Incoming! Beastmen
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AdeptiCon 2010 Registration Now Open!
AdeptiCon 2010 Registration Now Open!
It’s time to gather up your wargaming buddies and start making travel plans, because its that time of year again!
Online registration for AdeptiCon 2010 is now open at http://www.adepticon.org/cart/.
AdeptiCon 2010 will take place on March 26-28th, 2010, at the Westin Lombard Yorktown Center in Lombard, IL, just outside of Chicago.
In this, our eighth year, we’re run a jam-packed schedule of tournaments, seminars, and free events to make sure that this AdeptiCon
is the best ever. Gamers and hobbyists from across the country and the world will converge on Chicago for a weekend of fun, friendship,
and miniature wargaming excitement.
Register today at http://www.adepticon.org/cart/.
The More Things Change…
Every year AdeptiCon has grown and added new events, and this year’s no different. This year, AdeptiCon welcomes two new games
manufacturers to the AdeptiCon family: Battlefront Games (makers of the award-winning WWII miniature game Flames of War) and
Privateer Press (makers of the increasingly popular Warmachine, Hordes, and Monsterpocalypse games).
The AdeptiCon weekend will feature a full slate of events for Flames of War, Warmachine, Hordes, and Monsterpocalypse, including
a tournaments, seminars, and free demonstration games all weekend long.
Stay tuned for more information about our newest additions to the AdeptiCon lineup, or find out more and register at
http://www.adepticon.org/cart/.
…The More They Stay The Same
Our lineup of Games Workshop games remains one of our primary focuses, as old favorites such as the 40K National
Team Tournament, Fantasy Championships, Lord of the Rings Championships, and our lineup of Specialist Games events return.
Our tournaments, open gaming, and seminars will continue to set the bar in terms of fan-run excellence.
Come and become a part of the largest fan-run independent convention in the hobby. For almost a decade, AdeptiCon has been
the place where miniature wargaming enthusiasts from across the country and the world can gather and enjoy the fun and e
xcitement of a hobby that we all share. From humble beginnings to today, our motto remains the same: “For Gamers, By Gamers.”
Become a part of the experience! You can view our full lineup of events and register online at http://www.adepticon.org/cart/.
Stay tuned for more news about AdeptiCon 2010! See you in the Windy City!
Domus
Some big rules changes this year for fantasy.
Friday No Comp event at 2999.
Fantasy Champs using WPS for comp scoring.
No Lord option in WFB Team Tourney.
Its getting to be that time of year again
| Games Workshop has wasted no time in posting their Holiday gift giving web site. If your interested in making a list for whatever holiday you follow this year be sure to check out their Gift Guide. |
WHFB: Errata and Frequently Asked Questions Documents
On the old Games Workshop site it was a tad easier to find information. As with many things now you just need to know where to look. Recently some one asked me where has the FAQ and Eratta gone to..well here is a easy link right to the page.
Below you will find all the latest FAQs and Errata pages for Warhammer and your favorite Warhammer armies. Next to the name, you’ll see a date that will tell you when the FAQ was put on the web site. This way you’ll be able to tell which FAQs have been added or changed since your last visit.

Fantasy Props
A very cool site that makes props for movies, parties , conventions you name it. Take a look at their 40K bolter.
Chaos In The Old World – Review
Here is a good review on Fantasy Flights Chaos in the Wold World by Hogs of War
Chaos in the Old World
What hope can there be for the mortal world?
— Liber Malefic
In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease.Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.
In the Chaos in the Old World board game, each player takes the role of one of the malevolent Lords of Chaos. Each god’s distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos…for now.
The time of woe is upon us.
— Grimoire Daemonicus
Chaos in the Old World includes:
- 1 Rulebook
- 1 Game Board
- 45 High-quality, fully detailed plastic playing pieces
- 4 Threat Dials
- 4 Power Sheets
- More than 175 Tokens
- Over 125 Cards
- 5 Dice
Warhammer ‘Ard Boyz Semi Finals 10/24

Warhammer ‘Ard Boyz Semi Finals 10/24
You have fought and clawed your way through the preliminaries, earning your way into the Semi Final Rounds on October 24th. Players who finish in the top three will be invited to the Warhammer Ard Boyz Finals on November 21st in Chicago, Il.
