CLAN MOULDER

by Tommy Punk

To the north, in the blasted wasteland known as the Troll Country, lie the infernal breeding pits of Clan Moulder. Their stronghold is burrowed into the walls and floor of a ragged chasm in a snowy mountainside in the northern spur of the Worlds Edge Mountains. Volcanic pools at the bottom of the chasm raise a greyish plume of steam and vapours over it and mix the stink of sulphur with the stench of matted fur and excrement carried on the wind. Worse than the stench is the dreadful cacophony of howls, squawks, screams, snarls and shrieks which clamour out of the frozen chasm like the wailing, lost souls of a thousand different races. It is not without good reason that this place is known as the Hell Pit.

During the Great War against Chaos two hundred years ago Hell Pit was attacked by one of the many armies of Beastmen and Chaos Warriors sweeping south through Kislev. The stronghold was saved by the Packmasters releasing a horde of rabid Rat Ogres into the tunnels, driving the minions of the four Chaos Powers back to the surface. The Chaos army was finally surrounded and destroyed by another force of Skaven sent to reinforce the Clan Moulder from Karak Varn. Chaos still flows strongly around Hell Pit, warping the very rocks themselves and perverting plants and animals into new and disturbing forms.

Clan Moulder is constantly seeking new, stable breeds of fighting beasts that they can sell or hire to the other clans. Rumours abound of the crossbred monstrosities they have created of which the fearsome Rat Ogre is undoubtedly the most infamous. Rat-like wolves have also been seen prowling in Kislev, along with curious furred breeds of troll and huge, seldom-seen burrowing creatures. Some of the beasts the Packmasters catch are simply trained and sold to other clans. Clan Moulder Packmasters are experts in training wild and vicious monsters. Truculent beasts are broken so that they obey and passive creatures goaded until they become killers.

Lord Verminkin, Packlord of Clan Moulder, rules Hell Pit. He is most often to be found in the Clan Moulder district of Skavenblight. Verminkin is one of the Council of Thirteen and feared by many of the other Lords of Decay as the mightiest warrior amongst them. The Packlord is also feared because he commands the huge wealth of Clan Moulder, sufficient to pay for private assassination contracts with Clan Eshin and bribe members of the Council. So far Lord Verminkin has advanced to the position of ninth member of the Council of Thirteen. This makes him the equal of the fourth member Lord Paskrit, Warlord-General of all Skavendom, though undoubtedly the Packlordīs ambition reaches even higher.

Army Selection:
Characters: 0-50%
Regiments: 25%+
Warmachines: 0-15%
Monsters: 10-25%
Allies: 0-25%

CHARACTERS

The Hell Pit is a wast stronghold divided into several breeding pits. Each breeding pit is a clan within the clan and is ruled over by a Packlord. The Packlords direct the breeding programs and organise hunts for new stocks of bestial creatures. They sell some of their not so succesful beasts to the other clans as bodyguards or beasts of burden. Each Packlord is a mighty warrior and a ruthless general.

Special rules
Beastmaster

All characters belong to Clan Moulder and are effectivly members of Clan Moulder for all purposes. Any character can ride a monster from the monster list, including a Rat Ogre at a cost of +43 pts or a Rat Wolf at +14 pts. All characters count as a Pack Master and can be fielded as a lone Pack Master if you wish, the pack creatures are still bought as regiments though. In addition the characters LD is increased to 8 if he is a member of a pack, including if he is the only Pack Master. A champion's LD is not increased nor is he allowed to ride a monster.

Mutations
Feel free to give each character or monster a single Chaos Attribute from the Chaos Attribute Table. But be warned that not all of the results are beneficial and if the character or monster degenerates into a spawn then the model is considered a casualty. Obviously an ambitous Packlord tried to enhanse the monster further prior to the battle or a character strayed too close to the Warpstone.

1 Packlord
The Packlords direct the breeding programs and as they sell some of their not so succesful beasts to the other clans as bodyguards or beasts of burden, they are quite wealthy. Each Packlord is a mighty warrior and a ruthless general.

