Warhammer Army Project/Skaven

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Skaven: Warhammer Army Project, 9th Edition Tactica[edit]

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.

It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.

Why Play Skaven[edit]

The Skaven army is for people who like randomness, silliness and fantastic models, but don't think that liking those things should preclude you from winning. The current rules set favors large blocks of infantry, which the Skaven have in spades. They also have a selection of silly rules (one of which makes all warpstone attacks count as magic, great for trolling all-ethereal bastards), random abilities and powerful shooting. Plus, you can shoot at enemies in combat against your Slaves units. Also, DOOMWHEELS!!!! and after all what is better than mansized rats addicted to a glowing stone and an even bigger rat with horns.

Notable Changes from 8e[edit]


  • The new magic rules makes getting the good ones much easier.


  • The rewritten spell lores make it harder to lean on one side or another (read: Skitterleap being an Eshin spell)
  • The Dreaded Thirteenth has been nerfed quite a bit.


  • Warpmusket: decent choice for a Warlock engineer hanging back with Jezzails. (although Warpmusket's range is half that of Jezzails, either making it quite useless, or forcing the Jezzails too close the enemy (not that warlock will hit anything anyway, with BS of 3); buy slaves instead)
  • Warplock Pistol: not as strong as the musket but still just as useful in the right character's hands. I always give my Fangleader one just so I can elect to stand and shoot. Is it game changing? Heck no! But when the rat version of Clint Eastwood stands in front of a Warrior of Chaos squeaking "You feel lucky punk?" your opponent will give you respect knuckles.
  • Tail Weapon: While this gives your model a bonus attack, do note that it won't benefit from anything provided by other weapons, so planning on a Ogre Blade and tail won't mean a thing.
  • Warpstone Tokens: Sweet-sweet Skaven coke-crack-crack. Allows you to throw more dice at whatever spell you NEED to get off. Has the potential to roll a one and wound you but hey, you didn't choose Skaven to play it safe. And you really want The Dreaded Thirteenth!
  • Whip: Exclusive to Moulders, this lets them fight from two ranks behind, where they can let all their boys kill without exposing himself.
  • Things-Catcher: Two-hander that gives KB. For the price it has, you're better off with a whip than a chance to maybe immediately kill someone.

Tools of Supremacy[edit]

  • The Fellblade: Warlords only. Feel like maxing out your magic item allowance on one weapon? You sure? Really? Ok. This is the one for you. Makes you S10, each wound caused rolls another D6 wounds, and successful ward saves must be rerolled. Ya. It's awesome but it's up to you if you're willing to drop the points on it. Only real use for it is if you're facing nothing but ogres...or hydras...the bastards...
  • Blade of Corruption: Cheap version of the Fellblade without S10. Potentially worth it against Ogres and enemy heroes.
  • Rust Armour: Medium Armour that can negate one wound that completely pierces through the armour, but it also shatters your armour. While it's cheap, the idea of taking a naked hero should sound absolutely insane.
  • Warpstone Amulet: Gives a 4++ Ward, but it has a chance to kill its wearer at the end of the game. It's a risk you'll have to take to guarantee your wizard's survival.
  • Warpscroll: It's a bound spell, so only cast it if you know your opponent has no dice left. Target the most numerous horde of enemy troops on the field and let loose as every model takes a S2 hit with no armour saves allowed. Is it great? Your call. Though there are better options...
  • Skavenbrew: a highly amusing item of much debate. On a roll of a 1... nothing happens except that your hero poisoned the punch bowl and now a bunch of rats fall down dead. 2-3 gives Hatred to everything because Skaven are mean drunks. 4-5 Frenzy because they are angry drunks. 6 They reach an Angry Marines level of rage getting +2 frenzy as opposed to +1 but since they aren't Astartes, every movement phase D6 of the little blighters' brains explode. Skavenbrew... it's a good thing.
  • Brass Orb: Mournfang Cavalry getting you down? Demigryphs ruining your day? What about that big ol' stonehorn? Well get out your cheap as chips warlock, equip him with this, send him to his doom and put on your best trollface as 3 Mournfangs fail their initiative test and disappear! Now its not really safe, as they still could pass the test or you could scatter horribly but its a really cheap counter to those monstrous infantry options a lot of new armies are getting. Or you could just throw it at a horde of dwarves. Best part, a misfire places the template on the thrower, so get into base contact for a guaranteed hit. Also a really nice counter to the Glottkin, what with their I of 1.
  • Skalm: Regenerates all lost wounds (unless your dead). Its usefulness depends on who you are facing.
  • Sacred Banner of The Horned Rat: expensive but worth the investment against certain opponents. All enemy units within 12" have -1Ld and any unit in base contact with the banner must reroll successful Ld test. Morale can be everything in battles and being able to weaken your opponents resistance is a great boon. Careful though: a unit with this banner will be heavily targeted so plan accordingly.
  • Storm Banner: a beastly beastly banner. Seriously any elf player or dwarf gunline that has faced a Skaven army hates this banner. Once activated it disallows flying movement and all missile fire has a -2 modifier. It also affects magic attacks that don't require BS by making them roll a 4+ before they can use the spell itself. At the end of each player turn on a roll of 4+ the effect ends. Beautiful.


Lore of Ruin[edit]

Attribute: Favour of the Horned Rat: You can cast with Irresistible Force if the result of your roll is a 13. Sure it's thematic, but it's also rather difficult to get.

