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Cutlass’ house rules.

Hello all,

I really don’t want to do this but it seems there are so many rule versions out there that I have no choice. Players are using other custom rules in my games and that can be pretty confusing. I’ll try to keep this as short and clear as possible.

Experience.

I use both XP and gold as experience, mostly you’ll gain XP for doing something really heroic, for good role-playing and for good ideas. XP can only be used to level up.

For instance: if you possess 1800 gold and 200 experience you can add them together to become level 2.

Power phase and magic. A Wizard, painted by 

Miguel.

Like Old warrior’s rules the power phase at level 1 is exactly how much power a wizard has, at level 2 this becomes power dice +1. A Wizard can cast as many spells as he can afford.

For instance: a Level two wizard sees the power dice come up as 3, he gets +1 from his level and can now cast healing hands twice.

Defensive spells and spells with delayed effect will last a full turn (i.e. the spell will dissipate just before you cast another.

In order to cast a spell you must be conscious.

Healing.

If you want to use a bandage or a potion you need not be conscious. But you must use is in the reaction phase of the turn in which you were damaged to 0 wounds.

If you want to heal a comrade by other means than a spell you must be adjacent to him. Unless of course the item states otherwise.

Death.

Unlike everyone else I use different rules on the death of your warrior. When you drop to 0 wounds you slip into a coma. A fellow warrior can save you during the reaction phase. You have until the end of the next round to be saved, if this fails you’re dead.

So: Monster phase; you get a mighty blow and slip into coma. Reaction phase: someone can heal you. New turn: Warrior’s phase: you can still survive but your friends have to be fast. Reaction phase: last chance! New turn: you’re dead.

Using weapons and equipment.

Since I’m running/ playing a lot of different games I don’t remember what equipment you are using and carrying, therefore I’d appreciate is if you state in your orders which weapon/ item you are using.

Fear:

You’ll only need to roll fear if you attack a monster with fear rating. If there are several monsters you’ll have to roll for each type. If you kill all the monsters with fear rating your fear will disappear.

Fear only applies on the monster with fear rating so if for example you have Zombies and Goblins as foes your –1 to hit only applies to the Zombies.

Tactics:

These are not rules but guidelines; too many Warriors have died because they disregarded tactics. These are simple and brief.

  • Survival tip N°1: Huddle in corners!
  • When you stand in the middle of a room you can be besieged on all sides, when you stick to corners you cannot. Ideally the Wizard/healer should be in the corner so no one -except ranged weapons and spears- can hit him. When there’s no healer put a good ranged fighter in the corner.

    This is 

a good example of corner tactics, the Wizard won't be hit and hopefully will heal the 

warriors after the Ogres attack...


  • Survival tip N°2: Huddle together!
  • For the same reasons as tip N°1 sticking together reduces the number of foes that can attack.

    A good example 

of huddling tactics. A bad example 

of the same tactics, if the room fills up with monsters now, the warriors havn't got a 

chance!


  • Survival tip N°3: Use healing wisely!
  • Healing should be done when a Warriors is on 0 wounds, not before that. Magical healers can of course heal whenever they want but should be mindful depending on their available spell. If for instance you cast healing hands before the monsters attack and someone is on 0 wounds you have only one more chance to revive him.

  • Survival tip N°4: Corridors are excellent defendable positions!
  • Standing in the opening of a door instead of going into a room is a great way of defense especially if you have two ranged fighters in the back! (Or two wizards or a combo thereof).

    This 

corridor is almost perfectly covered, the monsters here are a result of an unexpected 

event...


    That’s it! Happy dungeoneering…




    Rules for Altdorf's Arena.


    Ok, here are the rules for the dungeon –bowl style game.
    These will probably change a bit as we go along.
    Try to be lenient on me, this is highly experimental, if you have objections or suggestions don’t hesitate to let me know.

    First of all you’ll be happy to know that weapons are allowed, when you’re holding the ball you’ll still be able to attack with one –handed weapons.

    Secondly you’ll be happy to know that your warrior cannot actually die in the game, a horde of wizards are constantly monitoring the game, healing and resurrecting when necessary. If your warrior dies he’ll be placed in the dug-out (the small rooms in the corners with the iron hatches). You’ll be here one turn before you can move again. If you die while holding the ball it will scatter 1d6 squares, if you die by falling in a pit, fire chasm or by teleporting teh ball will instantly be teleported to the center of the dungeon.