See Warhammer Armies Skaven, the Packlord is equal to a Warlord.

Battle Standard
See Warhammer Armies Skaven.

Chieftain
See Warhammer Armies Skaven.

Champion
See Warhammer Armies Skaven.

REGIMENTS

Small bands of Packmasters scour the lands around Hell Pit for creatures to capture for their diabolic experimentation. Chaos monsters from the Northern Wastes are the most dangerous but also the most valuable by far. Huge and monstrous creatures always offer the best chance to create a new breed of fighting beasts. Clan Moulder hunters will trail a Manticore of Hydra for months waiting for an opportunity to strike. Captured beasts are hauled away into Hell Pit in great iron cages. Once in the pit they are exposed to Warpstone and fed on carefully measured amounts of it until the desired mutations start to form. The bottom of Hell Pit is filled with the detrius of the clanīs failed experiments: pale twisted monstrosities that shamble or flop across the floor of the chasm and feed on one another. Some of the beasts the Packmasters catch are simply trained and sold to other clans. Clan Moulder Packmasters are experts in training wild and vicious monsters. Truculent beasts are broken so that they obey and passive creatures goaded until they become killers.

0-1 Stormvermins
See Warhammer Armies Skaven.

Clanrats
See Warhammer Armies Skaven.

Slaves
See Warhammer Armies Skaven.

1+ Packmasters

Clan Moulder Packmasters are experts in training wild and vicious monsters. Truculent beasts are broken so that they obey and passive creatures goaded until they become killers. The Packmasters herd monstrous creatures and rats to the battle in order to overwhelm the defenders.

Packmaster at 10 pts per model

Each Packmaster must control:
1-6 Giant Rats at 2.5 pts per model
1-6 Rat Ogres at 43 pts per model
1-6 Rat Beasts at 30 pts per model
1-6 Rat Wolves at 12 pts per model
1-6 Chaos Hounds at 12 pts per model
1-3 Chaos Spawns at 70 pts per model
1-3 Dragon-Rats at 18 pts per model
1 Large Monster bought from the Monster section.

Several Packmasters may join together to form bigger units but they must all control the same type of creature. In case of monsters they may have different monsters but the unit must contain only monsters.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Giant Rat 6 2 0 3 3 1 3 1 4
Rat Beast 6 3 0 5 4 2 4 2 5
Rat Ogre 6 4 0 5 5 3 5 2 5
Rat Wolf 6 4 0 4 4 1 4 2 6
Chaos Hound 6 4 0 4 4 1 4 2 6
Chaos Spawn 2D6 3 0 4 5 3 3 D6 10

EQUIPMENT: The Packmasters are armed with a hand weapon or a whip and wear light armour.
OPTIONS: The Packmasters may be armed with additional handweapon (+1).

0-1 Beast Riders at 13 pts.
Clan Moulder has managed to breed a giant rat capable of carrying a Skaven on its back. After this initial successes Clan Moulder has started experimenting with other beasts and they have so far managed to train Giant Spiders to carry a Skaven on its back. These Beast Riders function as light cavalry and scouts, but as they lack the numbers of their comrades they are quick to flee.

Profile M WS BS S T W I A Ld
Rat Rider 5 3 3 3 3 1 4 1 5
Giant Rat 6 2 0 3 3 1 3 1 4
Giant Spider 7 3 0 4 3 1 1 1 5
Rat Wold 9 4 0 3 3 1 3 1 3

EQUIPMENT: The Riders are armed with a hand weapon and wear light armour.
SAVE: 5+
OPTIONS: The Riders may be armed with spears (+1), shields (+1) and slings (+1). The Riders ride Giant Rats but may upgrade the rats to Giant Spiders at +2 pts or Rat Wolves at +2 pts.
CHARACTERS: The unit may not be joined by a character other than a champion, in which case he can ride a Giant Rat at +2 pts, a Spider at +4 pts or a Ratwolf at +4 pts. He must ride the same beast as the unit.

