You are on page 1of 32

•OVERVIEW•

•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

GREY SEER On Black Furs...


‚*Incomprehensible Screaming*‘
Those Skaven born with grey fur and horns are
-Boulder, Hellpit Abomination
removed from their brothers to be turned into
mighty grey seers. Those rats are gifted with the
On Grey Seers...
natural talent of magic using warpstone to
‚Yes-yes. Grey Seer order many Moulder war
enhance their powers and channel the winds of
beasts. Like to ride them. We make them strong-
magic to obey the will of their god, the great
strong and grey seers are protected. Is good-
horned rat.
well trade for many warpstone tokens.‘
-Master Moulder Zit on Grey Seers and Ogres
Opinions
On Clanrats...
‚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.‘
-Skrelin Thurntik, Grey Seer

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•

2) CLASS AND CAREER


Before doing the usual steps to choose your •If you stick with the result, you get an extra
career you first need to choose a clan. Every 20xp.
Character must be part of a Clan but not all
•If you choose to roll 2 additional times and pick
players must be part of the same Clan, as
one of the tree results, you get an extra 10xp.
Skaven often rent out their services to other
Clans or are send to cooperate with them while •If you pick one of your liking, gain no extra xp.
actually spying on them and sabotaging their
actions from the inside. The Specialist section of the table refers to what
Career a Character will enter when rolling
When choosing your Characters Clan, it is the Specialist on the Career Table. All successful
GMs choice if every player rolls on their clan Tests made with the Clan Skill get +1 SL.
themselves, or if all players choose together to
pick one clan for everyone. You roll 1d100 on
the Random Clan Table below.

RANDOM CLAN TABLE


Roll Clan Specialist Clan Skill
01-02 Carrion Soldier Perception to scavenge equipment
03-04 Ektrik Skryre Engineer Melee/Ranged with lightning based weapons
05-19 Eshin Gutter Runner Stealth
20-21 Feesik Charlatan Endurance against Disease
22-23 Ferrik Soldier Trade (Smith)
24-25 Gnaw Packmaster Outdoor Survival
26-27 Gritus Hunter Intimidate against Slaves
28-29 Grutnik Merchant (Warpstone) Haggle
30-31 Kreepus Gutter Runner Melee Tests with blades held in their tails
32-33 Krizzor Packmaster Set Trap
34-35 Morbidus Plague Priest Leadership towards Moulder beasts
36-37 Mordkin Grave Robber Cool against Fear from Undead
38-39 Mors Soldier Melee (Basic)
40-54 Moulder Packmaster Surgery
55-69 Pestilens Plague Priest Endurance against Disease
70-71 Rictus Soldier Haggle
72-73 Scruten Noble Charm to lie
74-75 Septik Plague Priest Melee (Basic) with rusted blades
76-77 Skrapp Beggar Charm to lie
78-92 Skryre Skryre Engineer Lore (Engineer)
92-94 Skurvy Seaman Sail
95-96 Treecherik Gutter Runner Charm to lie
97-98 Volkn Miner Endurance against Heat
99-00 Vrrtkin Skryre Engineer Ranged with Poison Globes

4
•SKAVEN CHARACTERS•

Instead of Rolling on the Random Class and


Career Table on page 30 and 31, roll on the
Random Class and Career Table below. For
‘Special’, refer to your chosen Clan.

Random Class and Career Table


Class Career/Species
Clanrat Black Fur Grey Seer Rat Ogre
ACADEMICS Grey Seer - - 01-90 -
Scholar 01 - 91-00 -
BURGHERS Clanrat 02-50 - - -
Agitator 51 - - -
Artisan 52 - - -
COURTIERS Advisor 53 01-02 - -
Envoy 54 - - -
Servant 55 - - -
Spy 56 - - -
PEASANTS Slave 57-76 03-04 - -
Hunter 77 - - -
Miner 78 - - -
Scout 79 - - -
RANGERS Messenger 80 - - -
ROGUES Charlatan 81 - - -
Grave Robber 82 - - -
Outlaw - 05-06 - -
Thief 83 - - -
WARRIORS Stormvermin - 07-83 - -
Rat Ogre - - - 01-90
Guard 84 84-89 - -
Pit Fighter 85 90 - 91-00
SPECIAL Specialist 86-00 91-00 - -

