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Skink Careers

This supplement provides 14 new career paths for Lizardmen player characters, including Saurus and Kroxigor. The careers cover a variety of roles in Lizardmen society such as temple guard, artefact hunter, and witch hunter. Rules are included for generating Saurus and Kroxigor characters, with starting skills, talents, and traits. Certain skills have substitutions to fit the mindset of the Lizardmen races. The supplement adds new options to bring more variety to Lizardmen adventuring parties in the Warhammer Fantasy Roleplay system.

Uploaded by

Leo Gunnemarsson
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
124 views21 pages

Skink Careers

This supplement provides 14 new career paths for Lizardmen player characters, including Saurus and Kroxigor. The careers cover a variety of roles in Lizardmen society such as temple guard, artefact hunter, and witch hunter. Rules are included for generating Saurus and Kroxigor characters, with starting skills, talents, and traits. Certain skills have substitutions to fit the mindset of the Lizardmen races. The supplement adds new options to bring more variety to Lizardmen adventuring parties in the Warhammer Fantasy Roleplay system.

Uploaded by

Leo Gunnemarsson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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About this supplement.

This is a fan-made supplement for Warhammer


Fantasy Roleplay 4th edition which adds new
options for Lizardmen PCs, including 14 new
career paths made for lizardmen. All careers
are made by Leo E Gunnemarsson as are new
talents, skills, mounts, equipment and spells
associated with them. No new career tables are
found here, to randomize with a possibility to
get these careers use my ”Supplements To-
gether” file.
Contents
Saurus PCs…2
Kroxigor PCs…5
Academic Careers-
Plaque Archivist…6
Skink Priest...7
Burgher Careers-
Star-Metallurgist…8
Temple Architect...9
Courtier Careers-
Skink Chief…10
Slann Attendee...11
Peasant Careers-
Beast Handler…12
Kroxigor...13
Lustrian Horticulturist...14
Ranger Careers-
Artefact Hunter…15
Terradon Rider...16
Riverfolk/Seafarer Careers-
Spawning Pool Cleaner…17
World Pond Voyager...18
Rogue Careers-
Warrior Careers-
Ripperdactyl Rider…19
Temple Guard...20
Warder...21
Lizardmen PCs Traits.

Saurus PCs SAURUS CHARACTERISTICS

I have received a request for Saurus PCs and Weapon Skill 2d10+25
so have made rules for both them and Ballistic Skill 1d10
Kroxigors. However these should be used with
Strength 2d10+35
care (to make PCs, as a GM-tool to make Li-
zardmen NPCs they are easy enough to use Toughness 2d10+35
well). To quote the Lustria book; Initiative 2d10+5
”In comparison to other Character spe- Agility 2d10+10
cies, Lizardmen are generally emot- Dexterity 2d10+10
ionally blank, driven toward a predes- Intelligence 2d10+15
tined role, and subservient to their Willpower 2d10+40
Slann masters. Therefore we do not Fellowship 2d10+10
think they make promising material for Wounds (2 × TB)+WPB+SB
Player Characters. However, given that Fate 0
Skinks possess a degree of wit, initia- Resilience 1
tive, and curiosity about the world, the Extra Points 2
opportunity to play one is outlined.” Movement 4