0-1 Rat Ogre Riders at 63 pts
The more ambitious, some would say deranged, Packmasters try to ride Rat Ogres into combat. They perform remarkable well as a form of shock troops but are often delayed as the Packmasters try to direct the Rat Ogres in the right directions.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Rate Ogre 6 4 0 5 5 3 5 2 5

EQUIPMENT: The Riders are armed with a hand weapon or a whip and wear light armour.
SAVE: 6+
OPTIONS: The Riders may be armed with spears (+2), shields (+2) and slings (+2).
CHARACTERS: The unit may be joined by a character riding a Rat Ogre, a champion can ride the Rat Ogre at +43 pts.

Harpies
See Warhammer Armies Chaos or Dark Elves.

 

WARMACHINE

Rat Ogre Carriage at 240 pts
Crewed by 2 Packmasters and pushed by 4 Rat ogres.

The Rat Ogre chariot resembles a Screaming Bell and is pushed into battle by 2 towering Rat Ogres on each side. The Rat Ogres are directed by the whips of the Packmaster crewmembers.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Rat Ogre 6 4 0 5 5 3 5 2 5
Chariot - - - 7 7 3 - - -

EQUIPMENT: The Packmasters are armed with a hand weapon or a whip and wear light armour.
OPTIONS: The Packmasters may be armed with additional handweapon (+1 per model) or Spear (+1 per model). The Packmasters may have shields (+1 per model). The chariot may have an extra Packmaster crewmember at +10 pts or a character may take the third crewmember's place.

Giant Rat Chariots at 75 pts
Crewed by 1 Packmasters and drawn by 6 Giant Rats.

The Giant Rat chariot resembles a surface chariot and is drawn by 6 rats in a similar fashion as a dog-sleigh. The Rats are directed by the whips of the Packmaster crewmember.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Giant Rat 6 2 0 3 3 1 3 1 4
Chariot - - - 7 7 3 - - -

EQUIPMENT: The Packmaster is armed with a hand weapon or a whip and wear light armour.
OPTIONS: The Chariot may have scythed wheels at a cost of +20 pts. A character may replace the Packmaster as the crewmember.

Ratwheel at 100 pts
The Ratwheel is indeed a giant Ratwheel powered by a Ratswarm. It moves forward at a furious rate and is lined with spikes and scythes. When it moves over or through, an enemy unit the wheel inflicts terrible damage. A Packmaster ride in a seat on top and stear the wheel in the right direction, he is armed with light armour and carry a whip or handweapon.

Profile M WS BS S T W I A Ld
Ratswarm 3D6 3 - 3 2 6 1 6 10
Packmaster 5 4 4 3 3 1 4 1 7
Wheel - - - 7 7 3 - - -


MONSTERS

Ratswarms
Chimera
Cockatrice
Giant Scorpion
Gigantic Spider
Hydra
Manticore
Wyvern
Swarms

BEASTIARY

PACKMASTERS
Clan Moulder Packmasters are experts in training wild and vicious monsters. Truculent beasts are broken so that they obey and passive creatures goaded until they become killers. The Packmasters herd monstrous creatures and rats to the battle in order to overwhelm the defenders.

Profile M WS BS S T W I A Ld
PAckmaster 5 4 4 3 3 1 4 1 7

MONSTERS
The Monsters in a Packmaster unit is bought from the Monster Section.

FLYING MONSTERS
Monsters capable of flying that are handled by a Packmaster cannot fly since they have had their wings reduced to prevent escape. Monster ridden by a character (and thus come from the character allowance) are allowed to fly though. Independant monsters can also fly.

UNITS
Several pack masters may band together to form bigger units, however they must all handle the same type beast. In case of monsters they may have different monsters but the unit must contain only monsters. A unit does not have to be 5 models large but if you want to include a standard bearer, musician, champion or other character the total must be 5 models (including the character). Also standard bearer, musician and characters do not have to be in the first rank, this is an exception to the rules. A standard bearer or musician is a packmasters bought at double cost and must bring beasts with him.

