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 Skaven 2500pts

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Nombre de messages : 3013
Age : 32
Localisation : Ath
armée(s) jouée(s) : orques et gobs,empire,nains,tau,marines, marines chaos, gardes impériales, elfes sylvains
Nom du club : Tour débène
Date d'inscription : 16/10/2006

MessageSujet: Skaven 2500pts    Mer 13 Juil - 10:06

+++ Skavens (2495pts) +++

++ The Vermin Swarm (Standard (1501-3999pts)) (2495pts) ++

+ Lords (315pts) +

Magister (315pts) [Two Dark Shards (20pts)]
····Rules: Honorless, Safety in Numbers
····Army General [General]
····Magic Items (95pts) [Obsidian Nullstone (45pts), Ring of Fire (25pts), Tome of Arcane Lore (25pts)]
····Wizard Level 4 Master (30pts) [Path of Ruin]
····Profiles:
········Ring of Fire: Magic Property:Bound Spell, Power Level 3. Contains the spell Fireball (Path of Fire).
········Tome of Arcane Lore: Magic Property:The bearer knows one additional spell
········Magister: M:5|WS:3|BS:3|S:3|T:4|W:3|I:5|A:1|LD:7|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm
········Obsidian Nullstone: Protection:The bearer has Magic Resistance (3)

+ Heroes (282pts) +

Chief (97pts) [Heavy Armour (5pts), Magic Items, Shield (2pts)]
····Rules: Callous, Honorless, Safety in Numbers
····Battle Standard Bearer (50pts) [Banner of Discipline (25pts)]
········Rules: Battle Standard Bearer
····Profiles:
········Heavy Armour: Saving Throw modifier:+2|Special Rules:|Type:Suit of Armour
········Shield: Saving Throw modifier:+1|Special Rules:A model part can only carry one Shield. In Close Combat, a Shield cannot be used alongside a weapon with the Two-handed Special Rule. |Type:Shield
········Banner of Discipline: Magical Emination:The bearer's Unit has +1 Leadership.
········Chief: M:5|WS:5|BS:4|S:4|T:4|W:2|I:6|A:3|LD:6|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

Rakachit Machinist (100pts) [Light Armour]
····Rules: Aether Turbine, Callous, Channel, Honorless, Magical Attacks, Safety in Numbers
····Magic Items (35pts) [Dispel Scroll (35pts)]
····Profiles:
········Dispel Scroll: Magic Property:One use only. Instead of making a Dispel roll, you can use the scroll. The spell is automatically Dispelled.
········Light Armour: Saving Throw modifier:+1|Special Rules:|Type:Suit of Armour
········Rakachit Machinist: M:5|WS:4|BS:4|S:4|T:4|W:2|I:5|A:2|LD:6|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

Rakachit Machinist (85pts) [Light Armour]
····Rules: Aether Turbine, Callous, Channel, Honorless, Magical Attacks, Safety in Numbers
····Magic Items (20pts) [Eye of the Storm (20pts)]
····Profiles:
········Light Armour: Saving Throw modifier:+1|Special Rules:|Type:Suit of Armour
········Rakachit Machinist: M:5|WS:4|BS:4|S:4|T:4|W:2|I:5|A:2|LD:6|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm
········Eye of the Storm: Range:Combat|Strength:+1|Special Rules:When the bearer casts Black Lightning (Path of Ruin), the Eye of the Storm adds +2 hits to the enemy target of the spell.|Type:Halberd

+ Core (690pts) +

Footpads (80pts) [10x Footpad (60pts), May Take Skirmish and Vanguard (20pts)]
····Rules: Callous, Safety in Numbers, Skirmishers, Vanguard
····Profiles:
········Footpad: M:6|WS:3|BS:3|S:3|T:3|W:1|I:5|A:1|LD:6|ArmourSave:|WardSave:|MR:|Type:|Base Size:
········Sling: Range:18"|Strength:3|Special Rules:Quick to Fire|Type:Shooting Weapon

