Chapter Fifteen Chapter Fifteen Chapter Fifteen Chapter Fifteen - Warpstone Warpstone Warpstone Warpstone
Chapter Fifteen Chapter Fifteen Chapter Fifteen Chapter Fifteen - Warpstone Warpstone Warpstone Warpstone
Chapter Fifteen Chapter Fifteen Chapter Fifteen Chapter Fifteen - Warpstone Warpstone Warpstone Warpstone
Damned, or may be rolled from the mutation table in The Enemy Within, or from
Chapter Fifteen-
Fifteen-Warpstone
the article in White Dwarf 100, or extrapolated from the table in Warhammer
Fantasy Battle Third Edition or from the Chaos Gifts from Warhammer Fantasy
Battle Fourth Edition: Chaos Armies book. Another alternative is the table in
Lichemaster in the section on the “Arca Chaotis”. A failure on a double die roll
(e.g. 77, 99, 00) means the player has been stricken badly, immediately gains d6
Udolf wiped the sweat from his brow, to keep it from running down the cut on mutations, becomes subject to stupidity, and become a Chaos Spawn, losing all
his cheek that was already stinging. He casually glanced about at the foul bodies spell casting powers.
that lay about him. Four rat-like monsters, whom he had surprised and cut down The Warpstone Corruption characteristic increases are cumulative, and each
with incredible ease were scattered about the room in contorted poses. The old exposure leads to another test, with the amount of corruption always increasing.
soldier had never seen such disgusting and unnatural perversions such as the likes The amount of corruption is based on the Warpstone Corruption Table.
of these. He had never expected that he would find such evil things here under the These rules for Warpstone Corruption can also be applied to players in non-
castle. The Baron should be notified immediately. He then noticed one of them Skaven Campaigns. This may mean that adventurers may eventually gain
had a number of small pouches that it still clutched in its hands. Warpstone Corruption and possibly physical mutations.
Udolf stooped down to pick up the largest one, still clenched in the rat’s hands. Most those tainted by Chaos or Warpdust have no idea of the degree of taint.
As he tore it free of the tightened claw, the material on the bag ripped, and a fine Therefore, Warpstone Corruption should be kept secret from the players unless
powder filled the air. Udo started hacking violently, spitting out green mucus, his their characters are Grey Seers or Clan Skryre Warp Engineers, who have some
eyes watering uncontrollably. Panicking, he tried to desperately wipe the fine idea and a greater awareness of their physical condition. It should be up to the GM
powder out of his eyes, but everything was burning and tingling...He knew his to maintain a secret note of the degree of corruption. For non-Skaven, physical
lungs had filled with the fine dust, and that he was covered in the fine powder; it mutations occur fairly painlessly over the course of a week, since they have less
felt as if the dust was creeping into his ears, eyes, nose, mouth, his hair. There Warpstone build up in their bodies than Grey Seers and other Skaven.
was this odd tickling feeling all over his body...Udo continued to panic, sweating
profusely and staggering about blindly...Udo knew something wasn’t right...felt
something…changing…deep inside him…Udo started to pray as the pain wracked
his body… Warpstone Corruptio
Corruptionn Table
Type of Warpstone Exposure Warpstone
Corruption
Within 10 yards of raw Warpstone:
-Dwarfs, Skaven, & Chaos +2% per day
Warpstone and Its Nature -Grey Seers +1% per day
Warpstone is solidified chaotic matter, which exudes chaos, gradually changing -Humans and all others +5% per day
and corrupting all around it. It normally appears as a mesmerizing black glassy Consuming Raw Warpstone:
rock, its surface strange and tingling to the touch. The nature of the Skaven is -Dwarfs, Skaven, & Chaos +15% per piece
closely tied to Chaos, and the use of Warpstone is of paramount importance to -Grey Seers +5% per piece
them. Skaven can sense the presence of Warpstone, they can scent it, as well as -Humans and all others +25% per piece
being drawn to it in almost a psychic sense. They will not necessarily know where Consuming Refined Warpstone:
the Warpstone is exactly, but they will sense that they are in close proximity to -Dwarfs, Skaven & Chaos +10% per amount
Warpstone. This is a mixed blessing, as the Warpstone is dangerous to even -Grey Seers & Warplock Engineers +0% per piece
Skaven and can cause mutations in even their hardy and acclimated bodies. -Humans and all others +15% per amount
Warpstone appears naturally around, blown about as fine Warpdust from the Hit by Warpfire Thrower +1% per Wound lost
collapsed Warpgates, and the Warpdust from here has a tendency to clump together Hit by Warplock Jezzail:
in small rock size pieces. Warpdust and Warpstone can be found in glistening -Treated Wounds +1%
clumps around Warpgates and other portals open to the Warp. The Skaven have -Untreated Wounds +5%
also discovered, albeit rare, veins of Warpstone running through the earth and they Poison Wind from Globes, Spells, Plague +5%
extensively mine such veins. Censers:
One extra-worldly means of acquiring Warpstone is from Warpmeteors, lumps of -Wearing mask +2%
Warpstone that frequently plummet from the heavens to the earth. Not all meteors +10%
Consuming Warpstone Brew or Distillate:
are Warpstone, but the Skaven and others closely observe the night sky for the
-Grey Seers +2%
streaking of meteors. When one is discovered, they will often send an expedition
Struck by Warplightning +1% per Wound lost
out to recover the Warpmeteor.
Wounded by Weeping Blades +1% per Wound lost
Prolonged exposure to Warpstone has devastating effects. To introduce this
dynamic to the game, the GM keeps a secret count of the amount of Warpstone
exposure a character has suffered. This is measured by the new characteristic of Warpstone Compounds and Measures
Warpstone Corruption. The more corruption the character suffers, the greater the To use Warpstone, the Skaven must refine it to pure Warpstone, to burn out the
likelihood of mutations and alterations of mind and body. Every exposure to impurities. The average piece of Warpstone collected by the Skaven will weigh
Warpstone will raise the Warpstone Corruption characteristic in the player. At around ten encumbrance points, although there are often huge finds, that is the
each new exposure to Warpstone and subsequent increase in the characteristic, the typical size of a nice dense piece of Warpstone. The Skaven will gather close to
player must make a percentile roll. The GM then compares the roll to the player’s one hundred points of Warpstone together and refine this chemically, or magically.
Warpstone Corruption characteristic. A roll above the Warpstone Corruption When they are done with the refining process, and have reduced it, out of that total
characteristic means that the character gains an Insanity point, but no lasting mass of one hundred encumbrance points, they will have fifty encumbrance points
physical damage has resulted. worth of refined Warpdust. About half of the mass is lost in the refining process.
If the roll is equal to or less than the characteristic, the character gains an The refined fifty encumbrance points can then be used by the Skaven for spells.
Insanity point, and must then make a Will Power test. This test may be modified Each dose of refined Warpstone is called a measure. This measure of refined
depending on the degree of corruption. If the Warpstone Corruption is equal to or Warpstone is equivalent to five encumbrance points of refined Warpstone. So that
greater than the Will Power characteristic, this test is at –10. A successful test fifty encumbrance points of Warpdust is divided into ten measures of Warpdust.
means the character has narrowly averted a mutation. A failed Will Power test Each measure of Warpstone consumed gives a Grey Seer more power.
means the character gains a mutation. Within a turn, the character is weakened, The Skaven though have found ways of intensifying the beneficial effects of
and all characteristics are halved. At the end of twelve hours, the character, after warpstone into compounds, some of these used to enhance a Grey Seer or
suffering through incredible agony, will have gained a mutation. Once this Warplocks power, and other compounds used to deadly effect in weapons.
mutation has occurred, the penalties to the characteristics are removed. This
mutation can be rolled up from the tables in Slaves to Darkness, The Lost and the
48
THE BOOK OF THE RAT
Measures of Warpdust Living Warpstone Charm-The Living Warpstone Charm can be used to replace a
lost eye, and it operates identical to the original. See the Clan Skryre invention
Every time a Skaven spellcaster ingests a measure of Warpstone, they gain 1d6
rules in the Appendix.
Magic Points to expend. Up to two measures can be consumed at a time, giving
2d6 Magic Points. The Warpdust can continue to be consumed, but if the
Warpstone Tolerance, as discussed earlier is overreached, then the problems begin. Skalm
Due to the unique nature of Skaven, they cannot gain any benefit from
Warpstone and Warpdust Products and Creations consuming normal potions. The can ingest Skalm, which will heal their wound
miraculously, due to its various healing herbs, and a dash of Warpdust...This can
be manufactured with a measure of Warpdust and the use of Manufacture Potions.
Measures of Warpdust in Common Skaven Items Each dose of Skalm heals d6 Wounds.
• Plague Censer Bearer: requires one rock weighing ten encumbrance points
(roughly equal to one measure). Skavenbrew
• Reagent for Clan Moulder Experiments: requires on rock weighing ten Skavenbrew is a strong Warpdust tainted potion that has stimulative and
encumbrance points and five measures of powder to be placed in the food. unpredictable effects upon Skaven. Ingested as a potion like mixture, the consumer
• Skavenbrew: requires four measures, and the skill Manufacture Warpstone experiences the effects determined below. There is not Will Power test allowed to
Potions. resist its effects.
• Warpdust Potions: requires one measure and the skill Manufacture Warpstone
Potions, and gives 2d6 Magic Points. Skavenbrew Effect Table
• Warpdust Concentrate: requires two measures and the skill Manufacture
d6 Roll Skaven Brew Effect
Warpstone Concentrate, and gives 5d6 Magic Points.
• Warpfire Concentrate: requires ten measures and the skill Manufacture 1 No Effect
Warpstone Concentrate. 2 Immunity for d6 Turns on all Psychological Tests.
• Weeping Blade: creation of each Weeping Blade requires five measures. 3 +20 to Magical Tests for d6 turns.
4 Subject to Hatred of all living things for d6 turns.
5 Subject to Frenzy for d6 turns.
Warpdust Potion 6 M, I, A all doubled-after each round, the Skaven must make a T
The Warpstone Dust can also be brewed into a magical Warpdust Potion. This test or die instantly from a heart attack. Duration is for d6 Rounds.
takes longer to prepare, and by distilling the essence of one measure of Warpdust,
they can concoct a Warpstone Potion, that gives 2d6 Magic Points. If a Warpdust
Potion is quaffed and causes Overconsumption, than it adds one Insanity Points if Warpstone Poison Capsule
the Will Power roll is failed. The potions have an equivalent weight of ten The Warpstone Poison Capsule is a special hidden capsule that many Council
encumbrance points. Minions are equipped with if they are exposed and risk capture or interrogation. A
Skaven consuming the small capsule is dead as the Warpstone Poison Capsule goes
straight to the heart, causing it to beat frantically, and in moments burst.
Warpdust Concentrate
Some Skaven have the ability to magically enchant and prepare something
similar to Warpdust Potion into what is known as Warpdust Concentrate. This is Warpstone Tokens
only known by the more powerful Skaven spellcaster, who jealously hide this from As mentioned above in the Skaven Economics section in Chapter Three, the
their underlings who obviously are not as strong and powerful as their mentor and value of Warpstone Tokens in Clan economics is essential. A Clan recovering
simply can not handle the awesome power that the Concentrate gives the mentor! Warpstone can trade it for objects and services, and a Clan offering services can
This Warpdust Concentrate uses two measures of Warpdust, but gives 5d6 Magic acquire Warpstone Tokens. Note that Tokens are rare, and a Skaven PC should
Points! It has the same encumbrance, fifteen points, as the Warpdust Potion. never be walking about with even one Token on them, much less a sack full. The
When using the Warpdust Concentrate, the Spellcaster must test against Will following chart describes a general value of good and services in terms of
Power to harness the overwhelming flow of power that courses through their body. Warpstone Tokens. Although this chart could belong in the Economics section, it
If the test is successful, nothing happens. If the test if failed, they are overwhelmed seems more fitting here to contrast the relative value of goods that the player could
by a sense of power, gain d3 Insanity Points, and temporarily gain the Insanity have if he were not gobbling down all that Warpstone. Each Warpstone Token
Megalomania, so confident are they in their power! The Megalomania does not represents two hundred encumbrance points of raw unrefined Warpstone.
subside until they have used all the Magic Points they gained from the Warpdust
Concentrate. Good Role-players may decide to continue the Megalomania, for a Relative Value of Items and Services to Warpstone Tokens
suitable duration... If the Warpdust Concentrate is consumed and it results in
Overconsumption, the side effects are very dangerous, and if the Will Power test if Item or Services Warpstone Tokens
failed during Overconsumption, than the Skaven gains 2d3 Insanity Points! Thirty-days grain for 100 Skaven 1
200 Daggers 1
Warpstone Charms 125 Spears 1
50 Swords 1
Any Skaven with Advanced Warpstone Experiments can manufacture a
Rat Ogre-one month 1
Warpstone Charm. Warpstone charms require a 1 Encumbrance Piece of Raw
- to own 5
Warpstone to be crafted and enchanted over a three-day period. When finished, it
Pack of Five Giant Rats with Pack 1
can serve a number of purposes, one of which is chosen by the means of crafting it.
Master
It must be driven into the Skaven, usually into the bone, where it forms a symbiotic
40 Clanrats for one month service 1
or parasitic connection to its host. It also increases the amount of Warpstone
Warpfire Thrower Team for one month 1
Corruption by five, or by one if used in a Grey Seer. The Craftsman may determine
Four Teams of Jezzails for one month 1
one of the following attributes
Doomwheel for one week 1
Blessed Warpstone Charm-The Blessed Warpstone Charm, when hammered as a
Services of a Warplock Engineer:
stud into the Skaven’s brow or skull, endows the Skaven with good fortune. In any
Level One-for one month 2
twenty-four hour period, the Skaven may re-roll any one failed roll over again. The
Level Two-for one month 3
retaken roll must be used.
Level Three-for one week 2
Enduring Warpstone Charm-The Enduring Warpstone Charm, when applied like
Level Four-per day 2
the Blessed Warpstone Charm, will give the Skaven a +10 bonus on all Magic
50 Goblins slaves 1
Tests.
65 Skaven slaves 1
20 Human slaves 1
49
THE BOOK OF THE RAT
Battles underground are often gradual escalations of conflict. However once the
battle hits a large chamber or Clan Warren the battle quickly escalates, as both
Chapter Sixteen-
Sixteen-Skaven and
sides seek to commit as many troops to maximize the number of troops fighting in
the chamber. The death and destruction in these are almost always intolerably
high, as the Skaven tear at their opponents, and weapons of mass destruction burn
Warfare
and char the other and their own side in an orgy of wholesale destruction.
Hundreds of Skaven can be killed in mere moments in these killing zones. There is
little time to flee or maneuver, just to hack and kill and pray.
As a result of these potential problems a good Skaven leader will send out elite
troops to engage and hold the line, while forces try to outflank each other,
Rr’iirk, hairs bristling leaped forward at the other darker Skaven. Rr’iirk didn’t deploying the reserves as necessary. The use of messengers between the troops
feel the blade enter his insides turning and twisting...Rr’iirk oblivious to his blood fighting in the tunnel and the leadership is vital. The reserves are all committed
emptying onto the ground, or his intestines sliding out in oozing reeking coils. when either side has been pushed into a chamber or lair large enough to
Rr’iirk just crawled up the rusty blade oblivious to the pain, his claws grasped the accommodate the size of the fighting forces, where the battle begins in earnest as
other Skaven’s head, and opening his jaws he tore at his opponent’s throat. Jaws both sides try to bring overwhelming forces to bear on the other.
clamping tight, Rr’iirk felt the hot gushing salty blood spurt out of his opponent,
into his throat, all over his nose, the scent of death filling him, blood spraying in
his eyes, blinding him. The two Skaven fell in a heap on the ground twitching. Skaven Tactics Above Ground
The mad rage didn’t leave Rr’iirk until he died, teeth still clamped to the throat of
his twitching opponent. The Skaven often lose battles aboveground if the battle is done on the enemies’
terms. With no Clan Skryre weapons, magical assistance from the Grey Seers, or
beasts from Clan Moulder, the Skaven army is likely to dissolve away before the
battle ever begins. In a set battle, the Skaven will suffer from hideous losses from
missile fire they are unable to counter. The resulting cavalry charges will tear
through and shatter the tight Skaven ranks. Poor discipline will often mean that the
Skaven at War Skaven army will often break in an attempt to escape despite orders.
Battles on Skaven terms are truly ugly affairs... The Skaven’s enemies are often
Conflict is an integral part of Skaven existence. From the moment they are harried by night attacks by Clan Eshin agents, silently killing the sentries and
painfully born into the Clan Warrens, they are in competition with others just to cutting the throats of sleeping soldiers, assassinations of officers, destruction of
survive. Later in life, political power struggles are an everyday reality and ever war machines and the disastrous lighting of an armies powder reserves. If the
present danger. The Skaven often resort to warfare as a result of political enemy army makes it through the night, they will find a Skaven army ready to
maneuvering, with neither side never quite certain how the hostilities broke out… fight, invigorated by various potions and brews. Clan Skryre weapons will wreak
Even in their everyday lives, Skaven turn on each other, torturing and killing destruction, as the Grey Seers, glutted on Warpstone, cast fearful spells of
their lessers to satisfy their own frustrated ambition and sadism; others turn on incredible power. Clan Moulder beasts will rush forward, tearing apart enemy
their betters, stabbing their tormentors in the back in some dark tunnel. Despite ranks. Stormvermin or Plague Monks may rush forward to the demoralized enemy,
their brittle morale, warfare, conflict, and bloodletting is a fundamental facet of besting them in hand to hand combat, while packs of Clanrat warrior rush forward
Skaven life. to overwhelm the enemies. Of course, this is an ideal scenario for a Skaven
Warlord Clans will often be embroiled in infighting, an extension of one political general, rarely do they have all the assets for such a victory.
crisis or another. Some Clans will fight others in a battle for supremacy, power,
over scarce resources, or due to Council manipulations. The Council is, in theory,
in command of all Skavendom. The Council may muster up a Skaven army under
its leadership, and the highest military office is Warlord-General, currently held by
Lord Paskrit, the fourth member of the Council of Thirteen. Warhammer Fantasy Battle and the Skaven
The Skaven have had frequent battles with humans above ground, in the Empire,
and some battles around Mirigliano in Tilea. Skaven are frequently engaged in It is quite possible to implement the Warhammer Fantasy Battle System into a
battle with the other denizens below the earth, most common foes being Dwarves role-playing campaign, and a number of skirmishes should not take long. Since
and Goblinoids. Skaven have at times found themselves allied with other Chaos many of these battles occur underground, it can create different environments,
forces, and sometimes opposing them, depending on the Council of Thirteen’s cutting down on the dominance of characters, since in a tunnel complex, the
designs. characters can not be everywhere at once bolstering their line, and inevitably
something will happen outside of their control.
Skaven Tactics Underground The best way to duplicate this scenery is to cut out various sections of cardboard,
all nearly a around two inches or more in width, and around a uniform four inches
The Skaven are much better fighters underground, capable of using their in length, to allow a tunnel complex to be set up. The players, moving their various
weapons to great effect. The numbers that they rely on though can often cause troops along, should not know the disposition of the enemy forces until they come
problems. In small tunnels, a few stalwart warriors such as Dwarfs or a well-placed in visual range, in which case the GM should set up the forces in that tunnel or
weapon such as a Warpfire Thrower can hold off a teeming horde of Skaven for cavern. The players, if divided up, can move their forces along, and the other
hours. This is one of the factors behind the power behind the four great Clans is Skaven units should move along as ordered before the battle. Any combats the
their reliance of weapons and elite troops able to hold off large numbers of Skaven players themselves run into could be resolved using conventional WFRP means,
while the other forces circle around through other tunnels. These forces may run allowing the other troops to use the WFB rules.
into opposing flanking forces, where both sides will engage in combat, as more
forces seek to outflank, and then again outflank. Unarmed
Unarmed Skaven
Fighting underground in tunnel complexes is chaotic, and some groups of
warriors in different tunnels will push back their enemies or meet no resistance,
while others may flee or be utterly destroyed. To know who is winning is a The Skaven, although unarmed, possess sharp teeth, strong jaws, and sharp
difficult situation. Communication between the leader and the individual forces talons on their claws. As such, in combat, all Skaven are treated as if using Fist
fighting in tunnels is essential, since the leader cannot view the entire battle, but Weapons, and never use the normal Unarmed rules.
only gets fragments of it. The reserves are sent out to reinforce troops, or to
support a push. Rarely will a Skaven leader commit all of his forces, usually a
large number are held in reserve in large chambers, while small groups are sent out
to probe. The real victory comes from promptly ordering the right reserves to
exploit or prevent breakthroughs.
50
THE BOOK OF THE RAT
Skaven Weapons Doomwheel
The Skaven employ many weapons in war. Despite all their wondrous The Doomwheel is a greatly dreaded and rarely seen Skaven war machine.
inventions and diabolical devices, the Skaven must often rely on the armaments the Never used underground, they are used above ground to lead attacks against ranked
average Clanrat Warrior bears. Most of the weapons the average Skaven uses are formations. The Doomwheel is built around a Warpstone Generator, a device used
of poor quality, scavenged from previous battles or mass produced, these weapons by Warpstone Generator Engineers (also known as Doomwheel Drivers) to power
are never really cared for. Chipped, dull, and rusty, is a frequent state for Skaven Clan Skryre holds. The Doomwheel Drivers fix the Generator between two
weapons. Skaven favor the use of knives and other edged or impaling weapons, immense spiked Wheels, with Giant Rats in the middle running along the inside
since close and bloody handiwork appeals to the Skaven appetite. Skaven also spinning it like a treadmill. Above the Generator, and between the wheels sits the
make extensive use of hooked weapons and the use of nets. A few missile weapons Doomwheel driver, who steers the insane instrument with a steering wheel that
are used, but mostly these are throwing daggers, spears, or javelins. Only a few trails behind, and by braking one or the other of the wheels to turn it. The
Skaven use scavenged missile weapons, mostly Blood Hunters, who use crossbows Warpstone Generator, as the Giant Rats turn the wheels, builds up energy, and this
to hold off cowardly packs of Skaven, but rarely will other groups of Skaven arm is projected by a device in the front of the machine, and at the spokes of the
themselves with crossbows. Aside from the Clan Skryre weapons, gunpowder massive wheels to shoot out jagged bolts of altering Warplightning. The power of
weapons are never employed. the Warplightning is dependent on the speed of the machine. To protect himself,
The Skaven armor is typically in as poor shape as the weapons. Some crude the Skaven above is armed with a hand weapon and a Warplock pistol.
armor is crafted by the more wealthy Clans, while the poorer Clans must salvage Movement- To determine the movement, which is fairly random as the Giant
and repair armor. It is usually makeshift, in tatters, or piecemeal. Rats tire or are shocked into a frenzy of activity by sparking Warplightning, the
The reason for the poor state of weaponry is that the lower classed Clanrats are player should roll 2d6. The result is the Move Rate of the machine at Running.
not allowed to possess their own weapons, these weapons are communally owned, This is the speed that the Doomwheel will go at for three rounds. For every three
and the Skaven have no real desire or inclination to care for them. The Clan consecutive rounds, add +1 to the result. This is cumulative. If the Doomwheel is
Guards and other well off troop types own their own weapons, and these weapons going uphill or over difficult terrain, add +4 to the result, and if it is going
are kept in far better condition, as is their armor. downhill, add -4 to the result. The Doomwheel Driver may brake, reducing the
Move Rate by two, and the power of the Warplightning.
