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Warhammer Underworlds: Shadespire – Spiteclaw's Swarm thumbnail

Warhammer Underworlds: Shadespire – Spiteclaw's Swarm

Expansion for Warhammer Underworlds: Shadespire

Warhammer Underworlds: Shadespire – Spiteclaw's Swarm Rulebook

Table of Contents

Table of Contents

  • Fighters
  • Warband Abilities
    • Inspire
    • Swarm
    • Scheming Pack
    • Untimely Promotion
  • Fighter Abilities
    • Skitter
    • Justified Paranoia
    • 'Out my way, fool-things!'
  • Fighter Cards
    • Skritch Spiteclaw
    • Krrk the Almost-Trusted
    • Lurking Skaven
    • Hungering Skaven
    • Festering Skaven

Fighters

  1. Skritch Spiteclaw
  2. Krrk the Almost-Trusted
  3. Hungering Skaven
  4. Festering Skaven
  5. Lurking Skaven

Warband Abilities

The warband sheet lists the following abilities. The Inspire ability is printed with a yellow background; the remaining abilities are printed on the sheet without a fighter attribution. Icons printed in the abilities are written out as words below.

Inspire

Immediately after resolving a Ploy that picked a friendly fighter, Inspire that fighter.

Swarm

Pick a friendly leader to use this ability. Pick a slain friendly minion. Raise that fighter and place them on an empty starting hex then give that fighter a Raise token.

Scheming Pack

Friendly schemers' melee weapons have Grievous while the target is Flanked or Surrounded.

Untimely Promotion

While a friendly Skritch is slain, Krrk is a leader.

Fighter Abilities

Skitter

'He who fights and runs away…'

Use this immediately after a friendly fighter adjacent to any friendly fighters is picked to use a Core ability. Push that fighter 1 hex. You can only use this ability once per game.

Justified Paranoia

A Skaven must always be on their guard. Especially when around other Skaven.

Use this immediately after a friendly fighter adjacent to any friendly fighters is picked to use a Core ability. Give that fighter a Guard token. You can only use this ability once per game.

'Out my way, fool-things!'

Skritch and his more useful minions are well-versed in getting themselves out of danger, and into the best position.

Use this in your Power step. Pick a friendly fighter and another fighter that is adjacent to them. Remove those fighters from the battlefield and then place each in the hex the other was removed from. You can only use this ability once per game.

Fighter Cards

Each fighter has a front card and an Inspired card (the gold card), which replaces the front card when the fighter becomes Inspired. The Move, Defence, Wounds and Bounty values are printed on the left edge of each card, and the attack actions are printed along the bottom.

Note on icons: the printed stat cards carry symbols rather than words. The mapping used below is inferred from the card layout and the characteristics named in the core Shadespire rulebook (Move, Defence, Wounds, Bounty; Range, Dice and Damage for attacks). The top blue hexagon is read as Move, the green shield as Defence, the red roundel as Wounds, and the orange coin as Bounty. Attack dice are written as the hammer or swords face printed on the card. Two small glyphs printed on Hungering Skaven and Festering Skaven are not identified here and are marked as such.

Skritch Spiteclaw

Front card: Move 5, Defence 2, Wounds 4, Bounty 2.

  • Attack 1: Range 1, Dice 2 (hammer), Damage 2.
  • Attack 2: Range 2, Dice 2 (hammer), Damage 1.

Inspired card: Move 5, Defence 2, Wounds 4, Bounty 2.

  • Attack 1: Range 1, Dice 3 (hammer), Damage 2.
  • Attack 2: Range 2, Dice 3 (hammer), Damage 1.

Krrk the Almost-Trusted

Front card: Move 5, Defence 1, Wounds 3, Bounty 2.

  • Attack 1: Range 1, Dice 2 (hammer), Damage 2.
  • Attack 2: Range 2, Dice 2 (hammer), Damage 1.

Inspired card: Move 5, Defence 1, Wounds 3, Bounty 2.

  • Attack 1: Range 1, Dice 3 (hammer), Damage 2.
  • Attack 2: Range 2, Dice 3 (hammer), Damage 1.

Lurking Skaven

Front card: Move 5, Defence 2, Wounds 3, Bounty 1.

  • Attack 1: Range 1, Dice 2 (swords), Damage 1.

Inspired card: Move 5, Defence 2, Wounds 3, Bounty 1.

  • Attack 1: Range 1, Dice 3 (swords), Damage 1.
  • Attack 2: Range 3, Dice 2 (swords), Damage 1. A small glyph printed before this attack is not identified here.

Hungering Skaven

Front card: Move 5, Defence 1, Wounds 3, Bounty 1.

  • Attack 1: Range 1, Dice 2 (hammer), Damage 1.

Inspired card: Move 5, Defence 1, Wounds 3, Bounty 1.

  • Attack 1: Range 1, Dice 2 (hammer), Damage 1. A small glyph printed after this attack is not identified here.

Festering Skaven

Front card: Move 5, Defence 1, Wounds 3, Bounty 1.

  • Attack 1: Range 1, Dice 2 (swords), Damage 1.

Inspired card: Move 5, Defence 2, Wounds 3, Bounty 1.

  • Attack 1: Range 1, Dice 3 (swords), Damage 1. Two small glyphs printed after this attack are not identified here.