Neue Skaven

      Naja...ich bin da ein wenig anderer Meinung.

      Beim Warpflammenwerfer mag das stimmen. (hab das Skavenbuch nicht im Detail im Kopf), die Ratling ist definitiv absolut ausrechenbar. Kein Skavenspieler wird alle WÜrfel auf einmal, und damit weiss er genau welche Fehlfunktion kommen kann wenn er sich auf 2 Würfel beschränkt.

      Warpblitzkanone ist nicht so genau ausrechenbar. Das ist aber eine Orgelkanone zum Beispiel auch nicht. Da hängt die Anzahl der Treffer auch von einem Würfelwurf ab. Bei der Reichweite der WBK dürfte durch die 8 Würfel ein extrem vom Durchschnitt abweichendes Ergebnis eher selten sein.

      Ja, ich halte Jezzails für vergleichsweise billig. Nicht unbedingt wenn ich sie mit Imperialen Schützen vergleiche, aber die haben auch nicht St. 6 und 36" Reichweite und sind Plänkler. Was die Möglichkeiten gegen die Jezzails mit Beschuss vorzugehen schon wieder deutlich nach unten schraubt.

      Diese Dinge halte ich eigentlich hauptsächlich deswegen für zu zuverlässig, weil im Armeebuch geschätzte 100 mal von der UNzuverlässigkeit der Skaventechnologie und stark schiesst wie eine Zwergenarmee. Die aber zusätzlich billigste Einheiten zum Gegner nerven auf den TIsch bringt.
      geschrieben wird. UNd dann steht da eine Ballerarmee die ebenso zuverlässig

      Aber an sich wird sich an diesen Sachen ein wenig was ändern. Ich vermute dass das Skavenbuch sehr interessant werden wird. Gleichzeitig hege ich die vermutlich falsche Hoffnung, dass es nicht wieder übertrieben wird mit der Stärke einiger Sachen. Aber dennoch wird es ein interessantes Buch.
      Also ich halte die Skaven nachwievor für die unzuverlässlichste Armee.

      Der Warpflamer wurde ja schon erleutert, eine Fehlfunktion und das Team ist zu 99% futsch, oder glaubt wirlich jemand das es normal ist einen Stärke 5 Treffer und RM -2 bei W 3 und Rüstung 5 zu überstehen? Dazu kommt das auch hier die fehlfunktion mehr als nur das Waffenteam kosten kann.

      Die Warpblitzkanone:
      Ja es stimmt die Wahrscheinlichkeit der Fehlfunktion ist genauso wie bei den normalen KS auch, aber die Reichweite und die Stärke sind ebenfalls zufallsabhänig und auch hier kann ne fehlfunktion mehr kosten als nur die Kanonen selbst.

      Ratling:
      Ok hier kann man sich streiten die hat schon ne recht gute sicherheit, aber welchen wahre Skavenspieler juckt es nicht nochmal zu Würfeln? Übrigens kann auch hier die Skavenarmee in Mitleidenschaft gezogen werden.

      Jazzeals sind da natürlich fast schon eine Ausnahme aber selbst da hast du ein Risko die 20 Punkte einheit bei genau dem zu verliehren was sie die meisten tut, nämlich schiesen.

      Von Warpblitzen, Seuchenschleudern, Warpsteinhappen, Skavenbräu, Frostklinge mal ganz abgesehen.

      Mag sein das nicht jede Skavenwaffe beim ersten Schuss explodiert aber die Gesamtheit der Unsicherheitsfaktoren ist schon enorm.
      Original von Drognar
      Der Warpflamer wurde ja schon erleutert, eine Fehlfunktion und das Team ist zu 99% futsch, oder glaubt wirlich jemand das es normal ist einen Stärke 5 Treffer und RM -2 bei W 3 und Rüstung 5 zu überstehen?

      Ich möchte nie dein Mathe-Lehrer gewesen sein.

      Stärke 'noch-so-hoch' gegen Widerstand 'noch-so-niedrig' heißt bestenfalls, dass ich auf dem W6 bei 2-6 verwunde und bei 1 nicht.

