Skaven of Clan Ferrik
Clan Ferrik Equipment List
HEROES EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dagger | 1st free / 2 wt |
| Mace | 3 wt |
| Axe | 5 wt |
| Halberd | 10 wt |
| Morning Star | 15 wt |
| Double-handed Weapon | 15 wt |
| Dwarf Axe (Looted) | 15 wt |
| Beardwhip (Looted) | 25 wt |
| Maw of Ferrik | 30 wt |
| Warpstorm Condenser | 3 times the cost |
| 0-1 Gromril Weapon* (Looted) | 3 times the cost |
HENCHMEN EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dagger | 1st free / 2 wt |
| Mace | 3 wt |
| Axe | 5 wt |
| Spear | 15 wt |
| Forgehammer (Looted) | 15 wt |
HEROES EQUIPMENT LISTS
Missile Weapons
| Poisoned-Shard Globe | 20 wt |
| Vermin Bombs | 25 wt |
| Ratling Pistol | 35 wt |
| Warplock Pistol | 35 wt (70 for a brace) |
| Warpmusket | 50 wt |
| Jezzail | 120 wt |
| 0-1 Doomrocket | 150 wt |
HENCHMEN EQUIPMENT LISTS
Missile Weapons
| Crossbow (Looted) | 25 wt |
| Warplock Pistol | 35 wt (70 for a brace) |
| Warpmusket | 50 wt |
HEROES EQUIPMENT LISTS
Armour
| Buckler | 5 wt |
| Shield | 5 wt |
| Helmet | 10 wt |
| Ironmask | 20 wt |
| Light Armour | 20 wt |
| Heavy Armour | 50 wt |
| 0-1 Gromril Armour* (Looted) | 100 wt |
HENCHMEN EQUIPMENT LISTS
Armour
| Buckler | 5 wt |
| Shield | 5 wt |
| Helmet | 10 wt |
| Light Armour | 20 wt |
| Pavise | 25 wt |
* One weapon and one armor may be bought in Gromril instead. This multiplies the cost of the weapon by 3. Note that this price is only for a starting warband, as it represents the smithing slavery service of Dwarfs, borrowed Gromril pieces from the fallen halls of Karak Varn and the clanking wealth of Clan Ferrik.
Clan Ferrik Special Equipment
This equipment is only available to Clan Ferrik and no other warbands may purchase it. See the Trading section for full rules on acquiring Rare Items.
- Looted Equipment
1 x price
Availability. Common, Clan Ferrik only
Take the rusted-rattish-rubbish or take the masterpiece of grudgebearing kings…but choose wisely: with one you rule the City of the Damned, with the other you are THE damned. The Clan Ferrik has a “honored tradition” of scavenging both the most minable mines and the craftsmanship of their archenemies. So, looting equipment or politely negotiating for new forgeries is just part of the Iron Rats’ business plan. These weapons and armor snatched from the hands of enslaved smiths or from forgotten armories come with a price…but oh, what a rune-touched price. While Dwarven craftsmanship might be legendary, the weight of ancestral grudges & vermin venom lingers in every creation. Stormvermin, Ratsketeers or even Forgerats of the metallest warlord Clan don’t care about a little malfunction…only bad luck, gnaaah! After all, with some unfortunate surprises, it’s just everyday life for a Skaven.
SPECIAL RULES
Looted. Any Looted Equipment has been infused with unrepeatable swearwords and pints of bitterness or just inscribed with hidden runes of sorrow, almost invisible for rodent brains, yet enough to throw warbands off track. The cursed words & runes might occasionally backfire: at the start of each scenario, every model with Looted Equipment (except for Dwarf Slaves) must roll a D6. On a roll of 1, a Looted Weapon suffers -1 to hit or a Looted Armor suffers -1 to armor saves. The penalty lasts only for that scenario and is not cumulative for the rest of the campaign. Dwarven malus come and go, only Gromril is forever!
- Warpstorm Condenser
3 x price
Availability. Rare 10, Clan Ferrik and Clan Skryre only
This is what happens when a Warlord Clan strikes deals with a Great Clan, the most metal-obsessed Clan Ferrik and the most spark-obsessed Clan Skryre: weapon upgrades to zzzap everyone (literally everyone) with warp-lightning. Safety is optional in Skavendom.
