Total War: WARHAMMER II

Total War: WARHAMMER II

Tanit's Forgotten Units [ Skaven + more] (SFO)
 This topic has been pinned, so it's probably important
Tanit  [developer] Dec 5, 2017 @ 3:55am
Unit List
Unit List so far:

Dark Elves:

Hung Marauders, Chaos Warriors of Slaanesh: (Source: Cult of Pleasure Army list, 6th edition) Morathi has recruited and converted large numbers of the eastern human tribes, the Hung, that so often raided the frontiers of Naggarond. She now leads them to help her fulfill her ancient pledge to the god of pleasure.

Skaven:

Clan Eshin:
Verminkin: (Source: Mordheim) The lowest and most common rank in clan Eshin, Verminkin are thrown into conflict with reckless abandon. Those who survive hope to be initiated into the secrets of their clan and begin their journey from nightrunner to, perhaps one day, assassin.

Warpguard: (Source: Mordheim Videogame) Warpguard are skaven of Clan Eshin who have been especially trained and adapted to guard stocks of Warpstone. Magical rituals enhance their resistance to the corrupting effects of Warpstone, making them less likely to suffer debilitating mutations. (Recruited from the final tier of the assassin building tree, have great magic resistance and are immune to chaos attrition, but the drawback is they are slightly weaker than stormvermin)

Black Skaven: (Source: Mordheim) Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Trained in the martial arts of Clan Eshin, they combine the speed of their smaller kin with brawn seldom found amongst the ratmen.

Assassin Adepts: (Source: Mordheim) Only the most vicious and cunning of Skaven are initiated into the secret art of assassination. Those who survive the trials become masters of murder.

Eshin Triad: (Source: Storm of Chaos Eshin list) An Eshin Triad is a unit of three skaven assassins who hunt down heroes and even small units.

Shadow Ogres: (Source: Extrapolation, Clan Eshin liked to use Rat Ogres in Mordheim) Rat Ogres are large, loud and smelly. As such it is extremely difficult to get them to sneak up on an enemy. Nevertheless, the appeal is too great for Clan Eshin to stop trying.

Verminlord Deceiver: (Source: End Times) Verminlord Deceivers are demonic servents of the Horned Rat who embody the great one's sneakiness and love of shadowy plots.


Clan Pestilens:
Pusbags: (Source: Lustria Campaign Book, 6th Edition) The life of a Pusbag is short and unpleasant, much like the Pusbags themselves, but the Plague Monks have to test their maladies on someone!

Chained Ones: (Source: End Times) Warriors of the warlord clans captured by Clan Pestilens during the many Skaven civil wars. These soldiers have been subjected to all manners of harm and disease and only the toughest survive, often used to help drag artillery pieces into position.

Rotten Rodents: (Source: Lustria Campaign Book, 6th Edition) Rotten Rodents are Plague Monks in waiting, but only the strongest will survive to attain their new rank.

Slimeblades: (Source: End Times) Clan Pestilens controls a vast empire of clans united in the 'Pestilent Brotherhood' Many of these clans, such as Clan Gristleback will send warriors to serve Pestilens.

Plague Monks (Woe-Staves): (Source: 3rd, 4th and 8th edition models, weapon name from Age of Sigmar) These Plague Monks advance upon the enemy wielding iron-tipped staves upon which hang tattered scraps of parchment bearing sigils of disease and affliction.

Stinking Things: (Source: Lustria Campaign Book, 6th Edition) These leaders of the nascent Clan Pestilens have yet to become Plague Priests.

Plaguevermin: (Source: Uniforms & Heraldry 8th Ed. + End Times) Since their defeat in the Skaven Civil War, Clan Septik has provided its liege, Clan Pestilens, with elite warriors wielding filth and rust encrusted blades.

Mad Rat Ogres: (Source: Lustria Campaign Book, 6th Edition) The descendants of the original Clan Moulder packs brought to Lustria, these Rat Ogres have lost their packmasters, but gained a sturdy resilience to disease.

