Skaventide
Composition
A SKAVENTIDE killteam is composed of:
3 SKAVENTIDE operatives selected from the following list:
- GREY SEER
- CLAW LORD
- ARCH-WARLOCK
- MASTER MOULDER
- DEATHMASTER
- PLAGUE PRIEST
Number these 3 operatives from 1 to 3, roll a D3 to pick at random the current Leader of the killteam due to the evershifting hierarchy in skaven society.
10 SKAVENTIDE operatives selected from the following list:
- Rat Ogor (counts as two selections)
- Rat Ogor with Warpfire Gun (counts as two selections) (1)
- Doom-Flayer (counts as two selections)
- Heavy Weapon Team with Ratling Gun (counts as two selections)
- Heavy Weapon Team with Warpfire Thrower (counts as two selections)
- Heavy Weapon Team with Warpvolt Scourger (counts as two selections)
- Stormvermin
- Acolyte Globadier
- Clanrat Musician (1)
- Clanrat Standard Bearer (1)
- Clanrat with Crude Weapon and Shield
- Clanrat with Claws and Stolen Gun
- Skaven Slave (counts as half a selection)
- (1): You can only select this operative once in the list.
You cannot select more than 10 Skaven Slaves.
You cannot select more than 1 Heavy Weapon Team
Common Abilities and Options
Fear Musk:
Whenever an enemy operative Charges and Fights in the same activation this Operative, and there are no other friendly SKAVENTIDE operatives visible to and within 6" of this operative, in the Resolve Attack Dice step of that sequence, the first time you use a dice, it must be a parry.
Self-Centred:
Whenever a friendly SKAVENTIDE operative is shooting and you’re selecting a valid target, you can use this rule. If you do, having other friendly SKAVENTIDE operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected. However, every shooting dice that fails, shoots the closest friendly SKAVENTIDE operative within the enemy’s control range. Rolls of "1" count as criticals. The friendly SKAVENTIDE operative getting shot cannot roll defence dices due to the unexpected attack.
Heavy Weapon:
This operative cannot use any weapons that are not on its datacard, or perform unique actions. This operative cannot have a Conceal order. It cannot provide combat support. When drawing a Visibility line from this operative, draw it from any part of the miniature.
*Crude Shield:
Whenever this operative is fighting or retaliating with this weapon, your first block can be allocated to block two unresolved successes (Instead of one).
Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly SLAVE or CLANRAT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).
Grey Seer
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psychic Casts | |||
| Wither (Psychic, Rng 7", Sat, Severe) | 4 | 3+ | 3/4 |
| Warp Lightning (Psychic, Rng 8", Sat, Blast 1") | 4 | 2+ | 2/3 |
| Warpstone Staff (Shock) | 4 | 4+ | 2/4 |
Abilities
(Leader Ability) Conclave of Seers0AP: Consume WarpstoneFear MuskMasterclanSelf-CentredClaw Lord
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stolen Master-crafted Pistol (Rng 12", Lethal 5+) | 4 | 3+ | 2/4 |
| Warpforged Blade (Severe, *Cornered Rat) | 4 | 4+ | 4/5 |
Abilities
(Leader Ability) Mors Claw-Horde*Cornered Rat1AP: Gnash-Gnaw on their Bones!Self-CentredArch-Warlock
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpfire Gauntlet (Rng 8") | 4 | 3+ | 3/4 |
| Stormcage Halberd (Lethal 5+) | 4 | 4+ | 4/6 |
| Crushing Piston-claw (Brutal) | 4 | 5+ | 5/7 |
Abilities
(Leader Ability) Skryre PrototypesFear MuskScience-Sorcery-DEATH!Self-CentredMaster Moulder
