 4 | 1 | 5 | 2 | 2 | Poisoned Attacks, Skittering, Vanguard |
| Rat Ogre Bonebreaker | 6 | 4 | 4+ | 5 | 5 | 3 | 3 | 4 | 5 | Scurry Away!, Strength in Numbers, Fear |
| Brood Horror | 8 | 3 | 0 | 5 | 5 | 5 | 4 | 5 | 6 | Poisoned Attacks, Foul Ichor, Stomp, Terror |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Pistol.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Verminlord | 8 | 8 | 3+ | 6 | 6 | 6 | 10 | 5 | 8 |
Wizard Level 4
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Plaguelord | 5 | 5 | 4+ | 4 | 5 | 3 | 6 | 3 | 7 | |
| Great Pox Rat | 7 | 3 | 0 | 4 | 4 | 1 | 5 | 2 | 2 | Poisoned Attacks, Skittering, Vanguard |
| Plague Furnace | 5 | 0 | 0 | 5 | 6 | 6 | 0 | 0 | 0 | Fear, Frenzy, Large Target (5), Magic Resistance (2), Altar of the Horned Rat, Billowing Death, Wrecker Attack |
| Plague Monk Crew | 0 | 3 | 0 | 3 | 0 | 0 | 4 | 1 | 0 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Flail. At the start of each round of close combat in which they are fighting, all models in base contact (friend or foe, including the Censer Bearer itself) with one or more models bearing a plague… Show moreFlail. At the start of each round of close combat in which they are fighting, all models in base contact (friend or foe, including the Censer Bearer itself) with one or more models bearing a plague censer must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for this test. Show less
Wizard Level 2
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Master Assassin | 6 | 7 | 1+ | 4 | 4 | 3 | 9 | 4 | 8 |
8" Strength as User, Multiple Shots (2), Quick to Fire
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
One per model only. One use only. If a model with Smoke Bombs breaks from combat, he can choose to smash the bombs underfoot to slow the victors as they pursue -- before declaring to pursue, announce… Show moreOne per model only. One use only. If a model with Smoke Bombs breaks from combat, he can choose to smash the bombs underfoot to slow the victors as they pursue -- before declaring to pursue, announce that the Smoke Bombs are being detonated. Any units pursuing this model roll one D6 less than normal this turn. Show less
One per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase (place a marker there). At… Show moreOne per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase (place a marker there). At the start of any later Movement sub-phase, he may choose to detonate it by rolling a D6: on a 1 it is a dud and does not explode; on a 2+ it explodes, placing the large round template centred on the marker. Any model at the template's centre takes a single Strength 10 Hit with the Multiple Wounds (D3) special rule; any other models touched by the template suffer a Strength 3 hit with the Armour Piercing (1) special rule. Show less
Two hand weapons. All attacks made by Weeping Blades have the Armour Piercing (1), Magical Attacks, Multiple Wounds (D3) and Poisoned Attacks special rules.
Throwing weapon. Warpstone Stars have the Armour Piercing (1), Magical Attacks, and Multiple Wounds (D3) special rules.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Eshin Sorcerer Lord | 6 | 4 | 3+ | 3 | 4 | 3 | 5 | 1 | 6 |
Wizard Level 3
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Master Mutator | 6 | 5 | 4+ | 4 | 4 | 3 | 6 | 3 | 7 | |
| Great Pox Rat | 7 | 3 | 0 | 4 | 4 | 1 | 5 | 2 | 2 | Poisoned Attacks, Skittering, Vanguard |
| Rat Ogre Bonebreaker | 6 | 4 | 4+ | 5 | 5 | 3 | 3 | 4 | 5 | Scurry Away!, Strength in Numbers, Fear |
| Brood Horror | 8 | 3 | 0 | 5 | 5 | 5 | 4 | 5 | 6 | Poisoned Attacks, Foul Ichor, Stomp, Terror |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Gives the wielder +1 Attack and the Fight in Extra Ranks (2) special rule. In addition, the wielder may make supporting attacks equal to their Attacks characteristic.
