In which I blog about my miniature wargaming and whatever else takes my interest!

In which I blog about my miniature wargaming and whatever else takes my interest!

Saturday, September 26, 2026

Skaven List for Midgard

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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