-Cubicle 7
Skills: Melee (Brawling), Melee (Basic), Cool,
Still, the roleplaying limits being harsh does not
Language (Battle)
mean there is no interest in playing them and
for a pure lizardmen party it could be fun to in- Talents: Ambidextrous, Battle Rage, Combat
clude all types of Lizardmen.Moreover, who am Aware, Coolheaded, Drilled, Iron Jaw, Te-
I, or even C7, to tell a player group they should- nacious Warrior Born
n’t use Sauruses and Kroxigors. Some players Creature Traits: Armour 3, Bite +SB+1, Cold-
love to work with strict roleplaying challenges, blooded, Night Vision, Tail Attack +SB+3
some love Sauri enough to feel they are worth it
and some may just want to try it. Discuss the Generate a Career
difficulties with such characters with your GM Careers are alien to Sauri; they are spawned
before using them but if both are ’Game’ then with a particular role assigned to them and may
you may do so. not deviate during their lifetime. They may not
The same problems that exist for Skink PCs change Career, no matter how experienced
also exist for Saurus and Kroxigor PCs so it is they become.
highly recommended the chapter for Skink PCs
is read in its entirety before starting making a
Lizardmen character of any variety.
Starting Skills, Talents, and Creature Traits
You may choose 2 Skills in which to gain 5 Ad-
vances each, and 2 Skills to gain 3 Advances
each. You may select 2 Talents from the cho-
ices listed. You begin with all the listed Creature
Saurus Career Table
D100-roll Career Role in Lizardmen Society

01-05 Rat Catcher With the rise of the skaven and their assaults on the Great Plan a new type of
Sentinel was needed. Thankfully the plans of the Old Ones delivered such co-
horts. Saurus that stalk the caverns looking for the ratmen and their verminous
servants to slay without mercy.

06-10 Watchman Rarely do Lizardmen break the divine laws of the Great Plan but so great is the
need of the plan that large cohorts stand devoted to see that all follow it still.

11-15 Duellist Amongst Lizardmen the need for duels is low, matters are solved in accordance
to the will of the Old Ones as interpreted by Slann or Skinks. But there is still
value in specialized warriors to deal with enemy commanders and many foes of
the Lizardmen do accept challenges, a weakness a Saurus can exploit.

16-20 Hunter Most Lizardmen hunters are skinks but Sauri aid them in the hunts too. Some
prey is too much for skinks alone and the need for meat to feed all the soldiers
of the Old Ones require Saurus aid toacquire enough. Of course, in times of war
these hunters step onto the field of battle instead and hunt their foes for meat.

21-25 Artefact Hunter Work to reclaim the artefacts of the Old Ones is a duty taken serious and carried
out with no mercy.
(New Career in this
Book)
26-30 Bounty Hunter Some Saurus are given the mission to seek out sacrifices and bring in warm for
the rites of the Skink Priests. Sometimes these foes to bring in are quite specific
and needed for stranger reasons still.

31-35 Witch Hunter The need to deal with chaos and the sorcery it brings is a constant so it is little
surprise whole cohorts appear specialized in facing these foes. While Sauri
“witch hunters” are not seekers of the corrupted in the way human witch hunt-
ers are their work in dispatching them is no less effective.
36-40 Wrecker Most river and seatravel is carried out by skinks and Kroxigor but the threats of
the lizardmen travel by river too and defence of the waterways is needed. Some
spawnings are tasked with guarding the waters of Lustria.

41-60 Guard Guard cadres are amongst the most common cadres of Sauri, each temple city is
filled with ranks upon ranks of guards.

61-65 Knight Cold One Riders are the shock cavalry of the Lizardmen. Deadly warriors taking
the role like knights on the field of battle even if beyond that they do not see
themselves as finer than other Sauri warriors.
66-70 Siege Specialist (Up in Siege Warfare is needed by the lizardmen as well so it is only natural that there
Arms) are cadres for that purpose.

71-90 Soldier All Sauri are warriors of some type and naturally a large amount of these are the
front-line fighters of the lizardmen.

91-00 Temple Guard Finest of the warriors of the Lizardmen are the temple guard, tasked defenders
of the Slann and their sacred chambers.
(New Career in this
Book)
Are you Marked? they take.
Saurus may be marked by an Old One. This Status and Trappings
provides additional Traits, Talents, and Charac- Status and Trappings work the same as for
teristics as explained on page 135 of the Lustria skinks. As does armour, Sauri may not dislike
rulebook. However, being marked in such a the use of armour in the way that skink do but
way also comes at a cost, in that the two extra the sheer mass required to make it fit above
points the Saurus would otherwise be able to their hard scales means it still doubles its ENC.
invest into Fate or Resilience must be given up
in order to attain the mark.
Skill Substitution
Whilst Sauri are intelligent, they are very single-
minded in this intelligence.
Certain skills available to Humans, Elves,
Dwarfs, and Halflings make little sense to the
Sauri. When generating a career, replace any
listed skills as described.
However, all Sauri possess instinct for battle. A
Saurus may add Melee (Brawling) or Melee
(Basic) to the First Tier Skill list of any Career
Saurus Skills

