Wood Elf Background
   Story behind the setting

   New Economy Rules

Hazard Charts:
   General Notes
   Forest Hazards
   Orc Army Hazards
   Underground Hazards

   Wood Elf Village
   Pine Glade
   Yew Glade
   Orc Camp
   Orc Black Market
   Dwarf Outpost
   Skaven Armoury
   Clan Skryre Armoury
   Skryre Inner Sanctum

   Savage Orcs
   Wood Elf Scouts
   Dwarf Slayers


Skaven Clan Skryre

By Nick Bate

The Warlock Engineers of Clan Skryre have always had an interest in the forest of Athel Loren. They know that elves dwell within its boundaries, and where there are elves, there are undoubtedly many items of great power. Items that the Warlock Engineers could make good use of… Unfortunately for the ratmen, those same elves have always guarded their secrets well. Over the long years, many expeditions have been sent into the forest, but none of them ever returned. It is not surprising, therefore, that the Council of Thirteen directed its attentions elsewhere.
Not everyone gave up on the forest, however. A Warlock by the name of Krask was never willing to let his chances at wealth and power go, and repeatedly sent groups of his followers into the forest in the hope that one - just one - would return with something he could use to further his position in the clan. Krask had high hopes that one day he would oust even the great Ikit Claw. He saw Athel Loren as the perfect way to do this - though Skaven magic was a potent thing, the elven artifacts scattered throughout the ancient forest would undoubtedly grant him everything he could ever want.
One day, all of Krask’s dreams came true. After years of sending expeditions in, and hearing nothing back, a messenger returned from Athel Loren to inform him that a massive Orc army was encamped within the forest’s borders. The Wood Elves were on the run, and the Orc army seemed to have slowed its assault and set up a permanent camp. Already, adventurers from other lands were making their way into the forest, and though many were killed, still more were able to survive - and even thrive.
Seeing that his time had come, Krask gathered his most loyal and skilled Warlock Engineers. He informed them of developments within the borders of Athel Loren, and ordered them to begin to arrange small parties to enter the forest and search for the artifacts of power he so desperately wanted. They were ordered to gather from the ranks of the clan a few loyal apprentices, and plenty of expendable clanrats and slaves to bulk out their numbers - and threats of reprisal were issued should any of them decide to keep anything they found to themselves…
It was a difficult scheme to organise, simply because Krask new he had to keep it secret from the remainder of the clan if he was to reap all the glory. He contacted assassins from Clan Eshin, making it clear that he may wish to purchase their services at a minute’s notice - if anyone within Clan Skryre caught even the slightest hint of what was going on, they were to be assassinated instantly
Fortunately for Krask, the Warlock Engineers of Clan Skryre were perfect for the task he had granted them. At their lowly ranks - quite a way under the mighty Ikit Claw, and even Krask himself - they were unlikely to come up with any grand designs on the artifacts they discovered within the forest’s borders. Each of them believed, however, that if returned with the most for Krask, then they would stand beside him as he rose to the top of the clan.
What’s more, Athel Loren is a very dangerous place. Even with the Wood Elves on the run, and the Orc army apparently stalled, there are countless ways that a warrior can die within its borders. What Clan Skryre lacks in raw strength - an area better reserved for Clans Mor and Moulder - it makes up for in it mastery of magic and machinery. The insane blend of magical warpstone and science has led to the creation of all manner of deadly devices which the clan uses to great effect.
Similarly, the magical skills of the Warlock Engineers themselves are a much-needed protection within the forest’s boundaries. Magic is everywhere in the Warhammer World, and the ancient abode of the Wood Elves is even more steeped in it than most locations. Also, without the magical knowledge of these individuals, many of the artifacts of power craved after by Krask might be accidentally left behind.
And so it was that small bands of Skaven warriors made their way into the forest of Athel Loren. The Warlock Engineers in command were under orders to use any means necessary to claim the magical artifacts that must surely litter the forest - including the limited use of other clans if necessary - but ultimately they all report back to Krask. It is he who masterminded the plan to enter Athel Loren, and he who will claim the prizes retrieved by the Skaven. If his followers are successful, the balance of power within the mighty Clan Skryre may see an indefinite and dramatic shift…
Skaven Special Rules
Skryre Special Equipment. The Warlocks of Clan Skryre often produce peculiar - and powerful - weapons for the use of their armies and warbands. Unfortunately for the Skaven, this equipment requires a great deal of maintenance in order to remain operational. Consequently, a Clan Skryre warband must have Apprentices in order to use any of this equipment (jezzails, warpfire throwers, warplock pistols and poison wind globes). If the warband does not have any Apprentices, then none of this equipment may be included in it. The exception is the Warlock Engineer - he may always purchase equipment for his use only, even if the warband contains no Apprentices.

