Thirteen Infernal Devices - Skaven Designs.pdf

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Sample Items of Skaven Technomancy
THIRTEEN INFERNAL
DEVICES
Steve Darlington
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Sample Items of Skaven Technomancy
ALIVE AGAIN POTION
Description: This green stinking liquid can
be poured over any fresh corpse. Within
minutes, the warp-taint of the serum causes
the corpse to animate into a zombie.
stroke and dies; wearer begins spouting
secrets about his superiors or their battle
plans
Variations: The masters of Clan Skryre are
trying to perfect a mind-control device to
use on the surface races as well as their
own. So far this is the best they’ve been
able to do. Some more experimental
models also provide the wearer with
magical ability for a short time, or other
Talents.
Powers: When applied to a corpse, the
corpse becomes an Undead creature with
3d10% in WS, BS, S, T and Ag. It has no
Int, WP or Fel, 1 Attack and a Move of 2.
They have the Undead and Frightening
Talents, but no other Talents or Skills. The
creature is also completely insane and will
act randomly – it will certainly not follow the
will of its creator. The transformation takes
1d10 rounds.
BURN EYES
Description: These thick goggles of glass
and steel, very popular with Warlock
Engineers, allow them to actually see the
distortions of Dhar coursing around their
warpfire experiments. They also let them
harness that fire and shoot it out at their
enemies.
Malfunction Chance: 30%
Warpstone Requirement: 100 tokens to
invent, a further 25 tokens per dose
produced
Powers: The goggles have a Magic
Characteristic of 3 and can cast Warp
Lighting (TN 11) as a free action. The
wearer also gains the Magical Sense Skill
at +20%.
Malfunction Suggestions: The corpse
burns away in a cloud of putrid smoke and
ash; the serum turns into Warpslime; the
transformation happens so quickly that the
applier cannot move out of range before the
beast attacks
Malfunction Chance: 20%
BRAIN BOX
Description: As the name suggests, this is
a box-like object with several four-inch
spikes attached to it. It is placed on the
head of a subject and hammered down
hard. This causes a Damage 5 attack to
the head. Removing the box kills the
wearer.
Warpstone Requirement: 37 tokens to
build, 9 per hour worn
Malfunction Suggestions: The warpfire
burns out the wearer’s eyes; the wearer
gains an Insanity Point from the constant
sight of the Winds of Magic; the wearer’s
eyes adjust so they can only see through
the goggles
Powers: While wearing the Brain Box, the
subject gains both the Black Hunger and
Frenzy Talents, which activate in every
combat they enter. The wearer also gains
one Insanity Point for each day they wear
the box.
Variations: Devices which can cast spells
are probably the most valued of any of
Skryre’s experiments, as Seers simply
cannot be everywhere on the battlefield. If
they can only gather the resources, Skryre
would equip whole armies of skaven with
items that projects warpfire. They are also
working on a metallic catapult “stone” which
summons Warpstorms every round once
activated.
Malfunction Chance: 10%
Warpstone Requirement: 8 tokens to
create, 2 tokens per day worn
Malfunction Suggestions: Wearer
becomes terrified or pacifistic; wearer has a
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Sample Items of Skaven Technomancy
DARK-DARK-ARMOUR
Description: This suit of black chainmail
uses the warpstone woven through it to
project the Armour of Darkness spell in a
field around it. The wearer thus gains
greater protection and becomes almost
invisible.
Malfunction Suggestions: The teeth lock
shut, preventing the wearer from eating; the
warpstone pistons shoot upwards, tearing off
the wearer’s nose; the engine overheats,
boiling the tongue and gums
Variations: Clan Skryre is also working on
some scissor-claws to make cutting through
steel possible with just the paws.
Powers: Those wearing the armour gain 3
Armour Points to all locations, as usual. In
addition, the armour has a Magic
Characteristic of 2 and can cast Armour of
Darkness (TN 10) once per round as a free
action (providing a total of 4 Armour Points to
all locations). The wearer also gains the
Silent Move skill at +10% (cancelling out the
penalty of the armour).
EXPLODE-RAT
Description: A very simple device, affixing a
large remote-triggered warpfire explosive to
the back of a common brown rat. The rat is
partially controlled by the engineer, able to
travel 100 yards into an enemy camp, and
then exploding on command.