Standard Skaven Weapons
Roll Move Rate Power of Warplightning
The Skaven employ a few weapons that are used predominantly by them, and are 2-4 10 10
mentioned in brief below. 6-8 8 8
Barbed Bola-The Barbed Bola is used by numerous Clans, but most often by 9-10 6 6
Clan Moulder, Clan Eshin, and Clan Rictus. Its heavier weight limits its range. Its 11-12 4 4
Effective Strength is two, but its short range is reduced to ten, its long to 20, and its 13+ 2 2
extreme to thirty, and has a penalty of minus ten to hit. Unskilled users, (those not
possessing SW Thrown) have a meager 10% chance to hit, and require a Risk Test. Collision- If the Doomwheel strikes an obstacle, like a building, a wall, a war
Barbed Net-This Net fulfills a similar purpose as the Barbed Bola, but each machine, or crashes into a forest, it will take d3 hits at a Strength equivalent to its
round its target attempts to free its self, it suffers an automatic S 3 hit. Penalties speed, and the obstacle, if possible, takes d3 hits at a Strength equivalent to the
for unskilled use are identical to the Barbed Bola. Doomwheels speed. If the obstacle is destroyed, the Doomwheel continues moving
Cleaver-A mean meat cleaver or small hatchet, not totally effective, but certainly at full speed. If the Doomwheel is destroyed, it stops moving. It if is going
gruesome looking. through very difficult terrain, it loses 2 Move a round, and adds the +4 for difficult
Long knife-A knife with around a two-foot blade, and lacking much of a hilt. terrain to its Movement roll.
Thinner than a shortsword, but performs identically. Very common in Skaven Warplightning- The Warpstone Generator, if the wheel is moving, builds up
society. energy and may release it in a bolt, once a round at the nearest enemy with thirty
yards. The Driver must have the skill Operate Warpstone Generator, and make a
Standard Skaven Weapon Table successful Int test at +10 (for possessing the skill). If the roll fails, the device does
not operate, and may be tried next time. If the roll is a fumble, a failure that is also
a double, e.g. 77, 99, 00, then a roll must be made on the Warpstone Generator
Weapon Initiative To Hit Damage Parry Misfire Chart. If the Int test succeeds, it automatically hits, and the Strength of the
Barbed Net - -10 - -10 attack is equivalent to its Move Rate. The Warplightning attack occurs at the same
Cleaver - - - Impossible Initiative as the Doomwheel Driver. The damage will also inflict a degree of
Long knife +10 - -1 -10 Warpstone Corruption. See the Warpstone Corruption Table for details. Non-
magical Metal Armor does not give any protection! Magical Armor made of metal
only gives its Magical Protection bonus.
Warpstone Weapons
Roll d10 Result
The Skaven will often add Warpstone to the smelting process of weapons to make 1 Warpfire Explosion! S 10 hit to all within 5 yards, including the
them more deadly. All Warpstone weapons, if they wound, cause Infected occupants and the Doomwheel. Add +10% to Warpstone
Wounds. This includes Weeping Blades, and all the weapons listed under “Clan Corruption rolls also.
Skryre Weapons”. These weapons are highly prized, and are never given to such 2-3 Feedback-All Giant Rats take S3 hits each, as do any in contact
lowly sorts as Clanrat Warriors. Only the most trusted or proven are allowed to with Rats.
bear such important weapons. 4-5 Damaged-Will not fire until extensive repairs made.
6-7 Fault in Warpstone Generator-all successive Warplightning is
Clan Skryre Weapons
Weapons reduced in effectiveness, reduce the Strength of Warplightning
attacks by two!
Clan Skryre uses many deadly technologies based on the versatile yet unpredictable 8-9 Misfire, won’t fire for this or the next turn.
Warpstone and Warpdust. These weapons include Poison Wind Globes, Warpfire 10 Uncontrolled. Fires off Warplightning in random direction.
Throwers, and Warplock Jezzails.
Combat- Those in front of the Doomwheel, engaging it in melee while it is
moving will take an automatic hit equal in Strength to the Move Rate of the
Doomwheel. Unless it is a 10’ or taller creature, it does not stop the momentum of
the Doomwheel. Once engaging the Doomwheel in combat, the opponents may
51
THE BOOK OF THE RAT
attack the Doomwheel and its driver, but hits are randomized due to the speed. The
hit rolls by +/- 1 by those with Strike to Injure. Roll d10 for both missile and melee
hits. The Giant Rats and the Engineer may attack any adjacent opponents. Those
who hit the Warpstone Generator take an automatic hit from feedback of the
Warpstone Generator equivalent to half the Doomwheel’s Move Rate, and the
Driver must roll on the Warpstone Generator Misfire Chart. If the Doomwheel is
moving, at the end of the round it will continue past its opponents, and cannot be
engaged again unless the Doomwheels opponents have a Move Rate equal to or
greater.
52
THE BOOK OF THE RAT
Warpfire Thrower Misfire Table 71-80 Weapon misfires, temporarily blinding the gunner. The gunner
is at -10 until six rounds pass, and the weapon must be
Roll Effect reloaded.
81-90 The round misfires, missing the target and destroying the
1 The weapon is broken and inoperative, and will no longer function.
weapon. The gunners remain unscathed.
2-3 The nozzle clogs, and then bursts, destroying the firer’s hands.
91-00 Weapon explodes, and the gunners take an automatic S 6 hit.
The firer takes a full strength hit, with the arms as the location, and
the weapon is destroyed
4-5 The Barrel bursts on the bearer’s back, who takes a full strength hit, Plague Censer of Clan Pestilens
and the weapon is destroyed.
6 The entire weapon explodes catastrophically, with everyone within a
10-yard radius being caught in a full strength explosion. The Plague Censers are flail-like weapons used by Clan Pestilens. The spike ball
on the Plague Censer is thick but hollow. Before battle, a smoldering piece of
Warpstone is placed within, and when the weapon is swung, the air rushing in fuels
Warplock Jezzail the burning, releasing a noxious gas quite similar to the Plague Wind. As the
Plague Censer bearer swing the weapon in battle, a swirling cloud of deadly vapors
surrounds them.
The Warplock Jezzail is the most powerful firearm known to the Old World. The
When used in combat, the Plague Censer is considered a two handed flail for all
name is deceiving, since the weapon is not truly a Jezzail, but more like a small
combat purposes. When it is swung, it emits the gas. All opponents in hand to
cannon, and is a weapon to be feared. The Warplock Jezzail is a beautifully crafted
hand combat or within three yards of the bearer will inhale the gas, and will suffer
weapon, heavy, and requires the use of some sort of firing stand, to place the heavy
an automatic loss of d4 wounds, ignoring Toughness and armor. The resulting sore
barrel upon. It is fires a chunk of Warpstone, which on impact fragments and will
and burns are exactly similar to that of a Plague Wind.
poison the target's body. The Warplock Jezzail gunner is usually accompanied by
The vapors also get in the eyes of those fighting the Plague Censer bearer, giving
another gunner carrying the ammunition, who sets up the firing post. If a second
all opponents a -10 penalty to hit the Plague Censer Bearer. As long as the weapon
gunner is not available, it makes the use of the weapon more difficult.
continues to be swung, it will exude the vapors. Missile fire suffers no penalty to
To use the weapon in a round, the Warpstone Gunner may not move, but must
hit, as the fumes are not thick enough to obscure the bearer, and the bearers
remain stationary, and cannot be engaged in hand to hand combat. Before the
constant movement keeps the gas from becoming far thick.
weapon may be fired, first the gunner must set the weapon. If there is another
For the Plague Censer bearer, the fumes are exhilarating. They automatically
gunner with a firing post, this means the other gunner must place it. If there is
enter a frenzy as long as the fumes persist. The bearer, intoxicated by the fumes
other gunner has no firing post, then they extraneous gunner may use its back.
and protected by heavy robes, may still succumb to the fumes. Since they have
Alternatively, the Warplock Jezzail may be supported by a low wall, a window, or
developed a tolerance to the fumes, they must make a Toughness Test each round
other means of support. If no support is available, the gunner may try to hold and
while in combat. The bearer may increase their Toughness by +10 for the frenzy
fire the weapon by himself. To do this, the gunner must make a successful
they are in, and the skill Immunity to Poison further raises this test by another ten.
Strength test. If successful, he may fire the shaking weapon at -20. If
A successful test means that no adverse effects have happened. A failed Toughness
unsuccessful, the gunner was unable to keep the barrel up long enough, and must
Test means the gas has gotten to the bearer and they lose an automatic wound, and
try on the next turn.
will gain one point of Warpstone Corruption.
To hit with the Warplock Jezzail requires a successful Ballistic Skill test from the
The wounds caused by the gas and the flail when lit are both considered Infected
gunner. A failed result means a miss, and a miss by a double result (a critical
Wounds. The shard of Warpstone will burn for an hour of inactive use, or for five
failure of 77, 88, etc...) means a misfire, to be rolled on the Warplock Jezzail
turns (thirty rounds) of active use.
Misfire Chart.
The target struck takes damage according to the range listed on the Warplock
Firearms Chart. The Warplock Jezzail also ignores all non-magical armor. Any Weeping Blades
Blades of Clan Eshin
armor covering a location by the Jezzail may be damaged or destroyed.
The Jezzail must then be reloaded, which takes two rounds if there is an extra
Clan Eshin will give its members Weeping Blades on dangerous missions. The
gunner, and three if there is only one gunner. After the requisite number of rounds
“Weeping Blades” are finely crafted daggers, forged with Warpstone and
reloading, the weapon may be fired again.
enchanted so that they drip a corrosive magical venom. When they wound
The Warplock Jezzail, like all Warpstone weapons, causes Infected Wounds.
opponents, the Warpstone mutates the flesh, and the Warpstone venom creeps into
The Warplock Jezzail also has a smaller cousin, the Warplock Pistol, which is
their body, poisoning and corrupting it from within.
prone to the same misfire as the Warplock, but does not need the barrel support.
When used, the enchantment and corrosiveness of the venom allow the weapon
to ignore one point of non-magical armor, and when calculating damage, the target
Warplock Firearms Chart takes double damage. If the target is successfully wounded, they must make a
Poison test or die.
Weapon Point Short Long Extreme Reload
Blank Range Range Range Time
Jezzail 3/6 30/5 60/5 300/4 2-3
rounds
Pistol 3/3 12/3 16/3 40/2 2 rounds
Note: Under the respective ranges, the first number is maximum yards for that
range, and the second is the Effective Strength of that weapon at that range.
Chapter Seventeen-
Seventeen-Skaven
Bestiary
RAT OGRES
Rat Ogres are the most successful of Clan Moulder creation. Immense creatures,
they resemble Skaven in appearance and speed, but an Ogre in strength and size.
Thurgin kept running as fast as his aching legs allowed him. He was fatigued, They are however, fairly stupid monstrosities, bred for battle, and must always be
and had long ago discarded the helmet and chainmail shirt that had taxed his controlled by Pack Masters. They are the most favored of Clan Moulder creations,
endurance so greatly, yet he still clutched his trusty axe. Wiping the sweat from and are much in demand by other Clans as shock troops and bodyguards.
his brow, his eyes sought to pierce the gloom ahead, to find the right passageway.
He must hurry... Physique
It seemed but a few minutes ago that his outpost had been assaulted by Skaven The Rat Ogres stand at around ten feet, and look like lightly furred Skaven, with
and their foul monstrosities... Rats had poured through the tunnels, tearing at and disproportional muscles and huge claws and fangs.
distracting the Dwarven sentries, long enough for a giant rat headed creature to
burst into the outpost lifting and crushing the Dwarven defenders. He was sent to Alignment
get aid, as the few remaining survivors sought to hold them off. His last glance Chaotic
back showed the other Dwarves frantically throwing off rats as the huge creature
reached for them. Psychological Traits
He was almost at the Lower Gate. He stopped to get his bearings and to rest his Rat Ogres cause Fear in all living beings under ten feet, and are immune to Fear.
aching legs... He paused, head cocked... Something was... There! Red eyes!
Thurgin tried to keep a firm grip on his axe with his sweating trembling hands, Chaos Attributes
when four large wolf-like rats emerged from the darkness, creeping forward Rat Ogres have a 20% chance of having d3 Chaos Mutations from the Dominant
silently towards him...Thurgin prayed to Grungni and his ancestors, asking Attribute Table of Slaves to Darkness.
forgiveness for failing them...
Special Rules
Rat Ogres are Subject to Stupidity if there is no Pack Master or Trainer within ten
yards.
Alignment Alignment
Chaotic Chaotic
54
THE BOOK OF THE RAT
Hydra-Rare underground, a Hydra can easily drive a small Skaven community out
of its warren and take it for its own. The Skaven are terrified of this creature.
Lashworms-Lashworms, although a threat, once detected can be avoided and used
as a natural trap by Skaven to attack and maim their pursuers or attackers.
WOLF RATS Leeches-Leeches are a rare problem found residing in underwater streams or
grottoes near the surface. Due to the Skaven’s furry nature, Leeches are sometimes
The Wolf Rats of Clan Moulder are bloodthirsty pack animals, capable of bringing quite difficult to detect once they have attached themselves to their host.
down larger prey. A blending of Wolf and Rat, they are fierce and relentless Lizardmen-In some of the deep subterranean caverns and grottoes, the Skaven will
predators, who chase down their prey, wearing it down and then tearing their prey encounter a group of Lizardmen or Troglodytes. These creatures are fearless, and
to pieces. They were created by Clan Moulder as attack rats and are very effective can easily destroy a Skaven warband. A group of Lizardmen may live beneath a
when operating in packs. Skaven warren, and come up abduct and feed upon single Skaven.
Orcs-Although far less common than the Goblins, the Orcs are fierce and
Physique bloodthirsty foes of the Skaven who can quickly tear and shred a Skaven warband
Wolf Rats share the same build and form as normal wolves, and may be mistaken to pieces in moments. Far stronger and fierce than the cowardly Skaven, they are
as wolves from a distance. Instead of normal wolf-like features, they have long also quite unpredictable and more than happy to engage in combat. They often
hairless rat-tails, with long clawed rat-feet, and a rat’s head, but with a longer snout cow a group of Goblins into submission, leading them in attacks on Skaven lairs.
and a larger more powerful jaw with razor sharp teeth for tearing. Rats (all types)-Needless to say, Rats are quite common in the Under-Empire, as
well as in Skaven lairs.
Alignment Snotlings-A general nuisance, Snotlings can be caught and eaten. They make
Chaotic lousy slaves.
Spider (Giant)-Giant Spiders are a threat to Skaven lairs, and a powerful one can
Psychological Traits feed off of and terrorize a small Skaven community quite easily.
Fear fire. Their make all Cool and Leadership Tests on their Pack Masters or Swarm-Hordes of insects will often erupt from Skaven rubbish piles, consuming
Trainers Characteristics. everything in their way. Some Swarms of rats are controlled by Skaven.
Troglodytes-The Lizardmen are quite a threat, but a single solitary Troglodyte, on
Chaos Attributes a rampage, can cause the loss of a small Skaven lair, as the Clanrat Warriors run in
The Wolf Rats have a 10% chance of an attribute rolled on the Dominant Attribute fear as the Troglodyte tears the head off the Clan Chieftain and looks for more to
Table of Slaves to Darkness. eat. The Troglodytes are often used by Lizardmen as great beasts of war.
Undead-The Undead are a grave threat. Not just the restless dead from fallen
Special Rules Dwarven holds, but the Undead under the command of Nagash, who has a great
Bite Attack. 10% chance of causing Infected Wounds. If there is no Pack Master, hatred for the Skaven. The appearance of Undead is enough to cause entire Skaven
Handler, or Trainer within 20 yards, they Wolf Rats will enter a Frenzy and attack warbands to flee in mindless terror.
the nearest living creature.
The Horned Rat has a number of fiendish Daemons at its disposal. Many of these
Daemons are guardians of the Temple of the Horned Rat in Skavenblight. Others
Creatures of the Under-
Under-Empire are summoned by Grey Seers.
Psychological Traits
Lesser Daemons cause fear in all living creatures under ten feet tall. They
Verminwyrd-
Verminwyrd-Daemonic Familiar
themselves are immune from psychological effects unless caused by a Greater
Daemon, Daemon Prince, or god, and cannot be forced to leave combat except by The Verminwyrd is a familiar, summoned by the Grey Seer, as an advisor and as a
those beings. spy. They are highly treasured, if malicious creatures, not above lying or deceiving
a master they find incompetent. The Verminwyrd resembles a large, coal-black rat,
Special Traits with glowing red eyes.
May only be struck by magical weapons, and are Subject to Instability. May use
weapons. All attacks cause Infected Wounds. Alignment
Chaotic
M WS BS S T W I A Dex Ld Int Cl WP Fel
Psychology
4 50 - 4 3 5 60 2 49 89 89 89 89 6 Causes Fear in all living creatures under 10’.
Special Rules
Like all Daemons, the Verminwyrd may only be hit by Magical Weapons. The
Verminwyrd when summoned as a familiar for a Grey Seer, will be telepathically
Daemonrat Horde-
Horde-Daemonic Beasts joined. The Grey Seer, if concentrating (and not doing anything else), can give the
Verminwyrd commands and see what the Verminwyrd sees, as long as it remains
The Daemonrat horde resembles vaguely a Horde of Rats, except that these rats are within 13 yards of the Grey Seer. The Verminwyrd attacks with a bite, causing
larger, jet-black, with burning red eyes. They swarm their opponents in hordes, Infected Wounds 50% of the time. Subject to Instability when not summoned and
tearing away at their screaming opponents. They are often summoned for using bound by a Grey Seer. Also Subject to Instability when more than 13 yards from
during battles in tunnels. its Grey Seer.
Special Traits
Subject to Instability. All wounds caused by the Daemonrat Horde count as
Infected Wounds.
Verminlord-
Verminlord-Greater Daemon
The Verminlord resembles a massive Skaven, over ten feet tall, with a human’s
chest, goat legs, and a pair of slightly curving horns. They are fearsome monsters,
wielding ensorcelled polearms with deadly effect, and a mastery of the magical
arts. The Verminlord may only be summoned by a Grey Seer, usually for the
purposes of a massive battle, where they Horned Rat’s blessing is requested.
Alignment
Chaotic
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THE BOOK OF THE RAT
Azarskittar still maintains a place at the Council of Thirteen. With the exception of
the holdings lost in the Southlands to Clan Pestilens, Clan Khesherisk still
maintains a small but strong and fanatical following which is often in conflict with
Clan Pestilens.
Chapter Eighteen-
Eighteen-Lesser Warlord
Clan Khesherisk lives off of mining and the wealth of the Southlands and Araby.
Much of their profits are spent to import Black Wheat from Skavenblight. Clan
Khesherisk also has a large population of slaves seized from above, and from the
Clan Khesherisk
Clan Khesherisk was once the most dominant Clan in the Southlands and Araby.
Clan Khesherisk had controlled or dominated nearly all rival Clans on the
continent. Their leadership took an active role in Council politics and were
partially responsible for the incitement of the Crusades between Araby and the Old
World. One of the few Clans still led by the Grey Lord that led them on the
exodus, they have declined in power. Clan Pestilens, upon their return from
Lustria engaged in a lightning campaign that destroyed wholesale Clan Khesherisk
holdings. Since then they have suffered a number of defeats at the hands of Clan
Pestilens, and have lost over half of their territory. Clan Khesherisk was supported
and aided by the Council in its battle against Clan Pestilens until peace was
declared between the warring factions. Although they have suffered immensely in
the conflict, they still remain a fairly influential force, with its lord, the Grey Lord
57
THE BOOK OF THE RAT
a subtle role in politics and is responsible for some of the Council’s most effective
operations. One example is Lord Skrisnik’s exploitation of the Estalian Inquisition
Clan Rictus
Rictus feeding the Inquisitors all manner of false information, weakening Estalia and
doing away with the Skaven’s competitors, such as necromancers and those
troubling Skaven plots.
Clan Rictus, along with Clan Mors, is one of the most powerful of the numerous Lord Skrisnik’s power on the Council is an enigma to many, even his fellow
Warlord Clans. They hold Crookback Mountain, a former Goblin Stronghold. Lords of Decay on the Council. Conservative and vague, , his role is an ambiguous
Their leader, Lord of Decay Kratch Doomclaw has a seat on the Council of and questionable one, since none can claim to know his motives. He is however
Thirteen. This Clan gains incredible wealth from the Goblin slaves it takes, the one of the greatest schemers to ever have been produced by Skavendom, and his
rich mines in the area, and recovery of Warpstone from the Dark Lands. They are machinations are so subtle as to defy conception. None have ever crossed his will
steadily progressing into the Dark Lands. They maintain their strength through and lived to enjoy the fruits of their treachery.
large regiments of tough Stormvermin. Clan Skrisnik is not one of the most powerful or the most numerous, but it is
Clan Rictus has its own table for rolling up Careers from this Clan. well entrenched and amongst the most stable of Skaven Clans. Very conservative,
they play a very small role in Skaven Society, and few really even know that they
exist, or realize the extent of their power, for they seek to influence things in a
Clan Rictus Warrior Career Table subtle and indirect fashion. After all, Grey Lord Skrisnik can wait an eternity for
his plans to hatch.
Roll Skaven Career With his position in the Cult of the Horned Rat, Lord Skrisnik uses many of the
01-30 Clanrat Warrior Council Agents to help his Clan in undermining Estalia. The ignorance of the
31-40 Blood Hunter Estalians to the presence of this evil below their land is a further testament to Clan
41-50 Mercenary Skrisnik’s abilities.
51-55 Messenger
56-65 Night Creeper
66-70 Rat Herder
71-75 Renegade
76-80 Skaven Guide
81-100 Stormvermin
Clan Scruten
Clan Scruten is a Clan controlled wholly by the Grey Seers. The Council moved
Clan Scruten into the Marienburg area a few hundred years ago under the
leadership of Grey Seer Kritslik. The Clan has its main stronghold in the Cursed
Marshes near Marienburg. The Clan is unusual in that many of its agents operate
above ground. The Clan has provided numerous Skaven employed as scouts on the
surface, used to escort Grey Seers and other Council Agents in rural or wild areas.