Shops. Clan Skryre warbands can go to the Skaven Armoury, Clan Skryre Armoury and Warlock’s Inner Sanctum shops.

Choice of Warriors
A Clan Skryre warband must include a minimum of three models. You have 500 gold crowns (representing your resources) which you can use to recruit and equip your initial warband. The maximum number of warriors in the warband may never exceed 20.
  • Warlock Engineer - Each Clan Skryre warband must have one Warlock Engineer: no more, no less!
  • Stormvermin - Your warband may include up to two Stormvermin.
  • Warlock Apprentices - Your warband may include up to two Warlock Apprentices.
  • Initiates - Your warband may include a maximum of five Initiates.
  • Clanrats - Your warband may include any number of Clanrats.
  • Slaves - You warband may include any number of Slaves, up to a maximum of half your warband.
Starting Experience
  • The Warlock Engineer starts with 20 experience
  • Stormvermin start with 8 experience
  • Warlock Apprentices start with 0 experience
  • All Henchmen start with 0 experience

Clan Skryre Skill Tables
  Combat Strength Shooting Academic Speed Special
Engineer     X X X X
Stormvermin X X     X X
Apprentices     X   X X

Clan Skryre Skills

Tail Fighting. The Skaven may wield a shield, knife or sword with its tail. The model gains an extra attack with the appropriate weapon or a +1 bonus to its armour save.

Wall Runner. The Skaven does not need to take an Initiative test when climbing up walls and other sheer surfaces.

Infiltration. This skill is available to Stormvermin only. A Stormvermin with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12” away from any enemy model.

If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

Skavenbrew Master. This skill may only be taken by Warlock Engineers or Apprentices. The Skaven has perfected his recipe for skavenbrew. One batch purchased per game may modify the die result for affect by +1 or -1 as if a slave had been sacrificed. Note that this is not cumulative with sacrificing a slave (you can do either but not both).

Warpstone Resistance. This Skaven has developed a level of resistance to the effects of warpstone by years of exposure. If swallowing warpstone chunks, the model is only stunned if a 5-6 is rolled. If hit by a poison wind globe for any reason, the warpstone resistant Skaven only takes a S2 hit. Conversely, skavenbrew no longer has any affect on the warrior.

Equipment Lists
Engineers Equipment List
Henchmen Equipment List
Hand-to-hand combat weapons   Hand-to-hand combat weapons  
Dagger 1st free/2gc Dagger 1st free/2gc
Sword 10gc Club 3gc
Flail 15gc Sword 10gc
Spear 10gc Spear 10gc
Halberd 10gc    
    Missile Weapons  
Missile Weapons   Sling 2gc
Warplock Pistol* 30gc (70 brace)    
Warplock Jezzail** 100gc Armour  
Warpfire Thrower** 40gc Light Armour 20gc
Poison Wind Globes** 50gc Shield 5gc
    Helmet 10gc
Light Armour 20gc    
Helmet 5gc    
Warpstone Armour 60gc    
Misc. Equipment***      
Jezzail Support 10gc    
Warpfire Barrel 20gc    
*Heroes only
**Warlock Apprentices and Initiates only
***Initiates only

Special Equipment

This equipment is only available to Skaven of Clan Skryre, and no other warbands may purchase it. See the Trading section for full rules on acquiring rare items. All of these items require a deal of maintenance to keep them operating, meaning that only warbands containing Warlock Apprentices may use them. The exception is equipment given to the Warlock Engineer - he will look after his own tools.

Warplock Pistol
Warplock pistols are terrifying weapons, testimony to the mad genius of Clan Skryre engineers. Warplock pistols shoot ammunition made of magically treated warpstone and wounds caused by warplock pistols are horrible to behold and often cause infections.

Special Rules
Prepare Shot, Save Modifier

Special Rules
Prepare Shot: A warplock pistol takes a complete turn to reload, so your model may only fire every other turn. If he has a brace of warplock pistols, he may fire every turn.

Save Modifier: Warplock pistols are even better at penetrating armour than their Strength 5 suggests. A warrior wounded by a warplock pistol must make his armour save with a -3 modifier.
Warpstone Armour
Warpstone armour is a carefully crafted suit of heavy armour, with small amounts of warpstone dust added to it during its creation. Though the scholars of the Empire do not fully understand why, the addition of this warpstone makes it possible for Skaven Warlocks to cast spells even while wearing the armour - a very important ability for the Warlock Engineers of Clan Skryre.

