CULT OF THE YELLOW FANG
YELLOW FANG Special Rules
All Cult of the Yellow Fang is subject to the following special rules:
Twin-Tainted. The Cult of the Yellow Fang walks a Weeping Blade-edge between Man and Ratman. Though Human in flesh, its members have surrendered their faith to the Great Horned One. Across the Old World, they have “chosen” to be Twin-Tainted: two stains upon their souls and damned by both. The Cult of the Yellow Fang may only hire Hired Swords or Dramatis Personae normally available to Skaven or Chaos warbands, and are subject to any rules that affect either Skaven or Chaos warbands.
Sacrifice to Morskrit. Known across the Empire as Morrslieb – the Beloved of Morr – but the Cult of the Yellow Fang obviously prefers a more rattish name: Morskrit, the Dark Moon. Queekish beats Reikspiel! In any case, this sickly green moon (green because it is, quite literally, a massive floating ball of warpstone) casts its influence over every people of the Old World, inspiring myths and prophecies, rites and offerings. The Cult of the Yellow Fang reveres Morskrit with sacrifices at least once every quarter, and fortunately, the City of the Damned is never short of souls. All that green must be painted red with blood! The Cult of the Yellow Fang follows the rules for the Possessed in the Rulebook when it comes to captives, but the Dark Moon is pleased only by the sacrifice of Humans, Elves, Dwarfs, Halflings or Sacred Verminkin from their own warband.
YELLOW FANG MUTATIONS
As all know, those who dwell in Mordheim soon develop horrible mutations and the Cult of the Possessed seem to be especially susceptible. The other cult, that of the Yellow Fang, willingly seeks mutations instead, striving to corrupt their bodies as much as possible and be reborn as the Children of the Horned Rat…the Skaven! At least they try, as most mutations are nothing but crippling deformities and handling warpstone rarely ends well. Yet, through precise dosage, chittering prayers or dark fortune, this fleshwarping becomes an advantage on the streets of Mordheim.
Yellow Fang Mutations may be bought for Man-Rats when are recruited. You may not buy new mutations for a model after recruitment, unless allowed by spells, special equipment or special skills. Any Man-Rats may have one or more Yellow Fang Mutations. The first is bought at the price indicated, but any further mutations bought for the same model cost double.
• Yellow Fangs. The first mutation is an unmistakable blessing for the Cult of the Yellow Fang. The name is no coincidence! Those who bear it are the envy of young initiates and rarely bother to hide this twisted grin. The Man-Rat grows a set of massive (yellowed) fangs and gains an extra attack (unless it already has one) in each hand-to-hand combat phase. This bite attack is resolved at Strength 2 and counts as always coated with Black Lotus. Tooth brushing is a man-thing weakness, yes-yes!
Cost – 40 gold crowns
• Horns of the Horned One. If those crooked and oversized and stained fangs are the mark the cult, then these are signature straight from the Under-Father. Not headbutting horns like a brutish Gor, these are horns of pride! The Cult of the Yellow Fang believe they are the ultimate blessing, but in reality it’s just a common mutation caused by too much wyrdstone. However, the Man-Rat with the Horns of the Horned One always feels the divine presence, ever whispering and ever watching! The Man-Rat is immune to All Alone tests.
Cost – 40 gold crowns
• Chosen by the Brood Horrors. Despite the name, these Brood Horrors are not the bloated beasts lurking in the tunnels of the Under-Empire. Instead, they are living masses of cancerous growths and pulsing bulges, the fleshy “brood” spawned within the mutating Man-Rat body. The title Chosen is meant with grimdark irony, as these horrors are nothing more than swollen excrescences, rarely coalescing into a semi-sentient swarm of flesh. Yet the Man-Rat becomes a walking brood-monster, so repulsive that few can endure his gaze for long. The Man-Rat causes fear.
Cost – 40 gold crowns
• Fleshgrown Tail. A thick and fleshy tail bursts from the Man-Rat’s spine, always lashing, always coiling and impossible to ignore. But in close combat, the tail it is more than a decorative appendage and acts as a newly extra limb. Grotesque, just as it would please the esteemed Clan Moulder. The Man-Rat may use any single-handed weapon with the Fleshgrown Tail, giving him +1 attack when fighting in hand-to-hand combat. Alternatively, he may carry a shield.
Cost – 40 gold crowns
• Skaven Scurry. The Man-Rat’s legs twist into clawed, rat-like limbs: bones cracking, muscles stretching and joints bending at inhuman angles as the creature’s posture is (brutally) reshaped. When moving fast – charging other damned souls or scurrying away like the beloved Skaven – the hunched spine forces the Man-Rat into a savage quadrupedal dash…true Mordheimian beauty, but disturbingly agile! The Man-Rat gains +1 Movement.
Cost – 40 gold crowns
• Ratkin Reflexes. The movements show the nervous alertness of vermin born in the gutters. The Man-Rat is now consumed by animal instinct, along with racing heart, skittering eyes and shivering skin (basically, the full sensory survival kit). He reacts like a cornered beast, driven no longer by reason, only raw reflexes and the fight-or-flight response always switched on. The Man-Rat gains +1 Initiative.
Cost – 30 gold crowns
• Sludgeproof. In the City of the Damned, the miserable life of a cultist follows the law of the rats: “If you want to survive, you must either flee or mutate, yes-yes.” Those with the right mutation thanks to warpstone may even live in “relative” peace, at least without dying of Red Pox, Black Plagues or Nurgle’s Rot. Oh and all of a sudden, even sewer water doesn’t seem so bad anymore! The Man-Rat is immune to the effects of all poisons and diseases.
Cost – 30 gold crowns
• Wyrdstone Sniffer. Years of breathing in wyrdstone dust have left the Man-Rat with an innate sense for Mordheim’s most precious treasure. His nostrils flare wide, the nose-tip wrinkled and pinkened, while involuntary snorts now follow him everywhere. Perhaps like a trained beast sniffing every smell around or perhaps it’s simply an addiction…but bad habits could be turned into talents! Quite useful when the whole warband is looking for your favorite drug. The Man-Rat gains the Wyrdstone Hunter special skill.
Cost – 20 gold crowns
• Ravenous. The Man-Rat’s metabolism is completely broken, literally warped. He grows leaner, but not weaker, overdriven by the relentless urge to attack and devour, sometimes even slipping into cannibal craving! Among the Yellow Fang, this is still revered one of the holy traits – oh very Skaven indeed – though most cultists wisely keep their distance. This burning energy gnaws at him from within, until it begins to consume him entirely. The Man-Rat gains the Black Hunger special skill.
Cost – 20 gold crowns
• More Rat, Less Man. The transformation is complete! All the power of unholy prayers (and wyrdstone) merge in dreadful harmony, sealing the long-awaited promise of becoming a true Child of the Horned Rat. In the eyes of his Under-Father, the Man-Rat – now Rat-Man – is finally counted among the progeny. No great benevolence follows…only disdain, but in rattish existence. A Man-Rat must have at least two Yellow Fang Mutations before taking More Rat, Less Man. The Man-Rat gains +1 Movement and +1 Initiative. In addition, the model is no longer considered Human and counts as Skaven for all rules and effects.
Cost – 80 gold crowns
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