All Clan Scruten Messengers, Skaven Guides, and Skaven Scouts have
additional skills. The Skaven Messenger has Conceal Rural, and the Skaven
Guides and Scouts have Conceal and Silent Move Rural.
Clan Scruten has its own table used to roll up careers.
Clan Skrisnik
Clan Skrisnik is one of the most quiet and least well-known Clans, yet one of the
most powerful. Along with Clan Khesherisk, it is the only Clan still led by a Grey
Lord. The leader of Clan Skrisnik is one of the most powerful Skaven alive today,
although this is not common knowledge amongst the Skaven. Grey Lord Skrisnik
despite his obscurity, holds numerous titles, including Warlord and Grey Lord of
his Clan, the third highest Grey Seer (he has held the same position for five
hundred years), and is a Lord of Decay, holding the Second Seat, making him one
of the most powerful of all Skaven. Clan Skrisnik controls all the Skaven holdings
in Estalia, maintaining a strict monopoly of power in the area. Lord Skrisnik plays
58
THE BOOK OF THE RAT
mountain range is feared in Bretonnia, although the presence of Skaven is not well
known.
City of Pillars
Pillars (Karak Eight Peaks)-
Peaks)-Skaven Stronghold
Chapter Nineteen-
Nineteen-Locations in the The City of Pillars is one of the most impressive Skaven Strongholds, under the
Skaven Under-
Under-Empire
control of Clan Mors. Originally the Dwarven City of Karak Eight Peaks, it is the
site of one of the greatest Skaven victories and also one of its greatest treacheries.
A strong Dwarven citadel, it took the Skaven centuries to capture it. For
generations upon generations, Clans Mors and Gritak dug into the lower workings,
poisoning the Dwarven wells with Warpstone, biding their time for the Dwarves to
“Where there are rats, there are Skaven”
leave. Less subtle in their plotting, and upsetting the Skaven scheme, Goblinoids
-Attributed to Count Mandred Skavenslayer
poured in, attacking the weakened Dwarves. The Skaven flung their forces into
battle, and for decades the battle for Karak Eight Peaks raged on unabated.
Eventually the Skaven brought in the dreadful weapons of Clan Skryre. It was
The Skaven Under-Empire is immense, and if its true size were to be known by
these weapons of Warpstone and choking gas that finally drove the beleaguered
the races above, they would be aghast at the reach and power of Skavendom.
Dwarves from their home. Clan Skryre weaponry and tactics were also used to
collapse the top level of Karak Eight Peaks on top of nearly all the Goblinoids, as
Old Gomri pulled at his beard, betraying his concern. A rather mundane tunnel
well as upon the unsuspecting Clan Gritak, leaving Karak Eight Peaks in the sole
integrity evaluation had suddenly become complicated and worrisome. The old
possession of treacherous Clan Mors.
stubborn engineer set aside his anxiety and focused on his duty. It was Gomri’s
The work of the Dwarves can still be seen in the City of Pillars. Countless
solemn duty as a Senior Engineer of the Middenheim Dwarven Engineer’s Guild
vaulted and arched halls and passageways stretch the length of the stronghold, held
to take apprentices through the Undercity, familiarizing them with the area and to
up by numberless stout columns and pillars of intricate workmanship. Much of the
report any structural problems.
fine Dwarven craft have been destroyed or defaced in the years of fighting. The
What had caught Gomri’s attention, here in this far corner of the Undercity,
upper levels are precarious, prone to cave-ins, while the entire top level is
was a strange tunnel. It was crafted to appear like an old Dwarven
collapsed, concealing the bodies of several thousand Orcs, Goblins, and Clan
tunnel…however Gomri knew the area better than anyone and could never recall
Gritak Skaven. The middle and lower levels are packed by a teeming sea of
having seeing this tunnel ever before. Last report on this area was well over a
Skaven, while the lowest levels are filled with Warpstone tainted water, and are the
year ago, and it had made no mention of this new and mysterious addition…upon
hunting ground of strange twisted and mutated predators.
closer inspection, Gomri had deduced that it was not Dwarven construction at all,
but some poor attempt to imitate fine Dwarven craftsmanship!
After following it for a few hundred feet, Gomri had sent back two of the Crookback Mountain-Skaven
Mountain Stronghold
apprentices to make an immediate report about this disturbing development, and
with the courage of and old dwarf, he had continued along with his assistant
Crookback Mountain is the Stronghold of the powerful Warlord Clan known as
journeyman. The two of them had now been traveling for about half an hour, and
Clan Rictus. Crookback Mountain was seized from feuding Night Goblins with
the character of the construction had now changed to cheap and shoddy mining,
the assistance of Clan Skryre. Due to its location in the Dark Lands, Clan Rictus
all done quite recently. Gomri and his assistant had carefully documented the
often sounds out large bands of Skaven to fall upon nearby Goblin tribes. The
excavation in their journals and left behind signs that only Dwarven Engineers
captives are sent back to Crookback Mountain. The captive Goblins are then sent
would recognize, so that the expedition certain to be sent down could catch up
to other Clans in the Under-Empire as slaves, or kept for food or to work the ore-
with them.
rich mines below Crookback Mountain.
Gomri mulled over the idea of who could have constructed this…mutants
The Skaven of Clan Rictus are well experienced in surprising Goblins and
maybe? He then had a flash of insight from looking at the construction, an
capturing them through a number of ploys. The Clan often sends out expeditions
answer drawn from insight, years of experience, and his own solid line of
to the local mountain areas and into the Dark Lands to search for Warpstone
reasoning: Skaven! Gomri immediately decided to turn back and hurry back to
meteors that are often seen scarring the night sky with the fiery entrances as they
inform his superiors about this! He turned about and then noticed that his
streak through the evening solitude. These expeditions, while costly and often
assistant was missing! Not a sign was left to tell of the dwarf’s fate! Gomri
deadly, are essential for recovering the priceless Warpstone. The Goblin slave
fought to maintain control, wondering what could have happened to his young
trade and the Warpstone expeditions have made Clan Rictus extremely powerful
companion. His fear started to turn to a panic. He carefully lifted up his pickaxe,
Crookback Mountain sits at the Eastern point of Mad Dog Pass, a twisted dusty
raised his lantern, and warily retracing his footsteps. Looking down closely at the
black summit piercing the sky. To maintain this dangerous position around Mad
tracks he had left, he discovered that he had been walking alone for the past few
Dog Pass, the Clan has one of the largest contingents of Stormvermin, who form
minutes. No sign of his assistant still… Gomri hurried along in the direction of
the basis of Lord of Decay Kratch Doomclaw’s power and authority. The local
the surface, his senses straining to pick up any clue or alert him of any danger.
Goblin tribes have learned to fear the Black Skaven from the Black Spire...
It was then that Gomri came to the horrifying thought that maybe the two
apprentices he had sent off for assistance had never reached the surface…and he
came to the grim conclusion, looking around at the silent waiting darkness, that Ekrund-Skaven
Ekrund Lair
he too would never reach the surface to warn of the danger.
Ekrund is a fairly populated but poor Skaven Lair in the Badlands. Nestled away
The Black Chasm-Skaven
Chasm Lair in the Dragonback Mountains, the lair has often been besieged and attacked by
Goblinoids. Its mineral and ore wealth is beginning to run out, and the prospects
for this beleaguered hold are looking grim.
The Black Chasm was the Stronghold of the Lord of Decay Vask, before his
death by Plaguelord Nurglitch. Upon Lord Vask’s demise, the Black Chasm
Stronghold lost much of its influence. Black Chasm is located in the mountains of Foul Peak-
Peak-Skaven Lair
central Brettonia. It is here that the Skaven mine the ore-rich veins and harvest the
numerous fungi that grow along the underground streams. The Black Chasm is a
massive underground fault that has opened deep below the mountains, requiring Foul Peak is one of the three Skaven lairs in the central portion of the Vaults.
little extra work by the Skaven. It is along the numerous arteries here that the There is a fairly large group of Grey Seers as well as a number of Clans declaring
Skaven spread out to emerge upon isolated human communities to snatch away its allegiance to Clan Skryre based here at this lair. This lair relies greatly on the slave
inhabitants for the slave mines. Unlike Fester Spike, which has numerous and mineral trade that passes through on the routes here. Amongst the many Clans
Goblinoid, Dwarven, and Human slaves, the slaves here are nearly all Human or that live here, there is a high degree of plotting and intrigue, but little open warfare.
Skaven, and their lives are every bit as miserable as can be expected. This
59
THE BOOK OF THE RAT
Many of the Clans, acting on the behest of the Grey Seers, have been involved in a When news that the Dragon had been defeated, Clan Sketter was commanded to
number of actions in Tilea. seize the hold. By the time Clan Sketter prepared an assault on the hold, it was
defended by bands of adventurers, mercenaries, and well-armed Dwarven
Fester Spike-Skaven
Spike Lair expeditions drawn by the allure of the wealth of the dragon hoard. The valiant
defenders drove Clan Sketter off in a bloody repulse, and have pushed Clan Sketter
back. Clan Sketter barely holds a portion of its warrens, while its enemies back in
Fester Spike is located near other Skaven lairs in the Vaults. Fester Spike is one Skavenblight plot against them.
of the highest peaks in the area, and the lair within stretches out for hundreds of
miles beneath. Fester Spike relies on its mining, run by a number of Clans who Karak Drazh-Skaven
Drazh Lair
hold different sections of the mines. These Clans are preoccupied by constant
skirmishing and intermittent open warfare. Fester Spike is also notorious for its
incredibly violent slave revolts, and famous as well for its draconian measures it Known by the Dwarves as “Black Crag”, Karak Drazh is an Orc stronghold. An
uses to put down and prevent these revolts. For the slaves, Skaven and non- ominous location, with black granite crags, the fortress is fashioned from the same
Skaven, the existence here is one of utter misery. stone. The Orcs are led by an Orc of monstrous reputation and stature known as
Gorfang Troll-Eater. The Skaven lair here is secret and unintrusive, observing
Hell Pit
Pit-Skaven Stronghold everything from hidden tunnels. The Grey Seers have demanded that Black Crag
be watched carefully, and it is rumored that the inactivity of his lair will change as
soon as the Council of Thirteen deems the time right to act against the complacent
The Hell Pit is one of the most horrific of all Skaven lairs or strongholds. Dug and unsuspecting Orcs.
into the walls and floor of a chasm torn into the side of a snowy Northern World’s
Edge Mountain, the stronghold is warmed by the volcanic pools that cloud the Karak Ungor-Skaven
Ungor Lair
already close and stagnant air. The senses are overwhelmed by not only by the
sulfurous stink of the chasm itself and its filthy occupants, but by the tumultuous
din and clamor that echoes from a thousand tormented and warped throats and The Dwarven City of Karak Ungor fell to the endless hordes of Goblins and
mouths that utter the cacophony of misery sounded out in wretched snorts, howls, Orcs. The Dwarves had delved deep mines, far too many to be defended, and their
squeals, screeches, screams, and shrill cries that echo along the chasm, building in foes swept through the forgotten workings from below. The Dwarves fought back
crescendo until one goes mad, their eardrums burst, or both. bravely against the foe, but were simply overwhelmed. Years after their victory,
This blasphemous and blighted place is the breeding grounds and stronghold of the goblinoids became complacent and started fighting between themselves, and
Clan Moulder known as the Hell Pit. From here Clan Moulder sends out the Skaven then secretly tunneled in for minerals and small deposits of Warpstone.
expeditions to bring in new monsters and creatures to fuel their experiments. The There has been a little fighting between the two races, primarily because the Orcs
expeditions return with caravans of wheeled cages filled with all manners of beasts and Goblins are unaware of the threat, and the Skaven presence is still small and
seeking to burst from their imprisonment. These creatures are brought into the Hell not prepared to engage the goblinoids in open warfare.
Pit, where they are placed in pits or cages and exposed to Warpstone, either in their
food and water or directly exposed to the Warpstone itself. Often the creatures will Karak Varn-Skaven
Varn Lair
begin to rot or melt while lying still in their excrement as they slowly die an
agonizing death, venting their hatred at their tormentors through baleful glances
and stretched claws. There are times though, when the Warpstone provides a The Skaven conquest of Karak Varn is amongst their greatest successes. Grey
superior mutation, and the altered creature is added to the nightmarish Clan Seers secretly influenced the shamans of local Orc tribes, and through the shamans
Moulder menagerie. tricked the Orcs into battling the Dwarves of Karak Varn, whom had been badly
The most abominable place in the Hell Pit is at the lower pit of the Hell Pit where weakened by Skaven-related volcanic activity. As the Orcs and their Goblin allies
all the uncontrollable experiments are tossed in with the failed and dying were fighting, the Skaven poisoned the wells, poured refined warpdust into
experiments. The predatory cries mix with the dying shrieks of their prey as they airshafts, and then rose up from concealed tunnels and crushed the Dwarves and
live and die amongst the piles of dead and rotting flesh and excrement scattered Orcs both. They then about mining the valuable Warpstone that had drawn them.
with the bones and skulls of dead monstrosities. The smell is so bad that none can During the fighting for Karak Varn though, a group of Dwarven engineers
peer over the edge, but if one were to, they would see a nightmarish landscape of escaped. Safe at nearby strong holds, they swore a solemn vow to recover Karak
bloated rotting carcasses and the wretched pale, slimy, corrupted things that tear Varn through any means. They set about with fervor to design fantastic digging
each other apart in throes of living agony. machines to burst into Skaven tunnels, and have built bizarre underwater vehicles
It is through these corrupted and vile experiments that Clan Moulder gains its and capsules to travel the flooded tunnels and recover the precious Gromril and set
power and its wealth. By selling neutered and sterile monsters to the other Clans, explosives to destroy Skaven tunnels and caverns. The Skaven have recently been
they can gain wealth and influence. Many of their best and most foul creations beset by Dwarven “Moles”, giant drill-like machines that have burst into large
they keep for their own use, to defend against the forces of Chaos, Goblinoids, Skaven caverns and run amok amongst the panicked Skaven.
other Skaven Clans, or the Kislevites. The massive fearsome Rat Ogres, the tireless
predatory Rat-Wolves, the creeping Blood-Rats, and a hundred other abominations
are the sadistic creations emerging from the Hell Pit.
Karak Azgal-Skaven
Azgal Lair
This Dwarven city finally fell under constant attack from Orcs and others.
Integral to the Dwarven downfall were the secret attacks the Skaven of Clan Sketter
made, poisoning wells and foodstuffs, assassinating leaders, killing off sentries
during Orc attacks. The Skaven carried out these acts in secret, without the
Dwarves nor the goblinoids discovering this, hoping to keep the two parties
distracted and exerting themselves while the Skaven mined from below to steal the
wealth for their own nefarious purposes and prepared to strike from below. When
the city finally fell, the goblinoids accidentally discovered the Skaven presence and
fighting broke out. The Skaven were crushed when “Graug the Terrible” a dragon,
tunneled into the Skaven tunnels while searching for the hidden Dwarven vaults
that had not been discovered. The Clan Sketter was routed. The Dragon sat on the
hoard for hundreds of years, until killed by a young Dwarven warrior.
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THE BOOK OF THE RAT
Marienburg-Skaven
Marienburg Lair
The Skaven lair under Marienburg has only been established recently. Originally
inhabited by a handful of small and meager Skaven Clans, the lair has been
occupied by Clan Scruten, under the authority of no less than the Cult of the
Horned Rat. The Grey Seer Kritslik brought the Clan here, and for what reasons,
known but the Council and the Cult know...
Middenheim-Skaven
Middenheim Lair
The Skaven lair under Middenheim has always been plagued with problems.
The minerals have long been mined out by the Dwarves, it is difficult to seize
slaves since the local communities are small but well protected. The eternal
vigilance of the Dwarves under Middenheim, and the Middenheimers themselves
have also been a problem, with many forays led by Dwarves and the human
soldiers assisted by the Middenheim Wizard’s Guild. There is unexplained
flooding and cave-ins that happen for unknown reasons or causes... Despite these
problems, the Council insists on maintaining a presence here, so the lair remains
occupied.
Mount Lhasa
Lhasa-Skaven Stronghold
Mount Lhasa was a Skaven lair under a great mountain in the Southlands, held
by Clan Merkit who had pledged loyalty to Lord Azarskittar. During the war
against Clan Pestilens, Mount Lhasa was completely overrun during a siege by
Clan Pestilens, and only Lord Merkit and a small bodyguard escaped the disaster.
Mount Lhasa is now a Stronghold held by Clan Pestilens, and is the center of their
activity within the Southlands.
Mount Silverspear-Skaven
Silverspear Lair
Nuln-Skaven
Nuln Lair Skavenblight-Skaven
Skavenblight Stronghold and Capital
The Nuln lair was once the stronghold of Clan Skab. They had long been Skavenblight is the foul heart of the Skaven Under-Empire and the source of the
directed by the Council and the Grey Seer to maintain a quiet presence and await Horned Rat’s treachery. The once beautiful human city has been sucked into the great
Council orders. They had been part of a plan to take Nuln from below, until a morass of the stinking bog that surrounds it.
disaster series of encounters between the local Grey Seer and a small group of At the center of Skavenblight stands the twisted blighted monolithic tower to the
adventurers. In the ensuing reprisals and attacks, Clan Skab was nearly completely Horned Rat known as the Shattered Tower. The original colors of the tower have been
destroyed, and the Skaven all but driven out of Nuln. The last few pitiful remnants stained black by pollution, grime, and unholy sacrifice. Its black surface is now wet,
are systematically being enslaved by the Council for the failure. clammy, and crumbling, an oozing eyesore capped by the cloud enshrouded bell
tower. The mist clinging to all of Skavenblight is thickest here by the Shattered
Tower, pouring thickly through doorways and windows, into the temple, covering the
Putrid Sump-Skaven
Sump Lair rooms in a stagnant pool of poisonous miasma. This great bell-tower is the sight of
the Horned Rat’s temple and the place of the Horned Rat’s incarnation. Once past the
Putrid Sump is an important route along the Under-Empire. Like many of the white albino Council Guards, you enter the decaying edifice. Rats scamper along the
other Skaven lairs it relies on mining and the slave trade. The Under-Empire routes floor, hidden in beneath the foul marshy fog. Inside are abandoned rotting chapels,
are assisted by the numerous underground rivers that also pass through here. obscene and dark altars to the Horned Rat, and great vaulted chambers that are the site
Putrid Sump’s main problem is the conflict that has broken out over control of the of horrible services and devotions to the Horned Rat. At the center of the ground floor
lair. A number of Clan Chieftains are fighting for control of the lair, each backed of the Temple is a blackened and baroque winding stairway that climbs up into the
secretly by different groups. This struggle occasionally breaks out into open armed benighted cathedral ceiling, eventually reaching the bell-tower where the damned bells
conflict, but is normally a series of ambushes, assassinations, inspired slave revolts, still ring, tolling each victory of Skavendom.
and other secretive and nasty plots. Beyond the stairway is a massive room, the Sanctum of the Horned Rat. It is here
that the Horned Rat made its appearance. The room has one main entrance, through
the massive archway, and twelve smaller entrances. The twelve smaller entrances lead
to silent corridors where the Grey Seers study their black arts. The Sanctum itself is a
massive room, the largest in the temple. The entire floor of this circular chamber is a
massive symbol to the Horned Rat. At the end of the room, on a massive dais, is a
giant altar and pulpit. On the pulpit is a massive book, bound in brass and iron, and
spread across the altar is a cloth bearing the symbol of the Horned Rat. Sunk into its
surface is a massive brass bowl, covered in runes obscured by the dry flaking blood.
