Warhammer Quest
Packmaster

by Michael Osborne

Packmasters are part of the race of giant, intelligent rats known as Skaven. Packmasters belong to a wealthy Skaven Clan, Clan Moulder, who have relatively few warriors but breed many mutant beasts to supplement their strength. Individually, they are tough fighters who are often mutated with spikes coming out of their arms or with extra limbs. Why a Packmaster would choose to brave the dungeons of the Old World is unknown, but there are many plausible explanations. He could be on a secret mission for the Council of Thirteen, or could be looking for a new source of creatures to tame for his Clan. Of course, he could just be searching for massive treasure hordes to increase his own wealth. Although generally hated by more civilized races, Skaven can often infiltrate their ranks by concealing the visible parts of their body or even by skillfully and gradually corrupting the other warriors so as they will accept him. He will have no qualms about fighting monsters including other Skaven- all Skaven will value themselves above the interests of the rest of their race.

Starting as a Packmaster

Wounds 1D6+8
Move 4
Weapon Skill 4
Bow Ski11 6+
Strength 3
Toughness 3(4)
Initiative 4
Attacks 1
Willpower 3
Luck 0
Pinning  4+
Damage Dice 1

Weapon: The Packmaster begins the game with a whip, which allows him to attack an enemy from up to 2 squares away. He can only use the whip once per turn, and thus if the Packmaster has more than one attack, only one will be with the whip. Any remaining attacks may be used to fight with a sword etc. Note that this is an exception to the rule allowing you to use only one weapon at a time. 
Armour: The Packmaster wears Skaven-made armour, which gives him +1 toughness while he wears it. 
Equipment: The Packmaster will use any item of treasure which both the Barbarian and Elf can use. While having the quick reflexes and low physical tolerance of an Elf, Skaven also share the wild ferocity of the Barbarian. The Skaven may not use bows, nor any item which is plainly `Elf only or `Barbarian-only'.

Special Rules

Nightsight: 
Due to the excellent low-light vision of Skaven, the Packmaster and his rats may operate without the need of the light from the lantern.

Pet Rats: 
The specialty of the Clan Moulder Packmasters is their mastery of rats, which they train themselves. The Packmaster begins the game with D4 ( you may reroll the first roll of one ) giant rats which have the following statistics:

M WS BS S T I A Dam. Wounds Pinning WP
6 2 - 3 3 4 1 1 D6 3+ 2

( ignore the normal rules and statistics for giant rats )

There are a number of special rules that apply to these rats.
    l. These rats are under the complete control of the Packmaster and will do anything that he commands them to. 

    2. Any enemies killed by the rats add their gold value to the Rats' Gold section of the Packmaster’s record sheet. This gold can only be used to payfor training, as it represents the Skaven's experience gained from commanding his rats rather than a physical currency. 

    3. Rats, being very small, are able to move through a square occupied by a warrior as long as they end their move in an empty square. 

    4. Rats may also cling to their master and scamper around his feet- any number of rats may occupy a square which contains the Packmaster. Rats may enter the Packmaster's square as long as they can physically reach his square. The rats may remain with the Packmaster for as long as you choose, moving exactly as their master does, but may not attack or be attacked by any means during this time. They may leave their master either at the start of the turn, allowing them to move and/or attack as normal that turn, or after the Packmaster has moved and/or attacked in which case they may take no further actions that turn. When the rats do leave the Packmaster, place them in any adjacent square. 

    5. While the Skaven has any pet rats left, "wild" giant rats will refuse to attack the Packmaster or his pets but will still attack the rest of the party. As soon as the Packmaster or a trained rat attempts to hit a "wild" rat, the giant rats lose their sense of trust and fight normally. 

    6. The rats do not attack as a warrior, who swing and slash at their enemy with weapons. Instead they attack through a series of bounding leaps, hurling their bodies at their opponents. Thus, they get no Deathblow as normal. However, if they kill an enemy, they may move up into the square it once occupied and attack, using all its natural attacks, another monster directly in front of it, if possible. This process continues until the rat fails to kill or until it runs out of monsters directly in front of it. 

    7. If the Packmaster dies, all pet rats will immediately scamper away from the party. Even if he is subesequently resurrected, he will not automatically regain any of the rats he once had.

