CULT OF THE YELLOW FANG
YELLOW FANG Equipment List
CULTISTS EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dagger | 1st free / 2 gc |
| Club | 3 gc |
| Axe | 5 gc |
| Gratehook | 10 gc |
| Spear | 10 gc |
| Sword | 10 gc |
| Double-handed Weapon | 15 gc |
| Rat O’ Thirteen Tongues | 20 gc |
| 0-1 Rattle Mace* | 20 gc |
| 1+ The Yellow Fang | 1st free / 20 gc |
| Morskrit-Tainted Weapon | 2 times the cost |
Sewerfangs EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Axe | 5 gc |
| Gratehook | 10 gc |
| Halberd | 10 gc |
| Sword | 10 gc |
| Warlantern** | 25 gc |
CULTISTS EQUIPMENT LISTS
Missile Weapons
| Sling | 2 gc |
Sewerfangs EQUIPMENT LISTS
Missile Weapons
| Short Bow | 5 gc |
| Bow | 10 gc |
| Pistol | 15 gc (30 for a brace) |
| Throwing Knives | 15 gc |
| Crossbow | 25 gc |
| Blunderbuss | 30 gc |
| Handgun | 35 gc |
CULTISTS EQUIPMENT LISTS
Armour
| Shield | 5 gc |
| Gutter Leathers | 10 gc |
| Light Armour | 20 gc |
| Pavise | 25 gc |
| Gnawskull | 50 gc |
Sewerfangs EQUIPMENT LISTS
Armour
| Buckler | 5 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
CULTISTS EQUIPMENT LISTS
Miscellaneous Equipment
| 0-1 Wyrdstone Wickerman | 10 gc |
| Blessed Ratskin | 15 gc |
| Mutagen Ooze | 20 gc |
| Spittle of the Under-Father | 20 gc |
| Verminfriends | 30 gc |
| Seer Stone Pendulum | 50 gc |
| Panoply of the World Below | Special |
Sewerfangs EQUIPMENT LISTS
Miscellaneous Equipment
| Blessed Ratskin | 15 gc |
* Only Queekish Preacher.
** Coming soon – the rules were lost in the sewers.
GREAT CLANS Equipment List
ESHIN CLAN EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dragon Sword | 20 gc |
| Fighting Claws | 35 gc |
| Weeping Blades* | 50 gc |
Missile Weapons
| Throwing Stars | 15 gc |
| Blowpipe | 25 gc |
| Crossbow Pistol* | 35 gc |
Rattish Ogre Equipment
| Pair of Iron Fists | 30 gc |
Miscellaneous Equipment
| Rope and Hook | 30 gc |
MOULDER CLAN EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Steel Whip | 10 gc |
Armour
| Fleshcrafted Armour* | 60 gc |
Rattish Ogre Equipment
| Steel Whip | 10 gc |
| Ogre Ooze | 25 gc |
| Great Thingcatcher | 30 gc |
Miscellaneous Equipment
| Net | 5 gc |
| Refined Ooze | 25 gc |
| Rat Hound Bodyguard* | 30 gc |
PESTILENS CLAN EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Disease Dagger | 15 gc |
| Flail | 15 gc |
| Morning Star | 15 gc |
| Censer* | 40 gc |
| Sewerdrinker Weapon | 3 times the cost |
Armour
| Rotten Leathers | 10 gc |
Rattish Ogre Equipment
| (Heavy) Rattle Mace | 30 gc |
Miscellaneous Equipment
| Fog-Enhancing Shards* | 100 gc |
SKRYRE CLAN EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Warpstorm Condenser* | 3 times the cost |
Missile Weapons
| Poisoned-Wind Globe* | 25 gc |
| Warplock Pistol | 35 gc (70 for a brace) |
| Warpmusket | 50 gc |
Armour
| Helmet | 10 gc |
| Gas Mask | 25 gc |
| Heavy Armour | 50 gc |
Rattish Ogre Equipment
| Wyrdbelcher | 100 gc |
* Only Great Clan Scholar.
YELLOW FANG Special Equipment
This equipment is only available to the Cult of the Yellow Fang and no other warbands may purchase it. See the Trading section for full rules on acquiring Rare Items.
- The Yellow Fang
20 gold crowns
Availability. Rare 10, Cult of the Yellow Fang only
The Yellow Fang is more than a blade…it is the physical extension of devotion, practically one of the (yellow) fangs of the Great Horned One himself. The edge of this crude knife is stained by warpstone and rusted by gore from countless sacrificial rites. Each cut is a prayer, each scar is a promise offered to the Skaven/Chaos god. The blade does not merely kill, it consecrates!
Range. Close Combat
Strength. As User
Special Rules. The Ritual Dagger, The Dagger Ritual
SPECIAL RULES
The Ritual Dagger. The Yellow Fang is not forged for killing power. Its metal is brittle and its edge is blunt, lacking the brutal deadliness of the common weapons found in Mordheim. Instead, the blade hungers for sacrifice, consecrating violence as ritual rather than brute strength. The Yellow Fang has the +1 Enemy Armour Save special rule, as a not-so-ritual Dagger. In addition, when rolling to wound Humans, Elves, Dwarfs or Halflings that are Knocked Down, roll 2D6 and use the highest result.