      Und ich glaube nicht dass die Wahrscheinlichkeit, eine 1 zu würfeln, bei 1% liegt :D
      Waaaagh! Brazork

      ~ TEAM TIROL - ÖSTERREICHISCHER WHFB MEISTER 2007, 2008 UND 2009 ~
      Original von Drognar
      Der Warpflamer wurde ja schon erleutert, eine Fehlfunktion und das Team ist zu 99% futsch, oder glaubt wirlich jemand das es normal ist einen Stärke 5 Treffer und RM -2 bei W 3 und Rüstung 5 zu überstehen?


      Original von Drognar
      Da hast du durchaus recht, ich bezog mich aber darauf das bei ner Fehlfunktion das Team immer futsch ist und nur bei einem Ergebnis auf der Tabelle man selbst nen Treffer abkriegt wo man wenigstens noch Würfeln darf ;)


      Und ich nicht sein Deutschlehrer... :D :tongue:

      T9A Statistik (S/U/N): [Update: 24.04.16]
      Bretonen 2/1/4
      Chaos 1/0/2
      Chaoszwerge 2/0/1
      ----------------
      13 Spiele


      Für den Schlominator....

      Asmodai on italian GW Tilea board posted a lot of cool 99% confirmed things (as in past for warriors of chaos nex codex) from GW official sources
      forumgwtilea.it/forum/ind...ic=93452&st=40


      Lord:
      -Skrolk
      -Ikit Claw
      -Thanquol with Boneripper 1D6+2 warpstone tokens
      -Throt
      -Queek

      Vermin Lord returns as Lord choice (no info about the summon spell thing)
      lvl 4° wizard, WS 5+, good stats like a Giant but with high WS and fast as an horse (M7? 8?).
      Rat Demon special rule (maybe it's the summon spell thing)

      Warlord like in past with RatOgre mount, Giant Rat mount or WarLitter

      Grey Seer with D3 tokens with Doom Beel as riding mount


      Heroes:
      -Snikch
      -Tretch
      -Assassin with poisoned attacks, ASF with I8, dodging skill (WS 4+), SPECIAL scout rule and one or two more rules.
      -Warlock Engineer lvl 1/2° wizard and/or can be equipped with guns and musket with also "Gun Sight/Aim" add-on item....so you can use him like an Empire Sniper with Hochland rifle
      about the Wizard aspect, the Warp Condenser or Accumulator (don't remember) is an Arcane item that at 5+ creates a power dice....also for Warp Lightning it adds +2 hits to the result (but 1 still hit the Warlock).
      it seems that the Doomwheel isn't an available riding mount :| ... (hitsu note: strange...i always tought it was a riding mount for warlocks!)

      -Chieftain
      -Plague Priest with Giant Rat or Plague Fournace as riding mounts....Plague Fournace as doom bell must be pushed, cause impact hits and probably bonus for Pestilens units and probably Toughtness tests around

      Core:
      -Clan Rats
      -Stormvermin no more 0-1, 50points magic banner and 15points for champion
      Both with 4 available Weapon Teams.....Ratling, Warpfire Thrower, Poison Wind Mortar and Doom Flayer (melee blades machine with probable impact hits)
      -Slaves
      -Night Runners in ranks with special rules Slinking Advance (movement before start...like Ghouls with that bloodline power) and weapon team Warp Grinder (tunnel)

      -Giant Rats same but you can add a Special Character (????)

      -Swarms low points cost and seems that they can't be plague swarms no more

      Special
      -Monks the same, no poison attack
      -Censer Bearers!!!!! with A2 in profile + 1 from the Fury!!!
      -Jezzail same with champion at BS 4
      -Poison Wind Globadiers as special choice 5-15 with available a special globe and the Poison Wind Mortar weapon team
      -Gutter Runners no more tunnel but special scout rule, skirmishers and Warp Grinder as weapon team (and so they will tunnel again )
      -Rattogre as now but Fury

      Rare
      -Hell Pit Abomination: 3d6 movement, Strenght Toughness and Wounds as a Giant , D6 impact hits + special attacks (probably similar to Giants), Large Target, Regeneration, Terror, Stubborn and 3 special rules:

      "Too Horrible to Die" probably a resurrection at 4+
      "Shambling Horror" (???? maybe about the special attacks like the Giant)
      "Warpstone spikes" (???? i suppose it's something like shooting spikes like the Razordon Pack for Lizardmen)

      -Doom Wheel
      -Warp Lighting Cannon
      -PlagueClaw Catapult
      Murphy´s Law:
      Was schief gehen kann geht schief.
      Wenn du einen 2+ Rüstungswurf hast, wirfst du mit Sicherheit eine 1!