Packmasters in Settlements

Skaven, while not openly welcome in human settlements, are occasionally able to infiltrate the system and pass themselves off as a man. The success of past Assassins and other Skaven proves this point beyond doubt. However, there is a risk that the Packmaster will be noticed each time he stays in a Settlement, which is increased by obvious inhuman variations. To represent this, instead of rolling on the daily events table, roll a D6 and add to the result the number of obvious mutations ( only the ones noted with a * ) the Packmaster has. On a result of 6 or higher, the Skaven is recognized. Roll another die to see what happens to him. On a 1-5, the Packmaster manages to escape the clutches of the man-things but must leave this particular settlement for good- he must wait outside and live off the land until the other warriors also leave the Settlement. On a 6, the Skaven is caught and is burnt at the stake, as are all abominations who dare to infiltrate the Empire ( little do the humans know... ).

If the Packmaster is not recognized, he may conduct his business as usual. He may visit any locations open to the Barbarian, with an Alehouse modifier of -1 ( the Skaven is not used to many of the human customs, although is strong of hand and quick of mind, still ). The Packmaster must pay an additional 1 gold living expenses per day for each rat he owns. In addition, he must pay double the normal living expenses per day ( after adding extra for rats ) to allow for the fact that he must take particular care to conceal his identity while in the human Settlement.

He, and only he, may also attempt to find an existing Skaven den, no doubt hidden beneath the settlement in the intricate schemes of tunnels that Skaven have dug just about anywhere in the Old World. These tunnels are particularly common beneath major cities which they hope to influence and eventually destroy. The Packmaster may roll on the following table before entering a normal Settlement, to see if there is a Skaven Den present. Add 1 if the human Settlement is a town and 2 if it is a city.

1, 2  There is no Skaven Den present.
3  There is a Skaven Village present.
4, 5  There is a Skaven Town present.
6+  There is a Skaven City present.

Skaven Den

The Skaven Den is treated much like a completely different Settlement. However, before doing anything else, roll a die to see what the reaction of the other Skaven is to the Packmaster is. 

l The Skaven in the Den are obviously from a clan which Clan Moulder has recently offended or is even at war with. Not only is the Packmaster immediately thrown out, but he has a randomly determined item of treasure taken. 
2 The other Skaven tolerate the Packmaster, although he is treated with hostility. All items and services cost 1D6 x 10 gold more than usual. This applies to training as well. 
3, 4 The Packmaster fits in with no problems and thus may conduct business as normal. 
5 The Skaven are also from Clan Moulder and welcome the Packmaster with open arms. He may buy any one item or service for 1D6 x 20 gold less than usual, including training 
6 The Packmaster is recognized individually as a fearsome warrior and is treated with great respect. The Packmaster is given one item of treasure ( roll on the Treasure table in the Roleplay book ) for free.

If the Packmaster finds a Skaven Den, he can visit one trader or perform one activity per day spent there. Skaven equivalents of the Gambling House, the Weaponsmith and the General store can be found, as well as the special locations detailed below. He must roll a 7 on 2D6 for a town and on 3D6 in a city to find any one of these locations and may only visit them once per Settlement as normal. Exceptions as in a normal Settlement apply as normal. Note that he can find accommodation at the Den and pays normal living expenses ( plus one extra gold per rat ) for his time spent there. Roll Catastrophic Events where necessary as normal, If the result is Attack, the Packmaster can ignore its effects if he is in the Den at the time. If the Packmaster is chosen to Settle Down, he will only do so if he is in the Den when rolled. Otherwise he will simply leave the human Settlement and wait outside for the other warriors. He will need to roll on the Skaven Den Events table once per day, much like Settlement events.

