Warhammer Quest
Rat Ogre

By The Evil Quest Team

Battle level table

BL

Gold

Title

M

WS

BS

Str.

Dam.
dice

T

Wounds

I

A

Luck

WP

Pin

Skills

Psychology

1

0

Ratling

4

3

6+

4

1

4

D6+11

4

1

0

2

N/A

0

N/A

2

2,000

Rat Ogre

5

4

6+

4

1

5

2D6+11

4

1

0

3

N/A

1

N/A

3

5,000

Rat Ogre

5

4

5+

5

2

5

3D6+11

4

2

1

3

N/A

2

N/A

4

10,000

Rat Ogre

6

5

5+

5

2

6

4D6+11

5

2

1

3

N/A

2

N/A

5

15,000

Smasha

6

5

4+

6

2

6

5D6+11

5

2

2

4

6+

3

Fear 4

6

20,000

Smasha

6

5

4+

6

3

6

6D6+11

5

3

2

4

6+

4

Fear 5

7

25,000

Smasha

6

6

4+

6

3

7

7D6+11

6

3

2

4

6+

4

Fear 6

8

35,000

Smasha

6

6

3+

7

3

7

8D6+11

6

3

3

4

6+

5

Fear 7

9

48,000

Killer

6

6

3+

7

4

8

9D6+11

6

4

3

4

5+

6

Terror 3

10

60,000

Killer

6

7

2+

8

4

8

10D6+11

6

4

3

5

5+

7

Terror 4

Equipment

Warpstone-encrusted armletThe Rat Ogre wears this on his forearm. The warpstones encrusted on it gives the Rat Ogre a magic saving throw of 6 on a D6. This is against all attacks and magic cast on him.
The Rat Ogre may use items that the Barbarian and Dwarf can use.

Weapons

The Rat Ogre starts with nothing but his fists, but because of his immense power these cause D6+Strength damage. If the Rat Ogre hits with a natural 6, he causes an extra D6 damage from his vicious claws.
The Rat Ogre may only use gauntlet based weapons - nothing else, although runes found in the dungeon can be burnt into his fist, giving it's effect to his normal attacks and those made with gauntlet based weapons.

Armour

The Rat Ogre refuses to wear any normal armour because, as he says: "It pinch-hurts my fur". It is also very improbable that you could find a suit of armour big enough to fit a Rat Ogre. This goes for footwear as well. The Rat Ogre will not wear a fur as they carry unfamiliar odors which may interfere with the pheromones they secrete which act as a catalyst to fuel enemy fear. A Rat Ogre can only wear magical armour on a 3+ as it may change shape to accommodate his size.
The Rat Ogre cannot use a shield, and will only use a helmet of Skaven origin. These can be purchased from the Skaven Undercity but cost 50% more to buy and sell because of there extra large size.

Special rules

Leading

The Rat Ogre may never lead the party as he is more interested in killing than finding treasure or making decisions.

Grudge

Rat Ogres, despite having a vicious reputation, are extremely loyal and protective creatures. If one of your party dies and cannot be brought back, the Rat Ogre will form a hatred against his murderer. Roll a D6 on the following table to find out the extent.

1

The Rat Ogre hates that type of enemy for the rest of the adventure.

2-5

The Rat Ogre hates that kind of enemy forever.

6

The Rat Ogre hates all enemies of that race forever.

Fear and Terror

Once the Rat Ogre starts to grow older he starts to cause Fear and later on, Terror because of his menacing appearance. Once he has these, he is no longer susceptible to these forms of psychology as long as he has an equal or higher rating.
In settlements the Rat Ogre initially has to pay 10% more for goods and living expenses as others readily take advantage of his not-so-brightness. However when he gains a Fear rating he only has to pay normal amounts of money. When he gains a Terror rating he is given a 10% discount. I wonder why?

Skaven characteristics

Enhanced eyes

Skaven are used to very dim lighting in which a normal men could see nothing. The Rat Ogre can therefor go up to 2 board sections away from the lantern before getting lost

Hardened constitution

Unlike most other races, Skaven are not normally affected by the corrupting effects of Warpstone as they themselves are the result of it. Due to this they are also unaffected by the effects of normal diseases. However, Skaven are affected by magical or special attacks which are disease based like Tomb Rot.
Animal traders Most animals try to avoid any contact with Skaven. This being, the Rat Ogres may not have mounts to carry them or their equipment. In fact, a Rat Ogre would be more inclined to eat a horse rather than ride one. They are also too large to fit on a cart, but can happily run along side it if the need arises.

Social standing

The Rat Ogre being a Skaven has certain disadvantages. One of these is that he will not be allowed to visit a human settlement. He can only enter Skaven Undercities, and even then he is not exactly welcomed (as he has betrayed Skavens by mixing with humans).

Training

For a Rat Ogre to advance, he must visit a special Rat Ogre Training School where he is taught by Skaven Packmasters to learn new skills. When he has enough money he may advance a level. His training will last for D6+3 days.