  • Signature: Warp Lightning (6+): Warlocks will want this. An amazing magic missile that causes D6 (+2 with the Condenser) at S5. Cheap enough to spam with several different Warlocks, but Gray Seers should focus on something else.
  1. Howling Warpgale (7+): Remember the Storm Banner? Well this spell does the same thing only it's -1 to hit and doesn't affect the magic abilities of your opponent. though it stacks with the -2 from the banner. Engage Trollface.
  2. Warpstorm (8+): Zaps everyone with d6 S5 attacks, which is a lot weaker but it covers everyone within 12", allies included (though it's harder to hit them).
  3. Death Frenzy (9+): gives a unit +2 frenzy attacks instead of +1 and cause D6 automatic wounds to the unit. Not the greatest spell but useful in the occasional flank charge scenario.
  4. Scorch (10+): a very reliable small template S4 hit that's flaming and causes panic on unsaved wounds. Extremely useful and more powerful than Warp Lightning on large blocks of infantry.
  5. Cracks Call (11+): this spell is nasty in all the right ways. Form a 4D6-long line from the caster and any models under the line either passes an Initiative test or dies. If a building is in the lines path it collapses on a 5+ and any unit occupying it has to take the initiative test on top of that. A bit random due to not knowing the exact distance the line will be, but fantastic on any board with a lot of buildings to occupy.
  6. Curse of the Horned Rat (18+): Okay, this is the serious shit. Your replacement for the Beloved Dreaded Thirteenth. This can literally turn an enemy unit into a pack of clanrats and there's nothing they can do against it. Even if you don't wipe the unit, that's still a bundle of models dead from the unit.

Lore of Plague[edit]

Attribute: Favour of the Horned Rat: You can cast with Irresistible Force if the result of your roll is a 13. Sure it's thematic, but it's also rather difficult to get.

  • Signature: Pestilent Breath (5+): A breath weapon spell and therefore an absolute steal as a signature spell. Causes S2 hits with no armor saves allowed, it can be cast in close combat causing d6 hits instead of using the template.
  1. Bless with Filth (7+): gives a target unit poisoned attacks, especially effective on frenzied Plague Monks in CC. The best part is that it can effect units already in combat, so if you need a few more wounds this spell is a solid choice.
  2. Weeping World Sores (8+): A large artillery spell that...deals S2 armour-ignoring hits on all under it. Just pray that it hits a weak unit.
  3. Vermintide (8+): Cracks Call lite. It's effective and hits a lot more models but is restricted by impassable terrain and water. Causes 3D6 S2 to any unit caught under the template (which has a 4D6 range) so combined with a couple of withers from the turn before it can be quite catastrophic.
  4. Wither (8+): oh hell yes! Target unit within 12" gets -1T, I'll let that sink in. You say big whoop? Well hold on I haven't mentioned the best part: it last all game and it STACKS. Get two Plague Priests casting this on a T3 unit in the same turn and they will be wounded on 2+. Insert evil laugh. Remember if a model's toughness reaches 0 it is removed as a casualty. As each spell can only be known once in each army unless you've gone through all the spells, its not possible to have this spell twice in a big game, but it could be cast over two or more turns if you're feeling conservative
  5. Cloud of Corruption (11+): Kind of a mixed bag. You roll a dice for each unit within 12": on a 2+ (enemy unit), 4+ (friendly unit) or 5+ (Clan Pestilens) that unit takes D6 S5 hits with no armour saves allowed. Not bad if you have no friendly units nearby but will probably bite you in the butt if you cast it at the wrong moment.
  6. Plague (13+): neat and quite potentially hilarious. Units within 18" must take a Toughness test per model: if failed, model looses 1W. If cast on a unit in CC it affects all units involved. After that roll a D6, if you roll a 1 your opponent gets to pick one of your units to infect. FUN*

Lore of Stealth[edit]

"Wait!" I hear. "Where's Skitterleap? That instant escape button of all Skavenkind?" Well, now that Clan Eshin has its own wizards, they can afford their own exclusive lore. However, unlike any other wizard, they can select any spells they want in exchange for lacking a lore attribute. With how spell lores now work...yeah, this looks silly.

  • Skitterleap (5+): Your infamous instant escape button. Pop this and your unit or clanrats or slaves can now go anywhere they want.
  • Armour of Darkness (5+): This is a nice way to guarantee mob survival. Not only do missiles take -1 to hit a unit under this spell, but they also add +1 to their armour.
  • Warp Stars (6+): A bit of a weaker Warp Lightning. You deal d3 S5 hits, each dealing d3 wounds, so it can be stronger, but you're risking it.
  • Black Whirlwind (6+): The sneeky artillery spell. This also does S2 hits, but it also takes -1 to WS/BS/I that's separate from the hit, and that's class.
  • Stickypaws (7+): You can now have a unit ignore all terrain. Skitterleap's better than this, but this works on all units.
  • Swiftscamper (7+): Skaven now have speed. One unit's movement now doubles and they can re-roll their pursuit/flee distances so you can be anywhere.

Special Rules[edit]

  • Scurry Away!: You have Swiftstride ONLY when fleeing. Good, your rats are not going to hold up to combat very well.
  • Strength in Numbers: How Skaven overcome their shit default Leadership. All Leadership checks add the unit's rank bonus to them - the best incentive for buying fucktons of clanrats. Note that this when the general uses his Inspiring Presence that all units using his Ld score only add their own rank bonus, not his.
  • Verminous Valour: So, you're worried about your General having to fight a monstrous motherfucker of a Chaos Lord? Well, your characters can always refuse his challenge to his eternal frustration while your unit still benefits from the character's Ld value and can use Hold Your Ground.
  • Mainstay unit: a unit selection rule. For every Core unit you take, you must take an accompanying unit of Clanrats. This restriction can be ignored for some units if a character of the same faction is the general.

Unit Analysis[edit]

Lords & Heroes[edit]

Named Characters[edit]

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. Among Skaven, this is doubly true, since one of the main advantages of Skaven characters is how cheap they are.