Malfunction Chance: 15%
Powers: The Explode-Rat counts as an
Engineering weapon with a 50 yard range
and doing Damage 3 to everyone within the
Large Template. The rat travels at
approximately 5 yards per round. If not
detonated within 10 rounds (1 minute) it is
beyond the range of control and may or may
not explode at all.
Warpstone Requirement: 23 tokens to
create, 6 tokens per hour worn
Malfunction Suggestions: The wearer
becomes completely invisible forever; the
armour becomes permanently bonded with
the wearer’s flesh; the warpfield glows with a
bright green light, instantly giving away the
wearer’s location
Malfunction Chance: 50%
Warpstone Requirement: 106 tokens to
invent, 27 tokens per device
Variations: The next step is to incorporate
this power into plate mail, or to improve the
protection granted by the spell.
Malfunction Suggestions: The rat returns
to its controller; the rat goes in the wrong
direction; the rat explodes too early; the
explosion is a dud
DARKTEETH
Description: These huge metal incisors are
screwed onto the wearer’s own teeth and
jaw. Warpsteam pistons pull the jaw down
with terrible strength, allowing them to bite
through steel.
Variations: In order to speed up the process
and carry larger payloads, Clan Skryre are
also experimenting with Explode-Dogs and
Explode-Slaves.
Powers: The wearer of the teeth may chew
through wood and metal as if it were flesh.
In addition, if the skaven successfully
grapples an opponent, he may make one
Damage 3 attack per round, which has the
Armour Piercing and Impact Quality.
FAR-SEE STICK
Description: The Far-See Stick is actually a
pole-arm with a wickedly curved blade. The
technomancers have fitted it with lenses and
wires which spiral around the handle, up the
wielder’s arm and into a metal cap which
runs wires into his skull. This allows the
wielder to see through the lenses mounted
below the blade. The weapon can be
removed but it requires a Trade
(Engineering) Skill to do so. Failure causes
Malfunction Chance: 10%
Warpstone Requirement: 20 tokens to
build, 5 per day worn
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Sample Items of Skaven Technomancy
the wearer to take a Damage 5 hit to the
head, ignoring armour. The connections
prevent the halberd from being used like a
spear, so it loses the option of the Fast
Quality.
rider is fired into the sky at an incredible
velocity; the rider remains still while the
device flies off in a random direction
Variations: Some warlock engineers are
experimenting with fitting these spring-
pistons into leg-devices, letting skaven leap
like frogs.
Powers: The Skaven can see an extra two
yards in the direction the weapon is pointing,
including around corners and over
barricades. Vision through the weapon
counts as if the Skaven had Excellent Vision
and Night Vision.
MUCH-MUCH HEAR
Description: This strange worm-like device
runs down the skaven’s ear canal and into
their brain, greatly improving their ability to
hear, and understand.
Malfunction Chance: 10%
Warpstone Requirement: 7 tokens to build,
2 tokens per day used
Powers: Anyone wearing the Much-Much
Hear gains the Perception Skill, and may add
+30% to it when hearing is involved. They
also gain the following Speak Language
skills: Bretonian, Dark Tongue, Goblin
Tongue, Grumbarth, Khazalid, Reikspiel and
Tilean.
Malfunction Suggestions: Wires tear out of
the skull or arm; information burns out the
wearer’s eyes; images cause wearer to gain
an Insanity Point
Variations: The Warlock Engineers have
also just unveiled a Far-See Jezzail, with
similar stats. There is also the possibility of
hooking up such a viewing device so that it
transmits via far-squeaker, allowing a skaven
to view through the lenses from hundreds of
miles away.
Malfunction Chance: 40%
Warpstone Requirement: 56 to build, 14
per day’s use
Malfunction Suggestions: The wearer
gains an Insanity Point from the voices in his
head; the device amplifies the sound,
deafening the wearer; the device shoots
warpfire into the wearer’s brain, causing
them to lose 1d10% of Intelligence.
JUMP-JUMP STICK
Description: This is a metal pole ending in a
spring-device. There are places for a rider to
put his hands and feet and then bounce
upon the spring. The spring device is fitted
with a warpfire piston so that each spring is
returned at a greater strength than the one
before. The skaven use this to leap over
walls and barricades faster than even they
can climb.
