Professional Documents
Culture Documents
•OVERVIEW•
This supplement provides rules for playing as •FAVOUR OF THE HORNED RAT•....... 24
Skaven characters in the 4th edition of
•NEW DISEASES• ...................................... 25
Warhammer Fantasy Roleplay, by introducing
Skaven as a playable species, divided into four •SKAVEN MAGIC• .................................... 26
sub-species. It also features a handful of new PETTY MAGIC ...................................... 26
mechanics that can be employed when playing
with Skaven characters, as well as new spells, ARCANE LORES ................................... 27
talents and trappings. The following table of NEW SPELLS ......................................... 27
contents provides a quick overview over the
•SKAVEN TRAPPINGS• ........................... 31
contents within this document.
Table of Content
•OVERVIEW• ............................................... 1
•SKAVEN CHARACTERS•......................... 2
1) SPECIES ................................................ 2
2) CLASS AND CAREER ........................ 4
3) ATTRIBUTES ....................................... 6
4) SKILLS AND TALENTS ..................... 7
5) TRAPPINGS.......................................... 7
•NEW CAREERS•......................................... 8
GREY SEER .............................................. 9
STORMVERMIN.................................... 10
CLANRAT ............................................... 11
PACKMASTER....................................... 12
PLAGUE PRIEST ................................... 14
SKRYRE ENGINEER ............................ 15
SLAVE...................................................... 16
RAT OGRE .............................................. 17
•NEW TALENTS• ....................................... 18
•FLESHMOULDING• ................................ 19
•SKRYRE TECHNOMANCY• .................. 20
1) CATEGORY........................................ 20
2) COST & EFFECT............................... 21
3) BUILD DEVICE ................................. 22
4) USE DEVICE ...................................... 22
1
•SKAVEN CHARACTERS•
•SKAVEN CHARACTERS•
Creating a Character
On Rat Ogres...
When creating a Skaven Character you follow ‚Our greatest triumphs they are. Advance the
the rules for Character Creation from the Skaven ever on they do. What battles do the
Warhammer Fantasy Roleplay 4th Edition Core Children of the Horned Rat fight of any
Rulebook with the following modifications. importance without the favoured children of
Clan Moulder? Not one, not one! Man-things
1) SPECIES fear them more than the toys of Skryre, more
than the blades of the Eshin, more than the
Instead of Rolling on the Random Species Table poxes of Pestilens and fear they should.‘
on page 24, roll on the Random Sub-Species -Narshift, Warlock Engineer
Table below.
BLACK FUR
Random Sub-Species Table
1d100 Sub-Species Skaven born with black fur are bigger and
01-80 Clanrat stronger than the rest of their kin. Most of them
81-96 Black Fur are taken in and trained to become
97-98 Grey Seer Stormvermin, the elite Warriors of the Skaven
99-00 Rat Ogre that can rise to the ranks of Warlords. Some of
them are instead trained in the arts of Murder
and become the deadly Assassins of Clan Eshin.
CLANRAT Some even become Mighty Arch Warlocks of
Clan Skryre and master the art of Technomancy.
Clanrats represent the standard Skaven. They But however strong they become, they still
are expendable and uncountable. They have the always have to fight those bigger and more
opportunity to rise in rank and improve their
cunning than them and make sure not to become
standing in Skaven society but even with their to dangerous to their masters or face the threat
best efforts they will usually never surpass their of elimination.
black furred brothers in social or military rank.
Clanrats are versatile and clever, always
looking for an opportunity to stab a superior in Opinions
the back and take his place. On Clanrats...
‚Puny pathetic things, they are but don’t be
fooled. Turn your back on them and get stab-
Opinions shanked by many blades.‘
On Black Furs...
-Flick Gnawtooth, Clawlord
‚Clawlord Flitwick is mightiest warrior. He has
best-best gear. But just he watch his back. He is On Grey Seers...
just born into his rank but I will earn-gain it by
‚White-fur? Seers are not to be trusted.
force.‘
Everywhere they scurry, hoarding their secrets,
-Slitthroat Footstool, aspiring Clawleader spreading their lies. Who knows what they
whisper in distant ears. Is it same as were told
On Grey Seers...
to say-squeak? Is it what they squeak in other
‚Oh most rotten of hearts, eater of cheese, ye of
ears? Queek thinks no‘
great and circular intellect, I quail before you -Queek Headtaker, Warlord of Clan Mors
and your almost majesty. Have mercy on our
poor retched hides, for we are beneath
contempt, too insignificant to be struck down by
you vast-vast power . . .‘
-Typical Clanrat address to Grey Seers
2
•SKAVEN CHARACTERS•
On Rat Ogres...