  • Lord Skreech Verminking: The greatest Vermin Lord and the avatar of the Horned Rat. Quite powerful in combat, being able to switch between ASF dagger and Multiple Wounds Doomglaive every turn, but that's not why you take this beauty. Being the biggest dick in a race of dicks, Skreech always knows Curse of the Horned Rat (aka the Diet Dreaded Thirteenth) and CAN. REROLL. DICE. WHEN. CASTING. IT. That said he has his downsides, it's very hard to cast and you're running the risk of cascading your 650 point monster in regular magic. Like every other vermin lord, he is expensive, has no armour and only a 5+ ward, slow with no flying and unable to skitter leap himself. Still, he can be incredibly fun (and frustrating - for enemies) in casual games and face it, you didn't pick up Skaven for boring reliability. Leave him out of tournament lists though.
  • Thanquol and Boneripper: Do you want your army led by a drugged up failure with his mechanical bodyguard? Okay, so that's kinda mean, but he's not bad. He comes with some amusing special rules (his Ward Save deflecting onto a nearby model is funny, as is his kinda janky wound regeneration) and Boneripper can be nasty but like Skrolk, he costs way too much to be properly competitive (65 more than a vanilla Seer on a Bell). So he's non-competitive, but if you wanna take him for fluff reasons, he's an amusing addition. Keep him out of Tournament lists.
  • Queek Head-Taker: Okay so he, like the others, runs a little on the expensive side, but he's a reliable combat character, and unlike a lot of Skaven heroes/lords, he can actually punch out other lords in a Challenge. He can be truly brutal against high armor save guys, which is always nice. If you're tailoring a list to take on Dwarves, definitely give this guy a look, as he'll do an average of 4-5 kills per round against them. Still a little too pricy, but a solid all around choice. Also the EMPRAH in disguise. Also he can upgrade a unit of Stormvermin for 4 points a model to add +1 WS and S to make a unit of S5 I5 WS5 Stormvermin. Its great weapon rats without the initiative penalty. Not to be overlooked as a strong way to cut through a horde.
  • Nurglitch: The true lord of Clan Pestilens rides atop a rat with a censer-flailing caddy. He's also a serious benefit for a Pestilens army since he not only renders his unit immune to Skaven spells but also renders them immune to their own plague censers. His unit also becomes permanently frenzied and gains hatred, while he himself grants an aura of -1 WS to non-Pestilens units and an immediate armor-negating S4 hit to anyone in b2b, which is separate from his staff's bound spell that can instantly wound someone on a 6, making it epic on mobs.
  • Lord Skrolk: Sadly no longer makes Plague Monks core. Seriously, that's the ONLY thing that justifies his inhumanly high entry cost (230 points more than a Vanilla Grey Seer, or 30 more than a Grey Seer on Screaming Bell). He comes with some fun abilities and magic items, but even they can probably be outdone for less cost (Liber Bubonicus would be more fun if it weren't for the current rules on Bound Spells and it's 1 in 6 chance of going dud when cast). Ultimately he's too pricey. If you're planning on taking a lot of Plague Monks, he can justify his points, but otherwise? Skip him.
  • Throt the Unclean: Throt could be useful if you're planning on massing Rat Ogres and Giant Rats, in which case his LD ability can work. But, he's expensive (225 points) and while he can be nasty in close combat, especially against big things, but he's more than a little likely to eat an entire model from your own unit (which means he could end up chowing down an entire fucking Rat Ogre) and he's not powerful or durable enough to make up for that. He can make up his points, if you slap him in a unit of Giant Rats, but at that point you're just wasting him in a unit that's liable to get run over due to combat res. Not worth it.
  • Ikit Claw: Wore power armor before it was cool . Like Skrolk and Thanquol, Ikit is too expensive. Unlike them, I can say without reservation that you're not getting anywhere near enough for his cost. He seems like an odd attempt to combine a caster and a combat lord and even more than other armies, that's a job you want to split. He also costs nearly 400 points, and he doesn't do anything casting that a Grey Seer couldn't do, nor anything in combat a tricked out Warlord couldn't do. As far as melee goes, no he won't go 10 rounds with Archaon, but he wasn't meant to. His combat aspects just mean that unlike virtually every other wizard in the game, he won't get his ass kicked the moment some skirmishers pop out of nowhere. Still too expensive.
    • Alternate Opinion: Uh, yes he will get his ass kicked by Skirmishers. He's got high Strength, but only 2 Attacks at Initiative 3, so unless you're up against REALLY weak Skirmishers/Fast Cavalries like Ungor Raiders or Mounted Yeomen, he's probably fucked (never mind if he winds up against good close combat Skirmishers: Try him against Great Weapon armed Shades, lemme know how that works). Statistically he's only going to get 1 wound in per round so he can't fight off attackers very efficiently and he's so expensive (again: 395 points) that he makes a 'No duh' target, so every skirmisher and their dog Sabertusk is gonna be gunning for him. This means you have to keep him in a unit to keep him alive, but then the unit is a no duh target because it's probably gonna cost upwards of 500 points and he can't join a unit that can reliably fight off Mournfangs and the like and...are you starting to see the problem? Yeah, don't take Ikit.
  • Deathmaster Snikch: At first Deathmaster Snikch looks like a perfect Assassin until you read him, you guessed it, points cost. 150 points more than a basic Assassin, and all you're getting for that is some Weeping Blades (30 points), a Tail Weapon and a Cloak that doesn't do jack if he's in combat (where you want him) or with a unit (where you want him). Aside from that, he has higher WS, BS, I, A and LD, but not enough to make up for the the over 250 points required to take him. He will almost never see enough action to justify that cost. Don't bother.
  • Tretch Craventail: Tretch is, put simply, hilarious. He has the exact same stats as a Chieftain, for 100 points more, but he has some amusing abilities. He's got a 4+ ward (nothing to sneer at), a total of 5 attacks, a single reroll per game (do not forget it) and most amusingly, the ability to bamf out of a unit in combat and into another Clanrat/Slaves unit within 3D6. He also grants rerolls to hit to his unit of Clanrats or Stormvermin if they're attacking on the flank or rear, but in practice that's not as useful as you might think. Obviously, he's best in tightly packed battle lines, as if he fails to reach a viable unit with his leaving combat ability, he auto-dies. He can be fun to help countercharge (draw a unit in, leave combat, charge that unit on the flank next round) but that's not as reliable as you might think. Ultimately, he's a fun but non-competitive character. He can be funny in a casual game, but don't take him in a tournament.
  • Skweel Gnawtooth: Everyone's favorite Clan Moulder monster-wrangler, mostly because he's the closest thing any of the named Skaven come to being actually cost-effective (100 points, more affordable than some generic heroes.) Skweel is an apex support-unit, and you'll never be remiss with adding his special ability (whether that be natural Poison, an extra +1 Attack, or even Regeneration) to one of your beast stacks. Stick him in with a half-dozen Rat Ogres and watch his soft touch with animals propel them to hit the enemy like a meteor. The main issue with the uppity runt is that he's too much of a snob to latch on to a new unit if his personal retinue all bite it, and if you're unlucky and don't roll Regen on your Rat Ogres you'll probably have your investment on the lot fall apart after a couple of flank passes. That said, he can usually be counted on to do enough damage to justify his initial extra down payment, and is surprisingly capable when it comes to self-defense, all things considered.

