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Skaven items

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Sample Items of Skaven Technomancy

THIRTEEN INFERNAL

DEVICES

Steve Darlington

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Sample Items of Skaven Technomancy

ALIVE AGAIN POTION 

Description: This green stinking liquid canbe poured over any fresh corpse. Withinminutes, the warp-taint of the serum causesthe corpse to animate into a zombie.

Powers: When applied to a corpse, thecorpse becomes an Undead creature with3d10% in WS, BS, S, T and Ag. It has noInt, WP or Fel, 1 Attack and a Move of 2.They have the Undead and FrighteningTalents, but no other Talents or Skills. Thecreature is also completely insane and willact randomly – it will certainly not follow thewill of its creator. The transformation takes1d10 rounds.

Malfunction Chance: 30%

Warpstone Requirement: 100 tokens toinvent, a further 25 tokens per doseproduced

Malfunction Suggestions: The corpseburns away in a cloud of putrid smoke andash; the serum turns into Warpslime; thetransformation happens so quickly that theapplier cannot move out of range before the

beast attacks

BRAIN BOX  Description: As the name suggests, this isa box-like object with several four-inchspikes attached to it. It is placed on thehead of a subject and hammered downhard. This causes a Damage 5 attack tothe head. Removing the box kills thewearer.

Powers: While wearing the Brain Box, thesubject gains both the Black Hunger andFrenzy Talents, which activate in everycombat they enter. The wearer also gainsone Insanity Point for each day they wearthe box.

Malfunction Chance: 10%

Warpstone Requirement: 8 tokens tocreate, 2 tokens per day worn

Malfunction Suggestions: Wearerbecomes terrified or pacifistic; wearer has a

stroke and dies; wearer begins spoutingsecrets about his superiors or their battleplans

Variations: The masters of Clan Skryre are

trying to perfect a mind-control device touse on the surface races as well as theirown. So far this is the best they’ve beenable to do. Some more experimentalmodels also provide the wearer withmagical ability for a short time, or otherTalents.

BURN EYES 

Description: These thick goggles of glassand steel, very popular with WarlockEngineers, allow them to actually see thedistortions of Dhar coursing around theirwarpfire experiments. They also let themharness that fire and shoot it out at theirenemies.

Powers: The goggles have a MagicCharacteristic of 3 and can cast WarpLighting (TN 11) as a free action. Thewearer also gains the Magical Sense Skillat +20%.

Malfunction Chance: 20%

Warpstone Requirement: 37 tokens tobuild, 9 per hour worn

Malfunction Suggestions: The warpfireburns out the wearer’s eyes; the wearergains an Insanity Point from the constantsight of the Winds of Magic; the wearer’seyes adjust so they can only see throughthe goggles

Variations: Devices which can cast spellsare probably the most valued of any ofSkryre’s experiments, as Seers simplycannot be everywhere on the battlefield. Ifthey can only gather the resources, Skryrewould equip whole armies of skaven withitems that projects warpfire. They are alsoworking on a metallic catapult “stone” whichsummons Warpstorms every round onceactivated.

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Sample Items of Skaven Technomancy

DARK-DARK-ARMOUR  Description: This suit of black chainmailuses the warpstone woven through it toproject the Armour of Darkness spell in afield around it. The wearer thus gains

greater protection and becomes almostinvisible.

Powers: Those wearing the armour gain 3 Armour Points to all locations, as usual. Inaddition, the armour has a MagicCharacteristic of 2 and can cast Armour ofDarkness (TN 10) once per round as a freeaction (providing a total of 4 Armour Points toall locations). The wearer also gains theSilent Move skill at +10% (cancelling out thepenalty of the armour).

Malfunction Chance: 15%

Warpstone Requirement: 23 tokens tocreate, 6 tokens per hour worn

Malfunction Suggestions: The wearerbecomes completely invisible forever; thearmour becomes permanently bonded withthe wearer’s flesh; the warpfield glows with abright green light, instantly giving away the

wearer’s location

Variations:  The next step is to incorporatethis power into plate mail, or to improve theprotection granted by the spell.

DARKTEETH 

Description: These huge metal incisors arescrewed onto the wearer’s own teeth and jaw. Warpsteam pistons pull the jaw downwith terrible strength, allowing them to bitethrough steel.