Skaven Den Events

11 Thrown Out. 
The warrior's wild behaviour attracts the attention of some of his enemies and he is thrown out of the Den and may not re-enter that particular one again. In addition, roll a D6. On a 1 or 2, he is fleeced by the Sentries and loses D6 x 100 gold. 
12 Pickpocket
As the Packmaster makes his way through the crowded tunnels, he has D6 x 40 gold stolen, never to be seen again. 
13 Uneventful Day. 
14 Explosion
A Clan Skryre contraption explodes in the streets, injuring the Packmaster and all other bystanders. The warrior is at -1 Starting Wounds for the next adventure. 
15 Blackmail
The Packmaster discovers some damaging information on another Skaven and he blackmails him, earning D6 x 20 gold. 
16 Sauna
The Packmaster is invited to bask in intoxicating Warpstone fumes. If he accepts, roll a D6. On a 1, the Warpstone fumes eat away at the warrior's body and he loses one Starting Wound permanently. On a 2-6, he gains one Starting wound permanently. 
21 Fight
The Skaven gets in a brawl with a merchant who tried to cheat him. Roll a die on the table below. 1, 2: The warrior is soundly thrashed and loses 200 gold. 3, 4: The warrior rends the merchants to shreds but gains nothing but grim satisfaction. 5, 6: The warrior easily dispatches the merchant and his retinue and gains a single Treasure card for his trouble. 
22 Uneventful Day. 
23 Fooled
The Packmaster must discard one purchase he has made during his stay in this Den, as it is a fake and is worth nothing! 
24 Accident
A Clan Skryre Doomwheel rolls on past and accidentally crushes D3 of the Packmaster's rats. Needless to say, they are dead and rather flat. 
25 Betrayal
An opportunistic Skaven leaps out and attempts to kill the Packmaster. Fight out a duel, just as if the Packmaster was fighting in the Gathering Chamber ( see below ), although roll only 3D6-2 for the challenger. If he loses, he is wounded and is at -1 Starting Wounds permanently ( instead of normal roll ). If he wins, he gains one Treasure card and D3 x 100 gold ( instead of normal roll ). 
26 Assassin
The Packmaster is launched at by a mysterious Assassin of Clan Eshin. Fight out a duel, just as if the Packmaster was fighting in the Gathering Chamber ( see below ), although roll 3D6+1 for the challenger. If he loses, make a roll on the loss table as normal. If he wins, roll on the victory table but add 1 to the result. 
31 Drugged
The warrior has been drugged by some treacherous rival and will be at -1 toughness for the duration of the next adventure. 
32 Uneventful Day
33 A Dishonest Day's Work. 
The Packmaster is enlisted to make a delivery for a Grey Seer to one of his rivals. After delivering the required bundle, the warrior is quite unsurprised to see the rival's chamber fill with green fire. What is surprising is that the Seer is true to his word and pays the warrior 40 gold. 
34 Riotous Living. 
Taken with the joys of hot food and a comfortable den after so long out in the wild, the warrior overspends by 100 gold on such useless luxuries. 
35 Gang
The Packmaster is confronted by D3 unruly Skaven youths who demand his money. Fight out a duel for each one, just as if the Packmaster was fighting in the Gathering Chamber ( see below ), although roll only 3D6-3 for the challengers. If the Packmaster loses any of the fights, he earns nothing regardless of the results of the other fights but has D6 x 50 gold stolen ( ignore the normal table ). If the Packmaster wins all of the fights, he amasses the youth's possessions, which are worth D6 x 100 gold. 
36 Uneventful Day
41 Called Out on Business
The Packmaster is commissioned by a wealthy merchant to rid a warehouse of troublesome giant rats. After much work, the warrior does so and manages to persuade the merchant at knife's point to pay him D6 x 20 gold. 
42 Uneventful Day
43 Slavers
Some ruthless Skaven attempt to press-gang the warrior into a slave crew. He can bribe them with 2D6 x 10 gold or an item of equal or greater value, or else he has what equipment and gold he does have taken from him and his is pressed into slavery. While enslaved, he cannot visit any locations or traders but need not roll Events/ Catastrophic Events or pay living expenses. Once each subsequent day he may roll a die. On a 6, he escapes, but must leave the Den immediately. 
44 Spying
The warrior spends some time spying on his fellow Skaven and may be able to use what he has found out to his advantage. Roll a D6 on the following table. l: Unfortunately, the information, while juicy, has no practical value. 2, 3: The warrior uses the information to earn 20 gold. 4, 5: The warrior may avoid any Den event for the rest of his stay on the D6 roll of 6. 6: The warrior learns of top-secret information about enemies in the area. Once in the next dungeon, your warrior can opt to gain a free turn for himself and his rats after monsters have just been revealed but before they can attack back, even if they normally Ambush. 
45 Pet Rat Ogre
The Packmaster is `adopted' by a clumsy stray Rat Ogre who just won't leave his side. While he has the Rat Ogre, his living expenses ( excluding the extra for rats ) are multiplied by 4. However, he may add 2 to his result in the duels for Event results 35, 26 and 25. On a 11, he has no chance of being fleeced. For Event 21, add 2 to the result. For Event 43, the Rat Ogre beats off the slavers, who pay the Packmaster D6 x 100 gold to stop it! Whatever happens, the Rat Ogre won't leave this Skaven Den and will abandon your warrior if he leaves. 
46 Cave-In. 
Part of the tunnel complex caves in while the warrior is in it, wounding him. He is at -1 Strength for the next adventure. 
51 Interrogation
The Packmaster is accused of conspiring with enemies of the Skaven and is subject to excruciating torture for the next D6 days unless he bribes them by paying D6 x 100 gold. For each day, the Packmaster rolls a D6. On a 1 he loses a Starting Wound permanently as a result of the torture.0n a 6 he escapes but must leave the Den immediately. The Packmaster need not roll Events/ Catastrophic Events or pay Living Expenses while being tortured. 
52 Uneventful Day
53 Counterfeit
The warrior realizes that D6 x 10 of his gold is worthless, cross it off immediately. If he doesn't have this much, he must leave the Den immediately before anyone catches on! 
54 Test of Skill. 
The Packmaster is challenged by a Skaven who is his equal in almost every way. Fight out a duel, just as if the Packmaster was fighting in the Gathering Chamber ( see below ), although roll 2D6+ [ the Packmaster's battle level ) for the challenger. If he loses, he is relieved of his most expensive item of equipment. If he wins, the challenger is impressed and teaches him some new tricks. Make a roll on the characteristic advance table immediately for the Packmaster. 
55 Warpstone
While walking along a tunnel, the Packmaster trips over a rock. As he gets up and starts to kick it away, he discovers, incredibly enough, that it appears to be Warpstone! The Packmaster can use this raw Warpstone exactly as normal ( see below ) or may choose to ignore it. 
56 Uneventful Day
61 Blessing
For some reason known only to the Horned One himself, the Packmaster finds small additional horns growing from his head. This blessing also grants the warrior +1 Luck, which is cumulative if this event is rolled again. 
62 Uneventful Day. 
63 Robbery
The Packmaster is overpowered by a mob of Skaven thieves, who make away with his most expensive item of treasure! 
64 Rat Pack. 
The Packmaster manages to train some wild rats that he found on the street. He gains D3 rats for free, if he so wishes and if they don't exceed his normal maximum. 
65 Uneventful Day
66 Stampede
The warrior is trampled down by a frenzied mob! He must crawl into a hole and nurse his injuries for the next D6 days, during which time he cannot visit any traders or special locations, but need not roll Events/ Catastrophic Events or pay living expenses.