‚Don’t like them, these Moulder beasts. No
Opinions
precision, no grace in their strikes. Make big
On Clanrats...
mess wherever the walk-go. Not fit to do single
‚Many Clanrats to twist-turn into Ogres we
task alone.‘
have. Many die-die and the others are to numb-
-Skrik Slit, Eshin Deathmaster
dumb to remember the before.‘
-Packmaster Killik on Clanrat-Ogre relations
On Black Furs...
‚Black Skaven are much-strong and loyal-loyal.
Stormvermin guard Grey Seers and Warlords.‘
- Skrelin Thurntik, Grey Seer
On Rat Ogres...
‚Rat Ogres much-kill. Tough-strong, but hard to
control, only the Packmasters can use them
well-good.‘
-Skrelin Turntick, Grey Seer
RAT OGRE
Horrible abominations made by clan Moulder,
rat ogres stand high over their fellow rat kin.
Their bodies are stitched together and mutated
carcasses, artificially enhanced by warpstone to
become stronger but ultimately loose most of
what existed of their mind to blind obedience to
their Moulder Packmasters. Those that prove
especially tough and strong are fitted with
terrifying technology, designed by Clan Skryre,
and turned into the terrible war machines known
as Stormfiends.
3
•SKAVEN CHARACTERS•
4
•SKAVEN CHARACTERS•
5
•SKAVEN CHARACTERS•
3) ATTRIBUTES
When rolling for Attributes use the Attributes
Table below to determine your Characteristics.
Attributes Table
Clanrat Black Fur Grey Seer Rat Ogre
Weapon Skill 20+2d10 30+2d10 10+2d10 25+2d10
Ballistic Skill 20+2d10 25+2d10 10+2d10 0+2d10
Strength 20+2d10 25+2d10 20+2d10 45+2d10
Toughness 20+2d10 25+2d10 20+2d10 35+2d10
Initiative 30+2d10 40+2d10 30+2d10 25+2d10
Agility 25+2d10 40+2d10 35+2d10 35+2d10
Dexterity 20+2d10 20+2d10 20+2d10 15+2d10
Intelligence 20+2d10 20+2d10 30+2d10 0+2d10
Willpower 15+2d10 20+2d10 25+2d10 15+2d10
Fellowship 10+2d10 10+2d10 20+2d10 5+2d10
Wounds SB+(2xTB)+WPB SB+(2xTB)+WPB SB+(2xTB)+WPB 2x(SB+(2xTB)+WPB)
Fate 0 1 2 0
Resilience 1 1 1 2
Extra Points 2 1 1 1
Movement 5 5 5 5
6
•SKAVEN CHARACTERS•
Black Fur
Skills: Athletics, Bribery, Charm, Cool,
Endurance, Evaluate, Intimidate, Leadership,
Melee (Two Handed), Stealth, Swim, Track
Talents: Acute Sense (Smell), Careful Strike or
Strike Mighty Blow, Combat Reflexes, Night
Vision, Resolute
Grey Seer
Skills: Bribery, Channelling, Charm, Cool,
Intimidate, Intuition, Language (Magick),
Leadership, Melee (Brawling), Research, Ride
(Rat Ogre), Stealth
Talents: Petty Magic, Savvy or Coolheaded,
Night Vision, Read/Write, Schemer
Rat Ogre
Skills: Athletics, Climb, Cool, Endurance,
Intimidate, Melee (Basic), Melee (Brawling),
Swim
Talents: Stupid [Creature Trait], Size (Large)
[Creature Trait], Hardy or Frenzy, Robust or
Iron Jaw, Night Vision
7
•NEW CAREERS•
•NEW CAREERS•
New Career options
The following pages contain new Careers, that
function just like any Career from the Core
Rulebook, except that they can only be taken by
Skaven Characters.
