Masters of assassination and shadow, the ratmen of Clan Eshin slip through secret tunnels to gather wyrdstone for their Nightmaster. Supremely adapted to killing silently, they are skilled in poison and the arts of the assassin.
Choice of Warriors
Minimum 3 models, maximum 20. Starting warband: 500 gold crowns.
- Assassin Adept: 1 (required)
- Eshin Sorcerer: 0–1
- Black Skaven: 0–2
- Night Runners: 0–2
- Verminkin: any number
- Giant Rats: any number
- Rat Ogre: 0–1
Heroes
Assassin Adept
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 6 | 4 | 4 | 4 | 3 | 1 | 5 | 1 | 7 |
Special rules Leader · Perfect Killer: always –1 additional modifier to enemy armour saves
### Black Skaven| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 6 | 4 | 3 | 4 | 3 | 1 | 5 | 1 | 6 |
Eshin Sorcerer
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
Special rules Magic User (Magic of the Horned Rat)
### Night Runners| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 6 | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 4 |
Henchmen
Verminkin
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 |
Giant Rats
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 6 | 2 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Special rules Animals — do not gain experience. Pack Size: may recruit any number.
### Rat Ogre| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 3 | 5 | 5 | 3 | 4 | 3 | 4 |
Special rules Fear · Stupidity (unless Skaven Hero within 6") · Large Target · No experience
---Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Assassin Adept | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Black Skaven | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Eshin Sorcerer | ✓ | ✓ | ✓ | |||
| Night Runners | ✓ | ✓ | ✓ |
Special Skills
Black Hunger: Declare at start of turn: +1A and +D3” move, but suffer D3 S3 hits with no armour save at end of turn.
Tail Fighting: May wield a shield, knife or sword with tail, gaining +1 attack or +1 armour save.
Wall Runner: Does not test Initiative when climbing.
Infiltration: Deploy after opposing warband; may be placed anywhere out of sight and 12”+ from enemies.
Art of Silent Death: Fights with bare paws as two weapons (+1A); causes critical hits on wound rolls of 5–6.