Clan Moulder Packlords
The Packmaster may buy pet rats for 50 gold each, as long as he does not exceed the maximum of 6 rats. In addition, he may consult his Packmaster elders here for a fee of D6 x 50 gold. To see what they think of this, roll a die.

1 The Packlord takes great offense and has the Packmaster forcibly removed from the Skaven Den. Not only is the Packmaster permanently removed from this Den, he has a further 100 gold taken. 
2 A Packlord grabs the money and scampers off? 
3, 4 The old Skaven gives the Packmaster D3 rats for free, although the maximum still may not be exceeded. 
5 The elders begrudgingly offer the young Skaven D6 Ratfeed portions. Each of these will heal a rat up to its maximum wounds and may be eaten at any time. 
6 The Packmaster has his rats trained further for him. Make a die roll on the Train Pets advance table immediately.

Skaven Trader

The Packmaster may buy any of the following items, as long as he first rolls the required stock number on 2D6. Buying is conducted just as with any other trader in the settlement.

Item Cost Stock
D6 supplies  20 each  3
Skalm  500  9
Clothes  10  2
Skaven Armour  250  3
Warpstone amulet  250  8
Poison Wind globe  20  5
Weeping Blade  1000  10
Skavenbrew flask  200  7
Raw Warpstone  D6 x 100  6
Whip  150  3

Clothes: As in Settlement.
Supplies: As in Settlement. 
Whip: Replacement. Skaven Armour: Replacement. 
Skalm: Skalm will heal the Packmaster, only, up to full wounds. Use once and then discard. 
Warpstone amulet: This handy little contraption confuses the minds of enemies. Each monster must roll a 4, 5, 6 on a D6 before attacking the Packmaster or else suffer a negative 2 penalty to hit. Poison 
Wind globe: This globe is usable only once during the warriors' phase and is thrown instead of making any attacks that turn. If thrown, you must pick one square within a range of 6 squares. On a roll of 4, 5, 6 on a D6, everything in that square takes D3 wounds with no modifiers. 
Weeping Blade: This sword, if used, adds +1 to the Strength of the Packmaster and inflicts an extra D6 wounds. It also ignores 1 point of armour of a target it hits. 
Skavenbrew flask: This flask can be drunk once only at the start of the warriors' phase. 
Roll a die when drunk: 

l does nothing. 
2,3 the Packmaster may ignore all psychological effects for D6 rounds. 
4,5 the Packmaster may double his normal number of attacks for a period of D6 rounds. 
6 the Packmaster may double his normal number of attacks and movement points for D6 rounds. 