The Dagger Ritual. During the Sacrifice to Morskrit, instead of gaining +1 Experience for the sacrifice of a Human, Elf, Dwarf, Halfling (or even one of the Sacred Verminkin), the leader of the warband may create a new Yellow Fang. One needs neither merchant nor smith when faith is strong and prisoners are ready for the Dark Moon.
- Rat O’ Thirteen Tongues
20 gold crowns
Availability. Rare 6, Cult of the Yellow Fang and Skaven only
To a cultist, the snapping sound of thirteen lashing cords is a delight indeed. Be it during rites to the Dark Moon or in battle against the false-believers of Sigmar, this many-thonged whip remains a truly guilty pleasure. More than a weapon, it is a knot of living tongues, wounding flesh while calming the faithful with a perverse, but lulling rhythm.
Range. Close Combat
Strength. As User -1
Special Rules. Cannot Be Parried, Crawling Chorus, Thirteencrack
SPECIAL RULES
The Crawling Chorus. To sit upon the Council of Thirteen is a dream utterly beyond reach…surface-dwellers can never hope to draw near the greatest of the Clans. Still, suggestion and symbolism are powerful forces in the Old World, as the Twin-Tailed Comet. Each lash (tongue) is like a Council member, squabbling and squeaking at the cultist, keeping him constantly on edge. If the warband consists of exactly 13 models (including Animals and Ogres, Hired Swords or even beggars of Mordheim), the cultist may ignore the first Leadership test in any single game. However, wielding two Rat O’ Thirteen Tongues does not allow to ignore the second Leadership test! The Council of Twenty-Six would collapse immediately…far too much noise and far too much backstabbing.
Thirteencrack. When the cultist is charged, he gains +1D3 Attacks against the charging model. These additional attacks always strike first, but the charging model gains a +1 bonus to his armour save (6+ for no armour). In the case of multiple chargers, only one may be chosen as unfortunate soul who takes all thirteen cracks at once.
- Rattle Mace
20 gold crowns
Availability. Rare 8, Cult of the Yellow Fang only
It looks like a battered bronze cowbell, yet its studs and nails make it a surprisingly effective (sacred) bludgeoning weapon. Like its warp-tainted cousin, the Screaming Bell, the Rattle Mace is ready to unleash the Horned Rat’s laughter upon the battlefield with every ding, dong and sbam!
Range. Close Combat
Strength. As user +1
Special Rules. For Whom the Rattle Mace Tolls, Concussion, Heavy
SPECIAL RULES
For Whom the Rattle Mace Tolls. Three sounds, three strikes, one sermon. The Rattle Mace rings loud and the faithful know: when the bell tolls, it tolls for the rise of the Yellow Fang. Friendly cultists within 12″ of the Queekish Preacher with the Rattle Mace may re-roll any failed All Alone test.
- Gratehook
10 gold crowns
Availability. Common, Cult of the Yellow Fang and Sewer Watch only
These hooks are primarily used to open grates and manholes, clearing drains or pulling debris from the filth below. The sheer practicality of these tools (and their barbed heads) makes them valuable for far more than simple maintenance. A Gratehook can just as easily wrench open rusted sewer gates…or ribcages, when needed. To a Sewerjack, they are the keys to the undercity. To a cultist of the Yellow Fang, they are sacred keys to the hidden homes of the Skaven. A battered doormat reads: “Sewer, Sweet Sewer.”
Range. Close Combat
Strength. As User -1
Special Rules. Strike First
- Morskrit-Tainted Weapon
2 x price
Availability. Rare 9, Cult of the Yellow Fang only
Take the clean steel, or take the one that hisses when nobody’s touching it. Well, throw it away. Step into the immaculate forge of some pointy-eared Smith-Priest. Wrong choice. This is not Ulthuan and this is not the Cult of Vaul the Maker. This is Mordheim, the City of the Damned, and these cultists worship the Yellow Fang. If something can go wrong, it already has…and if blood blessed by the Dark Moon ends up in the crucible, even better. Thus are forged the so-called Morskrit-Tainted Weapons. Remember: the Great Horned One does not care about clean steel.
“In the name of the Dark Moon, I will punish you, yes-yes”
So spoke the Thirteenth Yellow Seer.
SPECIAL RULES
First Quarter Prey. When rolling on the Critical Hit chart, a Morskrit-Tainted Weapon adds +1 to the result, but only when wounding Humans, Elves, Dwarfs or Halflings, the favored victims of the Morskrit rites.
- Gutter Leathers
10 gold crowns
Availability. Common, Cult of the Yellow Fang only
These “armor” are not made in the workshops of master artisans, but in damp corners where the very idea of hygiene died long ago. More often than not, the Gutter Leathers are actually third-rate skins, sometimes even patched rags, boasting a proud history of blocking sewer drains and filtering foul effluvia. Sadly for low-ranking cultists, it is not true Skaven hide, certainly not the much-coveted Blessed Ratskin. Still, with enough imagination, blind faith and a healthy dose of creeping dementia, the Gutter Leathers can pass for a cherished/desperate ally when death comes calling.
