Skaven

*The Nightmaster of Clan Eshin has sent small warbands of Skaven skittering through secret tunnels into the city to gather up the shining stones and bring them back to the clan nests. The Skaven of Clan Eshin are supremely adapted to their task. Masters of the art of bringing silent death to their foes, they are skilled in the use of poison and trained in the thousand secrets of the assasin.*

Skaven are one of the many Factions you can play in Mordheim: Warband Skirmish, to constitute your Warband.

 Skaven Traits

Compared to Human Mercenaries, Skaven get...

* Move +1, Initiative +10 and Leadership -30.
* Access to Special Skaven Skills.
	+ The Art of Silent Death Grants +1 or +2 Attacks depending on the weapon.
	+ Tail Fighting One additional Attack, but with Enemy Defence: +20.
	+ Perfect Killer Enemy Defence: -15 in all his attacks.
	+ Black Hunger +2 Movement and +1 Attack for one turn ,causes 0-3 damage.
	+ Gutter Runner (instead of Sprint) +1 to Move.
	+ Infiltration oOne additional extra turn during the first turn of the battle.
* Free Rat Handling ability (an invisible skill; see below).
* A 20% discount when hiring Henchmen.
* Restricted to short range weapons (can't use bows, crossbows and rifles).

## Leader: Assassin

*The Nightmaster of Clan Eshin has sent the Assassin to collect precious wyrdstone. Success means many breeders, wealth and a better position amongst the clan. Failure, on the other hand, is best not contemplated...*

*\*\*The Assassin is equiped with Eshin Robe that grant him +5 to Initiative*

Leader: Leadership Range 6

## Henchmen: Verminkin

*Verminkin are the Clanrats of Clan Eshin. The strongest amongst them are initiated into the secrets of the clans and begin their training to become Assassins, the most feared warriors of Skaven warbands. All the Clanrats of Clan Eshin dream of rising to the status of Assassin one day.*

 Known skills
 Skill access

## Rat Handling

All Skaven units can buy/equip a Giant Rat pet at the Camp (other Factions need Animal Handling skill to unlock pets). Assassins can also choose a Rat Ogre instead of a Giant Rat, if they can afford it. Personnally, I never use pets:

* Unless you have a Packmaster to guide them, I think Giant Rats must take a Leadership test or move around without purpose. They take cover spaces and disable most ranged units when they engage melee combat with opponent. There is a Strategy that involves having tons of them, 3 Eshin Sorcerers with Children of the Horned Rat, a Packmaster and Combat Assassins and Verminkin. Where you overwhelm the opponent with seer number of Giant Rats. However its only good for initial and mid games, and not so good against Undead and Fear inducing opponents. Additionally, the games take much longer since you will have to wait for all of those rats to move.

* As for Rat Ogres, they're paralyzed with stupidity unless they take a Leadership test (probably freezing the Packmaster too, if you make it hang around to help next turn). They're real beast in action, but getting them there is no easy task (It combines well with the aforemention Strategy if you have the funds (300G).

## Skaven Weapons

Skaven can use some common weapons like cleavers, clubs or maces, but most of their weapons are exclusive to their Faction (see Right Hand and Left Hand weapons):

* Throwing Knife/Trisymbol/Throwing Star: Stay hidden while shooting shurikens from the shadows.
* Weeping Blades: Dual blades for one extra Attack.
* Fighting Claws: Enhancement to The Art of Silent Death, for extra attacks a total of +2 Attacks and Critical Hit +15%.
* Warplock Pistols (single or dual): Best pistols in the game, period (Strength 50 Enemy Defence:-50). Remember that pistols can be used in melee, and having a pair means you get at least 3 attacks (your melee attacks and 2 shots). This is borderline an exploit, so much this strategy packs power for very little rating.
* Some one-handed Swords: Straight Sword, Jagged Sword.
* Wide range of Spears and Whips (Spear, Jagged Spear, Bladed Spear, Whip and Thing Catcher) and Halberds (Halberd, Hooked Halberd).