Raw Warpstone: The Packmaster may eat this, hoping for a beneficial mutation. 
Roll a die to see what happens. 

1 The inscrutable Great Horned Rat removes a past blessing in his wrath with your warrior- remove one mutation at random. If you don't have any, ignore this result. 
2 You must have bought a rock painted black- nothing happens. Mind you, your stomach feels kind of heavy. 
3 The Great Horned Rat removes a past cursed mutation to replace it with one giving great power. Remove one mutation of your choice from your character to have it replaced with a random new one. 
4,5 You are blessed with a mutation. Roll one for your character immediately. 
6 The power of The Great Horned Rat courses through the Packmaster's body. Roll two mutations immediately.

Gathering Chamber
The Packmaster may also attempt to become involved with a Skaven-style duel. These are frequent amongst the Skaven, as they constantly seek to improve their social status by defeating recognuised warriors and must maintain their position by supressing lesser Skaven. There will always be someone willing to take the Packmaster on, but note that a Packmaster may only be involved in a duel once per visit to the Settlement- after that, he is either thrown out in disgust for losing or is awefully avoided if he won. The two Skaven are shut in a circle of interested Skaven ( often hoping to take some of the loser's treasure and belongings and will thus be especially pleased if they both die ) and must fight with bare claws until one is defeated.

To simulate the fight, the following rules apply. Roll 3D6 for the other Skaven and for the Packmaster, roll 2D6 and add his battle level. Whoever has the highest score has won. If the Packmaster loses, roll on this table: 

l The Packmaster is killed in the duel. Too bad, that’s how Skaven lifegoes. 
2,3 The Packmaster is pretty badly injured by the fight and is at -2 starting wounds permanently. 
4,5 The Packmaster merely loses D6 x 30 gold before scampering off  
6 The Packmaster gets off' without any effects whatsoever. If the Packmaster loses, regardless of the result, he may not show his face in this Den again and so must leave immediately.

If the Packmaster wins, roll on this table: 

l The Packmaster gains nothing of value from the fight. 
2,3 The Packmaster takes D6 x 30 gold as bounty. 
4,5 The Packmaster steals a treasure card as bounty. 
6 Although getting no material benefit from the fight, the Packmaster copies some of the moves of his opponent. He may immediately make one roll on the Packmaster Characteristic advance table below.

Training

The only place the Packmaster can train is at the Skaven Den. He finds an experienced mentor and pays him the required money. The amount of money, in 1000's of gold, required to be paid is shown on the table below.

Level 1 2 3 4 5 6 7 8 9 10
Gold 0 2 4 8 12 18 24 32 45 50
Title Slave      Champion       Chieftain      Packlord

The mentor then teaches the Packmaster and improves his fighting ability or that of his pets. Frequently, the training rituals and exercises will involve consumption of Warpstone, which, in addition to enhancing the Packmaster's fighting skills, will sometimes manifest itself upon the Skaven in the form of a mutation. Packmasters in particular out of all Skaven seem to be particularly prone to this side-effect of Warpstone.

Training takes D6+1 days. The Packmaster advances a level and gains some benefit as a result of training. To determine the results of the chaotic rituals and training, you may choose to make a total of three advance rolls, either on the Packmaster's Advance table or on the Train Pets table.

In addition to these advances, the Packmaster automatically changes his profile as below, just as with any other character.

Level 1 2 3 4 5 6 7 8 9 10
Pinning Roll 4+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+
Damage Dice 1 1 1 1 2 2 2 2 3 3

Train Pets advance

If you roll a Train Pets advance, then the Packmaster spends time teaching his pets how to fight more competently. ftoll a die on the table below to represent this.

