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Skaven

Erecting tempers, one dickhead at a time.

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Skaven

Postby slow hammer on Sun Oct 04, 2009 10:13 pm

WFB RUMORS: The Skaven Approach

Posted by bigred at Sunday, October 04, 2009


There are foul tidings on the fetid winds that emanate from Skavenblight: Chittering teeth in the darkness say:

The old Skaven book has the following CORE units:

Clanrats
Skavenslaves
Stormvermin
Swarms
Nightrunners
Giant rats
Poisoned Wind Globadiers

Now, with the exception of Globadiers, all can be put in ranks and they are all core.

Rumoured mount options are:
Grey Seer - Screaming Bell
Plague Priest - Plague Furnace, Giant Rat
Warlord - Rat Ogre, Giant Rat, Litter/Throne of some type
Mounts are only for characters and Nurglitch will be used a lot both as a Warlord and a Plague priest.

Ikit Claw will be a spellcasting nightmare, and good in combat to boot. He will be able to use all the Skaven spells or any of the normal 8 lores.

Deathmaster does indeed have a dagger in his tail!


SiN is in.
+1" flight remains.
Skaven may still decline challenges and use LD for the unit.
Life is Cheap is only for slaves.

Vermin Lord is back
Doom Wheel is back
Seer LD7
Assassin is a hero choice
Warplock pistol or muskets for all characters

Clanrats: 4 points.
Nightrunner: 7 points, no skirmish, one movement before the battle starts, two hand weapons and throwing stars included, LD:6 (9 with full ranks).
Stormvermin: 7 points with halberds and option for shields, S:3, 25 point magic items for the champion.
Rat swarms are non 0-1 and 25 pts each.

Rat Ogres: 40 points, plus 8 points for each handler. Frenzy, champion WS:4, A:4.
Master Moulder is a kind of unit champion with LD 6, no mixed units with Rat-ogres and giant rats.
Jezzails: S:6.
Gutter Runner: 6+ ward save.
Plague Monks: no poison.

Hellpit Abomination: is in and quite potent.
Plague Furnance: giant censor pushed by plague monks, impact hits and gas.
Warp-lightning Cannon: fires like a standard cannon with a 3" template at the very end of the line, strength still random, no armor save, D6 wounds, crew doesnt have to flee, LD 7, @90 points

5 different weapon teams
-Ratling
-Warpfire thrower
-Poisoned wind mortar, similar to globadiers
-Hand to hand weapon team with impact hits and additional attacks
-Warpdrill to tunnel for Eshin units (conflicting info)

13 different spells, 6 for Warlocks, 6 for Plague priests.
D3 warpstone tokens for every mage at the start of the game.
Warp lightning does only d6 hits and 1 still hits the caster
Spell to stop fliers
Spell for -1 BS to all enemy shooting

"13th Spell", casts on a 25+, cannot be augmented with bonus dice. Target unit suffers 3d6 wounds, no saves allowed. Any survivors are replaced with clanrats.

Plague Furnace is a mount for a plague lord/priest. It is said to works like a Cauldron of Blood, giving a bonus like poisoned attacks or frenzy to nearby units, whilst nearby Pestilens units gain either Hatred or possibly Stubborn. (conflicting info)

Plague Catapults are S:2, no armour save, 5" template and the target unit must take a panic test if wounded.

Storm banner is like the old one except it runs out at 4+. Which I think is probably better than before.

~As usual, standard caveats apply to all of this. Have fun you Skaven lovers.
Drew
http://z15.invisionfree.com/Ordo_Malleus/index.php?

Mooseman007 wrote:I lost my Black Orcs to WS 7 Zombies

Krimsonsythe wrote:the Lord's ability to lend WS 7 to ZOMBIES(!!!!!)

WickerNipple wrote:DoC was playtested! You should have seen the first draft!

Punk wrote: Your the best at theory hammer :rolleyes:
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Re: Skaven

Postby MantisZero on Mon Oct 05, 2009 3:44 am

slow hammer wrote:"13th Spell", casts on a 25+, cannot be augmented with bonus dice. Target unit suffers 3d6 wounds, no saves allowed. Any survivors are replaced with clanrats.


WTF? Sounds like another "Ohh i rolled irresistable, your unit dies. I win." :roll:
GET TO DA CHOPPA!!!



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Re: Skaven

Postby mkistler on Mon Oct 05, 2009 11:37 am

WTF? This is retarded.
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Re: Skaven

Postby Punk on Mon Oct 05, 2009 1:58 pm

ITS OFFICIAL>>>>SKAVEN ARE HOTT<<<<

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MantisZero wrote:2 Aboms? Really? :BLAGGH

Ludwig wrote:They are really not that good all the playtesting I've ben doing they are really random

mkistler wrote:They are so bad you are taking two of them?
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Re: Skaven

Postby bdickj on Mon Oct 05, 2009 2:02 pm

Woah.
I'm the Devil, and I'm here to do the Devil's business.
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Re: Skaven

Postby Punk on Mon Oct 05, 2009 2:05 pm

Yea the characters are all Special character models...Death master Snikch...Packmaster Skweel....Queek...all are $15

20 Storm Vermin for $50...148 different pieces!

$33 for clan rats and doom wheel
"Delightfully Esoteric, yet ubiquitously clutch!"
MantisZero wrote:2 Aboms? Really? :BLAGGH

Ludwig wrote:They are really not that good all the playtesting I've ben doing they are really random

mkistler wrote:They are so bad you are taking two of them?
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Re: Skaven

Postby bdickj on Mon Oct 05, 2009 2:15 pm

$33 isn't bad for Clanrats. It's better than $22 for 10 (Empire).

