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The Great Under-Empire

“The Skaven, sometimes known as the Ratmen, the Ratkin or the Children of the Horned Rat are a malevolent and diabolical race of large
humanoid rat-creatures that inhabits a massive inter-continental underground empire known in their tongue simply as the Under-Empire, where
at the very heart of Skavendom lies the horrific city of Skavenblight, the species capital city and the probable birthplace of the Skaven race. The
Skaven as a whole are a cruel, treacherous and highly numerous species that have since spread their loathsome corruption to the farthest corners
of the Warhammer World. From deep below the earth, these scavengers have built a vast Empire, whose military power and incomprehensible
numbers has the potential to smother the kingdoms of the Old World in a seething tide of violence and anarchy. It is believed by all of Skaven-
kind that the world is destined to be theirs, for they consider themselves the Supreme Master Race, undeniably superior in every way to all the
other races of the World.

This unwavering belief stems from the promises made by their horrifically malevolent deity, known by many legendary names, but his most well-
known title is that of the Horned Rat. The Horned Rat is known as the Harbinger of Corruption and Disease, the embodiment of all things the
Skaven are or ever will be, and whose worship over the Under-Empire is both supreme and absolute. Within the cruel hierarchy of the Under-
Empire, the wishes and demands of the Horned Rat is issued and maintained by the ruthless tyranny of the Council of Thirteen, an organisation
that consists of the twelve most powerful Warlords within the Under-Empire whilst the thirteenth seat is reserved for the Horned Rat himself. It is
due only to the Council's harsh tyranny that the Under-Empire remains unified in some shape or form for centuries, for none could ever hope to
overcome the legions of warriors the Council has under their iron-fisted rule.

Out of all the mortal civilisations within the greater world, no single race, neither the ruthless barbarian tribes of the north nor the savage
greenskins of the east can be compared in terms of instability to that of the Skaven Under-Empire. The Skaven race as a whole is extremely
divided, often far more divided than perhaps any other race known in existence. Such disunion and ruthless lack of cooperation stems from the
Skaven's insatiable need to survive, thrive, and reign tyrannically over his brethren. To a Skaven, there is no such thing as pity, remorse,
compassion, or cooperation. There is simply survival, survival in a turbulent society that only spares those that possess the brute strength,
extreme cunning, and the vicious instinct to outmanoeuvre and kill the opposition, no matter the cost or the body count of either friend or
foe. Though no matter how divided their race may be, they are nonetheless unified in a single cause, and that cause is to conquer the surface
world and bring about the Great Ascendancy, where it is said that the Horned Rat's children will swarm across the face of the earth and claim all
of it as their own.

The Skaven are an evil force unlike any other seen living within the depths of the World. They are impatient, yet they bide their time. They are
scheming, their nefarious plots stretching unseen across all lands. They are everywhere, yet they remain hidden and forgotten from the world's
eye. From the Worlds Edge Mountains to the jungles of the Southlands, from the arid dunes to the barbaric Northlands, no kingdom remains
untouched by their corruption. They are a heinous race that over the long centuries have brought low ancient Dwarfholds, grinding down that
proud race to but a fraction of its former glory. In the past, they've contaminated the mystical temple-cities of the cold-blooded creatures of
Lustria, and reduced the Empire, the greatest human nation of the Old World, to total starvation and near ruin.

Out of all the armies within the known world, no army could match the implacable numbers of the Skaven race. When the Skaven abandon their
secretive ways and emerge from their subterranean lairs, they do so for only one reason; to unleash vicious, inhuman, and lightning-fast warfare.
It is a nightmarish scene, a ravenous horde, a chaotic and rolling tide of verminous ratmen. An individual Skaven warrior is of little match
against any of the other races in a one on one fight. Without allies to aid him, a Skaven's cowardice would naturally make him flee from direct
combat, only fighting if there is no other alternative except death. As such, to each and every Skaven, there is only one racial strength, and that
strength is numbers.

The Council of Thirteen is the ruling body of the Skaven Under-Empire, and whose members are known famously throughout as the Lords of
Decay. These Ratlords of the Skaven race oversee all matters pertaining to their entire species, from hatching terrible plots to initiating an
invasion against the enemies of their kind. Within the tyrannical hierarchy of the Under-Empire, the Council of Thirteen consists of the warlords
of the Four Great Clans as well as seven other lesser warlords.

It is considered the right and sovereign duty of the Council of Thirteen to unite the various Greater and Lesser Clans under a single banner.
While the Council holds sway over the entirety of the Under-Empire, the reality of a unified Skaven nation has yet to be fully realised. If it were
not for the constant squabbling between the various Skaven clans, the Great Ascendancy would have occurred millennia ago. Instead, internecine
fighting and bickering hold the Skaven back, much to the benefit of the Old World.”—Warhammer Wiki

This homebrew is designed to add Skaven as a playable race and create new Skaven exclusive Careers, Talents, equipment and more for
WFRP4E. Author: Big Boss. Rules Development: Big Boss. Design: Big Boss. Editing: Big Boss. Contributors: DatOrkBoss (USA),
EverXChosen (USA), Seraphicus (USA), Seseta (Spain), Skellettor *This file is for non-commercial use as a fan supplement to Warhammer
Fantasy Roleplay 4th Edition. All art used is repurposed stock and royalty free images.*

Credits for the inspiration for many career entrees, spells, religions, and more in this companion go to the Warhammer Fantasy Battles 7th
Edition Army Book, the Warhammer.wiki and WHFRP 2E Children of the Horned Rat. All rights reserved go to Cubicle 7 and Games
Workshop.

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Table of Contents:
Skaven Character Creation……………………………………………………………………………......................... (Pages 3-5)
Skaven Clans……………………………………………………………………………………………....................… (Pages 5-8)
Skaven Culture and Religion……………………………………………………………………….…………............. (Pages 8-9)

Stormvermin……………..………………………….……………………………………………………………………. (Page 10)


Gunrat…………………………………………………………………………………………………………………….. (Page 11)
Gutter Runner……………………………………………….………………………………………………………….... (Page 12)
Sorcerer……………………………………………………………………….…………………………………………... (Page 13)
Grey Seer………………………………………………………………….…………………………………………….... (Page 14)
Warlock Engineer………………………….………………………………………………………………….................. (Page 15)
Plague Monk………………………………………………………………………...…………………………………..... (Page 16)
Clanrat……………………………………………………………………………………………..……………………... (Page 17)
Slaverat………………………………………………………………………………...……...……………………….…. (Page 18)
Stormmarine………………………………………..……………………………………………………………………. (Page 19)
Man Cacther……………………..………………………………………………………………………………………. (Page 20)
Poisoned-Wind Globadier………………….…………………………………………………………………………..... (Page 21)
Pack Master………………………………………………………………….………………………………………….... (Page 22)

New Talents………………………………………………………………………………………………………..……... (Page 23)

Fleshmoulding………………………………………………………………………………………………...……... (Pages 23-24)


Technomancy……………………………………………………………………………………………..…………. (Pages 24-26)

Lore of Plague………………………………………………………………………………………….……………. (Pages 26-28)


Lore of Stealth……………………………………………………………………………………………...………... (Pages 28-29)
Lore of Warp………………………………………………………………………………………………………… (Pages 29-30)

New Weapons, Armor and Qualities………………………………………………………………………….......... (Pages 31-32)

Skaven Bestiary Expansion…………………………………………………………………………………………. (Pages 32-35)

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Skaven
White and Gray Skaven
Skills: Channeling (Dhar), Endurance, Intimidate, Language
(Magick), Language (Queekish), Leadership, Lore (Dhar or
“A Skaven is roughly man-sized, with the typical specimen being Magic), Lore (Skaven), Lore (Warpstone), Melee (Any),
between four and five feet tall on average. Their body posture is Perception, Stealth (Underground)
often hunched, a trait that was developed from the cramped
conditions of their natural habitat. Skaven fur is often fine and Talents: Acute Sense (Hearing), Aethyric Attunement or
thick, making it excellent at insulating the body from the cold. The Coolheaded, Night Vision, Petty Magic or Luck, Strong Legs
skin also excretes a layer of fine oil upon the fur that makes their
bodies almost waterproof. This oil, which is common amongst Skaven Traits: Bite, Hatred (Dwarfs), Tail Attack
aquatic rodents, contributes to the Skaven being competent
swimmers. This same oil is a pheromone that a Skaven can use to Optional Traits: Animosity (Elves, Greenskins, Humans, Ogres
deduce the emotions or motives of another individual. Certain or Skaven), Hatred (Elves, Greenskins, Humans, Ogres or
pheromone smells can mean certain emotions that only a Skaven Skaven), Infected, Prejudice (Non-Skaven)
nose can identify, such as fear, agitation, or stress.
Skaven Attributes Table:
The skin of a Skaven is thick, naturally thicker than a normal
human, and its surface is often littered with a variety of scars, the Skaven Brown Fur Black Fur White or
most common are marks made by other Skaven. Skaven also have Breed Roll 1-75 76-95 Gray Fur
naturally strong constitutions against sickness and plagues, a trait 96-100
that was forcibly developed in order to survive the often-unsanitary Weapon 2d10 + 20 2d10 + 20 2d10 + 20
environments that the majority of Skaven live in. The skeletal Skill
structure of a Skaven is generally light weight, giving them a Ballistic 2d10 + 20 2d10 + 20 2d10 + 20
greater degree of speed, movement, and natural reflexes than a Skill
typical human. This is further aided by possessing extremely Strength 2d10 + 20 2d10 + 20 2d10 + 20
strong back legs that help to propel a Skaven at twice the speed of Toughness 2d10 + 20 2d10 + 30 2d10 + 20
a normal man. The skeleton itself is also highly flexible, enabling Initiative 2d10 + 30 2d10 + 30 2d10 + 30
them to slide through even the most cramped environment with Agility 2d10 + 25 2d10 + 25 2d10 + 25
relative ease. However, due to their physiology, the typical Skaven Dexterity 2d10 + 20 2d10 + 20 2d10 + 20
is often weaker in terms of physical strength in comparison to Intelligence 2d10 + 20 2d10 + 20 2d10 + 30
other intelligent races within the known world, so much so that a Willpower 2d10 + 10 2d10 + 20 2d10 + 20
healthy human male often can easily outweigh and outmatch a
Skaven in terms of sheer physical strength alone. Fellowship 2d10 + 10 2d10 + 10 2d10 + 20

Also, the Skaven advantage of movement and speed comes at the Wounds SB + (2 x TB) SB + (2 x TB) SB + (2 x TB)
+ WPB + WPB + WPB
cost of a higher heart rate and a high metabolism rate. In order to
Fate 0 0 1
supply the body with sufficient energy, a typical Skaven has to eat
Resilience 0 1 0
food far more frequently than what is considered normal by human
Extra Points 2 2 3
standards. In fact, a typical Skaven would naturally eat around five
Movement 5 5 5
times a day, which usually amounts to eating its own bodyweight
in total. This metabolism makes Skaven naturally scrawny or even
malnourished, forcing many Skaven to eat just about anything, 2.) Skaven Careers
which also leads to frequent acts of cannibalism amongst their own
kind. Like similar animals, nearly all Skaven have acute hearing Skaven Career Brown Black White & Gray
that allows them to hear sounds at a greater distance and range of
frequencies than humans. Skaven also have excellent noses, which Academics:
can detect smells from a greater range then those of humans. Due Apothecary 1 -- 1-5
to their subterranean lifestyle, a Skaven has naturally poor eyesight Grey Seer -- -- 6-20
during the daytime, but when in the darkness, most Skaven can see Packmaster 2 1 21-22
in almost complete darkness.”—Warhammer Wiki Physician 3 -- 23-25
Scholar 4 -- 26-28
Sorcerer 5 2 29-30
1.) Skaven Skills, Talents and Attributes: Warlock 6 3 31-35
Engineer
Brown and Black Skaven
Skills: Athletics, Endurance, Gamble, Intimidate, Language Burghers:
(Queekish), Lore (Clan), Melee (Basic), Outdoor Survival, Artisan 7 4 --
Perception, Secret Signs (Skaven), Sleight of Hand, Stealth Beggar 8-10 -- --
(Underground) Investigator 11-12 -- --
Merchant 13 5 36-40
Talents: Acute Sense (Hearing), Flee! or Strong Legs, Night Man Catcher 14-18 6-10 41
Vision, Skaven Clan Trait (Any) Watchman 19-20 11-13 --

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Courtiers: Skavens' economic system, it would most likely be the distribution
Advisor -- 14-15 42 and use of Warpstone, also called Witch Stone or Wyrdstone. This
Duelist -- 16-20 43 material is used for any public or private commercial activity
Envoy -- 21 44 within a clan in small amounts, complementing the basic economic
Servant 21-22 22 -- system that is needed to run the clan functionally. In larger
Spy 23-24 23-24 -- quantities, this material is often exchanged between other Clans for
Warden -- 25 45 food, slaves, weapons or to hire out mercenary forces for their
wars. It is also valuable when close diplomatic and political
Peasants: dealings are made between Chieftains or political leaders.
Bailiff 25 26 46
Herbalist 26 -- 47 If a Skaven with a considerable wealth and talent at bartering
Hunter 27-30 27-30 -- wishes, he may create and own a small shop, containing goods that
Miner 31-33 31-33 -- either he or his clan have bred, grown or created for the purpose of
Scout 34-35 34-35 48 selling to the highest bidder. Most of these shops follow a very
Skavenslave 36-45 -- -- competitive and dangerous monopoly, just like the Skaven and
their clans. Each shop would try their best to out-do the
Rangers: competition, destroying, assassinating, or even subduing rivals in
Bounty Hunter 46 36-40 49 the hopes of gaining more profit and influence within the
Entertainer 47 -- -- proximity of their store. A good majority of these shops are owned
Gunrat 48-50 41-50 50-52 and administrated by one of the two Great Clans, Moulder and
Messenger 51-54 51 -- Skyre.
Pedlar 55 -- --
Poisoned-Wind 56-60 52 -- These Clan-owned shops sells goods that the clan specializes in
Globadier creating, such as weapons and war-beasts that are always in high
demand. Although owned by a clan, the owners of these shops do
Riverfolk: not always have to be a member of that clan, but rather any Skaven
Boatmen 61 53 -- gifted at the skills of bartering. These shopkeepers can sometimes
Huffer 62 54 -- be entirely independent, with some buying the goods from the
Riverwarden 63 55 -- clans for a cheap price, and then selling them at a higher value to
Stormmarine -- 56-60 53-60 other gullible Skaven customers. As such, some are considerably
Seaman 64-65 61 -- wealthy and well fed, often sporting large guts as a sign of their
Smuggler 66 62 --
wealth.”—Warhammer Wiki
Stevedore 67-70 63-64 --
Wrecker 71-72 65 --
Currency Conversion
Pricing and availability for items is the same as in the WHFRP 4E
Rogues:
Core Book on pages 290-309. Warpstone Tokens are pieces of
Bawd 73 -- --
Warpstone usually made in the shape of disks, similar to coinage,
Charlatan 74 66 --
but also rings, wedges and small blocks depending on the Clan’s
Fence 75 67 61-63
preference. These Tokens function similarly to Warpstone when
Grave Robber 76 68 --
consumed by Skaven Spellcasters as found on page 238 of the
Gutter Runner 77-81 69-75 --
Core Book. However, non-Skaven who touch Warpstone Tokens
Outlaw 82-83 76 --
must pass a Hard (-20) Endurance Test or suffer 3 Corruption
Racketeer 84 77-78 64-70
Points. Due to their more refined state, Warpstone Tokens cannot
Thief 85 79 71-73
be consumed as easily to improve spellcasting for non-Skaven
Warriors: spellcasters and require an additional Hard (-20) Endurance Test
in order to use as an ingredient, or else instantly gain a mutation.
Clanrat 86-95 -- --
Guard 96 80-85 74-75
Pit Fighter 97 87 -- Brass Pennies = Warpstone Pebbles (WP)
Protagonist 98-99 88 76-80 Silver Shillings = Warpstone Chunks (WC)
Stormvermin -- 89-99 81-99 Gold Crowns = Warpstone Tokens (WT)
Plague Monk 100 100 100
12 WP = 1 WC, 20 WC = 1 WT, 240 WP = 1 WT

3.) Skaven Currency: Corruption & Mutation


Skaven suffer from corruption and mutation like any other species
“The basic economic system of the Skaven is extremely simple: (WHFRP 4E Core Book, pages 182-185); however, their natural
the strongest take everything they want. Whenever a plunder is resistance to Warpstone gives them a greater degree of tolerance
taken, the warlord, chieftain, or sorcerer who directs the raiding when in its presence. They are by no means immune to its
force takes what they choose first, then the other warriors will pick corrupting influence, with Raw Warpstone being particularly
what they want, or leave them be. The food, however, is volatile and mutating them instantly if touched. Skaven do not
distributed a little more evenly. The most powerful clan warriors suffer Corrupting Influences caused by other Skaven or refined
have the best weapons and food, plus the ability to have their own Warpstone and gain a +20 Bonus to any Endurance or Cool Tests,
den in the clan and mate to create their own litters. The exchange as determined by the GM, when encountering, or consuming,
of large quantities of arms and slaves between different clans is unrefined Warpstone. All other Corrupting Influence rules apply as
common. However, if there is really a form of currency within the normal.

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Other Currencies Example short-term Ambitions include:
Skaven find other currencies used by other dominant races—such • Kill a rival Skaven competing for the same promotion as you.
as silver and gold used by Old World species like Humans and • Get your next fix of Warpstone Dust.
Dwarfs—to be useless in their society. However, as Skaven are • Survive your next battle.
dastardly manipulators, they are not above collecting currencies
from the various species they constantly war with. Weaponizing Long-term Skaven Ambitions
their own economies and greed against themselves, Skaven will Long-term Ambitions are goals you will need to work on for
often bribe or hire Humans and Ogres with large quantities of gold, months or years to complete, and may never be achieved at all,
granting them access to large criminal networks, mercenaries, perhaps taken more as a description of a primary motivation in
politicians and even unassuming allies from noble families just your life than a realistic outcome.
“doing business” with their faceless and shadowy allies.
Examples of long-term Ambitions include:
4.) Adding Detail: • Take over as Warlord after your former superior’s position
conveniently opens.
• Hunt for and discover a large vein of Warpstone for your clan…
Skaven names are sharp, quick to say and rough on the tongue,
or yourself.
perfectly representing their wretched kind’s scheming nature and
• Conquer a Dwarf hold and establish a new under-city for glory
low lifespan. Those with a semblance of status sometimes hold a
and power.
title, usually based on the feats that the Skaven has accomplished
within its lifespan—although most Skaven outright embellish or lie
Mutation Table
just to have an intimidating or impressive sounding title.
1-50 Physical
Skaven Names: Crin, Khenq, Munch, Skaaxqrank, Sqrutkrek, 51-100 Mental
Tcheecth, Thrut, Vuch, Zilk, Zreshthralk
5.) Skaven Legendary Clan Traits
Skaven Titles: Ashbasher, Bonereaver, Clawfinger, Deathbreathe,
Dwarfslayer, Greensmasher, Headtaker, Shadowwalker,
Slavehunter, Throatripper
The Great Clans
Clan Eshin: “Clan Eshin is one of the Four Great Skaven Clans
Skaven Age which specializes in the deadly and secretive arts of stealth,
Due to their high metabolisms, Skaven have the shortest lifespans murder, poison and assassination learned from the exotic Far East.
of the dominant species across the world, less than half the average Out of all the other clans which populate the Under-Empire, Clan
lifespans of humans. The only exception being the Council of Eshin is by far the most secretive and hidden of them all. This
Thirteen who have created the Elixir of Life and have been granted mysterious Clan has eyes and ears everywhere and its deadly
immortality. The oldest Skaven can live between 20-30 years, but operatives are scattered throughout the Under-Empire as well as
due to their brutal and war-like nature the vast majority of Skaven secreted about within the cities and settlements of the surface
don’t survive longer than a few years. dwellers. For the right price, the black-clad agents of Clan Eshin
will steal any information, commit any act of ruthless sabotage or
Age assassinate any rival with ruthless efficiency. Considering the
d10 treacherous nature of the Skaven, it is of no wonder that Clan
Eshin has become so powerful and so feared. In a race filled with
sneaking, scampering cut-throat killers, the warriors of Clan Eshin
Eye Color
rank many times above the petty vermin. Clan Eshin provides an
2d10 Colors
unseen force with which the Council of Thirteen and other
2 Blood Red
powerful Skaven Warlords maintain or gain their position of
3 Yellow Fever
power. Within the highly feared Caverns of Unyielding Shadow,
4 Rotten Brown
5-7 Charred Black the Clan Eshin district deep in the bowels of Skavenblight, many
8-11 Bone White treaty-pacts are claw-marked, and the doom of many rivals is
12-14 Bright Warp assured.”—Warhammer Wiki
Green • Lightning Reflexes or Sharp, Rover or Tunnel Rat
15-17 Bleak Blue
18 Rotten Tooth Clan Moulder: “Clan Moulder is one of the Four Great Skaven
Green Clans which specializes in the mastery of breeding, mutating, and
19 Fleshy Pink surgically creating some of the most horrific and fearsome war-
20 Toxic Fume Teal beasts to have ever existed. Such is the demand for these ferocious
creations that Clan Moulder is one of the wealthiest of all Skaven
Height Clans. While many are jealous of Clan Moulder's might, few dares
4’4” + 2d10” to openly challenge them, not when the clan can field an entire
army of grotesquely mutated war-beasts. The loathsome stronghold
Short-term Skaven Ambitions of Clan Moulder, known as Hell Pit, lies deep within the Northern
Short-term Ambitions represent your immediate goals. They are Wastes. The many foul creatures that roam this land provide the
outcomes you wish to achieve within days and weeks, possibly raw material used in the clan's breeding pits, skin forges, and flesh
sooner. Under normal circumstances, a short-term Ambition laboratories. The Clan Moulder spine-rune is a common brand
should take at least two or three sessions to complete. amongst the clan's Packmasters, as are symbols of the glowing-
green rat, and crude renderings of the whips and prodders used to