      WHFB: fast alles :)
      WaMa/Hordes: Circle/Skorne/Khador
      BloodBowl: zu viele
      release-termin ist mein geburtstag. was für ein omen! mwahahahaha!!! :evil: =) :evil:

      leider gefallen mir die neuen modelle fast alle nicht. die sturmratten sind super, aber das doomwheel... würg. da ist das alte viel geiler. die klanratten gefallen mir auch nicht so richtig.

      und die special characters. der alte deathmaster kann mehr und der neue queek headtaker schaut zwar als mini saugut aus, aber er passt nicht zum stil eine skaven-armee, so als überdrübersuperheld. da find ich den "normalen" kriegsherr mit 2 handwaffen stimmiger.

      ein ordentliches modell als ast wäre auch mal fein, die krawatte vom erich franst langsam aus. :D

      kann mich meinen vorrednern nur anschließen!
      die sturmratten werde ich mir auf jeden fall zulegen, aber die normalen ratten werde ich net neu kaufen, da gefallen mir die alten genauso gut.
      das doomwheel hab ich net und ich kann nur hoffen dass die reglen dafür net soo gut sind dass man sich eins zulegen müsste, da mir sowohl das alte wie auch das neue modell dafür überhaupt net gefallen.
      auch die neuen helden finde ich übertrieben, zumindest die posen von allen!
      naja schade eig!
      weiß einer was noch neu kommt? also an modellen?

      ach ja nochwas, fände es schade wenn die neuen rattenoger nur raserei bekommen würden und dann trotzdem noch 50 pkt kosten, dann bringen sie wohl leider wieder nix und ich mag die modelle so sehr ^^
      "Es gibt kein Morgen für die Menschheit!" (Saruman)

      4500 Punkte Skaven (70% bemalt)

      3000 Punkte Oger (20% bemalt)

      2500 Punkte Tau (70% bemalt)

      Mir gefallen die Modelle ansich schon recht gut. Spiegelt eher meine Vorstellung von ihnen wider als die klobigen Ratties davor.
      Einzige Ausnahme ist dieser komische Gutter-Runner Char, dem sein Umhang wohl eher hinderlich ist als sonstwas.
      Wie dem auch sei ... ich bin froh, dass ich meine Skaven damals verkauft hab, sonst müsst ich jetzt wieder einmarkten ^^

      Gruß Peter

      Bram Gaunts Skaven summary.

      I had a nice long look into the Army book, and as a passionate Warhammer player I absorbed as much info as I could.

      I might be wrong at some details, still, I think I got all that's necessary to give a good overview. Remember that I hail from germany, and therefore I translated most of it as good as possible.



      1st: Armywide special rules and differences from "normal" armies, changes from old book.

      Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc.
      And than there are the "special" lists of items. Some characters as the Assassins for Example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc.

      Shooting into close combat - gone. Yes, it's gone. Really.

      placing characters within the last rank - gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc.

      Other army wide rules: Live to fight another day: +1 distance to flee.

      you get +1 morale (up to a maximum of 10) in the higth of your rank bonus.

      looted wargear (not sure about the name)
      thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character.

      Warpstone pistol - 8 points. 10 " range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means.
      Warstone rifle - S 5 Warpstone musket. Move or shoot. 10 points.
      Guardian rat - 1 WS 3 S 3 aditional attack with bearers initiative. 5 points.
      Tail weapon - 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons.
      Poisoned attacks - 15 points.


      2nd - Units.


      I start with the boring stuff here, everyone who's interested into the hell pit abomination should scroll down...

      If I do not mention otherwise, every unit has +1 to flee and +MW for ranks.

      Core

      Clanrats -
      the same. 4 points each with 1/2 (yes, one half) point for shields and spears.

      Stormvermin:
      Strength 3. Come with halberds and mail armour for 7 points, 1 point for shields. One unit may have a magic banner for 50 points. Champion may pic from the "wargear loot" equip for 15 points.

