618 GC - Skaven Clan Eshin Warband Turn 3

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Ta'lia (AssAd) 1 6" 4 4 4 3 1 5 1/2 7 - 26 95
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; Spear (x1); Sword (x1)
  Knife Fighter The warrior can throw three Knives / Stars per turn. He may divide his shots as he wishes. [0]
Ground Squad (Vermk) 3 5" 4 3 3 3 1 4 1/2 5 - 2 81
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x1)
Roof Squad (Vermk) 2 5" 3 3 3 3 1 4 2/3 5 - 2 72
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling; Spear (x1)
Raphael (Black) 1 6" 4 3 4 3 1 5 1/2+1 6 - 11 75
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Fighting Claws (x1)
  Art of Silent Death The hero can fight with it's bare hands at no penalty, and gets +1A when doing so. He also causes Criticals on a 5+ to wound, and gets a total of +2A when using Fighting Claws. [0]
Banzai (Sorce) 1 5" 3 3 3+2f 3 1 4 1 6 - 9 62
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling; Flail (x1)
   4. Black Fury The sorcerer may immediately charge any model within 12" (ignoring terrain and intervening models). He gains +2A and +1S this turn. Difficulty 8.; Difficulty (x8) [0]
Splitter (Black) 1 6" 4 3 4+1 3 1 5 1 6 - 9 52
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling; Halberd (x1)
  Hardened The warrior is immune to Fear. [0]
Warlock 1 4" 2 2 3 3 1 4 1 8 - 30
15 GC upkeep cost. Warlocks start out with 2 spells. If they gain a new skill, they can choose to gain another spell instead.; Staff (x1)
  1. Fires of U'Zhul A fireball strikes the first model in it's path for a S4 hit. 18" R.; Difficulty (x7) [0]
  5. Luck of Shemtek The wizard may re-roll all his failed dice rolls. The effect lasts until the beginning of his next turn.; Difficulty (x6) [0]
Tunnel Squad (Vermk) 2 5" 3 3 3 3 1 4 1 5 - 1 48
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling
Handler Squad (Vermk) 1 5" 3 3 3 3 1 4 1/2 5 - 1 27
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling; Club (x1)
Tobious (Night) 1 6" 2 3 3 3 1 4 1/2 4 - 32
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling; Spear (x1)
Revenge Squad (Vermk) 1 5" 3 3 3 3 1 4 1 5 - 22
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sling
Stash 1 - - - - - - - - - - 2
Gold (x2); Wyrdstone Shards (x1)
  Armour & Shield 1 - - - - - - - - - - [0]
  Ranged 1 - - - - - - - - - - [0]
  Hand to hand 1 - - - - - - - - - - [0]
Cornelious (Night) 1 6" 2 3 3 3 2: OO 4 1 4 - 2 20
Free Dagger; +1 armour save, or save of 6+ if the model has none.
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.
  Halberd +1 Strength. Requires 2 hands to use.
  Sling (1 Attack, 18" R, S3) OR (2 Attacks, 9" R, S3, no penalty for long range, move or fire).
  Spear Always strikes first in the first round of combat, even if charged. +1 Strength on cavalry charge.
  Staff Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Sword Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.
  Throwing Stars 1 Attack, 6" R, S as user, no penalty for long range or moving.
Total Warband Cost: 618 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: 161
Number of models: 16


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 6 0 338 280 54%
Henchmen (N/A) 9 n/a 250 368 40%
HiredSwd (N/A) 1 n/a 30 588 4%
Dramatis (N/A) 0 n/a 0 618 0%
Warriors (>=3model <=20model) 15 5 0 618 0%
Special Things Summary 6 n/a 0 n/a 0%

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