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Nurglich Skaven

The Nurglich Skaven are a bastard race spawned of genetic recklessness, and raw warp tampered evolution. On the very edge of the eye of terror, their young home world Norvegicus drifts back and forth amongst the tempestuous advances of warp. When the drifting world is in full real space, or on the fringe of ethereal madness not even the greatest Eldar can predict. Walking the surface of the dammed planet are the end result of a run away kroot hunt. Untold centuries ago, a kroot sphere crash landed on Norvegicuses surface, leaving a kroot hunting party stranded, and leaderless. The kroot left alive hunted the Hrud and for a time prospered, little did they know with every generation they became less and less them selves. Eventually they over hunted the Hrud to extinction, and in doing so them selves to in a different way? A stable twist of rat and biped, incapable of further genetic change the kroot became the Skaven. Shamanism was replaced with realism, and the hunt with the pack. With the Hruds physical basics, the Kroot also took many of there habits like pack living, and filth ridden nesting. After the Hruds replacement with the Skaven, a massive warp gust pushed Norvergicuses solar system into a now pattern of movement, which lead directly toward the outer edge of the eye of terror itself. Centuries pasted and the planet dove in and out of the swirling corruption. With each visit to the warp the Skaven where drawn to the over barring power of the great father Nurgel who saw there young raw potential. Knowing there simple mind could influenced he replaced their Shaministic ways with and obsession with a real father to fallow. The blessing of the father they came called it.

Skaven Special Rules


Strength in numbers: The Skaven are a fairly timid race of individuals, but in collectives they feel more able to tackle problems, meaning a small group of Skaven would see a situation as to dangerous and flee, where a large mass of Skaven would see they same threat as defaceable together and stay to confront it. A Skaven individual will normally have no leadership value represented by ld -, this only means that it hasnt been defined. A Skaven rat packs leadership is always defined by the number of models in the pack meaning the squads leadership is always equal to the number of models in the unit (this leadership can not exceed 10 and is counted before any other modifiers, like that of loosing close combat and the like). If a rat pack has 11 or more models, the entire unit gains the stubborn till they number of models in the unit drops below 11. Prehensile tail: Favoring agility and skill over raw power in many cases finding many of there adversaries strength is greater than their own. The Skaven fight using every bit of leverage they can to defeat there opponents. This philosophy is taken to the limit by some the Skavens most skilled fighters who use their tails to grip a third weapon and skillfully place unexpected blows in heart of melee combat. A Skaven with this ability may gain +1 attack for wielding a pair of close combat weapons; in addition the Skaven may gain an additional +1 attack by wielding an additional melee only close combat (i.e. +1 for paired and +1 for the third close combat weapon), or instead treat one two handed close combat weapon as a single handed close combat weapon, so the skaven may count as wielding paired as long as it is paired with a melee close combat weapon (the two handed will count as the special weapon, meaning it may not be combined with another different special weapon). This will not affect a Skaven with a single close combat weapon and any other non-close combat weapon or with a power claw, or thunder hammer. Verminous valor: The Skaven see a leader fleeing a hopeless challenge as a natural right of leadership, and in no way cowardly but instead intelligent, even if it dooms those under his charge. Any Skaven with this rule may after assault moves have been made be replaced (switch positions) by any other model in his own unit so that he is not in base contact with an enemy model. If no such replacement is possible and the skaven is in base with an independent character he may be replace in the same way, so that he is in base contacted with a non-independent character model that his unit is engaged in an assault with. Verminous Flight: when Skaven are compelled by fear there natural adrenalin races in unimaginable levels allowing for swift escape for self preservation. Any Skaven unit with at least one model with this special rule falls back, roll three d6 instead of two and take the two highest dice for distance moved. If a unit rolls three d6 naturally (i.e. beats and bikes and jetpacks) roll normally and add 3 to the result.