 Skaven do not have access to double-handed weapons besides Halberds, wich makes their Strongman skill useless except for the access to Mighty Blow.

Skaven have access to few Bludgeoning Weapons (only Club and Mace), which are perfectly fine and not much worse than Skull Hammer or Comet Maul, meta weapons for other Factions in late game. Additionally, their lack of Bludgeoning weapons can be compensated thanks to the Perfect Killer Skill (Enemy Defence:-15), the Sorcerer's Curse spell (Enemy Defence: -30) and Warplock Pistols (Enemy Defence:-50). Except for Dwarf Treasure Hunters that can raise their Defence to 100 in combat, a warrior tank with Gromril Armour (Def+40), Visored Helm (Def+10), Votive Shield (Def+15), Resilient (Def+10), Step Aside (Def+10) will have Defence 85. With Warplock Pistol (Def-50) and Perfect Killer (Def-15) their Defence will be lower to 20, as Skull Hammer or Comet Maul (Enemy Max Defence: 20) do, although only on the 2 pistol shots, the normal attacks will only lower the Enemy Defence -15 or -45 if combined with Sorcerer's Curse.

## Skaven Armours

Skaven are strong enough to wear Gromril, but won't ever do so to not sacrifice their uncanny agility. As for Ithilmar, well, its itchy, isn't it?

Skaven can at best wear Heavy Banded Armour (Def+27, Wt 2). But most will prefer cheap Eshin Robe (I+5 Wt 0) or light Bite Pads (Def+10, Wt 0). They rarely use shields (because of Weeping Blades, Fighting Claws, Dual Warplock Pistols and Throwing Star), but when they do, their best option is the light Half Shield (Def+5, Parry: +10%, Wt 0).

## Levelling Skaven Warbands

Due to their lack of Leadership and high Initiative and Movemet Skaven are best suited for sneaky or rushing strategies with ranged attacks (either thrown weapons experts or close combat pistoliers). They also could be developed as pure Close Combat fighters displaying a high number of attacks (up to 8 or 10 (3 basic Attacks +2 Fighting Claws and The Art of Silent Death, +1 Black Hunger, +1 Combat Master, +2 Assassins only Black Fury, +1 Tail Fighting)) but lacking effectiveness against heavy armoured opponents. While Pistoliers and Pure Combat fighters can mix perfectly Thrown weapon experts does not mix well with combat fighters and so so with pistoliers.

### Ranged Skaven

Verminkin recommended Initial Stats:

* 5 Wounds
* Weapon Skill as high as possible but it is not the first priority (best at least 30)
* Ballistic Skill 35 (if you grow tired you should always get one with 30 or more)

* Strength at least 30 but as high as possible
* Initiative at least 40 but as high as possible
* Leadership it is going to be crap anyway so it is not that important, but if you can choose take the highest value.

#### Thrown Weapons experts

It usually is a great option to initially develop your Assassin, Verminkin and Packmaster as Throwing Star/Trisymbol/Throwing Knife experts. Initially you could just equip them only with a Thrown Weapon and no Right Hand weapon. This will lower the Warband rating, and actually increase their capabilities. Having no Right Hand weapon makes them attack in close combat with their Fists, lowering their Strength (-10) an Critical Hit (-5%) in close combat, which reduces their rating, but it also increases their Initiative (+5). I think Trisymbols are best for these purposes, they have higher hit chance than Throwing Knives and less warband ratio than Throwing Knives (5 Strength less) and Throwing Stars (no Critical Hit bonus). You should practice the Alpha Strike, to have 2 consecutive rounds of 3 close range projectiles with each of your warband members. Be aware that Giant Rats and Rat Ogres will charge your enemies and disable your Thrown Weapons, so best to avoid them.

Development example: Thrown Weapons Training (only Packmaster), Ballistic Skill Increase up to 45+, Thrown Weapons Mastery, Knife Fighter, Ballistic Skill Increase up to max. Their basic development will be finished at this point, and you can take a step back on the levelling process and consider the rest of their development options while you crash your opponents and earn experience.