Save. 6+
Special Rules. Fang Fast Fashion
SPECIAL RULES
Fang Fast Fashion. This is the Yellow Fang version of Toughened Leathers and while it is just as filthy as the ones worn by other outcasts (Pirates and Horned Hunters included), there is one important difference. Naturally, it follows the Sellback special rule: these Gutter Leathers cannot be sold back at the Trading Posts. As the saying goes…the stench alone is enough to drive away even the most desperate of buyers! Despite their questionable state, they are still armour and prevent spell casting (apologies, Yellow Seer). However, the true signature of the Fang Fast Fashion lies in the ritual of pulling loose flaps of leather over the head and face, forming a crude hood. Perhaps it imitates the visage of a rodent or perhaps it allows the cultists to better savour the smell of the Skaven lairs. In any case, Gutter Leathers cannot be combined with Helmets.
- Blessed Ratskin
15 gold crowns
Availability. Rare 8, Cult of the Yellow Fang only
Who would ever want a filthy cloak of Skaven skins? A rhetorical and rattorical question, really. The “Blessed” Ratskin is stitched in blasphemy and soaked in bile, from the flayed hides of the dearly loved – yet deeply envied – true Children of the Horned Rat. Woven from pelts torn from the (mmmh still-warm) corpses of fallen Skaven, this cloak reeks of blood and warpstone…certainly not Tilean fashion! However, the Cult of the Yellow Fang believes it to be like a Ratkin embrace or even the divine paw of the Under-Father itself.
SPECIAL RULES
Sacred & Hated. A cultist wearing the Blessed Ratskin gains a +1 bonus to his armour save against all shooting attacks. As additional bonus, any spell cast against the cultist will be dispelled on the D6 roll of a 6+. As additional malus, the Skaven have a teeth-bared hatred against the cultist in animalier fashion.
- Gnawskull
50 gold crowns
Availability. Rare 10, Cult of the Yellow Fang only
Worn by the high vermin-priests or the devoted among the devoted, this grotesque helm is fashioned from the carved head of a sacrificed Clawlord or, more likely, a Skavenslave. Still bearing warp-taint and traces of fur, the skull has been ritually gnawed by Acolytes and Preachers until only jagged bone remains. Sometimes it whispers in Queekish, voices not its own…
SPECIAL RULES
Skaven Sense. Call it the whisper of the Horned Rat or simply that nervous awareness caused by the skull’s stench, but a cultist with a Gnawskull may reroll any failed Initiative test. The second result must be accepted.
Avoid Stun. The cranium of the Skaven may not be made of pure Meteoric Iron, but it holds together well enough in the City of the Damned. A model equipped with a Gnawskull has a special 4+ save on a D6 against being Stunned. If the save is made, treat the Stunned result as Knocked Down instead.
- Seer Stone Pendulum
50 gold crowns
Availability. Rare 10, Cult of the Yellow Fang and Skaven only
To the (choose the best colors: Yellow or Grey) Seers it is more than a tool…it is the magical focus for power and ruin. Ohhh do not worry if no one is truly chosen for the Magic of the Horned Rat – wyrdstone calls to wyrdstone, always! At the very least a Seer Stone Pendulum may still lead the warband to more of the precious green shards.
SPECIAL RULES
Secrets of the Seers. If a Hero fails the 2D6 Difficulty score when casting spells from the Magic of the Horned Rat, he may immediately take a Leadership test. If the test is passed, the Hero may re-roll one of the two dice. The Secrets of the Seers special rule only works with spells from the Magic of the Horned Rat and with Magic User Heroes. Otherwise, the Seer Stone Pendulum counts as a Wyrdstone Pendulum.
- Verminfriends
30 gold crowns
Availability. Rare 10, Cult of the Yellow Fang only
The followers of the Cult of the Yellow Fang are never without company: Rattus norscanicus, Rattus damnatus, Cavia flavidentis, even the wretched Mus mordheimensis. Long story short, countless little “friends” scurry in their wake. They scuttle through everything and spread more diseases than a Carnival of Chaos. But to a cultist, those twitching snouts are irresistible, like roasted meat to a Halfling, fresh pint to a Dwarf, self-admiring mirror to an Elf or gold-filled pockets to a Human. These four races, however, are meant for sacrifice only…true Verminfriends deserve nothing but cuddles.
SPECIAL RULES
Gnawing Companions. A cultist with Verminfriends gains an extra attack in each hand-to-hand combat phase. This bite attack is resolved at Weapon Skill 2, Strength 1 and counts as always coated with Black Lotus. Cute, but watch your fingers. Oh yes, and the diseases too!
- Panoply of the World Below
“Oh and one more thing…you must find the Yellow Fang before the next full Chaos Moon…and the Mordheim map and warpstone scraper?” It is excellent when all falling into place, when, after so much curse and indifference, a blessing at last arrives. And then, like a corrupted mosaic, every filthy piece becomes part of a new strength. Every charm, every shard, every stinking rag fits together into something greater, something dangerous…fearless devotion! Whoever gathers the full Panoply of the World Below is (almost) worthy of becoming an extension of the Horned Rat himself. Their faith knows no restraint, their faith is now absolute. Well, maybe they are more puppets than cultists, but nothing can stop them from dragging the entire Old World into ruin! Let’s begin first with the City of the Damned.
