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Skaven Warband Champions Guide

The document outlines the character statistics, equipment, and advancement options for various Skaven champions in the game 'Path to Glory.' It includes details on followers, additional favor tables, and skills specific to different clans. Additionally, it provides tables for general skills and clan-specific skills, along with the consequences of character actions such as assassination and gaining favor from the Council of 13.

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josh Britton
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0% found this document useful (0 votes)
25 views4 pages

Skaven Warband Champions Guide

The document outlines the character statistics, equipment, and advancement options for various Skaven champions in the game 'Path to Glory.' It includes details on followers, additional favor tables, and skills specific to different clans. Additionally, it provides tables for general skills and clan-specific skills, along with the consequences of character actions such as assassination and gaining favor from the Council of 13.

Uploaded by

josh Britton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SKAVEN: PATH TO GLORY

Chieftan (Champion) M WS BS S T W I A LD
5 4 4 3 4 2 6 2 6
Equipment: Hand weapon or Great Weapon or Add. Hand Weapon or Halberd
Also carries a Shield and Light Armour or Heavy Armour (+1 Favour)
Is accompanied by 4 Stormvermin w/ H. weapon, halberd and heavy armour and Shield
Clan Pestilens Priest (Champion) M WS BS S T W I A LD
5 4 3 3 5 2 5 2 5
Equipment: Hand weapon or Flail or Additional Hand Weapon or Plague Censer (+3 Favour)
Is accompanied by 2 Plague Monks w/Hand weapons
Packmaster (Champion) M WS BS S T W I A LD
6 4 3 3 4 2 6 2 6
Equipment: Hand weapon
weapon or
and Additional
any 3 itemsHand
off the
Weap.
Equipment
(usually lists
a whip) or Great Weapon
May also have Light Armour
Is accompanied by 3 Giant Rats
Clan Skyre Warlock (Champion) M WS BS S T W I A LD
5 2 3 2 3 2 4 1 6
Equipment: Hand weapon, Warp Blades or Warplock Pistol and upgraded energy canister
Followers Table 1
2d6 Follower No. PointsEquipment / model
2-3 Poison Wind Globes d3 2 Hand weap., Poison Globes
4-5 Clanrat 2d6 1 L. Armour, Shield and Hand weap.
or Spear
6-7 Slaves d6 1 Shields, H. Weap or spears or slings
8-9 Night Runner d6 1 Add. Hand weap or throw. Stars or slings
10-11 Stormvermin d6 4 Hand weap., halberd,
heavy armour and shields
12 Table 2
Followers Table 2
2d6 Follower No. PointsEquipment / model
2 Warlock 1 6 W. Blade, condesor
3-4 Plague Monks 1 6 w/Add. Hand weap.
5 Plague Censer 1 4 P. Censer
6-7 Jezzails 1 4 Jezzails
8 Giant Rats 1 6
9 Gutter Runners 3 6 Hand weap.
10 Rat Ogre 1 9
11 Rat swarm 1 8
12 Warpfire Thrower 1 11
Additional Favour Table for Chieftan (adds to basic table)
Refusing a challenge 0
Not shooting at all into HtH combat (if able to do so) -2
Additional Favour Table for Pestilens (adds to basic table)
Passing a leadership test (not cumulative) +2
Not taking 1/2 the enemy warband out of action -2
Additional Favour Table for Packmaster (adds to basic table)
Letting 1/2 of your warband be destroyed -2
Having your bodyguard take two models out of action +2
Additional Favour Table for Warlock (adds to basic table)
Losing a ranged weapon -2
Refusing a challenge 0
Advancement table
2d6 Advance
2 Skill
3-5 Clan Specific
6 1-3 = +1S
4-6 = +1A
7 +1 WS
8 1-3 = +1I
4-6 = +1LD
9 1-3 = +1T
4-6 = +1W
10-11 Clan Specific
12 Skill