8
•NEW CAREERS•
GREY SEER
As a Priest of the horned rat you lead Skaven society apprentices is just as deadly as any other, if not
and use magic to make his divine plan come true. more. Once they rise to the ranks of seer lords
Grey seers are the chosen servants of the great there are few mortals that can still stop them.
horned rat. Born with grey fur and horns, they
have an innate talent for magic and bring
destruction to those who oppose the will of their
dark deity.
They wield immense power not only through
their spells but also socially, as they are the
spiritual leaders of Skaven society. In the
priesthood they learn how to control their
powers and study the lore of ruin. But their path
is just as treacherous as any other ratman’s as
the fierce competition between the grey seer
Career Path
† Grey Seer Apprentice --- Gold 1
Skills: Lore (Magic), Channeling, Lore (Skaven),
Perception, Language (Magick), Language (Any),
Intimidate, Melee (Polearm)
Talents: Petty Magic, Intuition, Second Sight, Fast
Hands
Trappings: Grey Robes, Quarterstaff
9
•NEW CAREERS•
STORMVERMIN
As an elite warrior you bear mighty weapons you are better than any common Skaven and
and armour, leading your Clawpack from the that the only place for them is at your feet, dying
honourable position in the back. for your glory and your unstoppable advance to
the top your ranks.
Born stronger than the rest of your litter you are
granted the honour to bear the best weapons and
armour your clan has to offer. From birth on you
are trained in the art of battle and learn to fight
and die for your masters. No other ratman can
match your strength on the battlefield and only
few would even dare.
As only a Skaven born with black fur can ever
enter the rank of Stormvermin you know that
Career Path
† Black Rat --- Silver 2
Skills: Dodge, Intimidate, Melee (Basic), Melee
(Pary), Melee (Two Handed), Athletics, Endurance,
Cool
Talents: Hardy, Lightning Reflexes, Very Resilient,
Sturdy
Trappings: Melee Weapon (Any), Leather Jack,
Leather Skullcap, Shield
10
•NEW CAREERS•
CLANRAT
As the most common kind of Skaven you are a They are as disposable as they are numbered
versatile tool for your master. With enough luck and even among them there is no unity. Only
and scheming you may become an important with enough determination and a well-placed
asset to your clan... but it’s unlikely. knife at the right time can they rise above their
stations and potentially become the leaders of
Clanrats lay the basis for Skaven society. They
their own Clawpack or even rise to the Ranks of
are the most common of their kind and also the
Chieftain, leading multiple troops of their kind
most commonly found. Most Clanrats live a
into battle.
short and cruel life, being used as shields for
those above them while they retreat gracefully,
being send on suicide missions or just used as
line infantry.
Career Path
† Commoner --- Brass 2
Skills: Lore (Skaven), Stealth, Outdoor Survival,
Climb, Melee (Basic), Swim, Perception, Gossip
Talents: Scale Sheer Surface, Tunnel Rat, Acute
Sense (Any), Dirty Fighting
Trappings: Hand Weapon, Rags
11
•NEW CAREERS•
PACKMASTER
A master of the terrible art of Fleshmoulding, would quickly end up in the maws of one of
developed by clan moulder, you fuse your fellow their Clans creations.
ratmen together to make them stronger and
Those who learn more about the secret art of
better at a terrible cost.
Fleshmoulding, will rise up into the ranks of
Packmasters are the trainers and herders of Clan Master Moulders and Mutators, creating their
Moulder. When this Clan sells their horribly own Giant Rats and Rat Ogres, by subjecting
mutated beasts to Warlords across the globe, them to terrible Warpstone experiments and
they provide them with Packmasters to lead then selling them to the highest bidder.
their monsters into battle. These cruel shepherds
are fierce and clever, as if they were not, they
Career Path
† Packmaster Apprentice --- Silver 1
Skills: Animal Training, Stealth, Outdoor Survival,
Climb, Perception, Ranged (Entangling), Lore
(Skaven), Animal Care
Talents: Scale Sheer Surface, Tunnel Rat, Savvy,
Jump Up
Trappings: Leather Jerkin, Whip, Hand Weapon
12
•NEW CAREERS•
GUTTER RUNNER
As an acolyte of Clan Eshin, you are trained in and attack them from the shadows. Their death
the art of stealth and assassination and hit your masters are feared for their talent with lethal
enemies where it hurts, leaving no trace of you poisons, killing victims without leaving a trace.
ever being there.