Skaven Army book confirmations
Bram Gaunts Skaven summary from Warseer, still buyer beware until you happen to have the book in front of you.
I had a nice long look into the Army book, and as a passionate Warhammer player I absorbed as much info as I could.
I might be wrong at some details, still, I think I got all that’s necessary to give a good overview. Remember that I hail from germany, and therefore I translated most of it as good as possible.
1st: Armywide special rules and differences from “normal” armies, changes from old book.
Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc.
And than there are the “special” lists of items. Some characters as the Assassins for Example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc.
Shooting into close combat – gone. Yes, it’s gone. Really.
placing characters within the last rank – gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc.
Other army wide rules: Live to fight another day: +1 distance to flee.
you get +1 morale (up to a maximum of 10) in the higth of your rank bonus.
looted wargear (not sure about the name)
thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character.
Warpstone pistol – 8 points. 10 ” range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means.
Warstone rifle – S 5 Warpstone musket. Move or shoot. 10 points.
Guardian rat – 1 WS 3 S 3 aditional attack with bearers initiative. 5 points.
Tail weapon – 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons.
Poisoned attacks – 15 points.
2nd – Units.
I start with the boring stuff here, everyone who’s interested into the hell pit abomination should scroll down…
If I do not mention otherwise, every unit has +1 to flee and +MW for ranks.
Core
Clanrats -
the same. 4 points each with 1/2 (yes, one half) point for shields and spears.
Stormvermin:
Strength 3. Come with halberds and mail armour for 7 points, 1 point for shields. One unit may have a magic banner for 50 points. Champion may pic from the “wargear loot” equip for 15 points.
Both Clanrats and Stormvermin may add one (1) weapon team of the following:
Flamethrower (70 points) , Thing-shredder (55 points), Globe mortar (65 points), Rattling gun (55 points)
Flame throwers now have flaming attacks.
rattling guns are the same, but do not hit automatically. the do not suffer a penalty for multiple shots or longe distance shooting.
Slaves -
two points each. 1/2 point for shields, spears or slings. No weapon teams, no champion, Musician standard costs halved.
Slaves have two special rules, one is “cornered” which I do not remember… the other is “worthless” – as long as an enemy is only engaged with slaves, you may shoot into the close combat.
Slaves do not provoke panic tests from any other unit than slaves.
Shadowrunners
May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. 7 points per model,
come with two hand weapons and shuriken.
Champion has a 6+ ward save.
Giant Rats: little cheaper, do not count for minimum of core units
Vermin swarm: 25 points, same as giant rats. do not block linoe of sight.
Special
Gutter runners
May have a warp tunneler. skirmish, outflank from any edge.
Champion has a 5+ ward save. Come with same es shadow runners.
May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks for 5 ppM.
Rat ogres.
Same price here, same profile, come with… frenzy…? don’t know the english term. You are granted +1 attack but you have to charge if possible.
you may add as many ogres to the unit as you want (4 ppM), for each 2 ogres you may add one more handler.
May have a mastermoulder (counts as champion, may have 30 points wargear, a Thing-cather which grants him killing blow for 20 points or a great weapon for 4 points.
Mastermoulder profile is 6 5 3 4 4 2 5 2 6
Plague monks: 7 points per model, come with two handweapons, one unit may have a standard for 50 points.
Still have frenzy (was it frenzy? se rat ogres for what I mean…)
Jezzails: 20 points per model. 4+ armour save, NO skirmishers. May have a champion with BS 4 for 10 points. Unit size 3+
Censer bearers: the same almost, forgot about them.
Globardiers: 10 ppm. 5 – 15
Special rules: Life is worthless… may fire into close combat.
shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with.
Lords
I did not look up neither the abilities of special characters, nor their options. I just list you the points.