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goad the beasts that have made the clan infamous.”—Warhammer size, voice and fur color magically change. Countless Skavenslaves
Wiki toil beneath Clan Ferrik's lairs, while legions of steel-clad
• Coolheaded or Savvy, Fearless (Mutants) or Strong-minded Stormvermin lead unrelenting raids to gather a fresh supply of
skilled Dwarf labor. Clan Ferrik are now the largest supplier of
Clan Pestilens: “Clan Pestilens is one of the four great Skaven iron and steel to the Under-Empire. They trade with many other
clans that are feared throughout their domain for the vile diseases Warlord Clans but it is their claw-pact treaty with Clan Skryre that
and plagues these Skavens have mastered and unleashed upon this has granted them the most power and influence. The warriors of
world. Probably the most feared out of all the Great Clans, these Clan Ferrik are not lacking for weapons or armor, most of which is
Skavens are feared by enemies and allies alike, having been the (relatively) bright and rust free. Many warriors of Clan Ferrik wear
main aggressor and instigator of both of the two great Skaven Civil snarling facemasks, mimicking the head-encompassing helmet of
Wars that has ravaged much of the Under-Empire for four their Warlord.”—Warhammer Wiki
centuries, and almost overthrowing the Council of Thirteen from • Strong Back, Sturdy or Tenacious
their power. Their current leader, Lord Nurglich the VII, Arch-
Plaguelord of Clan Pestilen, has ensured a position of power within Clan Grutnik: “Clan Grutnik's vast power is derived from rich
the Council of Thirteen.”—Warhammer Wiki deposits of Warpstone beneath their mountain lair. Clan Moulder
• Iron Will or Resistance (Disease), Very Strong or Very and Clan Skryre are eager to secure as much warpstone as they can
Resilient and the cunning leaders of Clan Grutnik have pledged exclusive
supply-rights to both, acquiring many weapons and warbeasts in
Clan Skryre: “From their Warpforge workshops underneath the the process. Clan Grutnik trades many of these acquisitions with
great swampland capital of Skavenblight, these tinker-rats have surrounding Warlord Clans (making further profit in the process),
produced a vast arsenal of terrifying weapons in their long and for many slaves are required to mine the warpstone, and mutations
glorious history, which includes the invention of the deadly and fatal accidents are commonplace. There is so much warpstone
Poisoned Wind, the Warpfire-Thrower and the Warp-lock Jezzail. at Clan Grutnik's disposal that it is often forged into their warriors'
Clan Skryre is thought by many as arguably the most influential weapons and lacquered armor. Some further sport their wealth by
and powerful of the Great Clans, due to their clan having the wearing raw chunks of the stuff as trinkets, talismans, and even as
largest arsenal of weapons in the entire Under-Empire, that can replacement eyeballs or teeth. Clan Grutnik's banners typically
rival that of any other Human nation in the world. The Clan is also display warpstone shards and many symbols daubed in bright
fairly wealthy from their exploits of "renting" out their powerful green. Many of the Skaven of Clan Grutnik are branded with a
machines and special expertise to the highest bidder, being almost searing shard of warpstone, a wound that tends to pulse with an
as rich as their brethren within Clan Moulder. Along with that, ominous green glow forever after. ”—Warhammer Wiki
their leader, Lord-Warlock Morskittar, is the second most • Resistance (Mutation), Robust
influential member within the Council Chamber, occupying the
12th Seat of the table.”—Warhammer Wiki Clan Mordkin: “Clan Mordkin was one of the many Warlord
• Craftsman (Any) or Deal Maker, Marksman or Nimble Clans to fight against the Undead legions of Nagash. They were
Fingered also the last Clan to abandon Cripple Peak, holding the line against
the undead for centuries. When they returned to the Under-Empire,
The Warlord Clans they did so with ruthless efficiency, conquering the territory of
smaller clans and wiping them out, not even taking them as slaves.
Clan Carrion: “Clan Carrion is a Warlord Clan best known for
During the era of the Black Plague, Clan Mordkin held a seat on
being the best scavengers in all of Skavendom. Clan Carrion have
the Council of Thirteen. Waging war against the necromancer Van
no permanent settlement. Instead they travel from battlefield to
Hal for the possession of the Warpstone deposits in Sylvania, the
battlefield in search of the richest salvage, carrying heaped spoils
Clan suffered harsh losses that caused their role in the Skaven
upon their backs. Clan Carrion's banners and clothing and a
Wars to become mainly centered on battling the undead.
patchwork of scraps and their warriors are armed with a
Inspired by the fearsome sight of the walking dead, and wishing to
hodgepodge of weaponry, shields and cobbled-together pieces of
intimidate any rivals, the Skaven of Clan Mordkin took to adorning
armor. Nothing is ever wasted and that which can't be used directly
themselves with the bones of their foes. Many of the Skaven dyed
is traded. The Skaven of Clan Carrion make sure that their most
patches of their fur or else painted their clothing and armor white
valuable items, such as Giant Rats (a valuable source of protein)
to resemble skeletons. Even the fur of the clan's Giant Rats and Rat
and Clan Skryre weaponry are painted in vivid, bright colors such
Ogres are dyed to give them a deathlier appearance. To this day,
that they can be more easily found amongst the post-battle detritus.
the Skaven of Clan Mordkin remain obsessed with death.”
Clan Carrion firmly believe in 'finder's keepers' and they will
—Warhammer Wiki
scurry away with anything of value if its owner happens to be
• Coolheaded or Menacing, Fearless (Undead) or Hatred
looking in the wrong direction. Indeed, the Skaven of Clan Carrion
(Undead)
are such prolific thieves that they only truly own what they can
firmly clasp with their own claws. Because the Skaven of Clan
Clan Mors: “Clan Mors is one of the most powerful of the
Carrion are such successful scavengers, their warriors tend to have
Warlord Clans, ruled by the equally ruthless Lord Gnawdwell. Due
plenty of spare knives stuffed into belts.”—Warhammer Wiki
to recent victories and prodigious expansion, Clan Mors is very
• Seasoned Traveler, Well-prepared
near to matching Clans Eshin, Pestilens, Moulder, and even Skryre
in sheer power and influence. Together, the four Great Clans might
Clan Ferrik: “Clan Ferrik is led by a particularly tyrannical and
easily crush Mors, much as they have destroyed other upstart clans
megalomaniacal Warlord who has carved out a small but powerful
in the past. Yet Mors continues to flaunt its power, and none are
clan in the heart of the Worlds Edge Mountains, having wrested
certain why the Great Clans have failed to act as they are expected
several forges and smelteries from the Dwarfs of Karak Varn. This
to. The Skaven of Mors are uncharacteristically united as one and
Warlord hides his face behind a steel mask and seems blessed of
exhibit a loyalty to their leaders unheard of in Skaven society.
extreme longevity–-though his followers are often perplexed by his
Even those Skaven who have been conscripted into Mors from less

6
fortunate clans are soon heard voicing praises to Gnawdwell and and nearly conquered it. However, despite the cunning and ruthless
his staff. None are certain if this loyalty is a result of sorcery most leadership of Grey Seer Thanquol the invasion was ultimately a
foul, as of yet undiscovered drugs, or the product of something else failure, and Clan Skab was almost completely decimated by the
that has yet to be discovered.”—Warhammer Wiki determined resistance of the city's inhabitants, led by the heroes
• Coolheaded or Warrior Born, Fearless (Dwarfs or Gotrek & Felix. Clan Skab nevertheless managed to survive and
Greenskins) or Resolute remains hidden below the city to this day. However, they have lost
much of their former power, having been replaced by Clan Rictus
Clan Rictus: “Clan Rictus demands a steep toll from all those as the foremost breeders of Stormvermin.”—Warhammer Wiki
entering the Dark Lands (and twice as much again if they wish to • Menacing, Very Resilient or Warrior Born
leave it). The proximity of several Night Goblin tribes affords Clan
Rictus an almost inexhaustible supply of slaves, making the clan Clan Skarr: “Clan Skaar is known for its extensive mining
immensely wealthy, so much in fact that its stash of warptokens operations. Skilled at ferreting out lodes of Warpstone, they often
rivals the treasure holds of Clan Mors: the two clans are forever work closely with Clan Skryre and Clan Moulder, supplying each
scheming for a way to usurp the other's power. Clan Rictus' Clan with the precious substance. It’s rumored that Clan Skaar
warriors are all vicious and grim, but it is for their inordinate plays a dangerous game, pitting Moulder and Skryre against each
numbers of huge, jet-black furred Stormvermin, that they are other. Most Skaven believe that this militarily weak Clan will
rightly feared. These elite warriors are stronger and more violent eventually be destroyed, and their mining operations claimed, by
than any Clanrats, and lesser Skaven go to great lengths to keep Skryre, Moulder, or both.”—Warhammer Wiki
out of their way. In contrast to their dark-armored warriors, Clan • Nimble Fingered or Suave, Strong Back or Tenacious
Rictus' banners tend to be white with symbols depicted in black or
dark red. Unusually, Clan Rictus is not affiliated with its own Clan Skaul: “It isn’t entirely clear to anyone why Clan Skaul
distinct rune, but instead uses all manner of runic devices, made maintains its position on the Council of Thirteen. The clan’s
their own by the addition of jagged claw-marks.”—Warhammer population is composed almost entirely of hedonists and addicts
Wiki who persist in making extensive use of Warp-laced narcotics. One
• Relentless, Very Strong or Warrior Born answer for their success may lie in the fact that several Grey Seers
have been born to Skaul’s breeders within the past five decades.
Clan Scruten: “Wishing to establish a secret army, Seerlord Some postulate that the drug use of the clan’s rank and file may
Kritislik, leader of the Grey Seers and lord of the Council of have something to do with the increased number of Grey Seers
Thirteen, led Clan Scruten away from the battles in Skavenblight being born there.”—Warhammer Wiki
and established major warrens hidden in the Cursed Marshes. Over • Nose for Trouble, Resistance (Alcohol and Drugs)
time this lair has grown, and now extends beneath the city of
Marienburg. Whites and grays are common amongst the ragged Clan Skurvy: “Clan Skurvy is a Warlord Clan best known for
robes of Clan Scruten, interspersed with scraps of reds, blues and being a bunch of mangy cutthroats and many bear the scars of their
yellows salvaged from the city above. These brightly colored trade, including lost eyes and limbs. Clan Skurvy controls the
cloths are also tied to belts, banners and weapons as trophies, and largest of all the Skaven Clanfleets, having gnawed out the cavern-
defaced Marienburg shields can often be seen strewn amongst the harbor known as Spineport. From here the clan's ramshackle fleet
rank and file. Clan Scruten's mysterious patron has granted them reaps a fortune (and no small amount of dread repute) from piracy,
much wealth, so much in fact that the other members of the council much of which is spent on buying and press-ganging replacement
have become suspicious. The Seerlord vehemently denies that Clan slaves to replenish the fleet's short-lived crew.”—Warhammer
Scruten receive any special favors and insists that the unusually Wiki
high number of expensive weapons and Grey Seers amidst their • Lightning Reflexes or Nimble Fingered, Sea Legs or Strong
ranks, as well as the common occurrence of Kritislik's own Swimmer
personal rune amongst the clan's iconography, is pure coincidence.
The Stormvermin of Clan Scruten have white fur, but whether Clan Sleekit: “Clan Sleekit is a Warlord Clan that possess the
these are actual members of the Albino Council Guard or simply third strongest naval fleet within the Skavendom. Many of the
arrogant Skaven who have dyed their fur is uncertain.” byways of the Under-Empire are linked by subterranean rivers and
—Warhammer Wiki seas. While most Skaven avoid these regions for the dark things
• Luck, Savvy or Suave they are said to contain, Clan Sleekit sees these routes as a
commodity. Expert boatmen and navigators, the Skaven of Clan
Clan Skab: “In the year 1941 IC, Warlord Skinchewer of Clan Sleekit are said to have explored the dim reaches of the world
Skab allied himself with the Tomb Kings. Acquiring new and dark below, and harbor terrible secrets about what other things lurk in
magics from this arrangement, Clan Skab rose in power amongst the sunless world.”—Warhammer Wiki
the lesser clans, but was still far below the four Great Clans. • Orientation or River Guide, Savvy or Sharp
However, Clan Skab continued to grow in strength. They were
eventually regarded as some of the finest warriors in Skaven Clan Verms: “In ages past, Clan Verms numbered among those
society, and their Clanrats were often leased out to other clans for Clans with a seat at the Council of Thirteen, with Blight
service. Even more importantly, they tended to produce more Tenscratch, the Wormlord, as its representative. Rising to
Black Skaven than other clans, and so they had an inordinately prominence thanks to the trade with wormoil, which was needed to
high number of Stormvermin in their ranks. These expertly trained lighten the tunnels of the Under-Empire, as well as exterminating
warriors were often sold to other clans to act as guards for infestations of fleas and ticks, the Clan used to have a secure
Chieftains and Warlords or were claimed by the Grey Seers for position. Within their possession were more exotic creatures that
similar purposes. In the year 2499 IC, Clan Skab had established were used as war-beasts, like Giant Scorpions, assassins and highly
themselves within the sewers below the city of Nuln. By order of poisonous spiders. In this time, the Clan resided in Skavenblight in
the Council of Thirteen, among which sat its own Clanlord, a location known only as the Hive, which served as their main
Griznekt Mancarver, the Clan launched an invasion upon the city breeding center. The location was put to the torch during the Black

7
Plague, when infected fleas carried a variant of the disease to made aware of their place in society often take any chance to
several Skaven, which caused the Council of Thirteen to announce escape. These errors are often swiftly corrected, either turned in by
a culling of Clan Verms.”—Warhammer Wiki male Skaven for freedom from service, extra food or warpstone;
• Beneath Notice, Resistance (Poison) however, some manage to leave their clans entirely living on the
run from Skaven society, fleeing under or within various Old
Clan Volkn: “Clan Volkn is led by the so-called Molten Warlord, World cities and using all manners of trickery and manipulation (as
Moltskin Searflesh, who commonly sells out the clan's services to Skaven do) to survive and avoid enslavement—cutting deals and
the highest bidder. All clan members are branded upon birth and its selling their services… until the bounty hunters arrive.
warriors dye their fur a bright red. The warriors of Clan Volkn bear

Skaven Religion
blades of shiny black obsidian, mined deep beneath their volcanic
lairs. The Stormvermin and Warlords of Clan Volkn even
incorporate this material into their armor, inscribing it with runes
that glow red with an infernal heat. Clan Volkn's banners typically Seat of Power: Skavenblight
display icons and markings on a background of lava, flames, or Head of the Cult: Seerlord Kritislik, Lord of Grey Seers
else upon an image of an erupting volcano. Unsurprisingly, Clan Primary Orders: Order of the Grey Seer, The Priesthood of the
Volkn breeds many pyromaniacs and the clan is known for its Great Horned Rat
fondness of Warpfire Throwers. As a result, many of Volkn's Major Festivals: Book of the Horned Rat, Liber Bubonicus,
warriors are covered in soot stains, scorched fur and scar- Liturgus Infectus
tissue.”—Warhammer Wiki Popular Holy Books: Unknown
• Hardy or Resistance (Heat), Marksman or Warrior Born Common Holy Symbols: Horned Rat Head, The Cursed Triangle,
The Three-Bars-Cross

Skaven Culture & Status Worshippers


“All Skaven revere the Horned Rat. None question his existence.
White and Grey Skaven Such respect is a product of fear, for the Horned Rat’s eternal
Status for Skaven operates the same as it does within the Core hunger does not discriminate between his vermin children and the
Book, pages 49-50. However, amongst Skaven, status is more than dwellers of the surface world. A devout Skaven utters small
just fancy titles and Warpstone Tokens. Might Makes Right in prayers to the Horned God throughout the day, each prayer being a
Skaven society and only the strongest are worthy of respect. It’s a verbal slice of hate, envy, or malice. These prayers are answered
cut-throat society, run by cruelty and oppressive authority. The often enough to give the Horned Rat validity in the minds of his
only exception are the main spiritual leaders of the Skaven, those adherents, even in cases when divine intervention is obviously not
blessed by the Horned Rat himself, the White and Gray Skaven. involved.