SPECIAL RULES
Greensparks. A Hero in a Clan Ferrik warband may purchase the Warpstorm Condenser enhancement for any weapon with the Two-handed special rule. The cost is the price of the Two-handed Weapon plus three times the base cost of that weapon for the Warpstorm Condenser. For example an Halberd: 10 wt + 30 wt = 40 wt for a Heavy Metal Thunder Staff! During each Close Combat phase, roll a D6. On a roll of 6, the capacitator is supercharged with warp-warp energy! If the model with a Warpstorm weapon hits the enemy, the target suffers an additional D6 Strength hit (no armor saves allowed). The attacking model also suffers a D6 Strength hit (armor saves allowed). The results are as unpredictable as Warplock Skaven engineering, but damage is a guarantee.
- Ironmask
20 warp tokens
Availability. Rare 8, Clan Ferrik only
Many warriors of Clan Ferrik wear the fearsome Ironmasks, clumsily copying the head-encompassing helmet of the Forgemaster-Tyrant. This snarling face is more than just protection, it’s copying (clumsily again) the extreme longevity of the Clan Warlord. Not bad in the streets of Mordheim!
SPECIAL RULES
Blessing of the Forgemaster. The unnatural resilience blesses not only the Tyrant of the Iron Rats, but anyone who locks themselves behind the hallowed Forgemaster visage. The first time a model with an Ironmask is hit in battle, roll a D6. On a 4+, the hit is ignored, and no damage is suffered. This rule does not stack with other protective items, such as the Lucky Charm.
Avoid Stun. After all, snarling heavy metal faceplate protects the head quite well…so a model equipped with an Ironmask has a special 4+ save on a D6 against being Stunned. If the save is made, treat the Stunned result as Knocked Down instead.
- Beardwhip
25 warp tokens
Availability. Rare 8, Clan Ferrik only
Beardwhip, Braidlash or Barbedbeards…whatever you call it, this weapon is fashioned from the precious Dwarven facial hair in captivity, the cruelest combination of physical and psychological Skaven malevolence. The Beardwhip strikes with Eshin Sensei precision, slicing through flesh and pride, leaving wounds and grudges.
Range. Close Combat
Strength. As User -1
Special Rules. Cannot Be Parried, Whiskercrack
SPECIAL RULES
Cannot Be Parried. The Beardwhip is a hairy flexible weapon and any attempts to parry its strikes are futile. A model attacked by a Beardwhip may not make parries with Swords or Bucklers.
Whiskercrack. As the special rule Whipcrack, but with the following modification: as long as a Dawi Overseer is not engaged in close combat, all Dwarf Slaves within 4″ gain +1 Movement. This effect does not stack from multiple Beardwhips. It is expected that they can at least keep pace with a limping rat…
- Maw of Ferrik
30 warp tokens
Availability. Rare 10, Clan Ferrik only
The (grotesque) work of art in Ferrik industry – bearing the infamous Clan’s very namesake – is a not-so-friendly contraption with a spring-loaded/pole-mounted maw designed to “discipline” even the most stubborn slave. Unlike the monotonous man-catchers, some slavemasters improve the Maw of Ferrik with warp-lightning treats for extra motivation. Now, back to the forges!
Range. Close Combat
Strength. As User
Special Rules. Workforce, Two-handed
SPECIAL RULES
Workforce. A model taken Out of Action by a Maw of Ferrik becomes captured. Do not roll for Serious Injuries. Large models, such as Ogres, Trolls and Minotaurs, cannot be captured this way, and neither can animals. If the model captured is a Dwarf, the warband includes a Dawi Overseer and the warband does not already include five Dwarf Slaves, the model may be added as a new Dwarf Slave. Life as workforce in Clan Ferrik is miserable…so use the standard Dwarf Slave stats.
- Forgehammer
15 warp tokens
Availability. Rare 5, Clan Ferrik and Dwarfs only
A Forgehammer at its core is a sturdy smithing tool, but it is still a hammer and it is still Dwarven-crafted! It is worthy in the heat of the forges and in the heat of battle too, slamming on anvil/skull/buckler makes no difference.
Range. Close Combat
Strength. As User
Special Rules. Concussion, Hammerfall, Smithing Tool
SPECIAL RULES
Concussion. Forgehammers, just like any other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a Forgehammer, a roll of 2-4 is treated as Stunned when rolling for Injuries.