Rat Spawn: (Source: Lustria Campaign Book, 6th Edition) The path to glorious filth in the Horned Rat's name is frought with dangers along the way . . . including becoming something too horrible to contemplate.

Plague Swarm: (Source: Skaven 5th-7th Ed. Army Books) Clan Pestilens is known for spreading their filth and plague on swarms of rats that they then unleash into cities and onto enemies.

Frothing Giant Rats: (Source: Lustria Campaign Book, 6th Edition) Descendants of the original Clan Moulder broods brought to Lustria, these rats have survived the diseases of the jungles and become something altogether more deadly.

Plague Rats: (Source: WFRPG 2nd Ed. + End Times) Specially bred by Clan Pestilens to carry the deadliest of their plagues to the enemy, these rats may be falling apart as they move, but you do not want them to reach you.

The Beast of Clan Pestilens: (Source: Lustria Campaign Book, 6th Edition) This already massive brute of a Rat Ogre has been blessed with the filth and power of the Horned Rat!

Verminlord Corruptor: (Source: End Times) Verminlord Corruptors are demonic servents of the Horned Rat who embody his love of plague and disease.


Clan Moulder:
Slaves of Hell Pit: (Source: White Dwarf Hellpit list 6th Ed.) The Packmasters of CLan Moulder enjoy capturing, experimenting on, and enslaving the various groups of humans they come into cntact with, whether they be Norse tribesmen, Kislevites, or Empire citizens. In battle, these broken and tormented souls can be goaded forward into battle.

Giant Rats: (Source: Every edition of Skaven) The most common of CLan Moulder's creations. These large rats are bred in prodigious numbers and available to all clans at a reasonable . . . ish, price.

Throtlings: (Source: White Dwarf Hellpit list 6th Ed.) So named for the propensity of the chief Moulder, Throt the Unclean, to attach and fuse together whatever bodyparts he can find. In battle, Throt will often unleash this miserable and screeming tide of flesh upon his enemies, letting them drag, squirm and shuffle their way towards the foe.

Wolfrats: (Source: Warhammer Armies 3rd Ed. + White Dwarf Hellpit list 6th Ed. + Forgeworld) Though members of Clan Moulder often claim to breed rats the size of wolves, it is rare indeed for them to supply other clans with the largest and fastest of this breed.

Beastmasters with Chaos Warhounds: (Source: 3rd Ed. Army Book) The packmasters of Clan Moulder have become experts at capturing and breaking chaotic creatures to their will.

Flayerkin: (Source: Hellpit List 6th Edition) Flayerkin are mutants crafted from a fusion of Chaos Marauders, Skaven and hell-forged iron. The chains fused to their spines allow their comrades to scale the walls whether the kin remain alive or dead.

Packmasters: (Source: Every edition of Skaven) The Packmasters of Clan Moulder travel with their creations to goad them forwards into battle and ensure customer satisfaction.

Armoured Rat Ogres: (Source: Hellpit List 6th Edition) Some of the sturdier Rat Ogres are sometimes covered in battered, thick slabs of metal before they are sent into battle.

Mutant Rat Ogres: (Source: Hellpit List 6th Edition) Master Moulders are constantly trying ot improve on their already great succeses. Some of the improved specimens out of Hell Pit include Rat Ogres with extra limbs, troll blood and even minds, since Throt perfected the art of brain transplanting.

Augmented Rat Ogres: (Source: Hellpit List 6th Edition) When Clans Moulder and Skryre collaborate, the result can be devastating. So it is with the Augmented Rat Ogres, bearing bones of metal, steam powered attachments and even compact versions of the dreaded Warpfire thrower.

Trolls of Hell pit: (Source: Hellpit List 6th Edition) There are plenty of hungry Trolls wandering around the wastes north of Kislev. CLan Moulder is only too happy to give these Trolls a home, and sometimes an additional limb.

Aberrations: (Source: Hell Pit list 6th Ed.) These are the result of Master Moulders whose ambitions outweighed their skill. In battle they will scream for their own death as they fall upon the enemy.