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•

4) SKILLS AND TALENTS 5) TRAPPINGS


When choosing your starting skills choose from Every Trapping that you gain in the Class
the list of the chosen Sub Species below instead Trapping Section is of low Craftsmanship and
of those on page 36. gets one random Flaw. Additionally, replace the
Wealth provided to you in the Character
Creation by 1 Warpstone Token for every full
Sub-Species Skills and Talents 10 Silver Shillings you have. All your money
beyond that is lost.
Clanrat
Skills: Athletics, Bribery, Charm, Climb,
Dodge, Haggle, Intuition, Melee (Basic),
Perception, Stealth, Swim, Track
Talents: Acute Sense (Smell), Enclosed
Fighter, Flee!, Lightning Reflexes or Warrior
Born, Night Vision

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


Ꙉ ꭕ ‫ם‬ † † †

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

ꭕ Grey Seer --- Gold 4


Skills: Lore (Theology), Lore (Any), Leadership,
Witch!, Language (Any), Language (Demonic)
Talents: Arcane Magic (Warp), Master Orator,
Detect Artefact, Instinctive Diction
Trappings: 1 Magic Item

Ꙉ Master Grey Seer --- Gold 5


Skills: Evaluate, Charm, Bribery, Evaluate
Talents: Frightening, Instinctive Diction, Dual
Wielder, Combat Aware
Trappings: Grey Seer Apprentice

‫ ם‬Seer Lord --- Gold 6


Skills: Lore (Any), Language (Any)
Talents: Aethyric Attunement, Strong Minded,
Very Resilient, Iron Will
Trappings: 2 Magic Items

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


† † † Ꙉ ꭕ ‫ם‬

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

ꭕ Stormvermin --- Silver 4


Skills: Leadership, Evaluate, Perception, Melee
(Flail), Intuition, Climb
Talents: Dirty Fighting, Strike Mighty Blow,
Menacing, Strike to Injure
Trappings: Mail Shirt, Melee Weapon (Any)

Ꙉ Clawlord --- Gold 1


Skills: Lore (Warfare), Language (Battle), Melee
(Polearm), Navigation
Talents: Sturdy, Tunnel Rat, Very Strong, Warrior
Born
Trappings: Open Helm, Plate Breastplate, Plate
Bracers, Unit of Clanrats and Stormvermin

‫ ם‬Warlord --- Gold 2


Skills: Lore (Any), Schemer
Talents: Disarm, Inspiring, Iron Will, Fearless (Any)
Trappings: Trophy Rack, Mail Chausses, Clawlord
Subordinates

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


† ꭕ Ꙉ † ‫ם‬ †

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

ꭕ Clanrat --- Brass 3


Skills: Dodge, Ranged (Sling), Leadership, Lore
(Any), Lore (Warfare), Language (Any)
Talents: Schemer, Relentless, Shieldsman, Warrior
Born
Trappings: Leather Jack, Leather Skullcap, Sling,
Shield, Stone Bullets 12

Ꙉ Clawleader --- Brass 4


Skills: Lore (History), Melee (Any), Intimidate,
Charm
Talents: Strike to Stun, Strike to Injure, Strike
Mighty Blow, Menacing
Trappings: Leather Leggings, Small Troup of
Clanrats, Black Rats, Night Runners or Slaves, 4
Warpstone Tokens

‫ ם‬Clan Chieftain --- Silver 4


Skills: Lore (Any), Evaluate
Talents: Read/Write, Blather, Disarm, Master
Orator
Trappings: Full Mail Armor, 12 Warpstone Tokens,
3 units of Clanrats, Group of Slaves