Lord Skrolk: 470
Thanquol: 450
Ikit Claw: 395
Skrotz the mutant: 225
newHeadhunter-thing-char: 215
After a brief overlook he seemed pretty strong with WS 7 and 6 attacks…
Verminlord: 500 points.
profile: 8 8 4 6 5 5 10 5 8
Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon.
The vermin lord may not be the general of your army.
Warlord: 90 points.
Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. 240 points.
The Screaming bell is his mount, 200 points. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the “Plague menetekel” (now this word is totally strange to me, and there seems to be no translation to english… wiki led me to this:http://en.wikipedia.org/wiki/The_writing_on_the_wall
There’s a Rat ogre ringing the bell and a grey seer (with horns) riding the bell. Function of the screaming bell later.
Heroes.
Snikch: has a mantle which obscures him, he’s only visible to units on 4+. 270 points.
He has got a murdering profile, Initiative 10 and always strikes first.
Tretch: 145 points.
Assassin. Sad part first: assassins do take a heroe’s choice. They work pretty much like DE assassins, with lower profile (stil I 9 ASF)
Warlock: 15 points. At this stage he’s a technician only, no wizard.
he may be upgraded to level 1 for 50 points or level 2 for 85 points.
Only one to have 2 warpstone pistols…
May chose lore of doom only. (more to magic later)
Plaguepriest: 100 points, lvl 1 wizard. may chose lore of plague. May have a Plague Menetekel giant swingy-thingy… oO for 150 points.
Now, lets start the interesting point:
Screaming bell.
Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn.
Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5.
Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3)) or the prophet.
Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all.
Ringing the bell (thats what you wanted…)
at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three.
The bell is automatically rung if wounded by a S5 or higher missile attack.
Results:
1 – nothing happens. Spank-spank the Rat ogre for failing-failing…
2 – 4 unit with the bell attached moves D6 inches forward (and may attack if possible)
5 – 8 all friendly units may reroll morale checks within 24 inches of the bell
9 – 10 Bell (not the seer) casts the Spell “Scorch” from lore of doom (see later with magic) at power level 5
11 – 12 All enemys with T7 or higher suffer D3 wounds
13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round.
14 – 16 All units within 12 ” gain +1 attack for this turn.
17: All gain +1 attack and get to reroll tohit and to wound
18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves.
if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits.
If you roll three equals, both bell and prophet suffer a S5 hit.
Plague menetekel:
It’s not a furnace, it’s like the bell itself, but with a big censer instead of the bell.
Moves just like the screaming bell, but may only be joined by Plague monks.
I do not remember a lot of this thing. It has two effects, the one’s a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint.
Which leaves us with
Rare choices
Hell Pit abomination: 235 points.
It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me…
Causes impact hits, Terror, Large Target, Regeneration, Stubborn.
Profile: 3W6, 3 1 6 5 6 4 * 8
Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 – 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound.
Special attacks: Troll 1 D6 to determine how it strikes
1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds.
2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination.
5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits.
If the nasty thing is dead, playe a marker at it’s position. at the beginning of your next turn, roll 1 D6.
1 – 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg.
4 – 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms.
6: It’s ALIVE!! The Abomination comes back to life with D6 Lifepoints.
Doom Wheel – 150 points
Causes Terror, Impact hits (D6 + 1), Large target.
Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops…
when negaged in close combat it may crush the enemy, causing D3 S6 hits.
Warplightning Arc – has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7.
If you roll a malfunction: 1: suffers D6 S6 hits, – 1 D6 movements. Three times this result and it is destroyed.
2-5 moves at a random direction.
6: Whats that button-button fore? Moves an aditional D6 until end of game.
Warp Lightnin canon – 90 points.
No more ward save, does not have to pick “flee”.
It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark “jumps” and for the strength.
Malfanction: 1- 2 : it exploed.
3 – 5: oooops… shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line.
6 – may not shoot this turn.
Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. 100 points.
Magic:
As reported there are two lores: Lore of Doom and Lore of plagues.