Generic Characters[edit]

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

  • Verminlord: The Great Horned Rat looked at the Greater Daemons and thought 'Why should Chaos have all the fun?' At first blush, this guy is horrifying. M8, WS8, I10, 5 attacks, 6 wounds, S6, T6, 5+ ward, Level 4 Wizard with access to both Skaven Lores. Everything is slinky, right? Well, that's when the issues set in. He can't join units, he's got no extra protection from shooting, at T5 he's vulnerable to high volume S4 and above attacks, oh and did we mention that he costs 450 FUCKING POINTS? Don't get us wrong, he's a beast if you get him into combat and he can be a nasty caster under a lot of circumstances (he can even, in theory, drop a Bloodthirster, though don't count on that). But his price of entry is inhumanly high and he's a really big and obvious target (a solid Ogre Kingdoms or Dwarf list will have his ass dropped on turn 1), he's weak against getting tar pitted and he has a troubling lack of Always Strikes First. You can safely leave him out of a tournament list, but he'll make a big splash in casual games.
    • Verminlord Deceiver: Clan Eshin themed Verminlord, not too strong in duels due to lack of Doomglaive with Multiple Wounds, but has a nasty ranged attack (number of shots is equal to number of models in target unit's front rank), is -1 to hit when shot at and can Skitterleap around, and so is a perfect Verminlord for Warmachine hunting, chaff killing and general dickery thanks to owning all the Stealth Lore. Although those roles can be performed better for 475 points. Fun tactic: skitterleap behind that huge horde of goblins, outside of their range and charge them next turn. If your terror doesn't make them flee, just skitterleap back again before combat, and try again next turn.
    • Verminlord Warbringer: Has Doomglaive and a paired weapon with Killing Blow, and as such is the best duelist from all the Verminlords. Adept at casting Death Frenzy so he is perfect for leading a charge, slaughtering enemy characters in duels and buffing your hordes, so they slaughter rank and file. May be the best combat Verminlord.
    • Verminlord Warpseer: Always knows Warp Lightning and cast re-roll the dice when casting it, and always scoring max hits makes it a powerful blaster, although a few Warlock Engineers can do the same thing for much, much cheaper (this beauty costs 500 points). Has a Doomglaive and 4++ Ward save (as opposed to regular 5++ of other Verminlords) which you want to bring into melee, although at the same time you want to keep back and shoot lightnings at your foes... Just take Warbringer and a few Warlock Engineers. You can also sacrifice your boosted Ward save, dropping down to just 5++, for a once-off small round template attack that kills anything that fails Initiative tests. But it's hardly worth it unless you're looking at high-value low Initiative foes, like the Glottkin.
    • Verminlord Corruptor: The cheapest of the ET Verminlords, only being 5 points over the base. Always knows Plague and can reroll dice when casting it. Not too brilliant in combat (trading Doomglaive for an additional attack and ASF), although that ASF may prove handy in challenges. Reliable Plague is more interesting, being a hilarious spell, allowing you to fuck up whole games with bouncing Plague every bloody turn.
      • Note: Again remember, these guys will be shot to smithereens by a solid gun-line, making them very uncompetitive.
  • Warlord: Point for point, a Warlord is one of the most effective heroes in the Skaven book. He drops in at 85 points for a solid statline, along with the precious LD7 that lets all units with 3 ranks in his General LD Bubble hit LD10. He can have some solid magic equipment and can actually be an unusually effective combat lord (don't expect him to go 10 rounds with most other Lords though). He's a good choice. He can also take mounts (below) which are generally not the best choice but can be fun and if you expect him to do some frontline fighting and want him to cause casualties there are worse ways to up his kill count. Also, one of the few Lords who can be taken in 500pts games and be effective in them with almost no magic items.
    • Note: Although kitting out a Warlord for close combat is right and proper, don't try to make him a challenge Lord. There's a reason Skaven can run from Challenges without losing LD bonuses, and that's because a Skaven in a Challenge is a Skaven who's a corpse. Even Empire, Bretonnian and Wood Elf Lords will stand a good chance of stomping him, and if you're up against a real challenge monster (Ogres, VC, WoC, DE) you might as well remove him. No, kit your Warlord out to kill basic dudes to up your combat res, it's better for him.
      • Counternote: If kitted out properly, a Warlord can easily reach a 2+ armor save. Stuck with an Amulet of Endurance and you could have a pretty damn tanky warlord, but...consider how many clanrats you could have bought for that protection.
  • Grey Seer: Your general Lord Level Wizard, with a crap statline (though he has T4, which is kinda awesome for a wizard - especially if you gonna make him a general) and a 220 points pricetag. Like the Vermin Lord, he can mix spells freely, though if you want skitterleap, grab an Eshin sorcerer. He's a good caster for his points and you'll probably get a lot of mileage out of him, so if you have the points free, he's a good investment. Note that he too has LD7, meaning that he can end up being general by default, which you probably want to avoid, as your enemy is already going to be gunning for him, don't hand them more points for killing him.
  • Master Mutator: For 115 points, you gain the ability to roll 3D6 (minus the highest die) on all Leadership checks involving any Monstrous/War Beast units in a 12" radius of him (ALL monsters and beasts, not just Giant Rats and Rat Ogres.) If you're fielding a whole bunch of unattended beasts, he could maybe be useful if you're confident in your rolling.
  • Warlock Master: The new and probably unasked-for-but-mandatory wizard lords for the Engineers. You might select him if you're going all-in on wizardry, and he's pretty much identical to an Engineer, but that also means he inherits the same weaknesses: lack of skitterleap, difficulty finding ranges when stuck with jezzails, and access to only 5 spells from his lone choice of lore since they can't use Curse of the Horned Rat.
  • Chieftain: Your basic Hero choice, and a bloody good one at that. With a relatively good statline (as Skaven go, don't expect him to beat anything better than a Chaos Warrior unit champion. Hell, my Marauder Champion even bested one in a challenge) and access to some nifty magic items can turn him into a cheap wizard hunter in a unit of Night Runners. However, you really need him as your BSB. If you play Skaven, you MUST HAVE A BSB OR YOU DIE HORRIBLY. Srsly, if one of your Clanrat units is shot up a bit by war machines or spells, running away CANNOT BE AFFORDED. Not to worry, because they are easily cheap enough to take 2.
  • Assassin: An Assassin is an incredibly expensive way of killing enemy Heroes and Wizards and maybe War Machines or small shooting units. That's about it. Unlike his Dark Elf counterpart (the comparison is inevitable, sorry), his mediocre stats (except for Initiative) means he can't be trusted to kill anything above a hero and he digs into Hero points. He's highly non-competitive, and there will be games where you take him and he gets killed without accomplishing a thing. But hey, you played Skaven cuz you liked the randomness, and given to a unit of Scouting Gutter Runners, they'll excel at War Machine, and the like, removal. So while you should avoid him in tournament lists, he could be fun in casual games.
  • Warlock Engineer: Don't you sit there expecting to get a hero for 15 points, if you're going to take a stripped Warlock, you might as well replace him with 4 extra Clanrats, it's a better use of the points. No, if you want to get use out of a Warlock Engineer, you're gonna wanna update him to level 2, give him some Clan Skryre goodies and then you're in the hole for 150 points. But don't despair, he's a fantastic investment. These bastards are pretty powerful, since they can be skitterleaped everywhere, acting as: charge redirector, fanatic hardcounters against goblins, slannsnipers (with bronze globe) or even as a cheap leadership boost to your slaves . Stick him in with a unit of Jezzails and have them blast things to pieces (except that in that case you either will have to position Jezzails closer to enemies than is wise, or be constantly out of range. Better ditch that musket and buy 4 slaves instead). Having one-two level one engineers purely for the sake of throwing warp-lightnings is actually nice. WL is quite cheap, and if you haven't got a Grey Seer, you have to use all those power dice somewhere, right? Also, obligatory scroll caddy.
  • Plague Priest: Can only get up to level 2, but can equip a Plague Censer and uses spells of plague. (go figure) Essentially mandatory for any Clan Pestilens themed armies due to how much they increase plague monks effectiveness in battle. Other than that, their only use is to take Plague Furnace. If you just want plague magic, grab a Grey Seer.
    • Plague Furnace: This monstrous contraption is an attrition monster. It kills everything around itself - including your Plague Monks... only Plague Monks die much slower from it than enemies. Don't forget to cackle maniacally as a small part of your Plague Monks choke around it along with majority of enemy's deathstar unit.
  • Master Moulder: For an extra 25 points over a bog-standard Packmaster, you gain the ability to roll 3D6 (minus the highest die) on all Leadership checks involving any Monstrous/War Beast units in a 6" radius of him (ALL monsters and beasts, not just Giant Rats and Rat Ogres.) If you're fielding a whole bunch of unattended beasts, he could maybe be useful if you're confident in your rolling.
  • Eshin Sorcerer: In the event that you find Grey Seers too expensive and want a budget sorcerer that knows Skitterleap, this is your new boy. What's unique about him is that he can buy whatever spells he wants, which is an amazing thing when all your other wizards are forced to roll for their shit or take the Lore Signature.