Polearm. Gives the wielder the Killing Blow special rule.
Polearm. Gives the wielder the Lightning Attacks special rule.
Whip. Gives the wielder +D3 Attacks (rather than +1 as a normal whip) as well as the Lightning Attacks special rule.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warlock Master | 5 | 3 | 3+ | 3 | 4 | 3 | 4 | 1 | 6 |
Pistol.
One per model only. A Warlock Engineer equipped with Warlock Optics gains +1 to his Ballistic Skill as well as the Ignores Cover and Sniper special rules.
One per model only. Gives the wearer a +1 bonus when channelling Power dice.
Polearm. Gives the bearer +1 to cast the Warp Lightning spell from the Lore of Ruin.
Handgun. All shots from a Warpmusket are resolved at Strength 5 and have the Magical Attacks and Unstable Ammunition special rules.
Hand weapon. Gives the wielder the Ignores Armour Saves and Magical Attacks special rules.
One per model only. One use only. The bearer can throw the Brass Orb in the Shooting phase. Place the small round template with its centre anywhere within 6" of the character and in his line of… Show moreOne per model only. One use only. The bearer can throw the Brass Orb in the Shooting phase. Place the small round template with its centre anywhere within 6" of the character and in his line of sight; it then scatters D6" (if a 1 is rolled, centre the template on the model throwing the orb instead). Models touched by the template must take an Initiative test or be removed as casualties, with no saves of any kind allowed. This is a Magical Attack. Show less
One per model only. One use only. Place the small round template with its centre anywhere within 6" of the character and in his line of sight; it then scatters D6" (if a 1 is rolled, centre the… Show moreOne per model only. One use only. Place the small round template with its centre anywhere within 6" of the character and in his line of sight; it then scatters D6" (if a 1 is rolled, centre the template on the model throwing the globe instead). All models touched by the template must pass a Toughness test or suffer a Wound with the Ignores Armour Saves and Magical Attacks special rules. Show less
One per model only. One use only. Fired like a Stone Thrower.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
A Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a… Show moreA Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt -- this may exceed the number normally allowed for his level, and a spell may be cast entirely with Warpstone Tokens if desired. However, for every Warpstone-generated dice that rolls a 1, the Wizard suffers a Wound with no saves allowed. Show less
Wizard Level 3
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Thanquol & Boneripper | 5 | 3 | 4+ | 3 | 4 | 3 | 6 | 1 | 7 | |
| Boneripper | 6 | 3 | 6+ | 5 | 5 | 4 | 1 | 4 | 10 | Unbreakable, Bodyguard of Thanquol, Fear |
| Boneripper Mk II (Warpfire Thrower) | 6 | 3 | 6+ | 6 | 5 | 5 | 1 | 5 | 10 | Unbreakable, Stomp, Terror |
| Boneripper Mk II (Warpfire Braziers) | 6 | 3 | 6+ | 6(7) | 5 | 5 | 1 | 5 | 10 | Unbreakable, Stomp, Terror |
A Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a… Show moreA Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt -- this may exceed the number normally allowed for his level, and a spell may be cast entirely with Warpstone Tokens if desired. However, for every Warpstone-generated dice that rolls a 1, the Wizard suffers a Wound with no saves allowed. Show less
As long as Thanquol has at least a single Wound remaining, at the beginning of each of his turns, Thanquol can use the amulet to heal himself -- on a roll of 5+, Thanquol regains a single Wound.
Gives Thanquol an additional spell.
Wizard Level 4
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Skreech Verminking | 8 | 8 | 3+ | 6 | 6 | 6 | 10 | 5 | 8 |
Magic Weapon. Attacks made with this weapon have the Multiple Wounds (D3) special rule.
Magic Weapon. Two hand weapons. Attacks made with these weapons have the Always Strikes First special rule. Replaces the Doom-glaive.