BOUND OR RIDDEN MONSTERS
Monsters in a Packmaster unit do not count as bound, they count as ridden monsters (even though they are not ridden) and test on the reaction table when all handlers are slain. This rule only applies to Packmaster units of Clan Moulder, the Clan only sell the more unstable Monsters to other clans.

LEADERSHIP
A unit of Packmasters may always test against the highest Leadership in the unit character, monster or handler. There is a great morale boost of covering behind a large and fearsome monster but it also reflect that those foolish enough to handle the largest monsters have a lack of fear that also ensures that they do not flee from the battlefield from lesser foes. The creatures themselves are pushed forward by the Packmasters steadfastness. If the Packmasters become seperated from their unit (eg fleeing) they only have a Ld of 5.

MOVEMENT
A pack of creatures move at the speed of its slowest members, normally the Packmasters, when a pack charges or pursue the creatures will move at full speed.

Since the creatures have a higher Move than the Packmasters they may be able to charge but not the Packmasters. If the enemy is outside the Packmasters charge-move a number of rules apply:

- The Creatures charge as normal.
- The Packmasters will not be able to fight in the first turn, in subsequent turns the Packmasters may fight as usual. Place the Beast-Herders at the rear of the pack, in subsequent turns the Packmasters may be positioned anywhere in the unit.
- The Packmasters do count for rank bonuses, as they will press the creatures forward with their whips. - The Packmasters may not be killed in the first turn, as they haven't joined the fight yet.

COMBAT
In combat each Packmasters and all creatures in the pack fight using their own Weapon Skill, Strength etc. Enemy models can choose to strike at any Packmasters or creature whose base they are touching. Surplus hits are worked out against rear rank-models of the same kind. EG a Witch Elf is in base contact with a Rat Ogre and a Packmaster and decides to strike at the Packmaster. She score three hits and three wounds, the Packmaster in base contact is killed and as there is a Packmaster in the second rank he is killed as well as he steppes in to take the place of the fallen Packmaster. But as there were only two Packmasters in the unit the third wound is lost, it may not be transferred to a creature.

Clan Moulder Dragon-Rats

Created by S T O R M * D A E M O N (storm-daemon@mail.geocities.com) with help and support from the WHFB mailing list (especially Bob Lippman. Thanx Bob!)

Profile M WS BS S T W I A Ld
Dragon-Rats 6 4 0 4 3 1 4 1 5

Clan Moulder's latest creation is a species of lizard/rat hybrids. From the neck up, they appear to be small lizards, but their body is that of a rat. Vicious fighters, they attack in an unstoppable rage that can only be quenched with the destruction of all nearby life. Skaven Warlords must be careful when fielding Dragon-Rats because of their tendancy to attack any moving thing, including Skaven Warriors. The Dragon-Rats either be released to cause random havok by a desperate Warlord, or they can be led into battle by Clan Moulder Packmasters. Each Packmaster may control up to 3 Dragon-Rats, taking into account how hard Dragon-Rats are to control.

SPECIAL RULES:
Bloodlust Tests
At the beginning of the movement phase, each Dragon-Rat unit must make an unmodified Leadership test. If it succedes, they may move as normal. If unsucessful, they charge the nearest regiment, wether Skaven or not, and engage them in hand to hand combat. They will fight until either they or the unit they are attacking are destroyed.

Immune to Psychology
Dragon-Rats never take Break tests if defeated in hand to hand combat. They are not affected by Fear, Terror, Hate, or any other psychological effects.

Optional Packmaster
If the Dragon-Rat Regiment includes a Clan Moulder Packmaster, the Dragon-Rats may use his unmodified leadership for Bloodlust Tests. If they fail the test, the Packmaster must move with the unit, but he will not attack other Skaven. Dragon-Rats will never attack their Packmaster.

Skirmishing
Dragon-Rats may Skirmish (as described in the Warhammer Rule Book) if they do not have a Packmaster.