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


ꭕ ‫ם‬ Ꙉ † † †

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

ꭕ Packmaster --- Silver 4


Skills: Melee (Polearm), Leadership, Heal,
Intimidate, Track, Dodge
Talents: Master of the Lash, Strike to Injure,
Concoct, Crack the Whip
Trappings: Leather Skullcap, Thing Catcher, 1 Giant
Rat

Ꙉ Master Moulder --- Gold 3


Skills: Evaluate, Lore (Biology), Lore (Any), Set Trap
Talents: Dealmaker, Schemer, Mould Flesh*,
Surgery
Trappings: Leather Jack, Leather Leggings, Cloak, 3
Sets of Manacles, 4 Warpstone Tokens, 1d10 Giant
Rats or 1 Rat Ogre

‫ ם‬Master Mutator --- Gold 5


Skills: Charm Animal, Set Trap
Talents: Acute Sense (Hearing), Coolheaded,
Fearless (Any), Shadow
Trappings: Full Mail, Best Quality and Weapon,
Best Quality Whip, 10 Warpstone Tokens, 1d5
Packmaster, 1 Master Moulder, 2d10 Giant Rats, 1
Rat Ogre

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


† ꭕ † † Ꙉ ‫ם‬

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

ꭕ Gutter Runner --- Silver 2


Skills: Evaluate, Pick Lock, Sleight of Hand, Swim,
Ranged (Crossbow), Ranged (Throwing)
Talents: Lip Reading, Trapper, Wall Runner*, Fleet
Footed
Trappings: Leather Jack, Leather Skullcap,
Punching Dagger, Crossbow Pistol w 10 Bolts, 4
Throwing Stars, Best Quality Rope (10y)

Ꙉ Deathmaster --- Silver 4


Skills: Lore (Cathay), Set Trap, Melee (Any), Ranged
(Blowgun)
Talents: Shadow, Read/Write, Art of silent Death*,
Tail Fighting*
Trappings: 2 Punching Daggers, Tail Blade, 2 Rat
Claws, Blowgun w 10 Darts, 3 Doses of any Poison

‫ ם‬Sorcerer --- Gold 2


Skills: Channeling, Language (Magick)
Talents: Arcane Magic (Stealth)*, Petty Magic,
Aethyric Attunement, Armored Casting*
Trappings: 3 Smoke Bombs, Sack, Cloak

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


‫ם‬ † † ꭕ † Ꙉ

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

ꭕ Plague Deacon --- Silver 2


Skills: Lore (Any), Channeling, Perception,
Language (Magick), Swim, Melee (Flail)
Talents: Read/Write, Petty Magic, Second Sight,
Strike to Stun
Trappings: Flail, 4 Warpstone Tokens

Ꙉ Plague Priest --- Silver 3


Skills: Trade (Apothecary), Heal, Language (Any),
Leadership
Talents: Strike to Injure, Brew Contagion*, Arcane
Magic (Plague)*, Public Speaker
Trappings: Cauldron, 6 warpstone Tokens, 1d10
Plague Rats, 1d5 Disease, 1d10 Plague Monks

‫ ם‬Censer Bearer--- Silver 5


Skills: Intimidate, Athletics
Talents: Black Hunger*, Frenzy, Hardy, Menacing
Trappings: Plague Censer

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

ꭕ Skryre Engineer --- Silver 2


Skills: Trade (Engineer), Drive, Perception,
Ranged (Any), Research, Navigation
Talents: Gunner, Read/Write, Tinker,
Craftsman (Engineer)
Trappings: Engineers kit, 1 pound of
Warpstone

Ꙉ Warlock Engineer --- Silver 4


Skills: Trade (Gunsmith), Trade (Smith),
Language (Any), Leadership
Talents: Sharpshooter, Sure Shot, Warlock
Engineer*, Master Tradesman (Engineer),
Trappings: Leather Jack, Warplock Jezail with
10 shots or 4 poison wind globes,
supercharged warp power accumulator, 3
pounds of warpstone, Warp Blade