Wizard Level 4
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Queek Headtaker | 5 | 7 | 1+ | 4 | 4 | 3 | 7 | 4(5) | 8 |
Two hand weapons. Attacks with this weapon have the Ignores Armour Saves special rule. In addition, against Dwarfs, it always wounds on a 2+.
Heavy armour. For each successful armour save made in close combat, the armour inflicts a Strength 5 hit against the enemy that struck the blow.
Gives Queek the Ward Save (5+) special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Nurglitch | 5 | 6 | 4+ | 4 | 5 | 3 | 5 | 3 | 7 | |
| Bilios | 5 | 3 | 4+ | 3 | 0 | 0 | 3 | 2 | 6 | |
| Pox | 6 | 3 | 0 | 4 | 4 | 1 | 5 | 2 | 2 | Poisoned Attacks, Skittering, Vanguard |
Enemy models lose 1 point of Toughness from their profile for each Wound they suffer from this blade.
, power level 5.
Wizard Level 3
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Lord Skrolk | 5 | 6 | 3+ | 4 | 5 | 3 | 6 | 4 | 7 |
Plague Censer. Models hit by the rod must pass a single Toughness test (regardless of the number of hits) or instantly decay and die with no saves of any kind allowed. If the victim passes the… Show morePlague Censer. Models hit by the rod must pass a single Toughness test (regardless of the number of hits) or instantly decay and die with no saves of any kind allowed. If the victim passes the Toughness test, roll To Wound as normal. Show less
, power level 5.
Wizard Level 3
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Throt the Unclean | 5 | 6 | 4+ | 4(5) | 4 | 3 | 6 | 4 | 7 |
Things-catcher. Gives Throt the Heroic Killing Blow special rule.
Whip. Gives Throt +1 Attack in addition to his normal attacks. Any enemy unit that takes an unsaved wound from the Whip of Domination suffers a -2 penalty to its Leadership for the remainder of the… Show moreWhip. Gives Throt +1 Attack in addition to his normal attacks. Any enemy unit that takes an unsaved wound from the Whip of Domination suffers a -2 penalty to its Leadership for the remainder of the player turn. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ikit Claw | 5 | 5 | 4+ | 5(6) | 4 | 3 | 3 | 2 | 7 |
Polearm. Attacks with this weapon have the Lightning Attacks special rule. , power level 6.
Medium armour. Gives Ikit the Ward Save (5+) special rule, as well as +2 to his Strength value (already included in his profile). Once per game, Ikit can fire the warpfire projector housed in the… Show moreMedium armour. Gives Ikit the Ward Save (5+) special rule, as well as +2 to his Strength value (already included in his profile). Once per game, Ikit can fire the warpfire projector housed in the device -- a Strength 5 Breath Weapon attack with the Flaming Attacks, Magical Attacks and Multiple Wounds (D3) special rules. Show less
Wizard Level 4
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Deathmaster Snikch | 6 | 8 | 1+ | 4 | 4 | 3 | 10 | 5(6) | 8 |
Two hand weapons. All attacks made by Weeping Blades have the Armour Piercing (1), Magical Attacks, Multiple Wounds (D3) and Poisoned Attacks special rules.
Throwing weapon. Warpstone Stars have the Armour Piercing (1), Magical Attacks, and Multiple Wounds (D3) special rules.