But there is more that they brought from
While other clans use the advantage of sheer Cathay. Their dark Sorcerers use the lore of
numbers to overrun their enemies, Clan Esin Stealth to make their assassins even more
deploys some much subtler tactics. Their deadly.
assassins are trained in the art of silent death,
brought to them from far away Cathay. Clad in
light armour, they dodge their enemies blows
Career Path
† Night Runner --- Brass 5
Skills: Lore (Skaven), Stealth, Dodge, Navigation,
Outdoor Survival, Perception, Ranged (Sling),
Melee (Basic)
Talents: Scale Sheer Surface, Orientation, Tunnel
Rat, Dual Wielder
Trappings: Leather Jerkin, 2 Hand Weapons, Sling
13
•NEW CAREERS•
PLAGUE PRIEST
Infested with horrible diseases, you embrace But the highest of all honours is to be blessed
the plague aspect of the Great Horned Rat and with the task to bear a Plague Censer, the
spread its glorious plagues to weaken and plague priests most horrible weapon. These
destroy its enemies’ armies. Censers are filled with warpstone and spread a
deadly smoke that fills the lungs of everyone
Plague Monks are fanatical priests, devoted to
around it, killing them from the inside. The
the holy cause of spreading their disease all
bearer himself will soon succumb to this effect
over the surface world to weaken the enemies
as well and die horribly but such is the task of
of Skavendom. They breed plagues and infect
the faithful.
their own bodies wih them to become closer to
the divine image of the Horned Rat. When they
rise through their ranks they may become fully
fletched Priests and lead their own coven of
Monks into battle.
Career Path
† Plague Monk --- Brass 2
Skills: Lore (Theology), Lore (Skaven), Dodge,
Stealth, Outdoor Survival, Endurance, Melee
(Basic), Cool
Talents: Scale Sheer Surface, Fearless (Any),
Resistance (Disease), Tunnel Rat
Trappings: 2 Hand Weapons, Disease (GMs
Choice), Maggots, 3d10 Flies
14
•NEW CAREERS•
SKRYRE ENGINEER
Creating warpstone powered war machines, Powerful Warlock Engineers are even able to
you advance the technology of Skavendom to blend magic with Technology and create
find new and creative ways to destroy your machines and weapons that can shoot warp
enemies. charged lightning at their enemies or use the
power of the warpstone inside them, to cast
Clan Skryres Engineers wield some of the most
spells not unlike the Grey Seers. Others clad
dangerous weapons in the old world. Shooting
themselves in more or less sealed masks and
Solid or flaming Warpstone at their enemies
clothes and use terrible gasses to smoke out
they often kill their target days later, even if
their foes.
only wounding them in battle. More than often
it does not come that far though, as their These machines are incredibly dangerous, as
firepower is something o behold. they often just explode in their users faces or
mutate them through the exposure to the
CAREER ADVANCE SCHEME warpstone that powers them. Often these
warlocks imbed Warp Blades in their limbs to
WS BS S T I Agi Dex Int WP Fel become even deadlier powers to be messed
† † † ꭕ ם Ꙉ with.
Career Path
† Skirmisher --- Brass 4
Skills: Lore (Engineer), Lore (Skaven), Stealth,
Outdoor Survival, Climb, Ranged
(Gunpowder), Ride, Melee (Basic)
Talents: Scale Sheer Surface, Marksman,
Rapid Reload, Tunnel Rat
Trappings: Leather Jerkin, Hand Weapon,
Warplock Jezail or 2 Warplock Pistols or 2
Poison wind Globes
15
•NEW CAREERS•
SLAVE
A slave to our cruel masters, you are forced to
mine for Warpstone or thrown into the front
lines of a battle to serve as cannon fodder.
Skavenslaves are the lowest class of Skaven.
Sold to a clan or forced into servitude because
of their mistakes they are used as meat shields
in battle and are expendable even for Skaven
standards. They call nothing their own and have
to fight for every last bit of food and water. Only
the most determined of them make it out of
slavery and can re-enter Skaven society as a full
Clan member.