Broken Manticore: (Source: Hell Pit lore 6th Ed.) The bravest Packmasters will travel in groups into the wastes where they will stalk a manticore or hydra for weeks waiting for the opportunity, and the courage, to capture it.

The Twin Cyclopian Giants of Level 9: (Source: Hell Pit lore 6th Ed.) In the deepest depths of Hell Pit live twin cyclops giants who power the great winches that raise the foulest of Clan Moulder's creations out of the depths in times of war.

Warpgnaw Verminlord: (Source: Forge World) Warpgnaw Verminlords are demonic servants of the Horned Rat who burrow through the realms of Chaos to create the tunnels of the Horned One's realm. In battle they will transport whole coningents behind the enemy lines.


Clan Skryre:
Warpstone Mutants: (Source: White Dwarf, Clan Skryre battle) Skavenslave assistants of Clan Skryre who survive explosions and warpfire leaks are sometimes greatly mutated, losing intelligence and gaining muscle mass.

Warprats: (Source: WFRP 2nd Ed.) The best trained and equipped Clanrats in Clan Skryre are armed with Warplock Pistols.

Lab Assistants (Warplock Muskets): (Source: Extrapolation) Those Skaven of Clan Skryre who survive being lab assistants, testing experiments and Skaven politics in general long enough, may one day become Engineers in their own right!

Warplock Jezzails: (Source: 3-7 Ed Army Books) Improved upon from captured Dwarf rifles, these advanced muskets use a long barrel, sights and warpstone, in both the powder and bullet, to give an immense range, accuracy and deadliness to the rifle.

Ratling Gun: (Source: 4-7 Ed. Army Books) A whirling cavalcade of warpstone coated bullets fills the air when these miraculous inventions of Clan Skryre take to the field.

Doom Flayer: (Source: 7th Ed. Army Book) Based originally on the remains of captured Gyrocopters, these steam and warpstone powered tunnel fighting devices have proven very popular among the Skaven since their recent invention. The Doom Flayer barrels into blocks of infantry, swirling its panoply of blades in every direction.

Poison Wind Mortar: (Source: 7th Ed. Army Book) Carrying wheeled, compact, mortars, these specialized globadiers can launch larger globes at a greater distance.

Warp Grinder: (Source: 7th Ed. Army Book) Carrying smaller versions of the great Skaven tunnelling devices, these teams can quickly dig new tunnels to get troops behind the enemy lines.

Verminlord Warpseer: (Source: End Times) Verminlord Warpseers are demonic servants of the Horned Rat who embody his devilish sorcery and insight into the workings of everything.

Rezziqueak's Warp-Doom Magma Cannon: (Source: Blood in the Badlands Supplement) Developed for sieging difficult fortifications for Clan Mange in the Badlands, Rezziqueak's masterful invention can be yours . . . for the right price.


Other:
Rat Swarm: (Source: 4-7 Ed. Army Books) When the Skaven go to war, mass swarms of rats seem drawn to the army by instinct, accompanying the Rat-men into battle.

Cultists of the Yellow Fang: (Source: Warhammer Fantasy RPG) In the heart of the Empire, in the city of Carroburg, a rot festers in the Empire, humans who have taken up secret worship of the Horned Rat. Meeting in secret with the Skaven in the Midden Moors, these men and women seek to bring down the Empire and then hope to take up what they believe to be their rightful place as leaders of all Skavendom. The Skaven feed the ambitions of these humans to make use of them. Many members are practitioners of dark magic.

Albino Stormvermin: (Source: Uniforms and Heraldry of the Skaven 8th ed./End Times) Raised and trained to be the best warriors and guards of the Council of Thirteen itself, these vermin have gazed upon the majesty of the Horned Rat, and so the world holds no horrors for them now. They are only gifted to those the Council truly favours, and having a unit of these guards is a sign of extremem prestige in the Skaven underworld.

Warpfire Dragon: (Source: Forge World) These warpstone obsessed denizens of the Southern Wastes can sometimes be convinced by powerful sorcerors to aid them for a prize of warpstone, assuming they do not eat you first.