H.Q.
Pack Father At the heart of every Skaven swarm is a pack father who leads with absolute control. The pack fathers tactics for such leadership is simply, a stronger and extreme system of positive and negative reinforcement. Their enemies are not the only once to see their wrath, as he will use the ultimate cost to keep his men in line, the threat of their very lives. many times resulting in field execution. With such brutality, hatred from once subordinates can quickly turn to full insurrection and assassination. Over the centuries these leaders have learned keeping the best of their fight on good terms will provide assurance that an example will insure the loyalty of the lower levels in the command chain. Pack Father Ws Bs S T I W A Ld Sv 6 5 3 3 7 3 3 9 6+/Unit Type: Infantry Wargear: a pair of close combat weapons, warplock pistol, rags Special Rules: Strength in numbers, Prehensile tail, Verminous valor, Verminous Flight, Master of Rats: the pack father has a certain ability to inspire his verminous follower in to sticking out a fight that would normally break a far large pack. If a unit with a rat master attached is called upon to take a moral test, pinning tset, or a regroup test the unit may always opt to use his leadership instead of their Strength In Numbers (before modifiers are applied). If this leadership substitution is taken the unit will immediately take armor save with no feel no pain allowed. Grey Seer Filling the role of head Chaplin and spiritual connection to Nurgel the grey seer is the beacon of there gods boon. With a disciplined mind and powerful sorcery over brut physical prowess, the grey makes a perfect vessel for a daemon to enter the material world, or to spread his master filth through corruption and destruction. Grey Seer Ws Bs S T I W A Ld Sv 4 5 3 3 4 3 2/3 10 6+ Unit Type: Infantry Wargear: Force weapon (staff focus), warplock pistol, rags Special Rules: Strength in numbers, Verminous valor, Verminous Flight, psyker

Assassins In some battles a level of subvention is required in dealing with an enemies command chain. An assassin is the Skavens fallback plan when any formidable hero rises to meat them, often times openly mocking rat like courage. This mocking has been more than one generals down fall, when they expect no retaliation. Assassins are such retaliation. Assassins Ws Bs S T I W A Ld Sv 6 4 3 3 6 2 3 9 5++/4+ Unit Type: Infantry Wargear: pair of close combat weapons, warplock pistol, rags Special Rules: Verminous valor, Verminous Flight, Fleet of Foot, Move Through Cover Hide till the time to strike: Skaven assassins use an interesting tactic to get to grips with there target. In many cases before sneaking about has only ended with early detection and death, where their method is far simpler and effective Taking up their comrades in arms uniforms they can slip into combat un seen as nothing more that a basic foot solder. Drawing closer to the enemies lines and to there chosen target the assassin will wait till the opportune moment to strike. Doing off with their disguise, the assassin with dart in and take the life they came to steel. Assassins do not start play normally, after deployment but before the game begins, write down on a sheet of paper, a multi model rat pack the assassin will be hiding in. on any movement phase of the game before the unit the assassin is hiding in has moved or rolled to regroup you may choose to have the assassin reveal himself. When the assassin reveals himself replace a single nonindependent character model with the assassin (yes the other model is taken off the board for good), from that point on the assassin acts as a single model unit. If the unit the assassin is hiding in is engaged in close combat when the assassin reveals himself the model he is replaced with must be in base contact with and enemy model, the assassin is then engaged in close combat with the enemy unit, but will not count as charging. If the unit the assassin is hiding in suffers wounds that leave only one non-independent character, the last model will aromatically be replaced with the assassin. If unit the assassin is hiding in would be wiped out all at once for any reason before the assassin has revealed him self the assassin will be lost as well. Perfect Reflexes: Skaven assassins almost have precognition sense for danger, and the reaction time to match. These perfect reflexes allow Skaven assassins to step aside a killing blow as the last split second. The assassin has a 5+ invulnerable save agents shooting attacks and 4+ invulnerable save against close combat attacks.