Skills

To see what skill the Rat Ogre gains when he advances a level roll 2D6.

2

Fearless
The Rat Ogre develops an immunity to psychology.

3

Ignore Pain
The Rat Ogre develops such a high pain tolerance that enemies blows start to effect him less and less. Every time he is struck by an enemy, subtract the number on the following table away from the amount of wounds caused.
Rat Ogre

-1 Wound

Smasha

-2 Wounds

Killer

-3 Wounds

4

Ignore blow
The Rat Ogre develops such a high pain tolerance that he does not feel some blows at all. When he is hit, the Rat Ogre may attempt to ignore that blow. As the Rat Ogre already has a save through of 6+, this becomes 5+.

5

Favor of the Horned One
When the Rat Ogre is reduced to no wounds, on a D6 roll of 5+, he is returned to 1 wound.

6

The Crush
This skill allows you to swap all your attacks for one bear-hug which cannot be dodged and negates the effects of armour. Roll to hit as usual, if you are successful it causes D6x Battle Level wounds. If you have gained extra arms then the damage is increased by +2D6 wounds per arm.

7

Hammer Blow
Raising both his arms in the air, he clenches his hand together and brings them down on the monsters skull, driving him into the floor.
Once per turn your warrior may increase the damage on one of his blows by trading the amount of attacks he makes. For every attack he gives up, he gains an extra D6 damage on one of his remaining attacks. Your warrior must declare which attack he is using this skill on before he rolls to hit.

8

Tail Spike
The Rat Ogre learns to use his tail as an offensive weapon. He gains an extra attack at -1 to hit, causing D6+Strength+Battle Level damage. He may only attack enemies in the three squares behind him although it cannot cause a Death Blow. When he has completed his training the Pack Master gives him a long metal spike which fuses to the end of his tail enabling him to use his new skill effectively.

9

Tunnel Fighter
Your warrior being a Skaven is used to fighting in cramped spaces despite his large size. He now gains +1 on his to hit rolls when fighting in corridors, junctions, stairways and other similar enclosed places.

10

Reaction Strike
This skill allows you to make one immediate attack on a single monster as soon as it is placed on the board next to you. This attack is in addition to any attacks you would normally make, but because it is an instinctive reaction to being ambushed, your warrior may not make a death-blow with this attack. He is also immune to psychology for this attack.

11

Flesh Feast
After combat, this allows you to feast on your fallen enemies to regain wounds. To regain D3 wounds you must spend an entire turn eating the enemies remains. You may do nothing else this turn. You may only do this the turn after all enemies have been killed.

12

Throwing
During the warriors phase you can attempt to throw something instead of attacking someone. This is because the Rat Ogre cannot use any normal ranged weapons. Roll a D6 to find out what he can find.
1-2

He cannot find anything useful to throw within his reach.

3-5

The Rat Ogre finds a large rock and throws it at an enemy rolling to hit as usual. It causes 1D6+Strength damage and has a range of 8 squares.

6

He finds a huge boulder and hurtles it towards an enemy. This boulder causes 2D6+Strength+Battle Level wounds, with a range of 6 squares.

Special Location

Warpstone Chamber

Chamber. Here he puts his fate in the hands of the Horned Rat. Once there he is placed inside for thirteen hours where the chaotic powers of the Warpstone surge through his body. During this time the Great Horned One may choose to mutate him. It costs him D6×1000 to enter.

Roll on the following table to see what happens to him:

1

Purge
He feels the chaotic powers flow through him purging him of one randomly determined mutation. If he has none then nothing happens.

2

Colour change

1

Raindow
You lose your fear and terror rating. You are the laughing stock of the party and Skaven society.

2

Brown
Same as it ever was.

3

Black
Whoa you look tough

4

Green
You look like a huge lump of Warpstone. You glow enabling you to see without the lantern.

5

Red
Fire damage to you is reduced by D6 wounds.

6

White
A Grey Seer Rat Ogre - No way…. Run! +1 to Fear and Terror rating!

3

Extra Arm (2)
Each of these gives you an extra +1 Attack.

4

Extra Head (1)
An extra head gives you +1 Initiative and +1 Will Power.

5

Extra Tail (1)
Works in unison with you existing tail doubling damage caused if you have the ‘Tail Spike’ skill.

6

Horns (2)
These are gifts from the Great Horned One and give +1 Luck.

7

Venomous Claws (1)
Your body pulsates with poison giving you +1 Strength.

8

Plague Ridden (1)
There is a noxious air that surrounds you giving enemies -1 tohit you.

9

Thick Fur (1)
Your fur thickens and mattes giving you +1 Toughness.

10

Horned Incarante (1)
Your body twists and mutates as you screech in agony. Upon exiting you realize you have taken on the form of a Horned Incarnate! Your movement increases by 2 as does your Will Power and Fear/Terror rating. Otherthan this you gain no other benefits. However, this transformation can only occurif you are level 5 or over. If you gain this before then nothing happens… until youreach that level after completing training. Other mutations will still be present if this mutation occurs.

© The Evil Quest Team