‫ ם‬Arch-Warlock --- Gold 2


Skills: Lore (Any), Melee (Any)
Talents: Magnum Opus, Sniper, Super
Numerate, Unshakable
Trappings: 5 pounds of warpstone, Full Plate
or Mail Armor, Two handed Warp Weapon

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


† † † ‫ם‬ ꭕ Ꙉ

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

ꭕ Slave --- Brass 0


Skills: Lore (Skaven), Stealth, Perception, Sleight of
Hand, Entertain (Acting), Haggle
Talents: Acute Sense (Hearing), Acute Sense
(Vision) Flee!, Hardy
Trappings: Any Tool

Ꙉ Stuck-up --- Brass 0


Skills: Charm Animal, Leadership, Lore (Local),
Outdoor Survival
Talents: Blather, Dirty Fighting, Step Aside,
Tenacious
Trappings: Poor Quality Clothing

‫ ם‬Masters Favorite --- Brass 3


Skills: Bribery, Intimidate
Talents: Cat-Tongued, Fearless (Skaven of higher
Status), Suave, Embezzle
Trappings: Clothing, Your owners good will

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 ADVANCE SCHEME

WS BS S T I Agi Dex Int WP Fel


ꭕ ‫ † † ם‬Ꙉ †

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

ꭕ Rat Ogre --- Brass 0


Skills: Outdoor Survival, Dodge, Intuition, Melee
(Any), Perception
Talents: Dual Wielder, Ambidextrous, Hatred
(Any), Combat Aware
Trappings: Melee Weapon (Any one Handed)
mounted to your chopped off arm stump

Ꙉ Abomination --- Brass 0


Skills: Row, Track, Leadership, Navigation
Talents: Frightening, Furious Assault, Menacing,
Robust
Trappings: Bracers

‫ ם‬Stormfiend --- Brass 0


Skills: Ranged (Any), Melee (Any)
Talents: Combat Master, Accurate Shot, Reaction
Strike, Combat Reflexes
Trappings: Plate Breastplate, Back-mounted
Packmaster, Replacing your hands: 2 Poison Wind
Globe Launchers or 2 Ratling Guns or 2 Warpfire
Throwers or 2 Shock Gauntlets + Plate Bracers or 2
Doomflayer Gauntlets + Plate Bracers

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.

Brew Contagion Unreliable Construct


Max: 1 Max: 2
You may create contagious brews with Trade Whenever you are issued a command, roll 1d10.
(Apothecary). A successful brew requires 1d10 On a 1 or 2 you malfunction. Roll 1d10. On 1
SL on an extended test and 1 Warpstone Token you suffer 5 wounds not reduced by TB and AP.
per roll along with the ingredients. A batch can On a 2-6 you attack the closest creature. On a 7-
inflict a creature with the appropriate disease 9 you do nothing and count as helpless. On a 10
but becomes inert 1d10+excess SL days after all your characteristics are reduced by 20 until
brewing. your next turn.

Master of the Lash Wall Runner


Max: 1 Max: Strength Bonus
Tests: Animal Training tests to lead Rats Tests: Climb Tests
You gain +10 on Animal Training and You can Climb an additional SB yards with a
Leadership rolls to lead Rats, Giant Rats and successful Climb test.
Rat Ogres and other Moulder Creations.
Warlock Engineer
Mould Flesh Max: 1
Max: 1 You can use Trade (Engineer) to use Skryre
Requires the Surgery Talent. You can now Technomancy (See below)
mould flesh with the help of warpstone. See
Fleshmoulding below.

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)

Characteristic Augmentation Talent Augmentation


Characteristics Augmentations give a Talent Augmentations are able to grant the user
temporary bonus to the chosen Characteristic. a certain talent. There is no way to reduce this
Whenever you make any test that is based on the devices malfunction chance. Only the Talents
enhanced Characteristic you must test for listed in the Talent Augmentation Table in step
malfunction. 2 can be granted this way. If you already have
the talent it cannot be increased to more than the
When creating this device, you can choose to its Max value.
halve the malfunction chance if you declare an

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.