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THE BOOK OF THE RAT
Behind the dais, on a raised level, is a massive pillar of Warpstone, the Pillar of barred from within. As soon as someone enters this section, sentries notice and alert
Commandments. The pillar glows with a sickening and mesmerizing inner light that others. If they are unwanted, a Clan Eshin assassin will drop silently from a concealed
seems to blur everything about it. This huge pillar has thirteen sides, each side entrance behind the intruder and strangle them. Alternatively, a small poisonous dart
intricately inscribed with spidery runes. This is the pillar of the Horned Rat. will be shot from a concealed hole, the intruder dies, and eventually will be dragged
Climbing the winding staircase to the next floor, one arrives at immense blackened out later. Those dealing with Clan Eshin must come announced, and will be
iron bound double doors. The stairs continue up into the cursed bell tower. It is blindfolded and escorted to the section, led through the maze, and then through a
beyond that massive portal that the Council sits. Guarding the doors are the albino secret door. More often though, Clan Eshin will meet in a “secret” and “neutral” area
Council Guards and Rat Ogres. Next to the door is a pitted, tarnished, chipped bronze thick with hidden Clan Eshin spies and assassins, where deals and alliances are made.
gong, massive in size that is struck by a Rat Ogre. Once beyond the doors, is the Presumably, the Nightlord sometimes stays in this section here in Skavenblight, but he
Chamber of the Thirteen. Dark and oppressive, the dimensions of the cold stone room has never been seen here...
are impossible to make out in the gloom, obscured in the shadows. In the exact center Other Warlord Clans and Clan Chieftains control the remaining upper districts.
of the room is a giant circle embellished with the symbol of the Horned Rat. Circling These are fairly strong Clans, who are closely united or allied with one of the four
about the room, on a raised dais, are thirteen thrones set out at exact distances. The major Clans, and provide numerous services and assistance to retain at least a small
most elaborate and largest of the thrones, is the thirteenth, at the apex of the circle, degree of control within their Clan without interference.
opposite the door and raised on yet another dais. This throne is a twisted jagged Below these Clan districts, the tunnels become packed with Skaven bodies. With
monstrosity sprouting twisted and jagged ornate spires and the symbol of the Horned no legitimate laws or authority, life is short and brutal here. Lesser Clans bully and
Rat hangs above it. The remaining thrones are smaller and less ornate, and above murder the Skaven here and their rivals in a fit of unfulfilled rage, acting as frustrated
them hang their banners identifying the throne’s occupant. despots. The drainage from the districts above, and the damp from the Blighted
Outside of the Shattered Tower, is the decaying stone city that man had built and Marsh itself make this area unpleasant at best, with deteriorating walls, and any
has now forgotten. The streets and buildings are quiet, empty, and fog enshrouded. wooden supports rot and buckle. In the lower levels the water and effluence rise to the
Unseen things scamper in alleys, red eyes watch from shadowed doorways, figures waist, and Skaven dig holes and nests near the ceiling for shelter. The walls and
pass in nearby archways. Much of the city has sunken deep into the morass, ceilings, undermined, often collapse, burying the Skaven or dropping them into the
swallowing building, and it is here and below that most Skaven live. Under sewage below. Occasionally a flood will occur, and a murky torrent will rush down
Skavenblight is teeming and writhing with countless Skaven. The sunken city and the the dark tunnels, sweeping away the frantic hapless Skaven into the darker tunnels
burrows and warrens below are packed thick with biting scratching screeching into deep underground streams or chasms.
squealing hissing Skaven. The Skaven have lived, fought, and died here for thousands What lies below this level is unknown. Strange, hateful, misshapen
of years. The stench and filth is unparalleled. The upper section is controlled and creatures crawl up from below, to silently drag any unfortunate Skaven below.
dominated by Clans and Warlords. All four of the major Clans have their own Sometimes these things will terrorize entire sections of the lower works, or even
districts here. It is a series of endless labyrinths, mazes, tunnels, warrens, and burrows emerge into the districts where it will take entire groups of Clanrats or Stormvermin
lit by the flickering flames fueled by methane. and Grey Seers to put a stop to their rampage, as they tear apart everyone and
The Clan Skryre district is awash with the sound of metalwork. It is here everything in their path. Usually, though, they stay hidden in the blackness below,
that Clan Skryre is centered. The boundaries of this district are dense with numerous usually...
barriers, fortifications, and watchpoints, all protected by a bewildering array of Clan Outside of Skavenblight are the Blighted Marshes, traversed only by
Skryre weaponry. Behind the defenses, the district is awash with the sound of slithering creatures and Skaven slave barges, the grunting rowing slaves pushed
Clanging metal works. Low crackling lightning exudes from the globes, with beyond exhaustion by the scourge-wielding Slave overseer. A number of massive
numerous pipes and wires feeding into the Warplightning Generators that power the black crumbling stone mills exist, with slaves pushing the heavy grindstone about to
lighting. There are massive chambers, giant workrooms where an army of artificers crush the Black Wheat in the mill. When a slave drops from exhaustion, they are
and artisans labor over hot forges to make the fiendish Clan Skryre weapons and rolled over the side of the docks outside, where green scaly creatures snap them up in
inventions, closely watched by the Clan Skryre Engineers. It is in the inner workshops their jaws and disappear in the murk.
where the Warpstone is brought, and refined, and added to various weapons, brews,
and items to power them. There are numerous secret alcoves where the Clan Skryre Tobaro-Skaven
Tobaro Lair
Engineers study their magical arts. Below this section are huge rooms filled with
massive, complex, and ornate Warplightning Generators that fill the air with electricity
and an eerie blue light. Generator technicians scamper about the machinery, repairing, Tobaro is a significant Skaven holding in Tilea. Since a battle with the local
fixing, and adjusting the Generators. The whole district is a flurry of activity with all populations, it is now ruled over by Grey Lord of Decay Skrisnik, who is one of the
the guards and Clan Skryre Engineers directing all the workmen, artisans, and laborers oldest and most powerful of all Skaven. The Skaven numbers here are small and
to the workplaces, and with teams of sweating slaves hauling in great carts filled with carefully controlled by the Grey Lord, who rids his Clan of the weak and wretched,
ore and other materials, all under the flickering sparks of Warplightning. and maintains a high degree of secrecy. The Grey Lord does not actually live
The Clan Moulder district is smaller, and more closed. It reeks with the smell of fur anywhere near Tobaro, but rather in a secret lair surrounded by enchantments,
and waste. The district is well guarded, but with many of the defenses directed to the physically imposing and totally loyal Stormvermin, and foul fiends. The Skaven
inside. Between the outer and inner defenses is a ring of corridors and barracks to here in Tobaro help gather the Black Wheat for import to the other parts of the
house the Stormvermin whom defend the Clan Moulder district. Each corridor has a Skaven Under-Empire, manufacture a few finished goods, and mine.
strong portcullis that can be dropped to block the corridor, and often a room above
with murder holes to drop poison gas or hot oil down. The inner section consists of
large rooms, with numerous holes sunk into the ground, and caged doors across the
top, securely locked and bolted. It is here that Clan Moulder keeps many of its
monstrosities for sale and for defense. Should a creature escape its holding, the
corridors can be sealed to keep it in, while it is poisoned or subdued with an
appropriate gas. Likewise, if the district is attacked, certain corridors can be sealed
off, while others opened, so that the monsters can rampage amongst the enemy forces,
and then sealed after the creature exits the district. Above the large chambers are the
rooms for the Clan Moulder diplomats and envoys, as well as the quarters for Packlord
and his guard when he stays for Council matters.
The Clan Pestilens District is small, and far from other quarters. The tunnels
leading to it are quiet and abandoned, few venture down this direction, and none
choose to live here. This section is a series of chambers for the Priesthood of
Pestilence, with barracks for numerous Monks and Priests. Each series of chambers
also contains devotional rooms and small temples and shrines for religious purposes.
This area is mostly a giant religious quarter full of fanatic followers. The largest
temple is in the Plaguelord’s section, where him and his elite guard stay.
A few shadowy and thin quarters lead into the Clan Eshin district. It seems to be a
maze with no rooms or quarters. All the rooms and doors are actually concealed and
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THE BOOK OF THE RAT
of a Clan, they could run into trouble with nearby Clans, Clan Warlords, the
Council of Thirteen, the Grey Seers, or a Clan revolt. Of course, they will always
have their own followers and allies plotting their demise...
The lack of wealth, also keeps the players from carting around 3,000 GCs
Chapter Twenty-
Twenty-Skaven
spending money. The players will have to steal, connive, rob, beg, or threaten for
many of the things they want. And if they get something really nice, they’ll have to
fight to keep it!
Campaigns
Keeping the Skaven amongst the Skaven also fits their culture, society, and
individual psychology. The characters, role-playing as conspiratorial Skaven,
benefit most when dealing in their own society. A good GM will keep the Skaven
from frolicking about human cities. The Council of Thirteen Decrees should keep
the PCs well away from the surface. The rare adventure aboveground, should be
“All right. Now you lot have saved the Emperor’s life...again. The fraught with danger, subterfuge, and intrigue, with Council double-crosses, spies,
Emperor thanks you earnestly and gives you each ten thousand Gold Crowns. human cultists, and if the players are doing too good or too bad, remember what
Now Pete: He offers your Judicial Champion his daughter’s hand in marriage, a could happen: they could run into a band of meddlesome adventurers...
principality, and all that sort of stuff. Dan: he thanks your Dwarven Giant Slayer Remember, no matter how powerful the Skaven PCs get, there will always be
for all the work he has done too, and gives you this magical axe as a gift, its those more powerful. There are the four major Clans, their powerful leaders, the
called “DaemonSlayer”, and its got a Greater Death Rune, and gives you five Council of Thirteen, the Grey Seers and the Cult of the Horned Rat, and if that does
Armor Points on all your locations, and you can resist all Spells as if you had a 99 not curtail their excess, there is always an appearance by the Horned Rat and a
Will Power. All right? Oh yeah, and he promises to send you a hundred thousand score of Verminlords to quickly whip them into shape and get them rolling up new
soldiers for your campaign in the North to close down the Warpgates... Now characters. The use of superiors, to keep the players working, sweating, and happy
Alicia: Your Fourth Level Elementalist/Wardancer has been given a special gift. just to survive an adventure, will keep the player characters on their toes.
Its a full suit of plate armor, it protects with four armor points to all locations, I am not suggesting that GM use all of these to have his way and get back at the
and doesn’t interfere with your spellcasting or your Wardancer abilities. It also players that have reduced his favorite villains to bloody pulps, but rather that there
raises you Initiative by twenty, giving you an Initiative, I think, with all of your are a number of obstacles, GM and plot devices to challenge the characters and
other magic items... to an I of 180... You all get four extra Fate Points, and now, keep their interest. The idea is for everyone to enjoy themselves, and hopefully, the
let me give you your experience points...” GM can set up a rewarding adventure that will push the players to their utmost,
instead of yet another “where’s the hidden cult?” adventure.
Clan Campaigns
Why a Skaven Campaign? Most campaigns will probably begin as Clan Campaigns. The characters are
rolled up, or chosen, and then placed in a campaign. The GM can choose one of
There is a limit players reach, when they have discover yet another Chaos Cult in the four major Clans, or more rewarding, design a smaller Clan for them to interact
every city, town, village, and hamlet they have traveled to. Let’s face it, saving the within. Detail the leader(s), the factions, the advisors, the bodyguards, the means
Old World can get tedious after awhile. If you really want to break the monotony of subsistence, and the plotting that is going on, and then drop the players right
of a campaign, let the players be something different. Invite them over as if for a amidst the chaos. Let them sort out who is on whose side and what exactly is
normal WFRP campaign, and then let them discover they will be playing Skaven. transpiring within the Clan. Small Clans allow a high degree of advancement and
A Skaven campaign, although evil, allows a GM to really maintain control of the recognition for the player characters, rather than Clan Skryre, where the existing
game, and yet allow the players to have a welcome break. social order is institutionalized and stable, with incredibly powerful leadership that
Besides giving yourself and the players a new experience, there are numerous limits the PCs’ advancement.
reasons to run a Skaven Campaign. A Skaven Campaign is not a typical “evil” With luck, and a little intelligence, the characters should survive the plotting, and
campaign. No, the players cannot rape and pillage across Middenheim. They gain power, maybe even control of the Clan, and can then become more involved in
cannot kill Emperor Karl Franz and assume the throne of the Empire. They just Clan rivalry, and warfare with other Clans. In the four large Clans, the players may
can not get up and loot and pillage the Temple of Sigmar, or go through a portal to work for superiors, whom act as their patrons. Of course, groups that do well may
fight Taal, or other silly things that players think of sometimes. There are get the attention of the Council or the Cult of the Horned Rat…
numerous constraints that the GM and the players deal with, that can really
enhance the game.
A perfect example is the world they live in. Since most of the activity is in the Council Campaigns
Skaven Under-Empire, it alters things considerably. The players cannot fly about a
battlefield, observing, and going to where they are needed. In a battle in tunnels, Most campaigns should start off as Clan Campaigns. If the players are doing
they may murder everyone in their path, but what’s happening in the other tunnels? well, they may be recruited or become involved in Council plots. Working at the
Or on their flanks in the neighboring tunnels? What if the players have hacked behest of the Cult, the Council, or individual Councilmembers can lead to
their opposition to pieces, only to discover that in all the other tunnels the enemy intriguing adventures, with the player characters subverting Clans, spying on
has pushed back their Clan, and that they are alone? The first thing the players humans, recovering Warpstone, plotting against other minions of the Council,
would notice is that the enemy are behind them... It is far easier to maintain acquiring power and influence, and of course fighting off assassination attempts by
secrecy and the confusion of living in the Under-Empire. So few in the Under- rivals.
Empire are truly knowing of what goes on, and those that do, are not likely to If the players are capable, the GM may want to start off a Council Campaign, for
divulge their information to a couple of Clanrat Warriors. The players simply can example, one PC being a Grey Seer Initiate, and the rest being an entourage. This
not go to the next tavern and talk to the barman. They have to work hard to allows the characters to dive right into conspiracy, but really robs them of a lot of
discover information, they simply just can not look around or roll for rumors in the the initiative and freedom they have working within a small Skaven Clan.
common room.
Another device to make the game more interesting is the hierarchy of Skaven Role-
Role-playing Skaven
society. Each success they have, brings them into greater danger. In a normal
campaign, sure, Graf Boris gives them 20,000 Gold Crowns, and a title. A
The biggest disadvantage to the Skaven is the relative lack of range of
successful group of Skaven PCs will have to deal with suspicious superiors,
personalities and variety. There is not simply the range of personality types for
envious equals, and jealous or downtrodden lessers, all who despise the PCs for
Skaven. Of course, this duplicates the psychology of Skaven, which is not an
their success and gain. The game just gets more and more difficult the better they
individualistic one (albeit a self-centered one). It can be difficult for a GM to deal
do and the more they acquire. This provides greater opportunities and challenges
with a group of five people, repeating all their words, and back stabbing at each
for the group, rather than resulting in them buying Town Houses and joining the
opportunity (Example: GM receives a note from a player: “I stabstab Sirskrit in the
local aristocracy. Even if the Skaven PCs do attain something, like the leadership
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THE BOOK OF THE RAT
backback and yellyell ‘diedie Scum!’”). The best way to get around this sort of There is another group that has some technology that could be of
behavior is not to focus on the behavior of the individual Skaven player, but as interest to the Skaven and Clan Skryre, the Chaos Dwarves. The Skaven are
their interaction as a group, how they act, respond, and deal with issues. The always sneaking off with the refined ore that the Chaos Dwarves produce, and
degree of conflict and cooperation, the group should have characteristics that weapons or items of great power would attract Skaven attention.
would be recognizable from other groups. One group may be conflict-ridden, with
plenty of back-stabbing, plotting, and poisoning of each other’s food, and another Acquisition for schemes: These missions require that Skaven recover or
group may be a close knit group of cowards that cover for each others failings, possess something that my not seem to initially benefit them, but will somehow
blaming everyone else. further their schemes. They may have to acquire something of value for humans.
Players, playing Skaven, may endlessly repeat words and phrases: “Runaway! First thing that comes to mind of course is material wealth. Skaven need gold to
Runaway!”, “DieDie Manling!”, and other things. It could be fun…for a brief assist human collaborators or further their schemes involving humans. They may
time… but do not go too overboard... take wealth from interfering or competent humans and instead give it to their
As for playing individual Skaven, the easiest thing is to be cowardly and human allies to use against those the Skaven had stolen from. Stealing in amount
plotting. Blame everyone else for your problems and failings. This is really of wealth from a noble can cause problems in society, and the Skaven at time do
simple, and keeping in Skaven psychology. More sophisticated though, is a player resort to such mundane actions to weaken society. There are other things though
who never blames anyone initially, just keeps silent, and waits for a real blunder, that the Skaven could find useful, things such as secrets, information, or
and then quietly blackmails somebody... incriminating documents. A variant of this is the placement of incriminating
If the group can handle back-stabbing, they should not necessarily be documents or items in an enemy human’s abode. Nor is this sort of action limited
discouraged from acting in such a manner. However, the GM should not aggravate to humans. Skaven could steal wealth and material from Orcs in an attempt to
or compel players to be treacherous. The group can always plot against others, and aggravate internal divisions between Orc groups or clans, and they will at times
a certain degree of solidarity amongst a gaming group is important and conducive take those stolen items and wealth and plant the evidence at a rival to ensure
to good play. The GM should not encourage players to put daggers in each other’s bloody feuding. They may constantly steal and exchange back and forth multiple
backs, and if the players are getting out of hand with the plotting, it should be up to times to be certain that the warfare continues.
the GM to limit such actions, and bring the scenario or campaign back to a level
which everyone can enjoy. Manipulate an individual: This idea is one of the more intrigue heavy ideas. The
Skaven, usually led by a Grey Seer and his associates, learn the habits of a human
or whatever, and slowly twist their mind, take advantage of their fears or greed, and
then exploit them. This is essentially the method that Skaven rely upon to gain
human allies. Another variant of this idea, is to wreak an upright citizen’s life.
Ideas for Skaven Campaigns and Plots for Adventures Drive them mad, whisper from the walls, sneak in at night, move everything about
just a little bit, put deleriants in their foodstuffs, skin the cat and hang it, and
What PCs don’t like an action filled adventure? The first ideas mentioned are whatever other ideas the players can think up!
best for action campaigns. These campaigns and plots are probably best employed
with those groups that love rolling tons of dice and casting spells about with little Assassinate powerful humans: This mission could take place against
regard for the public. Such adventures should be very goal oriented, with all goblinoids or dwarves as well. The players are instructed to end the life of a target.
manner of obstacles and plot twists to distract the characters. Sudden ambushes, The person may be too competent and effective, or they may need to be removed to
treachery, and victory seized right from the characters’ grasp should appeal to allow a Skaven lackey to ascend to their post, they may have knowledge of the
most. Other ideas mentioned later can focus on intrigue and politics, for those who Skaven, or they may pose some kind of threat. The GM should devise a suitable
tire of the dice rolling and endless hacking and slaying. reason for the assassination. To further complicate this, the players may be
Characters must acquire Warpstone: This is a fairly standard idea. A working for a Clan without the Council’s or Grey Seers’ approval, and if they are
warpmeteor is seen falling from the sky to the East, or maybe a mine has been discovered their lives could be at risk. The players would need to watch the target
discovered. These missions require a lot of sneaking about, living off the and choose a good time to attack. The GM can devise all kinds of problems that
countryside, and should be thick with random encounters, as well as the would complicate even the most clever of plans. Use all kinds of tricks, a
countryside and the authorities hunting down the Skaven party. Who knows, the particularly good one is that the target is a secret Chaos servant and can call upon
Grey Seers may have stuck an agent amongst them to watch. Maybe they arrive all kinds of daemonic assistance! Or maybe they secretly have an artifact or
only to discover that Chaos Dwarves have carried it off to the east! Maybe another weapon of great power on themselves.
group was sent to acquire it and never returned? Who has the Warpstone, what
happened to the Skaven? Could be anything from rival factions, Imperials, Witch Destroy a group: The Skaven are given the assignment to end a group.
Hunters, Chaos cultists or warbands, evil spellcasters, or maybe the previous group This could be a band of adventurers who need to be killed or scattered to the four
ran off with the Warpstone with some sort of secret intentions? Regardless, this winds, or it could be a group of merchants or nobles whose activities are affecting
can easily be used to get Skaven out of tunnels and away from their communities, the Skaven. This is probably more campaign oriented, and the players may be
where they are forced to really learn how difficult it is being Skaven, and learn given a list of targets whom they have to dispose of. They can rely on all kinds of
some of their limitations. And don’t forget, there’s probably some meddlesome techniques to end the threat, tailoring their methods to the individual in question.
adventurers wandering about looking for them as well! Some may be assassinated, others blackmailed or bribed, others driven mad or their
For those wanting to keep the players below ground, they can lead a raid on a homes burned down.
caravan and seize warpstone from rivals. Of course as they lug the heavy stuff
back home, they too will be exposed to ambushes by just about everyone crossing Organize a Cult: The players are given a long term assignment to reside
their path! This can be intrigue oriented as well, if the characters are instructed to under a human city and organize a faction in the city sympathetic or employable to
steal the Warpstone from their enemies. the Skaven. This is rather challenging, and there are a number of components to
this, so it is best suited for a number of sessions or even a campaign. The players
Characters must acquire human technology: This is probably more must somehow first identify those degenerates that will assist them. Using
intrigue, but it has a number of similar problems with acquiring Warpstone. This subterfuge and remaining unseen, they must either identify those sordid folks, or
however is fairly goal oriented. The Skaven have heard knowledge of some turn people into degenerates. The most important and difficult part come next:
inventor or the like creating some fabulous design. Clan Skryre of course would be contact. The Skaven must somehow draw the potential target in and contact them
interested, and possibly their rivals as well, hoping to acquire technology without directly or indirectly, slowly inducing them into plot. At any point the individual
the requisite research that Clan Skryre relies upon. may panic and expose the whole operation. Once they have someone working for
Having found the location, the players must not only plan the theft or them, they can use the promise of wealth, artifacts, power, and assistance.
assault, but they must worry about returning the equipment home as well in one
piece. Possible complications include the Watch detecting them, and the inventor Resist human adventurers- I am certain that most groups of adventurers
turning some of his inventions on them and fighting them off. This idea should have foiled at least one Skaven plot…This time let the players be on the receiving
probably be used sparingly, maybe one a campaign, as the idea would get old. end of those pesky adventurers. This can be used to interrupt a long campaign,
Stealing some kind of Dwarven technology would be even more difficult, since where one of their plots or missions is in danger of being exposed, or the Skaven
Dwarves are well aware of the ever-present menace to them. players can be called in to do a little troubleshooting. In the latter case a Skaven
64
THE BOOK OF THE RAT
scheme is about to be exposed, and the players are ordered to rush and assist. This as a thread in the background of a normal campaign, one that unfolds over the
allows the opportunity for the players to rush about trying to learn the operation campaign and is used to complicate other adventures.
and at the same time hide cultists, conceal warpstone, and deflect (or eliminate) the
adventurers who are in pursuit of this shadowy operation. The GM should Avoid Sabotage by an enemy- This can be used as an adventure or used
carefully create and organize the adventurers to make them interesting and to color other adventures. The players have rivals in Skavendom who wish to seem
powerful adversaries. the fail or die, and will act maliciously to ensure a grim fate for the PCs. Their
missions may be exposed, their contacts and allies turned against them, and
Recover a magical artifact that was lost- Ever since their first whatever other acts the GM can use against them. In a Clan Skryre campaign,
appearance the Skaven have been interacting with those below ground and above sabotage is common against other Engineers’ inventions, and this can be used as
ground. Over the years, a number of important and sacred artifacts have been lost well.
or captured, a good example of this is the Arca Chaotis in Lichemaster. The
players can be assigned the role of recovering this important artifact for either the Skirmish or raids- Overrunning an enemy supply caravan is a good
Council, their leader, or for their own personal gain. The GM should detail not example of small conflicts. Most of these can be guerilla operations, with a small
only the powers of the artifact, but its history and the story of its disappearance. band of elite Skaven destroying supplies, stealing materials from other Clans, and
Players may not know exactly where its at and may have to do considerable making life difficult for enemy Clans. The players will probably want to conceal
investigating. Those possessing the artifact may not be aware of its power, but the origins of the attacker and will attempt to frame a suitable Clan for the attacks,
even more dangerous are those possessing it and using the artifact for their own by leaving behind incriminating evidence. These adventures are more significant
gain. This can create a powerful adversary. Of course, if the players have a patron, when the players are extensively role-playing within Clan politics and seeking
that patron probably has a loyal spy in their party, and the GM may want to take a greater glory for themselves, or when they are attempting to seize power and
character aside and use one of the Players as the rat! control in the Clan, giving them a strong interest in their Clan’s welfare.