  • Rat Ogre Bonebreaker: If you're up for modeling it, and you need a mount, this is the one you want. It's got a good statline, lets him push up rank bonuses in whatever unit he joins, runs fairly cheap at 65 points. If it had an armor save, it'd be perfect (but since it is a mount, you actually get it.). As is, it's a fun choice if you're in the mood and easily the best mount option. Just remember, he can't join infantry units outside Clanrats and Stormvermin (what a sacrifice). The warlord riding it also gains get +1 W (and an additional point of T). However, unless he rolls with Rat Ogres (which is sub-optimal due to frenzy) he has no LookOut, Sir!, making him a free kill for bearded buggers.
  • War-Litter: Not as good as the Bonebreaker but...yeah, still good. It's a cheap way of dropping a bunch of attacks on him and pushing up his armor save. If you really can't spare the 30 extra points for a Bonebreaker and you want a mount, you could go for this one. (alternate take: kit out 3 warlords with this, a ward save, and throw them in a unit with 6-wide ranks and possibly your BSB. Laugh as your opponent is forced to divide its attacks on very defensive lords, and loses to combat res.) It also counts as infantry, so he gets a Look Out, Sir! in a unit of Stormvermin. It also can look badass. Anyway, there are worse choices liiiiiike...
  • Great Pox Rat: This. You're paying 30 points for +1 armor save and 2 S4 poisoned attacks. Woo fucking hoo. It doesn't even come with extra movement, and you can't use the Swiftstride ability for cavalry when he's in a unit (and trying to make him run touchdowns on his own is a surefire way to get him killed). If you're committed to him having a mount, drop a Clanrat and give him a War-Litter. It can also be taken as a mount for a Plague Priest or Master Moulder, but it's not a good choice for them either.
  • Brood Horror: Once in a blue moon the Forge World production team stops designing new overpriced shit for 40K, and instead designs overpriced shit for Fantasy, finally delivering one of the most hideously overpriced things in the game. For 75 points more than the Rat Ogre Bonebreaker, you get an Extra 2 Wound, stomps, an option to buy an armour save, an option to buy an extra attack to make its attacks on par with the Rat Ogre, an option to make it Armour Piercing+Magical, and an option for a breath weapon that ignores armour. If this seems fine, then remember, it's a monster, it can't fly, it's toughness 5, so it can't avoid getting killed the second your opponent sees it and points their archers/guns/cannons its way and you watch it dissolve into nothing on turn 1. Even against armies with terrible archers, it'll end up crushed against their monsters who are almost always going to be stronger and sometimes cheaper too. Not to mention all of these points could be spent on far more useful slaves or just regular Clan Rats, not on a Lord character in a Horde army.
  • The Screaming Bell: Gray Seers only. The Screaming Bell is for players who love randomness and who are playing in a non-competitive environment. The Bell doesn't come into it's own until well above the usual tournament level (recommended size is 3000 points or so). The major reason is the huge pricetag, attached to an already pricey model (a Bell mounted Seer will clock in at 440 points without any equipment). But, if you can fit it in your army, it makes a great center piece. It can cause a lot of damage with a little luck and if there are buildings on the board, it can make everything really hilarious really quickly. Be aware, everyone will be gunning for it. Also, under the current rules, it might be worth it to make a Bell mounted Seer the General, as his LD range will be 18 inches as opposed to the usual 12.