SPECIAL RULES
Will of the World Below. A Yellow Fang Hero equipped with Blessed Ratskin, Gnawskull, Seer Stone Pendulum, Verminfriends and of course the Yellow Fang is immune to Psychology. There is no time left for doubts, when faith is all that remains. This effect lasts as long as the Hero has the full Panoply of the World Below equipped.
- Spittle of the Under-Father
20 gold crowns
Availability. Rare 9, Cult of the Yellow Fang only
The Spittle of the Under-Father is not merely disgusting, it is corrosive to both body and mind. This foul sludge is brewed to test new candidates (rarely willing ones) on two fronts: physical endurance and mental resolve. If even the smallest seed of doubt takes root, the new faith begins to bloom…of course, this does not mean a better faith! These (forced) volunteers are selling their souls to a cult that worships a rat-god who barely cares about his own children, let alone anyone else. It almost never ends well. At best, they end up as meat for the sacrifice. No one really knows what is inside the vial, the squeezed-out essence of Skavenslaves or more probably neurotoxins born from warpstone grime.
SPECIAL RULES
Body & Mind Corruption. The Spittle of the Under-Father may be thrown in the Shooting phase in the same way as Blessed Water. A model splattered by the Spittle of the Under-Father must immediately take both a Toughness test and a Leadership test. If the model fails both tests, its body and mind begin to break…and suddenly, joining the Cult of the Yellow Fang doesn’t sound so bad. The model is subject to Stupidity for the rest of the battle and if taken Out of Action, always counts as Captured. Captured Human, Elf, Dwarf or Halfling follow the Sacrifice to Morskrit special rule. All other Captured models may be sold to Slavers. Undead, Possessed and Skaven are immune to the Spittle of the Under-Father.
- Wyrdstone Wickerman
10 gold crowns
Availability. Rare 6, Cult of the Yellow Fang only
Ahhh yes-yes, the rattish dummy burns with slow flames & green fumes, like a beacon in the dark streets of Mordheim. The Wyrdstone Wickerman is stuffed with straw, Dwarven beards and Elven hairs, all soaked in Halfling and Human grease. And as if that were not enough, the “special ingredient” is a thick paste of warpstone incense, choking the lungs yet strangely guiding the cultists of the Yellow Fang. Its shape is a grotesque silhouette crowned with horns like the Verminlords of legend, with small embers often glowing within its maw or nestled where its eyes should be…new nightmare unlocked. In the most desperate moments (painfully common in the City of the Damned, of course), the bearer, usually an elderly Acolyte, shakes the effigy and cracks open the hidden pilot flames, igniting the entire Wyrdstone Wickerman in one sudden, glorious burst. The spectacle is faith made flame, sickly devotion to the Great Horned One.
SPECIAL RULES
The Green Beacon. The Wyrdstone Wickerman counts as a Torch with the Two-handed special rule. In addiction, at the beginning of the turn or just before taking a Rout Test, the warband may light the Wyrdstone Wickerman and benefit of a +1 Leadership bonus until the end of the turn. However, once the Wyrdstone Wickerman is lit, the miserable bearer is subject to Stupidity for the next D3 turns, as the warp-tainted smoke gnaws the all the sanity. (The Cult of the Yellow Fang use this item instead of Banner and War Horn).
- Scroll of the Rat Familiar
25 gold crowns
Availability. Rare 8, Cult of the Yellow Fang only
Having stolen forbidden knowledge from Clan Pestilens and after countless “experiments” and sacrifices, the Yellow Fang have grown ever more obsessed with rats. And why not enchanted rats?! The Scroll of the Rat Familiar is not so much a spell as a suggestion, written in twitching script that seems to wriggle when no one is looking. Once read aloud (preferably in a confident Queekish), the scroll calls forth an unsettlingly attentive Rat Familiar. It is not particularly brave, but it is loyal in that way only warp-touched vermin can be. It watches, it whispers, it occasionally nibbles things it shouldn’t and it always seems to know where the nearest crumbs are hidden.
SPECIAL RULES
Clever Gi…Giant Rat! Just as with Clan Pestilens, the Scroll of the Familiar Rat has a spell inscribed upon it, usable by a Yellow Fang Magician as many times as he wants. If the warband includes at least one Giant Rat, the spell may be cast on it before the combat begins, transforming it in a Rat Familiar. If his Rat Familiar is within 6″, the Yellow Fang Magician may reroll once in a game the dice to overcome the difficulty of a spell. A Yellow Fang Magician may only have one Rat Familiar at any one time, it is an Henchman and it counts normally toward the maximum number of models permitted in the warband. If the Yellow Fang Magician dies, his Rat Familiar turns back to Giant Rat form. (The Cult of the Yellow Fang use this item instead of the normal Familiar).
| Profile |
| Rat Familiar |
| M | WS | BS | S | T | W | I | A | Ld |
| 6 | 2 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Weapons/Armour. Yellowed fangs! Familiar Rat never use any armour or weapons.