Animal Care, Animal Training, Sauruses may take these skills during the course of their careers, but they may only use them in regard
Charm Animal to cold-blooded animals. Replace Animal Training (Dog) with Animal Training (Hyenadon) if it appears.

Consume Alcohol Social drinking is limited to mezcal, the Skinks’ mild, fermented cactus-juice. However while Skinks thus
struggle with other drinks Saurus physique is sturdier and they suffer no penalty like the skinks do.

Language Most languages have no meaning to Lizardmen, and should be ignored. Where a Saurus has the op-
portunity to learn Language (Classical), this refers to Language (Old One), their ability to parse Old One
plaques. When a Saurus has the option to learn Language (Any), treat it as Language (Battle Tongue)
instead.

Lore Lores can be learnt as normal by Saurus but they are applied slightly different. They can only be tested
for matters regarding war. In matters of war they offer the same benefits as the lore normally does, in
other matters the Saurus counts as lacking the lore.

Ranged Treat all Ranged skills other than Ranged (Artefacts of the Old Ones) as Ranged (Throwing).

Ride (Horse) or Ride (Any) Ride (Cold One) — only those marked by Itzl may take this Skill. A character marked by Itzl adds Ride
(Cold One) to the fourth tier of any career lacking it. It adds Ride (Carnosaur) to the fourth rank of any
career that has Ride (Cold One).

Secret Signs Secret Signs (Hunter) refers to patterns in knotted rope or creeper that are peculiar to Lizardmen.

Trade and Art Sauri does not concern themselves with this, ignore the skill in any career getting it.

Charm, Gossip, Lea- Some belive that one can not have a conversation with a Saurus and this seems true at first
dership, Bribery, Haggle glance but really their language allows advanced speak, as long as it is on the matters of war.
The language has hundreds of words for flanking manouvres but lacks words for basics of civil-
lian life. Any tests of these skills in matters that are not of war suffer a –40 penalty.

Language (Magick) A Saurus can learn to understand the Language of Magick and indeed many Old Bloods have
done so, hearing on a casting what spell is being shaped. Their physiology does not allow
vocalization of it however. A Saurus learnt the language understands but can´t speak it.
Kroxigor PCs Are you Marked?

Kroxigors may be even more limiting than other No. You are not marked, you are a Kroxigor.
Lizardmen in their roleplaying. They are Skill Substitution
between beasts and sentient species. Still they
Like other Lizardmen skills are different for
know a kinship to other lizardmen and will work
Kroxigor but since they are all of one career
together with them.
there is no need to list which skills are not avai-
Starting Skills, Talents, and Creature Traits lable.
You gain no starting skill choices but instead Status
get 45 points to spend on skill advances from
Your status is that of a Kroxigor, a labour beast
your career (rather than the normal 40 points).
of the lizardmen. You may be appreciated by
You may select 1 Talent from the choices listed.
them and gain some renown but you will still not
You begin with all the listed Creature Traits.
be of high status.
KROXIGOR CHARACTERISTICS
Trappings
Weapon Skill 2d10+20
Trappings work the same as for other Lizard-
Ballistic Skill 1d10 men. As does armour, Kroxigor may not dislike
Strength 2d10+35 or even understand the use of armour in the
way that skink do but the sheer mass required
Toughness 2d10+35
to make it fit above their hard scales means it
Initiative 2d10+5 still doubles its ENC.
Agility 2d10+10
Dexterity 2d10+10
Intelligence 2d10+10
Willpower 2d10+20
Fellowship 2d10+5
Wounds ((2 × TB)+WPB+SB)x2
Fate 0
Resilience 1
Extra Points 2
Movement 6
Talents: Strong Back, Strong Swimmer, Hardy
Creature Traits: Amphibious, Armour 4, Bite
+SB+1, Coldblooded, Night Vision, Size
(Large), Stupid, Tail Attack +SB+3
Generate a Career
Careers are alien to Kroxigors. All Kroxigors are
the ”Career” Kroxigor. They may not change
Career, no matter how experienced they
become.
Academic Career