      Both Clanrats and Stormvermin may add one (1) weapon team of the following:
      Flamethrower (70 points) , Thing-shredder (55 points), Globe mortar (65 points), Rattling gun (55 points)

      Flame throwers now have flaming attacks.
      rattling guns are the same, but do not hit automatically. the do not suffer a penalty for multiple shots or longe distance shooting.

      Slaves -
      two points each. 1/2 point for shields, spears or slings. No weapon teams, no champion, Musician standard costs halved.
      Slaves have two special rules, one is "cornered" which I do not remember... the other is "worthless" - as long as an enemy is only engaged with slaves, you may shoot into the close combat.
      Slaves do not provoke panic tests from any other unit than slaves.

      Shadowrunners
      May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. 7 points per model,
      come with two hand weapons and shuriken.
      Champion has a 6+ ward save.

      Giant Rats: little cheaper, do not count for minimum of core units

      Vermin swarm: 25 points, same as giant rats. do not block linoe of sight.



      Special

      Gutter runners
      May have a warp tunneler. skirmish, outflank from any edge.
      Champion has a 5+ ward save. Come with same es shadow runners.
      May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks for 5 ppM.

      Rat ogres.

      Same price here, same profile, come with... frenzy...? don't know the english term. You are granted +1 attack but you have to charge if possible.
      you may add as many ogres to the unit as you want (4 ppM), for each 2 ogres you may add one more handler.
      May have a mastermoulder (counts as champion, may have 30 points wargear, a Thing-cather which grants him killing blow for 20 points or a great weapon for 4 points.
      Mastermoulder profile is 6 5 3 4 4 2 5 2 6

      Plague monks: 7 points per model, come with two handweapons, one unit may have a standard for 50 points.
      Still have frenzy (was it frenzy? se rat ogres for what I mean...)

      Jezzails: 20 points per model. 4+ armour save, NO skirmishers. May have a champion with BS 4 for 10 points. Unit size 3+

      Censer bearers: the same almost, forgot about them.

      Globardiers: 10 ppm. 5 - 15
      Special rules: Life is worthless... may fire into close combat.
      shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with.


      Lords
      I did not look up neither the abilities of special characters, nor their options. I just list you the points.

      Lord Skrolk: 470

      Thanquol: 450

      Ikit Claw: 395

      Skrotz the mutant: 225

      newHeadhunter-thing-char: 215
      After a brief overlook he seemed pretty strong with WS 7 and 6 attacks...

      Verminlord: 500 points.
      profile: 8 8 4 6 5 5 10 5 8
      Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon.
      The vermin lord may not be the general of your army.

      Warlord: 90 points.

      Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. 240 points.
      The Screaming bell is his mount, 200 points. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the "Plague menetekel" (now this word is totally strange to me, and there seems to be no translation to english... wiki led me to this:en.wikipedia.org/wiki/The_writing_on_the_wall
      There's a Rat ogre ringing the bell and a grey seer (with horns) riding the bell. Function of the screaming bell later.


      Heroes.
      Snikch: has a mantle which obscures him, he's only visible to units on 4+. 270 points.
      He has got a murdering profile, Initiative 10 and always strikes first.

      Tretch: 145 points.

      Assassin. Sad part first: assassins do take a heroe's choice. They work pretty much like DE assassins, with lower profile (stil I 9 ASF)

      Warlock: 15 points. At this stage he's a technician only, no wizard.
      he may be upgraded to level 1 for 50 points or level 2 for 85 points.
      Only one to have 2 warpstone pistols...
      May chose lore of doom only. (more to magic later)

      Plaguepriest: 100 points, lvl 1 wizard. may chose lore of plague. May have a Plague Menetekel giant swingy-thingy... oO for 150 points.

      Now, lets start the interesting point:

      Screaming bell.

      Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn.
      Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5.

      Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3)) or the prophet.

      Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all.

