CLAN SKRYRE

by Tommy Punk

The Warlock Engineers spend their days tinkering with arcane machinery powered by a combination of magic, Warpstone fuel and Warplightning. They construct machinery for various tasks but they are unreliable and break down or explode often. The holds and workshops of Clan Skryre are therefore a constant workplace as sections need to be constantly repaired or enlarged to fit the new machineries. Engineers scuttle around hecticly making makeshift repairs or adjustments to machineries that make awful noises, supervisors try to overvoice the noise of the machineries to give orders and at the same time complete complex calculations.

This minicodex allow you to create a themed Clan Skyre army.

Army Selection
Characters: 0-50%
Regiments: 25%+
Warmachines: 10-25%
Monsters: 0-15%
Allies: 0-25%

CHARACTERS

Clan Skryre is lead by the Engineers, some of whom are Warlock-Engineers who have learnt mighty spells of destruction.

1 WARLORD-ENGINEER
The most powerful of the Engineers is the Warlord-Engineer who is in charge on an entire stronghold or key workshop. The magicless Warlord-Engineers often wrestle with the Warlock-Engineers over power but even with the Warlocks magic the two leaders are equal in political power. The Warlord-Engineers often plan and lead campaigns on neighbouring Dwarf strongholds in the hope of capturing Dwarf technology that they can adapt and experiment with.

See Warhammer Armies Skaven, the Warlord-Engineer is equal to a Skaven Warlord.

 

CHIEF ENGINEER at 59 pts

Clan Skryre Engineers operate Clan Skryre weapons and warmachines. A Chief Engineer is a senior Engineer and work very close with the Warlock Engineers in developing new weapons. The Chief Engineers oversee the Engineers work in the Clan Skryre Workshops and often lead units of Engineers or Clanrats in battle. They are also responsible for maintaining smaller strongholds or important workshops.

See Warhammer Armies Skaven, a Chief Engineer is equal to a Skaven Hero.

 

WARLOCK-ENGINEERS
The fur of a Warlock is often white as he is a powerful individual and a born leader. They possess a heightened intellect and the diveristy and ingenious of their weapons testify to that. All Warlocks are called Warlock Engineers regardless of level. A Warlock Master or Chief Warlock is usually titled Warlord Engineer if he is leeding an army. The Warlock Engineers spend their days tinkering with arcane machinery powered by a combination of magic, Warpstone fuel and Warplightning.

Chief Warlock at 287 pts.
Warlock Master at at 190 pts.
Warlock Champion at 118 pts.
Warlock Apprentice at 56 pts.

Profile M WS BS S T W I A Ld
Warlock Apprentice 5 3 4 3 4 1 5 1 5
Warlock Champion 5 3 4 4 4 2 5 1 6
Warlock Master 5 3 4 4 4 3 6 2 7
Chief Warlock 5 4 5 4 4 4 7 3 7

WEAPONS/ARMOUR: A Warlock-Engineer may be armed with any weapons from the equipment list, they do not usually wear armour as it prevent them from casting spells but you can equip them with armour if you (for some reason) want to.
MAY RIDE: Nothing.
MAGIC ITEMS: A Warlock Apprentice is entitled to up to one magic item, a Warlock Champion two items, a Warlock Master three items and a Chief Warlock may have up to four magic items.
MAGIC: A Warlock Apprentice have a magic level of one, a Warlock Champion a magic level of two, a Warlock Master have a magic level of three and a Chief Warlock have a magic level of four.

SPECIAL RULES
GENERAL
: A Chief Warlock or Warlock Master may lead the army if you wish and all rules for the General apply.
CHIEF WARLOCK MAGIC: A Chief Warlock bring D3+1 Warpstones to the battle and all rules for Warpstone apply. A Chief Warlock is not a Grey Seer and may not use Grey Seer only spells.

0-1 BATTLE STANDARD
The armies of Clan Skryre often bring their lair or stronghold's battle standard to the battle.

See Warhammer Armies Skaven.

CHAMPION
The Champion may be the leader of a unit of Jezzails, Wind Globadiers or Warp Fire Throwers. Unlike a normal Champion he may be armed with any weapons and armour from the equipment list. However in addition he must be armed with a certain weapon depending on the unit.

WEAPONS/ARMOUR: A Champion must be armed in the same way as his unit, the exception is if he is leading a unit of Jezzails, Poison Wind Globadiers or Warp Fire Throwers. If the Champion is leading a unit of Jezzails then he is armed with a Jezzail at +27 pts, including a Skaven with hand weapon and light armour. If he is leading a unit of Wind Globadiers then he is armed with Poison Wind Globes at +25 pts. If he is leading a unit of Warp Fire Throwers then he is not armed with a Warp Fire Thrower. He is directing the Warp Fire Throwers rather than using one, also he is smart enough not to get too close to a Warpfire Thrower.