SPECIAL RULES
Enchanted Animal. The Rat Familiar earns experience as an Henchman. A result of 10-12 on the Henchmen Advancement table, instead of the promotion to Hero status, the Rat Familiar gains the Improved Spellcasting special rule: if the Yellow Fang Magician is within 6″ of the Rat Familiar, he gain a +1 bonus when rolling dice to overcome the difficulty of a spell. This ability is cumulative.
- Liber Flavus
200 gold crowns
Availability. Rare 12, Cult of the Yellow Fang only
This filthy tome bears many names – Sermons of the Skittering Voice, Chittergrimoire, Litany of the Thirteenth Itch – yet most know it simply as the Yellow Book, the Liber Flavus. Its deceptively plain title hides a far darker purpose…more Children of the Horned Rat! Among the cultists of the Yellow Fang, the Liber Flavus is more than a grimoire…it is faith made book…a book bound in bleached Skaven-hide and stained with pigments brewed from dried pus and wyrdstone powder.
SPECIAL RULES
More Children of the Horned Rat. A Yellow Seer may use the Liber Flavus to permanently learn the Children of the Horned Rat spell from the Horned Rat spell list. If the Yellow Seer already knows the Children of the Horned Rat spell, he may instead learn an additional spell randomly chosen from the Horned Rat spell list. A Queekish Preacher may use the Liber Flavus to learn Horned Rat magic. The Queekish Preacher gains the Magic User special rule, as per the Yellow Seer, and permanently learns the Children of the Horned Rat spell from the Horned Rat spell list. The Liber Flavus may be used a single time, and a Yellow Fang warband cannot have and use more than one Liber Flavus in a given campaign. (The Cult of the Yellow Fang use this item instead of the Tome of Magic).
- The Lost Spell of Kweethul, the Verminking in Yellow
300 gold crowns
Availability. Rare 12, Cult of the Yellow Fang only
This tattered scroll, gnawed at the edges and scrawled in Skaven blood, bears the many-cursed name of Kweethul the Vile, Kweethul the Abominable – the Verminking in Yellow – and his lost spell: the Verminous Apotheosis. His titles crawl across the parchment in twitching script, each more blasphemous than the last. When read aloud in shrill devotion during the ascension rites, something answers. The worthy cast off their frail man-flesh and are reborn as Ratmen, reshaped in fur and claw. The unworthy fare worse…they collapse into a grotesque Moulder-like creation of spasming muscles, twitching tails and snapping teeth – Chaos Spawn, screaming their final praises to the Verminking in Yellow. For Kweethul does not grant peace. He grants change. And change is never gentle.
SPECIAL RULES
The Verminous Apotheosis. A Yellow Seer may use the Lost Spell of Kweethul, the Verminking in Yellow, only once. The Verminous Apotheosis may be cast on a single Acolyte or Sewerfang. Choose the most devoted, ambitious, expendable cultist wisely, for the scroll will then crumble to foul-smelling dust, leaving behind a chittering laugh. After the spell has been cast, roll 2D6 and consult the chart below.
The Verminous Apotheosis chart
| 2D6 | Result |
| 2 | Skreeesplort. The model bursts into a steaming slurry of fur and claw. Remove the model from the warband roster. |
| 3 | Yes-Yes, Take Me! The model is considered a Yellow Fang captive and is subject to the Sacrifice to Morskrit special rule. |
| 4 | Down the Food Chain. The model transforms into a Giant Rat. |
| 5 | Kweethul’s Little Helper. The model transforms into a Rat Familiar. |
| 6 | Fleshbound Nest. The model gains Verminfriends, now fused to its body as a twitching tumour of rats. |
| 7 | Blessing of the Verminking. The model gains one Yellow Fang Mutation. |
| 8 | The First Becoming. The model transforms into a Man-Rat. |
| 9 | The True Becoming. The model transforms into a Man-Rat and gains one Yellow Fang Mutation. |
| 10 | Big-Big Rat. The model transforms into a Rat Ogre. |
| 11 | Very Big-Big Rat. The model transforms into a Rat Ogre and gains one Yellow Fang Mutation. |
| 12 | Too Much Devotion, Too Much Deviation. The model transforms into a Chaos Spawn. |
- Mutagen Ooze
20 gold crowns
Availability. Rare 8, Cult of the Yellow Fang only
Filthy mutant sewer cultists! Heroes in a half-rat guise! Skaven power, yes-yes! If one of the Yellow Fang’s ultimate dreams of ascension is to become true Children of the Horned Rat, then this warpstone slurry is the perfect gamble: equal parts gift and curse (and toxins). The Mutagen Ooze is a thick green concoction kept in cracked jars, bubbling like a living thing, reeking of warpstone and rancid fat. The Yellow Fang swear it is a secret recipe, either bought at a terrible price or stolen outright from Clan Moulder itself. Drinking it is not just bravery, it is stupidity with ambition…but for a short while, the Mutagen Ooze may even grant the cultists the “sacred forms”. And then the body begins to change. Bones shift, skin tightens, teeth loosen and the mind screams. Some emerge stronger. Faster. Meaner. Others emerge simply…wrong.