The White and Gray Skaven hold a special status within their Blood sacrifice is common in the day to day worship of the Horned
twisted hierarchy. Those with the whitest fur are seen as blessed by Rat. The Skaven fear that if the Horned Rat’s appetite is not
the Horned Rat, with those who sprout horns becoming Grey satisfied, he will devour his children instead. The form of the
Seers, and are feared as much as they are respected. Their Grey sacrifice—a slave, Skaven or otherwise—is not as important as the
Seer’s magical power easily shown on display whenever leading sacrifice itself. There is no specific doctrine that governs who or
against other warlords of different species, channeling the winds what must be sacrificed. The sacrifice itself is enough to sate the
gifted to them by The Horned Rat. A White or Grey Skaven’s Lord of Decay for a brief time. Young victims are considered to be
Status is considered one Tier higher when speaking with Black or the most potent sacrifices for the Horned Rat, while the blood of
Brown furred Skaven and cannot be defied in Skaven society. This the aged and infirm is less desirable.
effect does not apply to non-Skaven races such as Elves, Halflings
and Humans. The number of sacrifices made to the Horned Rat by his followers
varies considerably depending upon their need. In times of war, the
Female Skaven number of daily blood sacrifices can be staggering, sometimes
numbering in the thousands in the great Skaven cities of
One could be forgiven for believing that the Skaven are an all-male
Skavenblight or Hell Pit. The Skaven also increase the number of
race. While it is rare, if not impossible, for non-Skaven to ever lay
daily sacrifices if they fail to secure victory in battle or suffer some
eyes on a female Skaven, it does not mean they don’t exist.
other embarrassing setback. The Grey Seers preach that victory
Females are highly subjugated to the whims of their male
cannot be won if the Horned Rat is unsatisfied with his minions,
counterparts, existing only to help propagate their species.
and thus, any defeat or failure is a sign that he must be appeased.
Constantly high on drugs and warpstone, female Skaven are little
more than docile breeders for the race and a commodity item to be
Religious services are constantly held by the Grey Seers in honor
bought and sold between various clans for population
of their sinister god. All Skaven are expected to be present at a
replenishment. Some brood mothers hold higher value over other if
mass at least once a day, even though no formal records of
they produce a larger amount of black, white or grey furred Skaven
attendance are kept. Those who do not attend services open
pups, even becoming the personal prizes and trophies of warlords
themselves up to all manner of criticism, including accusations of
and seers across the Under-Empire.
heresy, treason, and atheism. Influential Skaven warlords contract
their own spiritual advisers from the ranks of the Grey Seers, and
However, despite this bleak existence, some scant few female
these priests for hire give private services to their employers and
Skaven have managed to scurry away. Usually due to inept
their households.”—Warhammer Wiki
breeding management, on rare occasions, some young Skaven
females get lost, confused for males or even escape from breeding
pits. Some are even accidentally mixed for Clanrat duty and once

8
Holy Sites dwarf-thing I capture will be torn-ripped apart for my amusement
and fed to the slaves.”
“There are many temples and holy sites dedicated to the Horned
—Ikit Claw, Chief Warlock Engineer of Clan Skryre
Rat. These can vary from simple shrines to monumental churches
topped with a large bell-tower. Being of holy significance to both
"We will bring down their decaying empire and the children of the
the Under-Empire and the Priesthood, these sites are near
Horned Rat shall inherit the ruins. I will see that it is Clan Mors
untouchable to any Skaven. Often these structures are the greatest
that emerges pre-eminent from this extermination. Finish them
infrastructure within the entire settlement it is located within, for
quickly. Go to help the others complete the tasks they will not be
only the largest of these burrows are wealthy enough to provide the
able to finish on their own. Clan Mors must look strong. Clan
enormous upkeep of such a religious temple.
Mors must be victorious!"
—Lord Gnawdwell, Warlord of Clan Mors
The heart of the Skaven religion and the Priesthood is located
within the capital-city of Skavenblight. This great bell-tower
On Halflings…
cathedral is the sight of the Horned Rats Temple and the place of
“Small-things resistant like dwarf-things, but weaker and easier to
the Horned Rats incarnation. Once past the white albino Council
kidnap. Good for experiments. They make fine slaves and taste
Guards that watch over the temple, one would enter the decaying
much-good, too. If I could capture a few breeding pairs… oh, the
edifices. Rats scamper along the floor, hidden beneath the foul
Warpstone would flow. I could corner the market on small-thing
marshy fog. Inside are abandoned rotting chapels, obscene and
babies.”
dark altars to the Horned Rat, and great vaulted chambers that are
—Throt the Unclean, Master Mutator of Clan Moulder
the site of horrible services and devotion to their vile god. At the
center of the ground floor of the temple is a blackened and baroque
On High Elves…
winding stairway that climbs up into the benighted cathedral
“Slay-kill. Poison for man-things, point-ears and dwarf-thing
ceiling, eventually reaching the bell-tower where the unholy
alike. Point-ears much bigger threat though. Their island is safe…
artefact rings, tolling each victory won by Skavendom.”—
too safe for point-ears. Council has ordered me to burn-bomb their
Warhammer Wiki
largest harbor, in Lothern…”
—Deathmaster Snikch, Chief Assassin of Clan Eshin
Penances
Horned Rat cultists may be ordered to destroy a hold of Greenskins On Wood Elves…
or Dwarfs or expose a corrupt official who is secretly skimping his “Elf-things guard their precious trees with their lives. Peh! I’ll
worship of the Horned Rat. It is also common to be tasked with show them one day, yes-yes! You cannot stop-out master’s plagues
building, or rebuilding, temples to better promote unity and from spreading! Like many Lizard-things, you too shall fall dead
strength amongst the warring clans and preserve the Under- with infestation.”
Empire. Floggings and ruthless reinforcements of the religious —Lord Skrolk, Plaguelord of Clan Pestilens
power both Grey Seers and Plague Monks have within Skaven
society are common and necessary to keep all parties in check. On Gnomes…
“Gnome-things are a threat… their mastery of Ulgu is strong-bad
Strictures for clans. The Council of Thirteen has ordered all gnome-things be
killed soon-quick on sight, yes-yes. No, not even for
• Pray in mass worship to the Horned Rat every day.
experimentatuion. They must die-die as fast-soon as spotted..”
• Never strike a Grey Seer, lest the Horned Rat notice your
—Grey Seer Thanquol
insolence.
On Ogres…
Opinions “The fat-things are most troublesome! Why can’t they just be good
little meat-flesh experiments? Noooooo, they have to go around
eat-murdering my thrall-slave clans. Now I have to wait for my
On Reiklander Humans… next shipment of beast-meat!”
“Man-things not know us-we. Strong-yes they are, but stupid- —Throt the Unclean,
dumb. We capture, enslave and murder-kill them, yet they do
nothing… wait… yet they ally with dwarf-things… I suspect-think On Greenskins…
man-things pretend we not exist, but know full well we live benethe “Green-things make for a good-bloody fight, yes-yes. Good for
them. They think they so smart-brain!” Queek, many heads. Weak seers demand I cut deal with goblin
—Skunter Bigbrain, Chief Scholar of Skavenblight warlord against Dwarfs! No-no-no-no! I’ll take his head, and the
dwarf-things’. Weak goblin warlord will need to beat me-me or
"No sense, there is, in the man-things’ world. They take their best die-die.”
and strongest, those touched by the Horned Rat and either kill-kill —Queek Headtaker, Warlord of Clan Mors
or turn them out as unclean. No wonder glorious Skaven will one
day take all they have! Still-still, good for us. More meat for the
larder."
—Bro’kut, Clan Moulder.

On Dwarfs…
“Those fools! Dwarf-things try and stop-ruin my master invention!
Bronzehammer will die-dead, and I’ll rip-tear his worthless heart-
meat out! My Doomsphere… my precious Doomsphere. Next

9
Stormvermin Stormvermin Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Black Skaven, White and Gray Skaven
and Willpower
“Stormvermin are, to an individual, larger than the average Career Rank 2 Characteristic: Toughness
Skaven, well-muscled, and proficient in the use of various Career Rank 3 Characteristic: Initiative
weapons and armor. They are aggressive by nature and are given to Career Rank 4 Characteristic: Fellowship
overt displays of prowess in order to intimidate those around them. WS BS S T I Ag Dex Int WP Fel
Like the Grey Seers, their future is determined at the time of their
birth, for only a Skaven with black fur are elevated to the ranks of
the Stormvermin. As such, there is a certain air of ego shared
Black/White/Grey Fur—Silver 1
together by all Stormvermin that is lacking in other Skaven groups.
Skills: Athletics, Climb, Cool, Dodge, Endurance, Language
(Battle), Melee (Basic), Melee (Brawling)
Of course, this camaraderie will only stretch so far. Stormvermin
Talents: Iron Jaw, Strike Mighty Blow, Strong Back, Warrior
are constantly on the lookout for any weakness in their peers, and
Born
those who show such flaws will be mercilessly cut down by their
Trappings: Dagger, Leather Breastplate, Uniform with Clan
brothers. Position in the ranks of the Stormvermin is achieved
Heraldry
through a series of duels, though it occasionally falls on the last
remaining survivor of a unit to take command. These officers,
Stormvermin—Silver 3
known as Fangleaders, are some of the deadliest Stormvermin of
Skills: Consume Alcohol, Gamble, Intimidate, Melee (Polearm),
all.
Navigation, Outdoor Survival
Talents: Drilled, Iron Will, Menacing, Shieldsman
However, an even deadlier and unique variety of Stormvermin
Trappings: Halberd or Shield, Plate Armor and Helm
exists, utilized by the Council of Thirteen as their personal
bodyguards. These white-furred elites are known as Albino
Fangleader—Gold 1
Stormvermin and are counted among the Council's greatest assets.
Skills: Heal, Intuition, Leadership, Perception
The progression from Stormvermin to Fangleader to Chieftain to
Talents: Combat Aware, Enclosed Fighter, Unshakeable,
Warlord is common, although not as traditional as betrayal.
War Leader
Stormvermin are linked to a clan leader, serving as his bodyguard
Trappings: Breeding Rights, Symbol of Rank, Unit of
and the enforcers of his will. Opposition to a leader is regularly
Stormvermin
met with butchery and an armored cadre of Stormvermin is ideal to
do such work. To ensure their strong-arm regiments remain loyal,
War Chieftain—Gold 4
cunning leaders’ lavish attention, praise and, most importantly,
Skills: Lore (Warfare), Ride (Giant Rat or Rat Ogre)
gifts upon ‘their’ Stormvermin. Food, Skavenslaves (often the
Talents: Commanding Presence, Frightening, Inspiring, Stout-
same thing) and breeding rights are popular motivators. Particular
hearted
ferocity, anticipating treachery, or eating the existing Fangleader
Trappings: Large Unit of Stormvermin, Map, Orders, Quality
are the standard ways of rising from the Stormvermin ranks. Once
Symbol of Rank, Warp-armor and Helm, Warp-sword
established, a Fangleader that can keep his leader safe while
savagely carrying out commands can virtually name his price.

Stormvermin regiments are outfitted with the best spoils of war in


the clan's armory and their duties may include forming a retinue or
bodyguard for anyone from a minor Chieftain to the mighty ruling
Clan Warlord himself. This puts the Stormvermin at the vanguard
of the army where they can ensure continued preferential treatment
by fighting with ferocity and zeal for their leaders. Most Warlord
clans maintain the unwritten law that the first feed after a battle
belongs to the Stormvermin. Those who dare to feast before their
proper station are often openly attacked by the elite Skaven
warriors, who take any opportunity to violently demonstrate their
favored status. As further reward, many Stormvermin regiments
are assigned their own legions of Skavenslaves. These lackeys see
to the comfort and needs of their masters. On the battlefield the
Stormvermin normally form the bodyguard of Warlords and Grey
Seers.”—Warhammer Wiki

“Black Skaven are much-strong and loyal-loyal. Stormvermin


guard Grey Seers and Warlords.”
—Skreelin Thurntik, Grey Seer.

“A Chieftain is only as big as his Stormvermin.”


—A common saying amongst Warlord Clans.

10
Gunrat Gunrat Advance Scheme
Starting Characteristics: Initiative, Agility and
Black Skaven, Brown Skaven, White and Gray Skaven
Dexterity
The Skaven are well-known (as well-known as can be expected, at Career Rank 2 Characteristic: Ballistic Skill
least) for their relatively advanced, albeit extremely unstable, Career Rank 3 Characteristic: Willpower
technology. The Skaven Gunner is arguably the purest Career Rank 4 Characteristic: Toughness
representation of this, as they wield weapons that, in some ways, WS BS S T I Ag Dex Int WP Fel
even eclipse even that of the Dwarves for personal ranged
weaponry.
Powder Wretch—Brass 0
Their Warplock Jezzails can fire out to a range that would make a
Skills: Athletics, Climb, Dodge, Endurance, Gamble, Gossip,
Hochland gunner blush, their Ratling Guns can outpace an Organ
Language (Battle), Perception
Gun’s rate of fire, and a Warpfire Thrower can burn an entire
Talents: Hardy, Nose for Trouble, Panhandle, Step Aside
grove of Dryads to naught but ash in a single gout of baleful, green
Trappings: Tattered Uniform, Ammo Box and Jezzail Shield or
flame. However, these weapons are all prone to jamming, and the
Ratling Gun Crank or Warpfire Tank
Warpfire Thrower in particular is prone to combustion itself, as the
fuel tank is particularly exposed and vulnerable to attack, to say
Gunrat—Brass 2
nothing of the internal component failure prone in every
Skills: Bribery, Haggle, Intimidate, Intuition, Ranged
ramshackle Skaven contraption.
(Blackpowder), Sleight of Hand
Talents: Combat Aware, Gunner, Marksman, Rapid Reload
The path of a Gunner is not an easy one. Every gunner, save a few
Trappings: Warplock Pistol, 10 Warpshot and Powder
specially trained individuals, starts as an especially unlucky slave.
While most slaves are horribly mistreated, living under the worst
Rat-team Gunner—Silver 2
of conditions and often sent into the thick of battle to die in droves,
Skills: Cool, Leadership, Ranged (Explosives or Engineering),
even those sent into combat have the benefit of numbers to hide
Trade (Gunsmith)
behind, and the most canny can survive countless battles. The
Talents: Fast Shot, Sniper, Sturdy, Unshakeable
Powder Wretches, as they are known, do not have that option.
Trappings: Personal Powder Wretch with Requisite Ammo and
They are assigned to a Rat-team Gunner, to serve as his ammo
Tools, Warplock Jezzail or Ratling gun or Warpfire Thrower
carrier, equipment, and anything else they require. They are also
generally strategically positioned to take incoming fire, as even
Warplock Commander—Gold 1
without the slave’s operation of their weapon it can usually still
Skills: Lore (Engineering), Trade (Explosives or Engineering)
fire for at least a few rounds. This protects the more experienced
Talents: Accurate Shot, Strong Back, Sure Shot, Tenacious
rats, and the loss of untrained slaves is a more than acceptable
Trappings: Attendant Clanrat, Crew of Personal Slaves, Joy of
loss… for everyone but the slaves.
Serving the Council of Thirteen
However, should a slave survive for long enough (or kill and eat
their overseer), their experience is deemed sufficient to wield their
own weapons. This begins their slow climb up the ranks of the
treacherous Skaven hierarchy, and even while most gunners fail to
advance particularly far within it (They tend to be rather tempting
targets for enemy cavalry, artillery, etc.), those that do have unique
skills and experience that many at even the heights of their society
fail to acquire…

“Preposterous! Those wretches couldn’t hit the broad side of a


Steam Tank, much less actually deal any damage! Let me assure
you sir, we are in absolutely no danger here.”
–Wolgast von Maar, Wissenland Captain moments before the
liaison of Emmanuelle von Liebwitz was killed by a Warplock
Jezzail round to the skull

11
Gutter Runner Gutter Runner Advance Scheme
Starting Characteristics: Weapon Skill, Ballistic
Black Skaven, Brown Skaven
Skill and Agility
“Gutter Runners are nimble and quick Skaven warriors that have Career Rank 2 Characteristic: Dexterity
survived their apprenticeship in the ranks of the Night Runners and Career Rank 3 Characteristic: Initiative
have since occupied the third tier within the cut-throat society of Career Rank 4 Characteristic: Strength
Clan Eshin. WS BS S T I Ag Dex Int WP Fel

Gutter Runners are elite skirmishers and scouts, second only to the
Death Runners and Eshin Assassins in the art of stealth and speed.
Night Runner—Brass 2
Their attacks are quick and effective, frustrating their enemies as
Skills: Athletics, Cool, Dodge, Melee (Basic), Melee (Brawling),
the Gutter Runners appear, attack, and vanish just as quickly in a
Ranged (Throwing), Sleight of Hand, Stealth (Everything)
flash of smoke or a splash of shadow.
Talents: Art of Silent Death, Fleet-footed, Rover, Strike to Injure
Trappings: Leather Jack, Leather Skullcap, Sling or 10 Throwing
Gutter Runners have undergone extensive training in the
Knives
mysterious and deadly fighting style developed in the lands of far
Cathay. Because of their ability to bend and contort their pliable
Gutter Runner—Brass 5
bodies with such inhuman speed and dexterity, Gutter Runners
Skills: Climb, Pick Lock, Ranged (Sling), Set Trap, Track, Trade
don't wear armor, they simply dodge the blows and missiles of (Poisoner)
their foes. In addition to hiring themselves out to perform sinister Talents: Dual Wielder, Scale Sheer Surface, Step Aside, Tunnel
deeds for the Warlord Clans, Gutter Runners also serves on behalf Rat
of the Council of Thirteen. Across the globe, small teams of Gutter Trappings: Grappling Hook, Punch Dagger or Rat Claw, 10
Runners spy, instigate warfare between surface dwellers or rival Yards of Rope, 10 Throwing Stars
clans and commit acts of sabotage on behalf of their patron. It is
thanks to these merciless killers that an unprecedented amount of Death Runner—Silver 3
secret knowledge flows into Skavenblight every day, as the Skills: Lore (Anatomy), Perception, Perform (Acrobatics), Ranged
Council of Thirteen mulls over each report, forever seeking to stay (Explosives)
one step ahead of their many rivals.”—Warhammer Wiki Talents: Alley Cat, Careful Strike, Reversal, Tail Fighting
Trappings: 3 Doses of Heartkiller, 3 Smoke Bombs
Clan Eshin is famed for uncanny stealth, for employing a variety of
unusual and exotic weapons, and for its ability to kill swiftly and Assassin—Gold 1
efficiently. Their political reach has grown long, for they hold the Skills: Intuition, Melee (Parry)
power to call any Skaven forward as a heretic or a traitor. Evidence Talents: Ambidextrous, Fearless (Guards), Shadow, Wall Runner
of such crimes is easily manufactured, and in many cases, it need Trappings: Blow Gun, Mask and Sneaking Suit, Net, Warp-claw
not be fabricated at all. It is for precisely this reason that the other
clans avoid angering Clan Eshin, and indeed facilitate its
investigations without objection.

When these warriors are sent into an army, Gutter Runners are
often used to sabotage other enemy armies long before the actual
fighting begins. Night raids, arson attacks, and contaminated water
supplies are all favorite covert tactics of these stealth troops. On
the battlefield, they are tasked with the elimination of war
machines and enemy artillery, ambushing exposed positions or
picking off vulnerable enemy units. Gutter Runners use a variety
of weapons and poisons to accomplish their missions, but it is their
ability with the blade that makes them so formidable.

“Not a sound came out of the room, not a soul could have
entered it. And yet Lord Aldemar was found with a blade in his
nape and poison in his heart”
–Marius Briefordner, Advisor to the von Juwelier family, the
morning after the killing

“Be wary of a silent sewer, amigo. Those ratmen don’t care that
you can’t hear their little feet and shallow snickers. If you don’t
pay heed, their blades will find you faster than an Imperial
praises Sigmar”
—Julian Aliaga, Guard in the Magritta City Watch

12
Sorcerer Sorcerer Advance Scheme
Starting Characteristics: Weapon Skill, Ballistic
Black Skaven, Brown Skaven, White and Gray Skaven
Skill and Agility
“The Art of the Silent Death wasn’t the only thing Clan Eshin Career Rank 2 Characteristic: Intelligence
brought back when they returned from Cathay. A few Skaven Career Rank 3 Characteristic: Initiative
delved into the black arts of magic. Blending what they already Career Rank 4 Characteristic: Strength
knew of the warp with the techniques used by Cathay sorcerers, WS BS S T I Ag Dex Int WP Fel
they developed a new lore, one that serves to enhance their Clan’s
power and mystique. Eshin Sorcerers are mysterious, rare, and
keep to themselves; they are well aware that the Grey Seers brook
Sorcerer Apprentice—Gold 1
no competition from other Skaven spellcasters.
Skills: Channeling (Dhar), Dodge, Intuition, Language (Magick),
Melee (Brawling), Outdoor Survival, Perception, Stealth
Versed in the dark arts, the magic of an Eshin Sorcerer may seem
(Everything)
paltry beside the might of a Grey Seer, but their arcane power is
Talents: Petty Magic, Read/Write, Second Sight, Step Aside
still considerable. Their magic is focused upon the strategies of
Trappings: Grimoire, Hand Weapon, Mask
deception, concealment and swift death favored by Clan Eshin. An
Eshin Sorcerer is a valuable asset to any warband, but one a wise
Sorcerer—Silver 3
Assassin will keep a wary eye on.”—Warhammer Wiki
Skills: Cool, Heal, Lore (Local), Melee (Basic), Ranged
(Throwing), Sleight of Hand
Amongst Clan Eshin’s innumerable and deadly tools within its vast
Talents: Chaos Magic (Stealth), Fast Hands, Rover, Shadow
arsenal are its mysterious spell casters known as Sorcerers.
Trappings: Cloak, Sack, 10 Throwing Stars
Sorcerers are the masters of the Lore of Stealth: A deadly art that is
a twisted and corrupted mockery of various stolen spell casting
Silent Death—Gold 1
techniques from the far eastern lands of Cathay and Nippon.
Skills: Language (Any), Lore (Magic), Research, Set Trap
Sorcerers are cunning and deadly in close combat, despite being
Talents: Aethyric Attunement, Dual Wielder, Strong-minded,
less effective than a fully trained Assassin; however, their true
Tunnel Rat
strength lies in their spells. They can scale walls without the need
Trappings: Magic Weapon, Sorcerer Apprentice, 3 Smoke Bombs
for tools or fancy acrobatics, they disappear in a burst of pitch
black smoke only to strike you from behind at lightning speed, and
Master of Darkness—Gold 2
they summon a deadly barrage of Warp-infused throwing stars to
Skills: Lore (Any), Pick Lock
slice their prey to ribbons.
Talents: Alley Cat, Ambidextrous, Combat Reflexes, Magical
Sense
Eshin’s Sorcerers are so powerful and feared that many Skaven
Trappings: Assassin Bodyguard, Dojo, Network of Spies and
have tried and failed to steal their secrets for power-hungry Grey
Informants
Seers across the Old World. Fortunately, all those Grey Seers got
in return were nothing more than the severed limbs or heads of the
poor rats they hired, as a warning. Sorcerers can be found in any
Warlord Clan with the Warpstone to afford their services, and in
recent years, Grey Seers have managed to tap into the secrets of
the Lore of Stealth. However, Eshin is always watching and fully
aware of this fact, and no Grey Seer would be so foolish as to
challenge a Sorcerer in a magical duel, lest they expose their lack
of combat prowess combat against these highly skilled death
dealers.