Enemy units cannot charge or target Snikch with missile attacks or spells if they are more than 12" away from him. Within 12", he can only be charged or targeted by first rolling a 4+ -- if failed,… Show moreEnemy units cannot charge or target Snikch with missile attacks or spells if they are more than 12" away from him. Within 12", he can only be charged or targeted by first rolling a 4+ -- if failed, the unit may choose a new target as normal. This item has no effect while Snikch is Hidden. Show less
, power level 4.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Chieftain | 5 | 5 | 3+ | 4 | 4 | 2 | 6 | 3 | 6 | |
| Rat Hound Bodyguard | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 0 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Pistol.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Priest | 5 | 4 | 4+ | 4 | 5 | 2 | 5 | 2 | 6 | |
| Great Pox Rat | 7 | 3 | 0 | 4 | 4 | 1 | 5 | 2 | 2 | Poisoned Attacks, Skittering, Vanguard |
| Brood Horror | 8 | 3 | 0 | 5 | 5 | 5 | 4 | 5 | 6 | Poisoned Attacks, Foul Ichor, Stomp, Terror |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Flail. At the start of each round of close combat in which they are fighting, all models in base contact (friend or foe, including the Censer Bearer itself) with one or more models bearing a plague… Show moreFlail. At the start of each round of close combat in which they are fighting, all models in base contact (friend or foe, including the Censer Bearer itself) with one or more models bearing a plague censer must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for this test. Show less
Wizard Level 1
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Assassin | 6 | 6 | 2+ | 4 | 4 | 2 | 8 | 3 | 7 |
8" Strength as User, Multiple Shots (2), Quick to Fire
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
One per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase (place a marker there). At… Show moreOne per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase (place a marker there). At the start of any later Movement sub-phase, he may choose to detonate it by rolling a D6: on a 1 it is a dud and does not explode; on a 2+ it explodes, placing the large round template centred on the marker. Any model at the template's centre takes a single Strength 10 Hit with the Multiple Wounds (D3) special rule; any other models touched by the template suffer a Strength 3 hit with the Armour Piercing (1) special rule. Show less
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Eshin Sorcerer | 6 | 4 | 3+ | 3 | 3 | 2 | 5 | 1 | 5 |
One per model only. One use only. If a model with Smoke Bombs breaks from combat, he can choose to smash the bombs underfoot to slow the victors as they pursue -- before declaring to pursue, announce… Show moreOne per model only. One use only. If a model with Smoke Bombs breaks from combat, he can choose to smash the bombs underfoot to slow the victors as they pursue -- before declaring to pursue, announce that the Smoke Bombs are being detonated. Any units pursuing this model roll one D6 less than normal this turn. Show less
One per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase (place a marker there). At… Show moreOne per model only. One use only. As long as he is not Hidden, an Assassin can place an Infernal Bomb anywhere along his Movement path during the Remaining Movement phase (place a marker there). At the start of any later Movement sub-phase, he may choose to detonate it by rolling a D6: on a 1 it is a dud and does not explode; on a 2+ it explodes, placing the large round template centred on the marker. Any model at the template's centre takes a single Strength 10 Hit with the Multiple Wounds (D3) special rule; any other models touched by the template suffer a Strength 3 hit with the Armour Piercing (1) special rule. Show less
Two hand weapons. All attacks made by Weeping Blades have the Armour Piercing (1), Magical Attacks, Multiple Wounds (D3) and Poisoned Attacks special rules.
Throwing weapon. Warpstone Stars have the Armour Piercing (1), Magical Attacks, and Multiple Wounds (D3) special rules.
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Master Moulder | 6 | 4 | 4+ | 4 | 4 | 2 | 5 | 2 | 6 | |
| Great Pox Rat | 7 | 3 | 0 | 4 | 4 | 1 | 5 | 2 | 2 | Poisoned Attacks, Skittering, Vanguard |
| Rat Ogre Bonebreaker | 6 | 4 | 4+ | 5 | 5 | 3 | 3 | 4 | 5 | Scurry Away!, Strength in Numbers, Fear |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Gives the wielder +1 Attack and the Fight in Extra Ranks (2) special rule. In addition, the wielder may make supporting attacks equal to their Attacks characteristic.
Polearm. Gives the wielder the Killing Blow special rule.
Polearm. Gives the wielder the Lightning Attacks special rule.