As an Action the device can be used to either


Channel or Cast the spell of choice with the
characteristic determined by the Casting section Skill Augmentations
Effect Cost Malfunction
of the same table. Whenever the Warp Engine
Bestow Basic Skills
is used to Channel or Cast a spell it causes a
+10 4 2%
minor miscast. If it would cause a minor
+20 8 4%
Miscast anyway, it will cause a major miscast +30 16 8%
instead. If it would cause a Major miscast Bestow Advanced Skills
anyway, add +30 to the miscast roll. +10 8 4%
+20 16 8%
Example: Zattrick the tattered constructs a +30 32 16%
Warp Engine to cast the Armour of Darkness Augment Skill
spell. He gives it a casting characteristic of 40. +10 2 1%
When he uses the device, he can channel or cast +20 4 2%
the spell with the normal casting rules where the +30 8 4%
devices casting characteristic will replace the
Channelling and Language (Magick) Skills. To
do so he has to spend the required Warpstone
Tokens and roll on malfunctions with a 7% Talent Augmentation
chance of destruction. Effect Cost Malfunction
Berserker Charge 3 3%
Weapon Upgrade Black Hunger* 4 4%
Break and Enter 3 3%
If you upgrade a weapon it gains the Unreliable Catfall 2 2%
quality. If it already has the Unreliable quality it Distract 3 3%
gains the Dangerous quality. If it already has Flee! 3 3%
that too it gains the shoddy Quality. As an Fleet Footed 5 5%
upgrade you can add any quality, increase the Frenzy 4 4%
weapons damage, or increase the weapons Frightening 6 6%
range. The costs and malfunction chances for Hardy 5 5%
doing so can be found in the Weapon Upgrade Night Vision 3 3%
Table in the second step. Orientation 4 4%
Public Speaker 2 2%
Rapid Reload 3 3%
2) COST & EFFECT Resistance 4 4%
(Poison/Diseases)
Once you have decided what your device is Robust 4 4%
supposed to do you have to determine how Scale Sheer 3 3%
many Warpstone Tokens it costs to build and Surface
how high its chance to malfunction is. Add the Sharpshooter 3 3%
costs and malfunctions of all effects of our Skaven Construct 10 10%
device together to determine its total cost and Sniper 5 5%
chance to break on use. Strike Mighty 6 6%
Blow
Strong Swimmer 3 3%

21
•SKRYRE TECHNOMANCY•

Warp Engine Alternatively let the name describe the function


Effect Cost Malfunction in a silly and direct manner.
Casting Characteristic
30 5 3% Example: Tricklick is building a Skill
40 10 5% Augmentation to increase his Swim skill by 30.
55 15 8% He does not have any advances in Swim, so his
70 20 10% device has a price of 32 and a malfunction
Spells chance of 16%. To construct the device, he
Armor of 5 2% spends 32 Warpstone tokens and has to make an
Darkness Extended Trade (Engineer) Test with an SL of
Black 10 5% 11 (32/3=10.6). He needs 5 Tests to reach the
Whirlwind
required SL and has to spend another 5
Crackling 4 2%
Warpstone Tokens. The total amount he spends
Doom
is now 37. He also failed one of his tests and had
Warp 6 3%
Lightning to increase the Malfunction Chance by 1d10 to
Warp Storm 9 5% a total of 22%. His “Mega-quickswim-
aquatulator” is now ready for use.

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.

Lastly you have to determine what the device


looks like and give it a name. Its design should
reflect what it does and be fitted with an
abundance of pipes, hoses and whirly things that
make sense only to the builder. The name
should be pseudo-scientific and use terms like
accumulator, conductor, or transistor.