Those models are sick though. Really sick.
I'm the Devil, and I'm here to do the Devil's business.
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Re: Skaven

Postby slow hammer on Mon Oct 05, 2009 7:20 pm

MantisZero wrote:
slow hammer wrote:"13th Spell", casts on a 25+, cannot be augmented with bonus dice. Target unit suffers 3d6 wounds, no saves allowed. Any survivors are replaced with clanrats.


WTF? Sounds like another "Ohh i rolled irresistable, your unit dies. I win." :roll:


Ya that I question...
Drew
http://z15.invisionfree.com/Ordo_Malleus/index.php?

Mooseman007 wrote:I lost my Black Orcs to WS 7 Zombies

Krimsonsythe wrote:the Lord's ability to lend WS 7 to ZOMBIES(!!!!!)

WickerNipple wrote:DoC was playtested! You should have seen the first draft!

Punk wrote: Your the best at theory hammer :rolleyes:
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Re: Skaven

Postby mkistler on Mon Oct 05, 2009 8:12 pm

If that spell is real it means the end of Warhammer as we know it. Mark my words. Yeah its gonna be really hard to get off at 25+, but you will always throw five dice at it meaning it usually be IF or not cast. That's an instant dead unit. VC lord and unit? Smoked game over. Dumptruck, it gets rat-ified, game over. Stank, now its a ratmobile. Ugh. Even gateway at least only works on a 11-12.

The models do kick ass thoguh.
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Re: Skaven

Postby slow hammer on Mon Oct 05, 2009 8:15 pm

mkistler wrote:If that spell is real it means the end of Warhammer as we know it. Mark my words. Yeah its gonna be really hard to get off at 25+, but you will always throw five dice at it meaning it usually be IF or not cast. That's an instant dead unit. VC lord and unit? Smoked game over. Dumptruck, it gets rat-ified, game over. Stank, now its a ratmobile. Ugh. Even gateway at least only works on a 11-12.

The models do kick ass thoguh.


if they keep the only a 13 IF then it wont always be a IF it will never be... not as importantly the stank would be uneffected as the spell has no set S value...
Drew
http://z15.invisionfree.com/Ordo_Malleus/index.php?

Mooseman007 wrote:I lost my Black Orcs to WS 7 Zombies

Krimsonsythe wrote:the Lord's ability to lend WS 7 to ZOMBIES(!!!!!)

WickerNipple wrote:DoC was playtested! You should have seen the first draft!

Punk wrote: Your the best at theory hammer :rolleyes:
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Re: Skaven

Postby mkistler on Mon Oct 05, 2009 8:23 pm

Forgot about the stank rule. The 13 thing makes little difference, its essentially the same, either you will IF the spell or it won't work.

Also I am claiming credit for this ne phrase: Casting the spell will be know as rat-ification, units affected will be rat-ified.
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Re: Skaven

Postby slow hammer on Mon Oct 05, 2009 8:33 pm

mkistler wrote:Forgot about the stank rule. The 13 thing makes little difference, its essentially the same, either you will IF the spell or it won't work.

Also I am claiming credit for this ne phrase: Casting the spell will be know as rat-ification, units affected will be rat-ified.


The 13 meens that it will NEVER IF, though blocking a 25 is a dounting task non the less. Just the spell's threat will cuase scrolls to be saved and hense increase the effectiveness of the rest of the spells... I really really really hope this is bull shit... I'd much rather have the summoning spell.

Actually thinking about it the it cant be augmented by extra dice and you have a 5 die limit which means you'd have to roll a 25 on 5 dice which normally average a 17.5... I dont think I'd ever try to cast it... would waist 5 of probally around 10-11 dice and then the rest of your magic can be shut down...and as soon as you get it off your opponent srcolls it... theres no way you'll get it off more than twice a game...
Drew
http://z15.invisionfree.com/Ordo_Malleus/index.php?

Mooseman007 wrote:I lost my Black Orcs to WS 7 Zombies

Krimsonsythe wrote:the Lord's ability to lend WS 7 to ZOMBIES(!!!!!)

WickerNipple wrote:DoC was playtested! You should have seen the first draft!

Punk wrote: Your the best at theory hammer :rolleyes:
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Re: Skaven

Postby mkistler on Mon Oct 05, 2009 8:49 pm

How does the 13 thing mean no IF?

Once is enough dude, once a game is enough to win it with one spell.
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Re: Skaven

Postby slow hammer on Mon Oct 05, 2009 8:55 pm

The only way for skaven to get IF is for the total of the "to cast" roll to be a 13... meaning if the spell goes off on a 25 it can never be IF, yes I know once is enough but with no IF you can always safe a scroll... I'm not trying to say this is a good thing... it's fucking retarded and sounds like GW felt like throughing in something silly for the hell of it... it's just not as bad as it first seems... still a broken ass spell... a VC nightmare...
Drew
http://z15.invisionfree.com/Ordo_Malleus/index.php?

Mooseman007 wrote:I lost my Black Orcs to WS 7 Zombies

Krimsonsythe wrote:the Lord's ability to lend WS 7 to ZOMBIES(!!!!!)

WickerNipple wrote:DoC was playtested! You should have seen the first draft!

Punk wrote: Your the best at theory hammer :rolleyes:
User avatar
slow hammer
phanatic
 
Posts: 243
Joined: Sat Feb 28, 2009 11:14 pm
Location: A hole, named New Jersey

Re: Skaven

Postby Punk on Mon Oct 05, 2009 9:22 pm

13= Irresistible force

So if I roll 5 dice and get a 13...the spell goes off...

Beside this is rumored isn't it?
"Delightfully Esoteric, yet ubiquitously clutch!"
MantisZero wrote:2 Aboms? Really? :BLAGGH

Ludwig wrote:They are really not that good all the playtesting I've ben doing they are really random

mkistler wrote:They are so bad you are taking two of them?
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