Whip. Gives the wielder +D3 Attacks (rather than +1 as a normal whip) as well as the Lightning Attacks special rule.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warlock Engineer | 5 | 3 | 4+ | 3 | 3 | 2 | 4 | 1 | 5 |
Pistol.
One per model only. A Warlock Engineer equipped with Warlock Optics gains +1 to his Ballistic Skill as well as the Ignores Cover and Sniper special rules.
One per model only. Gives the wearer a +1 bonus when channelling Power dice.
Polearm. Gives the bearer +1 to cast the Warp Lightning spell from the Lore of Ruin.
Handgun. All shots from a Warpmusket are resolved at Strength 5 and have the Magical Attacks and Unstable Ammunition special rules.
Hand weapon. Gives the wielder the Ignores Armour Saves and Magical Attacks special rules.
One per model only. One use only. The bearer can throw the Brass Orb in the Shooting phase. Place the small round template with its centre anywhere within 6" of the character and in his line of… Show moreOne per model only. One use only. The bearer can throw the Brass Orb in the Shooting phase. Place the small round template with its centre anywhere within 6" of the character and in his line of sight; it then scatters D6" (if a 1 is rolled, centre the template on the model throwing the orb instead). Models touched by the template must take an Initiative test or be removed as casualties, with no saves of any kind allowed. This is a Magical Attack. Show less
One per model only. One use only. Place the small round template with its centre anywhere within 6" of the character and in his line of sight; it then scatters D6" (if a 1 is rolled, centre the… Show moreOne per model only. One use only. Place the small round template with its centre anywhere within 6" of the character and in his line of sight; it then scatters D6" (if a 1 is rolled, centre the template on the model throwing the globe instead). All models touched by the template must pass a Toughness test or suffer a Wound with the Ignores Armour Saves and Magical Attacks special rules. Show less
One per model only. One use only. Fired like a Stone Thrower.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
A Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a… Show moreA Wizard may choose to eat some warpstone to boost his powers. Before casting a spell, announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt -- this may exceed the number normally allowed for his level, and a spell may be cast entirely with Warpstone Tokens if desired. However, for every Warpstone-generated dice that rolls a 1, the Wizard suffers a Wound with no saves allowed. Show less
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Tretch Craventail | 5 | 5 | 3+ | 4 | 4 | 2 | 6 | 3(4) | 6 |
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
The Skullhelm gives Tretch +1 to his armour save and a Ward save (4+). In addition, once per game he can re-roll a dice roll -- the re-roll can be one of his To Hit, To Wound, armour or Ward save,… Show moreThe Skullhelm gives Tretch +1 to his armour save and a Ward save (4+). In addition, once per game he can re-roll a dice roll -- the re-roll can be one of his To Hit, To Wound, armour or Ward save, Leadership test, or a Stay Here, I'll Get Help! roll. Show less
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Skweel Gnawtooth | 6 | 5 | 4+ | 4 | 4 | 2 | 6 | 2 | 6 | |
| Gutsnagger | 6 | 3 | 0 | 2 | 0 | 0 | 0 | 2 | 0 |
Whip. Gives Skweel the Armour Piercing (1) and Multiple Wounds (2) special rules.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Clanrats | 5 | 3 | 4+ | 3 | 3 | 1 | 4 | 1 | 5 | |
| Clawleader | 5 | 3 | 4+ | 3 | 3 | 1 | 4 | 2 | 5 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Stormvermin | 5 | 4 | 4+ | 3 | 3 | 1 | 5 | 1 | 6 | |
| Fangleader | 5 | 4 | 4+ | 3 | 3 | 1 | 5 | 2 | 6 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Skavenslaves | 5 | 2 | 5+ | 3 | 3 | 1 | 4 | 1 | 2 | |
| Pawleader | 5 | 2 | 5+ | 3 | 3 | 1 | 4 | 2 | 2 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
18" Strength 3, Armour Piercing (1), Multiple Shots (2)
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon Team | 5 | 3 | 4+ | 3 | 3 | 2 | 4 | 2 | 5 |
Fires like a Fire Thrower. Strength 5.
