Rattus Mutatus

By Alfred Nuñez Jr.

 

 

As I worked on the scenario “Conspiracy in Marienburg” (scheduled to appear in Warpstone), I started to work on elements of Skaven society.  I worked on other fundamentals for the Hogshead version of the Skaven book, some of which appeared in Realms of Sorcery.  Unfortunately, the Skaven book did not get beyond the draft stage before Hogshead closed its doors.

 

To my mind, Skaven culture is darker and more insidious than the “shadow” parallel to Human society as depicted elsewhere.  I also think that playing Skaven characters offer, at best, limited potential if they are used in the manner designed by GW.  Like the other chaotic and evil races, Skaven are best suited as NPCs to plot and scheme against Humanity.

 

 

SKAVEN MAGIC

 

Cult Description

 

The following is revised from Realms of Sorcery, page 129, to include Human cultists.

 

 

HORNED RAT- Gnawer of the World

 

Description: The Horned Rat is the Chaos God of the Skaven, a race of bipedal Ratmen who infest the underground world beneath a large portion of the Known World.  It is not certain when the Horned Rat came through the collapsed Warp gate, but he made his presence known in spectacular fashion.

 

In –1700 I.C., a meteor storm rained down on the city of Tylos north of the Tilean Sea.  The falling debris was warpstone which originated from the Chaos moon, Mórrslieb.  The resulting catastrophe destroyed the land and all its inhabitants except the rats that infested the town and surrounding fields.  Constant exposure to the Warpstone in the newly formed marshes mutated the rodents into the children of the Horned Rat.

 

In a relatively short amount of time, the Skaven dug many tunnels underneath the surrounding mountains and beyond. This poised them to carry forth the Horned Rat’s schemes.  At first, these plans were simply to overwhelm their opponents with sheer number.  Initial success bore these assumptions out, but subsequent events forced the Skaven to redirect their efforts towards a more subtle nature.  The growth of Human towns and cities provided the ideal environment for the Skaven to menace the surface dwellers from the shadowy fringes.  In addition, there were always Human dupes who were more than willing to sell out their fellows for promises of riches and power.

 

The Horned Rat is depicted as a Skaven the size of a giant, holding the world in his hand and gnawing at it.  Two sets of horns sprout from its head.  The central set are long and straight while the other set curls around its temples.  The Horned Rat has long fangs and each hand ends in razor-sharp claws.

 

Alignment: Chaos

 

Symbol: The symbol (and Chaos Rune) of the Horned Rat is essentially three lines that form a rough, upside down triangle (apex pointing downward).  Other, lesser used symbols include a rat standing upright and a rat’s head or skull with horns growing from it.  Only his Skaven followers wear these symbols openly.  The Horned Rat’s Human cultists generally have a medallion with any of these symbols hidden underneath their clothing, if they carry any at all.  These same Humans dress in the same manner as anyone from their same social class, which makes them virtually indistinguishable from the general populace.  Human Priests of the Horned Rat may wear dark grey or brown clothing and/or robes.

 

Area of Worship: The Horned Rat is the god of the Skaven, but there are also cults of the Horned Rat among the Human population of the Old World.  Human followers of the Horned Rat are usually those who have encountered the Skaven and believe them to be very powerful.  These Human agents attempt to ingratiate themselves with the Ratmen in hopes of gaining power at the expense, as well as avoiding the fate, of their fellow Humans.  Not surprisingly, the Skaven do not tell their pawns that they and their god can not tell one Human from another (not that it really matters).

 

Temples: Skaven temples of the Horned Rat are always underground in Skaven tunnels and catacombs. They always have a great statue of the Horned Rat and an altar for sacrifice which is often imbedded with chunks of warpstone. The verminous congregation stand or lie flat on the stone floor during the ceremonies.

 

Human shrines dedicated to the Horned Rat are well hidden in secret cellars and concealed alcoves in the sewers.  A foot tall figurine of an upright rat with two straight horns dominates the altar.  Foul rituals and sacrifices are committed before the altars and the bodies of the victims dumped elsewhere.

 

Friends and Enemies: Among the Skaven, the cult of the Horned Rat hates all humanity and their gods.  The Human cultists of the Horned Rat know little of this animosity towards them (which make them the perfect dupes), but share in the mistrust of the Human cults.  The cult of the Horned Rat also hates all other races and their cults.  They will join other Chaos cults if it suits their purpose, although the cult of Slaanesh is very alien to the Skaven mindset.  Cults of Tzeentch and Khorne are viewed with suspicions as their goals often conflict with the schemes of the Horned Rat.  The only cult in which the followers of the Horned Rat (specifically, the Plague Monks and Priests in their worship of the Horned Rat as the “Harbinger of Disease”) have some common ground are of Nurgle.