Dragon Breath
The masters of mutation, Clan Moulder, has finally found the secret of a dragon's breath weapon. This breath uses a 3" cone template (you can use the Skaven warp-raider cone template from the Man O' War game if you have it). Their dragon breath may be used in hand to hand combat. Different varieties of Dragon-Rats exist, each with a different type of breath:
Fire (red colored dragon head): Causes a Str 4 hit to anything fully covered. If half covered roll a d6, on a 4+ target is hit.
Ice (white or light blue colored dragon head): Causes no damage, but on a d6 5+ fully covered model(s) WS is decreased to 1 until the end of combat.
Acid (black or dark green head): Causes a Str 3 hit to anything fully covered. If half covered, roll a d6. on a 3+ target is hit.
Electricity (blue head): Causes a Str 4 hit with no armor save. Half covered models are not effected.

How to make the models:
Take a smaller rat mini (used for rat swarms) and cut off its head with wire-cutters (OUCH!). Take the plastic Bretonnian helmet with mini dragon head, and chop off the dragon (DOH!). Then paste the head to the rat body. Add a little paint, and vola! A dragon-rat mini! BTW, the plastic rats which come with Warhammer Quest work better then the 'normal' GW rat swarm minis... but those work too.

RAT WOLVES
Rat Wolves are canines mutated by Clan Moulder into hunting beasts, they combine the cunning of a rat with the ferocity and brute strength of a canine. The Rat Wolves are the same size and build as a wolf but with hairless legs that end in ratlike claws, a rats head and a rat tail. In addition they often have hideous mutations such as extra head, abnormal bone growth or insect like tails.

Profile M WS BS S T W I A Ld
Rat Wolf 6 4 0 4 4 1 4 2 6

RAT BEAST
A Rat Beast is an enourmos rat breed and mutated to work as a beast of burden, they are especially good at pulling wagons in the mines. They have to be constantly superwised as their brain are still the size of a rat. Clan Moulder exceeds in breeding these creatures but any clan can breed them, with various results and controlability.

Profile M WS BS S T W I A Ld
Rat Beast 6 3 0 5 4 2 4 2 5

SPECIAL RULES
STUPIDITY
Rat Beast are subject to Stupidity but will not suffer from it if lead by a Packmaster.

BEAST RIDERS
Clan Moulder has managed to breed a giant rat capable of carrying a Skaven on its back. After this initial successes Clan Moulder has started experimenting with other beasts and they have so far managed to train Giant Spiders to carry a Skaven on its back. These Beast Riders function as light cavalry and scouts, but as they lack the numbers of their comrades they are quick to flee.

Profile M WS BS S T W I A Ld
Rat Rider 5 3 3 3 3 1 4 1 5
Giant Rat 6 2 0 3 3 1 3 1 4
Giant Spider 7 3 0 4 3 1 1 1 5
Rat Wolf 9 4 0 3 3 1 3 1 3

SPECIAL RULES
LEADERSHIP
: The Skaven special Leadership bonus applies as long as the unit doesn't skirmish.
SKIRMISH: The Rat Riders may skirmish.
CHARACTERS: The unit may not be joined by a character other than a champion, in which case he can ride a Giant Rat at +2 pts, a Spider at +4 pts or a Ratwolf at +4 pts. He must ride the same beast as the unit.
MOVE: Giant Spiders ignore movement penalties for difficult terrain or obstacles.

RAT OGRE RIDERS
The more ambitious, some would say deranged, Packmasters try to ride Rat Ogres into combat. They perform remarkable well as a form of shock troops but are often delayed as the Packmasters try to direct the Rat Ogres in the right directions.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Rat Ogre 6 4 0 5 5 3 5 2 5

SPECIAL RULES
LEADERSHIP
: The Skaven special Leadership bonus applies as long as the unit doesn't skirmish.
SKIRMISH: The Rat Ogre Riders may skirmish.
FEAR: The Rat Ogres are abominations against nature and causes Fear.
CHARACTERS: The unit may be joined by a character riding a Rat Ogre, a champion can ride the Rat Ogre at +43 pts.
CASUALTIES: Hits against the Rat Ogre Riders are randomized 1-4 the Rat Ogre and 5-6 the Rider, just like with a monster and rider (which this actually is). Note that the Rat Ogre is a large model and the +1 to hit does apply. If a Rider looses his mount he is crushed beneath it and the entire model is removed. If the skirmished is not skirmished and the rider is killed the Rat Ogre remains in the unit as the other Packmasters goad it with them. If the unit is skirmished or the number of unridden Rat Ogres outnumber the ridden the unit the unridden Rat Ogres wanders off in a random direction.
STUPIDITY: The Rat Ogres are subject to Stupidity and the Packmasters are too busy trying to hang on and cannot direct them as much as they would like to. The Rat Ogres are not immune to the Stupidity even though there are Packmasters in the unit.

