Skaven-Mors
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Clanrat
|
50,000
|
7
|
3
|
3
|
7
|
None
|
GSK/APM
|
0-2
|
Thrower
|
70,000
|
7
|
3
|
3
|
7
|
Sure Hands, Pass
|
GSPK/AM
|
0-6
|
Storm Vermin
|
90,000
|
7
|
3
|
3
|
8
|
Block
|
GSK/APM
|
Special Team Note: Because of their intense dedication to physical strength, Storm Vermin on a Skaven-Mors team may gain +1 ST on any doubles improvement roll.
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Skaven-Pestilens
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Clanrat
|
50,000
|
7
|
3
|
3
|
7
|
None
|
GK*/ASPM
|
0-4
|
Plague Monk
|
60,000
|
6
|
3
|
3
|
7
|
Disturbing Presence, Foul Appearance, Frenzy
|
GK*/ASPM
|
0-2
|
Thrower
|
70,000
|
7
|
3
|
3
|
7
|
Sure Hands, Pass
|
GPK*/ASM
|
Special Notes:
Any Clan Pestilens player may take Disturbing Presence or Foul Appearance as if it were a General Skill. This still applies to any Ball & Chain secret weapon player whose skill access is altered.
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Skaven-Moulder
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Clan Rats
|
50,000
|
7
|
3
|
3
|
7
|
None
|
GMK*/ASP
|
0-2
|
Thrower
|
70,000
|
7
|
3
|
3
|
7
|
Sure Hands, Pass
|
GPK*/ASM
|
0-2
|
Rat Ogre
|
150,000
|
6
|
5
|
2
|
8
|
Loner, Frenzy, Mighty Blow, Prehensile Tail, Wild Animal
|
SK*/GAPM
|
Clanrats may take any physical mutation on a normal roll. This team may also purchase concentrated warpstone for 40k gps during the post-game sequence and expose one of their players to it. This exposure mutates the player, giving them a Physical mutation (player’s value increases by 20k). However, a player exposed to this concentrated warpstone must roll a D6. On a 1-2, the player is injured by the accelerated mutation and suffers a serious injury (miss next game).
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