Skaventide
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.
*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).
Operatives
1. 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
MasterclanFear Musk0AP: Consume Warpstone(Leader Ability) Conclave of SeersSelf-Centred2. Claw 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
1AP: Gnash-Gnaw on their Bones!*Cornered Rat(Leader Ability) Mors Claw-HordeSelf-Centred3. Arch-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 |
Abilities
Science-Sorcery-DEATH!Fear MuskSelf-Centred(Leader Ability) Skryre Prototypes4. Deathmaster
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 AssassinsAcrobaticsShadowy KillerSelf-Centred5. Rat 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
0AP: Unleash Warp-FuryChem-enhancedAvalanche of MuscleMonster6. Clanrat 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
Self-CentredFear Musk*Crude Shield13th Icon7. Clanrat Musician
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bludgeon (Stun) | 4 | 5+ | 3/3 |
Abilities
Fear Musk1AP: Sound of RuinSelf-Centred8. Clanrat (6)
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crude Weapon and Shield (*Crude Shield) | 4 | 5+ | 2/4 |
| Stolen Gun | 4 | 4+ | 2/3 |
| Claws | 3 | 4+ | 1/3 |
Abilities
Fear MuskGroup ActivationSelf-Centred*Crude ShieldEquipment
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
Backstabbing Allies
Firefight PloyUse 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.
Always Three Clawsteps Ahead
Firefight PloyUse 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.
Will of the Horned Rat
Firefight PloyUse 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.
Too Quick To Hit-Hit
Firefight PloyUse 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.
Lead from the Back
Strategy PloyWhenever 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.
Scurry Away
Strategy PloyDuring 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.
Strength in Numbers
Strategy PloyWhenever 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.
Overwhelming Mass
Strategy PloyAs 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.