“I feel the eyes upon me wherever I go. I cannot shake the notion
that I am being followed. As I lay in my bed at night, I can hear
the sound of claws upon the tiles of my roof. It is as if everything
I do, every word I speak, is being marked.”
– Fransesca Diorgino, Tilean Diplomat

“Nothing was expected, and so the men were at ease. Sentries


had been posted, but they, too, were weary from the road. We'd
taken off our armour, set our weapons to the side. A pair of
bruisers from Altdorf were throwing dice and telling bawdy
jokes. Little did we realize that in mere moments, half of our
number would be dead, and the other half would be running for
their lives.”
—Ulrich Krebs, Mercenary

13
Grey Seer Grey Seer Advance Scheme
Starting Characteristics: Toughness, Intelligence
White and Gray Skaven
and Willpower
“The Grey Seers of the Priesthood are the chosen grey-furred Career Rank 2 Characteristic: Initiative
emissaries of the Great Horned Rat, unholy prophets of ruin and Career Rank 3 Characteristic: Fellowship
destruction capable of channeling eldritch energies in destructive Career Rank 4 Characteristic: Agility
ways, levelling armies with lightning, or summoning ravening WS BS S T I Ag Dex Int WP Fel
swarms of rats, all for the sake of furthering the Skaven cause and
bring about the Great Ascendancy of their foul deity. As chief
agents for the Horned Rat and the Priesthood dedicated to his
worship, Grey Seers wield tremendous influence amongst the Grey Seer Apprentice—Gold 1
clans, and only a fool would ignore their council and to inquire the Skills: Channeling (Dhar), Dodge, Intuition, Language (Magick),
wrath of the Horned Rat's chosen. Lore (Magic), Melee (Basic or Polearm), Perception, Secret Signs
(Skaven)
The spiritual leaders of the Skaven Under-Empire, these grey or Talents: Petty Magic, Read/Write, Second Sight, Strong-minded
white ratmen are born with tiny horns that, along with the colour of Trappings: Bag of Warp-Dust, Grimoire, Horns, Hand Weapon or
their fur, mark them as the chosen of the Horned Rat. Cloistered Quarterstaff
away from the rest of the Under-Empire, they are tutored in the
Lore of the Ruin. Much of their time is spent in prayer to their Grey Seer—Gold 3
horned god, seeking his favor and guidance against those that Skills: Charm, Cool, Evaluate, Intimidate, Lore (Dhar), Lore
would seek to undermine him. (Warpstone)
Talents: Chaos Magic (Warp), Detect Artefact, Fast Hands, Sixth
Though it may seem a less hazardous course, the path of the Grey Sense
Seer is as treacherous as the road followed by any Skaven in the Trappings: Rat-skull Headdress, Seer Robes, d10 Warpstone
Under-Empire; perhaps more so. Initiates are commonly killed Tokens
during their apprenticeship, both by the rigors of their training, as
well as by the duplicity of their peers. If the competition between Grey Seer Lord—Gold 7
Skaven in the warrens is fierce, then it is doubly so in the cloisters Skills: Gossip, Leadership, Lore (Politics or Warfare), Research
of the Grey Seers. The Skaven that survive their apprenticeship are Talents: Chaos Magic (Plagues or Stealth), Instinctive Diction,
perhaps the most dangerous Ratmen of all. Apprentices are Magical Sense, Suffused with Magic (Enemy in Shadows
required to walk the Labyrinth of the Horned Rat to be fully Companion, page 78)
initiated into the Grey Seers, and should they succeeded in all of Trappings: Coven of Grey Apprentices, 13d10 Warpstone Tokens
this, they prove their fitness to guide, or some would say rule the
Clans to greatness. Horned One’s Voice—Gold 10
Skills: Language (Any), Lore (Theology)
Grey Seers alone have the ability to summon a Vermin Lord, a Talents: Commanding Presence, Frightening, Iron Will, War
threat often insinuated, but an act Grey Seers secretly wish to Wizard
avoid. Luckily, no Warlord wants to be accused of standing Trappings: Screaming Bell, Workshop, 500 Warpstone Tokens
opposed to the will of the Great Horned One or being anywhere
near a Vermin Lord. Thus, the threat of summoning alone suffices
to persuade even the most suspicious Warlord to see the Grey
Seer's point of view.

Having the backing of a Grey Seer means a clan is in ascendancy


and will gain supremacy in dealings with others. They may barter
with the upper hand and a Skaven with an advantage will press it
mercilessly. It is always best to exploit such an advantage while it
last, for it will only be a matter of time before the Seers call with
their own demands. In Skaven society it is well known that
absolutely nothing comes without a steep reciprocal price.”
—Warhammer Wiki

“What was this puny contraption to dare pit itself against the
greatest wizard in all Skavendom! It was a gnat, a flea,
something to be crushed with a snap of his claws! He was Grey
Seer Thanquol! The Paw of the Horned Rat! Greatest Magician
in all the Under-Empire! He’d blast this filthy dwarf-thing
contraption into a thousand bits and feed them to whatever
scruffy beard-meat built the ridiculous thing!”
—Grey Seer Thanquol breaching through the outer defenses of
Karak Angkul.

14
Warlock Engineer Warlock Engineer Advance Scheme
Starting Characteristics: Ballistic Skill, Dexterity
Black Skaven, Brown Skaven, White and Gray Skaven
and Willpower
“Warlock Engineers are the pinnacle of Skaven technomancy. Career Rank 2 Characteristic: Intelligence
They combine well-known weapons, such as warp-blades, with Career Rank 3 Characteristic: Agility
heavy armour and experimental devices. Each Engineer equips his Career Rank 4 Characteristic: Initiative
own harness with the devices that he prefers. These machinations WS BS S T I Ag Dex Int WP Fel
do not always function flawlessly, however, and many Warlock
Engineers have met their doom as the result of an exploding warp
power accumulator.
Warlock Apprentice—Silver 1
With their goggles, harnesses that seemingly beep, whir, and click Skills: Dodge, Evaluate, Intuition, Lore (Engineering), Perception,
of their own accord, and the warp-blades that protrude from the Ranged (Blackpowder), Research, Trade (Engineer)
flesh of their arms, Warlock Engineers are an intimidating sight. Talents: Gunner, Marksman, Read/Write, Tinker
Individually, they are capable of decimating entire enemy columns Trappings: Book (Engineer), Warplock Pistol
with a few short bursts of highly-focused warp energy. So long as
their technological components function normally, they bring Warlock Engineer—Silver 5
terror and death to any battle or skirmish in which they participate. Skills: Channeling (Dhar), Cool, Language (Any), Language
(Magick), Melee (Polearm), Ranged (Engineering)
The notorious Warlock Engineers of Clan Skryre are the artificers Talents: Chaos Magic (Warp), Craftsmen (Engineer), Sure Shot,
of Skaven society, blending arcane sorceries with technology in an Technomancer
insane and mind-boggling mix. For the other races of the world it Trappings: Goggles, Leather Jack, Trade Tools, Warp-glaive
is hard to differentiate or define where the science stops and the
power of magic begins, although such delineation never occurs to Warlock Master Engineer—Gold 2
Skaven. Warlock Engineers see the two elements as one and the Skills: Drive, Leadership, Lore (Warpstone), Trade (Gunsmith or
same – machines and sorcery blended together to create impressive Smith)
killing power. Talents: Aethyric Attunement, Magical Sense, Master Tradesman
(Engineer), Sharpshooter
On the battlefield, it is readily apparent that some of the Warlock Trappings: Quality Ranged Weapon (Any), Warlock Apprentice,
Engineers are able to channel and cast magic in the traditional Warp-armor and Helm, Workshop, 200 Warpstone Tokens
ways understood by the races of the world. They harness the
energies of the Winds of Magic and channel it to foul Skaven Warlock Chief Engineer—Gold 5
effects. Whether or not this is done with the aid of warped Skills: Charm, Haggle
machinery is unknown. Although they can cast and countermagic, Talents: Commanding Presence, Magnum Opus, Savant
the Warlock Engineers are not nearly as adept at sorcery as the (Engineering), Wealthy
horned Grey Seers. Some Warlock Engineers are unable to cast Trappings: Best Quality Ranged Weapon (Any), Doomwheel
spells at all, but instead, seem wholly absorbed with the building Plans, Warpstone Device
and firing of a variety of mechanical weapons capable of
dangerous and unpredictable effects.

The endlessly tinkering Engineers are always assured they can


‘build a better one’ and so eyes, limbs, and more are gleefully
replaced with cog-driven mechanical parts. At the heart of most
Warlock Engineer upgrades is the driving force behind all
Skavendom – the dreaded warpstone. The green-black luminescent
stuff is used as a power source, providing potent chaotic energies
to many strange and diabolic devices.

The sorcerer-inventors often go to war carrying many of the latest


devices. This seems to be true for both the sorcerer-rats that can
cast magic and those that function along the more traditional
engineer role. From handheld weapons such as warplock muskets
or poisoned wind globes of devastating potency, to blades powered
by crackling warpstone energies, the anarchic arsenal of the
Warlock Engineers is both varied and destructive.”—Warhammer
Wiki

“Mad? Mad? You squeak-say I am mad-mad? Yes-yes! Only


mad-mad would make-bring the Doomsphere! Yes-yes. The
essence of the warpstone feeds my machine. To create, one must-
must destroy! To destroy, one must-must create! This will-will be
great-best invention! Make-force all skaven bow-grovel! Destroy-
kill all-all enemies!”
—Ikit Claw, Chief Warlock Engineer of Clan Skryre

15
Plague Monk Plague Monk Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Black Skaven, Brown Skaven, White and Gray Skaven
and Toughness
“The Plague Monks are fanatical zealots who are utterly dedicated Career Rank 2 Characteristic: Willpower
to the spreading of corruption and decay in the name of their Clan Career Rank 3 Characteristic: Intelligence
and that of the Horned Rat. Plague Monks are the initiates of Career Rank 4 Characteristic: Fellowship
infection and disciples of disease, with numerous agents scattered WS BS S T I Ag Dex Int WP Fel
across the cities of the Old World. Hidden away in their
underground strongholds the Plague Monks cultivate deadly
diseases in bubbling vats filled with warpstone, carcasses and fetid
offal. Each new plague they create is unleashed by infected rats Putrid Zealot—Brass 2
released into city sewers by Clan Eshin, bringing great misery and Skills: Dodge, Endurance, Intimidate, Intuition, Lore
hardship upon the human inhabitants. (Diseases), Lore (Skaven), Melee (Basic), Outdoor Survival
Talents: Berserk Charge, Flagellant, Read/Write, Resistant
The Plague Monks are masters of contagion and disease. At the (Disease)
lowest levels are fervent and devoted worshippers of the Horned Trappings: Bandages, Book (Diseases), Filthy Robes
Rat, singing daily praises and liturgies to the Lord of Decay. Each
is riddled with disease, covered with self-inflicted wounds and Plague Monk—Silver 1
eruptions that ooze blood and pus. When unleashed against the Skills: Athletics, Cool, Lore (Theology), Melee (Flail), Perform
enemies of the Skaven, Plague Monks are much more effective (Sermon), Secret Signs (Skaven)
than one might expect. It is easy to discount their abilities, given Talents: Dual Wielder, Fearless (Heretics), Hardy, Relentless
their sicknesses, yet it seems that they find solace in their constant Trappings: Book (Liber Bubonicus), Religious Symbol, Weeping
pain. Mundane discomforts like severed limbs and opened bellies Boils and Shedding Fur
cause them no more than passing discomfort. Plague Monks form
the bulk of Clan Pestilens' troops.
Plague Deacon—Silver 5
Skills: Channeling (Dhar), Charm, Entertain (Speeches), Language
When Plague Monks gather, their squeaky chanting can be heard
(Magick)
as they recite from the foul Book of Woe, endlessly repeating the
Talents: Chaos Magic (Plague), Magical Sense, Public Speaker,
Liturgus Infectus, or the Rites Infection. If they are going to war,
Strike to Injure
the Plague Monks march under one of their Clan Pestilens banners
Trappings: Plague Censer, Rotting Teeth and Leathery Skin
- often a half-rotted carcass hanging from a banner pole bearing
unimaginably twisted visions rendered in pigments distilled from
blood and warpstone. As the foul brethren march forward towards Plague Priest—Gold 3
an enemy battleline, their chanting picks up its pace and the Plague Skills: Heal, Leadership
Monks seem to incite themselves into a terrible rage. In combat Talents: Aethyric Attunement, Battle Rage, Frightening,
Plague Monks hurl themselves into the fray with fanatical ferocity, Impassioned Zeal
eager to bring death and destruction to their foes. Trappings: Followers of the Great Horned Rat (Including Putrid
Zealots, Plague Monks and Plague Deacons), Religious Relic
With bulging eyes and foaming mouths, the Plague Monks seem
possessed of an unnatural and unholy fervor. They relentlessly
attack with filth-encrusted blades, iron-tipped staves, or even their
needle-sharp teeth. A Plague Monk's exposure to pestilence has
rendered its toughened, boil-ridden skin immune to pain. Mundane
discomforts like severed limbs and opened bellies cause them no
more than passing discomfort. The ability to shrug off crippling
injury combined with their near-hysterical zealotry means that the
only reliable way of stopping a Plague Monk attack is to wholly
dismember the disease-ridden Skaven.”—Warhammer Wiki

“Ah, yes. The Plague Monks. Where to begin? These wretched


creatures have wholly embraced the diseased aspect of their
horned god. They inflict themselves with sickness, drawing
strength from it and gaining some measure of immunity to
mundane diseases. So inured are they to pain and discomfort that
they hardly feel it any longer. Driven by a fury and zeal that only
the truly religious can comprehend, the Plague Monks are
certainly one of the Skaven’s most disturbing and terrible
innovations”
—Steffan Paulus Adelhof, Scholar of Wolfenburg.

16
Clanrat Clanrat Advance Scheme
Starting Characteristics: Weapon Skill, Ballistic
Brown Skaven
Skill and Agility
“These Skaven belong to any one of thousands of Clans scattered Career Rank 2 Characteristic: Dexterity
throughout the underground burrows, strongholds and bursting Career Rank 3 Characteristic: Initiative
cavern-cities that make up the whole of the Under-Empire. Of all Career Rank 4 Characteristic: Strength
the teeming masses, only the worker dregs, the worthless and even WS BS S T I Ag Dex Int WP Fel
more insignificant Slave Rats, are care considered even more
numerous than the Clanrats themselves.
Conscript—Brass 0
Clanrats are slightly smaller than man-sized, standing four to five
Skills: Athletics, Climb, Cool, Dodge, Endurance, Language
feet high. They range between lithe and scrawny and are possessed
(Battle), Melee (Basic or Polearm), Melee (Brawling)
of a constant energy, most commonly seen in a nervous twitching Talents: Distract, Dirty Fighting, Enclosed Fighter, Tunnel Rat
of their hairless, worm-like tails. A single Clanrat is not a fearsome Trappings: Tattered Uniform with Clan Heraldry
opponent. A lone warrior will lack any degree of discipline or
determination and is likely to skulk in the shadows, afraid to go Clanrat—Brass 1
forward, too cautious to go backwards and terrified to even stand Skills: Consume Alcohol, Gamble, Language (Battle), Outdoor
its own ground for more than a moment without fleeing. Unless Survival, Ranged (Sling), Sleight of Hand
driven by black hunger, a single Clanrat will only attack something Talents: Combat Aware, Jump Up, Seasoned Traveller, Strike to
that is visibly weakened or crippled, preferring even then to attack Injure
unseen from behind. Trappings: Leather Jerkin, Shield or Sling

When banded together in a large pack, however, each individual Clawleader—Silver 2


Skaven would bolster each other's confidence and fuel their feral Skills: Heal, Intuition, Leadership, Perception
ferocity to a highly aggressive level. This allows the individually Talents: Schemer, Strike Mighty Blow, Tail Fighting, Warleader
cowardly ratmen to form massive units that will recklessly hurl Trappings: Clan Banner, Mail Armor, Unit of Clanrats
themselves into a fray against obviously superior troops. Like all
Skaven, Clanrats are hierarchical bullies that will go out of their Clan Chieftain—Gold 1
way to kick, maim and otherwise keep down any beneath their own Skills: Lore (Warfare), Navigation
rank, in their case, the lowly Slave Rats. Similarly, Clanrats will Talents: Master Orator, Menacing, Public Speaker, Supportive
fawn over and prostrate themselves before those of higher status, Trappings: Quality Weapon (Any), Several Large Units of
in their case, everyone but the Slave Rats. In larger Skaven Clanrats, Subordinate Clawleaders
strongholds, many clans co-exist in a constant power struggle.

Clanrats represent the rank and file troops of the Skaven.


Compared to most other Skaven, they are unremarkable. Not
surprisingly, they are the Ratmen who are most commonly
encountered, either within the Under-Empire or in the world
above. Senior Clanrats are known as Clawleaders, and each one is
given dominion over his own Clanrat troops. Though they are
more experienced and better able to wage war than their
subordinates, most Clawleaders compare unfavorably to
Stormvermin.

When a Warlord gathers his Clan for war, the Clanrats are front
and center, occupying a key place in the battleline. Led by a
Clawleader, these Skaven warriors form into great blocks of
infantry and try to overwhelm a foe with their sheer weight of
numbers and the fury of their attack. If the Warlord can afford the
price and is in reasonable standing with Clan Skryre, then a
Weapons Team might accompany the regiment. These arcane
devices of destruction are viewed suspiciously by the Clanrats,
who frequently suffer due to their all-too frequent technical
failures. After the adrenaline-burst of melee, Clanrats need to feed
or suffer the unbearable pangs of the Black Hunger. Immediately
following any combat, the ratmen scour the battlefield, devouring
the dead and injured of friend and foe alike.”—Warhammer Wiki

“The chittering hordes and strength of the Skaven are the


Clanrats. They fill-fill our domain to bursting. It is their duty to
die-die for us. Often is there need, and often do they give.”
—Skreelin Thurntik, Grey Seer.

17
Slaverat Slaverat Advance Scheme
Starting Characteristics: Strength, Toughness, and
Brown Skaven Dexterity
Career Rank 2 Characteristic: Agility
“Standing a stunted four feet tall, Skavenslaves form the largest
Career Rank 3 Characteristic: Initiative
bulk of the swollen Skaven population. They are usually born in
this manner, barely holding out through a cruel, abused childhood
Career Rank 4 Characteristic: Ballistic Skill
and, being of little value, simply shoved into forced labor. Living WS BS S T I Ag Dex Int WP Fel
past any more than a handful of years is quite a cursed
accomplishment. Skavenslaves are also always swelling with
captured or defeated Clanrats demoted in their loss and shoved into Wretch—Brass 0
the lowly ranks. Skills: Athletics, Climb, Consume Alcohol, Dodge, Endurance,
Perception, Perform (Groveling), Stealth (Underground)
Almost all Skaven born as slaves die as slaves. The entire Talents: Beneath Notice, Flee!, Stone Soup, Tunnel Rat
infrastructure of the Under-Empire is run by slave labor. Trappings: Dirty Rags, The Chains that Bind You, Suffering
Skavenslaves perform all menial tasks, including mining,
tunneling, and food production. In lean times, they themselves Skavenslave—Brass 0
become the food. The majority of slaves are Skaven born into Skills: Gamble, Gossip, Intimidate, Intuition, Melee (Basic or
bondage, the lowest class of a hierarchical society. Their ranks Polearm), Sleight of Hand
swell as rival clans are captured during internecine wars. At times, Talents: Criminal, Etiquette (Slaves), Resistance (Disease), Strong
even non-Skaven become slaves, although few other races last long Back
under the whips of the ratmen overseers. Trappings: Ragged Blanket, Constant Humiliation, Shiv

The life of a Skavenslave is cruel, but mercifully short. Edible food Skavenslinger—Brass 0
is so rare that cannibalism is the way of life and each day is a battle Skills: Charm, Entertain (Acting), Ranged (Sling), Stealth (Urban)
for survival. A slave with the slightest injury such as a limp or Talents: Distract, Panhandle, Sturdy, Tenacious
disease-swollen eye is often hungrily marked by his pack. These Trappings: Filthy Hiding Hole, Poor-Quality Sling or Spear,
wretched creatures attempt to hide such maladies, but the keen Jaded Callousness Towards Your Fellow Slaves
Skaven sense of smell cannot be fooled. The crippled are soon
devoured as the ravenous horde turns upon itself. Pawleader—Brass 1
Skills: Bribery, Haggle
In warfare, Skavenslaves are used en masse to absorb missile fire Talents: Blather, Fast Shot, Schemer, Sprinter
and to overwhelm the foe with numbers. A common Warlord tactic Trappings: A Sense of Pride and Accomplishment, A Slightly
is to whip Skavenslaves to the fore of an assault. Many are Elevated Chance for Survival
butchered, but the loss is acceptable if the slaves bear the brunt of
incoming arrows or tire the foe for the next attack wave. The best
Skavenslaves will even pull down and tear to pieces a few of their
adversaries, although this is considered a bonus. Some

Skavenslaves use slings to inflict damage from afar, while others


are lucky enough to have scrounged spears or shields to aid them
in battle. It is not unheard of for Skavenslaves to survive a battle,
although this is inconvenient for overpopulated lairs. In desperate
times, the boldest of Skavenslaves may be granted a chance to
become a Clanrat. Slaves who break in battle by the enemy are
trampled underfoot by the oncoming attack waves of their own
side. It is commonly said that the most dangerous Skavenslave is
one that is running, for he may turn to fight at any time.”
—Warhammer Wiki

“Man-things, stunty-things, and fat-things, slaves support our


society. Some are Skaven taken from raids by strong-powerful
Clans. Their warlords are dead-dead now, their warrens under
the rule of an enemy clan that rightly claims them, and their
bodies-lives forfeit to the whims of leaders who were once their
bitter hate-foes.”
—Skreelin Thurntik, Grey Seer.

