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.
The
following is revised from Realms of
Sorcery, page 129, to include Human cultists.
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.
The
following are additions to spells that appear in Realms of Sorcery, pages 236-238.
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”).
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.
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.
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)
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.
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.
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.
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.
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...
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
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
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.
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
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 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.
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.
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 are detailed in Realms of Sorcery, pages 126.
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.
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.
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.
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.
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.
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.
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.
The following are additions to the
Skaven weapons detailed in Realms of
Sorcery, pages 128 – 129:
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 |
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 |
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.