2001 Pts - Skaven Army Thinquols Horde
Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Thinquol vom Klan der Meuchler 1 5 6 4 4/6 4 3 7 4 7 4+ 4+ 1 190
General; Units within 12" may use General's Leadership
Warpstone Armour 4+ Armour Save; Each save results in St 4 hit vs enemy that hit [35]
Warpstone Amulet 4+ ward save; at end of game, roll D6 on 1 character dies & [25]
counts for VP (no rerolls allowed)
Desolate Blade Strength +2 [40]
Azagnak der Verschlagene (HerS 1 5 5 4 4 4 2 6 3 6 5+ 1 149
Heavy Armour; Battle Standard; Units w/in 12" may re-roll break
tests
Sacred Standard of the Horne unit causes fear [75]
Nisgnak, Schattenweber (Eng) 1 5 3 3 3/4 3 2 4 1 5 2 1 1 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast
with; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Storm Daemon Bound Spell; Power 4; Magic Missile; Rng 24"; D6 S5 hits; On a 1 [25]
caster takes hit instead; Burns out (1 on D6)
Dispel Scroll Dispels one spell. One use only. [25]
Lavok der Grimmige (Eng) 1 5 3 3 3/4 3 2 4 1 5 2 1 1 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast
with; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Dispel Scroll Dispels one spell. One use only. [25]
Dispel Scroll Dispels one spell. One use only. [25]
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 265
Spear; 2 ranks in HtH if static; Light Armour; Shield; +1Sv w/
handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld
in rally attempts.
Clawleader 1 5 3 3 3 3 1 4 2 5 5+ 1 [10]
Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of
parent unit; separate unit for VPs; can use rank bonus of parent
unit as long as 3" away; targeting restriction as per characters
(3" instead of 5"); cannot charge; Ratling Gun
Ratling Gun Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; -
on any double, misfire; can stand and shoot
Ratling Gun Misfire Chart Double 1s or 2s - no shots fired that turn; Double 3s or 4s - -
fire in random direction (scatter dice); Double 5s or 6s - No
shots, weapon team killed
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 235
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR;
Musician; +1CR if tied; +1 Ld in rally attempts.
Clawleader 1 5 3 3 3 3 1 4 2 5 5+ 1 [10]
Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of
parent unit; separate unit for VPs; can use rank bonus of parent
unit as long as 3" away; targeting restriction as per characters
(3" instead of 5"); cannot charge; Ratling Gun
Ratling Gun Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; -
on any double, misfire; can stand and shoot
Ratling Gun Misfire Chart Double 1s or 2s - no shots fired that turn; Double 3s or 4s - -
fire in random direction (scatter dice); Double 5s or 6s - No
shots, weapon team killed
Giant Rat Pack 12 6 3 3 3 1 4 1 3 1 60
6 rats per packmaster; Randomise shooting hits between (1-5)
rats and (6) packmasters; If no Packmasters/Characters in unit,
must charge nearest enemy or move full speed at closest enemy
Packmasters 2 6 3 3 3 3 1 4 1/2 5 6+ 1 [0]
Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light
Armour
Plague Rat Swarms 4 6 3 2 2 5 1 5 10 3 260
Unbreakable; Skirmishers;Don't Block LOS; May not be joined by
characters; Skaven units do not Panic if Swarm destroyed
Clanrat Slaves 29 5 2 2 3 3 1 4 1 2 1 68
Do not cause panic in units (other than Clanrat slaves) if they
flee
Pawleader 1 5 2 2 3 3 1 4 2 2 1 [8]
Warplock Jezzail teams 6 5 3 3 3 3 1 4 2 5 6+ 2 120
Jezzail; Move or Fire, 36", S6 hit, -4ArSv, Magic Weapon;
Pavise; 4+ ArSv (total) vs Shooting; Team treated as single 1Wo
creature; Skirmish
Gutter Runners Tunnelling Team 4 6 4 4 3 3 1 5 1/2 7 1 87
Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability;
2ndWeapon; No shield in HtH; Scouts, Skirmish
Black Skaven 1 6 4 4 3 3 1 5 2/3 7 1 [12]
Gutter Runners 13 6 4 4 3 3 1 5 1/2 7 1 221
2ndWeapon; No shield in HtH; Poisoned Hand Weapons; Throwing
Stars; 6", S as user, No Move or Range penalty; Scouts, Skirmish
Night Runners 8 6 3 3 3 3 1 5 1 6 1 72
Sling; 18", St3 hit. 2 shots (-1 to hit) at 9".; Skirmish
Option Footnotes:
Tunnel Rules Place marker at start of game for arrival point; Unit arrives,
and may charge, on 4+ (turn 2), 3+ (turn 3), etc.; Use misfire
and Art dice for position of arrival. On misfire: D6, 1-2 unit
is dead(VP to enemy), 3-4 unit lost(no VP), 5-6 Enemy places
unit anywhere on table.
Total Army Cost: 1997
Notes:
Strength in Numbers. Add the current units rank bonus to the Ld for all Ld tests, maximum bonus is +3
Life is cheap. May shoot/cast spells into HtH. Roll to hit as usual; roll D6 for each hit; Random
unit in CC hit on 1-3, Target hit on 4-6
Live to fight. Add +1 inches to any flee distance result.
Lead from the rear. Characters can lead from the last rank. Can accept/refuse challenges only if in
HtH. If unit in HtH but not character he can join HtH, stay in rear, or leave unit.
Spells are cast with Irresistable Force if the total on all dice used for the spell adds up to 13.