18
Stormmarine Stormmarine Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Black Skaven, White and Gray Skaven
and Willpower
The Skaven clans each contain their own fleets, with the dominant Career Rank 2 Characteristic: Toughness
sea power of the Skaven being run by Fleetmaster Vrisk Career Rank 3 Characteristic: Agility
Ironscratch, ruler of Clan Skurvy and a member of the Council of Career Rank 4 Characteristic: Fellowship
Thirteen. Most clans can only support fleets occupied by Clanrats WS BS S T I Ag Dex Int WP Fel
as their dominant fighting force, but more powerful and wealthier
Warlord Clans can afford to outfits and maintain a healthy supply
of Stormmarines, the elite fighting force of the sea. Stormmarines
Searat—Silver 1
are the backbone of a Skaven boarding party—capable fighters and
Skills: Athletics, Climb, Cool, Dodge, Endurance, Language
crewman in their own right. Stormmarines are the elites of Skaven
(Battle), Melee (Basic), Swim
sea warfare. Equipped with crude diving suits and faulty
Talents: Strike Mighty Blow, Strong Back, Strong Swimmer,
rebreathers, Stormmarines tend to engage ships from under the
Warrior Born
water, boarding them secretly while the Clanrats engage above.
Trappings: Dagger, Leather Breastplate, Uniform with Clan
They surround the ship and climb aboard it using grappling hooks
Heraldry
and various other tools to climb aboard and assault the defender
from countless angles.
Stormmarine—Silver 3
Skills: Consume Alcohol, Entertain (Singing), Gamble, Intimidate,
Like all Skaven, Stormmarines are accustomed to mutiny,
Melee (Polearm), Navigation
especially in the face of a very poor leader. It is common for a
Talents: Drilled, Dual Wielder, Iron Will, Very Strong
Skaven ship to go through dozens of Clawcaptains a year, with
Trappings: Breathing Mask, Diving Suit, Grappling Hook (10
promises of food and loot always being the primary incentive
Yards), Mail Armor, Spear
presented by each successor. All it takes is one bad raid for a
Clawcaptain to end up dead in their hammock, or on a list for Clan
Clawcaptain—Gold 1
Eshin if they’re particularly troublesome for the crew to rid
Skills: Leadership, Melee (Parry), Perception, Sail
themselves of.
Talents: Fearless (Sailors), Pilot, Reversal, Sea Legs
Trappings: Private Quarters, Symbol of Rank, Submarine or
“Arrrgh! The Clawcaptain be takin’ all our booty-loot again!
Warship, Unit of Stormmarines
The son of a squeak will pay what he owes us or he’ll end up
with a dagger in his back like the last one!”—Anonymous
Sealord—Gold 4
Stormmarine
Skills: Lore (Warfare), Navigation
Talents: Inspiring, Menacing, Orientation, War Leader
Trappings: Best Quality Diving Suit, Large Unit of Stormmarines,
Map, Orders, Quality Symbol of Rank, Sextant, Ship Manifests

19
Man Catcher Man-Catcher Advance Scheme
Starting Characteristics: Weapon Skill, Ballistic
Black Skaven, Brown Skaven, White and Gray Skaven
Skill and Willpower
Man Catchers patrol every under-town and under-city, and for Career Rank 2 Characteristic: Toughness
good reason. The Under-Empire’s streets are clogged with slaves Career Rank 3 Characteristic: Initiative
fighting for scraps and foulness, perfect breeding grounds for Career Rank 4 Characteristic: Strength
escapees. Rat Catchers earn their crusts by hunting down and WS BS S T I Ag Dex Int WP Fel
capturing or killing these slaves, preventing them from exposing
the locations of Skaven lairs all across the Old World, and by
delving the Under-Empire’s labyrinthine tunnel systems…
Slavehunter—Brass 3
provided they’re brave enough to face the other things down there.
Skills: Athletics, Charm Animal, Consume Alcohol, Endurance,
Mutants, Greenskins, rival clans are but of a few of the terrors Man
Haggle, Melee (Basic), Ranged (Sling), Stealth (Underground or
Catchers must face when hunting down the runaways of
Urban)
Skavendom. For apprentices, Man Catchers usually purchase
Talents: Dealmaker, Resistance (Disease), Strike Mighty Blow,
Skaven Slaves or take in Black Furred Skaven that they train for
Strike to Stun
hunting and tunnel fighting. The toughest Man Catchers are hired
Trappings: Sling with Ammunition, Sack
by clans as Manhunters to hunt particularly dangerous slaves, like
captured nobles or military leaders who are heading a guerilla
Man Catcher—Silver 1
resistance within the Sakven’s territory, and other subterranean
Skills: Gossip, Haggle, Lore (Torture), Melee (Brawling),
nasties that the average bounty hunter isn’t confident enough in
Perception, Set Trap
facing.
Talents: Enclosed Fighter, Fearless (Humans), Tail Fighting, Very
Resilient
Man Catchers move to new towns when the tunnels become too
Trappings: Lantern and Oil, Manacles, Things-catcher
hostile, or when competition becomes fierce. When journeying,
they may accompany those who welcome help from a tunnelwise
Manhunter—Silver 2
slinger, and Rat Catchers are willing to venture into places normal
Skills: Climb, Cool, Dodge, Ranged (Blackpowder or Crossbow)
Skaven wont. The toughest and most seasoned Man Catchers are
Talents: Accurate Shot, Hardy, Stout-hearted, Tunnel Rat
called Dwarfhunters and are experts in capturing Dwarf slaves or
Trappings: Barbed Whip, Hand Weapon, Leather Jack
assaulting Dwarf patrols. They sadistically collect their beards as
trophies, and more than a few legendary Man Catchers have found
Dwarfhunter—Silver 3
themselves in the Dammaz Kron.
Skills: Bribery, Track
Talents: Fearless (Dwarfs), Menacing, Robust, Strong-minded
“Yes-yes, tell me where your fellow man-things scurried away
Trappings: Network of Unwitting Human Informants, Pole for
too. Tell Skitnich, or he’ll start tearing nails off piece by piece
Dwarf Beards, Sack of Gold Crowns (50 GC)
until you squeak…”
—Skitnick Fleshflayer, Manhunter of Clan Moulder

“Those monster ‘ul suffer fur’ there foul deeds! They took my
cousin—dragged him through the sewers, they did. Once I gather
a crew, I’ll be leadin’ an expedition down that thar’ sewer system
and haulin’ him back by the beard if I have ta’.”
—Malvar Lekreksson, Dwarf Merchant in Ubersreik

20
Poisoned-Wind Globadier Poisoned-Wind Globadier Advance Scheme
Starting Characteristics: Toughness, Dexterity and
Black Skaven, Brown Skaven
Intelligence
“Poisoned-Wind Globadiers are a class of weapons-specialist that Career Rank 2 Characteristic: Ballistic Skill
are trained in the use of chemical warfare. The weapons of Clan Career Rank 3 Characteristic: Strength
Skryre are as limitless in their scope as they are dreadful in their Career Rank 4 Characteristic: Initiative
menace. Some of the most horrifying are those that kill many WS BS S T I Ag Dex Int WP Fel
enemies with only a little effort. The poison wind globes are one
such weapon, and they are dispensed by an elite corps called the
Globadiers. The Globadiers are trained in the uses of poisons,
Toxic Acolyte—Silver 1
much like Eshin Assassins. Unlike the adepts of Clan Eshin, these
Skills: Bribery, Endurance, Evaluate, Lore (Poisons), Melee
Skaven instead focus their training upon toxins that can kill many
(Basic), Perception, Trade (Glassworker), Trade (Poisoner)
enemies at once. The vapors that swim within poison wind globes
Talents: Craftsman (Poisoner), Marksman, Read/Write, Sturdy
are carried on the fickle winds of the battlefield and into the lungs
Trappings: Poisoned Wind Formula, Trade Tools
of the enemy and, sometimes, into those of allies as well.
Poisoned-Wind Globadier—Silver 3
Poisoned Wind Globes are crafted out of glass or crystal orbs filled
Skills: Athletics, Cool, Intimidate, Language (Battle), Ranged
with noxious warpstone gas. When thrown, the sphere shatters,
(Explosives), Set Trap
releasing billowing clouds so lethal that mere skin contact can
Talents: Acute Sense (Smell), Iron Will, Resistance (Poison),
cause severe pain. To breath the gases would mean imminent and
Strong Back
painful death by means of suffocation. For this reason, Globadiers
Trappings: Environmental Suit, Gas Mask, 10 Poisoned Wind
wear unique protective gear which allows them to breathe these
Globes
and other poisonous fumes without ill effect. Not only do the gas
masks protect the Globadiers, but they lend each one a menacing
Death-Globe Mortar—Silver 5
appearance.
Skills: Consume Alcohol, Intuition, Ranged (Engineering),
Research
On the battlefield, small teams of Poisoned Wind Globadiers
Talents: Bookish, Master Tradesman (Poisoner), Rapid Reload,
would lurk between allied formations before awaiting the perfect
Savant (Poisons)
time to let loose their cargo. At times, Globadiers are also
Trappings: Death Globe Formula, Mortar-Cannon
accompanied by a Poisoned Wind Mortar to boost their firepower
ten-fold. These ratmen are used in battle to decimate tight and
Terror Fog Master—Gold 1
heavily defended enemy formations. When the opportunity arises,
Skills: Lore (Science), Secret Signs (Skryre Engineers)
these ratmen would dash forward and let loose their weapons
Talents: Luck, Tenacious, Trapper, War Leader
before darting back behind the safety of his comrades.
Trappings: Large Unit of Poison-Wind Globadiers or Small Unit
of Death-Globe Mortars, Poisoner’s Workshop, Warp-armor
Globadiers wear unique protective gear which allows them to
breathe these and other poisonous fumes without ill effect. Not
only do the gas masks protect the Globadiers, but they lend each
one a menacing appearance. They are used in battle to decimate
large units. Once their poisonous cargo has been unleashed, they
draw their blades and wade into the mass of their writhing victims
to cut the throats of those who still claim some semblance of life.
Without any gear to protect themselves from the fumes, both
enemy and allies alike would die in a matter of seconds.”
—Warhammer Wiki

“The delicate fingers of poison mist that drift across the


battlefields of my brothers are birthed from the spheres that
Skryre’s Globadiers fling. The fumes float with deadly beauty,
seeking the lungs of our foes. Taking root within the enemy, the
poison turns their breath into blood-froth, and death-death soon
follows.”
—Skreelin Thurntik, Grey Seer

21
Packmaster Packmaster Advance Scheme
Starting Characteristics: Ballistic Skill, Toughness
Black Skaven, Brown Skaven, White and Gray Skaven
and Willpower
“Packmasters are the trainers and handlers of various warbeast and Career Rank 2 Characteristic: Agility
hulking monstrosities. These specially trained Skaven are experts Career Rank 3 Characteristic: Dexterity
at goading their charges - ferocious, half-mad creatures who can Career Rank 4 Characteristic: Intelligence
turn and attack with no warning. For this reason, Packmasters are WS BS S T I Ag Dex Int WP Fel
themselves cagey and fierce warriors or, if they are not, they
quickly end up as another meal for their merciless packs. It is
common practice for Clan Moulder to sell both beast packs and
Packmaster handlers to the highest bidder. In this way, Slaver—Brass 5
Packmasters leave Hell Pit to serve under Warlord clans across the Skills: Dodge, Haggle, Intimidate, Lore (Skaven), Melee (Basic),
globe. Some clans, not fully trusting Clan Moulder, will buy beast Outdoor Survival, Perception, Ranged (Entangling)
packs but insist on supplying their own Packmasters. Talents: Animal Affinity, Menacing, Strike to Stun, Tunnel Rat
Trappings: Barbed Whip, Hand Weapon
Goading such creatures into battle is an exact science, and many
clans who attempt their own handling are soon after savaged by Packmaster—Silver 2
their own rat-beasts. Some few clans, notably Clan Krizzor of the Skills: Animal Care, Charm Animal, Cool, Endurance, Lore
Dark Lands, have an affinity for developing their own (Monsters), Melee (Polearm)
Packmasters, but none save Clan Moulder produce enough to sell Talents: Acute Sense (Hearing or Sight), Crack the Whip,
to other clans. The whip is a favored weapon and beast-driving Dealmaker, Schemer
tool, and Packmasters quickly learn to become experts with the Trappings: Leather Jack and Skullcap, Manacles, Things-catcher
long lash. A Packmaster is adept at using his whip to direct the
feral packs, or, when engaged in combat, to snap the weapon at the Moulder—Gold 1
enemy - attacking over the heads of Giant Rats or between the Skills: Heal, Lore (Mutations), Research, Trade (Fleshmoulder)
hulking Rat Ogres. Those that can afford such luxuries can Talents: Fearless (Mutants), Frightening, Read/Write, Surgery
upgrade their whips to something that delivers even more pain. Trappings: Mail Shirt, Subordinate Packmasters, Trade Tools
(Fleshmoulding), Workshop
The things created by these sadistic vermins within Clan
Moulder's laboratories frighten even the powerful Grey Seers. Master Mutator—Gold 3
Nothing is sacred to these vile Skaven. They blend the parts of Skills: Animal Training (Giant Rat or Rat Ogre), Ride (Giant Rat
hundreds of creatures to create something bigger, better, and or Rat Ogre)
stronger, a horror that will safeguard Moulder’s place at the top of Talents: Bookish, Magnum Opus, Master of the Lash, Master
the Under-Empire's cruel militaristic hierarchy. Tradesman (Fleshmoulder)
Trappings: Best Quality Whip, Mail Armor and Helm, Quality
Through the techniques of fleshmoulding, these Master Moulders Hand Weapon or Polearm, Rat Ogre Bodyguard or 3 Pet Giant
create a menagerie of deadly creatures. Ever evolving, this process Rats, 150 Warpstone Tokens
involves a combination of surgery and exposure to warp energy to
create something new and terrifying. Trained in flesh-shaping
techniques passed down generation after generation, they are
responsible for Giant Rats, Rat Ogres, and any number of other
abominations.

These burly commanders often personally lead their beasts to


battle to better inspect the performance of both pack and
Packmaster. Master Moulders instill great control and discipline in
a pack, largely on account of their ability to cause even more
severe pain. Many Master Moulders bear unique (if not downright
horrific) tools of their trade, such as the things-catcher - a wicked
looking prod with a mechanical grabber.”—Warhammer Wiki

“The Giant Rats and Rat Ogres of Clan Moulder are driven and
controlled by Skaven who show a talent for mastering beasts.
They are called Packmasters, and the skill they display when
controlling their foul pets is without compare. Wielding whips,
the Packmasters steer their charges into the enemy formations in
which they can cause the most damage.”
—Steffan Paulus Adelhof, Scholar of Wolfenburg.

22
Skaven Talents Fleshmoulding
Art of Silent Death The technique of Fleshmoulding, mastered by Clan Moulder, is the
Max: Weapon Skill Bonus process by which Skaven clans create many of their mutated
Tests: Melee (Brawling) creatures, from Giant Rats and Rat Ogres to the dreaded Hellpit
You have mastered the deadly art of open hand fighting as learned Abomination.
from the martial artists of Cathay and Nippon. The Undamaging
Flaw is removed from your unarmed attacks and you may attempt Requirments
a Grapple Test using your tail for the purposes of immobilizing
In order to Fleshmould, you must first have the Surgery Talent and
your opponent, freeing your arms and removing the bonus to hit
have advances in the Trade (Fleshmoulder) Skill. In addition, the
you while Grappling. If you have the Tail Fighting Talent, as a
Moulder must have an ample supply of Warpstone and plentiful
Free Action you may make your Opposed Strength Test instead
test subjects, willing or otherwise. Any Warpstone Token spent is
of an Action while Grappling with your tail. All other rules apply
consumed completely and cannot be recovered, regardless of the
for Grappling (WHFRP 4E Core Book page. 163).
Test results.
Master of the Lash
Max: Willpower Bonus Improvement
Tests: Charm Animal and Ride concerning mutated creatures When improving an existing you creature you expose it to
You are an expert at controlling the mutated abominations of your Warpstone to see what form it will take. Experienced Moulders
clan’s forces. Assuming you have the Ride skill, you can direct like to expose their test subjects to controlled quantities of
your mutated mount to take an Action, not just a Move, without a Warpstone prior to surgery to help them better dictate the result of
Ride test. the mutations they will receive.

Tail Fighting The subject must remain exposed to the Warpstone for their
Max: 3 Toughness Bonus in hours, making an Average (+20) Endurance
You are an expert at utilizing with your tail in the thick of battle. Test at the end of this period. The amount of Warpstone required
You may use your Free Action for your Tail Attack instead of during this process is equal to the creature’s Toughness Bonus. To
spending 1 Advantage for a Free Attack during combat. You also force the subject to make an Average (+20) Endurance Test, you
may wield any one-handed Melee Basic, Fencing, Flail and Parry must use double the Warpstone Tokens required per the subject’s
weapons with your tail, so long as it doesn’t have the Tiring or Toughness Bonus. You may increase the difficulty of the subject’s
Slow Weapon Flaws and weighs 1 Encumbrance or less. Using a Test by an additional tier by spending an amount of extra
weapon wielded with your tail requires the appropriate Melee Skill Warpstone Tokens equal to subject’s Toughness Bonus up to a
Test related to the weapon equipped. Attacks and defensive actions maximum Difficulty Modifier of -30.
made using your tail with one-handed weapons suffer a –20
penalty to any applicable Test with the penalty reduced by 10 per If the subject succeeds their test, they resist the effects of the
additional Talent level. Warpstone, and all materials used have been consumed and
wasted. If the subject fails it “improves”, but if the subject rolls a
Technomancer Fumbling Failure it gains 1d10 Physical Mutations. If the number
Max: Intelligence Bonus of mutations exceeds their Toughness Bonus, they die. Once the
Tests: Any appropriate Extended Trade Tests concerning subject is ready for ‘improvement’, the Moulder must then make
Warpstone an Opposed Trade (Fleshmoulder)/Endurance Test against the
The secret of Warp-powered technology has been opened to you. subject. You may attempt this Test an amount of times equal to the
Now you know the process of their creation and how to better subject’s Toughness Bonus, with any further attempts killing the
handle such unstable technology. With this Talent you may now subject regardless of success or failure. If successful, you may roll
create Warpstone technology using the Trade (Engineer) Skill and a d100 on the table below for one of the following “improvements”
create any trappings with the Warp-forged Quality. Moreover, each (all stat increases do not count as Advances):
level of this talent reduces the result of your rolls on the
Malfunction Table by 5. On a result of 0 or less, nothing happens. Roll Improvements
Also, with the Chaos Magic (Warp) Talent you may wear armor 1-10 Bigger, Stronger, Better: The subject gains the Big and
without penalty to your Casting and Channeling tests. Cunning Creature Traits.
11-30 Some Improvements:
Wall Runner 31-40 Powerful Legs: The subject gains either the Fast or
Max: Agility Bonus Stride Creature Traits.
Tests: Athletics Tests concerning wall running 41-50 Flawed: The subject gains the Big, Brute and Tough
Using secret arts learned from Cathay and Nippon by Clan Eshin, Creature Traits but has their Ballistic Skill, Dexterity,
you can effortlessly run across vertical surfaces and even traverse Initiative and Intelligence reduced by -3d10.
ceilings. You may attempt a Challenging (+0) Athletics Test, if 51-70 Unexpected Result: Improve a random Characteristic by
+2d10 and reduce another Characteristic by -2d10. Roll
successful you may run at full Movement across any appropriate
1d10. 1 = WS, 2 = BS, 3 = Strength, 4 = Toughness, 5 =
surface, plus an extra yard per SL, in any direction as if traversing
Initiative, 6 = Agility, 7 = Dexterity, 8 = Intelligence, 9
on foot. Leaping and falling rules apply as normal (WHFRP 4E = Willpower, 10 = Fellowship.
Core Book page. 166). 71-80 Madness: The Subject gains any one mental mutation of
your choosing.