Valors Valors are a pack fathers hand picked fights who, he feels are the most able to defend him. They hold some of the greatest deeds of victory, and some times on their way to a fatherhood of their own. They carry a pack father through a battle as faithfully as possible, but many times the majority of them dont come back. Ws 4 Bs 4 S 3 T 3 I 4 W 1 A 2 Ld Sv 6+

Unit Type: Infantry Wargear: warplock rifle, close combat weapon Special Rules: Strength in numbers, Verminous Flight Body Guards: Valor squads exist for two reasons to set an example for the weaker and more cowardly rats, and to die in the name of their master. Any time a pack father or grey seer are joined to a valor squad they will not count as an independent character for any purpose other than to leave the squad. Banner of Valor: the Valor squads has been known to carry a banner that boosts the moral of the army as whole very effectively, by allowing the pack fathers position to be known to the whole army, while still assuring his safety. Any unit within 12 of the Banner of Valor may re-roll failed moral tests, and will count as scoring one more wound for the propose of resolving close combat.

Troops
Clan Rat Packs Clan rats are the back bone of the Skaven Fight force. An individual clan rat is timid and cowardly, preferring mostly to skulk in the shadows and attack something only if necessary. Each rat is a small skittering beast with a stronger survival instinct, and seemingly endless stream of energy, normally displayed thought the constant wiping and writhing of its tail. Though alone nearly harmless, the same cannot be said for packs. When together Clan rats bolster each others confidence and spur each other on a ravenous state of readiness for war. Ws 3 Bs 3 S 3 T 3 I 4 W 1 A 1 Ld Sv 6+

Unit type: Infantry Wargear: warplock rifle Special Rules: Strength in numbers, Verminous Flight

Banner: Most skaven fighting groups carry a personal banner in combat to allow there Pack father to see them and their accomplishments in battle. By doing this the squads will insure they are rightly rewarded for deeds of valor. Often times thought this will work in a reverse by allowing the pack father to see a unit flatter or fail its task, so the proper punishment will be fall the proper squad. Each banner carried though may range from a simple cloth to a daemonically possessed beacon of the skavens dark god. If a unit with a model holding any banner among the following list is in line of sight a pack father or grey seer they re-roll failed moral tests. Clan Banner: the banner holds the clans slandered colors .no additional effect Blood oath Banner: the banner bares a flag that each member of the pack bled on to signify a brotherhood that will carry its members to victory. A unit with a model holding a Blood oath banner may regroup when below 50% strength. Plagued Banner: a plagued banner is a banner blessed by the grey seers of for Norvegicuses. it has been indirectly touched by the plague father himself and corrupts and corrodes those unfaithful to him. any allied unit arriving form reserve by teleportation (tele rats, and daemons) with in 6 of the model carrying the Plagued banner will not drift. In addition if a unit with a Plagued banner in involved in an assault, after consolidation but before blows are struck the banner bearer may forgo getting to attack to deal a strength 3 hit to every enemy model in a single unit involved in the same close combat (Wounds inflicted in this way will count for the determining who won close combat). A Banner of Nurgel: a Banner of Nurgel is a banner that has been directly blesses by the great father himself, and is possessed by a daemon of Nurgel. Its effect is simply to carry the boon of Nurgel literally in to battle with a pack of rats. A unit with a model holding a Banner of Nurgel has plus on toughness while he banner bearer is still alive (this toughness upgrade will not affect instant death). It also has the same effects as a Plagued Banner. Storm Vermin Storm vermin the elite storm troopers that make up the pushing force of a skaven assault. There purpose on the battle field is to push in to the heart of the enemy lines and take vital location to heavily defended for other squads for have a chance of reaching. Thought similar to their clan rat brothers Strom vermin are well trained fighting machines clad in heavier armor making them ideal strike teams for mission specific objectives. Many Pack fathers will weigh a situation heavily before committing his Storm vermin to the task. Ws 3 Bs 3 S 3 T 3 I 4 W 1 A 1 Ld Sv 4+

