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Games Workshop - Warhammer Age of Sigmar - Skaven Clanrats

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In the Eye of the Vortex campaign, the Skaven compete to control the Great Vortex by using Rituals. Exceptions are Clan Eshin and Clan Moulder who have different goals.

The Skaven are ruled by the Council of Thirteen, an assembly of their most powerful leaders, tested and approved by the Horned Rat. The council forever tries to impose its rule over the rebellious Skaven clans, often resorting to threats, terror, assassination and brutal punishment. Needs Citation Magic Loyalty: Lords have different loyalty levels, which can cause them to take their army and rebel against you. The underground cities will remain hidden for a long time if you are not too greedy with them early on. Just extend first the influence and ambush weaker armies before sending the Skaven steamroller!

The Lady of Vines

The most expensive (by a whisker) Verminlord and probably the one you’ll see most often. The Deceiver has a very welcome rend -3 on its melee weapon and a d6 shot Doomstar missile weapon that can do mortal wounds on 6s to hit. The Deceiver is your alpha-strike Verminlord of choice and has three abilities geared around making that happen. These Skaven belong to any one of thousands of Clans scattered throughout the underground burrows, strongholds and bursting cavern-cities that make up the whole of the Under-Empire. Of all the teeming masses, they are surpassed in number and contempt only by the Slave Rat worker dregs, the latter already considered the very bottom rung of Skaven society. [1a] The Gnawshard – Upgrades one of the bearer’s melee weapons, if it does any damage to a unit then that unit takes a mortal wound at the end of each turn. There’s only one Masterclan hero who can take an artefact and wants to be anywhere near melee and this effect is far too marginal to bother spending an artefact on, pass.

Redmaw Plague – This targets the nearest enemy hero within 13” and infects them for the rest of the battle. At the start of the combat phase, if that hero is within 3” of any enemy models and not within 3” of any of your models you can count it as a friendly model for that phase. There’s obviously a fair amount of play your opponent has with positioning to avoid this, but sometimes you are going to be able to engineer Arachaon to batter his own army and that’s hilarious. Clan Carrion - Clan Ektrik - Clan Eshin - Clan Feesik - Clan Ferrik - Clan Flem - Clan Gangrous - Clan Griblobe - Clan Gritak - Clan Gritus - Clan Grutnik - Clan Klaw - Clan Krizzor - Clan Mange - Clan Mawrl - Clan Merkit - Clan Morbus - Clan Mors - Clan Morbidus - Clan Mordkin - Clan Moulder - Clan Pestilens - Clan Rabidscar - Clan Rictus - Clan Rikek - Clan Scruten - Clan Septik - Clan Skaar - Clan Skab - Clan Skaul - Clan Skrapp - Clan Skryre - Clan Skurvy - Clan Skuttel - Clan Sleekit - Clan Treecherik - Clan Volkn - Clan Vrrtkin c. 1850 IC: The Second Skaven Civil War - Clan Pestilens tries to seize control of the Council, prompting a three way civil war. [1d] [2c] Quivering Bulk – +1 to your rolls on the avalanche of flesh. Avalanche is an ability that does mortal wounds depending on the roll you do, starting on a 2+ and degrading to a 5+. So this is mostly helping a wounded Hell Pit push damage through. You get to reroll this dice if you charge on the base scroll, so this ends up not being that worth it.

All decent folk find the common rat repulsive. Harbinger of disease, it scavenges on our waste-heaps and frightens our children. How immeasurably worse then is the foul Skaven - standing on its hindlegs in foul parody of a human. Rats as tall as man, and blessed with the most vile intellect and cunning. They are the dark side of our souls, come to destroy us for our sins. Each Skaven Great Clan gets special rules of their own, even in mixed legions, but the following applies across the board to all of them.

Diabolical Schemer – When a model issues a command within 13” of your general then on a 5+ that command isn’t received, the command point is lost and you gain a command point. It’s a huge effect when it happens, but the model issuing the command having to be so close and the dice roll can make it difficult to use and then unlikely even when the situation occurs. Pus-bags - Pusbags are Skavenslaves that belong to Clan Pestilens, those ratmen treating their slaves the harshest out of all the clans. Their lives are short and unpleasant, as well as themselves. Pus-bags are test subjects for the Clan's newest maladies and contagions. Surrounded by flies, these ratmen are all in an active dying state. [3a] Clanrats represent the rank and file troops of the Skaven. Compared to most other Skaven, they are unremarkable. Not surprisingly, they are the Ratmen who are most commonly encountered, either within the Under-Empire or in the world above. Senior Clanrats are known as Clawleaders, and each one is given dominion over his own Clanrat troops. Though they are more experienced and better able to wage war than their subordinates, most Clawleaders compare unfavourably to Stormvermin. [2a]It’s a cheap foot priest. You’re taking this either for Curse shenanigans with a gunline, as a nice cheap buff for Censer-bearers or as part of some Rube Goldberg great plague engine. Plague Priest on Plague Furnace OK, they do essentially no meaningful damage and are a single wound sat behind a 5+ save so die in droves, and will then self-destruct with their bravery 4 but the latter is something the army does have ways of working around. Otherwise, 100 points for 20 bodies with those little extra rules is a brilliant deal. Whilst the Skaven book does have lots of exciting ways of filling battleline, do not forget about the humble Clanrat. Edition: Clanrat: Hand Weapon, Light Armour, Shield, may have Double Handed Weapon, Spear. May have Musician, Standard Bearer. [5a] Farskitter Cloak – Probably the weakest option here, once-per-game you get to remove the bearer from the battlefield at the end of your movement phase and set them up again more than 9” from enemy models.

The Turntails - The Turntails were Clan Vrrtkin's longest-serving Clanrat regiment, having survived over thirty battles due to the fact that the Turntails can run away from battle faster than any of their allies. Man-things, stunty-things, and fat-things, slaves support our society. Some are Skaven taken from raids by strong-powerful Clans. Their warlords are dead-dead now, their warrens under the rule of an enemy clan that rightly claims them, and their bodies-lives forfeit to the whims of leaders who were once their bitter hate-foes." In the Warhammer world the Skaven inhabit its caves, tunnels, mines, and sewers. They controll a vast Under-Empire which reached from the Southlands to Kislev and from Estalia to the Far East. [2a] They’re OK, but get overlooked by the sheer weight of the Skaven catalogue (and those awful minis don’t help either). You’re getting half as many per unit as Clanrats but for 10 points less. They’re a bit faster, a bit squishier and might do a smattering of mortal wounds. Really you’re taking these for two reasons: you’re pure Eshin and need something to hide a Deathmaster in, or you’re specifically buying their pre-game move. Pre-game moves are absolutely fantastic, but this is a 2d6” move so far less reliable than other armies can achieve out of the same mechanic. Gutter Runners Skaven aren’t just renowned for their teeming hordes, they’re a cunning race, as inventive as they are vile. This leads them to have a certain mad-scientist outlook, which is amply reflected in their Warpstone-powered creations.Skaven Under-Empire: Skaven settlements appear as ruins to other factions, until discovered. Additionally, Skaven can establish secret Under-Cities beneath enemy settlements.

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