As mentioned in another Mayhem topic, I've been converting Skaven stats and rules using Mayhem's unit creation rules. I've statted up almost everything that GW has to offer (for WHFB; I might take a look at converting Warmaster stats too, and try blending the two sets) and I post the results here for comment and criticism.
Notes in italics.
GREY SEER
Mov D8
CQ D20
BAR D12
Sorceror - can take Blink, Magic Missile and/or Summon
Standard
One per army
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GREY SEER ON SCREAMING BELL
The Grey Seer may be mounted on a Screaming Bell; in which case it uses the following profile:
Mov D6
CQ D8
BAR D8
Chariot
Sorceror - can take Blast, Blink, Magic Missile and/or Summon
Standard
Heavy Armour
Blunt
Fear
Fearless
Can only move as part of an
Advance move with Clanrat or Stormvermin units
One per army
I figured that Chariot status would be useful to represent some of the wackier war machines in Warhammer, or at least the Skaven army book. This one's tough and dangerous, being a hefty structure with a rat ogre that'll roll right over your heavy infantry. The addition of Blast to the Grey Seer's repertoire represents the effect of the bell moreso than a boost to his ability. Not too OTT?
I don't know if it's a good idea to go inserting my own arbitrary special rules into unit entries, but the advance with clanrats thing matches how it's pushed along in Warhammer. They could all be included in one unit, but that leads onto another question:
A Grey Seer on a bell is pretty likely to be the army general, but that doesn't mesh so well with starting the game in/as a unit. Even without clanrats I have trouble seeing the bell as 'not a unit'. Feels like it should
be targeted and engaged normally. Any advice?-----
VERMIN LORD
Mov D12
CQ D6
BAR D8
Behemoth
Sorceror - can take any spells
Blunt
Disciplined
Terror
Steadfast
One per army
So much for a <30pt unit that a Grey Seer could summon! This one's a monster, but looking at the pregenerated monstrous creature rules in the book, is it too monstrous?-----
CHIEFTAIN
Mov D8
CQ D12
BAR D12
Hero
Heavy Armour
May have Axe, Great Weapon or Sword
OR
May have Pistol or Rifle
May have Shield
May have Standard with Axe, Sword, Pistol or Shield (one per army)
One Standardless Chieftain in the army may be upgraded to Warlord. (The army
General) It may then be upgraded to any of the three following core profiles and
additional TAGs (with appropriate models):
WARLORD ON RAT OGRE BONEBREAKER
Mov D10
CQ D6
BAR D10
Behemoth
Fear
WARLORD ON GREAT POX RAT
Mov D10
CQ D10
BAR D12
Beasts
Pox rat counts as cavalry in WH, but here Beasts seems more appropriate.WARLORD ON WAR LITTER
Mov D8
CQ D10
BAR D10
Standard
Can heroes take standards...?-----
PLAGUE PRIEST
Mov D8
CQ D12
BAR D12
Hero
May have Axe (flail), Great Weapon (censer) or Sword (extra hand weapon)
May be a Sorceror - can take Barrier or Blast
May be mounted on a Great Pox Rat; in which case it gains
Beasts and the following core profile:
Mov D10
CQ D10
BAR D12
OR
One Plague Priest per army may be mounted on a Plague Furnace; in which case it gains the following Core Profile and TAGS:
Mov D6
CQ D12
BAR D8
Chariot
Heroic Unit
Standard
Heavy Armour
Blunt (Plague Monk's regular weapons can also be purchased, but only one can be used per engagement)
Blunderbuss
Fearless
Can only move as part of an
Advance move with Plague Monk units
One per army
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WARLOCK ENGINEER
Mov D8
CQ D20
BAR D12
Hero
May have Great Weapon
OR
May have Pistol or Rifle
May be a Sorceror - can have Blink or Magic Missile
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ASSASSIN
Tough one. I'm not really sure how to represent a Skaven assassin as it is in the Warhammer rules. Doesn't really fit the standard Mayhem hero mould. I have ideas though...-----
CLANRATS
Mov D8
CQ D20
BAR D12
May have Shield, Spears, Standard and Musician
OR
May be a Horde, may have Standard
The average standard skaven one which most of the rest of the list is based, and which is itself based on the average light-armoured human. I thought faster reflexes and lower nerve on the clanrats would balance out CQ between the two races, but the faster Mov would make the rats better and more expensive than average humans! Just not right. The CQ had to drop.