 

Holy Days: To the Skaven deep underground every day is like every other.  In contrast, Human cultists of the Horned Rat honour him whenever Mórrslieb is full (which is a challenge to plan given the Chaos Moon’s erratic orbit).

 

Cult Requirements: Among Skaven, only those who wield magic (Grey Seers, Warlock Engineers and few Plague Priests) may serve as clerics of the Horned Rat. They do not generally proselytise among humans, but will recruit anyone foolhardy to join a cult of like-minded Humans. Thus, most large cities have a small cult of the Horned Rat among Humans who seek to gain power and wealth from their association with the Skaven.  These may include sewer workers, night watchmen, officials who have some reason to go underground, fools looking for an easy path to influence and power, and friends and relatives of such people.

 

Strictures: The following tenets only apply to Human cultists:

·        Always obey Skaven leaders.

·        Never reveal the existence of the Skaven or the cult to anyone outside the cult.

·        Sabotage all underground work on sewers or anywhere in cities which threaten to expose the Skaven.

·        Thwart all investigations into the clandestine activities of the Skaven and Human agents.

·        Eliminate any witness do such activities.

·        Members must seek warpstone and deliver any that they find into the hands of the cult or their Skaven masters.

 

Spell Use: Grey Seers and Warlock Engineers are able to use any Skaven and Dark Magic spells of the appropriate level, while Plague Priests can only use Skaven spells involving disease.  Human Sorcerer-Priests of Horned Rat are limited to the following spells:

 

1st: Shadow’s Companion, Summon Children of the Horned Rat, Vermintide, Warp Lightning

2nd: Infecting Gaze, Scorch, Summon Daemon Rat

3rd: Gnaw, Plague Source

 

Note:  Unlike Skaven spellcasters, Human Sorcerer-Priests are limited to third level and may regain Magic Points by using the Meditation skill in the same manner as Human priests.  In addition, Human Sorcerer-Priests may use a Warpstone solution created by Warlock Engineers.  The solution allows the imbiber to gain d10 Magic Points (not to exceed the Sorcerer-Priest’s limit) at the risk of a 5% chance of receiving a mutation.  This chance of mutation is cumulative with each solution drunk.

 

Skills: The Horned Rat does not grant any additional skills to his Skaven servants.  He does grant one of the following skills to his Human Sorcerer-Priests for each level achieved: Concealment Urban, Night Vision, Orientation (underground), Silent Move Urban, Speak Additional Language (Queekish), Spot Traps.

 

Trials: Trials of the Horned Rat usually involves some act of sabotage on behalf of the Skaven.  Examples include collapsing a sewer line that threatens to uncover a Skaven tunnel or removing evidence of Skaven presence in a city or town.

 

Blessings: Favourable skills include Concealment Urban, Silent Move Urban, and Spot Traps.  Moreover, the Horned Rat favours Disease, Fear, Hide, and Poison tests.  In some cases, he may grant a temporary increase to Cool and Initiative.  The Horned Rat may also grant other “gifts” to those who have excelled in his service.  Others may be cursed with random mutations.

 

 

Magic Spells

 

The following are additions to spells that appear in Realms of Sorcery, pages 236-238.

 

Summon Children of the Horned Rat

Spell Level: First Skaven

Magic Points: 4

Range: Nearby

Duration: 1 hour

 

This spells grants the caster the ability to summon and control a pack of 2d6+4 Giant Rats to attack their enemies.  The Children of the Horned Rat appear within 6 yards of the caster and will follow simple instructions (like "Kill", "Hurt" or “Guard”).

 

 

Summon Servant of the Horned Rat

Spell Level: First Skaven

Magic Points: 3

Range: Not applicable

Duration: 2 hours per level

 

This spells grants the caster the ability to summon a Daemonic Servant of the Horned Rat.  The Servant takes up the form of a large wolf-rat with flaming eyes and mouth.

 

Once summoned, the Servant appears within 6 yards of the caster.  If the caster successfully controls the Servant (WP test), it will serve for the duration indicated above.  Once the spell expires, or the caster is slain, the Servant immediately disappears.