See Warhammer Armies Skaven, the Clan Skyre Champion is a normal Champion.

REGIMENTS

All clans rely heavily on a strong powerbase, one might think their base is made up of their machineries but their powerbase is made up by their countless number of slaves. The machines can perform many tasks but are expensive and unreliable, the clan need minerals from the mines and many slaves die from exhaustion or suffocation in the damp tunnels. Numerous slaves experience an agonizing death being test subjects for new weapons or sent in to repair something inside a machine. Few come out alive and many cogs and wheels display the colour of dried blood and many plates have patterns of dark brown splatter.

0-1 CLAN SKRYRE GUARD at 13.5 pts per model
If your army is lead by a Clan Skryre Character then you may include a single unit of Skryre Guards instead of the normal single unit of Stormvermin. The Skryre Guard is the bodyguad of the Warlock-Engineers of Clan Skryre. On the battlefield they form a highly motivated and trained force. They prefer defensive formations and many a foe have charged into their poised spears and been cut down by their Warplock pistols.

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

EQUIPMENT The Skryre Guards wear Light armour and carry a pistol and a spear.
OPTIONS The Skryre Guard unit may be upgrade their spear to halberds (+1) or double handed weapons (+1). The unit may carry shields (+1) and may upgrade their light armour to heavy armour (+1). The unit may carry a magic standard if they wish.

 

CLANRATS
Although Clan Skryre have a relativly smaller portion of Clanrats they are the mainstay of any army. They fall upon the enemy after the warmachines has softened them up.

See Warhammer Armies Skaven.

 

SLAVES
Clan Skyre make good use of slaves to screen their expensive warmachines and to overwhelm their enemies once the warmachines has softened them up.

See Warhammer Armies Skaven.

 

POISON WIND GLOBADIERS
The Engineers of Clan Skyre often take to the field as they are the only ones skilled enough to handle the potent, but unstable, weapons of Clan Skyre. The Poison Wind is a fragile glass sphere that is filled with a noxious gas, once shattered the gas eat away at the victims lungs and he die almost instantly. In battle they are often hurled at the back ranks of an enemy unit that is locked in combat with a Clanrat or Slave unit.

See Warhammer Armies Skaven.

 

WARPFIRE THROWER TEAMS
The Engineers of Clan Skyre often take to the field as they are the only ones skilled enough to handle the potent, but unstable, weapons of Clan Skyre. The Warpfire Thrower shower the enemy with corrosive Warpflames and armour melt away in an instant burning the victim to a crisp.

See Warhammer Armies Skaven.

 

JEZZAIL TEAMS
The most keen eyed Engineers of Clan Skyre take to the field with Jezzails, long range muskets that fire bullets mixes with warpstone. The bullet is corrosive and is capable of smashing through even the thickest breastplate and leaving the victim with a sizable hole in his chest.

See Warhammer Armies Skaven.

WARMACHINES

The Engineers of Clan Skyre construct destructive weapons powered by a combination of magic, Warpstone fuel and Warplightning. Unfortunately the weapons are just as unstable as they are destructive and they are known to blow up or malfunction hideously in the middle of a battle.

ROCKET RACK at 100 pts each
The Skaven know the secret to make blackpowder and produces weapons such as the Warplock Pistol and Jezzail. The Skaven have tried to construct large rockets but they are very unstable and hard to aim. One of the more succesful constructions is a rack of rockets that are fired, more or less, at the same time.

The Rocket Rack is crewed by two Skaven wearing light armour.

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

T W Range   S Dam Save Special       
5 2 12-48"  5  1   -3  Small template

 

PORTABLE WARPLIGHTNING PROJECTOR at 70 pts each
The Doomwheel is a marvelous warmachine that generates Warplightning. However the Doomwheel is large and difficult to bring along in the tunnels. A safer construction is the Warplightning Projector that can be carried by two Skaven. It uses a battery that stores Warplightning energy and can be tapped for a few shots, which most of the times is all that is needed in a battle. However it is not as safe as the Doomwheel and the battery is known to catch fire or explode.

The Warplightning Projector is carried by two Skaven wearing heavy armour. The Warplightning Projector can be attached to a unit of Clanrats or Stormvermin instead of a Warpfire Thrower. It can also be used on its own or form a battery with other Warplightning Projectors in which case they may skirmish.

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

 

RAT-RACER BOMBS at 25 pts each
A bomb or rocket similar to those in the Rocket Rack has been fitted with ratwheels to move it forward. The bomb has a fuse lit and it will explode when it is close to the enemy, if the Warlock-Engineer has correctly calculated the length of the fuse that is. The bombs work well in the smooth tunnel floor of the Under-Empire but are very unpredictable on a rough battlefield.