The Empire


Zealots: (Source: Mordheim) Many men and women follow in the wake of Warrior Priests and Witch Hunters. Not all are flagellants, but they are a motley crew of poor, if pious, individuals. (Recruited from the temple of Sigmar at all levels, weak but numerous unbreakable infantry)

Wolf-Kin: (Source: 6th Ed. Storm of Chaos Middenland Army List) Unlike Sigmar's followers, Ulric's devoted who become convinced o their own, or the world's, sinfulness take up the path of the Wolf-Kin, wandering through the north of the Empire, seeking trouble, and fighting it head on.

State Archers: (Source: Empire lore and 4-5th Ed.) Many states maintain regiments of professional archers despite the advent of gunpowder.

Outriders (Hochland Longrifles): (Source: Empire 7-8th Ed Army Book) Veterans of the pistol corps who did not move on to become Knights are often gifted experimental and advanced weapons by patron engineers.

Halberdiers (Shields): (Source: Empire 4-8th Ed. Army Book) Halberdiers in the Empire are sometimes equipped with shields to protect them missile fire during their advance.

Tilean Mercenary Crossbowmen: (Source: Empire army books) Tilean mercenaries are commonly employed in the Empire.

Tilean Mercenary Pikemen: (Source: Empire army books) Tilean mercenaries are commonly employed in the Empire.

Gryph Hounds: (Source: Age of Sigmar) This smaller sub-species of demi-gryphs are attracted to the winds of Azyr magic and have a natural hatred for the corrupting influence of Chaos.

Griffon Knights: (Source: Man O'War Game and the Forge of War Comic) While few in number, the Empire maintains a force of Griffon mounted knights who usually defend the Imperial fleet from airborne threats.

Celestial Hurricanum: (Source: Empire 8th Ed. Army Book) These devices were originally created to help Celestial wizards study the weather and heavens. Sometimes they are used on the battlefield to help channel the winds of Azyr against the foe.

Light Cannons: (Source: Multiple Empire based novels) In addition to the great cannons of the Empire, many smaller and lighter pieces are used.

Armies of Altdorf: Clad in their city's red and blue livery, you can now recruit Swordsmen, Spearmen, Half-Pikemen, Halberdiers, Greatswords, Pistoliers, Outriders and all Artillery pieces in Altdorf's colours. This includes several new regular units, Outriders with Hochland Longrifles, State Archers, Shipswords, Riverwardens, Hammers of Sigmar, Templars of the Fiery Heart and militia halberdiers called Ersatzsolder. Also, several Regiments of Renown; Uberst's Regiment of Foot, Altdorf Blackbolts, Westgate Halberdiers, Countess Isabel's Guards, Sons of the Reik, Steil's Swords, Greygate Guards, Black Falcon Halberdiers, High Helms and Altdorf Museum Guards with more RoRs to come in the future.

Armies of Averland: Clad in their province's yellow and black livery, you can now recruit Swordsmen, Demi-Pikes, Halberdiers, Greatswords, Archers, Huntsmen, Crossbowmen, Handgunners, Mortars and Great Cannons in Averland's colours. This includes several new regular units, Pikemen, Mage Guards, Powderjacks, Brigand Trash, Miners, Marksmen, Youngbloods, Bergsjaegers, Landesturm, Kriegsritter, Warriors of Clan Azan-Krunk, Statdsknechtes, Knights of the Black Lynx, Knights of the Twin-Tailed Orb and Knights of the Black Bear. Regiments of Renown so far include Sardello's Stickers.


Vampire Counts


Bat Swarm: (Source Vampire Counts 5th-8th Edition) Bats are a natural sight on the field when Vampires are concerned. these evil Counts can use their powers to summon swarms of bats down onto the field and send them forth to plague enemy units. (Available through the Forest building chain or through the 'Raise Dead' recruitment pool.)