Plaque Archivist Many Plaque Archivist go their entire, long, lives


Skink without ever leaving their archives but many ot-
hers find themselves seeking lost plaques for their
The plaques of the Old Ones are the basis of the spawnings are not always to serve intact temple
Lizardmen society as they tell the great plan. Thus cities and those born to tend a ruined archive will
massive archives stand in each temple-city and devote their lives to find the lost plaques and
they must be metiquiously tended by great groups restore the archive they were born to serve and
of skinks. Plaques are read, re-read and copied. never saw solid.
Archived, moved and reinterpreted. All in a pa-
nicked hurry to get everything perfect for when a
Slann wakes and needs it or a skink priest calls to
the archive-master for guidance in the ways.
For the day to day running the Plaque Archives
are not used but they are still tended to daily for
when they are needed their importance can be
immense and it is hard to tell which plaque matt-
ters little and which may decide the fate of the
world.
Augury Method: Sacred Plaques
WS BS S T I Agi Dex Int Wp Fel Augury is a skill in Winds of Magic and as
      mentioned it uses different methods to divine
the future. This career does not use the
Career Path methods of the old world shown in that book
but a different method. By reading the Sacred
Archive-Cleaner
Plaques one can learn what was, what is and
Skills: Art (Engraving), Athletics, Climb, Evaluate, Language (Old Ones),
Perception, Research, Secret Signs (Lizardmen) what will be. This works as any other Augury as
Talents: Acute Sense (Touch), Nimble Fingered, Savvy, Read/Write long as you have access to Sacred Plaques which
Trappings: - this career tends to have.
Plaque-Archivist A skink priest can use this method or the star
Skills: Cool, Lore (Old Ones), Trade (Stonecutter), Art (Sculptor), Entertain reading method for their Augury.
(Storytelling), Intuition

Talents: Bookish, Linguistics, Sturdy, Strider (Archives and Libraries)

Trappings: -

Sacred Plaque-Librarian

Skills: Lore (Astronomy), Lore (Law), Ranged (Artefacts of the Old Ones),
Augury
Detect Artefact but no Second Sight
Talents: Speedreader, Sharp, Tower of Memories, Savant (Old Ones) Yes this career allows a skink to get Detect Arte-
Trappings: - fact but not the sight. This is not a mistake. The
High-Administrator of Plaques most experienced of these archives can examine
Skills: Melee (Artefacts of the Old Ones), Leadership artefacts so well through knowledge that they
Talents: Detect Artefact, Savant (Astronomy), Well-prepared, Strong can see if they are magic or not, not by any ma-
Back
gical sense but purely by knowledge.
Trappings: -

