3.6 Skaven Clan Eshin
“…consequently we can conclude that these so-called ‘Rat-men’ are likely no more than pastime tales of the rural population.” - Excerpt from the lecture ‘Of our good-hearted country-folk’, by Professor Hans Duhr at the Imperial University of Altdorf “Go gently in Mordheim. You don’t want the man-things to start believing in rat-men again, do you?” - Steiss the Shadow, Eshin Seer
Cultist Skill Table
| Combat | Shooting | Academic | Strength | Speed | Rogue | |
|---|---|---|---|---|---|---|
| Assassin | X | X | X | X | X | |
| Sorcerer | X | X | X | |||
| Adept | X | X | X | X |
Warband Size and Rout Threshold
Max Size 15: The number of warriors in a Skaven Clan Eshin warband may never exceed 15.
Rout Threshold 5: Skaven Clan Eshin take Rout Tests once 5 or more warband members have gone out of action.
Hired Swords
| Ogre Bodyguard | Halfling Scout | Dwarf Slayer | Elf Ranger |
|---|---|---|---|
| Pit Fighter | Warlock | Freelancer | Skryre Engineer |
| X | X |
Assassin, Adept & Night Runner Weapons List
| Close Combat Weapons | Cost | Missile Weapons | Cost | |
|---|---|---|---|---|
| Dagger | Free | Throwing Stars (Knives) | 7 | |
| Axe | 5 | Sling (Short Bow) | 5 | |
| Net | 5 | Warplock Pistol | 20 | |
| Spear | 5 | |||
| Sword | 7 | Armour | Cost | |
| Fighting Claw | 10 | Light Armour | 25 | |
| Halbern | 15 | |||
| Great Weapon | 10 | |||
| Weeping Blade | 25 |
Sorcerer, Clanrat & Stormvermin Weapon List
| Close Combat Weapons | Cost | Missile Weapons | Cost | |
|---|---|---|---|---|
| Dagger | Free | Sling (Short Bow) | 5 | |
| Club | 5 | Warplock Pistol | 25 | |
| Axe | 5 | |||
| Flail | 5 | Armour | Cost | |
| Spear | 5 | Light Armour | 25 | |
| Sword | 7 | Shield | 5 | |
| Halberd | 15 | Heavy Armour* | 50 | |
| Great Weapon | 10 | * *Stormvermin Only |
Eshin Special Equipment
Fighting Claw
- Cost: *10gc
- Rarity: Rare 7+
- Charges: Fighting Claws have Armour Piercing 1 the turn wielder charges.
- Parry: Fighting Claws always have -2 Initiative when determining who strikes first.
- Pair: Warriors fighting with two Fighting Claws ignore the -1 to WS rolls for Fighting with two Weapons.
Warplock Pistol
- Cost: 20gc
- Rarity: Rare 9+
- Range: 5”
- BS Modifier: +1
- Armour Piercing: 6 (-6 save modifier) Abilities:
- Assault: Can be fired the same turn the warrior made a Full Move (apply -1 to BS rolls for Moving and Shooting as normal).
Weeping Blade
- Cost: 25gc
- Rarity: Rare 9+ Abilities:
- Parry: Grants -2 Initiative when determining who strikes first.
- Poisonous: (May re-roll 1s or 2s to wound.)
Smoke Bombs
- Cost: 35gc
- Rarity: Rare 8+
- Type: Miscellaneous Equipment
- Warrior has the ‘Jump Up’ Rogue skill while engaged in Close Combat.
- Lasts entire campaign.
Heroes
1 Eshin Assassin
70gc to hire Starting Experience: 20 Assassins are the master warriors of Clan Eshin, entrusted with the rank of Paw Leader and thus the command of an Eshin triad. Not traditional leaders as such, they place more value on leading by example as they execute their lightning-fast assassination strikes, only to slip back into the shadows of the damned city.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 1 | +0 | 8+ | 8+ | 5+ | 6+ |
SPECIAL RULES Leader, Leap: Warrior cannot be intercepted when charging. (He can still be intercepted during a normal move.)
0-1 Eshin Sorcerer
35gc to hire Starting Experience: 8 The Sorcerers of Clan Eshin are black magicians who manufacture the enchanted weapons of the Assassins. Though their power is slight compared to the mighty Grey Seer, their black sorcery is still extremely potent.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 1 | +0 | 9+ | 10+ | 5+ | 9+ |
SPECIAL RULES Wizard: Starts with two spells. Uses Sorcery of Rhuin.
0-3 Assassin Adepts
20gc to hire Starting Experience: 4 Adepts are the young apprentices of Clan Eshin. Recently initiated into the secrets of the clan, they make up for their lack of knowledge with their ambition and energy. They have the reputation of being able to turn invisible, appearing from the shadows only to deliver poisoned death to their destined victims. Success means many breeders. Failure on the other hand, is best not contemplated.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 1 | +0 | 10+ | 10+ | 5+ | 9+ |
SPECIAL RULES Leap: Warrior cannot be intercepted when charging. (He can still be intercepted during a normal move.)
Henchmen
Clanrats
20gc to hire Starting Experience: 0 Clanrats are not exceptional fighters, lacking discipline and determination, but in large groups they are fearsome opponents.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 1 | +0 | 10+ | 10+ | 5+ | 9+ |
Giant Rats
10gc to hire Starting Experience: 0 Mutated monstrosities the size of dogs. They fight alongside the Skaven, overpowering any opponents by sheer weight of numbers.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 9 | 1 | 1 | +0 | 10+ | - | 5+ | 11+ |
SPECIAL RULES Animals: Cannot Climb, Cannot Hide, Cannot use the Leader’s Ld, No Scenario Objectives, No Weapons or Armour, No Penalties for Fighting Unarmed, and No Experience.
0-7 Night Runners
35gc to hire Starting Experience: 0 Night Runners are the seasoned fighters of Clan Eshin: Dark-furred killers trained in the martial arts and special weaponry of their clan. In Mordheim they excel at scouting ahead and hiding positions that allow them to jump out at the right moment to ambush and cut down wizards or enemy officers.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 1 | +0 | 9+ | 9+ | 5+ | 8+ |
0-1 Rat Ogre
155gc to hire Starting Experience: 0 Rat Ogres are massive hulking monsters, created from a warped mix of different creatures. Only the strongest Rat Ogres survive the terrible conditions that the Packmasters impose on them from birth, forcing them to compete for food and shelter.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 9 | 3 | 4 | -2 | 6+ | - | 9+ | 11+ |
SPECIAL RULES Armour Piercing 2 Monster: Cause Fear, Immune to Panic, Stupidity, No Experience, No Weapons or Armour, No Penalties for Fighting Unarmed, No Scenario Objectives, Cannot Hide, Additional +15 Warband Rating, Rolls on the Heroes Post-game Injury Chart (D66). (Monsters may Climb as normal.)
0-3 Stormvermin
80gc to hire Starting Experience: 0 Stormvermin are the elite fighting force of the Skaven, heavily armed and armoured, and adept with a wide range of heavy weapons they are more than a match for most foes.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 1 | +0 | 8+ | 10+ | 5+ | 8+ |
SPECIAL RULES Heirloom: Heavy Armour (Heirloom: Warrior has this item when hired. It may not be swapped or sold, but may be discarded and robbed as normal.)