Title: Functional Information
Description: What Things Do
Morkskittar - September 8, 2006 01:42 AM (GMT)
Charatter Items
Charatter items are items you can buy for your fellow SKAVEN, not your beasts. Charatter items do what they normally do in the appropriate Warhammer Rules.
Also included under this category are Potions and Salves (which can be bought by characters for beasts). All potions are permanent unless they say only last one pitfight. All are one use only (unless you have multiple uses). The current list is here: (Note that all of the below can be bought for beasts).
Enlargening Potion: See Rules.
Shrinking potion: The exact opposite of the enlargening one.
Warpstone Salve: This is what is used to bind things together. For every binding, one uses up one use of salve.
Enhancory Potion: Gives the creature enhanced brain.
Reflex Potion: Gives a creature fast reflexes.
LightningDrink©: Gives a creature lightning speed. Needs to already have a Reflex Potion.
Strength Steroids: One Use Only, lasts one Pitfight. Adds Strength to the creature.
Defensive Steroids: One Use Only, lasts one Pitfight. Adds Toughness to the creature.
Quickspeed Potion: One Use Only, lasts one Pitfight. Gives a Creature fast reflexes.
BloodQuencher©: One Use Only, lasts one Pitfight. Gives a creature frenzy and hatred.
Acidic Potion: Turns creature's blood to acid. For every wound caused on it, the attacker takes a hit.
RatAware©: One use Only, lasts one pitfight. Gives the creature more WS, BS, I, and Ld.
Skavenade: One use only. May ignore first wound caused during one Pit Fight match. Will suffer from the effects of stupidity for the first round of the following match. Then wears off.
ThickFur©: Gives your creature Thick Fur.
Sabotage Coin: One use only. If a creature dies and your opponent will have right of conquest to the parts, this coin will automatically be used to destroy the creature, making it utterly useless (the coin will usually burn the creature with an ultra-hot flame once activated).
Morkskittar - October 8, 2006 08:41 PM (GMT)
Mutations
-Extra Arm: Extra Attack(s).
-Extra/elongated legs: Extra Movement
-Ogre Heart: Extra Strength and/or Toughness
-Double Heart: Extra Strength
-Troll Heart: Regeneration
-Carapace: 6+ Armour Save
---Rock-Hard Carapace: 5+ Armour Save
-Thick Fur: 6+ Armour Save
-Extra Head: Possible extra brains, extra attack
-Extra Tail: Extra attacks/balance
-Lightning Reflexes: Extra Initiative
---Lightning Speed: Extra M, I, Ward Save. MUST HAVE LIGHTNING REFLEXES FIRST.
-Advanced Liver/Kidney: Immune to Poison
Those are the basic mutations you can put on the base creature. One can also, however, add mutations onto mutations. These secondary mutations add a bonus ONLY to the affected limb.
Mutations on extra appendages:
-Claw: Extra Strength or Armour Piercing; Impale
-Whips/Tentacles: Extra higher initiative attacks
-Poison Glands: Poisoned attacks
-Razor-sharp talons: Killing blow, double wound against ogre-sized (hard to obtain)
Heads:
-Huge Fangs: Extra Strength, possible impale
-Poison Bite: Poisoned Attacks.
-Enhanced Brain: Extra WS, BS, Ld
-Human Brain*: Extra WS and Ld, No Stupidity
**Human Brains include brains from humans, Elves, Dwarfs, Skaven, Lizardmen, and the higher smart races). Can only be given once, and cannot be combined with Enhanced brains, which are given by potions.
One can add as many mutations as you want (within the Threshold). However, you MUST have the parts. For example, things like hearts and brains will come from creatures that are in your stock. Mutations that do not require stocks include Lightning Reflexes and Lightning Fast (which are granted by potions). In the markets, you can buy creatures to use, and it is from these creatures that you can select stocks and parts.
One might also notice that an extra human arm on an ogre sized creature wouldn't do very much. Thus, one can enlarge (or shrink) arms. Enlarging arms give the new limb the strength of the creature size one higher than it (small S2, Human S3, Ogre S4, Giant S5). Shrinking something will do the opposite, and can help unbalanced beasts balance.
Note that you can mutate yourself.