Creating a distraction- A distraction adventure is usually used in Assassinating leaders in opposing Clans- Assassinations are the forte of
conjunction with a greater plot. When Skaven schemes crumble, the superiors may Clan Eshin, but every Clan has its promising assassins who can be relied upon to
try to deflect investigation, arranging for some sort of promising distraction to be give a good push or stab someone in the back when nobody is looking. The players
arranged to divert attention, allowing the endangered scheme a few moments of may have to kill an agent of the Council who has dirt on them, and if they are
reprieve. The players are told of the danger and importance of their mission, and discovered are in grave danger. The players can attempt to infiltrate an enemy
told to arrange a very troubling conspiracy and then expose it. To further Clan or draw out its leaders and then attempt assassination. This of course can be
complicate this, the players may not be aware that their mission is intended to be a used within one’s own Clan, on insufferable superiors or on aspiring underlings.
distraction, and one doomed to failure. They may be seen as disposable by their This of course can result in a series of assassinations and counter assassinations,
patron and given this mission or exposing it just to throw the enemies or rivals off requiring PCs to…
track from the real intents and purposes. Using the players as a scapegoat can
provide for a considerable amount of resentment towards their mentor and be used …Prevent their own assassination- Ambitious Skaven, the kind the
to shift their patronage, allowing for a number of political adventures to follow. players are bound be are going to make a lot of enemies quickly. These enemies
can be superiors in the Clan, envious of their success, underlings covetous of their
Deal with an Evil Spellcaster- The obvious enemy for this is a position, or enemies outside the Clan worried about their competency and growing
Necromancer, based on the long standing relationship between the Skaven and power. Any of these groups will attempt repeatedly to assassinate the players, and
Nagash. There is however another alternative, dealing with a Daemonologist. A with each foiled assassination, the more urgent the need to assassinate the character
Daemonologist may be capturing and torturing Skaven in search for knowledge. since they have proven to be even better than previously thought of! If they leaders
Possible attacking Grey Seers and acquiring the names of Verminlords or seeking attend to leadership of a Clan, than this will be endemic.
out Warpstone for experiments. Skaven artifacts may be known to them as well,
and they may attempt to seize these artifacts. The spellcaster used in this can Discover or undue unauthorized research or plotting by other Clans
become a long term enemy of the Skaven players if the GM so deems. The wizard against humans- Other Clans may have been hatching plans against humans,
and their allies should be outlined in great detail and made interesting and goblinoids, or Dwarves without permission of the Council. This may compromise
depraved to keep the players’ attention. other Council plans involving the same groups, or those implementing the
clandestine plans may have enemies who are using this as a pretext for damaging
Attacking other Chaos groups- The Skaven have chosen at times to the offending Clan. The politics behind it should be carefully constructed by the
work with the servants of other Chaos powers when it suits their needs, but the GM. The players must then avoid the political pitfalls while discovering the extent
Skaven have also worked to undermine them. Skaven may be called upon to attack of the plan. Maybe it has been exposed, maybe its working so successfully that the
other Chaos groups. A band of Chaos warriors may be killing indiscriminately, players are reluctant to intervene. The players must appraise the plan and then take
overrunning Skaven outposts or competing for warpstone. These missions are ideal steps to limit the damage, shut the plotting down, and not fall victim to the Clan
for those groups who enjoy extensive combat. For a more intrigue-laden scenario, they are monitoring and restricting. The players can be secretive about this, or with
one that can be extended for a number of sessions, would pit the Skaven against the Council’s permission they can resort to armed conflict and the torturing and
human cultists in a city. The brazen actions of a cult have brought the attention of persecution of the offending Clan members, thereby making numerous enemies!
human authorities, Sigmarite priests, and Witch Hunters of Solkan to an area where
a Skaven-controlled human coven has been flourishing. The Skaven must destroy Stalk down an escaped Moulder creature- The Chaos mutations that
or expose the Chaos cult and at the same time conceal their presence and protect Clan Moulder makes are not known for their control and discipline. This plot line
their own coven. The identities and locations of the Chaos cultists may not be makes for an ideal one-off adventure. Possibly one of the PC’s Clan’s latest Clan
known to the Skaven, so this allows for a lot of inquiry, bribes, and torturing to Moulder purchase has broken free and killed its handlers. It could be running
track down the cultist, while the players take actions to slow down and sabotage rampant below ground, leaving a bloody trail, or above ground. To further
the authorities as well. complicate this, the GM can increase the number of creatures, give them greater
powers or mutations that nobody is aware of, or require the PCs to return the
Destroy a political enemy- The constant political warfare of the Clans expensive creature back to the clan alive! If the characters are working for Clan
provides an ideal backdrop for Skaven adventures. Destroying a political enemy is Moulder they may be called upon to hunt down a successful experiment that has
crucial to continued survival, and this enemy can be one within the Clan or outside for one reason or another escaped. Another variant of this is for characters in the
of it. The players and their enemy will both be working at the same time to act of sabotaging a rival Clan, can opt to release Clan Moulder monsters owned by
undermine the power and influence of each other, and these adventures are role- that Clan. Surely a dozen Rat Ogres running rampant through a Clan can do
play heavy with considerable amounts of bribery, slander, and the occasional extensive damage to the unprepared Clan, but the PCs are in a difficult position:
assassination attempt. The overall objective is to strip an enemy of their power and how do they not fall victim to the very enraged creatures they are releasing, and
influence that protects them, leaving them exposed and powerless and then how do they escape all hell breaks loose?
eliminating them. Of course their enemy will be attempting to do the same to
them. The players may not even be aware of their enemy, and must then seek out Hunt down prime breeding creatures for Clan Moulder- Due to the
the invisible trail of gossip and rumors to discover their enemies. This can be used unstable nature of the breeding of Clan Moulder creatures, Clan Moulder is
65
THE BOOK OF THE RAT
constantly seeking out new biological specimens to experiment upon. Beast political transition, and the players will then have to cement their position, do away
Hunters are often assigned such missions, but other Warlord Clans will often with rivals within their Clan, and fight off probing attacks from other Clans.
capture creatures and sell them to Clan Moulder as well. It could be their own Then the interclan politics my evolve, and after a dozen or so
escaped creature re-caught, or it maybe some Chaos creature variant that Clan misadventures, the players decide that their neighbors are incompetent, and they set
Moulder would find beneficial to replicate. The PCs have the task of pursing and about becoming Warlords, conquering rival (and allied!) Clans. The players seize
breaking back alive the creature or creatures. control of nearby resources, denying them to their enemies, agitate against rival
Clans, cast doubt on their leadership, while resisting similar subversions directed at
Poison water, undermine fortifications- These are a number of them by enemies and nervous allies.
“sabotage” missions that players can embark upon. They can be enemies of This allows for the players to experience the glory of Skaven politics
Skavendom, but will more likely be enemy Clans. The PCs must discover an and warfare, with their lives, power, and authority on the line. Probably one of the
important objective and determine the appropriate method for neutralizing it. Of more epic of campaign ideas, the players may even come to the attention of greater
course, if their plotting goes awry, the players may end up deep in enemy territory Clans and the Council, earning the respect and fear of others.
with a very vengeful enemy pursuing them. The players may be exposed by double
agents, or may arrive only to find that the target has had its defense bolstered after
a botched attempt by another Clan or race.
If the Skaven PCs are in a Council campaign, they could be secretly
undermining a human, goblinoid, or Dwarven base. In this case there are a number
of complications that could arise. The players could expose themselves through
carelessness, or enemies may expose them. There may be countermining, raids, or
magic used against their efforts, and once exposed the players must decide to
continue on despite the risks or to return to the Council admitting their failure and
setting themselves up for political scheming by their gleeful enemies!
Kill a renegade Grey Seer- A Grey Seer may have gone insane from
overconsumption of Warpstone, or may be driven away by political rivals, and has
become a Renegade. They may have joined with another race, or a Renegade Clan,
and is now a threat to the social order. Grey Seers would want the renegade hunted
down as a threat to others who may attempt to flee.
Chapter Twenty-
Twenty-One-
One-Optional
91-100 Skaven Guide
67
THE BOOK OF THE RAT
Clan Skatchr Warrior Career Table Clan Blackfur is not in any sense a real Clan, but rather a gathering of odd bits of
Skaven society. They are form the most part, smugglers and thieves, who operate a
Roll Skaven Career black market, and assist Clans in getting specialty goods. They operate in secret
warrens, and openly in some minor Warlord Clan Warrens. They sometimes use
01-30 Clanrat Warrior
Clan Gristle in the transport of goods.
31-40 Clan Skatchr Astrologer
This Clan has its own Career Table used for Warriors. Not all on the list are
41-50 Mercenary
warriors though, which reflects the specialization of Clan Blackfur. The
51-55 Messenger
Renegades and Mercenaries are members of the Clan from other Clans.
56-60 Skaven Guide
61-75 Skaven Scribe
Clan Blackfur Warrior Career Table
76-80 Skaven Seer
81-90 Skaven Squealer
91-100 Stormvermin Roll Skaven Career
01-20 Clanrat Warrior
21-25 Blood Hunter
25-30 Forager
31-40 Marketeer
CLAN SKATCHR ASTROLOGER 41-50 Mercenary
51-55 Messenger
Clan Skatchr Astrologers are members of a sub-cult of the Cult of the Horned 56-60 Night Creeper
Rat, who believe that watching the night sky will predict the coming of the Horned 61-65 Rat Herder
Rat. The Cult of the Horned Rat supports them solely since they keep watch on 66-75 Renegade
Morrslieb and trace possible Warpstone meteors falling from the sky. 76-80 Skaven Porter
81-85 Skaven Guide
86-90 Skaven Sneak
M WS BS S T W I A Dex Ld Int Cl WP Fel
91-100 Smuggler
- - - - - +2 - - +10 - +20 +20 +10 -
Skills Trappings Social Level: 2
Astronomy Robes Career Entries
Cartography Rudimentary Telescope CLAN BLACKFUR MARKETEER
Skaven Seer (from Clan
Cult Lore-Clan Skatchr Sacred Token of Cult
Skatchr)
Read/Write Star Charts
Skaven Scribe (from Clan The Clan Blackfur Marketeer is a buyer and seller of black market goods: stolen
Super Numerate
Skatchr) goods, illegal goods, or anything better left secret. They are fast talkers, and
always are prone to lying or deceiving the customer. Since trade is difficult in
Career Exits Skaven society, they often trade for slaves, weapons, or information.
Advisor Blackfur Marketeers are responsible for much of the illicit trade that goes on
Clan Skatchr Auger behind clan warfare. If a Clan wants a secret shipment of weapons, Clan Blackfur
can accommodate their needs, and the Blackfur Marketeer ensures that Clan
Blackfur makes a profitable exchange despite the risks involved.
The Clan Skatchr Auger’s have attained the pinnacle of Clan Skatchr learning. Skills Trappings Social Level: 1
They are able to divine from the stars knowledge of events here in the Old World. Blather dozen porters
The are carefully watched by Cult and Council Agents, and anything an Auger says
Career Entries
Bribery two mercenary
could be potential heresy. The Augers are quite intelligent however and make Blackfur Smuggler
Evaluate bodyguards
proclamations congruent to what the Cult and Council want to hear, keeping the Clanrat Warrior
Flee!
truth or unpopular prophesies to themselves. Pedlar
Haggle
Palm Object
M WS BS S T W I A Dex Ld Int Cl WP Fel
Career Exits
Blackfur Smuggler
- - - - - +2 +20 - +30 +10 +30 +30 +10 -
Clan Guard
Skills Trappings Social Level: 2 Skaven Renegade
Astrology Complex Star Maps Career Entries
Cult Doctrine-Clan Book on Stars
Skatchr Delicate and
Divination Sophisticated Telescope
Magic Sense Drafting Tools and Career Exits
Public Speaking Writing Instruments
Secret Language Clan Journal of Heavenly
Skatchr Events
Clan Blackfur
68
THE BOOK OF THE RAT
CLAN BLACKFUR SMUGGLER
BLACKHUNGER
The Clan Blackfur Smugglers are the Skaven responsible for the receiving of
goods, and the delivery of goods and services to their customers or destination.
Although Smugglers are responsible for the delivery of goods, much of the actual Due to the Skaven’s rapid metabolism, they are capable of great bursts of energy.
labor is done by porters carrying the goods. If the goods are about to be captured, However in times of extreme duress or excitement, they may rapidly become
the Smuggler will set them alight to avoid them being taken. famished and enter a rage or frenzy where they tear apart everything around them
in an orgy of feasting. Large groups of Skaven in battle have been known to tear
each other and their opponents apart, starving and feeding insanely on each other
M WS BS S T W I A Dex Ld Int Cl WP Fel in mad fits.
- +10 +10 1 - +2 +10 - +10 10 - +10 - - When the Skaven enters combat, or is tortured, or other life threatening
situations, the GM should keep careful track of the rounds. When the duration of
Skills
Skills Trappings Social Level: 1 the stress in rounds is equal to the Toughness of the Skaven, the Skaven should
Conceal Subterranean d6 Porters Career Entries Test against Will Power. If they succeed, nothing happens, but if the stress still
Palm Object Incendiary bomb continues again for a number of rounds equal to their Toughness, they must test
Renegade
Row Whip against their Will Power again, this time at minus ten, and then third time at minus
Skaven Guide
Silent Mover Subterranean twenty, and so on... If they fail, they enter a frenzy. They will not exit the frenzy
Skaven Pedlar
Spec. Weapon-Incendiaries until they have killed something and fed on it for a number of rounds equal to their
Skaven Scout
Spec. Weapon-Scourge/Whip Toughness. They will ignore everything while feasting on their grisly meal unless
Skaven Sneak
attacked. If the Skaven does not eat while frenzied, after a number of rounds of
Career Exits being frenzied equal to their Toughness, they start to weaken and die. Each round
Clan Guard (of Clan after this, they lose a point of Toughness, and when their Toughness reaches zero,
Blackfur) they die. If they feed in time before reaching zero, they will recover one point of
Skaven Slave Master Toughness back a day.
GREATER INTELLIGENCE
This is a highly recommended rule. With an average Intelligence of 24, it is
Age Disability Table (Contributed by Noel Welsh) difficult to see how the Skaven are capable of the atrocities committed by the
Skaven. Their Intelligence keeps them from being too cunning. To change this, if
the GM wants truly devious Skaven, make their average Intelligence 29, and allow
Skaven naturally have very short lives, but given the structure of their society, PCs to roll 2d10 +15 for Intelligence, and Grey Seers and Clan Skryre Warplock
few live past middle age. Consequently, Skaven have a very high respect for those Engineers 2d10+20, making them as Intelligent as humans.
who manage to survive to reach decrepitude, and physical signs of aging can
actually help strong Skaven gain power in their society, although weaker and less
respected Skaven are often set upon and consumed by younger Skaven. INSANITY FOR SKAVEN
Once Skaven reach the age of 19, the start making Aging Rolls for every year
they survive. Age Rolls are tests against T. Every failed roll indicates that the
Skaven gets a age related disability, listed in the table below. These disabilities are Since the Skaven possess a different psychology than humans, and they will
cumulative, and hence can be gained more then once. routinely succumb to Insanity, the following chart to details the different type of
insanities Skaven can succumb to.
Aging Table
Percentile Roll Type of Insanity
Roll Disability 01-10 Agoraphobia
01-25 Skeletal Deformity-The Skaven’s skeleton can not handle the stress 11-14 Amnesia
of the body, and deforms, giving the Skaven a humpback: M-1, S-1, 15-20 Animosity
Ld+10 21-26 Catatonia
26-35 Arthritis-The finger joints in the Skaven’s paws just can not handle 27-28 Claustrophobia
the stress anymore. The finger swell up, and are stiff, especially on 29-34 Dementia
cold days: S -1, Dex -20 35-40 Depression
36-40 Cataracts-One of the Skaven’s eyes turns a milky white, and whilst 41-44 Drug Addiction (possibly to Warpstone or Fungi,
no good for seeing out of, inspires awe in young upstart etc...)
whippersnappers: BS x ½, Observe -10, Ld+10 45-50 Frenzy
41-55 Tooth Decay-The Skaven’s teeth, turn a glorious yellowy-black, and 51-58 Gluttony
exude a foul stench: Ld+10, Fel-10. 59-64 Hatred
56-65 Brittle Bones-The Skaven’s bones are brittle, and easily snap: T-1 65-68 Introversion
66-70 Senility-I can not remember what this one is...The Skaven forgets 69-74 Kleptomania
words, mumbles to themselves and generally loses the plot: Ld-10, 75-80 Manic
Int-10 81-85 Manic Depressive
71-80 Deafness-The Skaven can not hear all that well and shouts at 86-90 Megalomania
everyone when talking: Listen-10 91-95 Pathological Lying
81-90 Furry-Hair starts growing in places where it was never meant to be, 96-100 Phobia
like out of ears and nostrils: Ld+5.
91- Baldness-Hair starts falling out in patches, giving the Skaven a truly
100 gruesome appearance: Ld +10. MUTATIONS
Using this option allows for Skaven PCs and NPCs to develop mutations before
play. This can be rolled on right after determining the Skaven characteristics.
Each Skaven has a 25% chance of having a mutation. The table below is used to
determine mutations.
69
THE BOOK OF THE RAT
70
THE BOOK OF THE RAT
Trials: The trials of the Cult are numerous, usually assigned by the Council of
Thirteen. To recover fallen Warpstone, to discover a Clans hidden Warpstone
cache, to assassinate wayward Clan Chieftains or meddling human authorities, to
recover forgotten artifacts, to spy on suspected Clans, to destroy subversive Clans,
to purify heretics, to hunt down Skaven renegades...
RODM CULT DESCRIPTION
Blessings: Blessings for Skaven will give bonuses to Bribery, Charming,
For those fortunate enough to own a copy of the never released Realms of Divine Divination, Silent Move, or Orientation (underground only). Some Skaven blessed
Magic, here is the Cult Description. by the Horned Rat find themselves turned into albinos, or “gifts” of mutations.
Cult of the Horned Rat Penance: Failing the Horned Rat, the Council of Thirteen, or the Cult usually
results in death. Only in rare circumstances is penance considered, and then it is
Description: The Horned Rat is the greater god of the Skaven, and the only one usually a trial that will result in the Skaven’s death.
they officially recognize. Also known as the Gnawer of the Fabric of the Universe.
Holy Days: The Cults holy day is to celebrate the arrival of the Horned Rat
Where Worshipped: The Horned Rat is worshipped throughout Skavendom, during Vermintide. On this occasion, hundreds of slaves are sacrificed in terrible
and by a few small cults of humans, led or deceived by servants of the Council of and foul rituals to the Horned Rat. A few observances and rituals are also done
Thirteen and the Grey Seers. The Grey Seers are the priesthood of the Horned Rat, when Morrslieb is full, and during Morrslieb’s unpredictable equinoxes.
and the Council of Thirteen is the Horned Rats ordained governing body over
Skavendom. Gifts: See Blessings.
Alignments: Chaotic only. Cult Prayer List: Described in the Skaven magic section. Spells useable by
Seers are denoted as such.
Friends and Enemies: Enemies with all other gods and cults. Proscribed by all
human and demi-human cults, rivals with Khaine and the Chaos gods. Daemonic Servants of the Horned Rat: The Horned Rat has many servants
that are summonable by the Grey Seers. The weakest are the Familiars known as
Cult Symbols and Dress: The symbol of the Horned Rat is a roughly equilateral Verminwyrd, small black Daemonic rats. There are the Daemonrunts, furless
triangle, consisting of three overlapping lines, with one of the points facing down. sickly Mounts that most Skaven don’t dare to summon; Daemonrat Hordes, packs
The sacred number of the Cult is thirteen. Other symbols of the Horned Rat are of biting and chittering little Daemon rats; Ratfiends, lesser Daemons, a mix
stylized Horned Rat heads in pentagrams. The Grey Seers are recognized by their between Human and Skaven; and the Verminlords, frightening horned Daemons
Grey Robes, and their Sacred Tokens, which however are often concealed. that instill fear in all that see them.
Cult Careers Available: Grey Seer Initiate, Grey Seer Cult Skills: The Cult Skills are Bribery, Charm Animal: Rat, Divination,
Immunity to Drugs, and Immunity to Poison.
Distinguishing Principles and Doctrines: The Cult of the Horned Rat is not
overly ambitious. It merely preaches that the Horned Rat will return to overthrow Sub-Cults: The Cult of the Horned Rat has a number of recognized sub-cults.
reality and enslave all the other races of the Known World, creating a Skaven Unrecognized cults are considered heretical, and there members are destroyed.
paradise of plague, disease, bloodshed, feeding, slavery, and pestilence, with the There are two recognized sub-cults, the first is the Priesthood of Pestilence, also
chosen of the Horned Rat, the Skaven, celebrating amidst the destruction of the known as the Disciples of Decay, a sub-cult worshipped by Clan Pestilens. This
Known World. sub-cult has in the past flaunted the authority of the Council of Thirteen, but ever
The Skaven plot and conspire incessantly, seeking to subvert other races, to bring since Clan Pestilens has gained representation on the Council, relations have
about blood, fire, and mayhem, all in the name of the Horned Rat. All plotting is improved slightly. The second sub-cult is Clan Skatchr, the diviners and astrologer
done with secrecy, so that the machinations of the Skaven unknown. who religiously trace the path of Morrslieb, and watch for falling Warpstone. This
sub-cult is completely controlled and monitored by the Council of Thirteen.
Afterworld: Skaven who die are in eternal bondage and are tortured by the
Horned Rat’s minions, and in turn torture and torment their own miserable Special Rules: none.
companions. They will only be released by the Horned Rat’s final incarnation in
the Known World as he returns to the world victorious, in which all Skaven will
frolic and torment all their above ground oppressors in an orgy of cruelty and
destruction.
Temples and Shrines: The greatest temple to the Horned Rat is at the sight of
an old Bell Tower reaching into the heavens in Skavenblight. It is here where the
Grey Seers and the Council of Thirteen meet, and it is the location of the physical
manifestation of the Horned Rat, and where the Horned Rat placed the Pillar of
Commandments. There are smaller shrines wherever there are Grey Seers working
publicly, and there are a few small shrines in secret locations where humans
worship the Horned Rat.
Saints and Heroes: The Cult of the Horned Rat has no Saint or Heroes. The
greatest servants of the Horned Rat would be the Twelve Lords of Decay, who rule
with malignant intelligence. In the past, there were the Twelve Grey Lords, who
led the Skaven and spread them about the Known World. There is also the
Seerlord, the head of the Cult of the Rat, who is of immense power and represents
the Horned Rat’s will.
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THE BOOK OF THE RAT
SKAVEN CLAN SECRETS AND MYSTERIES
SKAVEN BACKGROUND FOR PLAYER These are optional ideas used by the GM to give the Clans nefarious little secrets
CHARACTERS or plots. There are a number listed under the Clans, and the GM should feel free to
use whatever he wants, and ignore the rest.
This chart allows for unique traits or differences between characters. There can
be a problem in just plain boring PC characters, and this chart can be rolled on Secrets of Clan Eshin
after determining the Skaven PCs characteristics. If the player wants, or the GM
demands, roll d3-1 times on the following chart using a percentile die. 1) Clan Eshin has infiltrated all four major Clans in relative high positions, and
It also includes a chart to determine the number of surviving siblings of a PCs is feeding the Clans false information, sowing dissent and inciting mayhem.
brood... 2) Clan Eshin is becoming embroiled in an unauthorized plot. They are
interfering in the politics of Imperial Cathay, secretly supporting a rival faction
Skaven Background Chart opposing the Emperor.
3) Clan Eshin is loyally dedicated to the Cult of the Horned Rat, and is entirely
under the disposal of the Cult and the Grey Seers.
Die Roll Background Characteristic 4) Clan Eshin has a secret society within it. Rivals of the Lord Sneek the
01-30 The Skaven has been scarred in one of numerous fights and Nightlord of Clan Eshin have turned to the worship of Khaine for power to usurp
feuds. Roll 1d10: the Nightlord.
