RulesWD 361 · pp. 30–35
Jeremy Vetock turns Skaven society into scenario material: treacherous alliances, coveted warpstone, experimental monsters, diseases, sabotage and underground conquest. Each premise suggests objectives, unusual army restrictions or special rules rather than merely changing the enemy’s name in a pitched battle. Twelve actual ideas are supplied; the thirteenth position is deliberately reserved for the Great Horned Rat, and the closing discussion invites players to develop further campaigns of their own.
Warhammer Fantasy BattlesSkaven
RulesWD 361 · p. 31
Two rival Warlords first choose their own characters and Core troops, then secretly bid remaining points for a shared pool of Greater Clan specialists. Winning a bid secures that unit but may leave another desirable formation to the opponent, making bluffing part of army selection. A games master can extend the scheme with concealed traps, sabotaged weapons or turncoats, turning an internal Skaven feud into a negotiation before the fighting begins.
Warhammer Fantasy BattlesSkaven
RulesWD 361 · p. 31
Warpstone becomes the objective of a battle, reflecting its importance to Skaven weapons, breeding, sorcery and currency. The side holding the most deposits wins, but controlling them is dangerous: nearby troops may become stupid or mutate after failed Leadership tests. The premise links a simple objective contest to the corrupting substance both armies are trying to acquire, with the exact extent of mutation left for players to develop.
Warhammer Fantasy BattlesSkaven