Morkskittar - October 8, 2006 08:46 PM (GMT)
Augmentations
Appendage Upgrades
-Small Blades: Extra Strength and/or armour piercing, Impale
-Medium Blades: Extra Strength and/or armour piercing, Impale
-Gigantic Blades: Extra Strength and/or armour piercing, Impale
-Warpblade: Extra Strength and Armour Piercing
-Warpclaw: Extra Strength, VERY armour piercing
-Large Flail (Ogre/Giant creatures): Adds Strength
-Small Flail (Small/Mansized creatures): As 'Flail' WH Book
-Large Plague Censer (Ogre/Giant creatures): Adds Strength, Plague Gas
-Small Plague Censer (small/Mansized creatures): As in Skaven Army Book
-Spiked Chains (not appendage upgrade): Extra Strength, Throttle, Entangle opponents
-Large Weight: Lost Initiative or Movement, Can smash down, lots of extra strength
-Saw: Can cause Double Wounds
-WarpSaw - Can cause double wounds, armour piercing, strength bonus
Missile Weapons
-Warpfire Thrower/Ratling Gun/Jezzail: Acts as the weapon. Cannot go with any other appendage mutations.
-Lightning Generator/Creator: Shoots Lightning
-Warp-Lightning Cannon: As in book
-Implant Pistol (Flintlock): One use per fight, possible misfire
-Implant Pistol (Warplock): As in Book
-Repeating Rifle (Flintlock): 3 Shot Rifle
-Repeating Rifle (Warplock): 4 Shot Rifle
Armour
-Light Armour (not appendage upgrade, no salve needed): 6+ Armour Save
-Heavy Armour (not appendage upgrade, no salve needed): 5+ Armour Save
-Plate Armour (not appendage upgrade, no salve needed): 4+ Armour Save
-Warpstone Armour (not appendage upgrade, no salve needed): As in the Skaven army book
Other
-Automated heart (Not Appendage Upgrade): Extra Ward Save, Toughness Bonus
-Mech-eye (Head upgrade): Extra WS and BS, 360 degree line of sight
-Warpstone Shard (Not Appendage Upgrade): Wild Card (Will do Something Random)
Morkskittar - January 27, 2007 03:54 PM (GMT)
Laboratory Upgrades
Quality Operating Table ~One Per Lab~
This is a good quality operating table that helps mutations go wrong less often.
Life-Support System
One thing of any size can be hooked up to a life support at any given time. It will improve the beasts chances of survival greatly after they have had a vital organ removed. To use the machine, simply mention in your mutation form that you wish to hook up the beast to a life support system. A beast can last there as long as needed, and can be taken off if required.
Organ Jar
Organ jars are not actually jars any more, nor are they really upgrades to your lab. But nevertheless, you can store organs detached from the body of a creature in these jars. Only one organ per jar. They will survive intact until you take them out and use them... if they survive the transition.
Vat
Vats allow Master Moulder to do a variety of things. They can be used to grow cultures or to store organs or beasts. vats can be used as Organ jars (but they can store a lot more organs), and as life support systems depending on the culture it is filled with:
--Breeding Culture: Allows things to grow inside it.
--Life Culture: Makes Vat function as a Life-Support system for up to 1 Giant, 2 Ogres, 3 Mansized, or 20 Small creatures.
--Storage Culture: Allows Moulder to store up to 20 Organs in vat.
--Brewing Culture: Allows Moulders to alter potions. To alter a potion, tell Morkskittar that you wish to pour a certain amount of a potion into the vat. From there, you can alter its properties or possibly (though unlikely) reproduce it.
Training Pitch ~One Per Lab~
Training pitches are large extensions on your lab that allow you to more effectively train your beast. Owning a training pitch reduces Training time.
Library ~One Per Lab~
Libraries consist of lots of scrolls and parchments containing information. Libraries reduce research time for research involving things that could be found through reading.
Experimental Grounds ~One Per Lab~
Experimental grounds are areas near the lab dedicated to testing things during research. They are often insulated and have a variety of different things inside of it used to test experiments. Experimental Grounds decrease research time and increase the effectiveness of research involving experimentation.