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

•FAVOUR OF THE HORNED RAT•


When playing as Skaven, at the start of every
game, every player writes down their name and
a number from 1 to 10 on a sheet of paper. The
players may discuss the numbers they write
down but not such acts of cooperation should
make every Skaven highly suspicious.

The GM then secretly rolls 1d10. All players


with the rolled number gain the Favour of the
Horned Rat but do not know it. At any point
once per a session any character may call upon
the Favour of the Horned Rat and, if they have
it, receive the same effect as if they had used a
fortune point.

If they did not have the Favour, nothing


happens. If a Character kills another Character
who has the Favour, they steal it from them and
can use it themselves.

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.

26
•SKAVEN MAGIC•

ARCANE LORES Spells from the Lore of Stealth can be cast


quietly in a whisper tone without losing
Skaven sorcery uses Dhar, the dark wind of potency. All damage suffered by spells from the
magic, as well as the divine power of their god Lore of Stealth also ignores non-Metal Armor.
to power its spells. When casting a spell with The following spells count as belonging to the
the lore of Plague, Stealth or Warp, overcasts Lore of Stealth additionally to the generic
happen on every +1SL scored above the CN, Arcane spells of the core rulebook:
instead of every +2SL. At the same time any Black Whirlwind, Buoyant Passage, Death
Miscast also counts as a minor corrupting Frenzy, Pelt of the Assassin, Poisonous Pustule,
Influence, as the foul energy of the winds Skitterleap, Stickypaws, Swiftscamper,
corrupt the casters mind and body. Traceless Demise, Warp Star

Further any Language (Magick) or Channelling


roll containing an 8 will result in everyone The Lore of Warp
within Willpower yards suffering a minor
miscast and minor corrupting influence. If an 88 The Grey Seers use the Lore of Warp to draw
is rolled, both effects are instead Major. raw power out of the immaterium. Their spells
incorporate some aspects of Plague and Stealth
while also having its own unique powers. The
more practiced a Grey Seer becomes in this
The Lore of Plague Lore, the more their horns grow. Whenever a
Arcane spells cast from the Lore of Plague carry target is hit by a spell of this Lore, it also counts
with them the foul smell of death and withering as a minor corrupting influence.
life. They are designed to inflict suffering on
their victims and destroy the bodies of those The following spells count as belonging to the
who cast them as well as their targets. Lore of Warp additionally to the generic Arcane
Whenever a target is hit by a spell of the Lore spells of the core rulebook:
of Plague, you may decide to inflict one Armor of Darkness, Crackling Doom, Death
Poisoned Condition. Only one Poisoned Frenzy, Flensing Ruin, Pestilent Breath, Plague,
Condition from this effect can afflict a target at Skitterleap, Vermintide, Warp Lightning, Warp
the same time. Storm

The following spells count as belonging to the


Lore of Plague additionally to the generic NEW SPELLS
Arcane spells of the core rulebook:
Mantle of Contagion, Musk of Terror, Pestilent
Breath, Plague, Poisonous Pustule, Putrefy, Armor of Darkness
Toxic Rain, Veil of Flies, Vermintide, Weeping CN: 5
Wound Range: You
Target: You
Duration: Willpower Bonus minutes
The Lore of Stealth You create an aura of darkness around you that
provides you with 1 Armor Point in every
Employed only by the rare Sorcerers of Clan location, as well as a bonus of +20 to Stealth
Eshin to make their killers even deadlier, and Tests in dim light or darkness.
brought to the Skaven from the far way lands of
Cathay, the Lore of Stealth is a well-guarded
Black Whirlwind
secret of the sinister assassin clan. Only few
CN: 8
know of its existence and Clan Eshin does
Range: Willpower yards
everything to ensure that it stays that way.
Target: AoE (Willpower Bonus yards)
Duration: Willpower Bonus Rounds

27
•SKAVEN MAGIC•

You create a black whirlwind of smoke and ash Mantle of Contagion


that hits anyone within its Area of Effect. Those CN: 3
struck by it take +2 Damage at the end of their Range: Touch
turn and must take an Endurance Test and suffer Target: 1
1d10-SL Blinded conditions (max 10) as their Duration: Instant
vision is blurred by stinging ash within their You infect one piece of cloth or clothing with
eyes. At the start of your turn you can move the the Kruts. Anyone touching or wearing the item
whirlwind up to Willpower Bonus yards into for more than a minute must succeed on an
any direction. Endurance-10 Test or contract the disease.