T W S Template   Dam Save
4 1 5 3" radius  D3   -3

 

POISON WIND GLOBE THROWER at 60 pts each
Poison Wind Globes are one of Clan Skryre's most famous and effective weapons. However its range is hindered by how far the Skaven can throw it. The Globe Thrower is a large slingshot and is crewed by two Globadiers wearing light armour and protective masks.

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

Range Strength T W
36"   Special  5 3

 

GATLING CANNON at 100 pts each
A Gatling Cannon is constructed from a dozen or more Jezzails that are welded together or are fastend in a rotating devide. All the barrels are fired at the same time and this allow more shots to be fired in less time. However the crew do not always have time to relaod all the barrels and their hastened reloading call for many duds, so the number of shots that actually are fired vary from time to time. None the less the cannon fire an impressive amount of shots, spelling doom for knight units.

The Gatling Cannon is crewed by three Clan Skryre Enginers.

Profile M WS BS S T W I A Ld
Gatling Cannon - - - 7 7 3 - - -
Engineer Crew 5 3 3 3 3 1 4 1 5

 

DOOMWHEEL
The Doomwheel was invented by the mad genius Ikit Claw and is effectivly a huge ratwheel that generate Warplighning that an Engineer rider unleash at the enemy.

See Warhammer Armies Skaven.

MONSTERS
Clan Skyre do not care much for monsters as they believe that their machines can perform any task twice as good as any moster. On the other hand the machines don't always work as indeed or indeed work at all. So some Warlords and Warlocks hire monsters and handlers from Clan Moulder. If you want to include monsters in your Clan Skyre army then you have to buy them as allies from the Clan Moulder army list. A monster mount for a character is bought as an ally but its cost is considered toward the 50% character limit.

Ratswarms
Although Clan Skryre doesn't employ monsters in their armies there is a use for the ratswarms that inhabit their strongholds and lairs. The rats can overwhelm even the stoutest dwarf tunnelfighter and buy their larger cousins valuable time to close the distance.

See Warhammer Armies Skaven.

BEASTIARY

This section contain new warmachines to include in you army.

ROCKET RACK
The Skaven know the secret to make blackpowder and produces weapons such as the Warplock Pistol and Jezzail. The Skaven have tried to construct large rockets but they are very unstable and hard to aim. One of the more succesful constructions is a rack of rockets that are fired, more or less, at the same time.

The rack carries 5 rockets but the Skaven have little control over how many, if any, are fired. To fire the rockets guess a range between 12-48" and mark the point with a marker. Roll on the Launch Table to see if and how many rockets are fired. If rockets are fired roll for deviation for each rocket fired, measured from the marker, a rocket will deviate an Artillery Dice in inches in a random direction unless you roll a hit. A misfire on the Artillery Dice indicates that the rocket was a dud or that it deviated off the table, the rocket cause no damage. The rocket's explosion produces a small template and anything under it will take a hit and anything touched will be hit on 4+. A hit is Strength 5, causes a single wound and armour saves at -3.

T W Range   S Dam Save Special       
5 2 12-48"  5  1   -3  Small template

D6 Launch Table
1 Kaboom! All remaining rockets are launched but they are not fired away but each rocket deviates measured from the rack itself.
2 The fuse goes out. No rockets are fired this turn but in the subsequent turn the rack explodes as a result of 1.
3-5 D3 rockets are fired.
6 All remaining rockets are fired.

Conversion ideas
The GorkaMorka Rokkit Buggy can be used as the Rocket Rack. Just glue to the Rokkit Buggy Support to a base and glue the Rokkit Launcher so that it rests against the support. This will look somthing like a rack of fireworks. You can also use Whirlwind Rockets or metal tubes.

PORTABLE WARPLIGHTNING PROJECTOR
The Doomwheel is a marvelous warmachine that generates Warplightning. However the Doomwheel is large and difficult to bring along in the tunnels. A safer construction is the Warplightning Projector that can be carried by two Skaven. It uses a battery that stores Warplightning energy and can be tapped for a few shots, which most of the times is all that is needed in a battle. However it is not as safe as the Doomwheel and the battery is known to catch fire or explode.

The Warplightning Projector may be moved and fired during the same turn. The Warplightning Projector is fired in the Shooting Phase just like a missile fire and you need line of sight to the intended target. The Skaven may choose not to fire the Warplightning Projector if they wish. The Warplightning Projector may not stand and shoot and will evade just like a Globadier if attached to a unit.