SPECIAL RULES
Rat-Roulette. A cultist who drinks a jar of Mutagen Ooze at the beginning of a battle must roll 3D6 and consult the Ooze Mutations chart below. The effects last until the end of the battle. The Forced Metamorphosis and Favoured Metamorphosis may cause only one of the following Yellow Fang Mutations: Yellow Fangs, Horns of the Horned, Chosen by the Brood Horrors, Fleshgrown Tail, Skaven Scurry, Ratkin Reflexes.
Mutagen Ooze chart
| 3D6 | Result |
| 3 | Bleuurgh! Nothing happens, only bad taste… |
| 4 | Physique of the Skavenslaves. The cultist suffers -1 Strength and -1 Toughness. |
| 5 | Twitching Grip. The cultist suffers -1 Weapon Skill and -1 Ballistic Skill. |
| 6 | Forced Metamorphosis. The opponent chooses one Yellow Fang Mutation from the list below. |
| 7 | Fangs & Horns. Choose either Yellow Fangs or Horns of the Horned One. |
| 8 | Extra Flesh. Choose either Chosen by the Brood Horrors or Fleshgrown Tail. |
| 9 | Animal Instincts. Choose either Skaven Scurry or Ratkin Reflexes. |
| 10 | Forced Metamorphosis. The opponent chooses one Yellow Fang Mutation from the list below. |
| 11 | Favoured Metamorphosis. Choose one Yellow Fang Mutation from the list below. |
| 12 | Animal Instincts. Choose either Skaven Scurry or Ratkin Reflexes. |
| 13 | Extra Flesh. Choose either Chosen by the Brood Horrors or Fleshgrown Tail. |
| 14 | Fangs & Horns. Choose either Yellow Fangs or Horns of the Horned One. |
| 15 | Favoured Metamorphosis. Choose one Yellow Fang Mutation from the list below. |
| 16 | Twitching Gait. The cultist suffers -1 Movement and -1 Initiative. |
| 17 | Physique of the Rat Ogres. The cultist gains +1 Strength and +1 Toughness. |
| 18 | The Ooze of No Return. Choose one Yellow Fang Mutation from the list above. The mutation lasts for the rest of the game! |
GREAT CLANS Special Equipment
This equipment is only available to the Great Clan Scholar and a few chosen disciples. See the Trading section for full rules on acquiring Rare Items.
- Fleshcrafted Armour
60 gold crowns
Availability. Rare 10, Moulder Scholar and Skaven of Clan Moulder only
Take a suit of Heavy Armour (when such luxuries are available) though a mismatched heap of metal plates will do just fine. Then bind it together with strips of cured skin, braided tendons and muscle fibers, harvested from things that once screamed, and voilà: Fleshcrafted Armor. Iron plates hang from a living web of meat and sinew, creaking softly as the wearer moves, like a butcher’s apron turned into a (Yellow Fang) knight’s harness. Yes, even some Master Moulder of the Hell Pit might envy such craftsmanship, but they would sooner gnaw off their own tail than praise anything forged by man-things.
Save. 6+
Special Rules. Fang Fast Fashion, Spare Parts!
SPECIAL RULES
Spare Parts! To men, it is revolting. To beasts, it is something far worse. They smell it. They hear it. They sense the wrongness clinging to it like flies to a corpse. The Fleshcrafted Armor carries the scent of death, as if it were not simply junk-meat-plate, but a walking slaughterhouse in search of more pieces. A cultist equipped with Fleshcrafted Armor causes Fear in animals (all Riding Steeds, Bears, Hunting Dogs, Wolves, Rats, etc.).
- Great Thingcatcher
30 gold crowns
Availability. Rare 10, Moulder Rattish Ogre only
Bigger spikes. Bigger jaws. Bigger problems. It’s a Thingcatcher, simply scaled for an Ogre with a yellow dose of fanaticism (Horned Rat rules). This long iron trap is made to catch “things” and by “things” the Queekish Preacher mean people, dragged away for sacrifice under the Dark Moon. Well, the Rattish Ogre just hears: “grab more-more little ones” and earns double rations if he keeps them alive. Not in good condition – bruised & screaming – it hardly matters, so long as they are still breathing. Even just barely, Morskrit approves.
Range. Close Combat
Strength. As User -1
Special Rules. Snatch for the Sacrifice, Two-handed
SPECIAL RULES
Snatch for the Sacrifice. A Rattish Ogre armed with a Great Thingcatcher has this special rule that works in much the same way as the Slave Master and Bounty Hunter. At the start of each battle, nominate one of your opponent’s Heroes as the Rattish Ogre’s mark. The Rattish Ogre must always move towards his mark and if he successfully takes the mark Out of Action, that Hero is captured by the Rattish Ogre – therefore by the Yellow Fang warband – at the end of the battle. Captured Human, Elf, Dwarf or Halfling follow the Sacrifice to Morskrit special rule. All other Captured models may be sold to Slavers.