    Object of the game: the first team to get the ball in the enemy team end zone three times wins. Winners get an objective room treasure each and 1500 Gold; losers will still get 1d6 times 100 gold for participation.

    Turn events and power phase: Each turn monsters are placed; these will always be the minimum amount and are placed near the teleport number defined by the power phase die. The event die will either help or thwart your team. This is what will happen:

    1 (unexpected event) you drop the ball and it scatters throughout the room like a long pass, if no one holds the ball more monsters are placed.
    2 The offensive team each roll a d6 on a score of 1-2 they step upon a mine trap and receive 1d6 damage with no deductions, 3-4 your warrior is webbed for 3 turns, 5-6 nothing happens.
    3 The defensive team has +2 movement.
    4 The offensive team has +2 movement.
    5 Each player of the offensive team adds 1d6 to his movement.
    6 The players of the offensive team each chose 1 option: passes of the warrior automatically succeed or the warrior gains 1d6 wounds.


    Catching and throwing the ball: If you throw the ball to your fellow player both must succeed in a BS roll. If one player fails the ball will scatter, depending on who fails… Quick passes (max. 2 squares) no need to roll.
    Short passes (max 4 squares) roll your BS +2 scatter 1d6 squares
    Medium passes (between 5 and 7 squares) Roll BS scatter 1d6+3 squares
    Long passes (8+ squares) Roll a 6! Scatter 2d6 squares.

    It goes without saying you’ll need LOS on your team member to make a pass. Remember 1 is always miss 6 always succeeds.

    If you miss a throw and an enemy player is in the passing zone he may opt to intercept the ball using a BS test only…

    Teleporter holes:

    The numbered squares are teleport holes if you step into one roll a d6, that’s where you teleport, you can do nothing else for that turn. If you teleport on an occupied space you’ll end up dead (in the dug out).

    If you teleport on the same number as the one you want to teleport from roll another D6
    1-2 you are vaporised on the spot!
    3-4 you recieve 1d6 magical damage not deductable from armour & toughness
    5-6 the teleporter is out of order until another warrior attempts the same hole.

    Jumping, pushing and tackling.

    To jump over a chasm you need to roll a d6 + Initiative, you need 7+ to succeed (yes dwarves are crappy jumpers). Jumping over two squares gives you a –1 on this roll.

    Pushing players or monsters requires a roll of 2d6 on the following table:

    2- Attacker is knocked over (needs a turn getting up and is at +2 to hit while down.)
    3-4 Attacker is stunned (no further actions this turn)
    5-6 Nothing happens
    7 Both players knocked over
    8-12 Defender is pushed back

    You may push mid -move.

    Tackling
    This action may be performed mid-move, i.e. you may tackle when someone moves past you. To tackle successfully you need to hit your opponent who may then roll a toughness test (without armour add-ons) against 7+
    If you hit and your opponent fails his Toughness test the tackled player is down.
    If you fail to hit however, you must roll a Toughness test yourself or fall down.
    Players who fall, get tackled or get pushed (blocked) while holding the ball will drop it, scattering 1d6 squares.

    Falling into a pit or the fire chasm will kill you, falling into a spiked pit will deal 1d6 damage, no deductions and one round to climb out.

    Treasure chests will contain treasure! You may open one chest only when here, opening a second chest will result in you getting killed by explosive magics.

    Monsters will not carry treasure…

    That’s it for now, may the best team win!




    Villains and enemy character encounters.


    To add some flavor to your games you can add these enemy personas to your games, mostly you’ll want to place them in the Objective room but you can use them wherever you want to add some extra challenge to your dungeon. Together with special rules and scores I’ve also set a suggested battle level. This is just a suggestion; if you feel that these antagonists are too strong or too weak just adjust the scores; don’t forget to adjust the gold value as well.
    Because of their power I also suggest you deal out an extra treasure card for the defeat of these villains.
    Some of the enemies have the special abillity that gives a +1 morale and resist fear bonus. Morale in this case is anything that has to with bravery or mental resolve (such as resisting intimidation and the like). If you don't use these rules just ignore them and subtract 10% of the creature's gold value.

