CULT OF THE YELLOW FANG
Heroes
- 1 . Yellow Seer
70 gold crowns to hire
“There can be only one Seer of the Great Horned One. Only one who can bend the Lore of Ruin to his will. And he does not share power!” so spoke Onnorik, the Whitefurred, disgusted by the vision of the Yellow Fang and by this pathetic imitation of the magical caste. But when a warband needs a leader, when one bears the triangular signs of the Under-Father, doubt has no place. Whatever all the Grand Intermediaries to the Council of Thirteen and all the Prophets of the Great Horned Rat may mutter, the Yellow Seer rises as the divine and divinatory force of the Cult of the Yellow Fangs.
| Profile |
| Yellow Seer |
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
Weapons/Armour. The Yellow Seer may be equipped with weapons and armour chosen from the Cultists equipment list.
SPECIAL RULES
Leader. Any models in the warband within 6″ of the Yellow Seer may use his Leadership instead of their own. Nothing new here, even in a warband from the sewers sworn to the Rodent God.
Magic User. The Yellow Seer has the ability to use magic and casts spells like any other Magicians, and the Yellow Seer starts with one spells generated at random from the Magic of the Horned Rat. In addition the Yellow Seer may learn a new Spell instead on a new skill.
Growing Horns. Probably just the unnatural fumes of Mordheim and the steady diet of warpstone (hardly harmless), yet at times some mutations truly do seem like a useful blessing. The first time a Yellow Seer rolls a natural 12 when casting a spell, he gains the Horns of the Horned One from the Yellow Fang Mutations list.
- 0 – 1 . Queekish Preacher
45 gold crowns to hire
If the fools of Sigmar and Ulric may boast their Warrior Priests, why should the Yellow Fang be denied the same?! A fair question. The difficulty, however, is that the Horned Rat rarely listens even to His own children…let alone to furless Imperial pretenders. Yet the Cult of the Yellow Fang sees no problem at all. If anything, the silence only pushes them to shout louder and claw harder for the attention of their Under-Empire brethren. And so, for this trial of faith, enter the Queekish Preacher. This not-so-Warrior Priest believes (truly believes) that if he speaks loudly enough, squeaky enough and rings his bell often enough, the Horned Rat will eventually take notice of the Yellow Fang. The Queekish Preacher serves as the voice of the Yellow Seer, reads the omens of the Dark Moon and speaks in a tongue that is almost Skaven.
| Profile |
| Queekish Preacher |
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour. The Queekish Preacher may be equipped with weapons and armour chosen from the Cultists equipment list. The Queekish Preacher must be equipped with a Rattle Mace for all the tolling through Mordheim.
SPECIAL RULES
Screeming Bellringer. All the clattering of a Rattle Mace and some shrieked prayers are company enough – even in the City of the Damned, solitude fades. Between each ding & dong, hearing only the voice of the Horned Rat, the Queekish Preacher is immune to All Alone tests.
Keeper of the Secret Signs. The Queekish Preacher may choose Scribe from the Academic skills, even though he does not have the ability to cast spells. The scrolls may be inscribed with spells from the Magic of the Horned Rat known by the Yellow Seer, but only the Yellow Seer may use them. Until the Queekish Preacher becomes a Yellow Fang Magician, he remains a faithful assistant to the one who truly speaks with the Horned Rat or at least claims to.
- 0 – 1 . Great Clan Scholar
35 gold crowns to hire
There is always something to learn, something to buy and something to steal (very Skaven the last one). While many in the Yellow Fang worship the Horned Rat from the safety of distance, the Great Clan Scholar dares to go further. He negotiates, imitates, studies and deals directly with the Ratmen, occasionally without being killed. Of course, no one is foolish enough to deal with all the Great Clans at once, not even the Council of Thirteen manages that. A wise Scholar chooses one patron and survives accordingly. Trade is opportunity. Trust is suicide. A blade is always within reach on both sides of the bargain. Yet in Mordheim, as long as the warpstone flows, everyone pretends cooperation is profitable.
| Profile |
| Great Clan Scholar |
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour. The Great Clan Scholar may be equipped with weapons and armour chosen from the Cultists equipment list and from the chosen Great Clan equipment list.
SPECIAL RULES
Patronage of the Elite Four. The Great Clan Scholar must choose one Great Clan as his favoured affiliation from the list below. He gains the following benefits according to the chosen Great Clan:
• Clan Eshin. The Great Clan Scholar gains +1 Weapon Skill. In addition, he may choose Special Skills from the Combat Skill list.
• Clan Moulder. The Great Clan Scholar gains +1 Strength. In addition, he may choose Special Skills from the Strength Skill list.
• Clan Pestilens. The Great Clan Scholar gains +1 Toughness. In addition, he may choose Special Skills from the Strength Skill list.
• Clan Skryre. The Great Clan Scholar gains +1 Ballistic Skill. In addition, he may choose Special Skills from the Shooting Skill list.
Sewer Smuggling. The Great Clan Scholar grants the Great Clan Novices and the Rattish Ogre access to the equipment list of the chosen Great Clan. Only the equipment of one Great Clan may be used, two or more patrons is the right way to get stabbed…
- 0 – 2 . Man-Rats
25 gold crowns to hire + cost of the Yellow Fang Mutations
Mutants are often seen as the favoured servants of the Dark Gods, their changing bodies revealing the corruption within. Among the Cult of the Yellow Fang, these wretches are known as Man-Rats. These “great deviants” or “great devotees” seek only one destiny: become Skaven in every possible way, the true Children of the Horned Rat. They are often the ones who struggle the most to hide their allegiance to the Yellow Fang and passing as human is more and more difficult as their metamorphosis continues. Fortunately for them, in Mordheim such things draw little attention. In the City of the Damned, deformities are almost commonplace. It begins with small things: feral gestures, twitching movements, nervous sniffs, licking and rubbing their arms like beasts. Soon the body follows: whiskers grown long, ears cut into points, braces and corsets forcing a hunched posture, even cheeks stitched and stretched to resemble the snout of a rat. But these crude alterations are only the first steps…through prayers and a lot of warpstone, the Man-Rat slowly transforms into a Ratman.
| Profile |
| Man-Rat |
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour. Man-Rats may be equipped with weapons and armour chosen from the Cultists equipment list. Man-Rats must be equipped with at least one of the following: Blessed Ratskin or Mutagen Ooze.
SPECIAL RULES
Yellow Fang Mutations. Apparently, chewing warpstone like candy or making a wish under the Dark Moon has its benefits, but don’t try this at home! Man-Rats must start the game with one or more mutations each. See the Yellow Fang Mutations list for the cost.
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