Warrior Clan Skills Tables


2d6 Result
2 Assassinated! Your Chieftan is getting too powerful for his own good, and that's
making the Council of 13 nervous. They dispatch an agent to look into it…
3-4 Skill. Roll once on the General Skill Table. After 5 rolls, he draws the wrong kind
of attention from the Council and is assassinated.
5 Favoured of the Horned Rat. Re-roll missed rolls to hit in close combat for the first
round of hand to hand.
6 Found Equipment. Roll on Table 1 and add whatever is rolled for free.
7-8 Mark of the Horned One. May re-roll failed psychology tests. If rolled more then
once, this gift can be passed on to any other warband member that the player chooses.
9-10 Tunnelers! D3 Tunnel Runners w/ full equipment added to your band for the next game.
11 Warpstone Sword. +1WS, +1S, +1A
12 The Councils Favour: (all bonuses are cumulative)
1st Gift of the Council: The Chieftan gets a suit of warpstone armour, 5+ Ward save.
2nd Gift of the Council: The Council brands the Chieftan's face. He now causes Fear.
If he already causes Fear , he now causes Terror.
3rd Gift of the Council: The Council calls the Chieftan home for trials that test the
limits of endurance. He gains +1W, and +1A.
4th Gift of the Council: The Chieftan is now a Warlord, leader of a whole clan! His
badge of office is a rusted iron circlet that makes him immune
to psychology and adds +3 to his Leadership.
Clan Pesilens Skills Table
2d6 Result
2 Assassinated! Same as above.
3-4 Skill. Roll once on the General Skill Table. After 5 rolls, he draws the wrong kind
of attention from the Council and is assassinated.
5 Cloud of Flies. Any enemy models in base to base contact suffers a -1 modifier on
its rolls to hit in close combat.
6 Blessing of the Horned One. The model gains an extra Wound and is immune to
poison. If rolled again, the model will cause Fear.
7 The touch of the Horned Rat. All attacks made by the Priest are Poisoned , and
the model becomes immune to poison. If rolled twice, may be passed on to another member.
8 Blessing of the Horned One. See above.
9-10 Tunnelers! As above, but roll d3+3.
11 Bloated Foulness. Killing Blow has no effect on the model. In addition, no weapon or
spell will ever wound the model on better then a 3+.
12 The Councils Favour: (all bonuses are cumulative)
1st Gift of the Council: Your Priest receives a rare suit of warpstone armour. This
gives him a 5+ Ward save.
2nd Gift of the Council: The Council brands your Priest's face. He now causes Fear.
If he already causes Fear , he now causes Terror.
3rd Gift of the Council: The Council calls your Priest home for trials that test the
limits of endurance. He gains +1W, and +1A.
4th Gift of the Council: Your Priest is now a Warlord, leader of a whole clan! His
badge of office is a rusted iron circlet that makes him immune
to psychology and adds +3 to his Leadership.
Clan Moulder Skills Table
2d6 Result
2 Assassinated! Same as above.
3-4 Skill. Roll once on the General Skill Table. After 5 rolls, he draws the wrong kind
of attention from the Council and is assassinated.
5-6 Beastmaster. Giant Rats or Rat Ogres within 6" of the Packmaster may re-roll failed
psychology tests.
7 "One for All!" Whenever the Packmater suffers a hit, it may be transferred to any
Giant Rat or Rat Ogre within 6".
8 The Dominator! The Packmaster is graced with a whip which grants him an extra
d3 attacks in each round of close combat.
9 Rat Ogres! Your Packmaster gains 1 Rat Ogre bodyguard for the next game only.
10-11 Planned Improvement! Pick one successful experiment result: Extra Arm (extra A,
hand weapon only) or Longer Legs (+1M)
12 The Councils Favour: (all bonuses are cumulative)
1st Gift of the Council: Your Packmaster receives a rare suit of warpstone armour. This
gives him a 5+ Ward save.
2nd Gift of the Council: The Council brands the Packmaster's face. He now causes Fear.
If he already causes Fear , he now causes Terror.
3rd Gift of the Council: The Council calls the Packmaster home for trials that test the
limits of endurance. Your character gains +1W, and +1A.
4th Gift of the Council: The Packmaster is now a Warlord, leader of a whole clan! His
badge of office is a rusted iron circlet that makes him immune
to psychology and adds +3 to his Leadership.
Clan Skyre Skills Table
2d6 Result
2 Assassinated! Same as above.
3-4 Skill. Roll once on the General Skill Table. After 5 rolls, he draws the wrong kind
of attention from the Council and is assassinated.
5 Spotter. Your Warlock has gained enhanced abilities of sight. He may re-roll 1 missed
shooting attack per game.
6-7 Master Builder. The Warlock is unnaturally precise for a Skaven. Your Warband
may re-roll 1 Misfire per game.
8 Bands of Power! Used as a bound spell (Power level 4). If successfully cast, the Bands
double the Warlock's strength until his next magic phase.
9-10 Sniper! One Jezzail lends his strength to your Warband for the next game only.
11 Sniper Scope. The Warlock's warp pistol has been improved and now get +1 to hit.
12 The Councils Favour: (all bonuses are cumulative)
1st Gift of the Council: Your Warlock receives a rare suit of warpstone armour. This
gives him a 5+ Ward save.
2nd Gift of the Council: The Council brands the Warlock's face. He now causes Fear.
If he already causes Fear , he now causes Terror.
3rd Gift of the Council: The Council calls the Warlock home for trials that test the
limits of endurance. Your character gains +1W, and +1A.
4th Gift of the Council: The Warlock is now a Warlord, leader of a whole clan! His
badge of office is a rusted iron circlet that makes him immune
to psychology and adds +3 to his Leadership.
General Skills Table
d6 Result
1-2 Agile Tail. Your opponent must re-roll 1 successful roll to hit against a character with
this ability as the tail wraps up the enemy's sword arm.
3 Dodge. Opponent loses 1 A if Skaven character gives up one attack of his own.
4 Leap. The Skaven character adds 1" to his charge range.
5 Assassin's training! The Skaven character knows how to hit an opponent for maximum
effect. Roll one attack seperately. This attack will receive +1 to hit and ignores armour!
No other special rules or additions may be combined with this ability!
6 Council Advisor. The Council of 13 has sent a friendly advisor to aid your Warlord.
This advisor will most likely be from another Clan (all in the name of Clan
co-operation…) and will allow your character to make a free roll on any of the Clan
specifc Skills Tables!