Footpads (80pts) [10x Footpad (60pts), May Take Skirmish and Vanguard (20pts)]
····Rules: Callous, Safety in Numbers, Skirmishers, Vanguard
····Profiles:
········Footpad: M:6|WS:3|BS:3|S:3|T:3|W:1|I:5|A:1|LD:6|ArmourSave:|WardSave:|MR:|Type:|Base Size:
········Sling: Range:18"|Strength:3|Special Rules:Quick to Fire|Type:Shooting Weapon

Footpads (80pts) [10x Footpad (60pts), May Take Skirmish and Vanguard (20pts)]
····Rules: Callous, Safety in Numbers, Skirmishers, Vanguard
····Profiles:
········Footpad: M:6|WS:3|BS:3|S:3|T:3|W:1|I:5|A:1|LD:6|ArmourSave:|WardSave:|MR:|Type:|Base Size:
········Sling: Range:18"|Strength:3|Special Rules:Quick to Fire|Type:Shooting Weapon

Rats-at-Arms (150pts) [Light Armour, Musician (10pts), 30x Rat-at-Arms (150pts), Shield, Standard Bearer (10pts)]
····Rules: Safety in Numbers
····Profiles:
········Light Armour: Saving Throw modifier:+1|Special Rules:|Type:Suit of Armour
········Shield: Saving Throw modifier:+1|Special Rules:A model part can only carry one Shield. In Close Combat, a Shield cannot be used alongside a weapon with the Two-handed Special Rule. |Type:Shield
········Rat-at-Arms: M:5|WS:3|BS:3|S:3|T:3|W:1|I:4|A:1|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

Rats-at-Arms (150pts) [Light Armour, Musician (10pts), 30x Rat-at-Arms (150pts), Shield, Standard Bearer (10pts)]
····Rules: Safety in Numbers
····Profiles:
········Light Armour: Saving Throw modifier:+1|Special Rules:|Type:Suit of Armour
········Shield: Saving Throw modifier:+1|Special Rules:A model part can only carry one Shield. In Close Combat, a Shield cannot be used alongside a weapon with the Two-handed Special Rule. |Type:Shield
········Rat-at-Arms: M:5|WS:3|BS:3|S:3|T:3|W:1|I:4|A:1|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

Rats-at-Arms (150pts) [Light Armour, Musician (10pts), 30x Rat-at-Arms (150pts), Shield, Standard Bearer (10pts)]
····Rules: Safety in Numbers
····Profiles:
········Light Armour: Saving Throw modifier:+1|Special Rules:|Type:Suit of Armour
········Shield: Saving Throw modifier:+1|Special Rules:A model part can only carry one Shield. In Close Combat, a Shield cannot be used alongside a weapon with the Two-handed Special Rule. |Type:Shield
········Rat-at-Arms: M:5|WS:3|BS:3|S:3|T:3|W:1|I:4|A:1|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

+ Special (908pts) +

Grenadiers (75pts) [8x Grenadier (72pts), Heavy Armour, Warp Grenades]
····Rules: Callous, Calulating, Resistent , Safety in Numbers, Skirmishers
····Profiles:
········Heavy Armour: Saving Throw modifier:+2|Special Rules:|Type:Suit of Armour
········Grenadier: M:5|WS:3|BS:4|S:3|T:3|W:1|I:4|A:1|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

Grenadiers (75pts) [8x Grenadier (72pts), Heavy Armour, Warp Grenades]
····Rules: Callous, Calulating, Resistent , Safety in Numbers, Skirmishers
····Profiles:
········Heavy Armour: Saving Throw modifier:+2|Special Rules:|Type:Suit of Armour
········Grenadier: M:5|WS:3|BS:4|S:3|T:3|W:1|I:4|A:1|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm

Gutter Blades (103pts) [Additional Hand Weapon, May Exchange Throwing Weapons for Slings, Throwing Weapons]
····Rules: Callous, Multiple Shots (2), Safety in Numbers, Skirmishers, Vanguard
····7x Gutter Blade (98pts) [7x Poison Attacks (28pts)]
········Rules: Poisoned Attacks
····Profiles:
········Gutter Blade: M:6|WS:4|BS:4|S:3|T:3|W:1|I:5|A:1|LD:7|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm
········Additional Hand Weapon: Range:|Strength:|Special Rules:Requires Two Hands. +1 Attack and strikes with +1 Initiative.|Type:Combat Weapon
········Sling: Range:18"|Strength:3|Special Rules:Quick to Fire|Type:Shooting Weapon
········Throwing Weapon: Range:12"|Strength:As user.|Special Rules:Quick to Fire. Multiple Shots (2)|Type:Shooting Weapon

Gutter Blades (117pts) [Additional Hand Weapon, May Exchange Throwing Weapons for Slings, Throwing Weapons]
····Rules: Callous, Multiple Shots (2), Safety in Numbers, Skirmishers, Vanguard
····8x Gutter Blade (112pts) [8x Poison Attacks (32pts)]
········Rules: Poisoned Attacks
····Profiles:
········Gutter Blade: M:6|WS:4|BS:4|S:3|T:3|W:1|I:5|A:1|LD:7|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm
········Additional Hand Weapon: Range:|Strength:|Special Rules:Requires Two Hands. +1 Attack and strikes with +1 Initiative.|Type:Combat Weapon
········Sling: Range:18"|Strength:3|Special Rules:Quick to Fire|Type:Shooting Weapon
········Throwing Weapon: Range:12"|Strength:As user.|Special Rules:Quick to Fire. Multiple Shots (2)|Type:Shooting Weapon

Gutter Blades (103pts) [Additional Hand Weapon, May Exchange Throwing Weapons for Slings, Throwing Weapons]
····Rules: Callous, Multiple Shots (2), Safety in Numbers, Skirmishers, Vanguard
····7x Gutter Blade (98pts) [7x Poison Attacks (28pts)]
········Rules: Poisoned Attacks
····Profiles:
········Gutter Blade: M:6|WS:4|BS:4|S:3|T:3|W:1|I:5|A:1|LD:7|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:20x20mm
········Additional Hand Weapon: Range:|Strength:|Special Rules:Requires Two Hands. +1 Attack and strikes with +1 Initiative.|Type:Combat Weapon
········Sling: Range:18"|Strength:3|Special Rules:Quick to Fire|Type:Shooting Weapon
········Throwing Weapon: Range:12"|Strength:As user.|Special Rules:Quick to Fire. Multiple Shots (2)|Type:Shooting Weapon

Jezails (120pts) [Jezail, 6x Jezail Team (120pts), Pavise, Shield]
····Rules: Callous, Pavise, Safety in Numbers
····Profiles:
········Shield: Saving Throw modifier:+1|Special Rules:A model part can only carry one Shield. In Close Combat, a Shield cannot be used alongside a weapon with the Two-handed Special Rule. |Type:Shield
········Jezail Team: M:5|WS:3|BS:3|S:3|T:3|W:2|I:4|A:2|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:25x50mm
········Jezail: Range:36"|Strength:6|Special Rules:Armour piercing (1), Unwieldy, Magical Attacks, Jezzails never suffers ‘to hit’ penalties for long range. If rolling a natural ´1´ when rolling to hit the bearer suffers a hit with the Toxic Attacks special rule.|Type:

Jezails (120pts) [Jezail, 6x Jezail Team (120pts), Pavise, Shield]
····Rules: Callous, Pavise, Safety in Numbers
····Profiles:
········Shield: Saving Throw modifier:+1|Special Rules:A model part can only carry one Shield. In Close Combat, a Shield cannot be used alongside a weapon with the Two-handed Special Rule. |Type:Shield
········Jezail Team: M:5|WS:3|BS:3|S:3|T:3|W:2|I:4|A:2|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:25x50mm
········Jezail: Range:36"|Strength:6|Special Rules:Armour piercing (1), Unwieldy, Magical Attacks, Jezzails never suffers ‘to hit’ penalties for long range. If rolling a natural ´1´ when rolling to hit the bearer suffers a hit with the Toxic Attacks special rule.|Type:

Weapon Team (65pts) [Globe Launcher, Heavy Armour]
····Rules: Broods Courage (Rats-at-Arms,Verminguard), Callous, Insignificant, Safety in Numbers, Tags along
····Profiles:
········Heavy Armour: Saving Throw modifier:+2|Special Rules:|Type:Suit of Armour
········Weapon Team: M:5|WS:3|BS:3|S:3|T:3|W:2|I:4|A:2|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:25x50mm
········Globe Launcher: Range:18"|Strength:*|Special Rules:Multiple Shots (2D6*2), Toxic Attacks, Reload!, Magical Attacks, Volley Fire,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for moving. If a double comes up when rolling for the number of shots, the Weapon misfires.|Type:shooting
········Noxious Mortar: Range:18"|Strength:|Special Rules:Toxic Attacks, Slow to Fire, Magical Attacks, Volley Fire, Warp Weapon Misfire. This weapon never suffers To Hit penalties from Multiple Shots or from moving. If a double comes up when rolling for hits the weapon misfires.|Type:

Weapon Team (65pts) [Globe Launcher, Heavy Armour]
····Rules: Broods Courage (Rats-at-Arms,Verminguard), Callous, Insignificant, Safety in Numbers, Tags along
····Profiles:
········Heavy Armour: Saving Throw modifier:+2|Special Rules:|Type:Suit of Armour
········Weapon Team: M:5|WS:3|BS:3|S:3|T:3|W:2|I:4|A:2|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:25x50mm
········Globe Launcher: Range:18"|Strength:*|Special Rules:Multiple Shots (2D6*2), Toxic Attacks, Reload!, Magical Attacks, Volley Fire,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for moving. If a double comes up when rolling for the number of shots, the Weapon misfires.|Type:shooting
········Noxious Mortar: Range:18"|Strength:|Special Rules:Toxic Attacks, Slow to Fire, Magical Attacks, Volley Fire, Warp Weapon Misfire. This weapon never suffers To Hit penalties from Multiple Shots or from moving. If a double comes up when rolling for hits the weapon misfires.|Type:

Weapon Team (65pts) [Globe Launcher, Heavy Armour]
····Rules: Broods Courage (Rats-at-Arms,Verminguard), Callous, Insignificant, Safety in Numbers, Tags along
····Profiles:
········Heavy Armour: Saving Throw modifier:+2|Special Rules:|Type:Suit of Armour
········Weapon Team: M:5|WS:3|BS:3|S:3|T:3|W:2|I:4|A:2|LD:5|ArmourSave:|WardSave:|MR:|Type:Infantry|Base Size:25x50mm
········Globe Launcher: Range:18"|Strength:*|Special Rules:Multiple Shots (2D6*2), Toxic Attacks, Reload!, Magical Attacks, Volley Fire,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for moving. If a double comes up when rolling for the number of shots, the Weapon misfires.|Type:shooting
········Noxious Mortar: Range:18"|Strength:|Special Rules:Toxic Attacks, Slow to Fire, Magical Attacks, Volley Fire, Warp Weapon Misfire. This weapon never suffers To Hit penalties from Multiple Shots or from moving. If a double comes up when rolling for hits the weapon misfires.|Type:

+ Rare (300pts) +

Thunder Hulks (150pts) [Gatling Gun, Meat Grinder, Noxious Mortar, Plate Armour, 2x Thunder Hulk (100pts), Warp Flame Thrower]
····Rules: Callous, Immune to Psychology, Safety in Numbers, Thunder Hulks
····Profiles:
········Plate Armour: Saving Throw modifier:+3|Special Rules:|Type:Suit of Armour
········Thunder Hulk: M:6|WS:3|BS:3|S:5|T:4|W:4|I:4|A:3|LD:6|ArmourSave:|WardSave:|MR:|Type:Monstrous Infantry|Base Size:40x40mm
········Globe Launcher: Range:18"|Strength:*|Special Rules:Multiple Shots (2D6*2), Toxic Attacks, Reload!, Magical Attacks, Volley Fire,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for moving. If a double comes up when rolling for the number of shots, the Weapon misfires.|Type:shooting
········Meat Grinder: Range:-|Strength:4|Special Rules:A Model with a Meat Grinder has Impact Hits(2D6) and Grinding Attacks (2D6).|Type:Hand Weapon
········Naphtha Thrower: Range:12"|Strength:5|Special Rules:Multiple Shots (2D6),Multiple Wounds (D3),Flaming Attacks, Magical Attacks,Volatile,Reload!. This Weapon never suffers to-hit penalties for Multiple Shots, for moving, cover or for shooting at skirmishers. If a double comes up when rolling for the number of shots,the weapon misfires|Type:shooting
········Rotary Gun: Range:24"|Strength:4|Special Rules:Multiple Shots (2D6*2) or (3D6*2) the owner chooses which to use. Reload!,Magical Attacks,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for Moving. If a double comes up when rolling for the number of shots, the weapon misfires|Type:shooting
········Warp Flame Thrower: Range:12"|Strength:5|Special Rules:Flaming Attacks, Magical Attacks, Warp Weapon Misfire, Quick to Fire, This weapon never suffers To-Hit penalties from Multiple Shots. If a double comes up when rolling for hits the weapon misfires. |Type:

Thunder Hulks (150pts) [Gatling Gun, Meat Grinder, Noxious Mortar, Plate Armour, 2x Thunder Hulk (100pts), Warp Flame Thrower]
····Rules: Callous, Immune to Psychology, Safety in Numbers, Thunder Hulks
····Profiles:
········Plate Armour: Saving Throw modifier:+3|Special Rules:|Type:Suit of Armour
········Thunder Hulk: M:6|WS:3|BS:3|S:5|T:4|W:4|I:4|A:3|LD:6|ArmourSave:|WardSave:|MR:|Type:Monstrous Infantry|Base Size:40x40mm
········Globe Launcher: Range:18"|Strength:*|Special Rules:Multiple Shots (2D6*2), Toxic Attacks, Reload!, Magical Attacks, Volley Fire,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for moving. If a double comes up when rolling for the number of shots, the Weapon misfires.|Type:shooting
········Meat Grinder: Range:-|Strength:4|Special Rules:A Model with a Meat Grinder has Impact Hits(2D6) and Grinding Attacks (2D6).|Type:Hand Weapon
········Naphtha Thrower: Range:12"|Strength:5|Special Rules:Multiple Shots (2D6),Multiple Wounds (D3),Flaming Attacks, Magical Attacks,Volatile,Reload!. This Weapon never suffers to-hit penalties for Multiple Shots, for moving, cover or for shooting at skirmishers. If a double comes up when rolling for the number of shots,the weapon misfires|Type:shooting
········Rotary Gun: Range:24"|Strength:4|Special Rules:Multiple Shots (2D6*2) or (3D6*2) the owner chooses which to use. Reload!,Magical Attacks,Volatile. This Weapon never suffers to-hit penalties for Multiple Shots or for Moving. If a double comes up when rolling for the number of shots, the weapon misfires|Type:shooting
········Warp Flame Thrower: Range:12"|Strength:5|Special Rules:Flaming Attacks, Magical Attacks, Warp Weapon Misfire, Quick to Fire, This weapon never suffers To-Hit penalties from Multiple Shots. If a double comes up when rolling for hits the weapon misfires. |Type:

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