Variations: Other languages are possible,
perhaps even secret or arcane ones. Clan
Skryre is also working on the Much-Much
Smell which gives great bonuses to Follow
Trail and Search rolls.
SPIN-FLY HARNESS
Description: An individual variant on the
Dwarfen gyro-copter, this us a five-foot
rotating blade attached to a frame that is
strapped onto the head and shoulders.
Powerful warpstone engines push the blade
at a fantastic speed, causing the skaven to
rise steadily off the ground.
Powers: Anyone riding on the Jump-Jump
Stick may quadruple their jump lengths and
heights. However, they must move their full
Move every round.
Malfunction Chance: 15%
Warpstone Requirement: 10 tokens to
build, 3 per hour’s ride
Powers: The wearer can fly as a Hoverer
with a Move of 2.
Malfunction Suggestions: The pole shoots
up violently into the rider’s abdomen; the
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Sample Items of Skaven Technomancy
Malfunction Chance: 10%
large enough to be worn by a human, but
once attached the interior hydraulics drive
the wires into the flesh; after that, it cannot
be removed without amputating the arm.
Warpstone Requirement: 6 tokens to build ,
2 per every ten minutes of flight
Malfunction Suggestions: The wearer’s
head takes off but not his body; the blade
flies off in a random direction, doing terrible
damage; the blade slips down onto the
wearer’s back, blowing them sideways into a
wall or mountainside
Powers: When wearing the Claw, the wearer
receives +20% to his Strength and +10% to
his Weapon Skill. He also receives the
Natural Weapons Talent. The weapon also
has a Magic Characteristic of 1, and may
cast Crackling Doom (TN 7) as a free action.
Variations: The skaven have almost worked
out how to make these large enough to
support their warmachines, which will be
dark news for the surface races.
Malfunction Chance: 20%
Warpstone Requirement: 21 tokens to
build, 6 tokens per combat
STEEL-SEEKER CROSSBOW
Description: This crossbow fires fine
metallic quarrels. Before launching, warp
electricity gives each quarrel a powerful
electromagnetic charge, causing them to be
drawn strongly towards armoured enemies.
Malfunction Suggestions: The claw curves
inwards, snapping the bones in the arm; the
electricity surges back into the wearer; the
device locks in one position, making fighting
impossible
Variations: More Spells and more Talents
could be added to the claw, or two could be
worn at once. The engineers are also
considering leg and tail versions.
Powers: Anyone shooting the Steel-Seeker
gains +30% to his Ballistic Skill and the
Mighty Missile Talent against opponents
wearing chain or plate mail. Hits with the
quarrels have the Impact quality.
WARPHEART
Description: The heart of a skaven is a
terribly inefficient device, pumping blood too
slowly and prone to weakness in times of
stress. Naturally, the Warlock Engineers can
improve on nature, and some have
volunteered to have their hearts replaced
with a warpstone furnace.
Malfunction Chance: 25%
Warpstone Requirement: 27 tokens to
build, 7 tokens per shot
Malfunction Suggestions: The polarity
reverses, driving the quarrels away from
metal; the quarrels loop back and hit the
shooter; the quarrels melt from the heat and
drip onto the shooter
Powers: Those equipped with a warpheart
gain +3d10% to their Toughness. They also
become Unsettling as their furnace hearts
are usually visible from without. Finally, they
also gain 8 Insanity Points for the installation.
Variations: The quarrels may be improved
so they travel greater distances or do even
more damage. There are also hopes to build
exploding quarrels in the near future.
Malfunction Chance: 10%
Warpstone Requirement: 19 tokens to
build, 5 tokens per day
STRONG-SHOCK CLAW
Description: This is a long metallic glove
that reaches to a skaven’s shoulder. It was
crafted from human platemail, but has since
been affixed with countless wires that run
into the skaven’s flesh, and innumerable
spikes and spurs along the outside. It is
Malfunction Suggestions: The heart
explodes (treat like a Warpstorm spell,
centred on the owner of the heart); the heart
gives out, causing instant death; the owner
gains 1d10 mutations in rapid succession
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