Career Path
† Meatshield --- Brass 0
Skills: Athletics, Charm, Cool, Dodge, Endurance,
Intuition, Gossip, Gamble
Talents: Resistance (Disease), Stone Soup, Very
Resilient, Beneath Notice
Trappings: Rags, A troubled past
16
•NEW CAREERS•
RAT OGRE
Made by the Mutators of Clan Moulder, you To make them even deadlier their limbs are
were robbed of your senses and moulded into a often replaced with blades or guns and their
terrifying creature that is feared all across the bodies riddled with diseases. Some of the most
empire. horrifying of their kind are the Stormfiends.
These masterful creations are fused with one of
Rat Ogres are created by crossbreeding
their Packmasters, to make them more
monstrosities with Skaven blood and subjecting
independent. Their arms are replaced by the
them to horrible experiments with Warpstone,
mightiest war gear clan Skryre has to offer and
that mutate their bodies and minds. They are
their bodies clad in armour to protect them from
merely more than senseless killing machines,
harm.
that would easily start killing their own allies,
where it not for the Packmasters, Clan Moulders
evil herders, that control them.
Career Path
† Mulder Creation --- Brass 0
Skills: Athletics, Climb, Cool, Endurance, Melee
(Brawling), Melee (Basic), Intimidate, Swim
Talents: Dirty Fighter, Irion Jaw, Hardy, Strike
mighty Blow
Trappings: Rags
17
•NEW TALENTS•
•NEW TALENTS•
The following talents are added to the list of
available Talents in the Skills and Talents Skaven Construct
Chapter of the Core Rulebook. They follow the Max: 1
same Rules as other Talents in that section. You are a warpstone powered automaton. You
are immune to Fear, Terror, Stunning, Poison,
Armoured Casting Diseases, and all effects that involve the
Max: 1 manipulation of emotions and the mind. Your
You don’t suffer any penalty for casting while Int, WP and Fel Characteristics are reduced to
wearing armour as you usually would. 0. You never test against them and can’t use
skills associated with them. As a free Action a
Art of Silent Death Warlock Engineer can psychically tell you what
Max: 1 to do. You must follow these instructions
Tests: Unarmed Melee (Brawling) strikes exactly and can’t act with no or conflicting
You mastered the deadly arts of hand to hand instructions. If you receive multiple instructions
combat taught in Cathay. Your unarmed strikes both instructors make an opposed WP Test and
deal +1 damage and no longer count as you follow the winner’s orders. When you gain
undamaging. this Talent roll 1d10. On a 6+ you also get the
Unreliable Construct Talent.
Black Hunger
Max: 1 Tail Fighting
On your turn, as a free Action, work yourself Max: 2
into a rage. You may attack twice and increase You may wield a one-handed weapon with your
your Movement Characteristic by 2 until the tail as if it was your secondary hand. If you take
end of the round. Then take 1d10/5 Damage 3 this Talent twice you can treat it as if it was your
hits that ignore Armor. main hand.
18
•FLESHMOULDING•
•FLESHMOULDING•
To mould the flesh of a creature it must remain
exposed to burning Warpstone for at least 1
hour per 5 Toughness Bonus it has. For each
Warpstone Table
hour 1 Warpstone Token has to be supplied. At
Amount of Warpstone Difficulty
the end of this period the Creature must make a
1 per 20% +30
Endurance Test to resist the effect. 1,5 per 20% +20
2 per 20% +10
If it succeeds nothing happens and the materials 4 per 20% +0
and time are wasted. If it fails by up to 1 degree 6 per 20% -10
it is improved and gains 1 randomly determined 8 per 20% -20
Improvement from the Improvement Table 10 per 20% -30
below. It also gains 1d10/5 mutations. If it fails
by 3 or 4 degrees it is not improved but gains
1d5 mutations. If it fails even more it simply
dies. Varying the amount of Warpstone will
change the difficulty of the test according to the
Warpstone Table below. Lastly make a Heal
Test and reduce the amount of Warpstone
needed by the SL to a minimum of 1.
Improvements
Roll Result
01-10 Subject increases Strength, Toughness and Intelligence by 2d10 and doubles its wounds. It
gains Fearless, Frightening, Strike Mighty Blow and Strike to Stun if it doesn’t have them
yet.
11-30 Subject increases Strength, Toughness and Intelligence by 1d10 and increases its wounds
by 2xTB. It gains Menacing, Strike Mighty Blow and Strike to Injure if it doesn’t have
them yet.