Beastmen


Redmaw: (Source: Beastmen 5th Edition) Redmaw is the most loyal and skilled hound ever trained by Khazrak the One-Eye. A veteran of many battles, Redmaw has saved Khazrak's life in the past and would gladly lay down his life for his master. (Available through the creature tree, may need an update to make him deadlier, he might be a little weak right now, but let me know what you guys think)

Tuskgor Chariot: [Donated by Xenos, thanks!] (Source: Beastmen 5th and 6th editions) The chariots of the beastmen are ramshackle constructions, built from the remains of man's buildings. Nevertheless, Tuskgors can inflict serious damage when they charge into the foe.

Ghorgon: (Source: Beastmen 7th edition) Massive mutated minotaurs who feast on any meat they can find, including whole herds of their own beastmen brethren. Their four arms are a whirlwind of death.


Wood Elves


Glade Guard (Spears): (Source: Wood Elves 5th Edition) Armed with spears, the Glade Guard protect the glades from invasion, forming the main defensive force.

Glade Riders (Spears): (Source: Wood Elves 5th Edition) The versatile and rapid first line of mounted defence for Athel Loren.

Warhawk Riders (Spears): (Source: Wood Elves 5th Edition) Like the vengeance of Ariel, the Warhawk riders descend from above, spearing the enemies of Athel Loren as their hawks tear the foe asunder.

Kurnoth Hunters: (Source: Age of Sigmar) Kurnoth is the deity of nature's raw wilderness and hunger. These hunters are living embodiments of his wrath.


Dwarfs


Dwarf Warriors (Spears): (Source: Dwarfs 5th Edition) When your arm is shorter than an Umgi's, and most of your fighting is done in narrow tunnels, using a polearm only makes sense . . .And we Dawi are nothing if not sensible. Now if only we could find enough wood to make the damn things . . . (Dwarfen warrior with slightly more defense and slightly less attack, and only recruitable if you have the timber resource)

The Goblin Hewer: (Source: Slayer Army of Karak Kadrin: Storm of Chaos: 6th Ed.) This wonderous invention of the half-mad, half-brilliant slayer-engineer, Malakai Makaisson flings axes in rapid succession at the enemy.


Greenskins


Ruglud's Armoured Orcs: (Source: 4th-6th Ed. Regiments of Renown) Inspired by what he saw in the east, and a stray rock that fell on his head, Ruglud led his band to wear armour and use crossbows, hiring themselves out as mercenaries all over. He is accompanied everywhere by his trusted, lucky, standard bearer, Maggot the Goblin.


Norsca


Beorg Bearstruck and the Bearmen of Urslo: (Source: Regiments of Renown for 4th-6th Editions) Beorg, son of Bran, is the chieftain of the Ursfjordings, the Tribe of the Bear. Blessed by the Gods with the form of a bear, Beorg and his warriors raid all across the Old World.


Chaos:


Mabrothrax: (Source: WFRP 1st Ed.) This decaying, shambling corpse, standing 10 feet tall, is a greater daemon of Nurgle. Its every step brings pestilence and plague which it can also breath out upon its foes.


Tomb Kings:


Mummies: (Source: 1st-4th Ed. Undead Army List) Not all of Nehekara's denizens fell into the categories of those who could afford lavish pyramids, and those who could afford nothing. Many of middling wealth could afford mummification and the rights of the priesthood, but no more than a relatively simple burial for their body. These mummies have risen again since the great spell of Nagash to bring their curses upon the enemies of Nehekara.


Lizardmen


Skink Cohort (Short Bows): (Source: Lizardmen 5th and 6th Editions) In the Southlands, infrequent Saurus spawnings have forced the Skinks to become the primary warriors, and take up any arms that help them hold their temple cities. (The animation is not perfect, using the blowpipe animation, because a lot of animations, even for models of similar size, just visually break models/skins of other races)

Terradon Riders (Short Bows): (Source: Lizardmen 5th Edition) Having mastered the use of the bow on the ground in their battles against greenskins, adventurers and skaven, the skinks took the bow to the air. Now death rains on the enemies of the Lizardmen in the Southlands. (The animation is not perfect, using the blowpipe animation, because a lot of animations, even for models of similar size, just visually break models/skins of other races)

Saurus Braves: (Source: Mordheim) These are Saurus who dwell beyond the safety of the Temple Cities, roaming and surviving in the vastness of the jungle. Some are the survivors of Temple cities long destroyed, some are outcasts, while others have forgotten their origin. Though somewhat feral, the Skink Priests can call upon their numbers when the need arises.