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Academic Career

Skink Priest ion for centuries at a time. The same cannot be said for
Skinks, for they are impatient beings. Like the Slann, Skink
Skink Priests study the ancient writings, though they apply much
less of the studious methodology that their venerated leaders
On occasion, a Skink spawning will not produce an entire use. Skink Priests often see it as acceptable to take a more
cohort from the pools of life, as is the norm, but instead only a proactive role in ensuring that the prophecies of the sacred
single Skink will issue forth. These individuals are marked by plaques come true. The Slann, should they notice such activi-
the Old Ones and destined to lead, or otherwise achieve gre- ties, find such impulses to be reckless and attempt to censor
atness amongst their kind.[1a] their Skink Priests, putting a temporary halt to such practices
as live sacrifices, the undue veneration of active volcanoes,
Skink Priests are the only ones capable of interpreting and
and any number of new ritual blessings designed by the
executing the will of their Slann masters. This is rarely
Skink Priests to attract the Old Ones’ attentions..
straightforward, as entranced Slann do little more than
mumble, yet each utterance, even the most incoherent whis- In the Lizardmen chain of command, Skink Priests direct their
per, might have vast consequences — for of all living creatu- orders to Skink Chiefs. These are Skinks who have been
res, the Slann are the most powerful of mages, and they marked for greatness. W hile the Priests attend to
alone worked under orders from the Old Ones. As it is strictly prophecies,it is left to the Skink Chiefs to execute orders.
forbidden to disturb an entranced Slann in any but the direst
of times, it is left to a Skink Priest to make many daily decis- New Talent:
ions for the whole of Lizardmen society. On behalf of their
Arcane Vassal
masters, it is their role to ensure that the Great Plan comes to
fruition. Max: WpB
Slann are slow to react and may contemplate a single decis- Tests: Channeling while within 100 yards of a
Slann
WS BS S T I Agi Dex Int Wp Fel
Skinks can telepathically be linked to Slann when the Slann
      so wish. For many this takes a heavy toll on the skinks minds
but this can be trained up to better handle it through experi-
ence and meditation techniques. When a Slann uses Te-
Career Path lepathy to cast a spell through you it adds SLs equal to your
ranks in this talent to the casting.
Ritualist-Acolyte

Skills: Language (Magick), Channeling (Any), Lore (Old Ones), Cool, Navi-
gation, Perception, Pray, Research Arcane Lores and Marks of the Old Ones
Talents: Petty Magic, Second Sight, Read/Write, Coolheaded Most Skink Priests are limited to the lores of Be-
Trappings: Ritual tools asts, Life or Heavens. However those marked by
Skink Priest the Old Ones are limited to one representing
Skills: Charm Animal, Augury, Evaluate, Leadership, Lore (Astrology), their Old One as per the below list:
Language (Old Ones)

Talents: Arcane Magic (Beasts, Life or Heavens), Arcane Vassal, Aethyric Chotec: Must use the Lore of Fire
Attunement, Detect Artefact
Huanchi: Must use the Lore of Shadow
Trappings: Staff or Dagger, Icons of the Old Ones

Grand-Priest of the Old Ones Itzl: Must use the Lore of Beasts
Skills: Heal, Intimidate, Lore (Magic), Intuition Quetzl: Must use the Lore of Death
Talents: Instinctive Diction, Magical Sense, Orientation, Pure Soul, Sixth
Sense Sotek: Must use the Lore of Beasts
Trappings: Artefact of the Old Ones Tepok: Must use the Lore of Light
Prophet of the Old Ones
Tlazcotl: Must use the Lore of Metal
Skills: Charm, Lore (Any)

Talents: Impassioned Zeal, Resistance (Chaos), Savant (Old Ones), Savvy Tzunki: Must use the Lore of Heavens
Trappings: Plaque of the Old Ones Mark of the Old Ones: Must use the Lore of
Heavens

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Burgher Career

Star-Metallurgist The Star-Metallurgists, amazing as they are, tend to be


Skink over-specialized, failing to work outside their field and
needing to rely on other skinks to function.

New Talent:
The knowledge and skill required to forge portal gates
from super-heated star-metal is granted only to the Star-alloy work
worthy few. This metal is rare and the skinks spawned
to work it few. Max: IntB

Naturally those that master star-metals also master Tests: Trade tests involving high-quality metal
other metals and alloys, learning to work with lesser You work not only in normal metals but in the alloys first for-
metals before working the greater ones. Learning to med by the Old Ones themselves and you modify them on
walk before they can run as one may put it. levels others can not bridging the mystical and mundane.
Metal items you make with a success of 10 or more SLs may
Then as they advance in their learning more and more chose one of the following options to have;
of the secrets of metal are revealed to them until they
can shape alloys beyond the comprehension of others • Unbreakable quality
as their minds become more and more honed onto
• Magical: The item is magical meaning it makes magic
metallurgy until their minds seem alien even to their attacks if a weapon and counts as magical in all
own kind. respects regardless.