Core Units[edit]

  • Clanrats: Your basic infantry. Very cheap so you can put them in HUGE units, and you'll be needing them because you need a pack of these boys for a unit of any core units (Unless you have a general of a different clan). They will die by the truckload, but you should have so many that even if they get blasted by a cannon, there will still be a good number left. Have them in units of thirty, forty, even fifty. They also have a host of neat special rules that your opponent won't be expecting. Highly recommended. Give them weapon teams for added lulz. It's funny when a ratling gun shoots up the enemy, but funnier when it shoots your own guys and then explodes. You'll have so many clanrats it's not as though you're suffering a real loss here. ALWAYS take shields, doubles your chances of surviving a S3 hit.
    • Weapon Teams:
    • Poison Wind Mortar: Lobbing big glass Globes of poisoned gas has never been so much fun. Ignores armour saves, wounds on 5+ unless your the poor bastard underneath the center of the small blast template. Then it's a 4+. Plus it's the only weapon team to be able to move and fire allowing for a lot more flexibility when deploying it. Keep it right behind it's accompanying unit for extra protection and to make use of its line of sight. A slight downside is a small template, which can make hitting MSU armies in smaller games a pain. best used on high T and armor save units like chaos knights
    • Ratling Gun: Can you say tons of shots? This thing rolls for its shots, if you roll doubles, however, it misfires. Don't take this unless you're in a casual game. The Cheapest weapon team, but you pay for it with a higher chance to blow up. Although if you roll two dice per turn, you average to 7 shots per turn, with just 1/6th chance to blow up - same as PWM. Take this against smaller elite units (like elves). Ratling guns are also better against Monstrous Infantry since a template will have a harder covering more models (and the PWM doesn't kill, it wounds).
    • Doom-Flayer: This bad boys armour save will protect it long enough to get it in to close combat... The one wound that the team has will probably result in it being killed in the first round unless you manage to decimate them in the first round. Not the greatest team out of the four but has potential against smaller foes. Not to mention if it misfires in close combat there is a chance it can blow up and take some enemies out with it. Glass is half full kinda guys.
    • Warpfire Thrower: This is a good choice, but there are better, (see the Poisoned Wind Mortar) It has more of a chance to kill you, explode, and blow up on you than whatever you're hitting with the Mortars. It's essentially small blast vs Flame Template and moves or fire at this point. Standard rules for flaming attacks using the template apply. Best used on low LD units as this weapon is great for causing panic checks.
  • Skaven Slaves: See clanrats, but no weapons teams. These fuckers are twice as cheap as clanrats, meaning you'll have a lot of them. They have leadership is equal to their average dinner (ie, fucking nothing) so keep your general nearby to 'fix' that. Make sure they don't get flanked and they're not going anywhere. Keep a warpfire thrower close and have it set the unit held by the slaves on fire, since Skaven are bastards and are allowed to shoot at units tied down with Slaves. Watch as your opponent quits in a huff. Laugh. Take it like a scrawny bitch when he beats your ass in a neckbeard rage for trying to rules lawyer even more (obviously unintended) cheese. Also never horde them up; make as many ranks as your wish so they can hold units in place for your ogres or plague monks to flank charge them. Slaves aren't meant to cause damage; they take it; cause they are whipped. Note that Slaves have the option to take slings. Generally won't do much but can be a nasty surprise for your opponent if he's not expecting it (though nightrunners/gutter runners with slings are a much more efficient investment). Don't bother with spears , Slaves are there to take damage, not dish it out. Shields allow them to last somewhat longer, with effective 6+/6++ in melee (also, IoB slaves come with shields, so keeping shields is also cheaper).
  • Stormvermin: Slightly more elite infantry. Still nice and cheap so huge units are not out of the question. Units of forty or fifty are not unreasonable. Shields are a preferred choice, depending on how much fire you expect them to absorb. Stick a warlock with Skavenbrew in them for berserk armor-covered, halberd-swinging rats of doom. Or take Queek Headtaker and upgrade your Stormvermin to a REAL elite unit.
  • Plague Monks: Your actual elite infantry. 3 attacks (1 base, +1 for two hand weapons, +1 for frenzy). They have frenzy, which can work against them. Again, take in huge numbers. Make sure to deploy them in a way where they won't stray too far so they get the flank charge. They have no armor and are only I3 which means they will attack at the same time as the more well-armored I3 cores out there. Put them with a Plague Furnace and shit will go down (in a positive way).
  • Night Runners: Decent skirmishing infantry/harassers. Their scout move allows you to set them up as charge blockers but other than that; expect them to die rather quickly. As far as choosing them above slave or clanrats is up to you. They can also choose a Warp-Grinder, so you could go to Warmachine hunting/ rearcharging with these guys. Shame their models look like deranged chimps. However, if you want a shooting unit, Gutter Runners are notably better.
  • Giant Rats: Make a very nice tarpit but Slaves are cheaper and do it better. they are an inch faster with swiftstride and skaven Ld of 5. They are the faster Chaff that will tie down things on their terms and could overwhelm basic infantry while Slaves are more bodies.
  • Rat Swarms: It's a Swarm, usual rules apply. Don't discount the swarm, even groups of three or four are useful in tying down a unit long enough to get those valuable flank charges. Less experienced players are even likely to flee instead of allowing a rat swarm ties them down in combat! Str 2 is far from great, but they aren't there to kill stuff, they're there to distract and detract. Skavenslaves are arguably more efficient though.