But first….
the DREADED 13th Spell – cure of the horned rat. Cast on 25.
Only grey seers may have it.
It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just “release therir former brothers from their suffering”)
Lore of Doom:
1 – Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+
2 – Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster.
3 – Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+
4 – Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don’t get +3 attacks) lasts until unit looses combat.
5 – Scorch: places 3″ template within 24 “, causing a flaming S5 attack to any model touched. Cast on 11+
6 – Jaws of the World Rat (seriously, it’s named somewhat else, something with chasm or canyon or what ever, but the effect is the same…) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+.
Lore of plague.
1 – Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour.
2 – Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!)
3 – Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+
4 – Verminflood: cast on 8+: 5 ” template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits.
5 – Foul clourd: cast on 11+ all units within 12 ” suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+.
6 – the plague: same as before. cast on 12.
Weapon teams: almost forgot about them.
They come with heavy armour. As long as they stay within 3″ of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual)
Queek headhunter: He grants one unit of stormvermin +1 WS and S, however only he may join this unit, and he cannot join a unit with a caster or warlock char attached. He’s a really strong fighter and has a 3+ armour save. I think I read WS 7 and 6 attacks…
Snikch: Master assassin, bears a cloak of stolen human hair and tears which grants him invisibility: He may only be shot at, cast at or charged on a D6 roll of 4+. Any unit who does not “see” him may ignore him in any purpous – LoS, march if enemy is within 8 Inches, etc. If you tried to “see” him and failed, you may pick another target.
He has WS 8 or 9 and always strikes first at initiative 10.
Strength in Numbers
A new Skaven rule for increased leadership. All ranks beyond the first add to leadership to a max of LD 10. It is no longer limited to the first 3 ranks.
Life is Cheap
The only unit that has this is Poisoned Wind Globadiers. They can throw their globes into close combat.
Scurry Away
+1″ to fleeing movement
Skaven Magic
Split between two domains: Ruin and Plague. Certain clan models get a certain domain. Almost all wizards can choose to take warp lighting instead of what they rolled.
Cracks Call: Casts on 11+ – Roll 4d6″ draw a line. All models in that line make initiative test or are removed. Chariots make a 4+ save. Buildings are destroyed on 5+
The 13th Spell: Casts on 25+ – Target a unit within 24″. Roll 4d6. Replace unit models with that many rats. If there is not that many, then replace only those that can be replaced. If there are more than that – they are destroyed. This is now a new unit under the casting players control.
Slaves
Cornered Rats – When the unit breaks it now deal wounds to all units within d6 inches, then is immediatley removed.
Expendable – Slaves still do not cause panic charges when they break.
Giant Rats
Can form ranks. Can get Leadership bonuses. In combat, the second rank also gets to attack.
Rat Ogres
Str 5, Toughness 4, 3 wounds Can form ranks. Get leadership bonus from ranks.
Warp Lighting Cannon
Shoots like a cannon. Roll the artillery dice for its strength. Misfire goes to chart. No longer has to flee as a charge reaction – cannot use grapeshot. Places small blast at the end of the shot resolving hits at strength rolled. Each hit is d6 wounds.
Screaming Bell
Plastic kit. Parts can be seen in the new White Dwarf on the watchtower.
The kit can also be used to make two other models from the book.
Doom Censer (a giant plague censer that is pushed around) The fumes cause harm to those in the area, and also cause problems for the crew.
Warpstone Catapult – A stone thrower – no special rules for the center of the template. Wounds all hit by template on 4+. If casualties are inflicted it causes a panic test.
Weapon teams
These are bought with a unit (clanrats, stormvermin). They must deploy within 3″. If they stay within 3″ of their parent, they get rank bonuses to their leadership, and also get 4+ ward save if within 3″ of parent unit.
Warpfire thrower: Pretty much the same
Ratling gun – the dice now accumulate shots, not hits. Str 4 -2 armor.
Warpfire Mortar – treated like a stone thrower, using the teams or its parent unit’s line of site. Wounds on 4+, Small blast.