Roll an Artillery Dice to determine the number of shots fired. After the first Artillery Dice is rolled, you may decide whether to stop or roll an additional Artillery Dice, repeating up to a maximum… Show moreRoll an Artillery Dice to determine the number of shots fired. After the first Artillery Dice is rolled, you may decide whether to stop or roll an additional Artillery Dice, repeating up to a maximum of 3 Artillery Dice. In case a Misfire is rolled, no further Artillery Dice may be rolled. Show less
Fires like a Stone Thrower. Models hit must pass a Toughness test or suffer a Wound.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Monks | 5 | 3 | 4+ | 3 | 4 | 1 | 3 | 1(2) | 5 | |
| Plague Deacon | 5 | 3 | 4+ | 3 | 4 | 1 | 3 | 2(3) | 5 |
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Night Runners | 6 | 3 | 4+ | 3 | 3 | 1 | 5 | 1 | 5 | |
| Nightleader | 6 | 3 | 4+ | 3 | 3 | 1 | 5 | 2 | 5 |
8" Strength as User, Multiple Shots (2), Quick to Fire
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
18" Strength 3, Armour Piercing (1), Multiple Shots (2)
The entire unit may be upgraded to Skirmishers, free.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Giant Rats | 6 | 3 | 0 | 2 | 2 | 1 | 4 | 1 | 3 | |
| Packmaster | 6 | 3 | 4+ | 3 | 3 | 1 | 4 | 1 | 5 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Rat Swarms | 6 | 3 | 0 | 1 | 1 | 8 | 4 | 8 | 3 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Gutter Runners | 6 | 4 | 3+ | 3 | 3 | 1 | 6 | 1 | 6 | |
| Deathrunner | 6 | 4 | 3+ | 3 | 3 | 1 | 6 | 2 | 6 |
8" Strength as User, Multiple Shots (2), Quick to Fire
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
18" Strength 3, Armour Piercing (1), Multiple Shots (2)
The entire unit may have Poisoned Attacks, 2 points per model.
The entire unit may be armed with snare-nets, 2 points per model.
The unit may be accompanied by a Warp-grinder. Fights in close combat using its crew's Initiative (not their Attacks) as a Warpstone Weapon inflicting D3 Strength 4 hits each Close Combat phase --… Show moreThe unit may be accompanied by a Warp-grinder. Fights in close combat using its crew's Initiative (not their Attacks) as a Warpstone Weapon inflicting D3 Strength 4 hits each Close Combat phase -- Strength 4, Impact Hits (D3), Magical Attacks. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Censer Bearers | 5 | 3 | 4+ | 3(5) | 4 | 1 | 3 | 1 | 5 | |
| Plague Chanter | 5 | 3 | 4+ | 3(5) | 4 | 1 | 3 | 2 | 5 |
Flail. At the start of each round of close combat in which they are fighting, all models in base contact (friend or foe, including the Censer Bearer itself) with one or more models bearing a plague… Show moreFlail. At the start of each round of close combat in which they are fighting, all models in base contact (friend or foe, including the Censer Bearer itself) with one or more models bearing a plague censer must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules. All Clan Pestilens models gain a +1 bonus for this test. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Plague Rats | 6 | 3 | 0 | 1 | 1 | 8 | 4 | 8 | 3 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Rats | 8 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 4 |
The unit gains the Poisoned Attacks special rule.
The unit gains the Armour Piercing (1) and Magical Attacks special rules.
The Wolf Rats gain +1 Toughness but suffer -1 to their Initiative.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Rat Ogres | 6 | 3 | 6+ | 5 | 4 | 3 | 4 | 3 | 5 | |
| Rat Ogre Packmaster | 6 | 3 | 4+ | 3 | 3 | 1 | 4 | 1 | 5 |
All Rat Ogres in the unit are no longer subject to Stupidity or Frenzy.