Unit type: Infantry

Wargear: warplock rifle Special Rules: Strength in numbers, Verminous Flight Special Training: The storm vermin squads specialties very form unit to unit and because each pack leader trains in his own personal fight style. Each strom vermin squad is either a close combat or ranged specialists which must be chosen when buying the unit. If storm vermin unit is close combat specialist every model in unit will have plus one to their WS, and will roll once on the close combat specialist table. if the unit is a ranged specialist every model will gain plus one BS, and will roll on the ranged specialist table. Close Combat Specialist Training 1 Furious charge 2 +1 attack 3 Fleet, and infiltration 4 All close combat attacks gain rending 5 Fleet, Hit and run 6 Choose any one other close combat specialist training result Slave pack Theyre slaves Ws Bs 2 2 Unit type: Infantry Wargear: warplock rifle, rags Special: Strength in numbers, Verminous Flight Expendable: the Skaven pack masters often press gangs members of defeated packs, or failure of their own ranks into slavery. These slaves are given little respect, and less food, so over time grow weak. The slaves are forced in to the worst situation with little expectation of success, but instead are expected to slow do or even jam up more threatening foes. Any unit of skaven may fire into and assault if it only has friendly slave packs and enemy units are involved. if the assault is fired on, role to hit normally, then randomly distribute the hits evenly in half between the units involved in the assault (rounding the extra hits on to the slave pack.) No They Wont Explode: Slaves are used in many demeaning fashions, the most common and practical is clearing mine fields. Though its the price of a life, the pack Ranged Specialist Training 1 2 3 4 5 6 Tank hunters +1 more Bs Stealth, infiltration All ranged attacks gain rending Infiltration, gain pinning on all ranged weapons Choose any one other ranged combat training result

S 3

T 3

I 4

W 1

A 1

Ld -

Sv 6+

father puts little to no value in said lives. If a slave pack moves into a mine field remove 3d6 slaves, and then then remove the minefield completely.

Elites
Rat Ogres Ws Bs 3 2 Unit type: Infantry Wargear: Tough hide, bear claws Special: Strength in numbers, Verminous Flight, Feel no Pain The mass of many: the rat ogres are a pile of bodies torn and ripped apart, and stapled together time and time again. Through the binding of bodies they hold the minds many single begins. A rat ogre model will count at three models for the Strength in number rule. Twisted Abominations: rat ogres bodies are that a vermin, but grossly misshapen by the powers of the seers and the flesh sowers who made them. Like life blood to a normal creature the warp courses through there being, gifting them with random boons and quirks on battle field. at the beginning of the game, after both sides have deployed and infiltrations but before scout moves are made, roll a D6 on the table below for each unit of rat ogres. Each orgre model in unit with this special rule will have the upgrade for the rest of the game. Twisted abomination upgrade table 1 +1 inisitive 2 +1 attack 3 +1 toughness 4 Count as beats. 5 Bile spit ranged attack. With the following profile Range 12 Str 4* Ap 5 assault 1 *Poison always wounds on 4+ 6 Choose any role on the table for the unit Plague Pack Ws Bs 3 3 Unit type: Infantry S 6 T 5 I 2 W 3 A 3 Ld Sv 4+

S 3

T 4

I 4

W 1

A 1

Ld -

Sv 6+

Wargear: Close combat weapon, and warplock pistol, rags Special Rules: Strength in numbers, Verminous Flight, feel no pain The Walking Dead: the plague packs are devote followers of Nurgle and Nurgel alone, having only mild loyalty to their own pack master, and even them selves. This devote loyalty brings about a new level of connection to the plague father whos touch bloats and distorts their bodies. This bloating and rot toughens the vermin against damage that would kill a weaker individual our right. Plague rats have toughness 4, and feel no pain. Harbingers of Nurgel: the power of the rot and death brought on by the warp is only enhanced the rotting emanations of a mass of Plagued rats. Whenever a plague rat uses a plague banner, or banner of Nurgels effect, The hits inflicted by the banner are instead strength 4 and 4+ to wound poison.

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