    Akinohoro. Beastman Champion.
    Akinohoro is a renowned champion of the Redskull clan. He often accompanies raiding bands of beastmen to teach them the tactics of fear.
    This champion is an expert in ambushes and intimidation; furthermore his battle skill often inspires his fellow raiders to perform feats they did not think possible. Akinohoro is also in possession of a magical amulet that induces a blood frenzy to himself and his followers. He attacks using two axes.
    beautiful model painted by Prri
    When using this enemy, replace a normal beastman with the hero. The special rules he provides only applies to the beastman troupe he’s leading. Any other beastman model does not enjoy these bonuses.
    When Akinohoro dies the other models lose their bonuses.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 5 4+ 5 4 35 3 2 700 2 1D6 2-5

    Special Rules:
    Due to his renown, Akinohoro provides a +1 morale and resist fear bonus.
    Battle Skill: when Akinohoro succeeds in both his attacks, he gives a +1 to hit bonus to his troupe. Furthermore he gives his troupe the ambush 5+ special ability.
    Magical amulet: each turn roll a d6 before the beastmen attack: on a 1 to 4 nothing happens, on a 5 all models within the troupe receive a –1 WS and a +2 damage, on a 6 all models receive an extra attack at –1 to hit.



    Behalzerben, Beastman Shaman.

    Just Like Akinohoro, Behalzerben will always be accompanied by a troupe of beastmen. They will protect their shaman at all times, positioning themselves in the most obstructive way whenever possible. The Shaman is responsible for the protection of his tribes Herdstone, if he is in the vicinity of one add +2 to his magic rolls. Furthermore Behalzerben has his own magic tome from which he casts his own set of spells. He is also blessed with a set of wings and will take flight once the warriors break through his bodyguards, the fact that he’s a flying spellcaster could prove a real challenge for any band of heroes.
    excellent lighting effects by AlexiZ

    M WS BS S T W I A Gold Arm. DMG LVL
    4 4 5+ 3 5 30 3 1 720 0 1D6 3-7

    Special Rules:
    Due to his renown, Behalzerben provides a +1 morale and resist fear bonus.
    Fly, gives the special ability ‘guard’ to his troupe. Magic dispel 5+. Cloak of shadows (gives warriors a –1 to hit).

    Behalzerben’s magic. (Roll 2d6)
    2-6 Failure. The Shaman fails to cast a spell.
    6 Battle rage. The Shaman gives an extra 1d6 Attacks to the Monsters in combat with the Warriors, distributed as evenly as possible.
    7 Blue Flames. A burst of blue fire bursts from each of the Shaman's palms towards two Warriors. Draw two Warrior counters to determine which Warriors are hit. The flames inflict 1d6 Wounds, with no modifiers for Toughness or armour.
    8 Curse of chaos The Shaman may select any single adjacent Warrior. If there is more than one eligible target take a Warrior counter to determine which one the Shaman attacks. Roll 1D6 for the chosen Warrior and add his Toughness to the score. Roll 2D6 for the Shaman and add his Toughness to the score. The highest score wins. If the Warrior wins the spell fails. If the Shaman wins the Warrior suffers 1d6+2 damage and receives a –1 on his Toughness for the rest of the adventure. A warrior cannot receive more than one curse this way. If the same warrior is targeted twice, draw a new counter. If all the warriors are already cursed reroll this result.
    9 Burning Wind. The Shaman summons a storm of blue fire. Every warrior on the board suffers 1D6 Wounds, with no modifiers for Toughness or armour.
    10. Magical null field. No spells the warriors cast will work this turn.
    11. Behalzerben’s summoning of the herd. A black cloud issues from the Shaman's mouth, engulfing the Warriors in darkness. When the cloud dissipates 1d3 Beastmen have appeared.
    12 Malediction of Nagash. The Shaman causes cuts to open up on the body of one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds with no modifiers for Toughness or armour, until the Shaman is dead.



