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
Grey Seer
A 2
M 7"
S 4+
W 6/6
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-Centred

Masterclan: When rolling to decide the Leader of the team, if this operative is one of the 3 Competitors yet the dice roll doesn't pick this operative, you may reroll the dice once if you want to.

Consume Warpstone (0AP): For the rest of this activation this operative gains Ceaseless for all their Psychic Weapons. However this operative immediately takes D3 damage.

Ceaseless = You can re-roll any of your attack dice results of one result (e.g. results of 2).

This operative cannot perform this action while within control range of an enemy operative.

(Leader Ability) Conclave of Seers: If this operative is rolled the Leader, your team obtains the following attribute:

  • Only once each Turning Point, one of the other 2 friendly COMPETITOR operatives can use one of the Psychic Weapons of this operative.
  • Both friendly COMPETITOR operatives gain the Keyword PSYKER.
SKAVENTIDE, SKAVEN, COMPETITOR, PSYKER, GREY SEER
2. Claw Lord
Claw Lord
A 2
M 7"
S 4+
W 6/6
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-Centred

Gnash-Gnaw on their Bones! (1AP): Select one other friendly SKAVENTIDE operative visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action.

This operative cannot perform this action while within control range of an enemy operative

*Cornered Rat: If this operative is wounded this weapon's ATK is 5.

(Leader Ability) Mors Claw-Horde: If this operative is rolled the Leader, your team obtains the following attribute:

  • Whenever friendly SKAVENTIDE operatives would suffer from the "Fear Musk" they can roll 1D6, on a 5+ they do not suffer it.
  • When a friendly SKAVENTIDE operatives charges, your melee weapon gets Rending for that activation.

Rending = If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

SKAVENTIDE, SKAVEN, COMPETITOR, CLAW LORD
3. Arch-Warlock
Arch-Warlock
A 2
M 7"
S 4+
W 6/6
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 Prototypes

Science-Sorcery-DEATH!: Visible friendly SKAVENTIDE operatives within 2" of this operative gain Balanced for their ranged weapons.

Balanced = You can re-roll one of your attack dice.

(Leader Ability) Skryre Prototypes: If this operative is rolled the Leader, your team obtains the following attribute:

  • When a friendly SKAVENTIDE operatives shoots, you can roll 1D6:
  • 1    Kaboom! = Weapon explodes, operative suffers 2D3 damage and the shoot action is not performed but the AP is still spent doing nothing.
    
  • 2+  More Power! = For this shoot action the DMG of the weapon is increased by +0/1.
    
  • 6    More-More Power! = In addition to "More Power", for this shoot action the DMG of the weapon is increased by +1/0.
    
SKAVENTIDE, SKAVEN, COMPETITOR, ARCH-WARLOCK
4. Deathmaster
Deathmaster
A 2
M 7"
S 4+
W 6/6
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-Centred

(Leader Ability) Eshin Assassins: If this operative is rolled the Leader, your team obtains the following attribute:

  • Friendly SKAVEN operatives within control range of Heavy terrain count in Cover, however, only if they arent within 6" of enemy operatives.
  • Only once per game each friendly SKAVEN operatives can perform the Charge action while they have a Conceal order. If they do so, after the Charge action is resolved, they are given an Engage order.

Acrobatics: Whenever this operative is fighting or retaliating and a Light or Heavy terrain is within its control range, this weapon has the Lethal 5+ weapon rule.

Shadowy Killer: This operative can perform the Charge action while it has a Conceal order. If it does so, after the Charge action is resolved, it is given an Engage order.

SKAVENTIDE, SKAVEN, COMPETITOR, DEATHMASTER
5. Rat Ogor
Rat Ogor
A 2
M 6"
S 5+
W 13/13
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 MuscleMonster

Unleash Warp-Fury (0AP): This operative suffers D6 damage. Then, for the rest of this Turning Point this operative's "Claws, Blades and Fangs" weapon gains +1 to ATK.

Chem-enhanced: You can ignore any changes to this operative’s APL stat and it’s not affected by enemy operatives’ Shock and Stun weapon rules.

Avalanche of Muscle: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

Monster: This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding Unleash Warp-Fury). Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

SKAVENTIDE, MONSTER, RAT OGOR
6. Clanrat Standard Bearer
Clanrat Standard Bearer
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Crude Knife and Shield (*Crude Shield)
3
5+
2/3
Abilities
Self-CentredFear Musk*Crude Shield13th Icon

13th Icon: Whenever determining control of a marker within 6" of this operative, treat the total APL stat of friendly SKAVENTIDE operatives that control it as 1 higher if at least one friendly SKAVENTIDE operative contests that marker. Note this is not a change to the APL stat, so any changes are cumulative with this.

SKAVENTIDE, SKAVEN, STANDARD BEARER
7. Clanrat Musician
Clanrat Musician
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Bludgeon (Stun)
4
5+
3/3
Abilities
Fear Musk1AP: Sound of RuinSelf-Centred

Sound of Ruin (1AP): Select one ready enemy operative that is a valid target for this operative, or visible to this operative instead if you spend 1 additional AP. Roll 1D6, until the end of the turning point, that enemy operative cannot be activated or perform actions until it is the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the roll (whichever comes first)

This operative cannot perform this action while within control range of an enemy operative.

SKAVENTIDE, SKAVEN, MUSICIAN
8. Clanrat (6)
Clanrat
A 2
M 7"
S 5+
W 5/5
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 Shield

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).

SKAVENTIDE, SKAVEN, CLANRAT

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:

NameATKHITDMGWR
Rod of Corruption16+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:

NameATKHITDMGWR
Rat Swarm55+1/1Rng 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 Ploy

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.

Always Three Clawsteps Ahead
Firefight Ploy

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.

Will of the Horned Rat
Firefight Ploy

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.

Too Quick To Hit-Hit
Firefight Ploy

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.

Lead from the Back
Strategy Ploy

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.

Scurry Away
Strategy Ploy

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.

Strength in Numbers
Strategy Ploy

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.

Overwhelming Mass
Strategy Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.