Defensive Upgrades
The following all add some form of defense to your lab. When sending in a form with a request to purchase a defense system, include in the form the location of the system (i.e., the hallway outside the Training Pitch):
Farsqueaker System
The rats of Clan Skryre have developed a new form of Farsqueaker. They can hide these things called 'cameras' around a lab and have them feed 'visuals' to a central 'monitoring station.' It still requires slaves to turn the power wheel and is exorbitantly expensive, but it can easily detect intruders.
For a Farsqueaker System to work, first a 'Farsqueaker Set' must be bought. This item gives the Moulder one camera and a Central Monitor. Further cameras can be purchased, which adds to the chance of discovering the saboteur. To operate the system (and to catch anybody they detect), Guardrats (see next section) are needed. At least one to operate the system, and another to investigate things happening that are caught on camera.
Reinforced Doors
This upgrade reinforces all of the doors in your lab with thicker wood, stone, or metal. It makes it harder for Saboteurs to sneak in, stopping their progress as they try to get around the heavy doors that seperate rooms in the lab.
Master Locks
Another door upgrade, Master Locks make it difficult for saboteurs to pick locks and slip through doors.
Booby Traps
Booby Traps take on many forms, and depending on the type, they will cost more or less. The more effective a booby trap is, the more it will cost, and the more defense it will give you. Be careful with these though; Moulders have been known to accidentally set them off on guests or themselves!
--Tripwire: If the saboteurs aren't careful, they may trip over these wires that are put up in the hallways, revealing themselves.
--Hidden Pits: Hidden Pits are holes dug into the floor of the lab that are covered with stone or wood during the day, but at night (or when no-rat is home), will be covered with a very thin covering. The first rat to step on it will fall into the pit.
--Spiked Pit: Spiked Pits are like hidden pits, only there are spikes at the bottom.
--Dead Rat's Alarm: These were first developed by reneagde Warlcok engineers in Dead Rat's Peak. These alarms are in the form of hidden buttons in the floor. When stepped on, it rings a loud bell elsewhere in the lab, waking up the occupants.
--Webbing: These are really 'webs' that are strung across a hallway. They are made of tough fibers, and greatly slow the progress of a saboteur. In addition, these nets are coated in a sticky substance, often catching the saboteur.
--Hidden Nets: These are nets hidden on the ceilings that, when a button is stepped on, drop on the intruder, hopefully catching him.
--Hidden Projectiles: These are spear launchers or guns hidden in the walls of the lab. When a button on the floor is stepped in, the hidden weapons will shoot their cargo, possibly killing the intruder (and waking everybody up with a loud noise).
Morkskittar - January 27, 2007 03:55 PM (GMT)
Charatters
Apprentices
As you progress in the game, you will find that some Skaven will flock to you and beg to be taught (or you might force your teachings upon them). If any rat ever becomes a good enough Moulder to assist you in Mouldering and fighting and can do it on their own, they will become an Apprentice. Apprentices can have their own labs if you wish, and if they are in your personal lab, they can help mutations go more smoothly. Effectively, apprentices are additional players under your control. Any forms or mutations they wish to do must be sent under the Apprentice’s name. Apprentices cannot be hired; they must be attained.
There is an apprentice cap, however. You may not have more than three apprentices at any one time.
Packmaster
Packmasters are 'employees' who are only good for controlling beasts. They can carry out tasks for you and can stand in as a Moulder in pitfights.
Vatmaster
Vatmasters are the ones who work the machinery. They do not just work the vats, but life-support systems and organ jars as well. If one owns a Vatmaster, the chances of things going wrong in the transferral of organs or in the function of the mechanical items in the lab are reduced.
Coach
Coaches are individuals which Moulders appoint to train their beasts. Moulders who own a Coach have a reduced Tarining time.
Librarian
Librarians run libraries for Moulders. The addition of a librarian on a Moulder's staff decreases research time for research involving things that could be found through reading. Requires a library.
Guardrats
Guardrats (or Security Rats) are in charge of security. They give a defense bonus to your lab, and are required to operate some of the defensive lab upgrades.
Minions
Minions are essentially slaves. Technically, they are not, but they perform many of the same functions and are better at them than captured rats are. Minions are simply Skaven who can carry out errands for you. With training, many of them can become specialized, and can become other types of Charatters.