All Rat Ogres in the unit gain +1 Attack.
All Rat Ogres in the unit gain +1 Movement.
All Rat Ogres in the unit gain medium armour.
All Rat Ogres in the unit gain +1 Toughness.
All Rat Ogres in the unit gain the Regeneration (5+) special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warplock Jezzails | 5 | 3 | 4+ | 3 | 3 | 2 | 4 | 2 | 5 | |
| Sharpshooter Team | 5 | 3 | 3+ | 3 | 3 | 2 | 4 | 2 | 5 |
Save Missile 3 (4+). Only applies to missile attacks in the front arc.
The Warplock Jezzail's own weapon profile.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Poisoned Wind Globadiers | 5 | 3 | 4+ | 3 | 3 | 1 | 4 | 1 | 5 | |
| Bombardier | 5 | 3 | 3+ | 3 | 3 | 1 | 4 | 1 | 5 |
When a model with a Gas Mask is forced to take a Toughness test from any weapon source in Warhammer: Skaven, it gets a +2 bonus for that test.
Models hit by a Poisoned Wind Globe must pass a Toughness test or suffer a Wound. On a To Hit roll of a 1, the Globadier hits himself (including when firing into close combat).
The unit may be accompanied by a Poisoned Wind Mortar -- see the standalone Weapon Team's own Poisoned Wind Mortar profile.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Eshin Triad | 6 | 5 | 2+ | 4 | 4 | 2 | 7 | 2 | 7 |
8" Strength as User, Multiple Shots (2), Quick to Fire
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
The model gains +1 Attack. This attack does not gain any of the rules of other weapons the model might carry.
The entire unit may take Smoke Bombs, 5 points per model.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Hell Pit Abomination | 0 | 3 | 6+ | 6 | 5 | 6 | 4 | 0 | 8 |
The Hell Pit Abomination gains the Magic Resistance (1) and Magical Attacks special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Stormfiends | 6 | 4 | 4+ | 5 | 4 | 4 | 5 | 4 | 7 |
Strength as user, plus +2D3 Attacks and the Impact Hits (D3) special rule.
Strength as user, plus the Magical Attacks, Tunneller and Warp-strike special rules.
Range 24", Strength 4.
Strength +1, plus +1 Attack, Impact Hits (D3), Lightning Attacks and Magical Attacks.
Each model fires as a Fire Thrower.
Each model fires as a Stone Thrower.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Plagueclaw Catapult | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Plague Monk Crew (Plagueclaw) | 5 | 3 | 4+ | 3 | 4 | 0 | 3 | 1 | 5 |
Stone Thrower, uses the large template. Any unit that takes one or more wounds must immediately take a Panic test.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warp Lightning Cannon | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Warp Lightning Cannon Crew | 5 | 3 | 4+ | 3 | 3 | 0 | 4 | 1 | 5 |
Great Cannon. Strength equal to the Artillery Dice rolled.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Doomwheel | 0 | 0 | 0 | 5 | 6 | 5 | 0 | 0 | 0 | |
| Doomwheel Crew | 0 | 3 | 4+ | 3 | 0 | 0 | 4 | 1 | 7 |
In each friendly Shooting phase, even when engaged in close combat or fleeing, the Doomwheel automatically unleashes bolts of warp lightning. Each bolt automatically hits the nearest unit (friend or… Show moreIn each friendly Shooting phase, even when engaged in close combat or fleeing, the Doomwheel automatically unleashes bolts of warp lightning. Each bolt automatically hits the nearest unit (friend or foe), regardless of line of sight and direction -- a non-physical attack. The Warlock Engineer may attempt a Leadership test to stop the Doomwheel firing; if failed, it fires as normal. Roll an Artillery Dice for the Strength of the bolts, measured from the Doomwheel's base. If the closest unit is destroyed by the first bolt, the second bolt hits the next closest unit in range, and so on (owning player chooses between equidistant targets). Show less
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