    Raktator, Black Orc Warboss

    This powerfull warboss was painted by Dahu.
    Raktator is a Warboss, he does not roam around his dungeon but sits upon his throne in the objective room. He has an unbridled hate versus elves that will send him into rage. He also knows the power of the Waagh! and carries a magical axe.
    Special Rules:
    Hate Elves.
    Axe of Mork: Ignores 1 point of armour, does an extra 1D6 damage on a to hit roll of 5+. Power of the Waagh! : roll a D6 each turn, on a 5+ Rakator invokes this power.
    Waaagh! Roll 2D6 for each Warrior spellcaster on the board. If the score is equal to or greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during which time he may do nothing.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 5 4+ 5 4 20 3 2 450 2 1D6/2D6 (5+) 1-6




    Gorkblat, Black Orc Drummer.

    Gorkblat just loves noise; therefore he carries his war drum with him at all times. He’ll bang away at the drum invoking splitting headaches to enemies and a rowdy party atmosphere in his fellow orcs. Gorkblat will always accompany a war band of orcs and he will keep his distance whenever possible, banging away on his magic drum, whenever a warrior comes closer he’ll attack him with his ‘eadbutt.
    This 

cool Goff musician was painted by Chortos.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 4 4+ 4 4 12 3 1 250 1 1D6 1-5

    Special Rules:
    Each turn roll a D6 to see what rhythm Gorkblat comes up with.
    1. Outta Sink. No extra effect.
    2. Bloody Cadence. Gorkblat’s allies (and himself) each heal 1 wound and lose any fear or morale modifiers they might suffer.
    3. Shattertune. The music causes extreme headaches to all non –greenskins, friend and foe alike. They all suffer a –1 to hit.
    4. Basha’ Tempo. Gorkblat and his war band receive a +1 to hit.
    5. ‘Ere We Go. Gorkblat and his war band receive an extra attack.
    6. Waaagh! Gorkblat’s allies (and himself) lose any fear or morale modifiers they might suffer. Furthermore they receive an extra attack while his enemies get a –1 to hit. ‘Eadbutt: This attack work in the same way as a regular attack, however, due to his size Gorkblat has difficulties hitting smaller characters like dwarves and halflings. He is at –1 to hit such characters.



    Sir Maechwech, Chaos Champion of Tzeentch.

    Sir Maechwech is one of Tzeentch most loyal champions. He frequently leads special missions for the Changer of Ways and as a true puppet master he can be found leading a band of any kind of evil creature. Just add him as an extra foe to deal with. Sir Maechwech is both a wizard and a warrior, a combination that makes him a cunning leader and powerful enemy, consider using him as a reoccurring villain.
    The Champions powers come from the magic symbol he carries like a standard; it is attached to his magic armour.
    a 

wonderfull use of chaos colours by QiaoZhong.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 7 auto 5 4 15 8 3 1250 2 1D6 4-10

    Special rules:
    Chaos Armour. Every time the wearer is struck roll 1D6. On a score of 4, 5 or 6 the blow causes no damage. In addition, the wearer has Magic Resistance 5+.
    Magic Sword of Tzeentch: when Maechwech rolls a 6 to hit the powerful magic of the sword temporary mutates the affected warrior, the effect lasts until the warrior has visited a temple. Roll a D6 and reduce the afflicted score by 1. 1: Movement, 2: Weapon Skill, 3: Ballistic Skill, 4: Strength, 5: Toughness, 6: roll twice, rerolling further sixes. Chaos Magic 1



    Maledich Redblade, Darkelf master assassin.
    Maledich is one of the most feared Dark elf assassins of the Nagarroth. He frequently trains groups of new assassins in the killing arts, a commonly used tactic is to pit the newbie assassins against a band of adventurers. Maledich is always accompanied by a group of assassins. When 3/4th of this troupe is killed Maledich will attempt to flee, if this succeeds he’ll try to get his revenge on the responsible warriors later.
    A most exquisite paintjob with intricate detail by Thomas David.

    M WS BS S T W I A Gold Arm. DMG LVL
    5 9 auto 4 4 15 10 2 550 0 1D6 5-8

    Special Rules:
    Due to his renown, Maledich provides a +1 morale and resist fear bonus to all Dark elves on the board.
    All dark elf assassins Maledich leads receive Ambush, magic 4+
    Maledich himself has the following abilities:
    Ambush, magic 4+, Assassinate 5+, Dodge 5+, Hate Elves, Weeping blades, never pinned, Flees if 3/4th losses.



