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Clan Eshin Skaven Team

various


Clan Eshin Skaven Team

No Position MA ST AG AV Skills Cost Gen Agi Pass Str Phys



Linerats 7 3 3 7 None 50,000 * - - - *

Black Skaven 7 3 3 7 Block 80,000 * - - * *

Gutter Runners9 2 4 7 Dodge 80,000 * * - - *

Night Runners 8 3 4 7 Dauntless, Dodge 110,000 * * - - *

Reroll Cost: 60,000 GC  Physical Skills may only be taken on doubles as normal

Clan Eshin Secret Weapons

When a Clan Eshin Night Runner has gained enough SPP's to allow a roll on the player advancement table, you may instead choose to take a secret weapon from the list below. Note that this replaces the roll on the player advancement table and is not in addition to a normal advancement roll. Also, you may not roll on the player advancement table first and then chose to take a secret weapon in place of the skill or attribute increase rolled. Night Runners are the only members of the Clan Eshin team that may take secret weapons, and each Night Runner may only ever have one secret weapon. The cost of the secret weapon must be paid immediately, and if you do not have sufficient money in your team treasury then a secret weapon may not be chosen. The secret weapons on the list below are the only weapons that members of a Clan Eshin team may take. The cost of the secret weapon is added to that of the Night Runner for purposes of calculating Team Rating etc.

Fighting Claws  Cost: 30,000 GC Penalty Roll: 10+

2 to all armour rolls made by this player as a result of blocking. May not be used by a player who has the Claw or Razor Sharp Claw physical abilities, and counts as a skill for purposes of combining with other skills (Piling On, Mighty Blow etc.).

Weeping Blade Cost: 50,000 GC Penalty Roll: 11+

Works exactly the same as the Poisoned Dagger secret weapon except with a +1 to the armour roll and the poison does not wear off after the first successful strike.

Throwing Stars Cost: 40,000 GC Penalty Roll: 9+

Instead of taking a normal action, a Night Runner equipped with throwing stars may instead take a special action. He may first move up to his full movement distance as normal, and then he may throw a throwing star at any opposition player in range. The accuracy of the attack is worked out using the standard passing rules, except as noted. Use the range ruler to measure the distance to the target, but increase the range band by one (eg. an opponent in quick pass range counts as a short pass, an opponent in long bomb range cannot be targeted). If the throwing star is on target then treat the victim as if he had been struck with a Poisoned Dagger (the poison is always in effect in every throwing star attack, as obviously a separate throwing star is used for each attack). A throwing star may not be intercepted, but if the "passing" roll to hit is 1 or less, before or after modification, rather than "fumbling" the throwing star, the attack may accidentally strike one of the Night Runner's team mates. Place the range ruler between the Night Runner and the intended target. If any of the Night Runner's team mates are fully or partially covered by the range ruler then the first in line (i.e. the closest to the Night Runner, selected at random if two are equally close) is struck instead. If no one is eligible as a victim then the "fumbled" attack is counted as a miss as normal. Do not roll for scatter for an inaccurate throwing star attack, as it is assumed that the throwing star missed completely and has no further effect.


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