1- 5 Characteristic Advance
The rats improve their characteristics. Roll once to see what the exact result of this is. If you rolled a 4 or 5 previously, roll twice. l: + 1 Initiative 2: + D6 wounds 3: + 1 Weapon Skill 4: + 1 Attack 5: + 1 Strength 6: + 1 Toughness Note that a rat's profile cannot ever become better than the following: WS S T I A 7 6 5 9 4 If a characteristic is rolled which would take it over these limits, re-roll. If all characteristics are at the maximwn, re-roll on the Train pets table until you get a Skill result. 
6 Skill
The Pets learn a skill as a result of the training. 
Roll 2D6 on the following table- re-roll if they already have that skill. 
2 Frenzy
Roll a die for the rat pack at the start of every combat. On a roll of 6, they may double their attacks for that combat only. 
3 Ignore Pain. 
The rats' bodies, already half rotted away by disease and injury, become almost completely oblivious to pain. They now count as having the Ignore Pain 1 ability, allowing them to skip the first point of damage from any successful hit. 
4 Circus Rats
On an Uneventful Day result in a Settlement, earn D6 x 50 gold as the rats entertain passers-by. 
5 Dodge
The rats now have an unmodified dodge of 6+, just like the Elf. 
6 Gang Up. 
A rat attacking a creature which has already been attacked by other rats this turn may add +1 to the roll to hit for each rat which attacked before it. 
7 Swarm
The Packmaster's pets may now `swarm' at the start of the adventure and thus combine into a single entity, which can be placed on a single square. While `swarmed', the rats have the combined number of wounds and attacks of all the rats in the swarm. They also become immune to all psychology while in this state. 
8 Deathleap
If you choose, your pets can now roll 2D6 damage. If you choose to do this, roll a D6 for each rat who `leaped'. On a roll of 1 or 2, he rat is Killed. 
9 Loyal
If the Packmaster is wounded, you may choose to roll a die for each rat in base-to-base contact with or which occupies the same space as the Packmaster. On a 4, 5, 6 a rat leaps in front of the blow and takes the damage instead. Swap the positions of the Packmaster and rat if this happens- if the attack covers an area and the Packmaster is still covered, he still takes the damage. 
10 Distract
If you choose, a rat, instead of attacking, may `distract' a creature in base-to-base contact with it. This reduces the creature's attacks by one for the duration of the next monster's phase. 
11 Scavengers
Whenever a rat kills an enemy, it heals D6 wounds as it feeds on the body of its enemy- this is in addition to deathblows etc. 
12 Diseased
After a rat inflicts a wound on a creature, roll a D6. On a roll of 5 or 6, that creature has caught a plague carried by the rats and takes an additional D3 damage, unmodified for toughness, armour, ignore pain etc. at the start of the monster's phase. If the creature dies as a result of the plague, noone gets the gold.

Packmaster's Advance

If this option is chosen, roll a die on the table below.

1- 5 Characteristic Advance. 
Roll once on the table below to see what the result of this is. Roll twice if you rolled a 4 or 5 on your previous roll. 
2,3  + l Move 
4  + 1 Toughness 
5  + 1 Luck 
6  + 1 Weapon Skill 
7  + D6 wounds 
8  + 1 Initiative 
9  + 1 Attacks 
10  + 1 Strength 
11,12  + 1 Willpower 

Note that no part of the Packmaster’s profile can exceed these limits: 

M WS S T I A Luck

WP

6 9 6 6 9 5 5 7

If a characteristic is rolled which would take him over these limits, re-roll. If all characteristics are at the maximum, re-roll on the training table until you get a Mutation result.

6 Mutation advance
A mutation i.e. the almost inevitable result of being exposed to Warpstone over any period of time. Strictly speaking, all of the following are mutations, although frequently they may merely exaggerate a characteristic already present in the Skaven, including such things as raising a mere dislike to a fanatical hatred.. Roll a D66 on the following chart if you get a mutation. Re-roll the result if you already have that Mutation. Mutations marked with a * are externally noticeable ( see above ).