Buoyant Passage Musk of Terror


CN: 3 CN: 10
Range: You Range: Willpower yards
Target: You Target: AoE (Willpower Bonus)
Duration: Willpower Bonus minutes Duration: Willpower Bonus yards.
As your feet swell up you gain the ability to You create a large cloud of demonic musk,
walk over liquids as if they were solid ground. instilling fear into everyone within the Area of
Effect. Anyone starting their turn inside the
Crackling Doom cloud is subject to Terror 1 and must thus pass
CN: 4 a cool test or gain 1 Broken Condition plus
Range: Willpower yards another one for each SL below 0. Skaven suffer
Target: 1 a -10 penalty to this test.
Duration: Instant
The air crackles as you shoot out an arc of green Pelt of the Assassin
lightning at you opponent. This is a magic CN: 8
missile with +2 Damage. Whenever a target is Range: You
hit by this spell it must succeed on an Target: You
Endurance+10 Test or receive a Stunned Duration: Willpower Bonus minutes
condition. You change the colour of your clothes and fur
to match your surroundings, making you nigh
Death Frenzy invisible to the unpredicting eye. You gain a
CN: 8 +30 bonus to all Stealth tests, while standing
Range: Willpower yards still.
Target: 1
Duration: Willpower Bonus rounds+ Pestilent Breath
The target ally gains the Black Hunger Talent as CN: 7
he starts to foams from the mouth and rolls his Range: Willpower Bonus yards
eyes madly. The target must immediately enter Target: AoE (Willpower Bonus yards)
the Black Hunger on their turn or lose the talent Duration: Instant
again. You spew a poisonous cloud of noxious fumes
at your enemies. Everyone within the Area of
Flensing Ruin Effect, as well as between you and the target
CN: 12 must pass an Endurance-10 Test or take +4
Range: Willpower Bonus yards Damage, ignoring TB and AP. This counts as a
Target: 1 magic missile.
Duration: Willpower Bonus rounds
The target is skinned alive, as green tendrils of Plague
pure warp energy tear on its flesh. It takes +3 CN: 12
Damage every round, ignoring TB and AP. Range: You
Target: AoE (Willpower Bonus yards)
Duration: Instant

