Skaven Eshin
Skaven Eshin
Skaven Eshin
Premise: With the individual Clans losing their Fighting Claws: The martial arts practiced by Clan
identity in Warhammer Fantasy Battle 7th Edition, Eshin employ many unusual weapons. The most
this series is to bring back the individual Clan famous of these are the Eshin Fighting Claws: sharp
identities and make them useful for those who would metal blades attached to the paws of a Skaven
rather play battles using the Skaven background, warrior. It takes a real expert to use them effectively,
rather than “who can put the best unit combination but an adept of Clan Eshin is a fearsome opponent
together” tournament-style. when armed this way.
Fighting Claws are treated as fighting with an
This Clan Eshin rendition comes from the 7th Edition
additional hand weapon, but also have a defensive
Storm of Chaos supplement, which first introduced a
value and are treated as fighting with a shield at the
Clan Eshin specific Warhammer army list.
same time. Thus, in close combat, Fighting Claws
benefit the wielder with +1 attack and a 6+ armor
The rationale for each modified unit or character is
save. If the wielder chooses to fight defensively (and
listed beneath each unit section, rather than in the
not use the additional attack) they confer a 5+ armor
back of the list. The rationale states how I converted
save (as if fighting with hand weapon/shield in close
the profile from 6th Edition to the current 7th Edition
combat). Note that fighting claws confer no armour
version.
save against shooting attacks.
SPECIAL RULES Fighting Claws are cumbersome weapons and
As a variant/supplement to the Warhammer Armies disallow the wielder to use any other kind of missile
Skaven book, that tome will be needed in order to use or close combat weapon.
this army list. Models armed with Fighting Claws may climb
Skaven-wide Special rules, such as Scurry Away, vertical surfaces (such as castle walls) by passing an
Strength in Numbers, and Verminous Valour apply to Initiative test.
all units profiled here, unless otherwise noted. Rationale: Taken from Mordheim weapon choice.
The Eshin army is principally employed to collapse Additional hand weapon with ½ cost of a shield,
command structures and hence gets +100 VP for each since they cannot be used against missile attacks..
enemy character removed from play in addition to
normal bonuses.
Under Cover of Darkness
So great is Clan Eshin’s training in the art of stealth
that they are fully capable of launching a successful
assault in the dead of night. Often the first sign of
their presence is when their prey begin to die.
At the start of each game turn, roll an Artillery dice
and multiply the result by 3 to find out how far in
inches the troops can see through the darkness. If
you roll a misfire then the moon is bright enough for
normal warfare for that game turn. Armies with War
Machines may not use this tactic.
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Skaven Clan Eshin – 7.0
LORDS HEROES
Chieftian
Master Assassin Pts/model: 210 Assassin
(See Skaven Army Book 7th Ed.)
Under the command of the Nightlord, Clan Eshin is
led by 13 Master Assassins (one of which is
Deathmaster Snikch, who cannot lead an army) who Options:
lead his armies and do his bidding. The Master • May purchase a blowpipe for +4 pts or
Assassins profiled here represent the best of Clan exchange throwing stars for blowpipe for +2
Eshin who have proven themselves capable of doing pts.
the Nightlord’s dirty work and still commanding the
respect of his followers. Eshin Sorcerer Pts/model: 95
Profile M WS BS S T W I A Ld Rather than rely on the technological weapons of
Master Clan Skryre Warlock Engineers, Clan Eshin uses
7 8 6 4 4 3 10 4 8 their own Sorcerers; adept at getting their assassins
Assassin into key positions on the battlefield.
2
Skaven Clan Eshin – 7.0
**Night Runners are the primary commoners of Clan Unit Size: 3 Skaven Assassins
Eshin. You must have 1 unit of Night Runners for Equipment: Additional hand weapon & throwing
any other type of Core Unit in the army. For stars.
example, 1 unit of Night Runners permits 1 unit each
of any other type. 2 units of Night Runners permits Options:
up to 2 units each of any other type. • May choose smoke bombs from the Clan
Eshin tools of War list for +30 points.
SPECIAL UNITS • May exchange their weapons & throwing
Giant Rats* stars for Fighting Claws at no extra cost.
Gutter Runners • May exchange their throwing stars for
Warplock Jezzails blowpipes for +6 points.
(See Skaven Army Book 7th Ed.)
Special Rules: Poisonous Attacks, Sneaky
*You may not upgrade one packmaster to a Master Infiltrators, Skirmish, Always Strikes First, Dodge
Moulder or Skweel Gnawtooth. (4+)
Rationale: 2x the cost of 6th Edition Assassin.
RARE UNITS Therefore, 2x cost of 7th Edition Assassin used.
Rat Ogres*
Plague Monks
Plague Censer Bearers
Poinson Wind Globadiers
Hell Pit Abomination
Doomwheel
Warp Lightning Cannon
Plagueclaw Catapult
Dogs of War
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Skaven Clan Eshin – 7.0