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpsyringe Pistol (Rng 7", Lethal 5+) | 3 | 4+ | 1/4 |
| Arsenal of Mutation (Ceaseless) | 4 | 4+ | 3/4 |
Abilities
(Leader Ability) Moulder's MutantsFear Musk1AP: Flesh-GraftingSelf-CentredDeathmaster
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eshin Throwing Stars (Rng 6", Silent) | 4 | 3+ | 2/4 |
| Weeping Blade (Ceaseless, *Stalk) | 4 | 3+ | 3/4 |
Abilities
(Leader Ability) Eshin AssassinsAcrobaticsSelf-CentredShadowy KillerPlague Priest
A 2
M 6"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plague Wind (Psychic, Sat, Severe, Tor 1") | 5 | 3+ | 1/3 |
| Warpstone-tipped Staff (Shock, Stun) | 4 | 4+ | 3/4 |
Abilities
(Leader Ability) Plague Monks1AP: Book of WoesFear MuskPestilential AuraSelf-CentredRat Ogor
A 2
M 6"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpfire Gun (Rng 8", Sat, Tor 2") | 4 | 2+ | 2/2 |
| Claws, Blades and Fangs (Rnd, Shock) | 4 | 4+ | 5/6 |
Abilities
Avalanche of MuscleChem-enhancedMonster0AP: Unleash Warp-FuryDoom-Flayer
A 3
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Whirling Blades (Brutal) | 5 | 3+ | 4/6 |
Abilities
DoomwheelHeavy WeaponWhirling DeathHeavy Weapon Team
A 2
M 4"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ratling Gun (Hvy(Dash), Punishing, Tor 1") | 4 | 4+ | 2/3 |
| Warpfire Thrower (Hvy(Dash), Rng 8", Sat, Tor 2") | 5 | 2+ | 2/2 |
| Warpvolt Scourger (Hvy(Dash), *Lightning, Rnd, Dev, Blast 1") | 2D3 | 4+ | 3/2 |
| Rusty Knife | 3 | 5+ | 2/3 |
Abilities
*Lightning1AP: Abandon weaponFear MuskHeavy WeaponSelf-CentredStormvermin
A 2
M 7"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Polearm | 4 | 4+ | 4/5 |
Abilities
Elite BodyguardSelf-CentredAcolyte Globadier
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Poisoned Wind Globe (Rng 6", Blast 2", Dev2, Hvy(Dash), Sat) | 4 | 4+ | 2/3 |
| Rusty Knife | 3 | 5+ | 2/3 |
Abilities
Explosive DemiseFear MuskGrenadierSelf-CentredClanrat Musician
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bludgeon (Stun) | 4 | 5+ | 3/3 |
Abilities
Fear MuskSelf-Centred1AP: Sound of RuinClanrat Standard Bearer
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crude Knife and Shield (*Crude Shield) | 3 | 5+ | 2/3 |
Abilities
*Crude Shield13th IconFear MuskSelf-CentredClanrat
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stolen Gun | 4 | 4+ | 2/3 |
| Crude Weapon and Shield (*Crude Shield) | 4 | 5+ | 2/4 |
| Claws | 3 | 4+ | 1/3 |
Abilities
*Crude ShieldFear MuskGroup ActivationSelf-CentredSkaven Slave
A 2
M 7"
S 6+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Improvised Weapon | 4 | 5+ | 2/4 |
Abilities
ExpendableFear MuskGroup ActivationSelf-CentredSlaveScreaming Bell
This Equipment counts as 2 Equipment selections. At the start of every Turning Point you can ring once the Bell situated outside the Killzone, to do so roll a number of D6 equal to the current Turning Point, then obtain an effect based on the total value rolled:
- 1-3 = The first friendly SKAVENTIDE operative activated in this Turning Point gains 1" to their Move stat for that activation.
- 4-6 = For this Turning Point "Fear Musk" doesn't take effect even if the friendly SKAVENTIDE operatives within 6" isn't Visible due to the Skaven being able to smell each other's presence.
- 7-9 = You earn 1CP immediately after ringing the bell.
- 10-12 = For this Turning Point if a friendly SKAVENTIDE operative charges and fights an enemy and there are no other visible enemies within 6", the enemy's first dice in the fight must be spent parrying.