If you choose to follow this path the next skill choices should be focus on making them sneaky (common to most Skaven Path): Hidden in the Shadows, Strength Increase 1, Wounds Increase 1, Initiative Increase up to 50+ (This will increase your perception range and ensure you can Alpha Strike), Gutter Runner, Infiltration (Is a great skill, it will allow you to have 3 consecutive turns before the enemy's second turn), Quick Reactions, (If you want to change your development path this is another good point), Ambush, Strength Increase 2, Wounds Increase 2, Lightning Reflexes, Dodge, Weapon Skill Increase up to 40+, Perfect Killer, Strength Increase 3, Wounds Increase 3, Strike to Injure. If you want at some point, you can learn Perception with a couple of Skaven to further improve their visibility range. At some point during this development, you should invest in Throwing Stars and arm them with Maces. Up to this point, your best choice if engaged in combat is to run and loose one turn of shooting but not your life while the rest of the warband shred down the enemy. To avoid this and to mould down Heavy armoured opponents your following skills should be focus on close combat attacks and defences: Resilient , Armour Training (Only you want to have extra Defence instead of Initiative or Leadership), Fearsome (at this point is a toss up, it could prevent some enemies from charging you, but latter on you could really use it if engage in close combat with a Fear inducing Heavy armoured opponent), Weapons Master, Attack Increase 1, Weapon Skill up to 50+, Attack Increase 2, Black Hunger, Combat Master, Advanced Weapon Master, Web of Steel, Weapon Skill Increase up to max, Step Aside.

#### Pistoliers

Since the Warplock Pistols are really expensive (between 140G and 300G) it is better to start their development as Thrown weapon experts and then switch to Pistoliers (you will need 2 or 3 extra levels but have really effective Skaven while you earn the sufficient funds). Beware that Thrown Weapons experts and pistoliers don't mix well, so it is better to change all of the thrown weapons expert to pistoliers at the same time.

A possible development could be Thrown Weapons Training (only Packmaster), Ballistic Skill Increase up to 45+, Thrown Weapons Mastery, Knife Fighter, Strength Increase 1, Wounds Increase 1, Blackpowder Training, Blackpowder Mastery, Hunter, Pistolier, Strength Increase 2, Wounds Increase 2, Strength Increase 3, Wounds Increase 3, Fearsome (since you are going to be doing most of the charging it is crucial), Eagle Eyes, Quick Shot (Is not essential but good in the long run), Weapon Skill Increase up to 40+, Perfect Killer, Attack Increase 1, Quick Reactions, Lightning Reflexes, Dodge, Ambush, Initiative Increase up to 50+, Gutter Runner, Infiltration, Resilient, Armour Training, Black Hunger, Weapon Skill Increase up to 50+, Attack Increase 2, Combat Master, Strike to Injure, Quick Recovery, Step Aside, Advanced Weapon Master, Web of Steel.

### Close Combat Figthers

Verminkin recommended Initial Stats:

* 5 Wounds
* Weapon Skill at least 30 but as high as possible
* Ballistic Skill is not really important unless later on you want to switch careers (best if at least 30)

* Strength at least 30 but as high as possible
* Initiative at least 40 but as high as possible
* Leadership it is going to be crap anyway so it is not that important, but if you can choose take the highest value.

#### Damage Dealers

Skaven have a different approach than most warbands when it comes to close combat damage dealers, instead of relying in few powerfull attacks with a two-handed weapon, they rely on a high number of attacks of normal strength. They can be equipped with dual weapons (Weeping Blades (+1 Attack, Critical Hit: +25%, Parry: +25%) or Fighting Claws (+2 Attacks and Critical Hit +15% (The Art of Silent Death), Parry: +15%, Initiative +5)); or if they are facing heavy armoured opponents with a Mace (Enemy Max Defence: 25) and either a Half Shield (Defence +5, Parry: +10%), or a Warplock Pistol (+1 Attack with Strength 50, Enemy Defence: -50/-65 (Perfect Killer)).