31-50 Subject increases Strength and Toughness by 3d10 but reduces Ballistic Skill to 0. It gains
the Stupid Creature Trait and doubles its wounds characteristic. It loses all its Talents
except those gained by its Species but gains Fearless, Frightening, Strike Mighty Blow
and Strike to Stun in their place.
51-60 Subject Improves a random Characteristic by 2d10 and reduce another by 2d10.
61-70 Subject gains 1d10 Corruption resulting in a mental Mutation if any.
71-80 Subject gains 1d10/5 mutations.
81-90 The subject dies slowly.
91-00 GMs Choice.
19
•SKRYRE TECHNOMANCY•
•SKRYRE TECHNOMANCY•
If you have the Trade (Engineer) Skill and the additional characteristic that the device reduces
Warlock Engineer Talent, you can construct by twice the amount it increases the other
complex technological devices with the help of Characteristic by. If this reduces any of your
Warpstone. These devices take time to make Characteristics to 0, you explode. When
and have a chance to break every time they are increasing a Characteristic, use the
used, due to the unpredictable nature of Characteristic Augmentation Table in step 2.
warpstone.
Example: Killik Warptounge builds a
Creating a device is split into 3 steps: Choose Characteristic Augmentation that will increase
Category, Determine Costs & Effects and Build his Weapon Skill by 20. He decides to halve the
device. After that you can use it. Each device malfunction chance of his device by determining
has an Effect, a cost and a malfunction chance. that it also decreases his Fellowship by 40. To
construct the device, he later has to spend 6
Effect: The effect of the device. This can be a Warpstone Tokens. The device has a
bonus to certain tests, a talent or any other malfunction chance of 3%.
effect.
Cost: The amount of Warpstone Tokens that Skill Augmentations
have to be spent to build the device.
Malfunction: The percentile chance that the Skill Augmentations are able to increase your
device is destroyed when used. Whenever the abilities in a skill you already possess or even
devices effect is applied you roll 1d100. If the give you access to new skills. When augmenting
roll is equal or less to the total malfunction a Skill that you have no advances in, use the
chance of the device, you roll on the Bestow Skill section of the Skill Augmentation
Malfunction Table in Section 4. Table in step 2. When Augmenting a skill that
you already have Advances in, use the Augment
1) CATEGORY skill section of the same table instead.
When building a device, you can choose When creating this device, you can choose to
between the following 5 categories. A device halve the malfunction chance if you declare an
can use multiple categories or even multiple additional skill that the device permanently
effects of the same category. reduces by twice the amount it increases the
There is nothing stopping you from building a other skill. Only the following skills can be
“Strength and Toughness enhancing Warpfire affected by this Augmentation:
Thrower that can shoot warp lightnings” except
a lack of skill and warpstone tokens. Although Basic Skills: Athletics, Climb, Intimidate,
the chance for Malfunctions stacks with each Leadership, Navigation, Perception, Stealth
additional effect meaning the device also Advance Skills: Language (Any), Pick Lock,
becomes increasingly instable. Swim, Track, Trade (Any explainable)
20
•SKRYRE TECHNOMANCY•
Warp Engine
A warp engine uses the innate magical nature of Characteristic Augmentations
Effect Cost Malfunction
Warpstone to gain magic-like powers. A device
+10 3 2%
can be created to cast exactly one spell from the
+20 6 3%
Spell section of the Warp Engine Table in step
+30 12 6%
2.
21
•SKRYRE TECHNOMANCY•
Weapon Upgrades
Effect Cost Malfunction
4) USE DEVICE
Add Quality 10 5% Whenever you activate your device it consumes
Damage +1 10 5% one-quarter of the amount of warpstone it cost
Damage +2 20 10%
to build, rounded up. The Tokens can be fed into
Damage +3 30 15%
the device via a hopper. If not enough
Range + 4 5 2%
Warpstone is inside it when used, it
immediately consumes the rest but doesn’t
3) BUILD DEVICE work.
Once you add together all costs and It then provides its effects for 1d10 rounds if it
Malfunction chances you have successfully is a Weapon Upgrade or a Characteristic, Skill
designed your device and are ready to build it. or Talent Augmentation. If it is a Warp Engine,
the consumption is per Casting Test.