 

 

Summon Daemon Rat (Lesser Daemon of the Horned Rat)

Spell Level: Second Skaven

Magic Points: 5

Range: Not applicable

Duration: 1 hour per level

 

This spells grants the caster the ability to summon Lesser Daemon of the Horned Rat.  Once summoned, the Lesser Daemon appears within 6 yards of the caster.  If the caster successfully passes a WP test, the Lesser Daemon will serve for the duration indicated above.  Once the spell expires, or the caster is slain, the Lesser Daemon immediately disappears.

 

It should be noted that the caster never really controls the Lesser Daemon as the latter only serves the wishes of the Horned Rat.  This could include slaying the summoner if that is the deity’s desire.

 

 

Pestilent Breath

Spell Level: Third Skaven

Magic Points: 8

Range: 20 foot cone shaped area ending in a 5 foot radius.

Duration: Instantaneous

 

This spells allows the caster to breathe a noxious cloud of death and disease and cover a cone-shape area that ends 20 feet from the caster in a 5 foot radius.  Anyone caught in this area of effect must take an immediate T test.  If successful, the victim only sustains a S3 hit (no reduction for T or armour).  If the test is failed, then the victim takes 1D3 S4 hits (no reductions) with a 10% chance of catching either Black Plague or Red Pox (WFRP, pg 82-83)

 

 

Spread Plague

Spell Level: Third Skaven

Magic Points: 12

Range: Touch

Duration: Instantaneous

 

This spell can be cast upon any individual whom the caster touches.  The form in which the disease manifests can be either Black Plague or Red Pox (WFRP, pg 82-83), GM's choice.  The victim is allowed a T test to resist the effects of the disease.  If infected, the victim will feel weak and queasy (-10 to WS, BS, Dex, and Int; -1 to S and T) until the next day when they succumb to the full effects of the disease.  There is also a 10% chance that the victim will pass the disease to anyone in contact with them in the first 24 hours of being infected.

 

 

Summon Daemon Rat Horde

Spell Level: Third Skaven

Magic Points: 9

Range: Not applicable

Duration: 1 hour per level

 

This spells grants the caster the ability to summon 2D6 Lesser Daemons of the Horned Rat.  Once summoned, the Lesser Daemons appear within 6 yards.  If the caster successfully passes a WP test, the Lesser Daemons will serve for the duration indicated above.  Once the spell expires, or the caster is slain, the Lesser Daemons immediately disappear.

 

It should be noted that the caster never really controls the Lesser Daemons as the latter only serve the wishes of the Horned Rat.  This could include slaying the summoner if that is the deity’s desire.

 

 

Summon Vermin Lord

Spell Level: Fourth Skaven

Magic Points: 25

Range: Not applicable

Duration: Until task completed

 

This spells grants the caster the ability to summon a Vermin Lord, Greater Daemon of the Horned Rat.  Once summoned, the Vermin Lord appears within 6 yards.  If the caster successfully passes a WP test, it may give the Vermin Lord one task to complete.  The Vermin Lord remains unless its task is completed, it is dispelled or until it or the caster is slain.

 

The danger for the caster is obvious.  The Vermin Lord may well decide that the Grey Seer is not worthy of the Horned Rat’s favour and slay him before setting about on whatever purposes the Skaven deity has sent it.

 

 

Refining Warpstone

 

The process of refining Warpstone is both gruesome and deadly.  In fact, the most effective method of refining warpstone is through the use of unwilling victims.

 

For every pound of raw warpstone force fed to a Skaven subject, ½ pound of partially-refined warpstone can be retrieved.  Unfortunately, the Grey Seer refining the warpstone must first wait for the eruption of mutations to subside before searching the bloody remains to find the partially-refined warpstone.  Since the Skaven used in refining the warpstone can only handle one pound of warpstone, a large number of Skaven need to be used to refine a substantial quantity.  Thankfully, the ability of the Skaven to breed in large numbers ensures that there is never a shortage of warpstone-refining vessels.

 

Should the Grey Seer wish to take the final refining step, then a new Skvaen “volunteer” must be used.  As with the first refining step, half the weight of the warpstone will be lost in the second process.  While the outbreak of mutations will also occur the second time, it is only 70% fatal.  Thus, in 30% of the cases, the Grey Seer will have to wait for the refined warpstone to pass through whatever is left of the victim’s digestive tract.  Even though the surviving “volunteer” has been reduced to a Chaos Spawn, they have further uses as experimentation subjects by either Clan Moulder or Clan Skryre.

 

In a pinch, either Beastmen (including mutants) or humans can be used to refine warpstone.  Members of these races are inferior refining vessels, however, and have a lesser chance for converting warpstone to less dangerous states.  Beastmen have a base 30% chance of using their digestive tract to refine warpstone with a modifier of +5% of each mutation.  Of course, the effects of refining warpstone are just as deadly for them as it is for Skaven and humans.