Mutation Chart

11 Chaos Spawn
The Packmaster mutates into a Chaos Spawn and wriggles off to the Northern Wastes- count him as dead. 
12 Extra Arm*
The Packmaster gains an extra attack, which must be with a different weapon than that normally used. 
13 Extra Eyes*
The mutant may always attack one monster just placed next to him once per turn. Note that he gets no deathblows, as it will be a quick, instinctive strike. 
14 Mark of the Horned One
The Packmaster is distinctly marked with the sign of the Horned Rat. The power given by the mark allows your character to re-roll one die per adventure, just like Luck. 
15 Magical Drain
A black void seems to form around the from of the Skaven. Any spell cast at the Packmaster, beneficial or not, is dispelled on a roll of 5 or 6 on a D6. 
16 Hatred
The Skaven has an intense, psychotic hatred of a certain type of creature. Roll immediately on the monster table for the level one higher than the Packmaster. The Packmaster hates that type of monster ( i.e. if he rolled Goblin spearmen, he would hate all Goblins ) and may re-roll any misses once while fighting that type of monster. 
21 Achilles Heel
The Skaven has a vital weakness somewhere on his body. Whenever the Packmaster is hit on a roll of 6, he takes D6 extra damage. 
22 Leap
The Skaven gains the ability to leap over an occupied square to an empty square behind it. This entire leap costs only 2 squares of movement. 
23 Razor sharp teeth*
The mutant may now make one extra bite attack if he hits an opponent with another attack. This does D6 damage with no modifiers for toughness or armour if it hits. A Packmaster may only bite half his Initiative times per turn. 
24 Assassinate
The Skaven is blessed with the same incredible reflexes and superb control of Clan Eshin Assassins. To represent this, on a roll of 6 to hit an enemy, that hit ignores armour and toughness for this turn only, as the mutant spots an unprotected vital spot on the monster. 
25 Regeneration
The Packmaster's body rapidly heals wounds and even regrows lost limbs. The mutant regains D3 wounds at the end of each turn. 
26 Intuition
The Skaven has an instinctive feeling for the future. This mutant cannot be ambushed- any monsters which can do so must ignore the Packmaster and attack other warriors instead when they would normally ambush. 
31 Paranoia
The mutant is sure that the other warriors are out to get him. Whenever a 1 is rolled in the power phase, roll a further die for the Packmaster. On a 1 or 2, he attacks the nearest warrior, if he can reach him, with all of the attacks at his disposal ( not once per combat/adventure attacks ). On a 3 or 4, he refuses to do anything at all that turn. On a 5 or 6 he shakes off the feeling and fights as normal. All of these effects last for only one turn. 
32 Claw*
The paw of the mutant twists and changes into a huge, crab-like pincer. The Packmaster may make an extra attack each turn, which is at +1 Strength, but may not use this attack with a weapon. 
33 Thick Hide
The hide of the Skaven grows to be almost as hard as iron. The Packmaster may ignore up to D3 damage of a successfully wounding hit, which is treated just like the `ignore pain' skill. 
34 Poison
Drops of corrosive venom drips from the mutant's fingertips. Any one of the Packmaster's attacks can be made to ignore armour and toughness once per turn. Note that this does not give an extra attack, it only modifies an existing one. 
35 Lightning Generation
Lightning crackles from this mutant's fingertips. He may make one lightning attack once per adventure. Pick a monster within 6 squares. The number of squares the monster is away from the Packmaster, counting the monster's square but not the mutant's, subtracted from 7 is how many dice of damage the monster takes with no modifiers. For example, a monster 3 squares away would take 4 dice of damage with no modifiers. 
36 Aura of Pestilence
The Skaven becomes surrounded by a mass of flies, maggots and an all-pervading stench of decaying flesh. All creatures and warriors in base-to-base contact with the Packmaster are at -1 to any to hit rolls. 
41 Seizures
This mutant frequently suffers from a fit which sends him writhing to the floor. Whenever the wizard rolls a 6 in the power phase, the Skaven falls unconscious to the floor for D3-1 rounds. While unconscious, he counts as prone, and his rats go wild. Roll a die for each rat. On a 1,2,I3 they attack the nearest warrior if possible, on a 4, 5, 6 they attack the nearest monster if possible.
42 Spikes*
Thick, sharp spikes grow from the mutant's body. Whenever a monster successfully hits the Packmaster, it takes D3 unmodified wounds itself.
43 Horns*
Horns burst from the Skaven's head, a true sign of the Horned Rat's blessing. The Packmaster may now forego all of his normal attacks to `ram' his opponents. If the mutant makes a `run up' of at least two squares before attacking, he may attack at +2 to his normal strength and at +1D6 normal damage.
44 Warp Resistance
The mutant may re-roll the die for any further mutations or for any rolls made by eating Warpstone. If the Packmaster is hit by an attack based on Warpstone, such Poison Wind or Warpfire, he may ignore its effects on a roll of 5 or 6.
45 Black Hunger