23
81-90 Mutation: The subject gains any one physical mutation Enormous 40 + TB
of your choosing. Monstrous 80 + TB
91-100 Rage of the Beast: The subject gains the Unholy Rage
mental mutation and the Hatred (Any) Talent. Optional Creature Traits may be added if available for the creature
being created. This increases the requirements by +5 SL per
The subject may only have an amount of improvements equal to Creature Trait. Creations may only gain a number of Creature
their Toughness Bonus. Creature Traits do not stack, and if rolled Traits in an amount equal to their Toughness Bonus.
on again through repeated experimentation, the Moulder may
refund 1 Warpstone Token but do not alter the subject in any way. Let’s say you want to get really creative and add something to your
creation that has never been done before, like adding Hippogryph
Alternatively, instead of rolling on the Improvement Table, the wings to your Rat Ogre granting them the Flight Creature Trait. Or
Moulder may increase one of the subject’s Characteristic of their adding boar tusks to your Giant Rats giving them the Horns Trait.
choosing by +1d10 per +4 SL they have over the subject’s result You may add Creature Traits to your creations outside of their
after the Opposed Test, but must also reduce one of the subject’s available Optional Traits by harvesting the body parts of various
Characteristics by -1d10 an equal number of times. beasts around the world. The donor must be equal to the size of
your creation in order for their parts to be compatible and must
Brain Surgery have the body required for the operation be in good condition. No
Using this same process as improvements, and some advanced broken bones or torn muscles for the appropriate part may be
brain surgery techniques, the Moulder may extract knowledge allowed as it heavily complicated the operation, unless otherwise
from a subject using the Fleshmoulding process above and adding stated—broken wings don’t make for good use in surgery. It is
a Hard (-20) Heal Test on the still living subject. If failed, the preferable to capture a creature alive and let it recover under heavy
subject suffers a number of Wounds equal to the unit’s die of the restraint prior to Testing. This surgery method uses the same Skill
failed roll, ignoring Toughness Bonus. If successful, the Moulder Tests from the Brain Surgery section, requiring a successful Hard
can extract the memories and experiences of the subject for (-20) Heal Test on both your creation and the donor, in order to
information; moreover, using vile Skaven surgical methods and successfully transfer a creature’s body parts from one to the other.
other body parts from the subject, the Moulder can transfer 1 + SL If successful, this process grants your creation a new Creature Trait
Talents and Talent Levels from the first subject over to another not available to them prior.
subject after performing a similar Hard (-20) Heal Test on the
second subject. This process kills the first subject.
Technomancy
Creature Creation Technomancy is the process by which Skaven create their fowl and
Creating the great monsters of the Skaven war machine is no easy destructive weaponry and technology. Forged and powered by
task, but it is easily the most important duty of an Moulder. Rat Warpstone, Skaven technology is highly destructive—both to the
Ogres don’t make themselves, and it takes a skilled team of enemy and its user. It is this technology that allows the Warlock
Fleshmoulders, lots of test subjects and body parts, and even more Engineers of Clan Skryre and beyond to compete with the power
Warpstone to create the titanic mutated abominations that strike of the Grey Seers. From Ratling Guns and Warplock Jezzails to
fear into the hearts of all who dare challenge the Council’s forces. Warpfire Jet Packs and Warp-forged mechanical limbs, Warlock
For creature creation, please refer to the bestiary at the end of this Engineers construct the Skaven’s most exotic technologies.
file for creature stats.
Given the highly experimental and unstable nature of these
Creating creatures is a difficult process and requires a Crafting devices, they have a tendency to explode on the user at the most
Endeavour in order to be initiated using the Trade (Fleshmoulder) inconvenient of times. Furthermore, due to being forged in
Skill. It is assumed you have a workshop, staff and ample crafting Warpstone, these items are risky and often lethal just being held.
supplies (test subjects and body parts) in order to perform such a Handling an item forged of Warpstone is akin to handling the
task—giant rats require rats, rat ogres require ogres, etc. All material itself and requires non-Skaven attempt a Difficult (-10)
monsters and beasts in the Skaven bestiary are available for Endurance Test or suffer Moderate Exposure to a Corruption
creation to Moulders; however, if you wish to experiment and Influence (WHFRP 4E Core Book page. 182-183).
create something unique, that is also an option. Use the bestiary
available in the Core Book on Pages 314-337 for ideas. Perhaps
you want to create dogs or horses with giant rat heads or give your Requirements
pet Rat Ogre the wings of a Wyvern—it’s up to the player’s In order to perform Technomancy, you must first have the
creativity and the GM’s ruling. To create a creature, the Moulder Technomancer Talent and have advances in the Trade (Engineer)
must meet the number of +SL required on the table below based Skill. In addition, the Warlock Engineer must have an ample
the creature’s size, and their Toughness Bonus. The amount of supply of Warpstone, a workshop and plentiful materials for the
Warpstone Tokens required for the construction of a creature is construction of such devices. Any Warpstone Token spent is
equal to the number of SL’s required in their construction, consumed completely and cannot be recovered, regardless of the
including adding extra Creature Traits: Test results.

Sized Creatures Success Levels Creation & Design


Tiny 1 + TB The first step in designing a new piece of Skaven tech is to first
Little 2 + TB decide what it should do. The more powerful the device, the more
Small 5 + TB
complicated, challenging and dangerous its construction will be, so
Average 10 + TB
consider its function and purpose very carefully, or suffer the
Large 20 + TB

24
consequences. Each additional function increases the +SL required 91-100 Massive Explosion! The item leaves a small crater!
in the item’s creation by the amount listed. Within an 8-yard radius, you and everything else
takes 1d10+16 Damage ignoring armor, and your
item is destroyed.
Malfunctions
The more powerful the device, the greater the chance it has at
malfunctioning. This is represented by a malfunction—a valued Activation, Cost & Crafting
measured by a chance the item is forced to roll on the Malfunction Creating items is a difficult process and requires a Crafting
Table. Every time the item is used it has a chance to malfunction, Endeavour requiring a Trade (Engineer) Skill Test. The amount of
with appropriate Tests related to the item being the determining +SL required to fully craft the item is equal to the amount of
factor. On a fumble, the device begins to malfunction and requires Warpstone Tokens needed based on each function for the device.
the user to roll on the Malfunction Table.
Building devices uses a great deal of Warpstone. Each Trade
Furthermore, while constructing the item there’s a chance you’ll (Engineer) Test costs 1 Warpstone Token. Once built, the total cost
add more flaws through sloppy design. Each time you fail a Trade of the device in Warpstone Tokens is equal to the amount listed by
(Engineer) Test, you cause an increased chance of fumbling Tests each function. In addition, once assembled the device must rely on
using that item or weapon. For the first Test failed, any relevant Warpstone for power. Each function added to the device increases
Characteristic or Skill Test failed with a 1 on the units die counts its cost in Warpstone Tokens by 1 per activation of the item. Once
as a fumble. For two Tests failed, any relevant Characteristic or activated, the item remains operational for 6 rounds. As an Action,
Skill Test failed with a 1 or 2 on the units die counts as a fumble, the time may be extended with a Challenging (+0) Trade
and so on. These fumble chances cannot be removed and are (Engineer) Test, or a Hard (-20) Intelligence Test, for a number
permanently tied to the item once it is built. Malfunctions may also of rounds equal to the SL. On a fumble, the item malfunctions.
increase the item’s fumble chance based on the result; however,
these fumble chances may be removed from the item once it is Not all devices require activation, such as prosthetics or devices
repaired. If the item exceeds the units die (10) in fumble chances it that grant passive effects like making new Skills and Talents
is completely useless and will only malfunction if ever used. available for advancement. While these devices do not have an
activation cost, they count as body modifications. Weapons also do
Example: “Qhuetch Blacktail, a heavily augmented Warlock not have an activation cost.
Engineer with a mechanical arm, needs to climb up a cliff in order
to gain a better vantage point on his targets below. The cliff The Skaven body and mind can only handle so much before it
requires a Simple Climb Test to succeed. Qhuetch fumbles his Test collapses from the weight and energy of all the Warpstone
and isn’t able to climb up the cliff; however, due to the fumbled circulating around them. Skaven may only have a number of body
Test and the required use of his mechanical arm, the strain of the modifications equal their Toughness Bonus.
climb causes Qhuetch’s device to malfunction forcing him to roll
on the Malfunction Table.” Encumbrance
Any given device has an Encumbrance value of 0 with 1
Malfunction Table Encumbrance being added per function. For weapons, they use the
Roll Malfunctions Encumbrance listed within their trapping with the amount
1-10 What’s that smell? The device works normally but increased by 1 per additional function.
a component starts to smolder. Increase fumble
chance by 1. Categories
11-20 Is it hot in here? The device works normally, but it
Any possible device falls into one or more of the following
catches fire. Make a Challenging (+0) Agility Test
categories: Characteristic, Skill, Talent, Warp and Weapon. The
or catch on fire too, taking 1d10 Ablaze Conditions.
If extinguished in 1d10 rounds, the item is saved, category determines the base Trade (Engineer) Test difficulty with
only increasing its fumble chance by 1. If not, the additional modifiers as determined by the GM. For devices that fall
item is ruined. under more than one category (say an item that increases a
21-30 Where does this piece go? The device works Characteristic and grants a Talent) use the harder difficulty. If
normally but spits out an important component. three or more categories are used, increase the Trade (Engineer)
Increase the fumble chance of the item by 2. Test difficulty further per category up to the maximum of an
31-50 Betrayed! The item doesn’t function this round. Impossible (-50) Trade (Engineer) Test.
51-60 What in the name of the Horned God was THAT!?
The item doesn’t function this round, instead
making a horrid sound and using twice the number
Characteristic—Hard (-20)
of Warpstone Tokens. There are two types of Characteristic functions. The first is that of
61-70 Stupid Machine! The device doesn’t function this a replacement body part, which uses the prosthetic rules of an
round, instead making a tremendous racket as Engineering Marvel from the Core Book on Page 308. Relevant
something integral breaks. Increase the fumble Tests, as determined by the GM, using the body part that end in a
chance by 1. fumble require a roll on the Malfunction Table. This device costs
71-80 Ouch! The item bursts with a feeble explosion. 20 Warpstone Tokens for its creation.
Within a 1-yard radius, you take 1d10+8 Damage
ignoring armor, and your item is destroyed. The second Characteristic function is that of augmentation. These
81-90 Explosion! The item explodes! Within a 4-yard devices improve a Skaven’s abilities far above that of the normal
radius, you and everything else takes 1d10+12 vermin and require activation. For example, a Warp-forged arm
Damage ignoring armor, and your item is destroyed. frame may add a +10 to your Strength Characteristic for that arm
and any of its relevant Tests, while a Skaven Warpdust Rebreather

25
may add a +10 to your Willpower as a constant flow of drugs powered electric gauntlet that grants the Warp Lightning spell +1
keeps the Skaven tranquil in the face of danger. These Damage and/or reduces its CN by 1. Activating this device
Characteristic functions do not count as Advances and only affect requires a Free Action and additional Warpstone Tokens equal to
the Skaven after having spent the Warpstone Tokens required to the initial CN of any spell being cast while the device is active.
activate it. Activating this device requires a Free Action.
Characteristic Functions Warp Functions
Augemntation Cost CN Reduction Cost
+10 Bonus 10 Reduce CN by +1 40
+20 Bonus 20 Reduce CN by +2 50
+30 Bonus 30 Reduce CN by +3 60
Damage Increase Cost
Skill—Challenging (+0) Increase Spell Damage by +1
Increase Spell Damage by +2
25
35
Skaven technology can also provide Skills or bonuses to Skills.
Increase Spell Damage by +3 45
Like Characteristic functions, Skill functions come in two
categories. The first is Bestow Skill, which grants the user a new
skill they may Advance for any Career they enter. This device Weapon—Challenging (+0)
counts as a body modification. Of the Skills provided in WHFRP Warlock Engineers are most famed for their weapons. Warplock
4E, only the following may be a Bestowed Skill: Climb, jezzails and pistols, poisonwind globes, warpfire throwers and
Endurance, Intimidate, Language (Any), Leadership, Melee (Any), ratling guns are but a few of the many devious devices they have
Navigation, Perception, Pick Lock, Ranged (Any), Stealth (Any), created for the Skaven war machine. Within this category, you can
Swim and Trade (Any). upgrade an existing missile weapon, such as a warplock jezzail or
ratling gun. The weapon must have the Warp-forged Quality to be
The second is Skill Augmentation, providing a bonus to one or upgraded in this manner.
more Skills the user already has. For instance, once activated, a
Skaven listening device or magnifying goggles might add a +10 to Weapon Functions
Perception Tests based on hearing or sight, or noise suppressant Upgrade Cost
footwear that muffles your movement and grants a +10 to Stealth +1 Damage 10
tests. Activating this device requires a Free Action. +2 Damage 20
+3 Damage 30
Skill Functions Range +10 Yards 5
Bestow Skill Cost
Basic Skill 10 Other Types
Advanced or 20 The categories here are just the tip of what Warlock Engineers are
Grouped Skill
capable of creating. The only limit to the Warlock’s creations is its
Augment Skill Cost
imagination. For example, you might create portable Squeeker
+10 Bonus 5
Boxes that allow two or more Skaven to communicate over a long
+20 Bonus 10
distance. In this case you’d have to determine the range of
+30 Bonus 15
communication, the clarity of the signal and the difficulty for
creating the object. It’s not just limited to small devices. Perhaps a
Talent—Very Hard (-30) Warpfire Jetpack that grants the Flight Creature Trait, or a pair of
Skaven devices can also grant the use of certain Talents. A device Warp-steel Spring Boots that grant the Bounce Creature Trait are
that grants the user the Frenzy Talent might be in the form of auto- within the realm of possibilities? Work with your GM on what is
injecting needles that administer drugs and small quantities of possible and how they can be accomplished in a fair and satisfying
Warpstone, or a helmet that grants brain and vision stimulating way.
waves of Warp energy giving the user the Sixth Sense Talent. This

Skaven Lore of Magics


device comes in two forms, either as a Bestowed Talent that counts
as a body modification, allowing the Talent to function as if
trained, or as an Augment Talent that serves as an activatable
device, costing Warpstone and a Free Action for use.
Skaven Lore of Magics
Talent Functions Characters with a Chaos Magic Talent may select any combination
Bestow Talent Cost of Arcane Spells, Chaos Arcane Spells, and spells from their own
Permanent Talent 25 Chaos Lore. A character with Chaos Magic (Plague, Stealth or
Augment Talent Cost Warp) can select spells from the Arcane Spells list, the Chaos
Activatable Talent Level 1 10 Arcane Spells list and the Lore of Plague, Stealth or Warp’s Spells
Activatable Talent Level 2 20 lists. Skaven Lore requires the use of Dhar, using the rules in
Activatable Talent Level 3 30 WHFRP 4E Enemy in Shadows Companion on Page 78. Rolling a
13 on any associated Channelling or Language (Magick) Tests
using a Skaven Lore of Magic counts as a Major Corrupting
Warp—Hard (-20) Influence and causes a Major Miscast.
The best Warlock Engineers use their talents to better harness the
latent energies in Warpstone to better enhance their magical
powers. In effect, these devices grant their spells a bonus once Lore of Plague
activated. These functions come in two forms, either reducing the The Lore of Plague is a foul magical technique. The Plague Priests
CN or increasing the Damage of the spell selected, like a Warp- of Clan Pestilens most famously use this magic. The product of

26
generations of isolation in Lustria, the Lore of Plague specializes Plague
in matters of disease and decay. This lore is repellent and CN: 13
thoroughly evil, designed to spread sorrow and death to all Range: Willpower Yards
enemies of the Skaven—including other Skaven! Each mortal who Target: 1
succumbs to the ravages of these spells exalts the power and Duration: Special
majesty of the Horned Rat in his plague-bringer aspect. While Description: You infect one or more targets with the Black Plague
powerful, the Lore of Plague brings its practitioners swift deaths if (WHFRP 4E, page 186). All affected targets must succeed a
misused, or if the Horned Rat finds the user unworthy. Challenging (+0) Endurance Test or suffer the immediate effect
of the disease. If successful, the disease must wait until the end of
Lore Attribute: The Lore of Plague carries its foul-smelling its incubation period of 1d10 minutes before taking effect. The first
winds, and the creeping warp energies and infestations known time other characters come into contact (3 yards) with anyone
from the Horned Rat. Targets afflicted by spells from the Lore of affected by the plague, they must also succeed a Challenging (+0)
Plague are compromised to infection, sickly, and bilious. You Endurance Test or contract the disease. Anyone who succeeds
inflict Malaise (WHFRP 4E page 189) on any living target affected this roll is unaffected by the plague and is immune to the Plague
by a Damage spell from this lore. A target suffers from Malaise in spell for 24 hours. These secondary targets suffer the normal
this manner for 10 minutes – Toughness Bonus, for a minimum of effects of the disease without skipping the incubation period.
1 minute. The target does not suffer any additional Malaise Likewise, these targets can only pass on the disease through
symptoms if struck by subsequent Damage spells, until the original normal means—sneezing, coughing, physical contact—rather than
infliction of Malaise has been relieved. Casters of the Lore of to anyone who comes near them, like the original target.
Plague who roll a 13 on any associated Channeling or Language
(Magick) Tests gain 13 – Toughness Bonus Poison Conditions. Poisonous Pustual
Such is the will of the Horned Rat. CN: 6
Range: You
Ingredients: The disease-ridden, infected flesh of sentient Target: You
creatures feature heavily in Plague magic, along with trappings Duration: Toughness Bonus Rounds
associated with pestilence, including warpstone incense, symbols Description: You create a pulsing, seeping pustule on one of your
of the Horned Rat, dead fleas, rusty surgeon’s tools, filth incrusted limbs. As a Free Action, you may slice and drain the pustule,
claws and rotten food. coating your weapon and taking d10 Wounds of Damage ignoring
your Toughness Bonus. If a weapon coated in this toxic secretion
Mantle of Contagion deals 1 Wound of Damage to a target, it deals an additional
CN: 3 number of Wounds equal to your Toughness Bonus. If struck, the
Range: Touch target must succeed a Hard (-20) Endurance Test or gain +1
Target: Special Poison Condition.
Duration: Willpower Bonus Days
Description: You taint a blanket, cloak or piece of clothing with a Putrefy
virulent strain of Ratte Fever (WHFRP 4E, page 187). Anyone that CN: 10
touches or wears the item for a minute or more must succeed a Range: Willpower Yards
Difficult (-10) Endurance Test or contract the disease. On a Target: AoE Toughness Yards
failure of -6 or more, the incubation period is ignored as the Duration: Instant
disease ravages the victim’s body. Description: With a flourish and a curse, you cause all food within
the radius of the spell to immediately rot and decay, rendering it
Musk of Terror totally inedible. Any creature that consumes the affect food is
CN: 10 immediately infected with Galloping Trots (WHFRP 4E, page
Range: You 187).
Target: You
Duration: Toughness Bonus Rounds Toxic Rain
Description: You summon a cloud of daemonic musk, forcing all CN: 12
creatures near you to cower in terror. You gain the Terror 1 Range: Willpower Yards
Creature Trait. Skaven suffer a -10 penalty to their Psychology Target: AoE Toughness Yards
Tests to oppose this spell. For every +3 SL the rank of your Terror Duration: Willpower Bonus Rounds
may be increased by 1. Description: Calling upon the power of the Horned Rat, you
summon a poisonous cloud that drifts a dozen yards in the air. On
Pestilent Breath the round following the casting of this spell, the cloud rains a lethal
CN: 8 poison upon all targets within the radius. All creatures within the
Range: Willpower Bonus Yards radius must succeed a Challenging (+0) Endurance Test or slip
Target: AoE Toughness Bonus Yards into a nightmare-filled slumber, gaining the Unconscious
Duration: Instant Condition. Additionally, all creatures within the affected area must
Description: You exhale a pestilent, poisonous cloud at your succeed a Difficult (-10) Endurance Test at the end of each round
enemies. This is a magic missile with a Damage of +4, ignoring or gain +1 Poison Condition. Unconscious creatures must succeed
armor and inflicting +1 Poison Condition. Any targets within the a Hard (-20) Perception Test at the end of each round or stay
radius must succeed a Difficult (-10) Endurance Test or have asleep; however, they can be awakened normally by someone else.
their Toughness Bonus ignored by the attack. You are immune to Once awoken, they gain +1 Fatigue Condition. You are immune to
your own Pestilent Breathe. your own Toxic Rain.

