Вот такая вот расписочка, что скажите господа!)))) :rolleyes:
2000 Pts - Skaven Army
* Warlord 1 4+ 6+ -- 199
Usage Conflict; General; Units within 12" may use General's
Leadership; Warplock Pistol; 10", S5 magic hit, -3 ArSv, No Pen
for Move or Rng. HTH: +1A; S5 magic hit, -3 ArSv, 1st rnd;
Reliable; Heavy Armour; Shield; +1Sv w/ handweapon in HtH
Bands of Power Bound spell; Power 4; Doubles basic St value until next casters [25]
magic phase
Weeping Blade +1Strength; 1 Wo = D3 Wo [45]
Talisman of Protection 6+ ward save [15]
Warlock Engineer 1 4+ -- 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast
with; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Warpstone Amulet 4+ ward save; at end of game, roll D6 on 1 character dies & [25]
counts for VP (no rerolls allowed)
Storm Daemon Bound Spell; Power 4; Magic Missile; Rng 24"; D6 S5 hits; On a 1 [25]
caster takes hit instead; Burns out (1 on D6)
Warlock Engineer 1 -- 135
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast
with; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Death Globes May throw 1 per turn; place small template w/ center anywhere [20]
w/in 8"; scatter & resolve hits as per stone thrower; each model
wounded (with no armour save) 4+; if misfire, center template on
character
Tenebrous Cloak 3+ Ward Save vs. normal & magic missiles [30]
Warlock Engineer 1 --- 125
Magic Level 1; +1 dice to casting and dispel pool. Has 1
spell.; Supercharged WP Accumulator; +1 Power dice to Casting
Pool; Warp Blades; +1 Strength and Warlock Engineer knows Warp
Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6
S5 hits; On a 1 caster takes hit instead)
#1 Warpstone Token 1 Power dice to cast spell (may exceed limit of dice used); if 1 [0]
rolled, caster takes 1 Wo; One use only
Dispel Scroll Dispels one spell. One use only. [25]
Dispel Scroll Dispels one spell. One use only. [25]
Clanrats 30 5+ --- 165
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR;
Musician; +1CR if tied; +1 Ld in rally attempts.
Clanrats 30 5+ --- 165
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR;
Musician; +1CR if tied; +1 Ld in rally attempts.
* Stormvermin 25 4+ --- 284
Usage Conflict; Halberd; Heavy Armour; Shield; +1Sv w/
handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld
in rally attempts.
War Banner +1 to Combat Resolution [25]
Fangleader 1 4+ [10]
Clanrat Slaves 25 --- 54
Musician; +1CR if tied; +1 Ld in rally attempts.; Do not cause
panic in units (other than Clanrat slaves) if they flee
Clanrat Slaves 25 --- 54
Musician; +1CR if tied; +1 Ld in rally attempts.; Do not cause
panic in units (other than Clanrat slaves) if they flee
Night Runners 8 --- 72
2ndWeapon; +1A if on foot; Throwing Stars; 6", S as user, No
Move or Range penalty; Skirmish
Night Runners 8 --- 72
2ndWeapon; +1A if on foot; Throwing Stars; 6", S as user, No
Move or Range penalty; Skirmish
Warplock Jezzail teams 6 6+ --- 120
Jezzail; Move or Fire, 36", S6 hit, -4ArSv, Magic Weapon;
Pavise; 4+ ArSv (total) vs Shooting; Team treated as single 1Wo
creature; Skirmish
Warplock Jezzail teams 6 6+ --- 120
Jezzail; Move or Fire, 36", S6 hit, -4ArSv, Magic Weapon;
Pavise; 4+ ArSv (total) vs Shooting; Team treated as single 1Wo
creature; Skirmish
Warp-lightning Warp Cannon 1 4+ --- 100
Warp Lightning Cannon Misfires; Move OR Fire; 8D6" range, no LOS
required; hits everything in path, until stopped by hills, high
stone walls, or rock formations; Art Dice Str, D6 Wo; May march,
but moves like chariot otherwise. Crew will never be engaged in
H-t-H combat. Hits count as Magic.
Gutter Runners Tunnelling Team 5 --- 100
Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability;
2ndWeapon; +1A if on foot; Poisoned Hand Weapons; Throwing
Stars; 6", S as user, No Move or Range penalty; Scouts, Skirmish
Gutter Runners Tunnelling Team 5 --- 100
Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability;
2ndWeapon; +1A if on foot; Poisoned Hand Weapons; Throwing
Stars; 6", S as user, No Move or Range penalty; Scouts, Skirmish