 

Humans only have a 5% chance of converting warpstone to any of its refined states.  It should be noted that this small chance does not deter determined Grey Seers if they have great need of the refined warpstone.

 

 

 

CAREER PROFILES

 

Clan Eshin

 

It is rare for humanity to encounter Skaven of Clan Eshin, rarer still to survive any such encounter.  For those who study the Skaven (and there are very few), there are two types of Clan Eshin Skaven known.

 

Gutter Runners scout far ahead of Skaven hordes, seeking the enemy, ensuring the element of surprise, and stirring the rat packs of cities into action.  They are also used to spread fear and create havoc to cover Skaven slaving raids.  In contrast, Night Runners are the Skaven assassins who are often active at night.  Their main role is to slay foes in dark places, infiltrate enemy cities, sow fear in their enemies, and prepare the way...

 

Gutter Runners

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

48

40

3

4

10

55

2

39

34

34

28

39

24

 

Skills:

Concealment Urban

Follow Trail

Scale Sheer Surface

Shadowing

Silent Move Rural

Silent Move Urban

Specialist Weapon-Lasso

Specialist Weapon-Net

Specialist Weapon-Throwing Knife

Strike Mighty Blow

 

Possessions:

Leather Jack (0/1AP body/arms)

Sword with serrated edge (+1 W) coated with poison (+d3 additional W unless Poison test successful)

Garrotte

4 Throwing Knives

Dark Clothing

 

 

Night Runner Assassins

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

63

55

4

4

13

70

4

54

44

44

38

49

34

 

Skills (in addition to those of Gutter Runners):

Ambidextrous

Concealment Rural

Disguise

Marksmanship

Prepare Poisons

Specialist Weapon-Parrying

Specialist Weapons-Throwing Stars

 

Possessions:

Mail Shirt under Dark Clothing

Sword

Weeping Dagger

2 Throwing Stars

2 Throwing Knives

Garrotte

 

 

 

Clan Pestilens

 

Disease-ridden followers of the Horned Rat as Harbinger of Disease, Plague Monks are the bane of many races including their own.  The few scholars who believe that Skaven still exist have attributed many of the plagues that ravaged civilization across the centuries to this crazed Skaven Clan.

 

It is believed to be extremely rare for the Horned Rat to grant a Plague Priest the ability to cast magical spells.  For such to occur, the individual Plague Priest had to accomplish a great deed in order to attract the attention of the Horned Rat.  Of course, such attention is rarely a good thing.  The Skaven deity can as easily (and capriciously) destroy the upstart as reward the Priest for its efforts.  When the latter does occur, the Plague Priest becomes a very powerful creature (equal to a Level 3 sorcerer in magical ability).

 

More details about Plague Priests can be found in Realms of Sorcery, page 127.

 

 

Plague Monk

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

33

25

3

3

9

50

1

24

24

34

38

29

14

 

Skills:

Herb Lore

Identify Plants

Immunity to Disease

Manufacture Potions

Prepare Poisons

Read/Write (90% chance of Old Worlder, 8% Dark Tongue, 2% any other language such as Khazalid or Elthárin)

Secret Signs- Clan Pestilens

 

 

Plague Priest

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

43

35

4

4

10

60

1

34

34

44

48

39

14

 

Magic Points: 14D4

 

Skills:

Arcane Language- Skaven Magic

Cast Spells- Skaven Magic (special, see below)

Evaluate

Magical Awareness

Magic Sense

Manufacture Drugs

Manufacture Scrolls

Speak Additional Language (90% chance of Old Worlder, 8% Dark Tongue, 2% any other language such as Khazalid or Elthárin)

 

Spells:

1st Level: Shadow’s Companion, Summon Children of the Horned Rat (diseased giant rats, 15% chance of infection), Vermintide (diseased rats, 10% chance of infection)

2nd Level: Brittle Bone, Infecting Gaze, Shrivel Tongue

3rd Level: Pestilent Breath, Plague’s Source, Spread Plague

 

 

 

Clan Skryre

 

Clan Skryre are the mad scientists of the Skaven world.  Details about the Warlock Engineers can be found in Realms of Sorcery, pages 126-127.

 

Following are the only two levels of Clan Skryre warlocks and their attributes (including information for the few who can use magic).  It should be noted that the information for the 2nd level career is a modification to the sample career that appeared in Realms of Sorcery, page 129.