Special Units[edit]

  • Gutter Runners: A decent choice for Warmachine hunting as they are placed anywhere on the board with a Warp-Grinder. Slings and poisoned weapons are decent investments but you might want to skip on the champion to save points if you only plan shooting. If your worried about them not showing up you can run with 2 squads of 6 or 7 but they can get expensive in the special slot that can get loaded up with points quickly.
    • Alternate Suggestion: 2 squads of 7 with a warlock engineer or Eshin sorcerer in each (give him a doom rocket/brass orb) but don't waste points on making him a wizard. Infiltrate these death squads and Watch the reaction on the Dwarf players face as his army is melted in a hail of poisoned slings while a crack-addict throws orbs that erase Beardlings in blobs
    • Alternate Suggestion 2: Flanking squads of 10 units with poison and slings can melt any light-armored army. 20 shots per unit will shred most things. They're lethal against DoC, other Skaven, all flavors of Elves, you name it.
  • Plague Censer Bearers: At first glance; expensive for what they are but their plague censor special rule makes them useful for severely shrinking hordes down to size and what's better is that they can be fielded in small groups as speed bumps or charge deterrents. A lot more useful with a plague furnace around so they become stubborn and therefore get more use from their censors.
  • Plague Rats: A slightly more expensive swarm of rats with poison, making them more dangerous when tarpiting lightly armour foe, especially monsters.
  • Wolf Rats: They're 8 points apiece for a War Beast that moves 8 inches and have Frenzy. They also get +1 Impact Hits for each rank they have. There are also three upgrades available, ranging from Poisoned Attacks to Armour Piercing and Magical Attacks to +1 Toughness (bringing them up to T4) at a cost of -1 Initiative (they are Initiative 4 base). Whether these guys are worth it or not depends on what slot they occupy; at Special has some good choices but they aren't a bad choice for their speed.
  • Rat Ogres: If hulk had a rodent counterpart: Seriously though In a unit of 6 with their masters they will rampage through anything they flank attack BUT they can be easily baited due to their fast movement of 6". Generally, a good investment particularly if they have slaves or clanrats holding a unit in place for them.
  • Poison Wind Globadiers: Anyone they hit takes a wound on a 4+ with no saves. You want these. They also have a special rule that allows unengaged models to lob globes into the same combat the engaged models are fighting which can be funny as hell. Keep in mind that against elves and other T3s you will be wounding on 4+ with most of your units anyway, and PWG's range is disgusting. Night/Gutter runners with slings are more effective (and cheaper) against T3 unless the enemy is really armored.
  • Warplock Jezzails: Kind of a preference unit. Some people swear by them because their S6 -4 armor shots can make mincemeat of annoying heavy infantry. On the other side, they are expensive to field in any high number. To effectively shoot down a squad of 5 Chaos Knights with BS 3 and a 36-inch range means needing 5s and up for anything downrange. Not a bad unit but you really need to consider what role they will perform. These guys are easy to convert with some skaven shields and green stuff. The GW models are outdated and way too overpriced. You can make your own way cheaper and make them look way better.

Rare Units[edit]

  • Brood Horror: This is an obese motherfucker, being a smaller monster more reliable than the Abomination. its something you would send against full plate warriors. also grab upgrades for this role like armour, Magic Ap, and a Breath weapon that ignores armour.
  • Hell Pit Abomination: The Hell Pit Abomination is a really, really good DISTRACTION CARNIFEX. Mainly because its Adorable. So much so that no opponent can bear to look at it without clawing their eyes out. It's like baby kittens in shoes and jaunty hats only this kitten has a lot more heads to Awwww... at. The war machines will shoot at it and you will laugh as it shrugs off a lucky cannon shot or two (or six if you're facing dwarfs) they will probably survive long enough to RIP AND TEAR at least one unit to shreds before he goes down. But that's the best part. The Abomination knows how cute it is and has the potential to bring itself back to life to spread its adorable brand of love to those that put it down. On a side note, it can be on the expensive side and the Warp Lightning Cannon is generally a better use of points but its role as a fire magnet is unparalleled.
    • Note: Be CAREFUL with it. If any of the wounds it takes at any point in the game are flaming, it cannot stand back up again. Given how common flaming attacks are these days, you need to be careful to make sure that doesn't happen. Keep it away from Firebellies, Sisters of Avelorn, any unit with the Banner of Eternal Flame, etc. Just be aware of what you're facing and what to keep it away from. Also if you end up against a Beardy player with flaming cannonballs...well that's about it for your Abomination, but you knew that.
  • Stormfiends: A new unit introduced in the End Times, Stormfiends are to Rat Ogres what Ikit Claw is to a Skavenslave. They're Monstrous Infantry, they cost 85 points each, and you need at least three of them to make a unit. For that, you get an M6 WS4 BS3 S5 T4 W4 I5 A4 LD7 flock of killers. Each model is armed separately with one of six weapon choices, which has certain effects on their rules depending on what you choose. You don't have to kit out each model in the unit with the same gear as his buddies, so long as you can remember what each model is actually carrying and are okay with the potential hassle of mixed armor saves in a single unit. By default, they wear Light Armor, they cause Fear, they're Skirmishers and they're Big And bulky (cannot use Fire on the March and Light Troops rules). They also have the unique special rule Double The Death, which means they re-roll all failed To Wound rolls with their weapons, though when that re-roll applies depends on what they're using (melee for melee weapons, shooting for guns, obviously). Taking Doom-flayer Gauntlets or Shock Gauntlets upgrades them to having Warpstone Laced Armor, which gives them a 4+ save.
    • Doom-flayer Gauntlets: Your Stormfiend hits at +2 Strength and has the Impact Hits (D3) special rule.
    • Windlaunchers: Lets your Stormfiend fire as per a single stone thrower with a range of 6-24" and the special rules Plague Wind (ignores armor, wounds on a 4+), Slow to Fire, Warpstone Weapon, and Wild Misfire.
    • Grinderfists: This Stormfiend's unit has the Tunneller rule, and this Stormfiend inflicts D3 automatic Warpstone Weapon hits.
    • Shock Gauntlets: +1 Strength, Stomps do D3 hits, ignores armor.
    • Ratling Cannons: Range 18", S5, Armor Piercing, Hot Warplead (no penalty for firing at long range or Multiple Shots), Multiple Shots (3D6_, Quick to Fire, Warpstone Weapon, Wildfire (each To Hit roll of 1 inflicts one hit on the closest friendly target in range).
    • Warpfire Projectors: Fires as a single fire thrower, S5, Flaming Attacks, Multiple Wounds (D3), Move or Fire, Quick to Fire, Warpstone Weapon, Wildly Off-target (inflicts D6 hits on the closest friendly unit within 12" if misfires).
  • Plagueclaw Catapult: Decent but generally outshined by the Warp Lightning Cannon. S2 hits with no armor saves allowed is a decent pie plate to throw onto a large horde of (insert tarpit here). It also causes a panic test on unsaved wounds. Take if you want a clan pestilens themed army otherwise not a must-have.
  • Warp Lightning Cannon: Low risk (in the skaven sense of the word), low price, high reward, and safe choice for rares. Its a cannon with a blast template at the end of it. The variable strength of the shot is chosen by the misfire dice which is FUN*.. Very reliable Warmachine in an army who enjoys blowing themselves up.
  • DOOMWHEEL: A bit of a fun and random unit ( moves 3d6, fires off 3 lightning bolts per turn at the nearest unit, friendly or enemy, hits like a ton of bricks, has a weird and fun little misfire chart, as well as the chance to go spinning out of control if it takes a wound). It will struggle against extremely high volume S5 and S6 attack, but a low number, heavily armored units are pretty much fucked if it charges them. As such, enemy war machines will want to shoot at it but, being the clever rat that you are, you know you have scarier rare choices liiiiike...