1 The Skaven’s face has been terribly scarred, -10 to Fel, +10 5) Clan Eshin has secretly taken over Clan Blackfur and is using it as a cover for
to Ld operations.
2 The Skaven’s ear has been torn, giving -10 to auditory
Observe tests. Secrets of Clan Khesherisk
3 The Skaven’s eye has been destroyed, x1/2 BS, and -10 to
visual Observe Tests.
1) The long life of the Grey Lord Azarskittar has been attributed to its
4 The Skaven has lost d5 fingers, giving -2% to Dex per lost
cannibalistic diet, but the Grey Lord is actually kept alive by some manner of
finger.
Vampirism, consuming the life force of living beings.
5 Torn ligaments in legs, reducing the Skaven’s Move by 1.
2) Smarting from the defeat of Clan Pestilens, Clan Khesherisk is seeking an
6-10 Light minor scars that in no way affect the characteristics.
agent to unleash one of Clan Pestilens plagues within its steamy Lustria home
30-35 Albino furred. The Skaven’s original color just turned white
domain.
one day...
3) Seeking to repeat its previous success during the crusades, Clan Khesherisk
36-45 Black Furred. The Skaven’s fur strangely darkened to a dark
has begun, in violation of Council Law, of bribing and dealing with the humans of
black.
Araby to actively promote another crusade.
46-55 Enemies. The Skaven is despised by a powerful enemy to be
4) Clan Khesherisk is vengefully plotting to expose Clan Pestilen’s lairs in Araby
determined by the GM.
to the Cult of Ormazd. This is an outright violation of Council Law.
56-65 Experienced. The Skaven gains an additional skill on the
Skaven career chart.
66-70 Grudging ally. A powerful or influential Skaven owes the PC a Secrets of Clan Moulder
favor that may or may not be returned...
71-80 Outcast. The Skaven is viewed as an outcast for any number of 1) Clan Moulder has been exposing captured Skaven to Warpstone, in hope of
reasons, and has a social status of zero. This may change breeding a master race of Skaven. This manner of behavior would be upset all
through adventuring. other Clans, knowing the fate of their Clan who had fallen prisoner to Clan
81-85 Terribly Alert. The Skaven has the skill Sixth Sense, and gains Moulder over the years...
+10 to all Observe Tests. 2) Clan Moulder has been long experimenting on humans in a number of foul
86-90 Terribly Lucky. The Skaven has the skill Luck, and gets +10 to ways, and has created bizarre hybrids.
all Standard Risk Tests that normally get no modifiers. 3) Clan Moulder has trained a small number of Rat Ogres to turn upon their
91-100 Wealthy. The Skaven owns additional items of their choice of masters when a specific high pitch whistle is sounded. They are planning on
equivalent to 4d10 points of Value, see the Relative Value of selling these specially trained Rat Ogres to Clans they plan on betraying and
Items Chart in the Appendix. attacking.
4) Clan Moulder sells only sterile mutants to the other Clans, giving them a
monopoly on the beasts. Lately some plotting has begun by other Clans to gain the
Sibling Chart original breeding animals. But this could merely be a trap set by Clan Moulder to
discover who their hidden enemies are.
Roll d6-1 for the number of surviving siblings, and then consult the following
chart for each sibling to determine their feelings for their PC sibling. Secrets of Clan Pestilens
d6 Die Roll Sibling’s Feelings Towards PC 1) Clan Pestilens is in control of a Slann laboratory in Lustria. From this
1 Fears the PC Skaven, and can be bullied about. abandoned complex they initially developed their plagues. It now serves as a
2 Grudgingly respects and fears the PC. temple to their cult. They may have use of small amounts of lost Slann technology.
3-4 Indifferent and uncaring. They also have a portal system of a single portal operating between the complex in
5 Dislikes the PC, subject to Animosity. Lustria, and a hidden lair in the Southlands. This allowed Clan Pestilens to quickly
6 Hates the PC, and must test for Hatred. infiltrate the Southlands, and is an important means of communication. The
Skaven warriors that travel through the portal are told it is an enchantment of the
Horned Rat.
2) Some Skaven in Lustria have turned to the secret worship of the Chaos god
Nurgle and are undermining the Clan Pestilens priesthood.
3) Clan Pestilens in Lustria is being ravaged by a disease that escaped from the
temple, and is threatening to wipe out the entire Clan in Lustria. So far none have
learned of this, and the Clan hopes to keep it secret, fearing that the plague may
have spread to the Southlands...
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THE BOOK OF THE RAT
4) Clan Pestilens is engaged in a long drawn out struggle against the Slann, who
have discovered the still operative Slann laboratory and want it back
5) Turn about is fair play-the Norse have brought a number of diseases with them
to Lustria, and even now the Skaven in Lustria are dying, having never been
exposed to these new strains.
VARIED BREEDING PROGRAMS
Secrets of Clan Skrisnik
This option reflects a planned eugenics program, using selective Skaven
1) The power and success of Grey Lord Skrisnik cannot only be attributed to his breeding, to create Grey Seer and Stormvermin, and Clan Skryre Engineers,
intelligence, but also the secret that he is one of the oldest and most powerful allowing for different characteristics from the normal Skaven profile. This can
practicing Daemonologist in the Old World. Grey Lord Skrisnik has had dealings make the Skaven Stormvermin and spell casters far more powerful than other
with a number of Daemon Princes for centuries, and as well as with the servants of Skaven, and the GM should be careful if he/she applies this rule. If this rule is
the Horned Rat. It is through these creatures that he wields the power to maintain used, the Grey Seers, Stormvermin, and Clan Skryre Warplock Engineers can be
his position on the Council. chosen and then generated using the following tables. This table should be used in
place of the normal Skaven Characteristic Table, and rolled on after determining
Secrets of Clan Skryre the Skaven’s Fur Color. The table for Stormvermin can also be used for Albino
Council Guards.
1) Clan Skryre has been sinking new technology and knowledge, and has relied If a Skaven, rolling on the Skaven Fur Color Chart gets a result of Black, you
on human agents abducting human scientists and inventors. They have also been may offer that player to be a Stormvermin, and they may roll on the following table
involved in a few raids on Chaos Dwarf citadels. The Council is aware, but has for their characteristics, but must enter the Stormvermin Career. For a Skaven
given silent consent...for now... rolling Grey, Light Grey/Cream, or White/Albino, they may choose the option of
2) Clan Skryre, when it seized and held the Horned Rat’s Temple in rolling on the Clan Skryre Warplock Engineer/Grey Seer Table below, but must
Skavenblight during one of the Skaven civil wars, has built a number of secret choose one Grey Seer Initiate or Clan Skryre Engineer (and then may move onto
entrances into the temple, that to date have not yet been discovered. Warplock Engineer) for their careers. The GM must ultimately decide when or
3) Clan Skryre has been hoarding Warpstone, and is getting ready to begin a new even if the players may roll on this table.
push for power. They are going to attempt to consolidate their hold on Tilea, and
weaken the grip of all other Clans in the region. Stormvermin Table Grey Seer and Clan Skryre Warplock
4) Word has leaked out that Clan Skryre is working on some sort of new Engineers
weaponry of awesome power. M d3+3 M d3+3
WS 2d10+20 WS 2d10+20
Secrets of the Cult of the Horned Rat and the Council BS 2d10+10 BS 2d10+10
S d2+2 S d3+1
1) The Council could very well be aware of any or all the Clan secrets listed T d2+2 T d3+1
above, and is merely biding its time to use the information to use against the W d2+5 W d3+4
individual offending Clans. I 2d10+30 I 2d10+30
2) The Council and the Cult keep track magically of all the Warpstone Tokens by A 1 A 1
means of secret enchantments put upon the Tokens. They then have an idea of the Dex 2d10+10 Dex 2d10+10
relative wealth and trade of the Clans. Ld 2d5+20 Ld 2d5+10
3) The Council is starting to flex its muscles again, and is attempting by covert Int 2d10+10 Int d10+20 (or Greater Intelligence:
means, to bring various Warlord Clans together. Rumor has it that they plan an 1d10+30)
excursion above ground again, on a monumental scale, using some foul magics, Cl 2d5+10 Cl d10+15
some whisper of the Black Ark... WP 2d10+20 WP d10+30
Fel 2d10 Fel 2d10
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THE BOOK OF THE RAT
Appendix
strong and direct control over the Council Agents, and has bestowed within them a
renewed sense of urgency and the political power to act upon it. Council Agents
are more intrusive in Skaven life on such a scale as never before in the past.
Unlike most cowardly Skaven, who consider self-preservation most important,
RELATIVE VALUE OF ITEMS TABLE Kritslik’s sense of self-preservation comes second. His devotion and fanaticism
gives him strength in those tight spots when most Skaven would break. Lord
Skaven barter as a means of trade. To assist both players and GMs, this table is Kritslik’s life though is very important to him, and he sees his continued health and
included. It gives a rough estimate of items based on an abstract number known as success as integral to the future of the Horned Rat and acts knowing that he is
Unit of Relative Value. A dagger has a value of one, a sword four, so that four fulfilling the Horned Rat’s designs.
daggers are worth as much as a sword. This is a rough estimate, and the value of Lord Kritslik’s third goal is to weaken and fragment both his foes and all Skaven
items might fluctuate. Clans. His past experience from dealing with individual Clans gives him an edge.
Availability is included. If the search for the item is in Skavenblight, consider it By keeping the factions divided and weak, he sees a stronger place for the only
a City of 10,000+, if a Stronghold, consider it a settlement below 10,000 for strong and united group, the Grey Seers and the minions of the Council. Lord
availability. Lairs count as settlements below 1,000 for availability. For Skaven Kritslik tries to avoid open conflicts, but attempts to seed distrust and suspicion in
with a Social Status: 4, or with Influence or Intimidate, their availability is the minds of all the Warlords. Kritslik’s actions are well concealed, and the liberal
increased in all circumstances at all locations by +10. There is also a cost listed for disbursement of selected information, gossip, and rumors has been enough in many
price in Gold, the value that men above will pay for Skaven items and artifacts. cases to keep rival Skaven Clans from joining together.
Lord Kritslik’s final focus is on humanity. Lord Kritslik feels that humanity is
Skavendom’s greatest foe. In the past Kritslik’s predecessors had seen their well-
ITEM VALUE AVAILABILIT COST: ENCUM laid plans ruined by the unexpected meddling of adventurers and human
UNIT Y GC BRANCE authorities, and Lord Kritslik hopes to avoid this legacy. Lord Kritslik seeks to
axe/2 handed axe 4/7 average/scarce 3/7 45/75 deal with humanity in a very sophisticated fashion, by observing, understanding,
Cleaver 2 scarce 4 25 and then destroying them. Kritislik himself is famous for leading Clan Scruten
Dagger 1 plentiful 1 10 towards Middenheim, the first Clan trained to deal with humans on the surface.
flail/2 handed flail 6/10 scarce/rare 7/16 65/125 Kritslik’s overarching strategy is not that different from his strategies over
Halberd 5 scarce 4 160 Skavendom, by creating friction and fractures in human society and sowing
Javelin 2 common 10/- 30 discord. He suspects that a handful of assassinations, forged documents, bribes,
long knife 2 common 3 20 and whispered rumors will be enough to start wide spread conflict. It is his opinion
Mace 3 average 3 45 that previous Skaven attempts at disease and large Skaven assaults simply united
Net 3 scarce 10/- 30 humanity against their foe, the Skaven. Lord Kritslik surmises that when men
Sling 1 common -/10 10 distrust and war against each other, than they will be too weak to resist when their
Spear 3 common 15/- 40 true foe, the Skaven, rush from their tunnels and to seize the surface world.
sword/2 handed sword 4/8 common/scarce 10/15 60/240 Lord Kritslik is fairly thin and tall for a Skaven, albino and has a set of spiraling
throwing star 2 rare 5 5 horns. Lord Kritslik does look a bit haggard and wild, his fur in ratty patches
plague censer (empty) 25 rare 75 125 sticking up, and his eyes glaring half mad, but piercing. Very little escapes his
weeping blade 30 very rare 250 varies constantly twitching eyes, and it may very well be true that no Skaven has as much
poison wind globe 30 scarce 150 20 knowledge about the politics and events in Skavendom. Certainly no one else has
warpfire thrower 150 very rare 750 450 the power to act upon that knowledge as does Lord Kritslik. It is claimed that he
warplock jezzail 50 rare 375 75 has more spies in Skavendom than there are Skaven!
warplock pistol 65 very rare 300 35
Shield 8 common 3 50 Lord Morskittar-Lord Warlock of Clan Skryre
leather jerkin 4 average 8 40
Mailshirt 15 uncommon 30 65
Breastplate 25 scarce 80 170 The occupant of the Twelfth Seat of the Council, and its second most powerful
Helmet 4 average 1 30 member is Lord Morskittar, the Lord Warlock of Clan Skryre. Lord Morskittar is
Giant Rat 25 scarce 25 - fiendishly clever and inventive, and one of the Council’s most promising members.
Rat Ogre 250 rare 5,000 - Previous Lord Warlocks have been intelligent and rational, working out long and
complex schemes, but Lord Morskittar is prone to flashes of idiosyncratic
brilliance. An intuitive thinker, Lord Morskittar reacts incredibly quick and
unpredictably, keeping the other Council members off balance.
Lord Morskittar is also one of the most skilled of Clan Skryre’s Engineers, and
he has become fascinated with human and Dwarven inventions, has pushed the
Council of Thirteen Biographies Seerlord and many Council policies into that direction. Lord Morskittar works
closely with the Grey Seers, and harbors secret plans bribe a Grey Seer and gain
spies within the Cult of the Horned Rat. Lord Morskittar’s greatest rival is Arch
Plaguelord Nurglitch, and Morskittar would not mind seeing Nurglitch fall victim
Lord Kritslik, The Seerlord to any of the hazards of Council membership.
Unbeknownst to all the other Skaven, Lord Morskittar keeps on him a personal
invention that he has never been able to duplicate. He discovered and tinkered
The occupant of the First Seat of the Council is the Seerlord Kritslik. Seerlord
about with a strange device of unknown origin. The invention is powered by a fist-
Kritslik is a consummate politician and manipulator of the other Council Members.
sized block of Warpstone attached to some sort of eldritch device, one that absorbs
There is no question that there he has had more clever predecessors, he is still
all sound vibrations and can replay back a conversation. Lord Morskittar records
highly competent and a ruthless adversary. The Seerlord came up through the
nearly all conversations he has using this hidden device, and only he is aware of it,
ranks through Clan politics, and has an incredible degree of knowledge of even the
none others know of this device. This device could possibly be of Slann origins.
most minor details of Clan intrigue.
He may use this to blackmail scores if not hundreds of Skaven when he feels that it
Lord Kritslik has four major motivations that direct his policies. The first is
is time for his next major political scheme.
devotion to all the principles of the Horned Rat, particularly when politically
Lord Morskittar is tall gangly albino Skaven, and has a perpetual frenetic air
expedient. Lord Kritslik has an uncanny ability to find any of his actions as
about him. His Clan Skryre robes are often crumpled and stained from the ink and
ordained by the Horned Rat himself, so great is his knowledge of Horned Rat edicts
grease from the various inventions that he is inevitably tinkering with.
and so wily his mental faculties. Lord Kritslik paints his opponents as not merely
rivals to his positions or policies, but subversives attempting to overthrow the
power and the influence of the Horned Rat. As such, Lord Kritslik has imposed
74
THE BOOK OF THE RAT
Greylord Skrisnik, Warlord and Seer of Clan Seer. This elitism on the part of the Grey Seers simply distances Lord Burr, who
considers himself far superior to his fellow Seers. Lord Burr works closely with
Skrisnik Kritslik, although the Seerlord does not trust this upstart.
The occupant of the Second Seat of the Council is Greylord Skrisnik, Warlord of This rivalry from other Grey Seers and lack of acceptance means that Lord Burr
Clan Skrisnik. Greylord Skrisnik is the last of the two remaining Greylords. His feels no desire to act in the interest of the Seers, or work in conjunction with the
small Clan controls all other clans in Estalia, and Greylord Skrisnik rules with Grey Seers on the Council. He is not certain if he approves of the role Morskittar
unchallenged with an iron fist. Lord Skrisnik has held this chair for the last five and Kritslik play in the council, particularly concerning their schemes involving
hundred year, and is a few thousand years old, and has untold experience to draw humans.
upon in Council matters. Lord Burr is the Keeper of the Temple, and his role is to provide for the security
Greylord Skrisnik is one of the most feared and cunning on the Circle of and the upkeep of the Temple of the Horned Rat. He is also second spiritually to
Thirteen. Proof of his scheming is his near invisibility in Council politics. When Lord Kritslik, but entirely neglects that important, crucial, and powerful role. This
occupying his seat, Lord Skrisnik has been known to remain silent for hours as neglect of this aspect of his duties has created some furor amongst the Seers, but
other members debate and argue. Many simply do not realize that they had been Lord Kritslik is thankful of this, since he does not have to share that power with
influenced by an invisible trail of manipulation originating from Greylord Skrisnik Lord Burr. Lord Burr, through his command of the albino Council Guards and
months before, since Skrisnik’s work is completed long before he enters the other forces in Skavenblight, can exert near total control of all of Skavenblight
Council Chambers. Many outside of the Council are not even aware of his except for a handful of Clan holdings on the fringes.
existence or no of hazy and unsubstantiated rumors of a senile old Councilmember. Lord Burr is robust and strong, covered in short gray fur that is white at the tips,
Many seeking to sit at the Council and ignorant of the Greylord’s power, have and he still bears the albino reddish-pink eyes from his service as Council Guard.
sought to do him in; Greylord Skrisnik’s chair at the Circle has been constructed of His face is covered in a number of scars from missions before his ascendance into
the scores of skulls of would be assassins, his only expression of his power and Seerdom. He is very quiet, having very little to say in political discussions,
vanity. preferring to keep his opinions and motivations a mystery to the other members.
There are three sources of Greylord Skrisnik’s power. The most obvious is his
age, making him patience and endowing him with centuries of priceless
experience. It is also quite clear that Greylord Skrisnik is favored by the Horned
Lord Sneek, Lord of Decay, Nightlord of Clan
Rat and is part of the Horned Rat’s machinations. The third factor in Skrisnik’s Eshin
success is that the Greylord has sorcerous knowledge from before the Disaster at
Skavenblight. When the disaster struck, Greylord Skrisnik appeared, seizing much
The occupant of the Third Seat of the Council is Lord Sneek, the Nightlord. Like
of the priceless tomes before they were destroyed or confiscated by the Grey Seers
all of the Nightlords that have been on the council, Lord Sneek is mysterious and
after the disaster, and used these texts to further his daemonic power. It could very
enigmatic. His activities on the Council have been very accommodating and he
well be possible that Greylord Skrisnik is the oldest and most powerful
has approved of most of the policies, yet he is lenient without seeming so, putting
Daemonologist in the Old World.
up a grudging exterior and demanding hard bargains from allies. He says very
The Greylord Skrisnik’s appearance is not well known. Few outside of the
little, and although his political agenda is partly apparent, much is still unknown
Council would ever recognize the Greylord. Even within the Council he dresses in
about him. Even Lord Sneek’s rise to power is concealed by the veil of secrecy
large cumbersome voluminous robes, with a heavy hood pulled over so that not
that Clan Eshin enshrouds itself within.
even his snout is visible. His red eyes can still glare out from the darkness
Lord Sneek continues the secret plotting set in motion by his predecessors,
unsettling even the most powerful Council members. He is hunched over and
plotting unrivalled by any except Greylord Skrisnik. All this time his agents have
deformed, and walks with a shuffling gait.
continued their infiltration of all of the other major Clans, and he is also keeping
close tabs on the Grey Seers, loaning out forces, and remaining informed on Grey
Lord Burr, Keeper of the Temple Seer activities. None but Lord Sneek knows what will happen if and when his plan
comes to fruition.
Lord Sneek is a quiet individual, light and nimble, and moves with a rare grace
The occupant of the Eleventh Seat of the Council is Lord Burr, the Keeper of the
not normally seen in the frantic nervous actions of most Skaven. His true
Temple, and second in command of the Grey Seers. Lord Burr started off as an
appearance is unknown, since he wears strips of black silk all over his body, and a
exceptional minion of the Council of Thirteen, a bodyguard to Lord Kritslik’s
heavy concealing black cloak over that.
predecessor, and an accomplished agent of numerous deadly and highly sensitive
missions. His rise to his meteoric position really began when the Horned Rat gifted
Lord Burr with gray fur and the ability to use magic. Inducted into the Grey Seers, Greylord Azarskittar, Warlord of Clan Khesherisk
Lord Burr was instantly feared and despised by the other Grey Seers. Numerous
assassinations and defamations of his character occurred immediately. Lord Burr,
The occupant of the Tenth Seat of the Council is Lord Azarskittar, the only other
however, had been one of the most capable of Council Agents with years of
living Greylord. Lord Azarskittar is the lord of a diminishing domain. For
experience and also had personal and intimate knowledge of the protection and
centuries after the Skaven exodus Greylord Azarskittar ruled over a scattered and
security that a Grey Seer requires. Lord Burr also used some of his former
under-populated empire in the Southlands and Araby. The environment there was
comrades and Council Agents as pawns in his plans. In his first five years Lord
less than favorable to Skaven, and his domain continued to be one of the weakest
Burr survived two score assassination attempts and numerous political attacks. In
areas, on the fringe of Skaven society. Further endangering his hold on the lands
this storm of violence Lord Burr thrived and two dozen of his opponents, all Grey
was Lord Azarskittar himself. For although Lord Azarskittar is a Skaven of
Seers, either disappeared or died under mysterious circumstances.
unrivalled martial ability, Lord Azarskittar would rarely leave his hold, sleeping for
After that bloody maelstrom, Lord Burr was simply ignored by the other Grey
years, and ruling haphazardly. His hold was weak over the other strongholds,
Seers. This period of solitude was essential in allowing Lord Burr time to progress
although he surrounded himself with a small elite cadre of the most fierce and
in his abilities. It shocked Skavenblight when the long forgotten Burr suddenly
powerful of Skaven warriors.
ascended to the Council in a confusing chain of events that none (except Lord
Lord Azarskittar was awakened from his complacency of his unchallenged reign
Burr) would have ever predicted. The unexpected violent death of a Lord of
by Clan Pestilens, who swept through his holdings deep in the Southlands and
Decay, all of his bodyguard, the deaths or disappearances of the other candidates
wiped out entire Strongholds in mere hours with unseen diseases and foul vaporous
and Lord Burr’s lightning actions and approval from the Horned Rat and the
airs. The Plague Priests of Clan Pestilens easily defeated the weaker Clans owing
council assured him success and ascendance to a Council seat.
allegiance to Lord Azarskittar. Clan Pestilens conquered or subdued most of
Lord Burr is a cunning individual, has great degree of control in the Under-
Azarskittar’s strongholds and besieged Lord Azarskittar’s remaining holds. All of
Empire and Skavenblight. Enigmatic and very reluctant politically, it perplexes the
Skavendom was reeling from the shock of this surprise attack. Before other
other members as to what Lord Burr’s motivations or goals are. It is believed that
Skaven could send assistance, however, Lord Azarskittar rose from his slumber to
the appointment of Lord Paskrit was engineered by Lord Burr, and the two have
deal with the upstarts challenging his authority. With his elite shock troops, the
been closely allied.