 

Warlock Engineer (Level 1)

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

33

25

3

3

9

50

1

24

24

34

38

29

14

 

Magic Points: 6D4

 

Skills:

Arcane Language- Skaven Magic*

Cast Spells- Skaven Magic- Level 1*

Construct

Identify Plants

Magic Sense*

Metallurgy

Rune Lore*

Scroll Lore*

Secret Language-Skaven Engineer

Secret Signs- Clan Skryre

Specialist Weapon- Bombs

Specialist Weapon- Jezzails

Specialist Weapon- Pistols

Specialist Weapon- Warpfire weapons

 

Spells: Any 3 first level Skaven spells.

 

 

Warlock Engineer (Level 2)

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

43

35

4

4

10

60

1

34

34

44

28

39

14

 

Magic Points: 10D4

 

Skills:

Arcane Language- Dark Magic*

Cast Spells- Dark Magic- Levels 1 & 2*

Cast Spells- Skaven Magic- Level 2*

Chemistry

Engineer

Evaluate

Herb Lore

Magical Awareness*

Read/Write (90% chance of Old Worlder, 8% Dark Tongue, 2% any other language such as Khazalid or Elthárin)

Smithing

 

Spells: Any 8 Dark and/or Skaven spells of the appropriate level.

 

*denotes skills for magic-using Warlock Engineers only

 

 

 

Grey Seers

 

Grey Seers are detailed in Realms of Sorcery, pages 126.

 

Grey Seer (Level 3)

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

43

35

4

4

11

70

1

44

44

57

58

49

14

 

Magic Points: 14D4

 

Skills:

Cast Spells- Dark Magic- Level 3

Cast Spells- Skaven Magic- Level 3

Daemon Lore

Identify Magical Artefact

Identify Undead

Immunity to Disease

Perpare Poison

Speak Additional Language (90% chance of Old Worlder, 8% Dark Tongue, 2% any other language such as Khazalid or Elthárin)

 

Spells: Any 15 Dark and/or Skaven spells of the appropriate level.

 

 

Grey Seer (Level 4)

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

43

35

4

4

12

40

1

54

54

60

68

59

14

 

Magic Points: 18D4

 

Skills:

Arcane Language-Magick

Astronomy

Cast Spells- Dark Magic- Level 4

Cast Spells- Skaven Magic- Level 4

Manufacture Drugs

Manufacture Potions

Manufacture Scrolls

Secret Language- Classical

 

Spells: Any 24 Dark and/or Skaven spells of the appropriate level.

 

 

 

BESTIARY

 

Clan Moulder Creations

 

 

Rat Ogres

 

Physique: Rat Ogres are massive creatures standing 12 feet in height.  Some are covered with fur just as normal Skaven, while others lack any hair whatsoever.  Few Rat Ogres (5%) have other mutations which betray the manner in which they were bred.  Generally, these manifest as an extra arm or prehensile tail (both offering +1A).  Other types of mutations are left to GM discretion.

 

Profile:

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

6

33

17

4

5

17

40

2

18

18

14

18

29

10

 

Psychological Traits:  Rat Ogres cause Fear in all living creatures under 10 feet tall.  They are also subject to Frenzy when heavily wounded (2 W or less).

 

Special Rules:  Rat Ogres generally use claw attacks, but some are able to use clubs and chains as weapons.

 

 

Wolf-Rats

 

Physique: Rat-wolves are generally 6 foot in length and differ from pack wolves by their rat-like head and long, naked tail.  The fur is generally dark to medium brown, but black and piebald are not unknown.  Rat-wolves have a 20% chance of additional mutations.  These are generally bony spikes along the spine, skull-faces, or multiple heads (up to 3, with +1 A for each).

 

Profile:

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

9

33

0

3

3

5

30

1

-

10

14

14

14

-

 

Psychological Traits: Rat-wolves are subject to Fear of fire.

 

Special Rules:  Rat-wolves attack with one bite per round.  If successful, there is a 25% chance of causing infected wounds.

 

 

Daemons

 

Servant of the Horned Rat

 

Physique: Daemonic Servants of the Horned Rat have a similar appearance to Skaven Wolf-rats, but are much larger (6-8 feet in length).  If need be, a Grey Seer or Warlock Engineer can ride the Daemonic Servant.

 

Profile:

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

8

33

0

4

3

5

30

1

0

14

14

18

18

0

 

Psychological Traits:  Daemonic Servants cause Fear in all living creatures under 10 feet tall.  They themselves are immune to psychological effects except those created by Lesser Daemons, Greater Daemons or gods.