30 gold crowns
Availability. Rare 10, Moulder Scholar only
The men of the Empire have always been experts at raising ferocious bloodhounds to guard their cattle and holdings against roaming Goblins and Beastmen. The Yellow Fang hasn’t forgotten that tradition. After all, they are still Human – home in the sewers, gods in the rats – but Human. And when admiration for Clan Moulder turns into obsession, a Scholar will never miss the opportunity to parade a Rat Hound at his side. There is a certain hound-like loyalty to these modified rats, twisted and reshaped in the breeding pens of Hell Pits. They stalk beside their master with slavering devotion, yellow eyes ever watchful, fangs ever eager.
| Profile |
| Rat Hound Bodyguard |
| M | WS | BS | S | T | W | I | A | Ld |
| 9 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 4 |
Weapons/Armour. Yellowed fangs! Rat Hound Bodyguard never use any armour or weapons.
SPECIAL RULES
Weighed in Warpstone. If a Moulder Scholar purchases a Rat Hound Bodyguard, it fights exactly like a member of the Yellow Fang warband, though it is treated as part of the equipment of the Moulder Scholar who bought it. The Rat Hound Bodyguard needs a model to represent it on the battlefield. The Rat Hound Bodyguard counts towards the maximum number of warriors allowed in the Yellow Fang warband.
Leashed Creature. A Rat Hound Bodyguard does not gain Experience (as with all animals) and if put Out of Action, it recovers in the same way as Henchmen (1-2: Dead; 3-6: Alive).
Breed of the Mutators. This amalgamation of hound and rat has been carefully bred to offer the best blight-touched bite money can buy (gold crowns or warp tokens). The attacks of the Rat Hound Bodyguard are considered to be Strength 4, but do not modify armour saves.
- Refined Ooze
25 gold crowns
Availability. Rare 9, Moulder Scholar and Moulder Novices only
A concoction of thick green slime is already delightful, but when refined by the hand of a Master Moulder, it becomes something far more interesting. Say what you will about Skaven reliability, but when it comes to blending warpstone sorcery and grotesque breeding, the “kitchens” of Hell Pit produce the finest recipes. No Great Clan does it better.
SPECIAL RULES
Hell Pit Distillation. The Refined Ooze counts as a Mutagen Ooze, but the cultist may reroll one of the 3D6 dice on the Ooze Mutations chart. The second result must be accepted.
- Ogre Ooze
25 gold crowns
Availability. Rare 9, Moulder Rattish Ogre only
It is best that this little secret does not spread too far, but when the amount of warpstone in a Mutagen Ooze is doubled, there is a very high chance the cultist who drinks it will simply die. Things are different if an Ogre drinks it. In that case, the most pleasant outcome is that he mutates according to the will of the Horned Rat.
The least pleasant is that he vomits the entire mixture all over the warband.
SPECIAL RULES
Rattish-Ogre-Roulette. A Rattish Ogre who drinks a jar of Ogre Ooze at the beginning of a battle must roll 1D6 and consult the Ooze Mutations XXXL chart below. The effects last until the end of the battle. The Ooze of No Return may cause only one of the following Yellow Fang Mutations: Yellow Fangs, Horns of the Horned, Chosen by the Brood Horrors, Fleshgrown Tail, Skaven Scurry, Ratkin Reflexes.
Mutagen Ooze XXXL CHART
| 1D6 | Result |
| 1 | Bleuurgh! Nothing happens, only bad taste… |
| 2 | Fangs & Horns. Choose either Yellow Fangs or Horns of the Horned One. |
| 3 | Extra Flesh. Choose either Chosen by the Brood Horrors or Fleshgrown Tail. |
| 4 | Animal Instincts. Choose either Skaven Scurry or Ratkin Reflexes. |
| 5 | Bleuurgh! Nothing happens, only bad taste… |
| 6 | The Ooze of No Return. Choose one Yellow Fang Mutation from the list above. The mutation lasts for the rest of the game! |
- Sewerdrinker Weapon
3 x price
Availability. Rare 9, Pestilens Scholar and Skaven of Clan Pestilens only
When a common weapon is dipped into the “sacred” waters of the sewer, it emerges reborn as a Sewerdrinker – corrupted or purified, depending entirely on whom you ask. To Sigmar, it is abomination. To the Horned Rat, it is consecration. The venom within it is mixed from the festering pools beneath the cities of the Empire. And Mordheim, of course, provides ideal working conditions. Stagnant water alone might suffice to foul a blade, but a Pestilens Scholar would never settle for such amateur filth. Without corruption worthy of the Great Clan, he would never dare stand before a Plague Monk. The ingredients are as follows: one bucket of sewer water (the darker, the better); a shaving of warpstone, finely crushed; dried blood from a sacrifice beneath the Dark Moon; ashes scraped from a censer; a generous measure of black mold; rendered rat fat, to taste. Thus the Sewerdrinker thirsts, cheers!
SPECIAL RULES
Venom from the Undercity. The Sewerdrinker Weapon is now coated with this poison and adds +1 to any Injury rolls from then on. Once the Venom from the Undercity is mixed or purchased and applied to a weapon of choice, that weapon becomes a Sewerdrinker Weapon and may not be traded or sold later. It is so disgusting that no one else would ever want it.