Casting Pool: 6
Dispel Pool: 4
Models in Army: 144
Validation Results:
Roster satisfies all enforced validation rules
Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Thinquol vom Klan der Meuchler 1 5 6 4 4/6 4 3 7 4 7 4+ 4+ 1 190
General; Units within 12" may use General's Leadership
Warpstone Armour 4+ Armour Save; Each save results in St 4 hit vs enemy that hit [35]
Warpstone Amulet 4+ ward save; at end of game, roll D6 on 1 character dies & [25]
counts for VP (no rerolls allowed)
Desolate Blade Strength +2 [40]
Azagnak der Verschlagene (HerS 1 5 5 4 4 4 2 6 3 6 5+ 1 149
Heavy Armour; Battle Standard; Units w/in 12" may re-roll break
tests
Sacred Standard of the Horne unit causes fear [75]
Nisgnak, Schattenweber (Eng) 1 5 3 3 3/4 3 2 4 1 5 2 1 1 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast
with; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Storm Daemon Bound Spell; Power 4; Magic Missile; Rng 24"; D6 S5 hits; On a 1 [25]
caster takes hit instead; Burns out (1 on D6)
Dispel Scroll Dispels one spell. One use only. [25]
Lavok der Grimmige (Eng) 1 5 3 3 3/4 3 2 4 1 5 2 1 1 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast
with; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Dispel Scroll Dispels one spell. One use only. [25]
Dispel Scroll Dispels one spell. One use only. [25]
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 265
Spear; 2 ranks in HtH if static; Light Armour; Shield; +1Sv w/
handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld
in rally attempts.
Clawleader 1 5 3 3 3 3 1 4 2 5 5+ 1 [10]
Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of
parent unit; separate unit for VPs; can use rank bonus of parent
unit as long as 3" away; targeting restriction as per characters
(3" instead of 5"); cannot charge; Ratling Gun
Ratling Gun Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; -
on any double, misfire; can stand and shoot
Ratling Gun Misfire Chart Double 1s or 2s - no shots fired that turn; Double 3s or 4s - -
fire in random direction (scatter dice); Double 5s or 6s - No
shots, weapon team killed
Clanrats 29 5 3 3 3 3 1 4 1 5 5+ 1 235
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR;
Musician; +1CR if tied; +1 Ld in rally attempts.
Clawleader 1 5 3 3 3 3 1 4 2 5 5+ 1 [10]
Weapon Team 1 5 3 3 3 3 1 4 2 5 6+ 2 [60]
Each team treated as single 1Wo creature; must deploy w/in 3" of
parent unit; separate unit for VPs; can use rank bonus of parent
unit as long as 3" away; targeting restriction as per characters
(3" instead of 5"); cannot charge; Ratling Gun
Ratling Gun Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; -
on any double, misfire; can stand and shoot
Ratling Gun Misfire Chart Double 1s or 2s - no shots fired that turn; Double 3s or 4s - -
fire in random direction (scatter dice); Double 5s or 6s - No
shots, weapon team killed
Giant Rat Pack 12 6 3 3 3 1 4 1 3 1 60
6 rats per packmaster; Randomise shooting hits between (1-5)
rats and (6) packmasters; If no Packmasters/Characters in unit,
must charge nearest enemy or move full speed at closest enemy
Packmasters 2 6 3 3 3 3 1 4 1/2 5 6+ 1 [0]
Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light
Armour
Plague Rat Swarms 4 6 3 2 2 5 1 5 10 3 260
Unbreakable; Skirmishers;Don't Block LOS; May not be joined by
characters; Skaven units do not Panic if Swarm destroyed
Clanrat Slaves 29 5 2 2 3 3 1 4 1 2 1 68
Do not cause panic in units (other than Clanrat slaves) if they
flee
Pawleader 1 5 2 2 3 3 1 4 2 2 1 [8]
Warplock Jezzail teams 6 5 3 3 3 3 1 4 2 5 6+ 2 120
Jezzail; Move or Fire, 36", S6 hit, -4ArSv, Magic Weapon;
Pavise; 4+ ArSv (total) vs Shooting; Team treated as single 1Wo
creature; Skirmish
Gutter Runners Tunnelling Team 4 6 4 4 3 3 1 5 1/2 7 1 87
Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability;
2ndWeapon; No shield in HtH; Scouts, Skirmish
Black Skaven 1 6 4 4 3 3 1 5 2/3 7 1 [12]
Gutter Runners 13 6 4 4 3 3 1 5 1/2 7 1 221
2ndWeapon; No shield in HtH; Poisoned Hand Weapons; Throwing
Stars; 6", S as user, No Move or Range penalty; Scouts, Skirmish
Night Runners 8 6 3 3 3 3 1 5 1 6 1 72
Sling; 18", St3 hit. 2 shots (-1 to hit) at 9".; Skirmish
Option Footnotes:
Tunnel Rules Place marker at start of game for arrival point; Unit arrives,
and may charge, on 4+ (turn 2), 3+ (turn 3), etc.; Use misfire
and Art dice for position of arrival. On misfire: D6, 1-2 unit
is dead(VP to enemy), 3-4 unit lost(no VP), 5-6 Enemy places
unit anywhere on table.
Total Army Cost: 1997
Notes:
Strength in Numbers. Add the current units rank bonus to the Ld for all Ld tests, maximum bonus is +3
Life is cheap. May shoot/cast spells into HtH. Roll to hit as usual; roll D6 for each hit; Random
unit in CC hit on 1-3, Target hit on 4-6
Live to fight. Add +1 inches to any flee distance result.
Lead from the rear. Characters can lead from the last rank. Can accept/refuse challenges only if in
HtH. If unit in HtH but not character he can join HtH, stay in rear, or leave unit.
Spells are cast with Irresistable Force if the total on all dice used for the spell adds up to 13.
Casting Pool: 6
Dispel Pool: 4
Models in Army: 144
Validation Results:
Roster satisfies all enforced validation rules