Hammerfall. If something is forged only to crush against an anvil, metal vs metal, there’s little hope of parrying…What better way to hammer down bars or enemies with the same smithing force? The Strength of the attack is considered one higher for parry attempts, so a S3 model may not parry attacks by a S5 warpstone-boosted Stormvermin.
Smithing Tool. A model with a Forgehammer may not use a second weapon, as it’s more of a weapon of opportunity, requiring all the focus in the forge, but in close-combat too! Shields may still be carried as normal.
- Poisoned-Shard Globe
20 warp tokens
Availability. Rare 6, Clan Ferrik only
While the Poisoned-Wind Globes are a well-known Skryre weapon in their uber-insane arsenal, the Ferrik warlike twist with Poisoned-Shards is the more battle-ready edition…a glass grenade, de facto. Like the classic winded versions, these fragile spheres are loaded with poison, along with metal shavings and crushed warpstone. Upon impact, the globe shatters, releasing a toxic barrage of fragments and splinters in all directions!
Range. 6”
Strength. Special
Special Rules. Poisoned-Shards, Handle with Haste, Thrown Weapon
SPECIAL RULES
Poisoned-Shards. The shards are (obviously) poisonous, as if they were permanently coated with Black Lotus. If a Poisoned-Shard Globe lands on the target, all models, friend or foe, within 1 inch of the target suffer D3 Strength 3 hits each, with saves allowed as normal.
Handle with Haste. If a model rolls a 1 to hit with a Poisoned-Shard Globe, the fragile glass shatters! Just like the special rule “Poisoned-Shards” above, but with the model equipped with the Poisoned-Shard 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 razor-sharp toxicity in the area.
- Vermin Bombs
30 warp tokens
Availability. Rare 8, Clan Ferrik only
Stockpile of Karak-stolen gunpowder, quintals of corrupting warpstone, swarm of a thousand scurry tails: ok, let’s make a vermin bomb! If those so-called “Master Engineers” of the Imperial Colleges can do it with a pigeon (literally a rat with wings), then why can’t a Clan Ferrik Engineer do the same?! Ratmen stuffed with more rats, more bombs and no common sense.
Range. 30”
Strength. Special
Special Rules. Poisoned-Shards, Squeaking Nest, Vermin Volatility, Move or Fire
SPECIAL RULES
Squeaking Nest. Once a Hero buys Vermin Bombs, he has enough of this twisting & poisonous supply for the full game. The Squeaking Nest gets replenished at the start of each new game.
Vermin Volatility. When launching a Vermin bomb, do not use the Hero’s BS to hit the target. Instead, roll a D6. On a 5-6, the Vermin Bomb detonates with ridiculous accuracy, a vermintide of poisoned splinters and well-cooked flesh. On a 2-4 a scrambling bombed-rats scurry away in true Skaven chaos. Draw a straight line between the Hero with the Vermin bomb and the target. At halfway, the Vermin Bomb scatters 2D6″ in a random direction, using the Warhammer directional die. On a result of 1, the Horned Rat has pointed at you and the Vermin Bomb explodes in the Hero’s hands as the special rule Handle with Haste.
- Ratling Pistol
35 warp tokens
Availability. Rare 9, Clan Ferrik and Clan Skryre only
The Ratling Gun is the ultimate weapon in all Skavendom, a large multi-barrelled death-dealing machine with the insane payload of 100 warpstone bullets per minute. Now…forget it. The Ratling Pistol, despite the miniaturization, still delivers a micro-ratling-like carnage, sometimes upon anyone and anything downrange, sometimes upon the fool who pulls the trigger. While nowhere near the leadstorm of its big brother, the Ratling Pistol is the compact chaos of Skaven ingenuity, excessive rate of fire and absolute zero self-preservation.
Range. 6”
Strength. 4
Special Rules. Scurry Strafe, Skaven Prototype, (Delicate) Skaven Prototype, Prepare Shot
SPECIAL RULES
Scurry Strafe. When your model fires with the Ratling Pistol, draw a line 6″ long and 1″ wide in any direction from the flawless marksman (the line must be absolutely straight). All models in its path are automatically hit with a Strength 4 salvo.