Powers: The wearer of the teeth may chewthrough wood and metal as if it were flesh.In addition, if the skaven successfullygrapples an opponent, he may make oneDamage 3 attack per round, which has the Armour Piercing and Impact Quality.

Malfunction Chance: 10%

Warpstone Requirement: 20 tokens to

build, 5 per day worn

Malfunction Suggestions: The teeth lockshut, preventing the wearer from eating; thewarpstone pistons shoot upwards, tearing offthe wearer’s nose; the engine overheats,boiling the tongue and gums

Variations: Clan Skryre is also working onsome scissor-claws to make cutting throughsteel possible with just the paws.

EXPLODE-RAT  Description: A very simple device, affixing alarge remote-triggered warpfire explosive tothe back of a common brown rat. The rat ispartially controlled by the engineer, able totravel 100 yards into an enemy camp, andthen exploding on command.

Powers: The Explode-Rat counts as anEngineering weapon with a 50 yard rangeand doing Damage 3 to everyone within theLarge Template. The rat travels atapproximately 5 yards per round. If notdetonated within 10 rounds (1 minute) it isbeyond the range of control and may or maynot explode at all.

Malfunction Chance: 50%

Warpstone Requirement: 106 tokens toinvent, 27 tokens per device

Malfunction Suggestions: The rat returnsto its controller; the rat goes in the wrongdirection; the rat explodes too early; theexplosion is a dud

Variations: In order to speed up the processand carry larger payloads, Clan Skryre arealso experimenting with Explode-Dogs and

Explode-Slaves.

FAR-SEE STICK 

Description: The Far-See Stick is actually apole-arm with a wickedly curved blade. Thetechnomancers have fitted it with lenses andwires which spiral around the handle, up thewielder’s arm and into a metal cap whichruns wires into his skull. This allows thewielder to see through the lenses mountedbelow the blade. The weapon can be

removed but it requires a Trade(Engineering) Skill to do so. Failure causes

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Sample Items of Skaven Technomancy

the wearer to take a Damage 5 hit to thehead, ignoring armour. The connectionsprevent the halberd from being used like aspear, so it loses the option of the FastQuality.

Powers: The Skaven can see an extra twoyards in the direction the weapon is pointing,including around corners and overbarricades. Vision through the weaponcounts as if the Skaven had Excellent Visionand Night Vision.

Malfunction Chance: 10%

Warpstone Requirement: 7 tokens to build,2 tokens per day used

Malfunction Suggestions: Wires tear out ofthe skull or arm; information burns out thewearer’s eyes; images cause wearer to gainan Insanity Point

Variations: The Warlock Engineers havealso just unveiled a Far-See Jezzail, withsimilar stats. There is also the possibility ofhooking up such a viewing device so that ittransmits via far-squeaker, allowing a skavento view through the lenses from hundreds of

miles away.

JUMP-JUMP STICK 

Description: This is a metal pole ending in aspring-device. There are places for a rider toput his hands and feet and then bounceupon the spring. The spring device is fittedwith a warpfire piston so that each spring isreturned at a greater strength than the onebefore. The skaven use this to leap overwalls and barricades faster than even they

can climb.

Powers:  Anyone riding on the Jump-JumpStick may quadruple their jump lengths andheights. However, they must move their fullMove every round.

Malfunction Chance: 15%

Warpstone Requirement: 10 tokens tobuild, 3 per hour’s ride

Malfunction Suggestions: The pole shootsup violently into the rider’s abdomen; the

rider is fired into the sky at an incrediblevelocity; the rider remains still while thedevice flies off in a random direction

Variations: Some warlock engineers are

experimenting with fitting these spring-pistons into leg-devices, letting skaven leaplike frogs.

MUCH-MUCH HEAR  Description:  This strange worm-like deviceruns down the skaven’s ear canal and intotheir brain, greatly improving their ability tohear, and understand.

Powers: Anyone wearing the Much-MuchHear gains the Perception Skill, and may add+30% to it when hearing is involved. Theyalso gain the following Speak Languageskills: Bretonian, Dark Tongue, GoblinTongue, Grumbarth, Khazalid, Reikspiel andTilean.