To build the device you need to spend the Whenever the device is used (not activated but
devices Cost in Warpstone Tokens. One pound actually used), you roll 1d100 and compare the
of Warpstone can be refined into roughly 4 result to the devices Malfunction chance. If the
Tokens. You then need to pass an extended roll is equal to or lower than the value, roll on
Trade (Engineer) Test with an SL equal to a the malfunction table.
third of the cost, rounded up. Each test you
make costs an additional Warpstone Token and
each test you fail will increase the Malfunction
chance of the device by an additional 1d10%.
Once you have reached the required SL the
device is build and can be used. It has an
Encumbrance of 1 per Effect it applies.
22
•SKRYRE TECHNOMANCY•
Malfunctions
Roll Result
01-10 Works normally, but permanently increase
malfunction chance by 1%.
11-20 Works normally, but catches fire. Make Agility
Test or get 1 Ablaze condition. If not saved in
1d5 rounds the device is destroyed. Otherwise
permanently increase malfunction chance by
1d10/5%.
21-30 Works normally, but permanently increase
malfunction chance by 1d5%.
31-50 Doesn’t work this round.
51-60 Doesn’t work this round and consumes twice the
usual amount of Warpstone Tokens.
61-70 Doesn’t work this round and permanently
increase malfunction chance by 1d10%
71-80 The device is destroyed and you suffer 3
Wounds ignoring TB.
81-90 The device explodes and everyone within 1.5
yards suffers 4 Wounds ignoring TB and AP.
91-00 The device explodes and everyone within 3
yards suffers 5 Wounds ignoring TB and AP.
23
•FAVOUR OF THE HORNED
24
•NEW DISEASES•
•NEW DISEASES•
The Green Pox
A dangerous disease that starts as a simple
cough but soon develops into a fever and green
pustules that cover the victim’s body. If they
survive they will forever carry the greenish-grey
scars.
Contraction: If you fail an Endurance+20 Test
after coming into contact with an infected
animal, hide or body.
Incubation: 1d10 days
Duration: 2d10 days
Symptoms: Coughs and Sneezes, Lingering
(Challenging), Fever, Pox, Blight
Kruts
Infecting the lower regions of the body, this
disease causes a maddening itching and is
highly infectious.
Contagion: If you fail an Endurance+40 Test
after coming into contact with an infected
animal, hide or body.
Incubation: 1d10 hours
Duration: 1d10 days
Symptoms: Coughs and Sneezes, Pox
25
•SKAVEN MAGIC•
•SKAVEN MAGIC•
While some Skaven are born with the favour of Mark of the Horned Rat
the great horned rat and studied the dark arts, CN: 0
Skaven have long found other ways to master Range: 13 yards
the art of sorcery. Target: 1
Duration: Willpower Bonus hours
While the plague priests have developed their The target must pass a Willpower Test or gain a
own dark lore, powered by the essence of weeping sore on his forehead or hand that
plague and disease, the vile sorcerers of Clan imposes a -5 penalty to Fellowship. Grey Seers
Eshin have brought the art of stealth from the use this spell to mark their messengers.
faraway lands of Cathay and incorporated them
into their sinister arsenal.
Rat Thrall
Some Skryre Warlocks are even able to use the CN: 0
potential inside of warpstone to power machines Range: 1 yard
that can function as conductors for spells. Target: Special
Duration: Willpower Bonus Hours
PETTY MAGIC You summon a common brown rat. You are
able to communicate with it as if you shared the
When a Skaven learns the Petty Magic Talent, same language. It will follow any of your
it works just as for anyone else, but instead of commands, even if they would cause its own
the usual petty spells that are available to the death. After the duration of the spell, it stops
caster, he must instead pick spells from the obeying you and can’t understand you anymore.
following list.
Favour Vector
CN: 0
CN: 0
Range: Willpower yards
Range: 13 yards
Target: 1
Target: 1
Duration: 1 day
Duration: Instant
Target must succeed on a Toughness Test or
You can steal the Favour of the Horned Rat
take a -20 penalty to all tests to resist disease
from another ratman. To do so you need to
until the duration ends. This test may be
know that he has it.
modified by the Resistance (Disease) Talent.