Dread Saurian: (Source: Forgeworld) The deadliest predator of Lustria, few of this elder race remain. It takes relics of the Old Ones, plaques sealed to the hide of the Saurian, to allow even the mighty Slann to control these beasts.

Saurus Totem Warriors (Alligator): (Source: Mordheim) After felling more than twenty foes, Saurus warriors may be inducted into a warrior totem.

Saurus Totem Warriors (Eagle): (Source: Mordheim) After felling more than twenty foes, Saurus warriors may be inducted into a warrior totem.

Saurus Totem Warriors (Jaguar): (Source: Mordheim) After felling more than twenty foes, Saurus warriors may be inducted into a warrior totem.

Blessed Spawning of Tzunki: (Source: Lizardmen 5th Ed. Army Book, see 'Kroq') Among the more unique spawnings of Saurus are those that more closely resemble their Kroxigor brethren.

Blessed Spawning of Itzl: (Source: Lizardmen 6th Ed. Army Book) Those blessed by Itzl exude a subtle scent that Cold Ones and Carnosaurs find familiar and reassuring.

Revered Guardians: (Source: Lizardmen 6-8th Ed. Temple Guard unit Champion/5th Ed. Slann carriers) The oldest and most elite of the Temple Guard serve at the doors to the inner sanctum of the Slann.

Feral Terradons: (Source: Warhammer Chronicles 2004: Lost Valley of the Carnosaurs list, 6th Ed.) Swooping down from the cliffs, the creatures of the jungle will fight to defend their land.

Feral Horned Ones: (Source: Warhammer Chronicles 2004: Lost Valley of the Carnosaurs list, 6th Ed.) Horned Ones are a larger and stronger breed of Cold Ones.

Lesser Jungle Swarm: (Source: Lustria Campaign Book, 6th Edition) The Skink priests call forth all the poisonous and stinging creatures of the jungle to harangue the enemy.

Jungle Swarm: (Source: 5th-8th Ed. Lizardmen Army Books) When the hosts of the Temple Cities march forth, they call forth the lizards, snakes and various reptiles of the jungle to swarm the foe.

Great Wyrm: (Source: Warhammer Chronicles 2004: Lost Valley of the Carnosaurs list, 6th Ed.) Rivalling the dragons of the Old World in size, the Great Wyrms of the Dragon Isles prey on adult terradon, but enjoy the taste of warm blooded creatures as an extra treat.

Thunder Lizard: (Source: Warhammer Chronicles 2004: Lost Valley of the Carnosaurs list, 6th Ed.) The largest of Lustria's denizens, the Thunder lizard can only be somewhat controlled by the greatest slann, but is only rivalled in strength and size by the greatest marine Leviathans.

Arcanodon (Engine of the Gods): (Source: Lustria book 6th Ed + 7/8th Ed Stegadon option) In the depths of the jungle are hidden devices of incredible power which Tehenhauin decreed would be carried into battle atop Arcanodons, massive near-relatives of the Stegadon.

Juvenile Stegadon: (Source: 4th Ed. Lizardmen Army Book, Stegadons could be purchased with Skink riders but no heavy weapon) Young Stegadon are not yet used to having heavy weapons on their backs.

Ark of Sotek: (Source: 7-8th Ed. Army Books) A sacred ark strapped to the back of the thickly armoured Bastiladon is heated by a fire underneath. The resultant expulsion of endless swarms of snakes is Sotek's vengeance upon his enemies!

Troglodytes: (Source: 3rd Ed. book) These rare spawnings of Lizardmen are often utilized by the Slann as guards and shock troops.