28
•SKAVEN MAGIC•

You may infect any number of targets within the Stickypaws


Area of Effect with the Green pox. They must CN: 5
pass an Endurance Test or immediately suffer Range: You
the effects, ignoring the usual incubation time. Target: You
These victims can then transmit the disease to Duration: Willpower Bonus minutes
others simply through touch. Those secondary You gain the Wallcrawler Creature Trait that
targets have the normal incubation time and can lets you move on walls and ceilings with your
only pass the disease by normal means. Anyone normal movement speed. All Objects in your
passing their Endurance test cannot be affected possession are still affected by gravity.
by this spell for the next 24 hours.
Swiftscamper
Poisonous Pustule CN: 7
CN: 5 Range: You
Range: You Target: You
Target: You Duration: 1 minute
Duration: Instant Increase your Movement Characteristic by half
You grow a disgusting pustule on one of your your Willpower Bonus rounded down.
libs. When cutting it open, you suffer 1 Wound,
not modified by TB and AP but can coat a blade
Toxic Rain
int the seeping pus seeping from the wound. The
CN: 12
next Willpower Bonus times your blade deals at
Range: Willpower yards
least 1 Wound to an enemy, it deals an
Target: AoE (2xWillpower Bonus yards)
additional Willpower Bonus damage if the
Duration: 1 minute
victim fails an Endurance-20 Test.
You summon a cloud of poisonous rain that
drifts a dozen feet above the ground and rains
Putrefy down lethal poison, starting on the round after
CN: 3 the casting. Everyone who is hit by the rain must
Range: You pass an Endurance Test or gain 1 Unconscious
Target: AoE (Willpower Bonus yards) Condition. Additionally, all creatures within the
Duration: Instant are must make an Endurance-10 Test each
You spoil any amount of food within the Area round or become poisoned. Creatures can only
of Effect and render it inedible. Anyone trying gain 1 Poisoned Condition this way. Every turn
to eat it anyways will be infected with the an unconscious creature can make an extended
Galloping Trots. Toughness Test and wake up if they pass by 3
SL. They can also be woken up by an awake
Skitterleap comrade.
CN: 6
Range: Touch Traceless Demise
Target: Your or 1 willing creature no larger CN: 10
than average Range: Willpower yards
Duration: Instant Target: 4xWillpower Bonus
With a sudden puff, you disappear and reappear Duration: Willpower Bonus hours
in different location, leaving only a cloud of Targets affected by this spell will melt away
brimstone-scented smoke. The location you into a stinking black goo when killed, leaving
reappear in must be within Willpower Bonus + no corpse.
Intelligence Bonus yards and free of obstruction
by any object or creature in a 1-yard radius
Veil of Flies
around it, except the surface you stand on.
CN: 8
Range: You
Target: AoE (3 yards)
Duration: Willpower Bonus rounds

29
•SKAVEN MAGIC•

You summon a swarm of fleas and flies around Warp Storm


you that bite and distract any creature within the CN: 8
Area of Effect. Everyone within the swarm Range: Willpower yards
except you suffers -20 to all Tests. Additionally, Target: AoE (Willpower Bonus yards)
all Ballistic Skill Tests made against you suffer Duration: Instant
a -20 Penalty as well. If you move, the cloud Everyone within the Area of Effect is hit by a
moves with you. raging storm of pure warp energy and suffers +5
Damage. For every 1 or 3 in your casting roll
Vermintide you suffer 3 Damage yourself.
CN: 6
Range: You Weeping Wounds
Target: AoE (Willpower Bonus yards) CN: 5
Duration: Willpower Bonus rounds Range: Willpower yards
You summon a swarm of ordinary rats around Target: 1
you, that attack anyone within the Area of Duration: Instant
Effect and deal 1 Wound to them at the start of You conjure the corrupting influences of the
their turns. On the round after casting the spell Horned Rat to inflict an enemy’s wounds with
the swarm moves 13 yards in a direction of your horrible infection. If the target of this spell is
choice. Each round after that on your turn they suffering from any effects of a Critical Wound,
move the same amount into a random direction, he immediately develops a Festering Wound.
if possible. When the spell ends the rats disperse
and skitter away.

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.

30
•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

Smoke Bomb 13 0 Scarce SBx3 - Special


Throwing Stars 2 0 Scarce SBx3 +SB+2
Blowgun
Blowgun 2 0 Exotic 16 +3

31
•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)

Clan Skryre Tools of War


Name Price Enc Availability Description
Clan Skryre Gas 8 0 Exotic A Mask, connected to complicated filtering
Mask systems on their back. Provides +20 to any test
to resist the effect of gases.
Supercharged Warp- 20 2 Exotic When using a Warp Blade to cast the Warp
Power Accumulator Lightning spell, roll twice and choose the
better result. If both rolls are the same, pass an
Intelligence-20 Test or the device explodes and
deals 5 TB ignoring wounds to everyone
within 3 yards.
Upgraded Warp 20 2 Exotic When using a Warp Blade to cast the Warp
Energy Condenser Lightning spell, add 10 to your casing
Characteristic and increase the spells damage
by 1.

32

You might also like