- Rotten Leathers
25 gold crowns
Availability. Rare 6, Pestilens Scholar and Skaven of Clan Pestilens only
The Rotten Leathers are an even sorrier version of the Gutter Leathers. To everyone else, they’re trash. To Pestilens-friendly Novices and Scholars, they’re status. Ah the high regalia! These “leathers” are not crafted or stitched…they are grown. Left to rot in sealed crates, soaked in corpse-drippings and whatever slurry the Clan Pestilens calls blessings. That decay is too eager, too alive, perhaps there is more at work here than Skaven filth. The delighted touch of Papa Nurgle, anyone? Whether true or not, the effect is undeniable: the Rotten Leather reeks with such vile intensity that fighting its wearer in close quarters becomes a test of endurance and the will not to vomit mid-swing.
Save. 6+
Special Rules. Fang Fast Fashion, Unholy Stench
SPECIAL RULES
Unholy Stench. All enemies in base contact with a cultist wearing Rotten Leathers suffer -1 to hit in hand-to-hand combat during the first round of combat. Discipline may overcome the stench, but sadly, not everyone has such willpower. Therefore, models that pass a Leadership test and models with no functioning sense of smell (such as Undead and Possessed) are immune to this effect.
- Heavy Rattle Mace
30 gold crowns
Availability. Rare 8, Pestilens Rattish Ogre only
This is what happens when your trusted bell-ringer stands nine feet tall. When a Queekish Preacher is too battered to swing his Rattle Mace properly, he often “upgrades” to the Ogre version instead. As always, at first glance it looks like a battered bronze (heavy) bell, yet its studs and nails make it a surprisingly effective (still sacred) bludgeoning weapon.
Range. Close Combat
Strength. As user +1
Special Rules. Bellshock, Concussion, Two-handed
SPECIAL RULES
Bellshock. If a Rattish Ogre armed with a Heavy Rattle Mace is within 2″ of a Queekish Preacher, the Heavy Rattle Mace gains the For Whom the Rattle Mace Tolls special rule, but with a range of 12″ + D6″ from the Rattish Ogre. Having both a Rattle Mace and a Heavy Rattle Mace does not grant an additional re-roll for failed All Alone tests. Only one DONG is enough to rally the faithful. If that isn’t enough, then panic will.
- Poisoned-Wind Globe
25 gold crowns
Availability. Rare 6, Skryre Scholar and Skaven of Clan Skryre only
These fragile glass spheres are filled with liquefied warpstone, the mad tinkering of the Warlock Engineers and the bestseller of Clan Skryre. When the globe shatters upon impact, it unleashes a choking cloud of corrosive fumes that seep through armour and flesh alike.
Range. 6”
Strength. Special
Special Rules. Poisoned-Winds, Handle with Haste, Thrown Weapon
SPECIAL RULES
Poisoned-Winds. That’s the magic of the Warlock Engineers’ fumes, so ignore cover penalties and ignore armour saves. If a Poisoned-Wind Globe lands on the target deals D3 wounds on a 3+ and 1 wound to all models, friend or foe, within 2” on a 4+. No wall can stop gas-gas!
Handle with Haste. If a model rolls a 1 to hit with a Poisoned-Wind Globe, the fragile glass shatters! Just like the special rule “Poisoned-Winds” above, but with the model equipped with the Poisoned-Wind Globe at the center of the explosion. Additionally, a model in base-to-base contact may voluntarily (?!) smash the globe with a squeaky smile, bypassing the weapon attack in close combat and unleashing all the gaseous toxicity in the area.
- Gas Mask
25 gold crowns
Availability. Rare 6, Skryre Scholar and Skryre Novices only
The most disturbingly effective contraption of leather and brass fittings worn by the infamous Globadiers. With a Gas Mask, even a Yellow Fang cultist in love with Clan Skryre can withstand the choking fumes of their deadly creations, such as the Poisoned-Wind Globe. It protects not only against airborne toxins, but even against the fresh fragrance of the sewers.
SPECIAL RULES
Globadiers’ Breathing. A Skryre Scholar/Novice wearing a Gas Mask counts as wearing a Helmet. In addition, attacks with the Poisoned-Winds special rule only wound the gas-masked model on a roll of 6+. Completely reliable cough cough…
- Wyrdbelcher
100 gold crowns
Availability. Rare 12, Skryre Rattish Ogre only
The Wyrdbelcher is a Skryre-like imitation of the Hand-held Mortar, vomiting highly volatile ammunition into enemy ranks. Each shot tears apart flesh and morale, spreading death and sickly green smoke. It is not a weapon of precision, it is a weapon of catastrophe! All the explosive power of a Hand-held Mortar, but Ogre-proof and irresponsibly loaded with warpstone shells…need we say more?
Range. 24”
Strength. 5
Special Rules. Hand-held Artillery, Warpammo
SPECIAL RULES
Hand-held Artillery. Aside from firing warpstone-loaded shells, the Wyrdbelcher has the following special rules as the Hand-held Mortar: Move or Fire, Prepare Shot, Scatter, Experimental and Explosive Radius, but the blast is resolved at Strength 5.
Warpammo. As described in the Clan Ferrik warband, weapons with the Warpammo special rule impose a -3 armor save modifier, such as the Warplock Pistol.
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