• Lightweight and Durable qualities

• Aethyr-Proof: Magic, Blessings and Miracles can not


WS BS S T I Agi Dex Int Wp Fel
target the item.
     

Career Path
Metal-Tender

Skills: Art (Jeweller), Evaluate, Lore (Metallurgy), Perception, Trade


(Smith), Trade (Engineering), Cool, Haggle

Talents: Craftsman (Smith), Savvy, Tinker, Nimble Fingered

Trappings: Tools (Smith)

Star-Metallurgist

Skills: Endurance, Language (Old Ones), Lore (Engineering), Research,


Channeling (Chamon), Pick Lock

Talents: Craftsman (Engineer), Read/Write, Bookish, Star-alloy Work

Trappings: Tools (Engineer)

Metallurgist-Seer

Skills: Lore (Magnetism), Lore (Chemistry), Melee (Artefacts of the Old


Ones), Trade (Alchemy)

Talents: Master Tradesman (Smith), Orientation, Savant (Metallurgy),


Second Sight

Trappings: Tools (Metallurgist)

Grand Metal-Gazer

Skills: Lore (Science), Ranged (Artefacts of the Old Ones)

Talents: Detect Artefact, Savant (Magnetism), Tower of Memories, Mag-


num Opus (Alloy)

Trappings: Tools (Science)

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Burgher Career

Temple Architect In theory the Temple Architect but designs and chiefs
Skink lead the constructions, making sure all is carried out as
it should. In practice Temple Architects often get in-
volved themselves in these parts. Nervous that the
Temple Architects are skinks spawned to interpret the work will be misinterpreted and trying to micromanage
designs of the Old Ones temple-cities and understand where they should not.
how to translate their designs to constructions that
skinks and Kroxigors can carry out.
The designs of the Old Ones are often more advanced
than the lizardmen can carry out and so simplifications
are usually made in the designs to make them possi-
ble. Naturally the Temple Architects argue amongst
themselves on which such simplifications are well
made and which are faulty.
Worse even than plans being hard to interpret are
plans missing where the Temple Architects must try to
fill in the blanks to the best of their abilities.

WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Building Interpreter

Skills: Art (Engraving), Climb, Evaluate, Language (Old One), Lore


(Engineering), Perception, Research, Secret Signs (Lizardmen)

Talents: Acute Sense (Touch), Artistic, Nimble Fingered, Read/Write

Trappings: Engraving tools

Temple Architect

Skills: Art (Any), Intuition, Lore (Old Ones), Lore (Geology), Navigation,
Set Trap

Talents: Bookish, Savvy, Sharp, Strider (Building)

Trappings: Construction Plaques, Empty Plaques

Temple Planmaster

Skills: Art (Any), Lore (Geography), Consume Alcohol, Language (Magick)

Talents: Orientation, Speedreader, Super Numerate, Tinker

Trappings: Temple Architect team

Arch-Architect of sacred City

Skills: Cool, Lore (Geomantic Webs)

Talents: Savant (Engineering), Savant (Geology), Tower of Memories,


Magnum Opus (Building)

