Clan Pestilens
0-16 Plague Monk 7/3/3/7 Foul Appearance, Disturbing Presence GSM/AP 70k
0-4 Censer Bearer 7/3/3/8 Foul Appearance, Disturbing Presence, Frenzy GSM/AP 90k
0-1 Plague Furnace 5/5/1/9 Foul Appearance, Disturbing Presence, Frenzy, SM/GAP 150k
Stand Firm, Thick Skull, Wild Animal, Loner,
No Hands
Clan Eshin
0-16 Linerat As normal
0-4 Night Runner 8/2/4/7 Dodge GA/SMP 80k
0-2 Gutter Runner 9/2/4/7 Shadowing, Dodge GA/SMP 90k
0-2 Death Runner 8/3/4/7 Shadowing, Dauntless GA/SMP 110k
Clan Moulder
0-16 Throtling 6/2/3/7 Stunty, Dodge, Foul Appearance AM/GSP 40k
0-2 Wolf Rat 8/3/3/7 No Hands, Frenzy, Wild Animal GM/SAP 70k
0-2 Flayerkin 6/3/3/7 No Hands, Claw GSM/AP 60k
0-2 Packmaster 7/3/3/8 Fend, Grab, Animal Handler GSM/AP 100k
0-2 Armored Rat Ogre 6/5/1/9 Loner, Frenzy, Mighty Blow, SM/AGP 150k
Prehensile Tail, Wild Animal
Animal Handler: Wild Animals adjacent to a Packmaster at the start of their action always succeed on a 2+ for their Wild Animal roll
Clan Skryre
0-16 Warlock Apprentice 7/3/3/7 Warpstone Mechanism G/AMSP 60k
0-2 Jezzails 7/3/3/7 Pass, Strong Arm GP/AMS 70k
0-1 Globadier 7/3/3/8 Bombardier, Nerves of Steel, Secret Weapon G/AMPS 60k
0-1 Warp-Grinder 7/3/3/8 Chainsaw, Secret Weapon GS/AMP 60k
0-2 Warlock Engineer 7/3/3/8 Zzap!, Warpstone Mechanism GS/AMP 90k
0-1 Doomwheel 5/5/1/9 Sure Feet, Sprint, No Hands, Loner, Wild Animal,
Juggernaut S/GAMP 140k
Zzap!: The player has a powerful electrical ability that he can use to stun an opponent. The player may use Zzap! at the end of his Move Action on one opposing player who is in an adjacent square. Make an unmodified Armour roll for the victim. If the roll is successful, then the opposing player is stunned. If the roll fails, then Zzap! has no effect.
Warpstone Mechanism: Clan Skryre's warpstone technology sometimes works, sometimes doesn't, but they never stop trying. At the beginning of a game, a player with this ability rolls a 1d6. On a 4+, that player is randomly assigned one skill from Leap, Sure Hands, Catch, Fend, Diving Tackle, Dump Off, Grab, Stand Firm, Big Hand, Claw, Prehensile Tail, or Two Heads. On a 1, 2 or 3, he receives no skill.