      Ringing the bell (thats what you wanted...)
      at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three.
      The bell is automatically rung if wounded by a S5 or higher missile attack.
      Results:

      1 - nothing happens. Spank-spank the Rat ogre for failing-failing...
      2 - 4 unit with the bell attached moves D6 inches forward (and may attack if possible)
      5 - 8 all friendly units may reroll morale checks within 24 inches of the bell
      9 - 10 Bell (not the seer) casts the Spell "Scorch" from lore of doom (see later with magic) at power level 5
      11 - 12 All enemys with T7 or higher suffer D3 wounds
      13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round.
      14 - 16 All units within 12 " gain +1 attack for this turn.
      17: All gain +1 attack and get to reroll tohit and to wound
      18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves.

      if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits.
      If you roll three equals, both bell and prophet suffer a S5 hit.

      Plague menetekel:
      It's not a furnace, it's like the bell itself, but with a big censer instead of the bell.
      Moves just like the screaming bell, but may only be joined by Plague monks.
      I do not remember a lot of this thing. It has two effects, the one's a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint.


      Which leaves us with
      Rare choices

      Hell Pit abomination: 235 points.

      It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me...

      Causes impact hits, Terror, Large Target, Regeneration, Stubborn.

      Profile: 3W6, 3 1 6 5 6 4 * 8
      Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 - 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound.
      Special attacks: Troll 1 D6 to determine how it strikes
      1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds.
      2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination.
      5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits.

      If the nasty thing is dead, playe a marker at it's position. at the beginning of your next turn, roll 1 D6.
      1 - 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg.
      4 - 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms.
      6: It's ALIVE!! The Abomination comes back to life with D6 Lifepoints.

      Doom Wheel - 150 points

      Causes Terror, Impact hits (D6 + 1), Large target.

      Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops...
      when negaged in close combat it may crush the enemy, causing D3 S6 hits.

      Warplightning Arc - has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7.
      If you roll a malfunction: 1: suffers D6 S6 hits, - 1 D6 movements. Three times this result and it is destroyed.
      2-5 moves at a random direction.
      6: Whats that button-button fore? Moves an aditional D6 until end of game.

      Warp Lightnin canon - 90 points.
      No more ward save, does not have to pick "flee".
      It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark "jumps" and for the strength.

      Malfanction: 1- 2 : it exploed.
      3 - 5: oooops... shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line.
      6 - may not shoot this turn.

      Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. 100 points.

      Magic:

      As reported there are two lores: Lore of Doom and Lore of plagues.

      But first....

      the DREADED 13th Spell - cure of the horned rat. Cast on 25.

      Only grey seers may have it.

      It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just "release therir former brothers from their suffering")


      Lore of Doom:

      1 - Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+
      2 - Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster.
      3 - Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+
      4 - Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don't get +3 attacks) lasts until unit looses combat.
      5 - Scorch: places 3" template within 24 ", causing a flaming S5 attack to any model touched. Cast on 11+
      6 - Jaws of the World Rat (seriously, it's named somewhat else, something with chasm or canyon or what ever, but the effect is the same...) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+.

      Lore of plague.

      1 - Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour.
      2 - Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!)
      3 - Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+
      4 - Verminflood: cast on 8+: 5 " template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits.
      5 - Foul clourd: cast on 11+ all units within 12 " suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+.
      6 - the plague: same as before. cast on 12.

      Weapon teams: almost forgot about them.

      They come with heavy armour. As long as they stay within 3" of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual)

      so, this is it. Enjoy =)

      p.S. The battalion includes: 40 new clanrats, 20 plague monks and one giant rats/rat ogre kit. 85 euros.
      Die Riesenratte ist ja mal schlecht ;)

      Aber der Trend weg von Plänklern wird fortgesetzt...

      Der Rettungswurf für Waffenteams wird aber vermutlich nur für Beschuss zählen, vermut ich mal. Könnte man sonst niemals begründen, warum sie im Nahkampf einen 4+ReW haben...

      Ich würd sagen, dass Skaven alle Warhammeraspekte, nämlich guten Nahkampf, vernichtenden Beschuss und starke Magie, vereinen mit einer Ausnahme, nämlich der der Kavallerie/Flieger... Es fehlt also an den Truppen mit B7+ (Rattendämon hier mal ausgenommen...)

      Die Gerüchte gefallen mir aber grundsätzlich gut. Wird, glaub ich, kein Überarmeebuch, es sei denn die Gegenstände werden zu mächtig.

      mfg
      Alirion
      -


      ...DIE GRAUE EMINENZ IM HINTERGRUND!


      Beruf: Snotlingslayer