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500 GC - Skaven Clan Eshin - Official Warband No Name

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Assassin Adept 1 6" 4 4 4 3 1 5 1/2 7 6+ 20 145
Leader: Any model within 6" of the Assassin Adept may use his leadership instead of their own. Perfect Killer: Any hits the Adept inflicts cause an extra -1 armour save.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Throwing Stars; Weeping Blades (x1); Light Armour
Black Skaven 1 6" 4 3 4+2f 3 1 5 1 6 6+ 8 90
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Throwing Stars; Flail (x1); Light Armour
Black Skaven 1 6" 4 3 4 3 1 5 1/2 6 6+ 8 95
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Fighting Claws; Light Armour
Night Runner 1 6" 2 3 3 3 1 4 1 4 6+ 35
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Spear; Shield
Night Runner 1 6" 2 3 3 3 1 4 1 4 6+ 35
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Spear; Shield
Verminkin 4 5" 3 3 3 3 1 4 1/2 5 - 100
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling; Club (x1)
Option Footnotes:
  Club Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Fighting Claws Parry: When your opponent rolls to hit, roll a D6 (you may re-roll it if you fail). If you beat his highest 'to hit' score, one attack against you is negated. Climb: Add +1 to your I when making Climbing tests. Cumbersome: If you're using Fighting Claws, you can't use any other weapons.
  Flail +2S in first round of combat. Cannot be used with another weapon, buckler or shield. Requires 2 hands to use.
  Light Armour 6+ Armour Save.
  Shield +1 Armour Save. -1 movement if used with Heavy Armour.
  Sling (1 Attack, 18" R, S3) OR (2 Attacks, 9" R, S3, -1 to hit, move or fire, no penalty for long range).
  Spear Always strikes first in the first round of combat, even if charged. +1 Strength on cavalry charge. Unwieldy: may not use a second weapon.
  Throwing Stars 1 Attack, 6" R, S as user, no penalty for long range or moving.
  Weeping Blades Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated. 6's to hit wound automatically (the blades cannot be poisoned further).
Total Warband Cost: 500 GC.
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Heroes make Insanity Rolls at 1, 8, 15, 22, 28, 34, 40, 45, 50, 55, 59, 63, 67, 71, 74, 77, 80, 83, 85, 87, and 89 Insanity Points. Character must retire at 90 Insanity Points. Roll 4D6 and consult the chart in Town Cryer 8. This is done immediately.
Gain as follows: +1 for failing a fear or terror test, casting a Chaos or Necromantic spell, receiving a critical wound, getting poisoned or taking drugs. Cultists, Dregs, Magisters, and Necromancers gain 1/2 IP's.

Warband Rating: 81
Number of models: 9


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 5 1 400 100 80%
Henchmen (N/A) 4 n/a 100 400 20%
HiredSwd (N/A) 0 n/a 0 500 0%
Dramatis (N/A) 0 n/a 0 500 0%
Warriors (>=3model <=20model) 9 11 0 500 0%
Special Things Summary 0 n/a 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.