- 13 = For this Turning Point; Worsen the Hit stat of all enemy operative’s weapons by 1. This isn’t cumulative with being injured. All friendly SKAVENTIDE operatives ignore being injured.
- 14+ = The Bell breaks and cannot be used again. Worsen the Hit stat of all friendly SKAVENTIDE operative’s weapons by 1 for this Turning Point. This isn’t cumulative with being injured.
Skavenstew
Once per Turning point a friendly SKAVENTIDE operative can use this equipment. If it does, it suffers D3 damage, however, until the end of the Turning Point, increase the ATK of its weapons by 1.
Rod of Corruption
Once per battle, a friendly SKAVEN operative can use the following Melee Weapon:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Rod of Corruption | 1 | 6+ | 0/1 | *Very-Very Dead, *Corrupted |
*Very-Very Dead = A rod of foul energy which mere touch by those not rotten enough will instantly dissolve them into a festering pile of rotten flesh, quite quite dead. If this weapon retains any critical success immediately inflicts 13 damage on the operative this weapon is being used against.
*Corrupted = No stats of this weapon can be improved by any means.
Call the Rat Swarm
Once per turning point, a friendly SKAVEN operative can use the following Ranged Weapon:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Rat Swarm | 5 | 5+ | 1/1 | Rng 6", Stun |
Range 6" = Range limit of the weapon is 6".
Stun = If you retain any critical hits, subtract 1 from APL of target until the end of its next activation.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Backstabbing Allies
Use this firefight ploy when an opponent fights or shoots your Leader, if there is a friendly COMPETITOR operative within 6" and Visible to the Leader, the Leader is immediately incapacitated. This is ignored for your opponent's kill/elimination op. The selected friendly COMPETITOR operative becomes the Leader, activating their special Leader ability. The incapacitated Leader's ability is lost.
Firefight: Always Three Clawsteps Ahead
Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.
Firefight: Will of the Horned Rat
Use this firefight ploy when a friendly SKAVENTIDE operative is activated. Until the end of that operative’s activation, add 1 to its APL stat. Friendly PSYKER operatives can use this firefight ploy for free once per game.
Firefight: Too Quick To Hit-Hit
Use this firefight ploy after an opponent charges a friendly SKAVENTIDE operative that is ready. Immediately perform a Fall Back action except don’t use the active operative’s Move stat — it can move up to 3" instead.
Strategy Ploys
Strategy: Lead from the Back
Whenever an operative is shooting a friendly COMPETITOR operative that’s within 3" of a friendly SKAVENTIDE operative, you can re-roll one of your defence dices. Using a friendly SLAVE operative, immediately incapacitates the friendly SLAVE operative after the re-roll.
Strategy: Scurry Away
During this Turning Point up to 4 friendly SKAVENTIDE operatives that have a Conceal order and are more than 3" from enemy operatives can at the end of any activation perform a free Dash action that must end not within 3" of enemy operatives. Each operative can only do one Dash. Operatives that count as two selections in the list count as two operatives.
Strategy: Strength in Numbers
Whenever a friendly SKAVENTIDE operative is shooting an operative that another friendly SKAVENTIDE operative has already shot during this turning point, that first friendly operative's ranged weapon gains Balanced.
Balanced: Can re-roll one Attack die.
Strategy: Overwhelming Mass
As a STRATEGIC GAMBIT in any turning point after the first. Select one incapacitated friendly CLANRAT operative (or 2 friendly SLAVE operatives) and set it up wholly within your dropzone with all its wounds remaining.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Screaming Bell:
This Equipment counts as 2 Equipment selections.
At the start of every Turning Point you can ring once the Bell situated outside the Killzone, to do so roll a number of D6 equal to the current Turning Point, then obtain an effect based on the total value rolled:
- 1-3 = The first friendly SKAVENTIDE operative activated in this Turning Point gains 1" to their Move stat for that activation.