Building Your Army[edit]

Buying Your Army[edit]

Protip: if you are ok with modeling, do it. You'll save a lot of bucks, because you can do almost everything with Clanrats, Stormvermins, and Rat Ogres boxes, some scraps, and green stuff. Yes, it's still expensive, but what the hell did you expect from an army that fields more than 150 models at 1000 points?

Island of Blood is a great way to start up your Skaven clan mainly because if you are interested in Skaven you also probably have an ultrasmurf fanboy (or Eldar nut) that wants to try out Fantasy battles but wants an army to auto-win with. Buy two boxes, sell the spare rulebook and templates and keep the miniatures: you get a great starter for the Skaven army and some money back. (Needless to say use the elves as slaves) Seriously though you get a good start on the multitude of clanrats/slaves and some pretty awesome looking weapon teams and heroes. The battalion is a decent buy but only if you are planning on running with plague monks. Otherwise its cheaper to buy Island of blood for what your getting. Be warned, you only get 20 hand weapons per 40 clanrats in Island of Blood, so if you plan on not using spears, you'll have to buy some bits, do some conversions, or have retarded mixed units.

Also, don't debate about it just buy the DOOMWHEEL. NO I DON'T CARE IF YOU WON'T USE IT!! You'll want it! Its allure is too strong. Fantastic model too so just give in to the Great Horned Rat and get one... it will please him.

Army Composition[edit]

If you haven't gathered: Skaven are a horde army so you are going to need some big blocks of clanrats and slaves to absorb the enemy's hordes and elite units such as rat ogres, DOOMWHEELS, plague monks, and adorable abominations on the flanks to RIP AND TEAR! The nice thing with Skaven is that even the worst units in the codex can find a use in almost any army. You come from Nurgulite Warriors of Chaos? Clan Pestilence go for it! Do you like fancy, absolutely unreliable tech? Here comes Clan Skyre! Get the DOOMWHEELS rollin'! You like muscles? Clan Moulder then! Rat Ogres aplenty and those adorable Abominations out there to spread the love! Or you can go full ninja with Clan Eshin and use loads of night and gutter runners! Are these all competitive? Probably not. But regardless of winning potential, they are fun to play.


Models. More models. MOAR! Seriously, this is a horde army. You will buy at least 200 rats, you will assemble, paint, and base them all, and you will love it. A good guideline is around 1 model per ten points, and at least 1 slave per 20 points. Aim for at least 2 Hordes of 40-60 Clanrats in any game with a high enough points limit. Adding more is not just fine but recommended. Use slaves, love slaves, field 3 blocks of 50 slaves and watch your opponent's deathstar never do anything but munch 300 points all game (while getting shot at!). Never, ever skimp on protection for your general (heavy armour, shield, 4+ Ward). If he dies, your rats drop down to their (generally shitty) base Leadership.

Some armies (VC and Tomb Kings mostly) will ruin your day if you let them get in to a grind-fest. Flank them hard and don't let them get into the stand up fight that they want.

Also note, if fighting an OnG army with lots of goblins, or a VC army with a lot of zombies, your number advantage won't be as great as a good Skaven player should be comfortable with. Blow holes in 'em with warmachines and casters, and hope for the best.

Though it's a misconception that skaven HAVE to be a Horde army. Clanrats aren't the greatest warriors in the Old World, but have several small units of 20 just so you can take a weapon team with each can result in a bunch of added lols. Yes they will misfire more often than not. Yes they will blow themselves up, even sometimes in the opening salvo. But you didn't pick skaven for the reliability of the deranged warlock engineers mechanical contraptions. Tying a unit of Elite infantry down with a large block of slaves and unleashing flaming, poisonous wind, warp lead death without regard to who you actually kill? Golden!

If you do not fancy playing the horde game, skaven gunlines can be also quite devastating. 10 Jezzails can put serious hurt on any monster out there without a ward save, and Gutter Runners with poison + slings are the bane of nearly everything (20-30 poisoned shots on a greater demon on turn 1 = 500 points less for your opponent).

You cannons are stupid-good tier, as they can either snipe monsters (mediocre due to the random strenght) or obliterate large blocks of troops. Catapults are mainly for support, but against msu strategies they can force multiple LD test.

External Links[edit]

The Project's website

Warhammer Army Project Tactics Articles
General Tactics
Forces of Order
Forces of Destruction