Ghostly Flame
CN: 0 Wrack
Range: You CN: 0
Target: You Range: Willpower yards
Duration: Willpower minutes Target: 1
You conjure a globe of green fire into your hand Duration: Willpower Bonus Rounds
that drips viscous fluids. You can hurl it at an Target must succeed on a Toughness test or take
enemy within Willpower Bonus + Intelligence a -5 penalty to Weapon Skill, Ballistic Skill and
Bonus yards before it disappears. If you do so, Agility Tests for the duration of the spell, as
it counts as a magic missile with Damage +0. they suffer from searing pain.
Otherwise it generates light equivalent to a
torch.
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•SKAVEN MAGIC•
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•SKAVEN MAGIC•
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•SKAVEN MAGIC•
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•SKAVEN MAGIC•
Warp Lightning
CN: 5
Range: Willpower yards.
Target: 1
Duration: Instant
You shoot a sizzling warp bolt at an enemy that
counts as a magic missile with Damage +5. For
every 1 or 3 in your casting roll, you deal 1
Wound to yourself.
Warp Stars
CN: 12
Range: Willpower yards
Target: Special
Duration: Instant
You conjure up a number of magic missiles
equal to your Willpower Bonus. They have +2
Damage and apply 2 Poisoned conditions if
they deal at least 1 wound to the target. These
warp stars can be split among targets or focused
on one singular target within range.
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•SKAVEN TRAPPINGS•
•SKAVEN TRAPPINGS•
Melee Weapon
Weapon Price Enc Availability Reach Damage Qualities
Basic
Tail Blade 2 0 Average Short +SB+3 Fast, Special
Warp Blade 5 1 Exotic Average +SB+5 Special
Brawling
Doomflayer 8 2 Exotic Short +SB+6 Hack, Penetrating, Tiring,
Gauntlet Impact, Worn
Punch Dagger 1 1 Average Very +SB+3 Balanced, Defensive
Short
Rat Claws 2 0 Scarce Short +SB+2 Special
Shock Gloves 8 2 Exotic Short +SB+5 Damaging, Penetrating,
Worn
Flail
Plague Censer 10 2 Rare Average +SB+4 Impact, Special, Tiring
Polearm
Things-Catcher 13 3 Scarce Long +SB+4 Snare
TH Warp Blade 10 3 Exotic Long +SB+5 Defensive, Hack, Impale,
Special
Ranged Weapons
Weapon Price Enc Availability Range Damage Qualities
Blackpowder
Warplock Jezail 12 4 Rare 96 +8 Penetrating, Unreliable,
Reload 4
Warplock Pistol 10 0 Rare 20 +8 Penetrating, Unreliable,
Reload 2, Pistol
Engineering
Poison Wind 10 2 Rare 30 Special Special, Reload 1
Globe Launcher
Ratling Gun 8 2 Exotic 20 +6 Dangerous, Blast 3, Reload
10
Warpfire Thrower 10 2 Exotic 5 +7 Dangerous, Special, Blast 3,
Reload 10
Throwing
Poison Wind 6 0 Scarce SBx3 Special Blast5, Dangerous, Fragile,
Globe Poisoned, Warpstone
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•SKAVEN TRAPPINGS•
Special Qualities
Weapon Effect
Plague Censer Any creature struck has to pass a Toughness-20 Test or suffer 1d5 Wounds
regardless of TB and AP. The next turn they must make a Toughness-10 Test or
suffer 1d5 Wounds. Corruption (Major).
While lit all living creature within 2 yards suffer 2 Wounds each turn regardless
of TB and AP.
Poison Wind Uses Poison Wind Globes as ammunition, to throw them over long distances.
Globe
Launcher
Rat Claws Provides a +10 Bonus to Climb tests
Smoke Bomb Releases a cloud of smoke when shattered that stays for 1d5 rounds. All creatures
within have their vision reduced to 2 yards. At the end of every turn it moves by
1d10/5 yards in a random direction.
Tail Blade Is strapped to the Tail. Needs the Tail Fighting Talent.
Warp Blade The weapon can be used to cast the Warp Lightning Spell with a casting
characteristic of 40.
Warpfire Everyone within the path or blast area of the fire must pass an agility-10 Test or
Thrower catch 2 Ablaze Conditions. The whole Area is set on fire and keeps burning for
another hour unless extinguished by water or sand. Corruption (Major)
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