A possible development could be: Unarmed Master, The Art of Silent Death (This 2 skills allows you to make 2 attacks without having to equip any Right Handed Weapons with Critical Hit: +15%)), Strength Increase 1, Wounds Increase 1, Resilient, Weapon Skill Increase up to 40+, Attack Increase 1, Strength Increase 2, Wounds Increase 2, Black Hunger, Strength Increase 3, Wounds Increase 3, Fearsome, Hidden in the Shadows (to alpha strike and increase your survivability), Advanced Weapons Training, Advanced Weapon Mastery, Weapon Skill Increase up to 50+, Attack Increase 2, Step Aside, Combat Master, Initiative Increase up to 50+, Gutter Runner, Infiltration, Strongman, Mighty Blow, Quick Reactions, Lightning Reflexes, Quick Recovery, Dodge, Weapon Master, Ballistic Skill Increase up to 40+, Perfect Killer, Blackpowder Training, Blackpowder Mastery, Hunter, Eagle Eyes, Ballistic Skill Increase up to 45+, Quick Shot, Weapon Skill Increase up to max, Unstoppable Charge.

Depending on which weapons you want to employ the above example development could suffer slight modifications. For example if you Know from the Beggining that you want to carry a Warplock Pistol, you could invest the points early on and skip Unarmed Master and The Art of Silent Death.

## Skaven Magic

Some Skaven can use Magic of the Horned Rat.

* High Initiative units can make great use of Sorcerer's Curse, to debuff Defence prior to any attacks. The usefulness of this spell is so great, it often eclipses all other spells in the repertoire.
* Gnawdoom is good to damage a single unit.
* Warpfire has an interesting, but dangerous, area of effect. Additionally, you can only target the closest enemy even when other enemies are in range.

You could stop there your magic development and ignore the next 3 spells:

* Black Fury is a cool buff prior to combat, but is rarely better than Curse's debuff... unless against low Defence opponents. Note that it sets Move to 6/6, and you'll get no speed boost if already there.
* Summoning Giant Rats with Children of the Horned Rat is more annoying than anything else, particularly if said Rats take your cover or disable your ranged attacks.
* By the time one can cast Eye of the Warp reliably, opponents will have buffed their Leadership. It's a useless spell, except against other Skaven.

## Hired Swords

Skaven can only hire Eshin Sorcerers and a Packmaster. Thus they get no flying units (like Warlocks or Elf Rangers). They can, however, use Infiltration.

Unless you really want a strategy that goes big on Giant Rats, I've found that only one Eshin Sorcerer is very fine (to help Assassin debuffs with Curse). The extras are underwhelming units, compared to the damage output trained Verminkin can deliver.

A Packmaster is a Verminkin with built up skills and a knack for Giant Rats and Rat Ogre. He'll not only shepperd your pets, but will save you time leveling up a Verminkin (come with some skills, but otherwise same stats, access and equipment).

## Why choose Skaven?

* Because you want fast units (Move and Initiative bonus), and an easy way to execute the Alpha Strike.
* Because you love hiding in shadows, stalking your prey like an assassin.
* Because you want to use Throwing Stars (and stay hidden doing so; think active Ambush).
	+ A Skaven can move up to point-blank (melee equivalent) and shoot 3 shurikens for maximum hit chances and higher damage.
	+ Be careful, however, to not mix melee units in your Warband (this includes Giant Rats and Rat Ogre) if Throwing Stars is your strategy. They'll disable your targeting system.
* Because you want the best Pistoliers in Mordheim. Warplock Pistols are abusively good, and can come in pair. Combine with Infiltration and Black Hunger to completely terrorize the PvP ladder.
* Because you want to get the Google Achievement "Rain of Blows" (Have one warrior carry out 10 attacks in one turn). To achieve this you will need a Skaven Assassin with 3 basic Attacks Fighting Claws and The Art of Silent Death (+2 Attacks), Black Hunger (+1 Attack), Tail Fighting (+1 Attack), Black Fury (This is a spell) (+2 Attacks), and either Combat Master or Frenzy/ Mad Cap mushroom (+1 Attack). The only two ways that I found to get this Achievement is this or using a Dwarf Troll Slayer.

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