Special Rules
Heavy Armour: Warpstone armour counts as heavy armour, granting a 5+ save. Note that since it is heavy armour, it will reduce the wearer’s movement by 1 if he is also armed with a shield.

Magical: The addition of warpstone dust in the forging of warpstone armour grants the armour the unusual property of not encumbering magic users. A Skaven spellcaster wearing a suit of warpstone armour may still cast spells as per usual.

Warplock Jezzail
Warplock jezzails are used exclusively by Clan Skryre to provide armies and warbands with ranged punch. They are carefully crafted by the Warlock Engineers, and only granted to Initiates and Apprentices for use in battle. Using similar warpstone ammunition to their smaller cousins, the warplock jezzail’s range and punch makes it perfect for taking down heavily armoured enemies.

Special Rules
Prepare Shot, Move or Fire, Difficult to Use, Save Mod.

Special Rules
Prepare Shot: A warplock jezzail takes a complete turn to reload, so your model may only fire every other turn.

Move or Fire: You may not move and fire a warplock jezzail in the same turn, other than to pivot on the spot to face your target or stand up.

Difficult to Use: In order to get the range and punch needed for jezzails to be so useful, they are long and unwieldy pieces of equipment. To represent this, all shots fired from a jezzail are at -2 to hit. Purchasing a separate support, which is used by a second Initiate or Apprentice, can alleviate this penalty. Details can be found below.

Save Mod.: Warplock jezzails are even better at penetrating armour than their Strength 5 suggests. A warrior wounded by a warplock jezzail must take its armour save with a -3 modifier.
Poison Wind Globes
Poison wind globes are a weapon associated with Clan Skryre and Skaven armies. They are small fragile globes filled with swirling warpstone gas, which can be easily thrown. It is just one more of the ways that the insane Warlock Engineers have found to make use of warpstone.

Special Rules
No Armour Save, Template, Fragile

Special Rules
No Armour Save: Hits caused by poison wind globes do not permit an armour save - armour is no protection against gas!

Template: When thrown, poison wind globes target an area rather than a particular person. Roll to hit as usual. If the to-hit roll is successful, anyone within 1” of the point targeted takes a S4 hit (Note that this means models up to 7” away from the thrower can be hit - the central point of the template must be within 6”). If the to-hit roll fails, the template deviates D3” in a random direction. Deviation can carry the template further than its maximum range.

Fragile: By their very nature, poison wind globes are extremely fragile. If a model carrying poison wind globes is knocked down or stunned, roll a D6. On a 1, a poison wind globe has burst. Resolve this as if a globe had been thrown at a point centred on the model carrying the globes.

Jezzail Support
The addition of a jezzail support helps to steady the long barrel of a warplock jezzail, increasing the accuracy of shots fired by the device. Unfortunately, these supports cannot be made out of any old wood - it needs to be specially shaped and strong enough to withstand the recoil and movement generated by a firing jezzail. What’s more, it requires Skaven to cut down trees and whittle wood - hardly one of their favourite past times!

Special Rules
Steady Jezzail: When a warrior with a jezzail support is in base contact with warrior armed with a jezzail in the shooting phase, the warrior firing the jezzail does not suffer the usual penalties from the difficult to use special rule.

May Not Shoot: When using a jezzail support, a warrior may not fire any other shooting weapons in his possession. All his strength is focussed on holding the support steady.
Warpstone Shard
Poison wind globes are a weapon associated with Clan Skryre and Skaven armies. They are small fragile globes filled with swirling warpstone gas, which can be easily thrown. It is just one more of the ways that the insane Warlock Engineers have found to make use of warpstone.

Special Rules
Casting: If a Warlock Engineer (and only a Warlock Engineer - warpstone is too valuable to give to apprentices) swallows a shard of warpstone before casting a spell, the difficulty of the spell will be reduced by two for that casting only. This is a one use only item.

Side Effects: Warpstone has a powerful corrupting influence on anyone who maintains contact with it. Though Warlock Engineers are somewhat hardened, swallowing a chunk can be quite dangerous. Immediately after a warpstone shard is used, roll a D6. On a 4+ the Warlock Engineer is stunned. Note that the effects of the spell are worked out before you determine whether or not the Engineer becomes stunned.

Warpfire Thrower
The armies of the Skaven are renowned for their deadly warpfire throwers - dangerous machines that spray sticky, highly flammable ‘warpfire’ on their foes. Unfortunately (for the Skaven), the fuel to power such devices is extremely time consuming to make. The result is that the warpfire throwers seen amongst the Skaven in Athel Loren are smaller versions of their battlefield cousins - covering a smaller area in their deadly ammunition, but much more economical, and still quite deadly.

