WARBAND MAX SIZE: 15 MODELS (!!)
HIRED SWORDS: AS PER RULEBOOK
WARBAND SPECIAL RULE: SCURRY AWAY
Special Rule: Scurry Away!
• At the end of any battle that the Skaven lost, one Skaven hero may re-roll his Post-game Injury Roll. If he does, the second result must be accepted. (Note that Scurry Away! only applies in games where the Skaven lost.)
• Any Skaven henchmen that are promoted to Heroes automatically gain the 'Scurry Away!' rule.
• Note that Scurry Away! only applies to Skaven that are promoted to heroes, and not to other races.
SPECIAL EQUIPMENT
FIGHTING CLAWS 10+ rare 7+
Parry (like sword)
+1 to hit the turn with this weapon wielder charges
will ***NOT*** work with any skill that affects one handed swords.
WEEPING BLADE 25gc, rare 9+
A one-handed Sword that is always poisonous (autowound on + to hit) and will work with any skill that affects one handed swords.
WARPLOCK PISTOL 30gc / rare 10+
Range 6"
Strength 5
Extra -1 enemy armour save (for -3 total)
Unstable: If a 1 is rolled to hit, gun goes off as normal, **and** wielder takes 1 automatic S 5 hit with extra -1 Armour Save. This cannot take wielder out of action, but can leave him stunned. Weapon cannot fire for the rest of this battle but can be used again as normal next battle.
Is a blackpowder weapon and a pistol; anything that affects these will affect this weapon.
WARPLOCK MUSKET 35gc / rare 10+
Range 24"
Strength 5
Extra -1 enemy armour save (for -3 total)
*Move or Fire*
Unstable: If a 1 is rolled to hit, gun goes off as normal, **and** wielder takes 1 automatic S 5 hit with extra -1 Armour Save. This cannot take wielder out of action, but can leave him stunned. Weapon cannot fire for the rest of this battle but can be used again as normal next battle.
Is a blackpowder weapon. Anything that will affect blackpowder weapons will affect this weapon.
SMOKE BOMBS 30gc / rare 10+
***Miscellaneous Equipment.*** Warrior has the ‘Jump
Up’ Speed skill while engaged in Close Combat.
Lasts entire campaign.
***Can only be used by Eshin Assassins and Night Runners****
HEROES
1 ESHIN MYSTIC 70gc
- Starting XP: 20
- Skills: Academic, Speed
- Stats: 5 3 3 3 3 1 4 1 8(! only the mystic can get Ld8)
- Wizard: Two Starting Spells (Pays in bad stats and limited skills accordingly)
- Equipment: club, axe, sword, great weapon, spear, halberd, sling, warplock pistol, shield, light armour, helmet
0-2 ESHIN ASSASSINS 35gc
- Starting XP: 8
- Skills: Combat, Shooting, Speed, Assassin
- Stats: 6 4 3 3 3 1 4 1 6
- Special Rule: Stealth: When warrior is in Cover, Shooting against him suffers an additional -1 BS.
- Special Rule: Leaping Charge: Warrior cannot be *intercepted* when he is charging.
- Equipment: club, axe, sword, fighting claws, weeping blade, warplock pistol, throwing stars, light armour, helmet (no shield or sling!!)
0-2 NIGHT RUNNERS 25gc
- Starting XP: 4
- Skills: Combat, Shooting, Speed, Assassin
- Stats: 6 2 2 3 3 1 4 1 5
- Special Rule: Stealth: When warrior is in Cover, Shooting against him suffers an additional -1 BS.
- Special Rule: Leaping Charge-: Warrior cannot be *intercepted* when he is charging.
- Equipment: club, axe, sword, fighting claws, weeping blade, warplock pistol, throwing stars, light armour, helmet (no shield or sling!)
HENCHMEN
CLANRATS 20gc
- Stats: 5 2 2 3 3 1 4 1 5
- Equipment: club, axe, sword, spear, halberd, sling, shield, light armour, helmet
0-2 STORMVERMIN 40gc
- Stats: 5 4 3 4 3 1 4 1 7
- Equipment: club, axe, sword, spear, great weapon, flail, halberd, warplock pistol, shield, light armour, heavy armour, helmet
0-2 ESHIN SCATTERGUNNERS 25gc
- Stats: 5 2 3 3 3 1 4 1 6
- Equipment: club, axe, sword, sling, warplock pistol, warplock musket, blunderbuss, light armour, helmet, shield
0-2 RAT SWARMS 25gc
- Stats: 6 2 - 2 2 2 4 2 4
- Animals: Cannot Climb, Cannot Hide, No Scenario Objectives, Fights Unarmed, Cowardice
- Base Size: Heavy Infantry (25 x 25mm)
ASSASSIN SKILLS
TAIL FIGHTNG
Warrior may use a Dagger, Club, Axe or Sword
n his Tail.
• Tail Fighting counts towards the penalty
for fighting with two weapons.
PERFECT KILLER
Extra -2 Armour Save modifier on all attacks
made by warrior, in both shooting and close
ART OF SILENT DEATH
When warrior causes critical wounds, he can choose the result he wants on the chart, rather than rolling for it.
POISONER
One weapon in the warrior's possession is automatically poisoned each battle (a 6 to hit = wounds automatically)