Khesherisk, his own private clan, nearly all his children, led personally into battle
Lord Burr, although the second most powerful Grey Seer, remains aloof of nearly
by the enraged Lord Azarskittar, they managed to break the siege on their
all Grey Seer activities. Lord Burr has and will always be viewed as an outsider by
stronghold and relieve and defend all the remaining strongholds in a series of the
his fellow Grey Seers, since he was simply a minion first and only then later a Grey
75
THE BOOK OF THE RAT
bloodiest battles in Skaven history. Casualties on both sides were horrifying, and political connections, ability, and experience that allowed his ascent to the Council.
the atrocities that were committed unspeakable. By the time further Clan Pestilens All of the other members are quite happy with his appointment, since he is quite
forces were called up, Lord Azarskittar had received fresh reinforcements and the manageable. A fine tactician, his ability to keep order and prove successful in
war came to a stalemate. Although Lord Azarskittar was able to hold off Clan battle without seeming too competent is what has allowed him to remain in the
Pestilens, the cost was great and Lord Azarskittar had lost most of his original Council.
domain. Having fought to a draw in the area, Clan Pestilens postponed their Lord Paskrit an aging yet fit Skaven, whose life has been extended unnaturally
conquering of the entire Southlands and moved towards Skavenblight. Nurglitch, by the Horned Rat. His patchy brown fur cannot hide the toll of decades of
the Plaguelord, would later kill one of the Lords of Decay, Lord Kerikek, Lord warfare, and his body is crossed by numerous visible scars. He has also lost two
Azarskittar’s closest and most valuable ally, and then ascend to the Council despite digits on his left hand as well as his left eye, which he covers with an eyepatch.
Lord Azarskittar’s bitter resistance, gaining legitimacy and preventing Lord Lord Paskrit is most conscious of his tail, which has been severed in half, and he
Azarskittar from taking back his domain. feels inadequate about this, and tries to keep his stunted tail out of sight.
Having lost well over half his domain, as well as his only ally on the Council,
Lord Azarskittar has been a strong rival to Clan Pestilens, and later used the failed Lord Verminkin, Packlord of Clan Moulder
Red Pox ploy as a pretext to remove Clan Pestilens from the Council, inadvertently
starting the second Skaven civil war, in which Azarskittar managed to reclaim only
a few of his lost holdings at a terrible cost to both sides. Azarskittar’s place on the The occupant of the Eleventh Seat of the Council is Lord Verminkin, who is not
Council has been weakening for years as others use and manipulate his hatred of the most proficient breeder of his Clan, but certainly one of the most politically
Clan Pestilens for their own gain. Many in the Council view Clan Pestilens as far astute, and one of the most mercenary members on the Council. Constantly
more beneficial ally than Lord Azarskittar, and Lord Azarskittar’s future looks very playing off all the factions, selling his services to all parties, Lord Verminkin revels
bleak indeed. in the position that this power gives him. His heavy-handed approach to politics is
One notable success was his cooperation with the Grey Seers for the Crusades by carefully calculated to conceal his behind the scenes maneuvering. Lord
the Arabians against the Old World countries. Unbeknownst to both parties, the Verminkin is one of the Council’s most active and unpredictable members. Under
whole arrangement was originally conceived by Greylord Skrisnik, who sought to his control, Clan Moulder can only continue its experience further successes and
prop up Lord Azarskittar’s flagging influence, and attain some occult knowledge greater prestige.
from some lost Khemri tomes. None alive are aware of Greylord Skrisnik’s role in Lord Verminkin is a heavyset Skaven, larger than most, with shocking red fur
these crusades. that makes other Skaven uneasy. He often seems preoccupied, always toying about
Azarskittar’s long life has been attributed to his diet of the flesh of slaves and with something on his person, but his roving eyes betray his absentminded act.
captives, particularly humans, and his Khesherisk Guard will only eat the same. Special Note: Lord Verminkin exudes a strange musk, one that has a profound
Another factor or possibly a side effect of his longevity, is his need to hibernate for effect upon some of the creatures that Clan Moulder raises. All creatures that have
months on end. While hibernating he simply is not aware of all the scheming and been crossbred with rats, as well as rats of any size, are pacified by this musk.
conspiring going on within the Council, although to assume that Azarskittar is Those creatures wishing or instructed to attack Lord Verminkin must make a
ignorant of all that goes on is a mistake, since nothing can be certain in the Under- Leadership Test on their own Leadership and not that of their handler in order to
Empire, and Azarskittar has used his seeming indolence to his advantage on a attack Lord Verminkin
number of occasions. Lord Azarskittar bears many rewards of the Horned Rat,
indicating that he once, and may still have the approval of the Horned Rat. Lord Kratch Doomclaw-Clan Warlord of Clan
Although Lord Azarskittar is no longer the political threat he once was, he is
probably the most fearsome and dangerous fighter in the Skaven Under-Empire. Rictus
Lord Azarskittar is incredibly strong and fearless. Large and well-muscled, Lord
Azarskittar bears several twisted and long horns, resembling those of a Verminlord.
The occupant of the Fifth Seat of the Council is Kratch Doomclaw, a competent
He is almost wholly encased in strange black armor bearing the sign of the Horned
yet declining member. The successes of Clan Rictus are fading, and Lord
Rat. The bloodshed he caused during the war with Clan Pestilens has now become
Doomclaw is exerting nearly all of his energies just to maintain his Clan’s
the stuff of myth, and his appearance strikes fear in all but the most powerful of
precarious hold on the Council. It may just be that Clan Rictus has held its power
Skaven.
for too long, and it is simply Lord Doomclaw’s misfortune to represent Clan Rictus
Special Note: Rewards of the Horned Rat: Lord Azarskittar has been blessed by
during these difficult times. Most of Clan Rictus’ loss of power can be directly
the Horned Rat in a way that none others have before. Firstly, Lord Azarskittar is a
attributed to the successes of Clans Eshin, Moulder, Pestilens, and Skryre, as well
Chaos Lord (StD: 118). The benefits are as follows:
as the growing influence and activism of the Grey Seers. Clan Rictus has also
Chaos Armor: Lord Azarskittar has 3 Armor Points on all locations!
suffered from an increasing pressure from Goblins trying to take back Crookback
Daemonsword (Verminlord Bound): Two handed (-10 I, +2 S), Dispels Auras,
Mountain, and heavier losses in Warpstone recovery attempts.
+80 to hit, Azarskittar can test on Sword’s Will Power (89), any Wounding hit
Lord Kratch Doomclaw has turned bitter and calculating, using his resources to
kills! Steals Strength Points. (Don’t believe it? See Realms of Chaos, Slaves to
the potential. The mining, the slaves, and Warpstone meteors are the only things
Darkness page 95).
ensuring his place on the Council, and he often resorts to employing them as
Azarskittar also suffers from Hunger (See Rewards of the Horned Rat)
economic threats or rewards. Lord Doomclaw is secretly fearful that either Arch
Horns (+1 Attack: Gore, when charging).
Plaguelord Nurglitch or Lord Gnawdwell may seek remove him from the Council
Azarskittar also exudes a very powerful Musk of Death, which causes Fear in all
in the future.
Skaven.
Lord Kratch Doomclaw plays a conservative role in the Council, seeking to delay
Council policies to give himself time to determine the implications and motivations
Lord Paskrit, Warlord-General of All Skavendom behind every measure. Lord Doomclaw also assumes an outspoken and mocking
position, seeking to maintain a balance and his own hold on power.
Doomclaw’s name comes from the Clan artifact that he wears on his right hand,
The occupant of the Fourth Seat of the Council is Lord Paskrit. He bears a grand
a strange piecemeal gauntlet that is reputed to discharge magical energy. Lord
title, but has considerable less power than such a title would seem to indicate. A
Doomclaw is very meticulous in his appearance, often dressed in the best of
lackey for the Grey Seers, Lord Paskrit is more ignorant of the various factions than
Skaven armor and putting on the most fierce airs of airs.
most Council members and is constantly being toyed with unknowingly. Lord
Special Note: Lord Kratch has a special artifact known as the Doomclaw: The
Paskrit is not stupid, and is quite intelligent in relation to most Skaven, he is
Doomclaw is the product of Clan Skryre and Grey Seer craftsmanship. It is a
simply outwitted by the other members since he lacks the political experience and
framework gauntlet with small Warpstone pieces attached to electrodes. When
is constantly distracted by his other duties.
Kratch Doomclaw uses a metal weapon, he can discharge a bolt of Warpstone
Lord Paskrit arose to his position on his merits as a general. He had long served
lightning along the blade. If the attack hits his opponent or the opponent parries
Council, and when his leader, the general died in the middle of a disastrous battle,
with a shield or metallic weapon, they will automatically take damage from this
possibly at the hands of Lord Paskrit, he assumed the command of Warlord
crackling electricity. No damage if the attack is avoided by a Dodge Blow. The
General. It was during this bleak and losing battle that Lord Paskrit faked a retreat
victim takes an additional automatic Strength 6 hit! Furthermore, non-magical
against the Undead foe, and then enclosed and ambushed them, destroying them
armor does not reduce the damage. This is in addition to the damage caused by the
and one of Nagash’s best necromancers. It was this success, as well as his lack of
76
THE BOOK OF THE RAT
weapon wielded in the gauntlet. Furthermore, the bolt may stun the opponent, with further criticizes the Council on its undue attention recently on humanity. Lord
a base 20% chance and +5% for every point of damage caused. Head strikes add Vittrik has an intense fear and a hatred of humans, and would rather ignore them
+20%. The Strike to Stun skill does not add any bonuses to this stun, due to the then bring humanity to an awareness of the threat that Skavendom pose to those
electrical nature of the attack. Creatures immune to electrical attacks, such as living on the surface.
Dragon Ogres, do not suffer the damage from the electrical attack. The source of Lord Vittrik’s fear stems from an incident where he was recovering
Warpstone in the Empire and nearly lost his life and the Warpstone when his group
Arch Plaguelord Nurglitch of Clan Pestilens was set upon by Templars of the White Wolf. Nearly all of his party was destroyed
and he barely accomplished his task. Upon his return, rival Seers attempted to
belittle his mission and accused him of incompetence, and ever since he has given
The occupant of the Eighth Seat of the Council is Arch Plaguelord Nurglitch. into his fear and contempt of humanity.
After the failure of the Red Pox and the second Skaven civil war, Clan Pestilens Lord Vittrik is very scholarly and knowledgeable for a Skaven, and is a patron of
suffered greatly and started to decline in power. However under the rulership of Clan Skatchr, with whom he had worked very closely with. In fact Lord Vittrik is a
recent competent leaders, such as the Arch Plaguelord, Clan Pestilens has secret hoarder of Warpstone, with a personal reserve that would rival that of a
experienced a meteoric rise of power once again. The Plague Priests are imbued successful Clan. Lord Vittrik has concealed it very well and is plotting to use it
with renewed sense of enthusiasm and even the Clanrats are whipped into a fervor effectively as a means of finding support within the council.
that is nearly unheard of. Lord Vittrik is quite indistinguishable from the average Grey Seer, an image that
Arch Plaguelord Nurglitch has proven to be one of the most exceptional and he actively promotes, since it is this anonymity that he heavily relies upon.
dynamic leaders of the Council. The others envy and fear him, but constantly find
themselves grudgingly relying on him to some degree. It is only a matter of time, it
seems, before the Arch Plaguelord seizes a more powerful chair, the only question
is whose seat? The weakened members fear him, but to deceive and placate these
worried opponents, Nurglitch often supports their measures and props up their Clan Pestilens Diseases
positions with his own power. His real plot is more threatening than most imagine.
He plans on seizing a higher seat, allowing another Plaguelord to take his seat,
The Plague Lords of Clan Pestilens have manufactured many diseases, a
nominate one of his generals as the next Warlord-General, and destroy one of the
blending of magical illnesses, toxins and microbiological life forms found in Old
lesser seats and give that to another Plaguelord as well. He has been carefully
Slann temples, and everyday microbes. These diseases vary in form and effect, and
training and educating several to fulfill these roles, but his proteges have been
are engineered for specific purposes. Most of these have not been released on an
carefully watched and trained so they are less of a threat to the Plaguelord. No
epidemic scale, but have been tested in small areas to determine their effectiveness.
Skaven, other than Nurglitch himself, knows the true nature of his plotting. An
Transmission: The way in which the disease agents are transmitted. Those
ambitious plan, only time and chance (and the will of the Horned Rat) can decide
exposed to a carrier through this means of transmission must make a disease test.
whether it will succeed.
Duration: The normal length that the pathogens remain active.
Arch Plaguelord is an emaciated and sickly-looking Skaven, with dark matted fur
Incubation: This is the period in which the character is infected and can transmit
and panicky eyes, but in truth the Plaguelord is quite fit and healthy. He only
the disease, but does not show any severe physical illness or symptoms.
wears robes befitting his station as the Lord of the Priesthood of Pestilence.
Disease Test Modifier: The bonus or penalty to the Toughness test to resist the
Special Note: If the GM is using some of the Clan Pestilen’s Clan Secrets, than
disease.
the Archlord will have concealed on his person a half a dozen concealed Jokaero
Weapons (see Warhammer 40k), taken from a Slann temple, and he may also carry
on himself a Conversion Field. Beggar’s Blindness
Transmission: Through contact with infected people
Lord Gnawdwell, Clan Warlord of Clan Mors Incubation: d3 days
Duration: 3 days
The occupant of the Sixth Seat of the Council is Lord Gnawdwell, a cruel, Disease Test: Standard
aggressive, and brutal member, angry at his lack of power, unpredictable in his Beggar’s Blindness is known as such due to its rapid spread through slums and
rage and often upsetting the careful plotting of the other members. Maybe it is for other poor sections of human cities, creating new homeless. The disease attacks
this reason that the Horned Rat has allowed him to maintain his seat, adding to the the nervous system, and after the incubation period the victim suffers a temporary
chaos of Council proceedings. Unpredictable, Lord Gnawdwell has been chipping loss of sight. After three days another Toughness test is taken, and if this is failed,
away successfully, albeit erratically, at the power of Lord Kratch Doomclaw, and than the loss of sight is permanent, otherwise vision returns as normal.
has proven on a number of occasions to be a surprising threat to coalitions of (Clan Pestilens introduces this disease at isolated Dwarven or Goblinoid
power. Outposts to weaken the defenders, and then simply attacks them. This disease has
Lord Gnawdwell has exceptionally thick bones and a huge frame for a Skaven, also been used in human cities to cause unrest.)
being almost the same size as an obese Skaven, but every inch is muscle. His dull
looking beady eyes seem incapable of anything but the most severe of stares,
belying the occasional genius that is betrayed by his seemingly spurious gestures. The Flux
Lord Gnawdwell is a humorless and vicious individual, fearless, ruthless, and
despite his madness, incredibly clever. Transmission: Through contact with infected people, rats, or Skaven
Special Note: Lord Gnawdwell has a small hoard of priceless Dwarven Artifacts Incubation: d4 days
at his disposal, and many lesser artifacts such as the Amulet of Adamantine that he Duration: Four or more days
always secretly wears. Disease Test: Modified by –10 to Toughness.
The Flux is amongst the most frightening and obscure of diseases. It causes
violent muscle contractions and internal hemorrhaging. On the first day of
Lord Vittrik symptoms, the sufferer has all of their characteristics halved and suffers d6
wounds. Each hour where and violent activity occurs within (fighting, running,
The occupant of the Last Seat of the Council, and its weakest member is the Grey laughing) causes a further d3 Wounds. Each day after the first, a Disease test may
Seer Lord Vittrik. Lord Vittrik has not been the newest to attain a seat, just over be made. If this passes, the symptoms pass, and the character begins recovery.
two centuries ago, but Lord Vittrik holds this precarious seat. Lord Vittrik has They lose no more wounds, but for the next three days their characteristics are still
been constantly attacked by his opposite on the Council, Lord Gnawdwell, and he halved. If they fail the roll, they continue to suffer d6 wounds each day due to
must be constantly on guard for other foes on the Council who recognize his massive internal bleeding, and their characteristics are halved, and any violent
tenuous hold on the Council. actions cause damage. No normal healing is possible until a Toughness test is
Lord Vittrik leads a faction of Grey Seers that are often critical of Lord Kritslik’s passed, or the character received magical assistance (such as a healing spell), or
policies. Extremely conservative, Lord Vittrik feels the Council often strays from receives effective medical treatment. The disease continues until a Toughness test
the Horned Rat’s desires, and becomes too focused on its own petty rivalries. He is passed, or the patient dies.
77
THE BOOK OF THE RAT
(This is one of the more effective of Clan Pestilens’ diseases. It is only used at of the response, but rather this is used to sow discord and open rebellion.
critical moments in populated cities, and except for the occasional experiment, has Particularly effective in Goblinoid holdings, and to a lesser degree in human towns
seen little use by Clan Pestilens.) and cities. It is often unleashed upon human communities in retaliation for a
Skaven defeat.
Gastric Gripe
Volksburg Plague (or Volkburg Scare)
Transmission: Through tainted water
Incubation: d12 hours Transmission: Through contact with infected people
Duration: 3 days Incubation: d6 hours
Disease Test: Standard Duration: 3 to 6 days
The Gastric Gripe is more an inconvenience than anything. The disease causes Disease Test: Disease Test at -20
severe bloating and painful cramps, and the sufferer cannot excrete wastes. This disease gains its title from the small town where the panic first occurred.
Eventually a foul gas is emitted. The sufferer is unable to walk, and all other Within hours, the town of Volksburg lay abandoned as the townsfolk fled from the
actions are at –20. epidemic. The damage the disease caused was quite unspectacular however. Upon
(Clan Pestilens developed this one to kill, but unfortunately its virulence was their return the townsfolk discovered that the nearby mines had been tampered
dramatically reduced in the manufacturing process. This disease is still routinely with, and excavations had been made deep within the mine.
used to maliciously inconvenience enemies.) This disease, although not damaging, is dramatic in its effects. Within hours,
there is violent hacking (-10 to all actions) and vomiting. The victims are covered
Morr’s Grin in festering boils that appear almost instantly upon the bodies (-20 to all Fel and Ld
tests), and they suffer a rising fever. It resembles many other plagues, hence the
paranoia and fear that this disease causes.
Transmission: Through contact with infected people, tainted fluids
Incubation: d3 days
Duration: Three days to a week The Wasting (Paralysis, saps strength)
Disease Test: Standard
This disease has acquired its name from the horrible grimace left upon the dead. Transmission: Through contact with infected people
This body causes a Disease that stiffens the body and robs its vitality. The body Incubation: d6 days
suffers from a sort of rigor mortis, while the disease runs rampant through the Duration: 2d3 days
body. Every day after the appearance of symptoms, the sufferer must make a Disease Test: Disease Test
Disease test, or lose a point of Toughness. If this test is successful, the victim This disease attacks one’s strength, causing the muscles to tremble and ache.
recovers. If not, the victims Toughness slowly dwindles away until they die or pass Each day the victim must make a Toughness test, as soon as one is passed, they
the ever-more difficult tests. While the disease runs its course, the character loses effects of this disease subside. Those who fail lose a point of Strength, and upon
all Movement, and Initiative is effectively 10. reaching zero Strength they die. Those that lose half or more of their Strength
Upon recovery, the Movement points and Initiative increase by 1/10 until back to points must make a Toughness test or permanently lose one Strength point.
normal, but all Toughness points are lost permanently. Strength points recover at the rate of one point every three days after the disease
(This disease is a particularly powerful one, and is often used against Dwarves has run its course.
due to the diminishing of Toughness)
Da Lumps (Orc Sickness, causes Dementia, boils burst out, and then internal
Sleeping Sickness bleeding)
1). Determine Complexity of Device Cost: The cost of the construction is based on complexity. Every point of
The complexity of the device is based on the basic complexity of constructing an complexity is equal to one-fifth of a Warpstone token, so that every five complexity
invention of that type and size, and upon the number and complexity of attributes points raises the cost for the construction by one Warpstone Token. This is the
selected for that invention. The total complexity of the invention is the complexity cost for every attempt at construction. If the GM determines there are extenuating
inherent in the creation of the device, modified by any attributes designed into the circumstances, than the GM may raise the cost. Often an Engineer will have to
device. This number is the Complexity Rating and will be important in hire numerous guards and offer bribes and gifts to his superiors in Clan Skryre. All
determining the necessary time, materials, and difficulty of constructing the or part of the cost may have to be raised by the Engineer themselves, although
apparatus. many Engineers have enough influence to have Clan Skryre provide all the
materials. Should an Engineer need such assistance, there should be extensive
2). Determine Blueprint Writing Time and Success role-playing and plotting to acquire this aid.
The Skaven Engineer will first design a blueprint for constructing the invention.
An Intelligence test is taken to see how successful the blueprint designs are. Cost of Construction
Modifiers for the test are listed below. Any of these modifiers can be applied, and Each Point of Complexity = 20% of a Warpstone Token
then the when the roll is made, the Complexity Rating is subtracted from the
modified Intelligence. So that the greater the complexity of the device, the less Duration: The duration time for construction differs from that of the blueprints.
successful the roll will probably be. The amount of time depends on a scale of complexity. The complexity for simple
The Blueprint roll acts as a normal Intelligence test, with a few minor variations. items, those under complexity of eleven, is one day per complexity rating. The
If the Engineer rolls a critical success, a double on d100 (e.g. 11, 44) that is equal more complex objects, over ten, require one week per complexity point.
to or lower than the number necessary for success, than the Blueprints are of
exceptional quality and add +10 to the Construction roll as long as the Engineer Duration time for construction
keeps them (if stolen or lost, the benefit is lost, and the Engineer must design a new Complexity Time
blueprint as above). If the Engineer rolls a critical failure, in other words a double 1-10 (Complexity Rating) x days
(e.g. 77 or 00) on a d100 that exceeds the number needed for success, than the 11+ (Complexity Rating) x weeks
blueprints have a fatal flaw in them, and the device will be discovered as
unworkable after construction. Assistants: The construction of a new device is always very difficult,
Having finished drawing up the blueprints the Skaven Engineer may then and almost always requires some assistants. These assistants can range from
appraise the merits of their blueprint. A character can make an Intelligence Test laborers to artisans to Clan Skryre Engineers. The number of assistants is also
after designing the blueprints. If the Intelligence roll is successful, the character dependent upon the device’s complexity. See the table below for details.
will know whether or not the original blue prints are functional. If the character
fails the roll, they are uncertain of the blueprint’s success. If the Engineer rolled a Number of assistants (for construction)
critical failure on the blueprinting roll, than the Engineer requires a critical success Complexity Required # of assistants
on the proofreading roll to notice the important error. 1-5 2
All of the rolls should be made by the GM. If the character discovers that their 6-10 4
blueprints are wrong, they may go back to the drawing board, and after the 11-15 6
appropriate amount of time, make another roll as described above. 16-20 10
21-30 15
Time is the (complexity of device) x (complexity of device)=# of hours 30+ 24
Modifiers to blueprint rolls: (Intelligence) – (Complexity Rating) (+/- following Construction roll: After determining the time, the cost, and the number of
modifiers): assistants necessary, then the Construction roll can then be made. The construction
roll is another modified Intelligence Test. Modify this test by the Complexity
Engineer has the skill “Advanced Warpstone Experiments” +10 Modifier listed below, and can be modified by a critical success on the
Engineer has the skill “Art: Drafting” +10 Blueprinting roll, or any of the modifiers below on the Construction Test Modifiers
Engineer does not have “Advanced Warpstone Experiments -20 chart.
