A draft list for my Skaven.
Hero Points 235
Unit Points 474
Reputation 71
Reputation Tokens 18
Heroes
Darktan Bloodclaw
Type Points Combat Shooting Armour Stamina Reputation Missiles
Legendary Hero (Level 4) 74 4 1 4 2 8 Javelins
Army Commander Can influence any friendly Unit within 2 ST; +1 Reputation [pg71]
Brutal 4+ to hit in Melee Combat [pg66]
Legendary Weapon In Melee Combat, a hit from a single Legendary Weapon dice causes 1 Stamina point of damage, regardless of Armour. In single combat, a hit from a single Legendary Weapon dice counts as 2 hits [pg73]
Mounted May move 2 ST per Movement Action [pg73]
Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]
Dangerous Beans
Type Points Combat Shooting Armour Stamina Reputation Missiles
Major Hero (Level 3) 47 3 0 3 2 5 None
Sorcery May use spells [pg81]
Non-Combattant May not use Mighty Deeds to add Combat Dice. May refuse challenges to single combat and Evade charging enemies without loss of Reputation [pg73]
I Foretell Mighty Deeds Once per game, may expend 1 Mighty Deed in Phase 7; a friendly Hero gains +d3 additional Mighty Deeds in Phase 1 of the next turn [72]
Favour of the Gods Once per game, may gain an additional Mighty Deed [pg72]
SPELLS
Battle Rage, Cloud of Fear, Curse
Nyquil
Type Points Combat Shooting Armour Stamina Reputation Missiles
Minor Hero (Level 2) 31 2 0 2 2 3 None
Sorcery May use spells [pg81]
Non-Combattant May not use Mighty Deeds to add Combat Dice. May refuse challenges to single combat and Evade charging enemies without loss of Reputation [pg73]
Omens May expend 1 Mighty Deed in Phase 1 of Turn 1 to read Omens [pg73]
SPELLS
Battle Rage, Magic Missile
Hamnpork
Type Points Combat Shooting Armour Stamina Reputation Missiles
Minor Hero (Level 2) 42 2 1 4 2 4 Elf Bow / Crossbow / Longbow
Artillerist May attach to a friendly Monstrosity (Artillery) Unit and influence it using Mighty Deeds [pg71]
Legendary Weapon In Melee Combat, a hit from a single Legendary Weapon dice causes 1 Stamina point of damage, regardless of Armour. In single combat, a hit from a single Legendary Weapon dice counts as 2 hits [pg73]
Marksman +1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67]
On My Command, Unleash Hell Once per game, may expend 1 Mighty Deed when attached to a missile-armed Unit armed with bows; Unit gains +d6 Shooting Dice [pg74]
Spam
Type Points Combat Shooting Armour Stamina Reputation Missiles
Champion (Level 1) 14 1 0 3 1 1 None
Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]
Klik
Type Points Combat Shooting Armour Stamina Reputation Missiles
Champion (Level 1) 14 1 0 3 1 1 None
Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]
Peaches
Type Points Combat Shooting Armour Stamina Reputation Missiles
Champion (Level 1) 13 1 0 2 1 1 None
Beast Master May attach to a friendly Monstrosity (non-Artillery) Unit and influence it using Mighty Deeds [pg71]
Units
Rat Ogres
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
3 Monstrosities (Elephants & War Mammoths) 50 10 0 5 3 5 None
Aloof Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67]
Brutal 4+ to hit in Melee Combat [pg66]
Counter Charge If charged to the front in open terrain, Unit may take a Command Test to counter charge. Unit is given a Charging or Winning marker but is not moved. Counter charging Unit may not use missiles; counter charging units do not gain Reputation [pg68]
Fearsome Enemy will retreat 1 ST in Melee Combat unless also fearsome. Fearsome troops and supports may pursue defeated enemy 1 ST [pg66]
Impetuous Must charge enemy within Killing Zone at the start of Movement Phase. Add +1 Combat Dice if at full strength with a Charging or Winning marker. Must pursue enemy defeated in Melee Combat [pg68]
Stampede If reduced to 1 Stamina, retreats and fails Command Test for breaking, will stampede. Move 2 ST directly to rear. Units in path must roll Command Test on 2d6, choosing lowest, and lose a point of Stamina if failed. Units in path must roll 2d6 for Risk to Units and choose lowest dice. Stampeding Unit is then removed [pg70]
Steadfast Does not take a Command Test if retreated into by friendly Units [pg70]
Towering +2 Combat Dice in Melee Combat but +2 Shooting Dice to enemy when targeted. May collapse if destroyed [pg71]
Relentless Never take Command Tests from shooting. Never retreat when losing a Melee Combat – lose an extra point of Stamina instead. Must pursue if winning a Melee Combat [pg69]
Stormvermin
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
3 Warriors (Heavy Infantry) 24 12 0 3 4 2 None
Spears as Tribute Add +2 Combat Dice while at full Stamina [pg70]
Clanrats
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
4 Warriors (Heavy Infantry) 16 12 0 2 4 2 None
Clanrats with halberds
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
2 Warriors (Heavy Infantry) 34 12 0 2 4 3 None
Brutal 4+ to hit in Melee Combat [pg66]
Pikes +2 integral support save dice against Light Riders, Heavy Riders, a Towering Monstrosity or a Swooping Attack from Flying troops. Support still applies against an enemy with Aura of Dread trait [pg69]
Gutter Runners
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
2 Skirmishers (Light Infantry) 16 8 4 3 2 2 Bow / Mounted Elf Bow
Agile No penalties in Rough Terrain [pg67]
Evade If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68]
Jezzails
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
1 Warriors (Formed Archers) 32 8 8 3 4 3 Elf Bow / Crossbow / Longbow
Hel’s Breath An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68]
Marksman +1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67]
Warp Cannons
Qty Type Points Combat Shooting Armour Stamina Reputation Missiles
2 Monstrosities (Artillery) 28 8 8 3 2 3 Heavy Artillery
Aloof Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67]
Blast Does not halve Shooting Dice at targets in 1 ST wide corridor to the front. Does not halve Shooting Dice when a target is obscured by cover. May not be used in a charge situation [pg67]
Fixed If hit by shooting and fails Command Test, Unit must take Shot marker instead of retreating. Unit can not charge. Destroyed if Unit loses a Melee Combat [pg68]
Hel’s Breath An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68]
Reluctant Must pass a Command Test for every Movement Action [pg69]
Slow May only move once per Movement Phase [pg70]
Warp Technology: When a cannon shoots roll a d6. "6" equals every hit counts double. "1" it explodes and does a shooting attack on every unit or character within 1 spear throw. A hero with the Artillerist trait can attempt to reroll this by using a Mighty Deed.
Assassins: When in hand to hand combat with a Skaven warrior unit, an enemy hero must roll +1 Risk to Heroes dice
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