RAT OGRE CARRIAGE
The Rat Ogre chariot resemble a Screaming Bell and is pushed into battle by 2 towering Rat Ogres on each side. The Rat Ogres are directed by the whips of the Packmaster crewmembers.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Rat Ogre 6 4 0 5 5 3 5 2 5
Chariot - - - 7 7 3 - - -

SPECIAL RULES
MOVEMENT:
With all Rat Ogres alive the carriage move 6", with 3 Rat Ogres alive it moves 5", with 2 Rat Ogres alive it moves 4" but with only 1 Rat Ogre it cannot move at all. The carriage cannot march but may charge at double pace.
SHOOTING: Shooting hits against the carriage are randomized 1 the crew, 2-3 Rat Ogres and 4-6 the Carriage body.
HTH: In HTH the carriage causes D6+2 S7 impact hits when it charges due to the immense weight of the carriage being pushed into the unit. All the Rat Ogres can fight even if they are at the rear wheels, it's assumed that they pushed into the enemy regiment. Hits against the carriage are randomized 1 the Carriage body, 2-3 Rat Ogres and 4-6 the crew.
FEAR: The Rat Ogres are abominations against nature and causes Fear.
STUPIDITY: The Rat Ogres are subject to Stupidity and but the Packmasters direct them as much as they can. The Rat Ogres are immune to the Stupidity as long as the Packmasters are alive.

GIANT RAT CHARIOTS
The Giant Rat chariot resemble a surface chariot and is drawn by 6 rats in a similar fashion as a dog-sleigh. The Rats are directed by the whips of the Packmaster crewmember.

Profile M WS BS S T W I A Ld
Packmaster 5 4 4 3 3 1 4 1 7
Giant Rat 6 2 0 3 3 1 3 1 4
Chariot - - - 7 7 3 - - -

SPECIAL RULES
CHARIOT:
The Giant Rat Chariot is a chariot for all purposes.

RATWHEEL
The Ratwheel is indeed a giant Ratwheel powered by a Ratswarm. It moves forward at a furious rate and is lined with spikes and scythes. When it moves over or through, an enemy unit the wheel inflicts terrible damage. A Packmaster ride in a seat on top and stear the wheel in the right direction.

Profile M WS BS S T W I A Ld
Ratswarm 3D6 3 - 3 2 6 1 6 10
Packmaster 5 4 4 3 3 1 4 1 7
Wheel - - - 7 7 3 - - -

Special Rules
Shooting:
Shooting at the Ratwheel is divided 1-4 the Wheel and 5 the Ratswarm and 6 the Packmaster.
HTH: Resolve hits in HTH with a D6: 1-3 the wheel, 4-5 the Ratswarm and 6 the Packmaster.
Impact hits: The Wheel is treated as a chariot in HTH and inflict D6+2 S7 hits when it moves into contact with an enemy unit. Such is the speed of the wheel that the enemy unit must pass a LD test or part to let the wheel pass. If the unit failed the test then place the Wheel at 1" from the units rear.
Movement: The Wheel move in the same manner as a Doomwheel, see Warhammer Armies Skaven.

Plaguelord Lepri of Clan Pestilen
Tommy Punk - UIN: 9946419 - Kalmar, Sweden
Please CC private mail to both emails.
tommypunk@telia.com - Home email
tommy.fransson@kommun.kalmar.se - Work Email
http://hem2.passagen.se/angel8/Index.htm - Archive Skaven
http://hem1.passagen.se/pestilen/index.htm - Archive Pestilen


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