Engineer does not have Art: Drafting -20 If the Construction roll is successful, device was built correctly. A critical
success (doubles on d100 under the number necessary) indicates a machine of
Additional Skills: -10 for each of the following skills that the Engineer does not superior construction. If unsuccessful, the device is not functional or usable. If a
possess: fumble (doubles over number needed) occurs during construction, than a disaster
happens! If Warpstone was involved in the construction, then a Warpstone
- Arcane Language Clan Skryre explosion occurs, doing a S6 hit to all present during construction, and all take
- Carpentry exposure of Warpstone Corruption at a level equal to the complexity of the
- Chemistry weapon!
- Craftsmanship: Weapons (if building a weapon)
- Engineering Construction Test Modifiers
- Metallurgy Assistance of a Grey Seer +10
- Secret Signs: Clan Skryre Construction in Clan Skryre Forges in Skavenblight +20
- Smithing Penalty for Complexity:
- If the Skaven does has all the skills listed above, add +10 to the Skaven’s Int test. 01-05 -10
06-10 -20
Modifier for Complexity 11-15 -30
01-05 -10 16-20 -40
06-10 -20 21-30 -50
11-15 -30 31+ -60
79
THE BOOK OF THE RAT
concealed blade in his bracers picks up another Skaven and is shaking it by the
Weapons collar, and then triggers the concealed blade, the flies out from the bracer and into
The process of designing weapons is similar to construction of other inventions. the throat of the frightened and shaken Skaven. If the GM deems that the device is
First, the weapon must be constructed, and the attributes or magical powers added unwieldy, there may be a –10 penalty to WS and or to parrying. This device adds a
to it during the construction process. The size of the weapon will determine how complexity of +1. This concealed weapon can not be noticed unless the concealing
many attributes the weapon has. By merit of its size and mass, a halberd can bear object is carefully examined. Many Skaven spies who are captured or apprehended
greater enchantments than a small dagger. Each weapon designed is thus limited often escape through a carefully concealed blade in their armor or equipment.
by its size and the number of attributes that the weapon can possess.
Each weapon has two complexities that are added together to determine the total Envenomed Blade- This weapon bears a hollowed reservoir within their blade,
complexity. The first is the Basic Complexity, the inherent difficulty in simply and when the weapon strikes the weapon user can inject the poison up through the
constructing something in that form. Added to this Basic Complexity is the blade and into the wound. The blade can hold a small dose of a poison or toxin.
Attribute Complexity, the increased difficulty in constructing that weapon due to When the bearer gets in combat, they can operate the mechanism, and the blade
the incantations, construction, and special technology needed to create special will deliver one dose of that poison for each wounding attack for the next three
attributes in that weapon. The Total Complexity of the weapon is the cost of its rounds. All around will notice the venom dripping from the blade. The bearer, if
inherent form (Basic Complexity) and its special abilities (Attribute Complexity). they wish to conceal the nature of the weapon, can attempt to inject the dose upon
For melee weapons the number of attributes is limited by its complexity. Under striking their opponent. Upon hitting in hand to hand, the bearer can then make an
no circumstance can a melee weapon’s Attribute Complexity be greater than the I test to operate the injection mechanism and thus squirting the poison out into the
weapon’s Basic Complexity. As such, the total of the weapon’s Attributes equal to surprised opponent. If the bearer fails the I test, the enemy pulled away before the
or less than the Basic Complexity of the weapon or device. hit could damage, and if they succeed in the I test the enemy is poisoned by one
dose.
Melee Weapons: Weapon’s Basic Complexity >= Weapon’s Attribute These weapons are slightly weaker due to the hollowed out portion, and thus are
Complexity broken by a parry that scores a double, or automatically broken if parried by a
sword breaker.
Melee Weapon’s Total Complexity = (Basic Complexity + Attribute Complexity) After combat, the reservoir within the weapon can be refilled. This attribute has
a complexity of +2.
The rules for Firearms are similar to the melee weapon rules, but there is another
factor that contributes to Weapon’s Attribute Complexity: Maximum Strength of Exposed Warpstone Blade- Exposed Warpstone Blades are carefully
that weapon. Every firearm has a basic strength based on its size. A Firearm may manufactured with the cutting edge imbedded with pieces of warpstone. Any hit
have its strength increased up to the Maximum Strength limit listed on the chart with a Warpstone Blade increases the Warpstone Corruption of the victim by +1
below for that weapon type. The Basic Complexity of a Weapon is listed on the for each +1 of warpstone taint. Each +1 of warpstone taint increases Attribute
chart. Every increase in the Effective Weapons Strength counts as an Attribute Complexity by +1. These weapons are dangerous. If fumbled, the weapon may hit
with an Attribute Complexity of +1. Other Weapon Attributes may be given to its owner. Their manufacture makes them delicate, and these weapons can be
firearms as well, and these are listed under Weapon Attributes. The number of broken as by a successful parry that scores a double result on both tens and ones,
Attributes that may be given to a firearm may not have a combined complexity that example: 11, 44, etc.
exceeds the Basic Complexity of that firearm.
Gas-emitting Weapon (Firearms only)- Skaven weapons designed to emit gas
Firearm Complexity: Basic Complexity >= Attribute Complexity (including often have strange bulbous canisters attached to the weapon, or some sort of
Strength increases) bellows mechanism. The complexity of this weapon varies. Every point of
complexity may either allow one shot of this weapon, or allows this weapon to fire
Firearm Total Complexity = Basic Complexity + combined Attribute Complexity a jet of gas 10 yards, so in order for it to fire only one blast 10 yards requires an
Attribute Complexity of +2. The possible types of gases are listed on page 80 in
Weapon Type Basic Complexity Attributes the WFRP rulebook under “Typical Traps” in Section 2: The Gamemaster.
1 Handed Weapon 2 2
Increased Range (Firearms only)- Some Skaven firearms have absurdly long
2-Handed Weapon 3 3
barrels, or strange warpstone telescopic lenses mounted above the barrel. These
Missile Weapon: 3 3
weapons have enhanced ranges. Each +1 complexity, adds +2 yards to Short
range, +8 to Long, and +25 to Extreme Range to the normal ranges for that type of
Weapon Type Basic Basic Maximum weapon.
Complexity Strength Strength
Pistol sized 4 3 5 Prosthetic Weapon- See Warpstone & Prosthetics.
Rifle sized: 5 4 6
Larger than rifle sized: 7 5 7 Razor honed blade- The warpstone is blended into the metal to create a strong
Artillery: 12 6 10 and finely honed razor sharp blade. For each +1 bonus to damage, Attribute
Complexity increases +1 per +1 bonus to damage.
Vermin Blades- Vermin blades are quenched in the most foul of effluvia where Propeller driven nautical device-The normal complexity is +10, but if the
the warpstone in the blade absorbs the filth and swells the blade with contagion. A vehicle is designed to be submersible, than its complexity increases to +15 and it
weapon manufactured as a Vermin Blade causes infected wounds and has an requires the attribute “Sealed Environment” described in additional attributes. Can
Attribute Complexity of +2. use Treadmills, Steam or Warp Engines to power it, the latter two only if
submersible.
Vehicles Treads- This apparatus has treads that are used to move the vehicle along. Top
speed if 4, and if it strikes a prone target, it delivers a S 8 hit. These treads add
Vehicle production varies somewhat from Weapon Construction due to the +10 to complexity, and are often added to burrowing devices (which only adds +5
complexity of the objects. These vehicle’s can be armed with weapons, that are additional complexity due to the design of a burrowing device).
either added to the complexity or can be constructed separately.
There are several elements to a vehicle that need to be detailed. First of all is the Treadmill Wheels- If these are used to both power and move the device, then
means of empowering the vehicle. Each vehicle needs some way for the vehicle to there is no additional complexity penalty, but exposes the treadmill rats to attacks.
be powered. Another element is the means of locomotion, the actual method of If treadmills are used as the engine, to power another form of locomotion, then
moving that is powered by the energy source. As important is the size of the there the locomotion and engine are considered separate.
vehicle.
Wheels- Hooking up the wheels to the power system adds +5 to complexity. If
Vehicle Power Source the device is hooked up to a pulled vehicle, there is no penalty to complexity.
Pulled: This is the least complex manner of moving a vehicle. It adds +2 to the Size of Vehicle
complexity of the device, and the Movement rate of the vehicle is equal to the M
characteristic of the creature pulling x 25%. For each creature pulling it adds an One Exposed Skaven Driver or Pilot- Adds +5 to complexity, Toughness: 5
additional 25%, so that 4 draft animals will give 100% of M. The fastest rate of Damage: 10
travel is Running, which requires some kind of drive or pilot roll each round to One Enclosed Skaven Driver or Pilot- Adds +10 to complexity, Toughness: 6
maintain control of the vehicle. Damage: 15
Two Exposed Skaven- Adds +8 to complexity, Toughness: 6 Damage: 16
Steam Engine: This technology has been stolen from the Dwarves, although the Two Enclosed Skaven-Adds +16 to complexity, Toughness 7, Damage 24
boilers are substandard and these power sources are unpredictable and prone to Each Additional Skaven- Adds +3 to complexity, +5 to damage
constant malfunction. The steam Engine adds +10 to the Complexity. Movement
rate is usually 4. Each additional engine adds +10 to complexity and +1 to M. The Vehicle Additions
engine malfunctions on all piloting rolls that are doubles (including rolls under the
pilot’s skill!) Additional Armor- +2 per Damage Point on vehicle
Armored Hatch- Prevents easy entry into vehicle, Toughness: 6, Damage: 10
Treadmill Wheels: These are usually powered by Giant Rats. Each pair of Battering Ram- When ramming a building or wall, with an attached ram, the
wheels increases the Complexity of the Vehicle by +2 per set. The movement of Move rate at contact is doubled to determine the Strength of the attack, and all
the vehicle is equal to 2 + d6, rolled each round. Each additional pair of wheels damage is doubled. The ramming vehicle takes a hit at its move rate, and damage
adds an additional +1 to the base Move, up to a base move of 4 + d6. Treadmills to itself is not doubled. For every point of damage that a ramming vehicle inflicts
break on all rolls that are even doubles (66, 88, 00) over the pilot’s driving or upon itself from the shock of impact, there is a 5% chance (cumulative) that the
piloting skill. ram is unusable.
Explosive Ram- This is a long torpedo like device mounted on front of the
Warp Engine: Although this device is complex, the Skaven are quite experienced vehicle. Upon striking a building or wall, it delivers a S10 hit, double damage,
with the unpredictable nature of this substance, and make efficient use of this upon the wall or building, and a S5 hit upon the vehicle ramming. Any damage
incredibly powerful and compact engine. Complexity is increased by +5. The received by the ramming vehicle is doubled as well. Explosive ram is destroyed
Warp Engine usually provides a base Move of 5, and a second additional engine after ram.
adds +5 to complexity and increases the Move by 1. The engine malfunctions and Fireproofed- Vehicle not flammable
breaks down on all doubles over the pilot’s skill. Interior Lighting- Requires a Warp Engine or Warp Generator
Oxygen Unit for Skaven- +3 per Pilot passenger
Locomotion: Attribute Cost [Speed] Revolving Turret Mount- Open, moves about 360 degrees. Adds +3 to
complexity if the mounted weapon is only a firearm. Complexity +10 if an
Burrowing- This strange device is an item designed to dig through the earth. Artillery Weapon, and can not be mounted upon a vehicle with less than a
Whatever the normal speed of the device, its Move is halved when clawing its way Toughness less than 7, or on flying vehicles. An Armored Hatch can be included at
through the earth. It adds +15 to the complexity and requires a Warp or Steam an additional cost.
Engine to operate functionally. This device also does damage to a building or wall Sealed Environment- +5 (immune to gas until hull is damaged), vehicle
equal to its Move rate (not halved for burrowing!) each round it is in contact. submersible, does not include Armored Hatch!
Strengthened frame- (+2 Toughness): +5 to Complexity, +10 Complexity for
Flying- (as a Swooper)-This device is incredibly complex, and has +30 to its flying devices
complexity and requires a Warp Engine to power it. Each additional passenger Telescopic Sights- +3 complexity. Allows distance sighting and observation,
above the driver adds +5 to the complexity of the device. Furthermore, this device +10 to BS if mounted with a weapon. Can be employed for one weapon or one
requires its pilot to learn some kind of piloting skill, and any chance of a Skaven pilot.
malfunction will most likely doom the pilot and device to a plummeting return to Modifiers for Artillery Weapons- designed into the weapon: Cost of Weapon
mother earth.
Warpstone and Prosthetics
81
THE BOOK OF THE RAT
First: Is the Skaven going to have a workshop available to them? If they have
Arms or Hands been successful with past creations, there will be immediate and hostile reaction
from other Engineers who find their own credibility and accomplishment
Beweaponed extremities-This turns a prosthetic limb into a weapon. The limb threatened by this up and coming rival. One way for them to prevent a rival from
is unusable except as a weapon. The weapon can not be concealed (unless the accomplishing their ends is to deny them a workshop. It may seem strange, but the
weapon is concealed). more successful a Skaven is, the more enemies they have, and the less likely they
are to be assisted in any manner. Of course those that manage to maintain a
Melee Weapons coalition of power between a small and powerful coven of engineers can easily
throw their weight around, but such coalitions dissolve quickly from internal and
Simple: Weapon must be one handed! Basic Complexity is 3, the number of external pressures.
attribute complexity points is limited to 2 (total complexity = up to 5 points) The second problem: Will the Skaven have the resources available to them? For
Interchangeable: Basic Complexity is 5, the number of attribute complexity the same reasons concerning the scarcity of workshops, many Engineers are not
points is limited to 2 (total complexity=up to 7 points) allocated the resources necessary to them. Often rivals will allocate them
substandard or useless raw materials to undo an Engineer’s work. Many Engineers
Missile Weapons must discover alternate methods to acquiring the necessary materials, gathering
together allies and seizing resources from other Clans, orcholds, Dwarfholds, or
Simple: Weapon must be pistol sized! Basic Complexity is 6 + Strength of attacks upon human settlements. Of course such unauthorized activity can be very
Weapon (Maximum Strength possible: 5). (Can be Concealed). dangerous if it comes to the Council’s attention, and such activities have been the
Increased Strength: Basic Complexity if 5. Strength, for that hand only, can be undoing of many Clan Skryre Engineers.
increased by +1 points per Strength at a complexity rating of +2 per point of Once the workshop and materials are available, there is always the problem of
strength. Maximum strength bonus is +3. Strength bonus is not applicable to apprentices. Most apprentices will probably be spies or saboteurs for rivals or
normal combat with weapons, unless the Skaven is using his claw in hand to hand, superiors in Clan Skryre, and within days these agents will have copied the secret
or arm wrestling or using that particular limb for specific purpose. blueprints and sabotaged the invention. As such, secret kidnappings,
interrogations, and assasinations against an Engineer’s own apprentices are routine.
Eyes The problem is this, that the best spies will often plant evidence on the most loyal
of apprentices, so that after a purge, all of the loyal apprentices are killed, leaving
Requires the uses of an Enchanted Warpstone Charm. The results are behind a secret cadre of clever spies!
unpredictable and unknowable until the Warpstone charm is implanted and has a Once the invention is under construction, all manner of things can still occur.
week to heal in. It is then that the roll is made for the construction to see the The Engineer may run out of resources. The Engineer may have killed all of his
results. apprentices and now have none to assist him. Furthermore their rivals will most
Success by 20 or more: Character has Excellent Vision now with that eye likely still be intervening: sabotaging the invention, killing the Engineer, blowing
Success by 11 or more: Character’s Night Vision is enhanced by 12 yards up his invention, burning down his workshop, flooding his workshop, stealing his
Success by up to ten: Eye works normally project, fabricating evidence of crime and reporting him to the Council or his
Failure by up to 10 points: Eye does not function, but has no ill effects superiors, or any other treacherous measures.
Failure by 11 or more: The eye gives the character blurry vision, and a slight Essentially this: the more ambitious and extreme (and powerful) the Engineer’s
disorientation, and all Search tests are at –10. project, the more likely it is that the Engineer will never complete it. These rules
Failure by 20 or more: The warpstone starts to grow into the recipients brain, and are not meant to be used to create devices for power-gamers. If that Warplock
the eye functions too well, creating images and making the character suffer from Engineer really wants his flying machine that showers down Warpbolts, that
hallucinations. Any time the character rolls a double score on their dice (e.g.: 11, Skaven had better really work for it! And then once its built, he likely to be
55. 100) they suffer hallucinations for d6 rounds, and must make a Cool test or murdered, have his blueprints and device stolen, and claimed by as their own by
suffer –10 to all actions. his superiors! Nothing comes easy… do not forget to warn the aspiring Engineer!
Ear
Sources for the Book of the Rat
Requires the uses of an Enchanted Warpstone Charm. The results are
unpredictable and unknowable until the Warpstone charm is implanted and has a The Enemy Within
week to heal in. It is then that the roll is made for the construction to see the Description of the Horned Rat under Proscribed Cult. That description as well as
results. Oliver Rosenkranz’s description formed a firm foundation for the Cult of the
Success by 20 or more: Skaven has Acute Hearing and can actually hear ringing Horned Rat in this book.
when within 100 yards of warpstone or warpdust. The Skaven may also hear the
dead talking as well! Lichemaster
Success by 11 or more: Character has Acute Hearing (+10 to Hearing tests) Provides some examples of Skaven speech as well as detailing a Skaven artifact,
Success by up to ten: Hearing returns to normal the Arca Chaotis.
Failure by up to 10 points: Ear does not function, but has no ill effects
Failure by 11 or more: The ear causes a constant ringing, and the Skaven can Restless Dead
hear voices. –20 to all Hearing tests. Grapes of Wrath adventure has material on Clan Scruten. Same adventure was
Failure by 20 or more: The warpstone starts to grow into the recipients brain, and in White Dwarf 98.
the eye functions too well, creating images and making the character suffer from
hallucinations. Any time the character rolls a double score on their dice (e.g.: 11, Warhammer Armies (3rd Edition)
55. 100) they suffer hallucinations for d6 rounds, and must make a Cool test or Offers a lot of material concerning Skaven armies, much of it fleshed out in the
suffer –10 to all actions. Skaven Armies (4th edition) book that came out later.
82
THE BOOK OF THE RAT
White Dwarf
Issue 93 provides an example of Skaven speech patterns on the inside cover.
Issue 98 contains The Grapes of Wrath, also in the Restless dead, detailing Clan
Scruten, and an advertisement on page 26 gives Rat Ogre stats and an example of
Skaven writing.
Issue 119 has an article written about the Skaven, quite in depth, but the same
article in Citadel Journal for Spring 1988.
Contributors
Graeme Davis-Graeme posted a description of Wolf Rats, Rat Ogres, and a few
other things (I believe Warpstone charms and the like) to the WFRP discussion list
and graciously allowed me to use this material.
Thomas Oesterlie & Marco Bizzaro-Offered suggestions and advice that changed
elements of this for the better!
Pasi Pohjanperä-Provided the name chart that I was too ambitious to promise and
too lazy to ever deliver upon.
Oliver Rosenkranz-Provided the basis of the Horned Rat description, and has a
listing of Skaven spells in the Warhammer Archive that would be of interest to
most roleplayers.
Noel Welsh-Offered suggestions and provided the colorful Aging Table.
DISCARDED CAREER:
SKAVEN TRADER
Successful Pedlars may escape the tedium of carrying their own goods and
risking attack, and having to barter by becoming successful. Instead of carrying
their own goods, these resourceful and wealthy Skaven employ Skaven Porters to
haul their goods for them. They also employ Skaven guards, and employ coinage
instead of relying solely on bartering. They learn to soften the costs of such a
nomadic lifestyle, and gain even more independence than Pedlars.
They may still fall foul of the other risks of such a lifestyle, like offending the
Clan Chieftain or not paying off nearby Renegades, but in general their life is
easier than those of most Skaven.
83
THE BOOK OF THE RAT
Index
Council Spy ......................................................................................................36
A Creatures of the Under-Empire .........................................................................55
Additional Skaven Clans.................................................................................. 67 Crookback Mountain ........................................................................................59
Advisor............................................................................................................. 17 Cult of the Horned Rat......................................................................................37
Age Disability Table ........................................................................................ 69 D
Agitator ............................................................................................................ 34
Artificer............................................................................................................ 30 Daemon Runt-Daemonic Mount.......................................................................55
Artisan, Skaven ................................................................................................ 18 Daemonrat Horde-DAEMONIC BEASTS ..........................................................56
Artisan’s Apprentice, Skaven........................................................................... 18 Daemons of the Horned Rat..............................................................................55
Assassin Careers Doomwheel.......................................................................................................51
Garrotter...................................................................................................... 23 Doomwheel Driver............................................................................................30
Assassin Careers .............................................................................................. 23
Culler .......................................................................................................... 23 E
Strangler...................................................................................................... 23 Ekrund ..............................................................................................................59
B F
Beast Hunter .................................................................................................... 25 Family, Skaven ...................................................................................................4
Black Agent ..................................................................................................... 34 Fester Spike ......................................................................................................60
Blackhunger..................................................................................................... 69 Forager..............................................................................................................17
Blood Hunter.................................................................................................... 13 Foul Peak ..........................................................................................................59
Blood Rats ....................................................................................................... 54
Breeder............................................................................................................. 26 G
Breeding Program Rules .................................................................................. 73
Grey Seer Careers .............................................................................................39
C Gutter Runner ...................................................................................................24
2
THE BOOK OF THE RAT