Common questions

Powered by AI

Skaven champions, such as the Chieftan, Priest, Packmaster, and Warlock, each play unique roles with specialized equipment to complement their functions. The Chieftan, often equipped with heavy armor and leading Stormvermin, acts as a frontline leader, maximizing the impact of close combat forces . Priests, often associated with Plague Monks, utilize weaponry like flails or plague censers to enhance their lethality and spread debilitating conditions among enemies . Packmasters, alongside Giant Rats, focus on psychological strategy and hit redirection, effectively using their whips for additional attacks . Lastly, Warlocks provide technical prowess with warp blades and warplock pistols for both magical and ranged engagements . This combination of roles and equipment enables a balanced Skaven warband capable of adapting to diverse combat scenarios and maximizing their tactical advantages.

Plague Monks offer significant strategic benefits in a Skaven warband due to their equipment and abilities. They are equipped with additional hand weapons, enhancing their offensive capabilities in close combat. Furthermore, their potential abilities, such as the "Cloud of Flies," impose a -1 modifier on enemy rolls to hit in close combat . This ability, combined with their resilience and potential to cause Fear if certain skills are acquired, makes them advantageous for frontline engagements where attrition and disruption of enemy formations can be leveraged to the Skaven's favor .

Leadership bonuses significantly optimize the performance of Skaven champions by enhancing their command and tarrying capabilities in battle. For example, the Chieftan, upon becoming a Warlord, receives a +3 boost in Leadership, making them highly effective in maintaining control over their warband under stressful conditions and influencing other units . Similarly, the Priest, when elevated with the Council's favor, also sees a Leadership increase, which is pivotal in guiding followers like Plague Monks, who rely on such direction in battles . These bonuses amplify their resilience against morale checks and improve cohesion, essential for exploiting ambush tactics and maintaining aggressive pressure on enemy forces, which is characteristic of Skaven warfare strategies. Adjusting to these leadership dynamics ensures maximum effectiveness of the warband in executing complex maneuvers and sustaining pressure against adversaries.