27
Vector Black Whirlwind
CN: 2 CN: 10
Range: Willpower Bonus Yards Range: Willpower Yards
Target: 1 Target: AoE Willpower Bonus Yards
Duration: Toughness Hours Duration: Willpower Bonus Rounds
You inflict a small curse onto those who think themselves capable Description: You summon a putrid whirlwind of vile smoke and
of defying the power of the Horned Rat’s ailments. Targets must stinging ashes! Targets within the radius of the spell must succeed
succeed a Challenging (+0) Toughness Test or gain a -20 penalty a Difficult (-10) Endurance Test or receive +2 Blind Conditions
to all Tests to resist disease for the duration. so long as they remain within the whirlwind. Once the spell
dissipates, or the target leaves the whirlwind’s radius, the target
Veil of Flies must make a Difficult (-10) Initiative Test or have their Blind
CN: 9 Conditions remain and function as normal. Also, targets within the
Range: You whirlwind’s radius take a Damage of +2 at the end of the round,
Target: You ignoring non-metal armor. As a Free Action, you may move the
Duration: Toughness Bonus Rounds whirlwind in any direction you wish up to Willpower Bonus
Description: With a curse and a flailing of your arms, you Yards.
summon a cloud of gnats and biting flies. They swarm about you,
biting and stinging your enemies. The swarm moves with you, Buoyant Passage
granting you the Distracting Creature Trait. Veil of Flies also CN: 3
makes it hard for your enemies to see you, imposing a -20 penalty Range: You
on all Ballistic Skill Tests made against you. Target: You
Duration: Intelligence Bonus Minutes
Weeping Wound Description: You become as buoyant as a piece of balsa wood.
CN: 6 For the duration, you may traverse easily over liquid surfaces such
Range: You as water, sewage, or oil as if they were solid surfaces.
Target: You
Duration: Toughness Minutes Deathleap
Description: You cause an enemy’s wounds to become horribly CN: 10
infected. For the duration of the spell, anytime you deal a Critical Range: Willpower Yards
Hit against an opponent in melee, the opponent automatically gains Target: You
a Festering Wound. The creature must succeed a Challenging (+0) Duration: Instant
Endurance Test or else suffer the immediate effects of Festering Description: You create a shadowy portal of Dhar through the
Wound, skipping the incubation period. aethyr. Without a sound and a puff of pitch-black smoke, you
immediately teleport yourself up to your Willpower yards away.
Lore of Stealth Any enemies Engaged by you on your disappearances or
reappearance gain the Surprised Condition. If Engaged with an
Learned from the sorcerers of Grand Cathay, the Lore of Stealth is
opponent on your reappearance, you gain one Free Attack. For
a twisted and corrupted reflection of magics used in the far east.
every +3 SL you may gain an additional Free Attack; however, the
Eshin Sorcerers are the master practitioners of this sacred art, using
Surprise Condition is removed after the first Free Attack is made.
it in their assassinations from The Old World and beyond, only to
vanish without a trace. These spells are designed to augment the
Pelt of the Assassin
stealth, speed and killing potential of the Clan’s attack forces,
CN: 8
keeping their knowledge of the Lore a heavily guarded secret.
Range: You
Very few outside of Clan Eshin have even seen its power first-
Target: You
hand, and even fewer have lived long enough to tell the tale.
Duration: Intelligence Bonus Minutes
Description: Calling upon the chaos of the warp, you change the
Lore Attribute: Spells cast from the Lore of Stealth are
color of your fur to better adapt to your surroundings. You gain
surreptitious and sly, and so it may be muttered stealthily. Your
+40 Stealth for Rural, Underground or Urban environments of
attacks are razor sharp, causing +1 Bleeding Condition to any
your choice for the duration of the spell. You may only select the
target capable of bleeding affected by a Damage spell from this
group most relevant to your Stealth Skill for the bonus, as your fur
lore. A target may only ever be inflicted a single Bleeding
adapts to that environment specifically. This spell cannot be cast
Condition in this manner at any one time. Casters of the Lore of
while wearing metal armor. If metal armor is worn while the spell
Stealth who roll a 13 on any associated Channeling or Language
is in effect, the spell ends.
(Magick) Tests suffer the Prone Condition for 1d10 hours and
cannot remove it until the duration ends. Such is the will of the
Sticky Paws
Horned Rat.
CN: 6
Range: You
Ingredients: Anything used to hide, deceive, or obfuscate is
Target: You
repurposed as Stealth ingredients, including chameleon scales,
Duration: Intelligence Bonus Minutes
glue, cloaks, jars of ash, feathers and masks. Items drawn from
Description: You can crawl on walls and ceilings with speed and
professions steeped in murder and assassination are also common,
agility as if you were on foot. For the duration of the spell, you
with knives, throwing stars, arrow heads and darts carved with
gain the Wallcrawler Creature Trait.
runes in the shape of symbols of the Horned Rat.

28
Swiftscamper Armor of Darkness
CN: 7 CN: 5
Range: You Range: You
Target: You Target: You
Duration: Willpower Bonus Rounds Duration: Intelligence Bonus Minutes
Description: Your legs are imbued with dark warp energies Description: You solidify the shadows around your body. In
allowing you to move at unnaturally high speeds. You gain +1 to addition to making you harder to see in low light conditions, this
your Movement Attribute and +10 Agility for the duration. For shadow armor also protects you from harm. You gain +1 AP on all
every +2 SL you may increase your Movement Attribute by +1. locations and gain a +20 to all Stealth Tests in low light conditions.
This spell cannot be cast while wearing armor. If armor is worn
Traceless Demise while the spell is in effect, the spell ends.
CN: 11
Range: Willpower Yards Crackling Doom
Target: Intelligence Bonus Allies CN: 6
Duration: Intelligence Bonus Hours Range: Willpower Yards
Description: The bodies and clothing of creatures slayed at the Target: 1
hands of one under the effects of this spell melt away into a foul- Duration: Instant
smelling black slime. Armor, weapons and non-easily degradable Description: You send a crackling arc of green energy hurling at
trappings, such as jewelry, prosthetic limbs or coins, are unaffected your target dealing Damage of +6. Any creature struck by this spell
by this spell. In rural environments, the black slime slowly soaks must succeed an Opposed Channeling/Endurance Test or gain
into the earth leaving no trace of its existence after d10 minutes. +1 Stunned Condition.

Warp Stars Death Frenzy


CN: 13 CN: 10
Range: Willpower Yards Range: Willpower Yards
Target: 1 Target: 1
Duration: Instant Duration: Willpower Bonus Rounds
Description: You conjure up a number of poisoned throwing stars, Description: You fill the target with a ravenous hunger, causing
made up of warp energy, equal to your Intelligence Bonus. Warp foam to fleck from its mouth and eyes to roll madly from its head.
Stars are magic missiles with a Damage of +2 per missile, ignoring The Black Hunger manifests deep within the target. The creature
armor. Targets struck by Warp Stars gain +1 Fatigue Condition gains the Frenzy Psychology and Champion Creature Trait for the
and must succeed a Hard (-20) Endurance Test or have their duration. Non-Skaven targeted by this spell must succeed a Hard
Toughness Bonus ignored by the attacks. For every +2 SL you (-20) Cool Test or else madly attack the nearest living creature
may increase the Damage of the Warp Stars by +1. within its sight, regardless of friend or foe.

Lore of Warp Favor


CN: 4
The province of the terrible Grey Seers, the Lore of Warp is the
Range: Willpower Bonus Yards
oldest and most commonly seen Skaven Lore. It is a devastating
Target: 1
Lore, harnessing raw warp energies and manipulating them to
Duration: Instant
inflict destruction and confusion amongst enemy ranks. Seer
Description: You are a petty cretin, spiteful towards others who
Lords, who have mastered the Lore of Warp, hold the highest
outdo you. Targets afflicted by this spell must succeed a Difficult
authority within Skaven society as their holy leaders and most
(-10) Initiative Test or lose one of their Advantage. For every +2
powerful spell casters. The older and more powerful a seer
SL you may remove one additional Advantage from the targets. If
becomes, the longer and larger their horns grow.
the targets are Skaven, every Advantage you remove is given to
you instead.
Lore Attribute: Targets of Spells from the Lore of Warp are
wreaked by the chaotic properties of warp energy. Non-Skaven
Flensing Ruin
targets affected by a Spell from the Lore of Warp must pass a
CN: 13
Challenging (+0) Endurance Test or gain +1 Corruption Point.
Range: Intelligence Yards
Casters of the Lore of Warp who roll a 13 on any associated
Target: 1
Channeling or Language (Magick) Tests must roll twice on the
Duration: Intelligence Bonus Rounds
Major Miscast Table and choose the higher result. Such is the will
Description: Green Ribbons of warp energy tear the flesh from the
of the Horned Rat.
target’s bones. Targets affected take +Willpower Bonus Damage at
the end of each round, ignoring Toughness Bonus and armor. For
Ingredients: Seers and Warlocks use rat furs, skins, bones, and
every +4 SL you may increase the Damage of Flensing Ruin by
pelts, daubed with blood runes in the shape of The Cursed
+Willpower Bonus Damage.
Triangle. Often rat excrement, blood, urine, and other excretions
also used. Older and more powerful casters of the Lore of Warp
Ghostly Flame
use symbols shaped after the Horned Rat and large quantities of
CN: 2
Warpstone. Items associated with the harnessing of warp energy
Range: Willpower Yards
are frequently used by Warlocks, like copper wires and handfuls of
Target: Special
brass pennies with marks of the Horned Rat carved into them.
Duration: Intelligence Bonus Hours
Description: You conjure a small blob of glowing green energy,
dripping viscous fluid as it burns. You may hurl this blob at an

29
opponent, if necessary, as a magic missile that deals Willpower Warp Lightning
Bonus Damage with a range of Willpower Bonus yards. This spell CN: 8
generates light equivalent to a torch for the duration. Range: Intelligence Yards
Target: 1
Mark of the Horned Rat Duration: Instant
CN: 2 Description: You send a powerful, sizzling bolt of warp energy
Range: Touch directly at your opponent! Warp Lightning is a magic missile with
Target: 1 Damage +8, ignoring metal armor. Warp Lightning causes Damage
Duration: Willpower Bonus Days to all other targets within 2 yards of the initial target, inflicting hits
Description: You touch your target with the corrupting influence with Damage +2.
of the Horned Rat himself, taking the form of an open weeping
soar. Targets must succeed a Challenging (+0) Willpower Test or Warp Storm
receive the mark on the part of their body touched by the caster. CN: 12
Non-Skaven who receive the mark must also succeed a Difficult (- Range: Intelligence Yards
10) Cool Test or suffer a Minor Corrupting Influence. Targets with Target: AoE Intelligence Yards
the mark suffer a -10 penalty to their Fellowship Tests. Grey Seers Duration: Willpower Bonus Rounds
often use this spell to mark their messengers. Description: You summon a devastating storm of warp lighting!
This storm of pure warp energy is fueled by the fiendish powers of
Skitterleap the Horned Rat, and may appear in any location, even
CN: 10 underground. Targets within the spell’s radius take Damage +5 at
Range: Willpower Yards the end of each round, ignoring metal armor, as a bolt of warp
Target: 1 lightning strikes them from the storm. Targets affected by this spell
Duration: Instant must pass a Challenging (+0) Endurance Test or suffer +1
Description: You create a shadowy portal of Dhar through the Stunned Condition. For every +3 SL, you may select one target to
aethyr. With a sound of inrushing air and a puff of brimstone- receive two bolts of lightning at the end of each round from Warp
scented smoke, you immediately teleport yourself or an ally up to Storm instead of one.
your Willpower yards away. Any enemies Engaged by you, or
your ally, on your disappearance or reappearance gain the Wrack
Surprised Condition. If an ally is targeted by this spell, they must CN: 5
be Size (Average) or smaller. Range: Intelligence Bonus Yards
Target: 1
Thrall Rat Duration: Instant
CN: 2 Description: You inflict a target with a jolt of searing pain that
Range: Willpower Yards causes them to spasm wildly. The target must succeed an Average
Target: Special (+20) Toughness Test or gain +1 Stunned Condition. For every +2
Duration: Intelligence Bonus Hours SL you may inflict +1 Stunned Condition.
Description: You summon a small, ordinary rat who serves you
for the duration. You share a common language with the rat, and it
must obey all of your commands even if they would cause its
death. Rat thralls can grab small objects, gnaw through ropes and
other tasks a rat can normally do. However, the rat’s intelligence is
limited, and more complex commands might be out of its
capabilities.

Vermintide
CN: 7
Range: Intelligence Bonus Yards
Target: Special
Duration: Willpower Bonus Minutes
Description: You summon a mass of voracious rats to swarm your
enemies. A group of giant rats (WHFRP 4E page 315) using the
Swarm and Size (Average) Creature Traits come to your aid and
attack the first enemy you command them to. Once they move, you
lose control over the swarm of giant rats, attacking the closest
enemies once their initial target has been dealt with. Once the
duration ends, the swarm disperses. For every +4 SL you may
summon an additional swarm of rats. If there are no targets for the
swarm to attack, they will disperse and reappear once the
summoner has engaged with a new opponent. The swarm takes
until the end of the first round at the beginning of the encounter to
reform.

30
New Weapons, Armor and & Qualities
Weapon Price Enc Availability Reach Damage Qualities & Flaws
BASIC
Warpick 1 GC 10/- 1 Common Average SB+4 Impale
Warp-sword 15 WT 1 Exotic Average SB+5 Warp-forged
BRAWLING
Bite N/A 0 -- Personal SB+2
Punch Dagger 16/- 0 Rare Very Short SB+2 Fast
Rat Claws* 2 WT 0 Rare Personal SB+2 Hack
Tail N/A 0 -- Average SB+0
Tail Blade** 1 WT 1 Common Average SB+3
Tail Flail** 2 WT 2 Rare Average SB+3 Distract, Wrap
Tail Mace** 3 WT 2 Rare Average SB+3 Pummel
Tail Spear** 1 WT 1 Scarce Long SB+2 Impale
Warp-claw 10 WT 1 Exotic Very Short SB+3 Impale, Warp-forged
FLAIL
(2H) Plague Censer 10 WT 3 Exotic Long SB+6 Distract, Impact, Tiring,
Warp=forged, Wrap
POLEARM
(2H) Things-catcher 2 WT 2 Scarce Very Long SB+1 Entangle
(2H) Warp-glaive 15 WT 3 Exotic Long SB+6 Defensive, Hack, Warp-forged
*Rat Claws are a metal plate threaded with a leather strap to tie to the paw and three to five claws extending out of the plate, granting a
+10 to all Climb Tests.
**Tail weapons are attached to the Skaven’s tail, replacing the Damage and Weapon Qualities of their Tail Attacks with that of the tail
weapon. This is not the same as wielding a one-handed weapon with your tail, nor can you wield a one-handed weapon with a tails
weapon equipped.

Weapon Price Enc Availability Range Damage Qualities & Flaws


Blackpowder
(2H) Warplock Jezail 15 WT 3 Rare 150 +9 Blackpowder, Precise, Reload 4,
Warp-forged
Warplock Pistol 8 WT 0 Rare 20 +8 Blackpowder, Pistol, Reload 1,
Warp-forged
Engineering
(2H) Poison Mortar* 20 WT 4 Rare 100 Special Dangerous, Reload 2
(2H) Ratling Gun* 12 WT 4 Rare 30 +8 Blackpowder, Reload 10, Repeater
10, Warp-forged
(2H) Warpfire Thrower* 13 WT 4 Rare 20 Special Blast 5, Reload 8, Repeater 4,
Warp-forged
Entangling
Barbed Whip 10/- 1 Scarce 6 SB+3 Distract, Entangle
Explosives
Death Wind Globe 5 WT 0 Rare SBx2 Special Blast 5, Dangerous, Toxic
Poisoned Wind Globe 1 WT 0 Scarce SBx2 Special Blast 5, Dangerous, Toxic
Smoke Bomb 1 WT 0 Rare SB Special Blast 4, Smoke
Sling
Blowgun 2 WT 0 Rare 30 +6 Precise
Throwing
Throwing Star 8/- 0 Rare SBx3 SB+2
Ammunition
Blowgun Darts (12) 2/- 0 Scarce As Weapon As Weap. Impale
Poison Wind Round 1 WT 0 Rare As Weapon Special Blast 3, Dangerous, Toxic
Warp-rounds and Powder 1/- 0 Rare As Weapon +1 Impale, Warp-forged
Warpfire Fuel (12)** 1 WT 0 Rare As Weapon Special Incendiary, Warp-forged
*Requires a crew of two Skaven in order to operate: The gunner and their powder wretch assistant.
**An Incendiary gives every affected target 1+SL Ablaze Conditions.

Smoke
Smoke bombs are used to blind and surprise unaware foes. Anyone caught in the radius of this grenade is Surprised and gains 1+SL Blind
Conditions.

31
Toxic
Poison wind globes are used to weaken and kill targets with poison gas. Anyone caught in the radius of this explosive must roll a Challenging
(+0) Endurance Test or gain 1+SL Poison conditions. Death Globes increase the difficulty to a Very Hard (-30) Endurance Test and add +1
Bleeding Condition, as creatures within the radius start violently coughing up blood due to internal bleeding. The radius of the poison wind globe
lingers with a thick layer of deadly toxic smoke that lasts 6 rounds. Anyone still within the effected radius by the end of the turn must roll another
Test to resist the poison. Anything flammable within the gas will cause a chemical reaction to occur, setting it and any creatures within the gas’
radius on fire, gaining +1 Ablaze Condition.

Armor Price Enc Availability Penalty Locations APs Qualities & Flaws
Warp-plate Armor
Warp-plate Cuirass 20 WT 3 Exotic -- Body 3 Impenetrable, Warp-forged,
Weakpoints
Warp-plate Open Helm 4 WT 1 Exotic -10 Head 3 Partial, Warp-forged
Perception
Warp-plate Bracers 16 WT 3 Exotic -- Arms 3 Impenetrable, Warp-forged,
Weakpoints
Warp-plate Leggings 20 WT 3 Exotic -20 Stealth Legs 3 Impenetrable, Warp-forged,
Weakpoints
Warp-plate Closed Helm 8 WT 2 Exotic -20 Head 3 Impenetrable, Warp-forged,
Perception Weakpoints

Warp-forged Item Quality


Weapons and armor that are made with refined Warpstone can only have been forged by the vile Warlock Engineers of the Skaven Clan Skryre.
All weapons with the Warp-forged Quality count as Magical, have the Damaging and Penetrating Qualities, and the Dangerous Flaw, which
cannot be removed. Non-Skaven that lose at least 1 Wound after being hit by a Warp-forged weapon must succeed a Challenging (+0)
Endurance Test or suffer a Minor Corrupting Influence. All armor with the Warp-forged Quality count as Magical and protect the wearer with
an evil aura that repels attackers. If the wearer is struck in melee on a location protected by armor with the Warp-forged Quality, the armor
disperses a powerful wave of Warp energy, damaging nearby creatures Engaged with the wearer and dealing d10+Toughness Bonus Wounds
modified by Toughness Bonus and ignoring armor, to a minimum of 1. Non-Skaven who lose at least 1 Wound to the armor must succeed a
Challenging (+0) Endurance Test or suffer a Minor Corrupting Influence. If melee weapons or armor with the Warp-forged Quality have their
condition reduced to 0 through item Damage, the unstable materials used in their creation release a devastating surge of Warp energy. You take
13 Wounds plus the full Damage—using the armor’s AP or melee weapon’s Damage—to your location for the hit modified by Toughness Bonus,
to a minimum of 1, and your armor piece or melee weapon is destroyed. Ranged weapons with the Warp-forged Quality on a fumble must roll on
the Malfunction Table on page 25.