Malfunction Chance: 40%

Warpstone Requirement: 56 to build, 14per day’s use

Malfunction Suggestions: The wearergains an Insanity Point from the voices in hishead; the device amplifies the sound,deafening the wearer; the device shootswarpfire into the wearer’s brain, causingthem to lose 1d10% of Intelligence.

Variations: Other languages are possible,perhaps even secret or arcane ones. ClanSkryre is also working on the Much-MuchSmell which gives great bonuses to FollowTrail and Search rolls.

SPIN-FLY HARNESS 

Description: An individual variant on theDwarfen gyro-copter, this us a five-footrotating blade attached to a frame that isstrapped onto the head and shoulders.Powerful warpstone engines push the bladeat a fantastic speed, causing the skaven torise steadily off the ground.

Powers: The wearer can fly as a Hoverer

with a Move of 2.

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Sample Items of Skaven Technomancy

Malfunction Chance: 10%

Warpstone Requirement: 6 tokens to build,2 per every ten minutes of flight

Malfunction Suggestions: The wearer’shead takes off but not his body; the bladeflies off in a random direction, doing terribledamage; the blade slips down onto thewearer’s back, blowing them sideways into awall or mountainside

Variations: The skaven have almost workedout how to make these large enough tosupport their warmachines, which will bedark news for the surface races.

STEEL-SEEKER CROSSBOW  Description: This crossbow fires finemetallic quarrels. Before launching, warpelectricity gives each quarrel a powerfulelectromagnetic charge, causing them to bedrawn strongly towards armoured enemies.

Powers: Anyone shooting the Steel-Seekergains +30% to his Ballistic Skill and theMighty Missile Talent against opponentswearing chain or plate mail. Hits with the

quarrels have the Impact quality.

Malfunction Chance: 25%

Warpstone Requirement: 27 tokens tobuild, 7 tokens per shot

Malfunction Suggestions: The polarityreverses, driving the quarrels away frommetal; the quarrels loop back and hit theshooter; the quarrels melt from the heat anddrip onto the shooter

Variations: The quarrels may be improvedso they travel greater distances or do evenmore damage. There are also hopes to buildexploding quarrels in the near future.

STRONG-SHOCK CLAW  Description: This is a long metallic glovethat reaches to a skaven’s shoulder. It wascrafted from human platemail, but has sincebeen affixed with countless wires that run

into the skaven’s flesh, and innumerablespikes and spurs along the outside. It is

large enough to be worn by a human, butonce attached the interior hydraulics drivethe wires into the flesh; after that, it cannotbe removed without amputating the arm.

Powers: When wearing the Claw, the wearerreceives +20% to his Strength and +10% tohis Weapon Skill. He also receives theNatural Weapons Talent. The weapon alsohas a Magic Characteristic of 1, and maycast Crackling Doom (TN 7) as a free action.

Malfunction Chance: 20%

Warpstone Requirement: 21 tokens tobuild, 6 tokens per combat

Malfunction Suggestions: The claw curvesinwards, snapping the bones in the arm; theelectricity surges back into the wearer; thedevice locks in one position, making fightingimpossible

Variations: More Spells and more Talentscould be added to the claw, or two could beworn at once. The engineers are alsoconsidering leg and tail versions.

WARPHEART  

Description: The heart of a skaven is aterribly inefficient device, pumping blood tooslowly and prone to weakness in times ofstress. Naturally, the Warlock Engineers canimprove on nature, and some havevolunteered to have their hearts replacedwith a warpstone furnace.

Powers: Those equipped with a warpheartgain +3d10% to their Toughness. They alsobecome Unsettling as their furnace hearts

are usually visible from without. Finally, theyalso gain 8 Insanity Points for the installation.

Malfunction Chance: 10%

Warpstone Requirement: 19 tokens tobuild, 5 tokens per day

Malfunction Suggestions: The heartexplodes (treat like a Warpstorm spell,centred on the owner of the heart); the heartgives out, causing instant death; the owner

gains 1d10 mutations in rapid succession

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Sample Items of Skaven Technomancy

Variations: Rumour has it that the warlockengineers are trying to further the successthey had with the rat-ogre Boneripper bybuilding a completely working warpfire brain.