The Gifts of the Council are crucial for advancing a Skaven character's class status and enhancing their influence within their clan. Each successive gift, such as receiving warpstone armor or gaining the ability to cause Fear or Terror, systematically enhances a character's combat and leadership abilities. These improvements culminate in the character being recognized as a Warlord, with additional perks like immunity to psychology and a significant Leadership boost . This progression not only increases the character's individual capabilities but also consolidates their political power and command within the clan, elevating their status and influence among the Skaven hierarchy .

A Chieftan can progress and gain additional abilities or status through the awarding of gifts from the Council. For example, the 1st Gift of the Council provides a suit of warpstone armor, offering a 5+ Ward save. Further gifts include causing Fear or Terror, increasing Wounds and Attacks, and ultimately becoming a Warlord with immunity to psychology and an increased Leadership by +3 . These gifts have significant implications as they enhance the Chieftan's prowess in battle and leadership capabilities, reflecting the Council's favor and confidence in their leadership .

A Warlock’s presence significantly influences Skaven battle tactics by providing magical support and enhancing offensive capabilities. The 'Bands of Power' spell, for instance, doubles the Warlock's strength temporarily, allowing for formidable close-combat engagements . This strategic empowerment can turn the tide in critical combat phases, allowing a warband to exploit weakened enemy lines or reinforce vulnerable positions. Coupled with other magical enhancements like improved shooting accuracy, Warlocks offer versatile utility on the battlefield, aligning with Skaven's strategies of overwhelming force and disruptive attacks .

The "Council's Favour" profoundly impacts both a Skaven Packmaster and a Warlock by enhancing their abilities and authority. For a Packmaster, receiving the favour includes acquiring warpstone armor, leading to increased protection and psychological effects such as causing Fear or Terror. The Packmaster also gains +1 Wound and +1 Attack through trials, ultimately advancing to Warlord status, which includes immunity to psychology and a Leadership boost . For a Warlock, similar benefits apply with warpstone armor and Fear-inducing branding, plus the enhancements through trials, but the focus is on augmenting technical prowess, such as improvement in shooting capabilities and magical strength, highlighting the specialized roles and development paths tailored to their different functions within the Skaven hierarchy .

If a Skaven character draws too much attention from the Council of 13, one potential outcome is assassination, especially after multiple advancements or skill acquisitions . Mechanisms to mitigate these risks include strategic use of skills and abilities to avoid excessive attention, such as diversifying skills obtained across different tables instead of concentrating in one area, and utilizing gifts and abilities that enhance survival and effectiveness in battle without attracting unwanted notice . The complex interplay of advancement and survival emphasizes the need for careful management of power dynamics within the Skaven political framework.

"Assassin's training" significantly enhances a Skaven warrior's combat strategy by enabling them to target and deal maximum damage to key opponents through a finely tuned attack. This skill allows one attack per combat to be rolled separately, receiving +1 to hit and ignoring an opponent's armor . This capability makes Skaven warriors particularly dangerous against heavily armored foes, as it increases their effectiveness in removing critical threats swiftly. It compels opponents to maintain a cautious distance or risk significant loss of force in close combat, thus affecting the dynamics of engagements by shifting advantages to tactical skirmishes rather than prolonged battle lines.

In a skirmish scenario, imagine a dense urban environment split by alleys and rooftops, perfect for the stealth and agility of Skaven Gutter Runners. These units, equipped with hand weapons and potentially throwing stars, could execute hit-and-run tactics, exploiting their stealth to sow chaos. The scenario might involve retrieving a critical artifact guarded by a more numerous enemy force. Gutter Runners can utilize rooftops to avoid detection, launching surprise attacks and using their special abilities like swift movement and concealment to disrupt enemy formations and morale. Their ability to position themselves unpredictably could shift the outcome dramatically by neutralizing enemy leaders or installing panic, enabling the larger Skaven warband to initiate a decisive ambush, illustrating the tactical depth and flexibility Gutter Runners provide .

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