The Skaven’s Black hunger becomes almost insatiable andhe viciously tears at the bodies of his enemies whenever he can to sustain himself. Whenever the Packmaster kills an enemy in base-to-base contact with him, he heals [ however many wounds he inflicted that turn on the monster ] wounds in addition to deathblows etc. In addition, roll a die for the Packmaster whenever the above occurs. On a l, he stops to gorge himself and must miss his next turn to do so. His rats are unaffected.
46 Dodge
The mutant has an incredible sense of timing and agility. He can automatically dodge the effects of any attack on a roll of 5 or 6 on a D6 just like the Elf.
51 Phobia.
The mutant is terrified of a certain kind of creature. Roll immediately on the monster table for the level one higher than the Packmaster. The Packmaster suffers from a Phobia of that type of monster ( i.e. if he rolled Goblin spearmen, he would be scared of all Goblins ) and is always at -2 to hit them, unless he rolls a 5 or 6 on a D6 at the start of the combat with them.
52 Long arms*
All the Packmaster's attacks may be made from up to 2 squares away. The Packmaster's whip can now attack from up to 3 squares away.
53 Carapace*
A thick shell emerges from the Skaven's hide. This adds +3 to the mutant's toughness just like armour, but he may not wear any other form of body armour, nor may he take the carapace off: He may still use shields and helmets.
54 Fearsome appearance*
The mutant's features become twisted and contorted and his face becomes so horrible to look at that all creatures are at2 to hit him unless they roll a 5 or 6 on a D6 at the start of the combat. This is reduced to -1 if the monster causes Fear and is ignored if the creature causes Terror.
55 Dark power
The Skaven is blessed with a knowledge of magic and thus now randomly selects a spell of a level equal to his battle level at the beginning of each adventure, which he can cast once, for free, during that adventure.
56 Diseased*
Like the Plague Monks, the Packmaster now has a fanatical devotion to decay and disease. His now plague-ridden body becomes numbed to ordinary attacks and thus he adds +1 to his toughness. In addition, after the Packmaster inflicts a wound on a creature, roll a D6. On a roll of 5 or 6, that creature has caught a plague carried by the Skaven and takes an additional D3 damage, unmodified for toughness, armour, ignore pain etc. at the start of the monster's phase. If the creature dies as a result of the plague, noone gets the gold.
61 Cowardly
The Packmaster cringes before the gaze of monsters. The mutant now is at -1 to all Fear and Terror tests. If a Skaven has both this mutation and Insanely Courageous, randomly determine which mutation applies before each check.
62 Tentacles*
The Packmaster reduces his number of attacks by one, but increases them by D3 ( roll at the start of each combat ). These extra attacks cannot be used with other weapons, although they are at +1 to hit.
63 Insanely Courageous
Occasionally amongst the normally cowardly Skaven will come one who is so utterly crazy and dedicated to the Horned Rat that he has absolutely no fear. A Packmaster with this mutation may add the following modifiers to his Fear and Terror rolls. Slave: Fear- +0, Terror- +0 Champion: Fear- +l, Terror- +0 Chieftain: Fear- +2, Terror- +1 Packlord: Fear- +3, Terror- +2 If a Skaven has both this mutation and Cowardly, randomly determine which mutation applies before each cheek.
64 Skitterleap
The Skaven now is blessed with the ability to produce bursts of incredible speed, almost as if moving through the void. Once per combat, he may increase his move by 2 and may move through any obstacles in his way, although he must end his move on an empty square.
65 Frenzy
The Skaven is obsessed with the Horned Rat and fights with fanatical devotion to appease this being. On a roll of 6 on a D6 at the start of each combat, the Packmaster may double his natural attacks for the duration of the combat.
66 Rapid Change
The Packmaster actually has D3 mutations instead of just one. Roll again on this table, re-rolling any co-incidental results or a further roll of 66

Roleplay Guidelines

The Skaven are a vile and evil race, first and foremost. They are continually scheming against each other and would no sooner trust an associate than they would kill themselves. Non-Skaven lives, and, to an extent even other Skaven lives, are worthless to him. Other characters should learn to watch their own backs while the Packmaster is around, for Skaven are the masters of dissent and betrayal, while still usually being cunning enough to be able to pin the blame on something other than themselves. His rats will be his only true companions yet he will play off the strengths of the group for his own benefit. However, to tell the truth, Skaven are cowardly by themselves and will not willingly leave the group unless they are supremely confident in their own abilities. Skaven are also paranoid, fanatical and devoted- extremes are always popular. However, never under-estimate a Skaven, as they are evilly intelligent and have an incredibly fast metabolism to fuel their movements and thoughts.

Packmasters in particular are tough, solitary and fearless individuals, who frequently make long trips out to the Northern Wastes to capture monsters more or less by themselves. They are often very wealthy and use their money to further equip and arm themselves. The Packmaster is similar to the Elf in terms of agility and speed, although is equatable to the Barbarian for his wild, feral attitude.

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