Good Warbands / Clan Mors / Clan Skryre / Night Goblins / Strigoi / Savage Orcs
Clan Skryre Engineer HS / Clan Eshin HS / Grey Seer Neekit DP

SKAVEN CLAN MORS v1.2

Deep beneath Karak Izril the Skaven of Clan Mors toiled for years digging tunnels into the Dwarf gem mines. Their leaders took advantage of the Orc attacks on the North Wall by mounting their own attacks from beneath. Caught between two ferocious enemies the Dwarfs fought to the last. Until the coming of the dragon Graug, the Skaven ruled all of the lower reaches, looting where they could and making Clan Mors one of the richest.

Now once more they are able to return to the tunnels of the ruined Karak Azgal but now they are not alone. Whilst searching for gold and jewels they will encounter Dwarfs, Night Goblins and adventurers of every race. Some of the things they meet are out of their worst nightmares and Skaven nightmares are very strange indeed.

SKAVEN EQUIPMENT LISTS

All of the equipment lists from the rulebook apply.

SKAVEN SKILL TABLE

  Combat Shooting Academic Strength Speed Special
Claw Leader X X X X X X
Stormvermin X X   X X X
Mors Sorcerer     X   X X
Young Claws X X       X


CHOICE OF WARRIORS

A Skaven Clan Mors warband must include a minimum of 3 models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.

Claw Leader: Each Skaven Clan Mors warband must have one Claw Leader; no more, no less!
Stormvermin: Your warband may include up to 2 Stormvermin.
Mors Sorcerer: Your warband may include a single Mors Sorcerer.
Young Claws: Your warband may include up to 2 Young Claws.
Clanrats: Your warband may include any number of Clanrats.
Skavenslaves: Your warband may include any number of Skavenslaves.
Rat Ogre: Your warband may include a single Rat Ogre.

STARTING EXPERIENCE

A Claw Leader starts with 20 experience.
Mors Sorcerers and Stormvermin start with 8 experience.
Young Claws start with 0 experience.
Henchmen start with 0 experience.

SPECIAL WEAPONS

Skaven Clan Mors may use the Skaven weapons as detailed in the rulebook.

SKAVEN SPECIAL SKILLS

Skaven Heroes may use any of the Skaven Special Skills in the rulebook except for the Art of Silent Death.


HEROES

1 Claw Leader
60 gold crowns to hire

The Claw Leader is in charge of a warband tasked with keeping the tunnels clear of Dwarfs and Goblins. He also takes the opportunity to search for treasure to increase his standing in the clan.

Profile M WS BS S T W I A Ld
  5 4 4 4 3 1 5 1 7

Weapons/Armour: A Claw Leader may be equipped with weapons and armour from the Skaven Heroes equipment list.

SPECIAL RULES

Leader: Any model in the warband within 6" of the Claw Leader may use his Leadership instead of their own.

Tactical Genius: Clan Mors’ warlords are trained in the arts of war and are strategic geniuses (in their eyes at least). The Clan Mors player can add +1 to his dice score to see who sets up first.


0-2 Stormvermin
40 gold crowns to hire

The black furred Stormvermin are the ultimate Skaven warriors. They enjoy special privileges such as access to the breeding chambers and first pick of the best equipment and armour - after the Claw Leader of course.

Profile M WS BS S T W I A Ld
  5 4 3 4 3 1 5 1 6

Weapons/Armour: Stormvermin may be equipped with weapons and armour from the Skaven Heroes equipment list.


0-1 Mors Sorcerer
45 gold crowns to hire

Although magic is supposed to be restricted, most clans manage to obtain their own sorcerers by secret means. Their power is small compared with the warlocks of Clan Skryre or the mighty Grey Seers but they are still a force to be reckoned with.

Profile M WS BS S T W I A Ld
  5 3 3 3 3 1 4 1 6

Weapons/Armour: A Mors Sorcerer may be equipped with weapons and armour from the Skaven heroes' equipment list.

SPECIAL RULES

Wizard: A Mors Sorcerer is a wizard and uses the Magic of the Horned Rat. See the Magic section of the rulebook for details.


0-2 Young Claws
20 gold crowns to hire

Young Claws are the apprentices of Clan Mors. Recently recruited they are being trained in the ways of the Skaven warrior. By cunning and stealth they hope to join the ranks of the Stormvermin or one day even replace the Claw Leader.

Profile M WS BS S T W I A Ld
  5 2 3 3 3 1 4 1 4

Weapons/Armour: A Young Claw may be equipped with weapons and armour from the Skaven Heroes equipment list.

HENCHMEN (Bought on groups of 1-5)

Clanrats
20 gold crowns to hire

All Skaven clans rely for their strength on the chittering hordes of Clanrats. What they lack in individual strength they make up for in their vast numbers.

Profile M WS BS S T W I A Ld
  5 3 3 3 3 1 4 1 5

Weapons/Armour: Clanrats may be equipped with weapons and armour from Skaven Henchmen equipment list.


Skavenslaves
15 gold crowns to hire

The Skavenslaves can look forward to a short and painful existence. Their purpose in life is to die. The Skaven leaders always push them to the front to take the brunt of an attack or absorb missile fire. Skaven take slaves from all races including weaker Skaven from other clans.

Profile M WS BS S T W I A Ld
  5 2 2 3 3 1 4 1 4

Weapons/Armour: Skavenslaves may be equipped with weapons and armour from the Skaven henchmen equipment list.

SPECIAL RULES

Experience: Skavenslaves are little better than animals and do not gain experience.

All Races: Skaven slaves may be from any race including their fellow Skaven. The above profile represents the weakened state of all of them.

Slavers: Any enemy warrior who is captured may be added to a Skavenslave group. He will have the above profile and will have to be equipped the same as the rest of the group. Any equipment he carried when he was captured may be kept or sold by the warband.

Note: Rat Ogres and Wolf Rats are alternative list entries to be confirmed.

0-1 Rat Ogre
210 gold crowns to hire

These horrible monsters are much in demand as bodyguards to important Skaven

Profile M WS BS S T W I A Ld
  6 3 3 5 5 3 4 3 4

Weapons/Armour: Jaws, claws and brute force! Rat Ogres can never use weapons or armour.

SPECIAL RULES

Fear: Rat Ogres are so frightening they cause fear.

Stupidity: A Rat Ogre is subject to stupidity unless a Skaven Hero is within 6" of it.

Experience: Rat Ogres do not gain experience.

Large: Rat Ogres are huge creatures and therefore make tempting targets for archers. Any model may shoot at a Rat Ogre, even if it is not the closest target.


0-5 Wolf Rats
60 gold crowns to hire

Wolf rats are the warped and mutated product of Clan Moulder. They combine the ferocity and brute strength of a wolf with the speed and cunning of a rat.

Profile M WS BS S T W I A Ld
  6 4 0 4 4 1 4 2 6

Weapons/Armour: Wolf rats neither need nor use weapons nor armour.

SPECIAL RULES

Animals: Wolf rats are animals and never gain experience.

Good Warbands / Clan Mors / Clan Skryre / Night Goblins / Strigoi / Savage Orcs
Clan Skryre Engineer HS / Clan Eshin HS / Grey Seer Neekit DP