Trappings: Temple-City construction responsibility

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Courtier Career

Skink Chief Skink Chiefs are more agressive and less Skittish than
Skink, Chameleon Skink other of their kin, spawned for leadership they hold
more of a calm in the face of fear and aggression in the
face of difficult decisions driving them to act rather than
In the Lizardmen chain of command, Skink Priests di- debate the plan. A perfect position for their position in
rect their orders to Skink Chiefs. These are Skinks who society, the priests debate the plan and give on the
have been marked for greatness. While the Priests at- orders, the chiefs enact those plans and step up when
tend to prophecies, it is left to the Skink Chiefs to exe- no orders exist.
cute orders. It is they who typically oversee patrols,
The most trusted chiefs are given the right to wield ar-
major construction projects and the messenger system.
tefacts of the Old Ones, ancient weapons of immense
They are aggressive by Skink standards, sometimes
power.
riding to battle atop Terradons. It is not their role to sac-
rifice themselves in battle, but rather to spy out intrud-
ers, alert the Saurus and then guide them towards the
foe. It is they who interpret the complicated instructions
— often passed from Slann Mage-Priest to Skink Priest
and finally to themselves. Then, in turn, it is they who
give orders to the Saurus and the cold-blooded behe-
moths that make up the bulk of the Lizardmen armies.

WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Skink Steward

Skills: Charm, Charm Animal, Cool, Consume Alcohol, Entertain


(Storytelling), Language (Battle Tongue), Leadership, Secret Signs
(Lizardmen)

Talents: Careful Strike, Combat Reflexes, Coolheaded, Public Speaking

Trappings: Icons of Leadership

Skink Chief

Skills: Athletics, Dodge, Evaluate, Intimidate, Perception, Ride (Terradon)

Talents: Sure Shot, Impassioned Zeal, In-Fighter, Suave

Trappings: Helmet, Weapons

Sacred Chief

Skills: Art (Cartography), Language (Old One), Navigation, Intuition

Talents: Hatred (Skaven), Inspiring, Read/Write, Resistance (Disease)

Trappings: Sacred totems

Ancient Chieftain

Skills: Melee (Artefacts of the Old Ones), Ranged (Artefacts of the Old
Ones)

Talents: Hatred (Daemons), Strider (Any),Stout-Hearted, War Leader

Trappings: Memories of a bygone age

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Courtier Career

Slann Attendee own focus on bigger matters. Rarely do Slann speak to


Skink, their attendees and when they do it tends to be to
spread important commands to their temple-city. A rap-
id fanning causing a Slann discomfort may go on for
In Lizardmen society no role is more important than centuries as it is seen as unimportant by the Slann and
that of the Slann Mage-Priests. Their will and magic believed to help by the attending skink.
guides their culture and they are irreplaceable.
The attendees of the Slann are in a way braver than
Thus tending to them are numerous skinks that work their kin despite their menial work. This is a result of
with ceaseless devotion to keep their existence as their work near the Saurus Templeguard that keep the
good as possible. Slann safe. Over their long duties the attendees learn
to fully trust these Saurus to deal with any threats
Having servants tending to fanning, entertainment,
meaning they can safely scurry about even in the midst
feeding and cleaning to tend to a Slanns every need
of a violent siege.
may seem decadent as if a mark of laziness on behalf
of the Slann but in truth it is not about comfort or luxury, New Talent:
the skinks try to care as best they can for the Slann.
Many of these acts are not needed by the Slann and as Trust the Templeguard
in much of lizardmen duties an element of guesswork is Max: WpB
involved in it. A Slann is unlikely to bother with petty
details such as feeding routines and fanning, it will see Tests: Cool tests
the skinks tending to them and let them, keeping its You have learnt to trust fully in the Templeguard and that
they will deal with things. When in the presence of one or
WS BS S T I Agi Dex Int Wp Fel more Saurus Templeguard you count as “Immune to Psychol-
ogy”.This effect immediately ends when no longer in their
      presence.

Auger Assistant
Career Path
Max: IntB
Chamber Sweeper
Tests: Augery while near a Slann
Skills: Animal Care, , Athletics, Entertain (Any), Heal, Intuition, Per-
ception, Pray, Trade (Cook) You are trained to attend to a Slanns need in their divina-
tions. To aid in their Augery.A Slann you aid can make an
Talents: Acute Sense (Taste), Beneath Notice, Lightning Reflexes, Pure additional Augery test each day.
Soul

Trappings: Sweeping implements (Brooms)

Slann Attendee Augury Method: Telepathic Aide


Skills: Climb, