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S K AV E N
WARSCROLLS
COMPENDIUM
INtRODUCtION
Screeching and scrabbling throughout
time and space, the skaven gnaw at the
fringes of every nation. The Children
of the Horned Rat infest the Mortal
Realms much as vermin infest a sewer,
watching, lurking and sniffing out
opportunities to further their vile
agendas. They are each desperate to
rise above friend and foe alike, and will
commit acts of shocking betrayal to
do so, for all skaven possess a vicious
ingenuity born of a desire for conquest.
The warscrolls in this compendium
allow you to use your Citadel
Miniatures collection in fantastical
battle, whether telling epic stories set
during the Age of Sigmar, or recreating
the wars of the world-that-was.
WARSCROLL KEy
1. itle:
The name of the model that the
T
warscroll describes.
2. haracteristics:
This set of characteristics tells you
C
how fast, powerful and brave the model is, and how
effective its weapons are.
3. escription:
The description tells you what weapons
D
the model can be armed with, and what upgrades (if
any) it can be given. The description will also tell you if
the model is fielded on its own as a single model, or as
part of a unit. If the model is fielded as part of a unit,
then the description will say how many models the unit
should have (if you don’t have enough models to field a
unit, you can still field one unit with as many models as
you have available).
4. bilities:
Abilities are things that the model can do
A
during a game that are not covered by the standard
game rules.
5. eywords:
All models have a list of keywords.
K
Sometimes a rule will say that it only applies to models
that have a specific keyword.
6. amage Table: Some
models have a damage table
D
that is used to determine one or more of the model’s
characteristics. Look up the number of wounds the
model has suffered to find the value of the characteristic
in question.
1
qUEEK hEADtAKER
MOV
E
U
N
DS
WO
2
5
bR
6"
6
3+
MELEE WEAPONS
Dwarf Gouger
Barbed Sword
Range
Attacks
1"
1"
to hit
3
3
to Wound
SAV
E
3+
3+
Rend
3+
3+
Damage
-1
-
D3
1
AV
ERy
3
Queek Headtaker is a single model.
He
wields the fabled Dwarf Gouger in one
claw and a Barbed Sword in the other.
He is protected by War-shard Armour
and carries the severed heads of his
latest
enemies upon a trophy rack.
descr iption
4
Headtaker: You
can re-roll failed wound
rolls for Queek Headtaker when he
targets
a
Hero.
Dwarf Gouger: W
hen Queek Headtake
r
targets a
Duardin
unit with Dwarf
Gouger, the damage inflicted is doubled.
Warp-shard Armour: If
you pass a
save
roll for Queek Headtaker with a roll
of
6 or more, the unit that struck the blow
immediately suffers 1 mortal wound.
Abilities
Kill-kill!:
If Queek Headtaker uses this
ability, you can re-roll any hit rolls of
a1
for any
Skaven
unit from your army
that
is within 13" of Queek when it is chosen
to
fight in the combat phase. You can re-roll
failed hit rolls of 1 and 2 instead if the
Skaven
unit is attacking a
Dwarf
or an
Orcs & Goblins
 unit. This ability lasts
until your next hero phase.
coMM And Abilit Y
5
KeyWORDS
CHAOS, SKAven, veRMInuS, He
RO, SKAven WARLORD, queeK
HeADTAKeR
WARLORD SPINEtAIL
MOV
E
U
N
DS
WO
5
bR
6"
6
4+
MELEE WEAPONS
Blade of Corruption
Rusty Dagger
Range
Attacks
AV
ERy
1"
1"
to hit
3
3
to Wound
Warlord Spinetail is a single model.
He
wields the Blade of Corruption alongside
a Rusty Dagger, and he can throttle
foes to death with his abnorma lly large
Spined Tail.
Spined Tail:
If Warlord Spinetail is
within
3" of an enemy
Hero
at the start of
a
combat phase, he can attempt to throttle
them with his tail. If he does, both you
and
descr iption
SAV
E
3+
3+
Rend
3+
4+
Damage
-
-
D3
1
Abilities
your opponent roll a dice. If you roll
the
higher result, the enemy
Hero
suffers
a
mortal wound. If your result is double
your
opponent’s, that model suffers D3 mortal
wounds instead.
Blade of Corruption: At
the end of
the
combat phase, roll a dice for each enemy
model that suffered any wounds from
the
Blade of Corruption in that phase but
was
not slain. On a 6 that model succumb
s to a
corrupting disease and suffers a mortal
wound.
Nurgle
units are not affected
by this ability and do not suffer this
extra
mortal wound.
Attack-attack!:
If Warlord Spinetail
uses
this ability, you can re-roll any wound
rolls
of a 1 for any
Verminus
unit from your
army if it is within 13" of Spinetail when
it is
chosen to fight in the combat phase.
coMM And Abilit Y
KeyWORDS
PER
thANqUOL AND bONERIP
CHAOS, SKAven, veRMInuS, He
Warpfire Projectors
to hit
Attacks
Range
Warhammer Age of Sigmar © Games
MISSILE WEAPONS
Workshop Ltd. 2015
RO, SKAven WARLORD, WARLO
RD SPIn
to Wound
eTAIL
Rend
Rend
Damage
Damage
MOV
E
U
N
DS
WO
7
8"
See below
to Wound
13
4+
MELEE WEAPONS
Range
Attacks
to hit
bR
AV
ERy
Staff of the Horned Rat
Warpfire Braziers
Crushing Blows
2"
2"
2"
2
4
4+
3+
4+
3+
3+
3+
-1
-2
-1
D3
3
2
6
descr iption
model
Thanquol and Boneripper is a single
that comprises the scheming Grey Seer
s!)
Thanquol and the latest (and enormou
Rat Ogre
incarnation of his loyal
armed
bodyguard, Boneripper. Thanquol is
bears
with the Staff of the Horned Rat and
of
a Warp-amulet. He also has a stash
his
Warpstone Tokens that he uses to boost
).
magical powers (and feed his addiction
Boneripper can be equipped either with
a
deadly Warpfire Projectors that burn
re
swathe of death at range, or with Warpfi
Braziers that trail green flame as they
wreak utter havoc in melee. Either way,
sheer
Boneripper can also attack using his
physical bulk, pulverising the foe with
Crushing Blows.
KeyWORDS
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
SAV
E
DAMAGE tAbLE
Wounds Suffered
Move
Crushing blows
Casting Value
0-3
4-5
6-8
9-10
11+
10"
9"
8"
7"
6"
6
5
4
3
2
scorch
6+
7+
8+
9+
10+
Abilities
er
Warp-amulet: Th
anquol and Boneripp
heal 1 wound in each of your hero phases.
Warpfire Projectors: Wh
en firing
Boneripper’s Warpfire Projectors, pick
a unit within range; it suffers 2D6
mortal wounds.
Warpstone Addiction: Wh
en Thanquol
attempts to cast a spell he must consume
he
a piece of unrefined warpstone. When
can
does so, roll a D6; on a 2 or more you
if it
re-roll the subsequent casting attempt
e
is failed. On the roll of a 1, the Warpston
Token has no effect (other than to
ania
heighten Thanquol’s sense of megalom
noia).
and para
foes
Thanquol thrusts out his paw and his
by a
(or his underlings) are roasted alive
casting
gout of magical flame. Scorch has a
a
value of 6. If successfu lly cast, select
ers
visible unit within 26". That unit suff
a
D3 mortal wounds. If Thanquol targets
D6
Skaven
unit with this spell, it suffers
mortal wounds instead.
coMM And Abilit Y
MAGic
to
Thanquol is a wizard. He can attempt
cast two different spells in each of your
own hero phases, and attempt to unbind
He
two spells in each enemy hero phase.
knows the Arcane Bolt, Mystic Shield
and Scorch spells. Thanquol also knows
of any
Skaven Wizard
that
the spells
is within 13" in the hero phase (but
only whilst he remains within 13" of
that Wizard).
anquol
Blessings of the Horned Rat:
If Th
uses this ability, select a
Skaven
unit
roll
within 13". Until your next hero phase,
whenever that unit suffers a wound
a dice
or mortal wound. Add one to the result
models. On a 6
if the unit has 13 or more
or more, the Horned Rat saves his minion
from harm and that wound or mortal
wound is ignored.
CHAOS, SKAven, MASTeRCLAn,
HeRO, WIZARD, GRey SeeR, TH
AnquOL AnD BOneRIPPeR
Warhammer Age of Sigmar © Games
Workshop Ltd. 2015
thANqUOL AND bONERIPPER
MOV
E
MISSILE WEAPONS
Range
Attacks
Attacks
to hit
to hit
to Wound
Rend
Rend
Damage
Damage
U
N
DS
WO
13
7
Warpfire Projectors
8"
Range
See below
to Wound
4+
MELEE WEAPONS
SAV E
Staff of the Horned Rat
Warpfire Braziers
Crushing Blows
2"
2"
2"
2
4
4+
3+
4+
3+
3+
3+
-1
-2
-1
D3
3
2
bR
A
ERy
V
DAMAGE tAbLE
Wounds Suffered
Move
Crushing blows
Casting Value
0-3
4-5
6-8
9-10
11+
10"
9"
8"
7"
6"
6
5
4
3
2
scorch
6
7
8
9
10
description
Thanquol and Boneripper is a single model
that comprises the scheming Grey Seer
Thanquol and the latest (and enormous!)
incarnation of his loyal Rat Ogre
bodyguard, Boneripper. Thanquol is armed
with the Staff of the Horned Rat and bears
a Warp-amulet. He also has a stash of
Warpstone Tokens that he uses to boost his
magical powers (and feed his addiction).
Boneripper can be equipped either with
deadly Warpfire Projectors that burn a
swathe of death at range, or with Warpfire
Braziers that trail green flame as they
wreak utter havoc in melee. Either way,
Boneripper can also attack using his sheer
physical bulk, pulverising the foe with
Crushing Blows.
Abilities
Warp-amulet: Thanquol
and Boneripper
heal 1 wound in each of your hero phases.
Warpfire Projectors: When
firing
Boneripper’s Warpfire Projectors, pick
a unit within range; it suffers 2D6
mortal wounds.
Warpstone Addiction: When
Thanquol
attempts to cast a spell he must consume
a piece of unrefined warpstone. When he
does so, roll a dice; on a 2 or more you can
re-roll the subsequent casting attempt if it
is failed. On the roll of a 1, the Warpstone
Token has no effect (other than to
heighten Thanquol’s sense of megalomania
and paranoia).
Thanquol thrusts out his paw and his foes
(or his underlings) are roasted alive by a
gout of magical flame. Scorch has a casting
value shown in the damage table, above.
If successfully cast, select a visible unit
within 26". That unit suffers D3 mortal
wounds. If Thanquol targets a
Skaven
unit with this spell, it suffers D6 mortal
wounds instead.
coMMAnd AbilitY
MAGic
Thanquol is a wizard. He can attempt to
cast two different spells in each of your
own hero phases, and attempt to unbind
two spells in each enemy hero phase. He
knows the Arcane Bolt, Mystic Shield
and Scorch spells. Thanquol also knows
the spells of any
Skaven Wizard
that
is within 13" in the hero phase (but
only whilst he remains within 13" of
that Wizard).
KeyWORDS
Blessings of the Horned Rat:
If Thanquol
uses this ability, select a
Skaven
unit
within 13". Until your next hero phase, roll
a dice whenever that unit suffers a wound
or mortal wound. Add one to the result
if the unit has 13 or more models. On a 6
or more, the Horned Rat saves his minion
from harm and that wound or mortal
wound is ignored.
CHAOS, SKAven, MASTeRCLAn, HeRO, WIZARD, GRey SeeR, THAnquOL AnD BOneRIPPeR
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
SKAVEN GREy SEER
MOV
E
U
N
DS
WO
5
6"
6
5+
MELEE WEAPONS
Range
Attacks
to hit
to Wound
Rend
Damage
SAV E
Warpstone Staff
2"
1
4+
3+
-1
D3
bR
A
ERy
V
description
A Skaven Grey Seer is a single model. He
carries a Warpstone Staff to battle and a
stash of Warpstone Tokens.
MAGic
Abilities
Warpstone Tokens: When
a Skaven
Grey Seer attempts to cast a spell he can
consume a piece of unrefined warpstone. If
he does so, roll a dice; on a 2 or more you
can re-roll the subsequent casting attempt
if it fails. On the roll of a 1, the warpstone
ravages the Skaven Grey Seer’s body and he
suffers a mortal wound.
A Skaven Grey Seer is a wizard. He can
attempt to cast one spell in each of your
hero phases, and attempt to unbind
one spell in each enemy hero phase. He
knows the Arcane Bolt, Mystic Shield and
Vermintide spells.
VerMintide
coMMAnd AbilitY
‘underlings Will not Flee, must Fight-
fight!’:
If a Skaven Grey Seer uses this
ability, then until your next hero phase you
can roll a dice whenever a
Skaven
model
from your army flees whilst within 26" of
the Grey Seer. On a 4 or more that model is
more scared of the Grey Seer’s wrath than
the enemy and does not flee.
The Grey Seer summons a tide of voracious
rats that scurry forth and gnaw a swathe
of ruin across the battlefield. Vermintide
has a casting value of 6. If successfully cast,
select an enemy unit that is within 26" of
the caster. Roll a dice for each model in the
selected unit; it suffers a mortal wound for
each result of a 6 you roll.
KeyWORDS
CHAOS, SKAven, MASTeRCLAn, HeRO, WIZARD, GRey SeeR
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
SCREAMING bELL
MOV
E
U
N
DS
WO
bR
A
ERy
V
MELEE WEAPONS
Range
Attacks
to hit
to Wound
Rend
Damage
12
10
4+
Warpstone Staff
Rat Ogre’s Claws
Rusty Wheels and Spikes
2"
1"
1"
3
4
D6
4+
4+
4+
3+
3+
-1
-1
-
1
2
1
description
A Screaming Bell is a single model crewed
by a hulking Rat Ogre who heaves on a
great chain to ring the dreaded bell. A
Grey Seer perches atop the Screaming
Bell, exhorting his minions and casting
spells. He carries a Warpstone Staff. A
brazier of warpstone burns at the fore of
the Screaming Bell, disrupting the abilities
of spellcasters unaccustomed to the baleful
vapours. Any who come too close to the
Screaming Bell meet a quick and messy
end beneath its Rusty Wheels and Spikes
or are pulverised by the Rat Ogre’s Claws.
SAV E
DAMAGE tAbLE
Wounds Suffered
Move
Rusty Wheels & Spikes
Peal of Doom Range
0-2
3-4
5-7
8-9
10+
4"
4"
2"
2"
1"
Peal of Doom:
In your hero phase, the
Screaming Bell tolls. Roll two dice, add the
scores together and consult the table below
to see what happens (no modifiers can be
applied to this roll). If a result says that it
effects units ‘within range of the Peal of
Doom’, consult the Damage Table above to
see the current range of that effect.
M
agicalBacklash:The
Screaming
Bell immediately suffers 1
mortal wound.
3-4
nholyClamour:The
Screaming
U
Bell can move an extra 6" in its next
movement phase.
5-6
eafeningPeals:Roll
a dice for every
D
enemy unit within range of the Peal
of Doom. On a 4 or more, that unit
suffers a mortal wound.
7
A
valancheofEnergy:Add
1 to all
casting rolls for
Skaven Wizards
that are within range of the Peal of
Doom during this hero phase.
8-9
pocalypticDoom:
Roll a dice for
A
every enemy unit within range of
the Peal of Doom. On a 4 or more,
that unit suffers D3 mortal wounds.
10-11
WallofUnholySound:
All
Skaven
models from your army that are
within 13" of the Screaming Bell
when they attack in your next
combat phase make one extra attack
with each of their melee weapons.
12
AStirringBeyondtheVeil:The
bell summons a Verminlord to
the battlefield. Set up a single
Verminlord
anywhere on the
battlefield that is more than
9" from any enemy model. The
Verminlord cannot move in its next
movement phase.
2
2+
3+
4+
4+
5+
13"
11"
9"
7"
5"
13
I
mprobableVictory!:Against
all probability and reason, you
immediately win the battle (and
are hereafter branded a cheat –
not that that should bother a true
skaven general).
MAGic
Abilities
The Grey Seer atop a Screaming Bell is a
wizard. He can attempt to cast one spell
in each of your hero phases, and attempt
to unbind one spell in each enemy hero
phase. He knows the Arcane Bolt, Mystic
Shield and Cracks Call spells.
crAcks cAll
Pushed Into Battle: For
every 3
Skaven
models that are within 1" of a Screaming
Bell at the start of your movement phase,
add 1" to its Move characteristic until the
end of the phase. If there are at least 10
Skaven
models within 1" of this model
when you roll the dice to see how far it can
charge, it makes 2D6 attacks with its Rusty
Wheels and Spikes in the following combat
phase rather than D6.
Warpstone Brazier:
The fell stench of
burning warpstone disrupts the flow of
many spellcasters. All
Wizards
must
subtract 1 from their casting rolls if they
are within 6" of any Screaming Bells. This
does not affect
Chaos Wizards.
With an arcane incantation, the Grey Seer
causes the very ground to split asunder.
Cracks Call has a casting value of 6. If
successfully cast, select a unit within 18"
and roll two dice; that unit suffers a mortal
wound for each point by which the total
score exceeds its Move characteristic (for
example, if you rolled a 7, and the unit’s
Move was 4", it would suffer 3 mortal
wounds). Cracks Call has no effect on units
that can fly.
coMMAnd AbilitY
The Altar of the Horned Rat:
If the Grey
Seer atop the Screaming Bell uses this
ability, then until your next hero phase you
can add one to the Move and Bravery of all
Skaven
units from your army that can see
the Screaming Bell.
KeyWORDS
CHAOS, SKAven, MASTeRCLAn, HeRO, WIZARD, GRey SeeR, SCReAMInG BeLL
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
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