Skaventide:
- Plague Furnace
- Plague Monks
- Ratling Guns
- Grey Seer
- Verminlord Corruptor
- Warp Lightning Cannon
Plague Furance:
Don't let the
shoddy craftsmanship fool you. In a game that is all about searching out syngergizes this is one of the best-best supporting heroes. Despite the obviously questionable structural integrity, Protection of the Great Horned Rat blesses this model with a 5+ to ignore wounds and mortal wounds.
The Plague Furnace is surprisingly effective in combat. On a 2+ the Plague Censor does D3 +4, 3, 2, or 1 mortal wounds depending on the number of wounds currently allocated. It also does D6, or 2D6 on a charge, attacks with its Rusty Spikes at rend -1. These rats are so fragrant that any enemy unit within 3" takes 1 MW on the roll of a 4+, or d3 if a 6 is rolled, at the end of the combat phase.
However, the damage is not why you want these dead. Altar of the Horned Rat means that Skaventide units wholly within 13" do not take battleshock test. This ability will give your opponent a lot of mileage considering that one of Skaven's biggest weakness is their bravery. The Priest which rides the Furnace is able to attempt one of two prayers in each of their hero phases, both of which succeed on a 3+. Filth-Filth lets the monk choose a Pestilence unit wholly within 13" and grants that unit rerolls to woundl until their following hero phase. Rabid-Rabid has the same range, duration, and keyword restrictions. The target gets to add 1 to the unit's attack characteristics.
Plague Monks:
Don't let these rascals fool you just because
plague laden rats never hurt anyone. Three attacks base is pretty respectable. If they charged in the previous phase then you can up that number to 5 due to Frenzied Assault. If they are blessed with Rabid-Rabid you can up that to 7.
One in every ten models in the unit can carry one of two different decorated sticks into battle. Contagion banner allows your opponent to roll a d6 for each Plague Monk slain in combat. On a 6+ the attacking unit suffers 1 mortal wound. Icon of Pestilence causes unmodified wound rolls of 6 to deal 2 damage instead of 1. One in every ten monks can also carry one of two instruments into battle. Doom Gong gives the unit +1" to run and charge rolls. Bale-Chime adds -1 rend to attack that hit on an unmodified 6.
Luckily these guys wear sack cloth instead of armor. Due to their high damage out put and 6+ save they certainly earn their spot as a priority target. Call it a tie when it comes to priority on the Furnace or Monks. Choose the one that is most accessible or hasn't swung yet.
Ratling Guns:
Proving that the only thing more expendable than Skaven are
bullets. These will put some serious hurt on anything within 12". Under the right combination of buffs they can become 2d6 x2 shoots at 2 damage. However, these murderous duos only have 3 wounds and a 6+ save.
Grey Seer:
The only rats known to use "study aids". It isn't the standard magic womping stick that makes these egomaniacs terrifying.
If two spells per hero phase isn't enough, these dappled magic rats can pop one WarpstoneToken per hero phase. When they do so the next spell cast by the Grey Seer is rolled with 3d6 picking the two highest. However, if the three dice total thirteen then the spell cannot be unbound, but the caster is slain after the spell is resolved. Placed near a Gnawhole for the extra +1 to cast and these guys can all but grantee the dreaded
Warp Lightning Vortex.
The good news is they only have 5 wounds with a 5+ save. This make them much more slayable then their
larger brothers and earns them their spot on the list.
Verminlord Corruptor:
One of the giant rats has to worth killing early. Check out the shear volume of attacks. Imagine one of these guys equipped with a Sword of Judgement. Well your in luck, you likely won't have to image if you play against one because they all use it. Plaguemaster caused this lord of vermin to deal d3 mortal wounds to every enemy unit with 1" on a 4+ at the end of combat. They also lower the bravery characteristic of enemy units near it by one.
In addition to their prolific ability to dish our slaughter in combat, they are also expert wizards. The Corruptor can cast two spells in each of its hero phases. Their native spell Dreaded Plague is cast on a 7+. If successful they choose a unit within 13" and then roll one d6 for each model in the chosen unit. For each roll of a 4+ that unit suffers 1 mortal wound. Their other spell slot is perfect for Clans Pestilence armies to cast Warp Lightning Vortex. Which they almost certainly will be doing if they didn't bring a Grey Seer.
However, it is the verminlord alone that deals increased damage while on the field. Its command ability Lord of Pestilence allows all Clans Pestilence units wholly within 13" to reroll hit rolls.
Verminlord Corruptors have the same Protection of the Great Horned Rat as all Skaven Behemoths. However they only have a 4+ base save with no other rerolls or Suspicous Stones to help them.
Warp Lightning Cannon:
The only logical conclusion to Skaven's Warpstone obsession. While inconsistent, these fel artillery pieces deal mortal wounds from 24" away. When near a Warplock Engineer the cannon can double the number of dice it rolls when fishing for mortal wounds, but each roll of a 1 causes it to suffer d3 mortal wounds at the end of the attack sequence.
Putting even a few wounds onto the cannon can make it much more risky for your opponent to declare More-more Warp Lightning.
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