New Skaven Bestiary


Clan Chieftain—Gold 1
M WS BS S T I Ag Dex Int WP Fel W
5 50 50 30 50 60 55 30 30 20 40 15
Clanrat—Brass 1 Talents: Distract 3, Enclosed Fighter 2, Tunnel Rat, Combat
M WS BS S T I Ag Dex Int WP Fel W Aware 3, Menacing 2, Strike to Injure 3, Strike Mighty Blow 3,
5 40 40 30 40 40 45 30 30 20 20 13 War Leader 2
Skills: Athletics 75, Cool 45, Dodge 80, Endurance 70, Heal 50,
Talents: Distract, Enclosed Fighter, Tunnel Rat, Combat Aware,
Strike to Injure Intuition 75, Leadership 60, Melee (Brawling) 70, Melee (Basic or
Skills: Athletics 55, Cool 30, Dodge 50, Endurance 45, Melee Polearm) 75, Perception 80, Ranged (Sling) 70
(Brawling) 45, Melee (Basic or Polearm) 45, Ranged (Sling) 45 Traits: Armor 4, Bite +5, Champion, Infected, Night Vision,
Traits: Armor 1, Bite +5, Infected, Night Vision, Ranged +6 (60), Ranged +6 (60), Tail Attack +9, Weapon +10
Tail Attack +3, Weapon +7 Optional: Disease (Ratte Fever), Elite, Hardy, Leader, Mutation,
Optional: Disease (Ratte Fever), Mutation, Skittish, Stealthy, Skittish, Stealthy, Tracker
Tracker
Stormvermin—Silver 3
Clawleader—Silver 2 M WS BS S T I Ag Dex Int WP Fel W
M WS BS S T I Ag Dex Int WP Fel W 5 45 30 40 50 40 35 30 30 40 20 18
5 45 45 30 45 55 50 30 30 20 20 13 Talents: Drilled, Iron Jaw, Iron Will, Menacing, Shieldsman,
Talents: Distract, Enclosed Fighter, Tunnel Rat, Combat Aware, Strike Mighty Blow, Strong Back, Warrior Born
Strike to Injure 2, Strike Mighty Blow, War Leader Skills: Athletics 45, Climb 50, Cool 50, Dodge 45, Endurance 60,
Skills: Athletics 65, Cool 35, Dodge 65, Endurance 60, Heal 45, Intimidate 50, Melee (Basic) 55, Melee (Brawling) 55, Melee
Intuition 65, Leadership 35, Melee (Brawling) 55, Melee (Basic or (Polearm) 55
Polearm) 60, Perception 70, Ranged (Sling) 60 Traits: Armor 4, Bite +6, Infected, Night Vision, Tail Attack +4,
Traits: Armor 3, Bite +5, Champion, Infected, Night Vision, Weapon +9
Ranged +6 (60), Tail Attack +3, Weapon +8 Optional: Brute, Champion, Disease (Ratte Fever), Mutation,
Optional: Disease (Ratte Fever), Mutation, Skittish, Stealthy, Tracker
Tracker

32
Fangleader—Gold 1 (Sling) 50, Ranged (Throwing) 50, Set Trap 50, Sleight of Hand
M WS BS S T I Ag Dex Int WP Fel W 50, Stealth (Everything) 65, Track 50
5 50 30 45 55 55 35 30 30 45 20 18 Traits: Armor 2, Bite +5, Infected, Night Vision, Sling +6 (60),
Talents: Combat Aware, Drilled 2, Enclosed Fighter, Iron Jaw 2, Tail Attack +3, Throwing Star +5 (9), Weapon +7
Iron Will 2, Menacing 2, Shieldsman 2, Strike Mighty Blow 2, Optional: Disease (Ratte Fever), Mutation, Skittish, Stealthy,
Strong Back 2, Unshakeable, Warrior Born, War Leader Tracker
Skills: Athletics 50, Climb 60, Cool 60, Dodge 50, Endurance 70,
Heal 45, Intimidate 60, Intuition 70, Leadership 35, Melee (Basic) Assassin—Gold 1
65, Melee (Brawling) 60, Melee (Polearm) 65, Perception 70 M WS BS S T I Ag Dex Int WP Fel W
Traits: Armor 4, Bite +6, Champion, Infected, Night Vision, Tail 6 50 50 50 30 60 65 60 30 20 20 13
Attack +4, Weapon +10 Talents: Alley Cat 3, Ambidextrous 2, Careful Strike 5, Dual
Optional: Brute, Disease (Ratte Fever), Hardy, Mutation, Tracker Wielder 3, Fearless (Guards) 2, Fleet-footed, Reversal 2, Rover 3,
Scale Sheer Surface 3, Shadow 3, Step Aside 3, Strike to Injure 3,
War Chieftain—Gold 4 Tunnel Rat 3
Skills: Athletics 85, Climb 70, Cool 40, Dodge 85, Endurance 50,
M WS BS S T I Ag Dex Int WP Fel W
Intuition 80, Melee (Brawling) 70, Melee (Basic) 80, Melee
5 55 30 50 60 60 35 30 30 50 40 22 (Parry) 70, Perception 80, Perform (Acrobatics) 85, Pick Lock 80,
Talents: Combat Aware 2, Commanding Presence, Drilled 3, Ranged (Explosives) 70, Ranged (Sling) 70, Ranged (Throwing)
Enclosed Fighter 3, Inspiring 3, Iron Jaw 3, Iron Will 3, Menacing 80, Set Trap 80, Sleight of Hand 80, Stealth (Everything) 85, Track
3, Shieldsman 3, Strike Mighty Blow 4, Stout-hearted 2, Strong 80
Back 2, Unshakeable 2, Warrior Born, War Leader 3 Traits: Armor 2, Bite +7, Champion, Dark Vision, Disease (Ratte
Skills: Athletics 55, Climb 70, Cool 70, Dodge 55, Endurance 80, Fever), Infected, Tail Attack +8, Ranged +6 (Sling, 60), Ranged +7
Heal 50, Intimidate 70, Intuition 80, Leadership 60, Melee (Basic) (Throwing Star, 15), Stealthy, Tracker, Venom (Hard), Weapon +7
75, Melee (Brawling) 70, Melee (Polearm) 75, Perception 80 Optional: Cunning, Elite, Fast, Hardy
Traits: Armor 5, Bite +7, Champion, Fear 3, Infected, Night
Vision, Tail Attack +11, Weapon +13 Grey Seer—Gold 3
Optional: Brute, Disease (Ratte Fever), Hardy, Leader, Mutation, M WS BS S T I Ag Dex Int WP Fel W
Tracker 5 30 30 30 40 50 35 30 50 45 30 15
Talents: Aethyric Attunement 2, Coolheaded, Fast Hands 2,
Warlord—Gold 7 Read/Write, Second Sight, Sixth Sense, Strong-minded
M WS BS S T I Ag Dex Int WP Fel W Skills: Channeling (Dhar) 55, Charm 40, Cool 55, Dodge 45,
5 75 50 50 60 60 35 30 30 80 50 49 Intimidate 40, Intuition 60, Language (Magick) 65, Lore (Dhar)
Talents: Combat Aware 6, Commanding Presence 5, Drilled 5, 60, Lore (Magic) 60, Lore (Warpstone) 60, Melee (Basic or
Enclosed Fighter 3, Inspiring 5, Iron Jaw 5, Iron Will 5, Menacing Polearm) 40, Perception 60, Secret Signs (Skaven) 60
5, Shieldsman 5, Strike Mighty Blow 5, Stout-hearted 3, Strong Traits: Infected, Night Vision, Spellcaster (Petty, Warp), Tail
Back 5, Unshakeable 5, Warrior Born, War Leader 5 Attack +3, Weapon +7
Skills: Athletics 65, Climb 80, Cool 100, Dodge 65, Endurance 90, Optional: Clever, Cunning, Disease (Ratte Fever), Mutation,
Heal 60, Intimidate 80, Intuition 90, Leadership 80, Melee (Basic) Stealthy, Tracker
105, Melee (Brawling) 100, Melee (Polearm) 105, Perception 90
Traits: Armor 5, Bite +7, Champion, Elite, Fear 5, Hardy 3, Horned One’s Voice—Gold 10
Infected, Leader, Night Vision, Tail Attack +11, Weapon +13 M WS BS S T I Ag Dex Int WP Fel W
Optional: Brute, Disease (Ratte Fever), Mutation, Tracker 5 30 30 30 50 70 55 30 80 65 60 19
Talents: Aethyric Attunement 4, Commanding Presence 3,
Rat-team Gunner: Ratling Gunner, Warpfire Thrower, Coolheaded, Fast Hands 3, Instinctive Diction 4, Iron Will 3,
Warplock Jezzail—Silver 2 Magical Sense, Read/Write, Second Sight, Sixth Sense 3, Strong-
M WS BS S T I Ag Dex Int WP Fel W minded 3, Suffused with Magic, War Wizard
5 30 50 30 30 55 50 30 30 35 20 13 Skills: Channeling (Dhar) 95, Charm 80, Cool 85, Dodge 75,
Talents: Combat Aware 2, Fast Shot, Gunner 2, Marksman, Rapid Intimidate 50, Intuition 80, Language (Magick) 110, Leadership
Reload 2, Sniper, Step Aside 2, Unshakeable 80, Lore (Dhar) 100, Lore (Magic) 100, Lore (Warpstone) 100,
Skills: Athletics 65, Climb 45, Cool 50, Dodge 65, Endurance 45, Melee (Basic or Polearm) 50, Perception 90, Secret Signs (Skaven)
Intimidate 45, Intuition 70, Perception 70, Ranged (Blackpowder) 100
65, Ranged (Explosives or Engineering) 65 Traits: Clever, Fear 3, Infected, Leader, Night Vision, Spellcaster
Traits: Armor 3, Bite +5, Infected, Night Vision, Ranged +9 (Petty, Warp), Tail Attack +3, Weapon +7
(Ratling Gun, 30) or Ranged +Special (Warpfire Thrower, 20) or Optional: Cunning, Disease (Ratte Fever), Hardy, Mutation,
Ranged +10 (Warplock Jezzail, 150) Spellcaster (Plague, Stealth), Stealthy, Tracker
Optional: Elite, Hardy, Stealthy, Tracker
Warlock Engineer—Silver 5
Gutter Runner—Brass 5 M WS BS S T I Ag Dex Int WP Fel W
M WS BS S T I Ag Dex Int WP Fel W 5 30 45 30 30 40 35 45 50 40 30 13
6 40 40 30 30 40 55 40 30 20 20 11 Talents: Gunner 2, Marksman, Read/Write, Sure Shot 2
Talents: Dual Wielder, Fleet-footed, Rover, Scale Sheer Surface, Skills: Channeling (Dhar) 50, Cool 50, Dodge 45, Intuition 50,
Step Aside, Strike to Injure, Tunnel Rat Language (Magick) 60, Lore (Engineering) 60, Melee (Polearm)
Skills: Athletics 55, Climb 40, Cool 30, Dodge 50, Endurance 40, 40, Nimble Fingered, Perception 50, Ranged (Blackpowder) 55,
Melee (Brawling) 50, Melee (Basic) 50, Pick Lock 50, Ranged Ranged (Engineering) 55, Trade (Engineer) 55

33
Traits: Armor 3, Infected, Night Vision, Spellcaster (Warp), Tail Skills: Athletics 45, Cool 40, Endurance 50, Intimidate 40, Melee
Attack +3, Weapon +7 (Basic) 40, Perception 50, Ranged (Explosives) 55, Set Trap 50
Optional: Clever, Cunning, Disease (Ratte Fever), Elite, Tracker Traits: Armor 2, Immunity (Poison), Infected, Night Vision,
Ranged +Special (Poison Wind Globe, 8), Tail Attack +4, Weapon
Warlock Chief Engineer—Gold 5 +6
M WS BS S T I Ag Dex Int WP Fel W Optional: Disease (Ratte Fever), Skittish, Stealthy, Tracker
5 30 55 30 30 70 55 55 70 60 40 15
Talents: Aethyric Attunement 5, Commanding Presence 3, Gunner Packmaster—Silver 2
4, Marksman, Nimble Fingered, Read/Write, Sure Shot 4, Magical M WS BS S T I Ag Dex Int WP Fel W
Sense, Master Tradesman (Engineer) 5, Savant (Engineering) 3, 5 30 40 30 40 40 45 30 30 30 20 11
Sharpshooter 3 Talents: Acute Sense (Sight), Animal Affinity, Crack the Whip,
Skills: Channeling (Dhar) 80, Charm 60, Cool 80, Dodge 75, Menacing 2, Strike to Stun 3, Tunnel Rat 2
Drive 75, Intuition 90, Language (Magick) 90, Leadership 60, Lore Skills: Animal Care 40, Charm Animal 40, Cool 40, Dodge 55,
(Engineering) 90, Lore (Warpstone) 90, Melee (Polearm) 50, Endurance 50, Haggle 30, Intimidate 40, Melee (Basic) 45, Melee
Perception 90, Ranged (Blackpowder) 75, Ranged (Engineering) (Polearm) 50, Perception 50, Ranged (Entangling) 50
75, Trade (Engineer) 75, Trade (Gunsmith or Smith) 75 Traits: Armor 2, Bite +5, Infected, Night Vision, Ranged +5
Traits: Armor 4, Clever, Infected, Leader, Night Vision, (Whip, 6), Tail Attack +3, Weapon +7
Spellcaster (Warp), Tail Attack +6, Weapon +7 Optional: Disease (Ratte Fever), Mutation, Skittish, Stealthy,
Optional: Cunning, Disease (Ratte Fever), Elite, Mutation, Tracker, Weapon +Special (Things-catcher)
Tracker

Plague Monk—Silver 1
M WS BS S T I Ag Dex Int WP Fel W
New Skaven Monsters
5 40 30 40 50 40 35 30 30 40 20 23
(Some Creature Traits are taken from WHFRP 4E Enemy in
Talents: Berserk Charge, Dual Wielder, Fearless (Heretics), Shadows, pages 147-148.)
Flagellant, Read/Write, Relentless
Skills: Athletics 45, Cool 50, Dodge 45, Endurance 60, Intimidate Bonebreaker Rat Ogre
50, Intuition 50, Melee (Basic) 55, Melee (Flail) 55
M WS BS S T I Ag Dex Int WP Fel W
Traits: Armor 1, Bite +6, Blighted (Ratte Fever), Distracting,
4 65 30 75 65 35 30 25 10 45 25 52
Frenzy, Hardy, Infected, Night Vision, Tail Attack +4, Weapon +9
Traits: Armor 4, Big, Bite +11, Brute, Champion, Elite, Hardy,
Optional: Die Hard, Champion, Mutation, Painless, Skittish,
Infected, Magical, Night Vision, Painless, Size (Large), Stupid,
Stealthy, Tracker
Trained (Broken, Guard, Mount, War), Weapon +13
Optional: Belligerent, Corruption (Moderate), Dark Vision,
Plague Priest—Gold 3
Disease (Ratte Fever), Frenzy, Fury, Infestation, Mutation,
M WS BS S T I Ag Dex Int WP Fel W
Tail+10, Tracker
5 50 30 50 60 40 35 30 50 60 50 40
Talents: Aethyric Attunement 3, Battle Rage 3, Berserk Charge 3, Hell Pit Abomination
Dual Wielder 3, Fearless (Heretics) 3, Flagellant 3, Magical Sense,
M WS BS S T I Ag Dex Int WP Fel W
Read/Write, Relentless 3, Strike to Injure 3
6 55 -- 60 65 10 35 -- -- -- -- 96
Skills: Athletics 55, Channeling (Dhar) 80, Cool 80, Dodge 55,
Traits: Armor 3, Bite +10, Blighted (Ratte Fever), Breath
Endurance 90, Heal 70, Intimidate 70, Intuition 50, Language
(Poison), Construct, Corruption (Major), Die Hard, Distracting,
(Magick) 70, Leadership 70, Melee (Basic) 80, Melee (Flail) 80
Mutation, Rear, Regenerate, Size (Enormous), Tail +9, Terror 3
Traits: Armor 2, Bite +7, Blighted (Ratte Fever), Champion,
Optional: Hardy, Horns +9
Corrosive Blood, Distracting, Fear 3, Frenzy, Hardy 3, Infected,
Leader, Night Vision, Tail Attack +5, Weapon +10
Chimacrat
Optional: Die Hard, Elite, Mutation, Painless, Skittish, Spellcaster
M WS BS S T I Ag Dex Int WP Fel W
(Plague), Stealthy, Tracker
6 45 -- 50 55 15 35 -- 15 25 -- 68
Skavenslave—Brass 0 Traits: Armor 3, Bestial, Breath+10 (Acid, Poison), Constrictor,
M WS BS S T I Ag Dex Int WP Fel W Night Vision, Regeneration, Size (Enormous), Stealthy, Stride,
Tracker, Vomit, Weapon +9
5 30 30 35 35 40 40 35 30 20 20 11
Optional: Belligerent, Trained (Drive, War), Venom
Talents: Flee! 3, Tunnel Rat
Skills: Athletics 45, Climb 40, Dodge 45, Endurance 40, Intuition Stormfiend
50, Melee (Basic or Polearm) 35, Perception 45, Stealth M WS BS S T I Ag Dex Int WP Fel W
(Underground) 45
5 55 55 75 65 35 30 25 25 60 10 56
Traits: Bite +5, Disease (Ratte Fever), Infected, Night Vision,
Traits: Armor 5, Champion, Hardy, Infected, Magical, Night
Skittish, Tail Attack +3, Weapon +5
Vision, Painless, Ranged +10 (30), Size (Large), Weapon +12
Optional: Mutation, Stealthy, Swarm
Optional: Corruption (Moderate), Breath (Fire), Dark Vision,
Disease (Ratte Fever), Elite, Fury, Infestation, Mutation, Ranged
Poisoned-Wind Globadier—Silver 3
+10 ((Fire, Poison), 30), Tail +11, Tracker, Trained (War),
M WS BS S T I Ag Dex Int WP Fel W
Weapon +12 (Corrosion, Fire, Electricity, Poison)
5 30 45 40 40 40 35 40 40 30 20 15
Talents: Acute Sense (Smell) 2, Iron Will 2, Marksman,
Read/Write, Resistance (Poison) 3, Strong Back 2

34
Rat-Wolf
M WS BS S T I Ag Dex Int WP Fel W
4 40 -- 40 35 35 40 -- 10 10 -- 11
Traits: Armour 1, Bestial, Infected, Night Vision, Skittish, Stride,
Tracker, Weapon+6
Optional: Frenzy, Mutation, Size (Large), Territorial

Tunnel Rusher (Mutant Horse)


M WS BS S T I Ag Dex Int WP Fel W
9 35 -- 50 40 15 50 -- 5 20 5 30
Traits: Armor 2, Bestial, Size (Large), Skittish, Stride, Weapon +8
Optional: Big, Brute, Mutation

Verminelord
M WS BS S T I Ag Dex Int WP Fel W
6 90 90 110 110 100 100 40 100 70 50 80
Traits: Armor 4, Blighted (Black Plague), Breath +11 (Poison),
Champion, Corrosive Blood, Corruption (Major), Daemonic 8+,
Dark Vision, Distracting, Horns +17, Infestation, Regenerate, Size
(Large), Spellcaster (Plague and Warp), Terror 3, Unstable,
Weapon +15

Warp Bat
M WS BS S T I Ag Dex Int WP Fel W
3 35 -- 35 30 45 50 -- 10 15 -- 10
Traits: Bite +6, Corruption (Minor), Flight 80, Infected, Vampiric,
Weapon +6
Optional: Mutation, Size (Large), Swarm

Warpslime
M WS BS S T I Ag Dex Int WP Fel W
1 35 -- 45 10 10 5 -- -- -- -- 6
Traits: Absorb, Amorphous, Blighted (Black Plague), Corrosive
Blood, Corruption (Moderate), Mindless
Optional: Size (Large - Enormous)

35

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