- 4-6 = For this Turning Point "Fear Musk" doesn't take effect even if the friendly SKAVENTIDE operatives within 6" isn't Visible due to the Skaven being able to smell each other's presence.
- 7-9 = You earn 1CP immediately after ringing the bell.
- 10-12 = For this Turning Point if a friendly SKAVENTIDE operative charges and fights an enemy and there are no other visible enemies within 6", the enemy's first dice in the fight must be spent parrying.
- 13 = For this Turning Point; Worsen the Hit stat of all enemy operative’s weapons by 1. This isn’t cumulative with being injured. All friendly SKAVENTIDE operatives ignore being injured.
- 14+ = The Bell breaks and cannot be used again. Worsen the Hit stat of all friendly SKAVENTIDE operative’s weapons by 1 for this Turning Point. This isn’t cumulative with being injured.
Skavenstew:
Once per Turning point a friendly SKAVENTIDE operative can use this equipment. If it does, it suffers D3 damage, however, until the end of the Turning Point, increase the ATK of its weapons by 1.
Rod of Corruption:
Once per battle, a friendly SKAVEN operative can use the following Melee Weapon:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Rod of Corruption | 1 | 6+ | 0/1 | *Very-Very Dead, *Corrupted |
*Very-Very Dead = A rod of foul energy which mere touch by those not rotten enough will instantly dissolve them into a festering pile of rotten flesh, quite quite dead. If this weapon retains any critical success immediately inflicts 13 damage on the operative this weapon is being used against.
*Corrupted = No stats of this weapon can be improved by any means.
Call the Rat Swarm:
Once per turning point, a friendly SKAVEN operative can use the following Ranged Weapon:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Rat Swarm | 5 | 5+ | 1/1 | Rng 6", Stun |
Range 6" = Range limit of the weapon is 6".
Stun = If you retain any critical hits, subtract 1 from APL of target until the end of its next activation.
Ploys
Firefight - Backstabbing Allies:
Use this firefight ploy when an opponent fights or shoots your Leader, if there is a friendly COMPETITOR operative within 6" and Visible to the Leader, the Leader is immediately incapacitated. This is ignored for your opponent's kill/elimination op. The selected friendly COMPETITOR operative becomes the Leader, activating their special Leader ability. The incapacitated Leader's ability is lost.
Firefight - Always Three Clawsteps Ahead:
Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.
Firefight - Will of the Horned Rat:
Use this firefight ploy when a friendly SKAVENTIDE operative is activated. Until the end of that operative’s activation, add 1 to its APL stat. Friendly PSYKER operatives can use this firefight ploy for free once per game.
Firefight - Too Quick To Hit-Hit:
Use this firefight ploy after an opponent charges a friendly SKAVENTIDE operative that is ready. Immediately perform a Fall Back action except don’t use the active operative’s Move stat — it can move up to 3" instead.
Strategic - Lead from the Back:
Whenever an operative is shooting a friendly COMPETITOR operative that’s within 3" of a friendly SKAVENTIDE operative, you can re-roll one of your defence dices.
Using a friendly SLAVE operative, immediately incapacitates the friendly SLAVE operative after the re-roll.
Strategic - Scurry Away:
During this Turning Point up to 4 friendly SKAVENTIDE operatives that have a Conceal order and are more than 3" from enemy operatives can at the end of any activation perform a free Dash action that must end not within 3" of enemy operatives.
Each operative can only do one Dash.
Operatives that count as two selections in the list count as two operatives.
Strategic - Strength in Numbers:
Whenever a friendly SKAVENTIDE operative is shooting an operative that another friendly SKAVENTIDE operative has already shot during this turning point, that first friendly operative's ranged weapon gains Balanced.
Balanced: Can re-roll one Attack die.
Strategic - Overwhelming Mass:
As a STRATEGIC GAMBIT in any turning point after the first. Select one incapacitated friendly CLANRAT operative (or 2 friendly SLAVE operatives) and set it up wholly within your dropzone with all its wounds remaining.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.