Doom Flayer – kind of like a Goblin Fanatic. Big spiky ball that moves randomly and inflict hits + additional impact hits. Has 3+ armor save
Fellblade : S10 does D6 wounds, Enemy must reroll any passed Ward save against it. Still lose a wound if you don’t roll 3+ like before
The Gourger : no AS allowed
Weeping blade : Armour piercing, does D3 wounds.
Dwarfenbane : not the weapon Queek wields… reroll to wound rolls and Armour piercing against Dwarfs…
Warpstone armour : 3+ AS and S4 hits for attacker for each passed the AS. (Notes that it may be taken by Warlock engineers)
Rust Armour with 4+ AS, if the AS is ignored by Strength modifier or something discard this hit, but the Armour is destroyed….
Cautious Shield, -1 Attack for one (1) model in btb contact
Warpstone Token, 15 points, I think it does the same as before, but didn’t read the Text, it was rather large… so, no idea.
Warp energy accumulator : +2 hits if casting a warplightning (not if a 1 for the number of hits is rolled) and generates a power dice on 5+.
Skavenbrew is like before
Skalm is like before but cheaper
Staff of corruption : Flail, after to hit rolls, a model which is hit one or more times must pass a single T test or is slain immediately (no saves of any kind allowed !!). If it survives, go on with the normal to wound rolls and so on. (antidark elf? )
Howling pipe:
- whoever wants to charge the bearers unit must pass a LD check or may not charge
Something wretched:
- all units in BtB with the bearer gain -1 LD
Clan Eshin only Items:
Warpstone throwing stars:
- same same
Hellbombs:
-Now THATS cool. The bearer may plant it after moving as long as he is not in CC or shooting (even after marching). Its a small template. The bearer may blow it up anytime except the turn he planted it and as long as he is in the explosion radius. When triggered it blows up on a 2+ (on a 1 it was a fake). all models Not under the center recive a S3 hit, the model under the center receives S6 D3 wounds
Smoke Bombs:
- enemy chases 1D6 less (VERY CHEAP)
Clan Scryre only:
Bronze Globe:
- same same
Devestator Rocket:
- One use only, you may roll between 4and 10 D6 and chose a direction. That number in inches is the point the rocket hits. it has a5 inches template. All models hit suffer a S5 hit (S10 D6 damage under the center)
Warlocks okular?:
- warlock gains +1 BS and ignores intervening terrain and units for shooting
Clan Moulder only:
electric whip: may make D3 attacks from back rank
Plague Clan only:
Deathwind Globe:
- same same
Banner of unholy frenzy:
- one use, the unit may re roll to it and to wound rolls this turn
General Banners:
Banner of the horned Rat:
- Enemies within 12 gain -1 LD and enemies in Btb must reroll successful morale checks
Storm Banner:
- last for only one round and skaven range attacks are unaffected
- storm vermin and Plague monks may carry it now
Banner of the Horde:
- +1 combat resolution
- +3 combat resolution instead when you have more ranks than the enemy
Banner of the Rot:
- Causes T tests just like a plague censer
Banner of crawling rats:
- Units in Btb suffer S3 hits during shooting phase and if the unit is broken in close combat all chasing units suffer an additional D6+2 S3 hits
Banner of the Underground war:
- The unit hates Dwarfs and Dwarfs hate them
Banner of the shadow move:
- One use, The unit may triple its movement when marching but suffers 2D6 S3 hits”
WHFB: Skaven Advance Orders
The new Skaven army book is right around the corner and GW has posted the new items for Advance Order.
Warhammer Armies: Skaven $25
112-page Warhammer Armies Book contains all the rules you need to field a Skaven army, as well as detailed background information, bestiary, accompanying artwork and ‘Eavy Metal showcase.
Skaven Stormvermin $49.50
This box set contains 20 multi-part plastic Stormvermin armed with halberds.
Skaven Clanrats $33.00
20 multi-part plastic Skaven Clanrats
Skaven Doomwheel $33.00
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