The Warplightning Projector unleashes a single bolt of Warplightning that will hit the closest target within the 90 degrees fire arc. Roll 3D6 for range and the Artillery dice for strength, if the target is outside the range then the shot is wasted. If two targets are equally close the bolt will hit the model with the highest saving throw, IE most metal. The Saving Throw modifier of the bolt is determined by the actual strength of it, EG a bolt with S8 has a Save modifier of -5. The bolt inflicts not one but D6 wounds. A misfire result on the artillery dice means that something has gone wrong, most likely with the battery, consult the Misfire Chart.

Misfire Chart
1-2 Kaboom! The Warplightning battery ruptures and D6 bolts are unleashed in all directions. They will hit the closest targets within 3D6". The crew are struck dead and the Warplightning Projector lies in pieces on the ground.
3-4 Battery burn. The Warplightning battery catches fire and burns the carrier who run around as he is burned to death. The gunner is now without a battery and the Warplightning Projector has been rendered useless.
5-6 Grounded. The Warplightning bolt arcs into the ground and the shot is wasted.

Conversion ideas
To build a Warplightning Projector take one of the new Warpfire Throwers and cut off the front of the muzzle. Glue a Lightning Projector from a Doomwheel in its place. You should attach some wires to the Warpfire barrel to make it look more like a battery.

RAT-RACER BOMBS
A bomb or rocket similar to those in the Rocket Rack has been fitted with ratwheels to move it forward. The bomb has a fuse lit and it will explode when it is close to the enemy, if the Warlock-Engineer has correctly calculated the length of the fuse that is. The bombs work well in the smooth tunnel floor of the Under-Empire but are very unpredictable on a rough battlefield.

After deployment the Skaven player can turn the bomb to face in any direction. In the Compulsury Movement phase the bomb is moved an artillery dice forward in a straight line and if a misfire is rolled the bomb explodes where it started. Then roll the rtillery dice again but move the bomb in a random direction, if a hit is rolled continue to move the bomb in a straight line forward. If a misfire comes up the bomb explodes. If the bomb is moving downhill it moves double the distance indicated on the artillery dice. The bomb is automatically killed if it moves into difficult, very difficult, impassable terrain or into a hill or raised area.

If the bomb moves into basecontact with a unit it will explode.

T W S Template   Dam Save
4 1 5 3" radius  D3   -3

If the bomb is "killed" it will explode on the roll of 4+.

 

GLOBE THROWER
Poison Wind Globes are one of Clan Skryre's most famous and effective weapons. However its range is hindered by how far the Skaven can throw it, the answer is the Globe Thrower - a large slingshot!

The Globe Thrower has a range up to 36" and you guess the range and roll the artillery and scatter dice just like a stonethrower. The globes follow all the rules in the Skaven book and damage is inflicted in the same way.

Range T W
36"   5 3

Misfire chart
1-2 Destroyed - the Globe Thrower breaks and the model is effectivle destroyed.
3-4 Breaks - a globe breaks and all the crewmen are hit by it. The Globe Thrower may fire normally next turn, assuming they are still alive.
5-6 Minor problem - a minor problem prevents the Globe Thrower from firing thist turn.

Conversion ideas
You can use the catapult from a Halfling Hotpot or a Goblin Doomdiver. The crew will be Globadiers and you need to do something about the catapult to make it look like its firing globes.

GATLING CANNON
A Gatling Cannon is constructed from a dozen or more Jezzails that are welded together or are fastend in a rotating devide. All the barrels are fired at the same time and this allow more shots to be fired in less time. However the crew do not always have time to relaod all the barrels and their hastened reloading call for many duds, so the number of shots that actually are fired vary from time to time. None the less the cannon fire an impressive amount of shots, spelling doom for knight units.

Profile M WS BS S T W I A Ld
Gatling Cannon - - - 7 7 3 - - -
Engineer Crew 5 3 3 3 3 1 4 1 5

TO FIRE
Roll an Artillery Dice to see how many barrels that is fired this turn, a result of a misfire means that something have gone terrible wrong. If there is only one crew member left then halve the number on the dice as he has not had time to reload enough barrels. Roll to hit for each barrel seperately using the crews BS and applying any modifiers. Each hit is at S5, causes D3 wounds and modify armour saves by -3. The range is 36". Due to the amount of Warpstone in them the Warpstone bullets count as being magical so, eg, Wraiths are not immune to them.

MISFIRE
1-2 Klick! The cannon klicked. May not fire this turn but fire normally in the next turn.
3-5 Jam! The Cannon may not be fired the next turn as the barrels are cleared.
6 Kaboom! All barrels explode, killing the crew and destroying the cannon.

Plaguelord Lepri of Clan Pestilen
Tommy Punk - UIN: 9946419 - Kalmar, Sweden
Please CC private mail to both emails.
tommypunk@telia.com - Home email
tommy.fransson@kommun.kalmar.se - Work Email
http://hem2.passagen.se/angel8/Index.htm - Archive Skaven
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