    Gnakshi Trickmurder, Goblin hero.
    Gnakshi is a crazy and very courageous Goblin. He has mastered the special combat skill of drive-by attacking enemies with his unicycle. To use his skill he needs to have enough room so you’ll only encounter him in corridors or large rooms. He is usually accompanied by (hob-) goblin or orc archers who pepper their enemies while Gnakshi rides around doing drive- by’s. Gnakshi is a proud member of the Evil Sunz Clan, a clan of orcs that are especially known for their love of speed. Evil Sunz are such a restless bunch that rarely remain in the same place for long. Hence you can find them almost everywhere in the Old World.
    Nice 

conversion by Poupee Canope.

    M WS BS S T W I A Gold Arm. DMG LVL
    8/4 3 3+ 4 3 6 2 1 110 2 1D6 1-4

    Special Rules:
    Split movement: Gnakshi may keep some of his movement and finish it after his attack, when using this option he must roll 3+ on a D6 or fall from his unicycle.
    Fight in ranks, Parry (with shield) 5+, Immune to fear, Never pinned. When Gnakshi falls from his unicycle he may not attack and has –1 WS, he may jump on the cycle and move away only.
    Be carefull in placing this Goblin hero in large rooms and corridors only, too many occupied squares can severly hinder the movement of Gnakshi. In heavy populated rooms consider letting him wait in the back untill he has enough room to move.


    The Master of Carnage.

    Great model with a beautifull colour scheme by Franciuus.
    The creature only known as The Master of Carnage is somewhat of an enigma. No one knows what kind of creature it is or how it came to be in its current state. Sometimes he is a leader of monsters while at other times he is a tool of destruction used by different kinds of foul beings. One thing is sure, the Master is a powerful foe and a brutal fighter whose eyes burn like red-hot coals and whose hunger for blood is unfathomable. Stories tell that the creature is in fact immortal, as numerous adventurers have claimed its demise by their hand yet he seems to resurface every now and then. Others have suggested that there are in fact several different Masters of Carnage; the truth remains to be seen.

    M WS BS S T W I A Gold Arm. DMG LVL
    5 5 4+ 4 5 17 4 2 610 1 2D6 2-6

    Special Rules:
    Fear: 6



    Haraguum, Beastman Champion of Nurgle.

    Another masterwork by Jacob Nielsen.
    Haraguum is a war veteran from the battle of Blighted Pass. During this battle he has served under a Great Unclean One. His service for this foul being marked Haraguum for life and he now carries the plague. Whenever Haraguum takes control of a new herd, the plague quickly spreads through his ranks, however, due to it’s magical nature and the goodwill of Nurlge himself few beastmen ever succumb to the sickness.
    When using this enemy, replace a normal beastman with the hero. The special rules he provides applies to all the beastmen on the board, even after his death. Beastmen placed after his demise will not recieve the Plague.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 5 3+ 4 4 30 4 2 700 0 1D6/2D6(5+) 3-8

    Special rules: Plague, gives plague to fellow beastmen.
    Throws Javelin, S:4



    Xarvox, Champion of Nurgle.

    Love the armour on this Nurgle Champ, paintjob by Cyril.
    Xarvox is a renowned champion of chaos, gifted with several gifts of Nurgle, the god of rot. He leads a small band of demonic forces with which he frequently raids small defenseless villages. His main weapon is an enormous double-handed sword that looks like it’s been dipped in acid. His armour has been fused with his flesh and out of the front of his helmet grows a small horn. Before his conversion Xarvox was a knight of the Royal Order. He remembers much of this time, including the ways of the Imperial forces, roads used by imperial messengers and stockpiles of the Army. This knowledge he uses to his advantage to raid or evade imperial troops.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 7 na 5 3 15 7 3 1120 4 1D6/2D6(5+) 4-9

    Special Rules:Plague, Acid sword (on a 6 to hit, reduce opponent’s Armour value permanently by 1 unless it’s magic), Fear 5.




    Bwark, Chaos Troll of Nurgle.

    Fantastic paint job! By Allan C.
    Bwark is a cunning creature (for a troll) who often uses his brute power to gain control of a group of monsters such as orcs or beastmen. He loves treasure and gold and will use the creatures under his control to gain more trinkets of value. Like Haraguum this Troll has fought together with greater daemons of Nurgle and has received “gifts” from his collaboration.
    Unfortunately for him, one of these gifts has ruined his eye so clever adventurers can use this knowledge to their advantage.


