Sup Ember. Let's do this thing.
Luckily
I do
HQ:
Lord: Warlord, halbard, Hand weapon, warpstone armour
BSB: Chieftan, Hand weapon, halbard
Grey Seer: Disspell scroll, warpstone Tokens
Warplock Enginer: Halbard, Warpmusket,
Warplock Enginer: Hand weapon, brass sphere
Core:
Clanrats x20: spears, full command
Clanrats x20: Hand weapons, full command
Clanrat x40: Hand weapons, full command
Special:
Rat Ogres x4: master moulder
Giant Rats x8
Stormvermin x20: full command
Gutter Runners x3
Rare:
Doomwheel
Warplightning cannon x2
So all of that adds up to 1702 points. However you've got a lot of weird unit sizes, missing upgrades, and so on that we can clean up. I'm going to shoot for 1500 points even, sound good?
Grey Seer - talisman of preservation, dispel scroll = 310
Warlord - armor of destiny, ironcurse icon, halberd = 148
Chieftain -
BSB, shield = 72
30 Stormvermin - full command = 235
30 Slaves - musician = 62
30 Slaves - musician = 62
5 Giant Rats - 1 packmaster = 23
4 Rat Ogres - 1 packmaster = 168
5 Gutter Runners - poison, slings = 90
Doomwheel = 150
WLC = 90
WLC = 90
--------
1500
Grey Seer is still around, still awesome. 4+ ward keeps him in the game as long as possible.
Warlord still swinging that S5 stick around, but now with a 4+ ward as well, as he'll be in the thick of things most of the time. He also got an ironcurse for his unit, because I had 5 points spare mostly.
Chieftain
BSB rocks on, with the barest of equipment - just a shield for a 4+ armor and 6+ parry. Pro Tip: try to keep this guy out of combat at all costs, he will die immediately (no matter what you give him, I've found!)
(Meanwhile, all the warlocks have gone. Add them back in when you bump up to 2000, but for now the Seer is more than enough magic.)
Stormies got a little bigger and became your bunker unit - just use spear clanrats to bump up the last 10, as those spear rats aren't featured in the army any longer! All your characters will probably go in this unit. While it can fight and sometimes will actually want to, for the most part they're there to keep them safe and just pounce on weakened enemies if the opportunity arises.
Clanrat blocks became slave blocks, because they're just better at dying-while-costing-less. These units are excellent and will want to be shoved into danger as soon as possible ... because then you can shoot danger with double WLC
The giant rats were reduced to what's called a 'rat dart', a little min-sized unit of giant rats that you run 2-wide and zip into the way of enemy kill units. Or kill war machines, etc. Useful stuff, these.
The rat ogres I kept around. You'll find them to be a bit disappointing, but they at least provide some potentially serious damage if ignored, as well as give you a different model type to use (Monstrous Infantry). 1 packmaster isn't the best idea to keep them sane (you could have 3 max I think), but I had priorities for the points that weren't these rogres.
There are now more gutters and they're all better equipped. Poison sling gutters are phenomenal units that kill everything, in particular war machines and solo monsters, thanks to the wonders of poison. You'll want another unit in bigger points.
Finally, I didn't touch your rares, because they're already amazeballs.
I've left out a few dirty items - doomrocket for example - and left in some derpy ones - rat ogres - but this list should give you a solid army with a strong stink of Skaven about it all the same.
- Salvage