Ancient Kroxigors: (Source: 6-8th Ed. Unit champion) Kroxigors of early spawnings that have survived millenia are revered by the Skinks.

Skink Braves: (Source: Mordheim) Many Skinks dwell in the vastness of the jungle, protecting the outskirts of the Temple Cities.

Skink Great Crests: (Source: Mordheim) Veterans and leaders of ambush and raiding parties, the Great Crests are deadly warriors.

Skink Cohort (Kroxigor): (Source: 5th-8th Ed. Lizardmen Army Books) When the Children of the Old Ones go to war, the Skinks prefer to fight in the shadow of the mighty Kroxigor, gaining courage from the size and strength of their distant cousins while they dart forward to attack from between their legs.

Skink Javelin Cohort (Kroxigor): (Source: 5th-8th Ed. Lizardmen Army Books) When the Children of the Old Ones go to war, the Skinks prefer to fight in the shadow of the mighty Kroxigor, gaining courage from the size and strength of their distant cousins while they dart forward to attack from between their legs.

Skink Archer Cohort (Kroxigor): (Source: 5th-8th Ed. Lizardmen Army Books) When the Children of the Old Ones go to war, the Skinks prefer to fight in the shadow of the mighty Kroxigor, gaining courage from the size and strength of their distant cousins while they dart forward to attack from between their legs.

Sacred Spawning of Sotek: (Source: 6th Ed. Spawnings/End Times unit of 'Red Shields') Sacred Skink Spawnings of Sotek are often larger, red-crested and more aggressive than other Skinks.

Skink Cold One Riders: (Source: Lizardmen 4th Ed) Cold Ones are ridden by Great Crested Skinks. It is believed their crests are a sig that the Old Ones marked them out for this role.

Skink Horned One Riders: (Source: Lizardmen 6th Ed. Southlands list) In the Southlands, infrequent Saurus spawnings have resulted in more and more war-like Skinks, who will often ride the native Horned Ones into battle.

Slave Warriors of the City of the Moon: (Source: 3rd Ed. unit, later edition lore) The eccentric Slann lord Chuqa-xi has lobotomized these humans to swell the ranks of his army. This was once a common practice among the Slann, but is now confined to the Tlaxtlan.

Salamanders: (Source: Every Edition of the Lizardmen) Salamanders are ambush hunters that attack their prey with bursts of flaming corrosive liquids. They are often raised from infancy by the Skinks to be used for hunting and war.

Razordon Pack: (Source: 7-8th Ed. Army Books) These swamp dwelling predators launch large spikes from their armoured carapace to take down their favourite prey of massive aerial insects.
Last edited by Tanit; Oct 9, 2018 @ 3:27pm
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Showing 1-4 of 4 comments
How do you unlock recruitment of the various verminlords?
Tanit  [developer] Jun 17, 2018 @ 3:04pm 
Each Verminlord appears at the top of their respective clan-themed building tree, Corruptor in the Plague Tree, Deceiver in the Assassin Tree, Warpgnaw in the Monster Tree and Warpseer in the Engineer Tree. In addition they all require the Skaven Temple building, the Temple of the Horned Rat, which is at the top of the Skaven public order tree.
Cyclone Z Jul 25, 2018 @ 3:42pm 
Is there a list of building requirements for some units? Not sure if its because of all the other mods but say from plaguevermin it just says required building "blank". I am playing as skrolk but am using the random start mod so I wasnt sure if that landmark building in the normal start location was required.
Last edited by Cyclone Z; Jul 25, 2018 @ 3:43pm
Tanit  [developer] Jul 25, 2018 @ 10:59pm 
They require the vanilla building 'wh2_main_skv_engineers_1'. I do not play skaven much at all but I believe this is their blacksmith building tree. If you mouse over that building tree and do not see 'Units unlocked: PLaguevermin' alongside stormvermin (its where I got the requirement from, vanilla stormvermin), then there may be a mod conflict.
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Showing 1-4 of 4 comments
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