Special Rules
Random Range, Move or Fire, Dangerous, Fuel Hungry

Special Rules
Random Range (courtesy of Tommy Punk): The distance traveled by a gout of warpfire is determined randomly. When a warpfire thrower is fired, work out the range and draw a straight line from the firer up to that distance. Any models within 1” of this line will take a single S4 hit from the stream of burning warpfire.

Move or Fire: You may not move and fire a warpfire thrower in the same turn, other than to pivot on the spot to face your target or stand up.

Dangerous: Warpfire throwers are notoriously unstable. If you roll a double for the distance that the warpfire travels then something has gone wrong. Roll another D6 - if the result is a 5+, then warpfire has been splattered on the crew of the machine. Resolve this as if their own weapon had hit them, instead of firing as usual.

Fuel Hungry: Warpfire throwers are incredibly fuel hungry - each gout of flame uses up a substantial amount of fuel. To represent this, a warpfire thrower may only fire twice per battle. This penalty can be removed by purchasing a fuel tank, detailed below.
Skavenbrew is a bubbling concoction of warpstone mixed with drugs and herbs put together by a Warlock Engineer. It is fed to a warrior before battle, and can produce quite dramatic affects. Unfortunately, it is also prone to occasional failure, so it is often tested on slaves before it is given to anyone important…

Special Rules
Drug: Skavenbrew is a drug. Each batch can be given to a single warrior, and its effects last for a single game. When giving it to a warrior (this must be a hero - henchmen are not deemed worthy of skavenbrew), roll on the following table to determine the results:

The model enters a killing fury and is affected by the psychology rules for frenzy for the next battle.
The model hates all non-Skaven and is affected by the psychology rules for hatred for the next battle.
The brew has no effect.

Side Effects: After a game in which a warrior has used skavenbrew, roll 2D6. On a roll of 2-3, the model loses a point of Initiative permanently. If this would reduce Initiative to 2 or below, the model suffers from stupidity instead. Note that you do not need to make this roll if the skavenbrew had no effect.

Test Subject: In order to improve the chances of skavenbrew being exactly right, Warlock Engineers may opt to test it out on a slave. This is, after all, what the slaves are used for. If you choose to do this, roll a D6. If a 6 is rolled, there is no effect on the slave. Otherwise, immediately remove the slave from your roster (he is considered dead - the tests often go wrong!). Regardless of the roll’s result, you may now add +1 or -1 to the D6 roll for the effect of skavenbrew.

Warpfire Barrel
A warpfire barrel serves a very important purpose for Skaven warbands using warpfire throwers. The extra warpfire that can be stored in the barrel allows the deadly weapon to continue firing for a much longer duration. This makes it a vital investment for most warbands.

Special Rules
Store Fuel: If a warrior with a warpfire barrel is in base contact with a warrior armed with a warpfire thrower in the shooting phase, the warrior with the warpfire thrower does not suffer the normal penalties from the fuel hungry special rule. (This means the warpfire thrower is no longer restricted to two shots per battle).

Must Remain in Base Contact: In order for the warpfire barrel to be any use, the warrior carrying the barrel must be in base contact with the model holding the warpfire thrower. If for any reason the model carrying the barrel is killed, the warpfire thrower it is attached to will only be able to fire two more times before running out of fuel. Note that if a warpfire thrower carrier is killed, the Skaven with warpfire barrel may separate and join a different warpfire thrower armed model. There is no benefit from having more warpfire barrels than warpfire throwers (apart from the decreased likelihood of running out of fuel!).

Unstable: Warpfire is notoriously unstable, and a large amount of it sloshing about in a barrel is decidedly dangerous. A model carrying a barrel may not move further than 5” per turn - i.e. he may not run and can only charge up to his normal movement. If for any reason the model is forced to move faster than this, roll a D6. On a 1, the barrel bursts, and warpfire goes everywhere. Every model (including the barrel bearer) within D3+1” takes a S4 hit. This may not be done deliberately - no suicide rats!

Similarly, if a model carrying a fuel barrel suffers a critical hit in close combat, roll a D6. On a 5+, the barrel explodes with the same effect as indicated above. Once damage for the explosion has been worked out, the critical hit is resolved as usual.


1 Warlock Engineer
65 gold crowns to hire

Warlock Engineers are the crazed scientists of Clan Skryre, creating a curious blend of engineering and magic. A select few, loyal to the Warlock Engineer Krask, have been chosen to enter the forest of Athel Loren to extract as many artifacts of power as possible, in order to elevate Krask within the Clan.

Profile M WS BS S T W I A Ld
  5 3 4 3 3 1 4 1 6

Weapons/Armour: Warlock Engineers may be armed with weapons and armour chosen from the Engineers Equipment list.