Also makes me wonder if I should've based hero stats on clanrat units. In WHFB a Warlord or Chieftain is a lot more powerful than a clanrat, but there's a lot more of the latter, and we're talking about whole units in Mayhem. One (or a handful) of elite warriors vs. a big crowd of low-quality troops - which should have the higher CQ, and how much difference should there be? At the moment I can just about parse it as the hero's stats vs. other heroes, and the boost they provide when they join a unit.-----
STORMVERMIN
Mov D8
CQ D12
BAR D12
Heavy Armour
Axe, Spears AND Sword - choose one per engagement
May have Standard, Musician and Shield
Ta to Brent for the suggestion of multiple weapons to represent halberds.-----
SKAVENSLAVES
Mov D8
CQ D20
BAR D20
May have Shield
May have Spears or Slings
OR
May be a Horde
By contrast, no trouble figuring the stats here!-----
GIANT RATS
Mov D10
CQ D20
BAR D20
Fast Cavalry or Horde
Non-Horde units may have a Master Moulder - upgraded with Standard, Musician, and Sword (whip) or Great Weapon (things-catcher).
Fast Cavalry seems most consistent with the role of small rat packs in Warhammer. Horde seems consistent with big 'uns. Still, should they be optional?
I don't know if Master Moulders should command units other than giant rats and rat ogres like a regular hero, but it seems strange if they don't have a command radius for Clan Moulder units. Hopefully standard and musician offsets any CP losses.-----
NIGHT RUNNERS
Mov D10
CQ D12
BAR D20
May have Sword or Slings
OR
May be a Horde
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WEAPON TEAMS
No more Weapon Team units than Clanrat and Stormvermin units in the army
DOOM-FLAYER
Mov D8
CQ D10
BAR D12
Cavalry
Heavy Armour
Lance
The different types of long range/projectile Weapon Teams all use this Core Profile and TAG:
Mov D8
CQ D20
BAR D10
Fast Cavalry
In addition, each Weapon Team unit has one of the following Missile Weapons:
Warpfire Thrower - Blunderbuss
Ratling Gun - Repeating Crossbow
Poisoned Wind Mortar - Heavy Crossbow
I don't know if the lack of skirmisher abilities in Mayhem was intentional, but I think Fast Cav is a reasonable stand-in, particularly for Skaven missile weapon teams. I think it suits their mobility and apparent role - one or two teams on a unit base, representing an actual one or two spread-out teams jogging alongside a massed block of friendly infantry, spinning and hosing the sides of enemy blocks as they move in towards said friendlies. I think the low-number skirmisher formation also helps justify the vulnerability to anti-cav counters and the high BAR. (That includes the heavy armour they apparently have, which on these guys seems better suited to dodging arrows, than resisting the charge of an entire unit with the actual Heavy Armour TAG) Do I get a peanut?
I don't have Warp Grinders in yet. They'll probably do as upgrades to Night Runner and Gutter Runner units. I wonder if I can jimmy Summon rules to represent tunneling, too.-----
RAT OGRES
Mov D10
CQ D6
BAR D10
Behemoth
Fear
Rampage
May have a Master Moulder - upgraded to Standard, Musician, and Sword (whip) or Great Weapon (things-catcher).
"D6 for large, dangerous and skilled combatants [like behemoths]" If rat ogres don't fit the bill I don't know what does. Although, like the Vermin Lord, I wonder if they're not too strong.-----
GUTTER RUNNERS
Mov D10
CQ D12
BAR D12
Fast Cavalry
Sword or Sling
Kinda wonder if the idea of 'scouts' went the same way as skirmishers.-----
PLAGUE MONKS
Mov D8
CQ D20
BAR D12
Sword
Berserker
PLAGUE MONK HORDE
Mov D8
CQ D12
BAR D12
Horde
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PLAGUE CENSER BEARERS
Mov D8
CQ D20
BAR D12
Fast Cavalry
Great Weapon
Berserker
No more Plague Censer units than Plague Monk units or hordes in the army
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JEZZAILS
Mov D8
CQ D20
BAR D10
Shield
Rifle
From the description of some missile weapons, I gather they're not automatically usable with a shield, although this isn't explicitly stated. Better switching to Heavy Armour?-----
POISONED WIND GLOBADIERS
Mov D8
CQ D20
BAR D12
Fast Cavalry
Heavy Armour
Sword
Pistol
Sword here represents globadiers at the back chucking globes into combat. Should I give them Beasts for the same reason, to let their whiffy gasses spook the horses?-----
HELL PIT ABOMINATION
Use Mayhem Giant rules
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DOOMWHEEL
Mov D12
CQ D12
BAR D10
Chariot
Heavy Armour
Great Weapon
Repeating Crossbow
Fearless
Terror
One per army
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WARP LIGHTNING CANNON
Use Mayhem Cannon rules
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PLAGUECLAW CATAPULT
Use Mayhem Catapult rules
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