 

Special Rules:  Daemonic Servants are affected by normal weapons, and their attacks are normal, non-magical attacks.  They are subject to Instability.

 

 

Daemon Rats (Lesser Daemons of the Horned Rat)

 

Physique: Daemon Rats have a similar appearance to a Giant Rat, but are much larger (8 feet plus tail).  They could also stand erect and act like normal Skaven.  Daemon Rats sport two small, sharp horns on their heads.  Some may have sharp spines along their back or spikes at the end of their tail.

 

Profile:

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

6

50

33*

4

3

5

60

2

31*

89

89

89

89

18*

* assumes Skaven form, otherwise the characteristic is at 0.

 

Psychological Traits:  Lesser Daemons cause Fear in all living creatures under 10 feet tall.  They themselves are immune to psychological effects except those created by Greater Daemons or gods.

 

Special Rules:  Lesser Daemons are affected by normal weapons, and their attacks are normal, non-magical attacks.  They are subject to Instability.

 

 

Vermin Lords

The Vermin Lord is the Horned Rat incarnate, full of hatred and spite, vengeful and ridden with the stench of decay. It is thought that the Vermin Lord is the reincarnation of one or more of ancient Lords of Decay, but this is a semantic point debated by those who care about such matters.

 

Physique: Standing more than 10 feet tall, the Vermin Lord has a skull-like, elongated rat-like head bearing four horns, two of which are curled like those of rams with the other two straight and sharp. The creature walks erect on two legs with black, iron hooves. It’s five-fingered hands end in large, sharp claws.  The Vermin Lord’s bald tail is prehensile and can easily grasp and crush a man.

 

Profile:

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

8

90

93

7

7

41

100

6

89

89

89

89

89

15

 

Psychological Traits: Standard rules for Greater Daemons apply.

 

Special Rules: The presence of the daemon causes Terror in creatures less than 10 foot in height.  The Vermin Lord is usually armed with a Doom Glaive which inflicts 2D6 wounds (plus the daemon's S) rather than the normal 1D6.  They are subject to Instability and cannot be wounded by normal weapons.

 

 

 

SKAVEN WEAPONRY

 

 

The following are additions to the Skaven weapons detailed in Realms of Sorcery, pages 128 – 129:

 

Throwing Stars

Clan Eshin Assassins are usually equipped with throwing stars which are coated with a paralysing substance that uses warpstone in its manufacture.  The intend of using such an agent – rather than something more deadly – is that it gives the Skaven some options.  They can still kill any such victims or they can take these to their lair for possible interrogation, sacrifice, or even a meal.

 

If wounded, victim must make an immediate Poison test or be paralysed for a number of hours equal to 1D6+6 minus the victim’s Toughness and cannot be revived by normal means.  Once the effect of paralysation is over, the victim remains Drowsy (see WFRP, page 82) for another 1D6 rounds. 

 

Range (Yds)

ES

Rounds to Load/Fire

S

L

E

 

 

4

8

20

C

1 round to throw

 

 

Warpstone Flintlock

The Warpstone Flintlock is very similar to the pistols used by Humans (WFRP, page 128).  The only difference is that the Skaven weapon uses refined warpstone as its ammunition.  These flintlocks are favourite weapons of the Warlock Engineers and Grey Seers.

 

The damage caused by this ammunition is the same as from gunpowder weapons with one notable difference: the risk of mutation.  Details of the mutating effects of refined warpstone can be found in Realms of Sorcery, page 128.

 

Range (Yds)

ES

Rounds to Load/Fire

S

L

E

 

 

8

16

50

3

2 rounds to load, 1 to fire

 

 

Weeping Blade

Clan Eshin Assassins are equipped with either swords or daggers (sometimes both) which are forged using warpstone in its manufacture.  The weapon drips with a warpstone induced poison that gives the blades their moniker.  Generally, the poison has the effect of paralysis so that the Skaven has several options.  They can still kill any such victims or they can take these to their lair for possible interrogation, sacrifice, or some other nefarious purpose.  In some cases (15%), the poison is far deadlier and can result in instant death.

 

If wounded, victim must make an immediate Poison test or be paralysed for a number of hours equal to 1D6+6 minus the victim’s Toughness and cannot be revived by normal means.  Once the effect of paralysation is over, the victim remains Drowsy (see WFRP, page 82) for another 1D6 rounds.

 

Should the poison be of a deadlier nature, then the victim dies if the Poison test is failed.