Leader: Any warrior within 6” of the Warlock Engineer may use his Leadership instead of his own.

Wizard: A Warlock Engineer is a wizard and uses the Magic of the Horned Rat. See the Magic section of the Mordheim rulebook for details.

0-2 Stormvermin
40 gold crowns to hire

Warlock Engineers are scientists and magicians, not fighters. Consequently, in order to provide them protection both in the forest and at home, they often select bodyguards for protection. For the wealthy and powerful, these are often animals supplied by Clan Moulder, but those entering Athel Loren, rats known as Black Skaven or Stormvermin are the best bet.

Profile M WS BS S T W I A Ld
  5 4 3 4 3 1 5 1 6

Weapons/Armour: Stormvermin may be armed with weapons and armour chosen from the Engineers Equipment list.

0-2 Warlock Apprentices
30 gold crowns to hire

Warlock Apprentices are Skaven who train under the guidance of a Warlock Engineer. They have shown a grasp of magic, and are taught the abilities necessary to create and care for the evil devices created by the full-blown Engineers. In the warbands entering Athel Loren, they are largely used to maintain this valuable equipment.

Profile M WS BS S T W I A Ld
  5 2 3 3 3 1 4 1 4

Weapons/Armour: Warlock Apprentices may be armed with weapons and armour chosen from the Engineers Equipment list.

Trainees: Warlock Apprentices are (funnily enough) the apprentices of the Warlock Engineer, and are being trained in the ways of Clan Skryre. As such, they do not begin with any spells, but when they roll a new skill as an experience advance, they may choose to take a randomly determined spell rather than a normal skill.

Inexperienced: Warlock Apprentices do not have the years of practice and training of the Warlock Engineer, and as such are prone to miscasting more often than their more skilled leader. All spells cast by a Warlock Apprentice count as +1 difficulty.

Henchmen (bought in groups of 1-5)

0-5 Initiates
30 gold crowns to hire

Initiates are the Clanrats of Clan Skryre who have proven themselves dedicated enough to be initiated into the clan’s higher ranks. Some may make it as Engineers or Apprentices, but many others will spend their lives operating the machinery created by others. It is just this that is their task in Athel Loren - to operate the machinery created (or purchased) by the Engineer and maintained by his Apprentices.

Profile M WS BS S T W I A Ld
  5 3 3 3 3 1 4 1 5

Weapons/Armour: Initiates may be armed with weapons and armour chosen from the Engineers Equipment list.

The Lad's Got Talent: If an Initiate group rolls ‘the lad’s got talent’ as an experience advance, he has been singled out by the Warlock Engineer as capable of learning the arts of magic. He must chose spells as one of his two skill lists, and from this point forward all rules for Apprentices will apply to the newly promoted Initiate.

20 gold crowns to hire

Every clan has its Clanrats. These are the minions who live within the clan’s stronghold, and they provide the main muscle when the clan goes to war. They live brutish lives, working, fighting and dying for their clan and their superiors. They provide the bulk of the fighting force sent into Athel Loren.

Profile M WS BS S T W I A Ld
  5 3 3 3 3 1 4 1 5

Weapons/Armour: Clanrats may be armed with weapons and armour chosen from the Henchmen Equipment list.

10 gold crowns to hire

All clans maintain a body of slaves - captured from conquered clans, or occassionally humans, elves or dwarfs taken in battle. These are especially important for Clan Skryre, in that they can be used for the most dangerous of tasks, and as test subjects for the Warlock Engineers.

Profile M WS BS S T W I A Ld
  5 2 3 3 3 1 4 1 4

Weapons/Armour: Slaves may be armed with weapons chosen from the Henchmen Equipment list. They may carry shields, but may not wear helmets or light armour - they are not expected to live, and nothing is invested in their survival.

Expected to Die: Slaves are expected to die - they are used as cannon fodder to protect the more valuable members of the warband. When testing to see if a Skaven warband needs to take a Rout test, each Slave taken out of action counts as half a model. Therefore, a band of 10 slaves and 6 other skaven (16 models) would only have to take a test if 4 models fell (8 slaves or 4 other skaven, or some combination thereof).

Doomed (courtesy of Tommy Punk): Slaves have only two things to look forward to: a hard life with long working days, and constant abuse. If the slave becomes ever becomes a hero, (i.e. he rolls the "the lad's got talent" advance) he is quickly executed by the warband’s leader, who fears an uprising. This happens regardless of whether or not you have a full quota of heroes. Remove the unfortunate Slave from your roster and roll for an advance again if the Slave had other members in his henchmen group.