    M WS BS S T W I A Gold Arm. DMG LVL
    6 3 6+ 5 4 35 1 3 700 0 2D6 3-6

    Special Rules:
    Fear 7, Regenerate 2, Vomit, Stench (-1 to hit the Troll), Blind spot: any warrior who stand in front of the troll may roll a d6, on a 5+ they stand in Bwark’s blind spot and cannot be attacked by him. Off course Bwark can still hear them so he’ll try to move so that he can see his enemies.



    Skelhat, Ogre Marauder

    One ugly Ogre painted by by Fuzzicato.
    Skelhat is an ugly, lazy and fat Ogre who hates everything. He uses his strength to bully lesser creatures into working and gathering food for him. He wears a magical necklace that gives him the power to absorb spells cast at him, actually he doesn’t know the power of this amulet and just wears it because he took it from a slain enemy.
    Cowardly Skelhat always surrounds himself by minions however, the loyalty of these minions may shift rapidly if the see that the Ogre is losing a battle.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 3 5+ 4 5 15 3 2 500 1 1D6/2D6(5+) 1-5

    Special Rules:
    Magic Dispel 6+. Fear 5+.
    Once Skelhat is defeated the surrounding monsters on the same board section gain Break.



    Tulorkos, Ogre Tyrant.

    This great ogre tyrant conversion was made by Eric J.
    Tulorkos is a Tyrant, an Ogre Tyrant is generally the biggest, strongest, fiercest and most commanding of the Ogres in a given area. Tulorkos always carries an enormous hammer and wears the tusks of some large beast as banner.
    This big and menacing creature is always accompanied by a band of fellow ogres and a band of snotlings. The latter don’t actually fight but are instructed to obstruct enemies and try to steal their gear.
    Tulorkos also carries a warpstone he stole from a band of Skaven, therefore it is possible that adventurers encounter skaven in search of their stone while in Tulorkos’ Dungeon.

    M WS BS S T W I A Gold Arm. DMG LVL
    4 4 na 5 5 24 3 2 620 1 2D6 2-5

    Special Rules:
    Fear 5, Snotling harassment, whenever 2 or more snotling surround a warrior, he has –1 on his to hit rolls, Snotling thievery, every turn as long as there are snotlings on the board roll a d6 on a 5+ one random warrior loses one random treasure. remove a Snotling in this case as it runs away with the treasure.




    Srryn, Skaven hero.

    Great shading and skaven colours by Denib.
    Sryyn is a renown skaven hero with some skills in alchemy. He is usually accompanied by a troupe of Skaven Specialists such as Jezzails, Plague monks or the like. These will guard the hero to the death. Srryn carries six warpfire grenades, once per turn he can throw these causing a massive burst of warpfire energy. Jealously guarding his secret, he will never part with his grenades (luckily for the adventurers).
    Srynn is also an excellent infiltrator, tunneler and saboteur, prefering to poison enemy drinking wells.

    M WS BS S T W I A Gold Arm. DMG LVL
    5 4 3+ 4 3 15 5 2 320 2 2D6 2-8

    Special Rules:
    Due to his renown, Srryn provides a +1 morale and resist fear bonus. Gives the special ability ‘guard’ to his troupe.
    Using BS, Srynn throws warpfire grenades every turn; he carries six of these but will only throw one per turn until depleted. Upon impact the grenades will deal 1d6 damage to a 4x4 square with no deductions for toughness or armour.



    Fensschitt, Stormvermin Champion.

    Great effect on the armour here by Margo.
    Every self respecting lowlife clanrat just loves Fenschitt. He is a veritable celebrity in skavenland, as a veteran warrior he has countless victories on his name, including the slaying of a Dragon Ogre.
    The Champion is always accompanied by a group of Stormvermin who are under his command.

    M WS BS S T W I A Gold Arm. DMG LVL
    5 5 4+ 4 3 15 5 2 220 2 1D6 1-8

    Special Rules:
    Due to his renown, Fensschitt provides a +2 morale and resist fear bonus.
    Magic weapon: Sword of Pain, ignores non magical armour and 3 points of magical armour.
    When Fenschitt brings a warrior to 0 wounds, all adjacent skaven receive an extra attack of inspiration at –1 to hit.