Skaven Prototype. Even if the Ratling Pistol hits automatically, the model must still roll to hit to determine if the “fine” mechanism jams or (more likely) explodes. The Ratling Pistol is always subject to the optional Blackpowder Weapons rules from the Mordheim rulebook. However, the opponent may choose to force a re-roll on the Blackpowder Weapon Misfires chart. The second result must be accepted.
(Delicate) Skaven Prototype. The Ratling Pistol may be used as a normal Pistol in the first round of combat. A model armed with a Ratling Pistol and another close combat weapon gains +1 Attack, which automatically hit with a Strength 4 salvo. After that, it no longer counts as an additional hand weapon…the adjective “delicate” in a such Skaven Prototype only refers to the volatile nature, too unstable and definitely not a Mace!
- Warpmusket
50 warp tokens
Availability. Rare 9, Clan Ferrik and Clan Skryre only
If “Warplock Pistols are terrifying weapons, testimony to the mad genius of Clan Skryre Engineers” and blah blah blah…then Warpmuskets are, as the name suggests, the Handgun warp-edition. Same devastating damage from “ammunition made of magically treated warpstone” with even more range.
Range. 24”
Strength. 5
Special Rules. Warpammo, Move or Fire, Prepare Shot
SPECIAL RULES
Warpammo. The Warplock technology channels all destructive and magical power into every shot. Each round is crafted with only the best warpstone powder and artificers’ insanity, turning armor into nothing more than melted cheese against chaotic fire. Weapons with the Warpammo special rule impose a -3 armor save modifier, such as the Warplock Pistol.
- Jezzail
120 warp tokens
Availability. Rare 11, Clan Ferrik and Clan Skryre only
Nothing more than the pinnacle of Skaven long-range weaponry. This warpstonepowder firearm is ideally operated with a crew of two, one marksman and one flesh-tripod. Anyone can be sacrificed to the gun-dragging-cause: Clanrats, Skavenslaves, not-Skavenslaves (hello there, Beardlings) or even a bunch of bubonic furballs. The oversized sniper rifle can somehow fire with only one Ratman, but accuracy is a joke. Always spews smoke and noise, but hits? Good luck-luck! However, if the Horned Rat approves and the shot actually strikes, the warplock bolt punches through the thickest armor, leaving behind a greenish trail, the deadly signature of the Skaven Jezzail.
Range. 36”
Strength. 5
Special Rules. Gunner Minion, Warpammo, Move or Fire, Pick a Target, Prepare Shot
SPECIAL RULES
Gunner Minion. A model equipped with a Jezzail requires (normally) another desperate crew member from the warband: usually a Forgerat, but also Dwarf Slaves. Without a Gunner Minion, the Jezzail shooter suffers a –1 penalty to hit and move only at half pace, as the weapon is too heavy and cumbersome for only one miserable Ratman. With a Gunner Minion instead, the penalties do not apply as long as the models are base-to-base. The Gunner Minion cannot be equipped with any weapon, only a Pavise! Even the shielding is heavy and cumbersome, it can still wear armor, miscellaneous equipment and fight with fists, claws, tails or teeth. In this case, the movement of both models is once again halved. You can choose between speed or defense, but attack always strong-strong!
- Doomrocket
150 warp tokens
Availability. Rare 11, Clan Ferrik and Clan Skryre only
The line between genius and madness is blasted skywards in an incinerating mushroom cloud. With stolen secrets from the mysterious East and Warlock-Engineers tweaking (read: improvising & praying), behold the Doomrocket! It is a Skaven-made BAZOOKA and if you’ve chosen to hire a Clan Ferrik warband, you’ve probably realized that accuracy and survivability are overrated. Boom-or-Doom in the City of Damned!
Range. 12-36”
Strength. 5
Special Rules. Skaboom! Skaven Prototype, Fire Once, Move or Fire
SPECIAL RULES
Skaboom! When a reckless Clan Ferrik Hero finally launches a Doomrocket, a safe place is…anywhere but here! If the Doomrocket lands directly on target, the model suffers D3 Strength 5 hits with no saves allowed and all models, friend or foe, within 1½ inches of the target suffer 1 Strength 5 hit each, with saves allowed as normal. Gneheheh but if the attack misses, roll 2D6” and scatter the Doomrocket in a random direction, using the Warhammer directional die. All models, friend or foe, within 1½ inches of final landing spot suffer 1 Strength 5 hit each, with saves allowed as normal. Well, this is just one more reason they call it the City of the Damned!
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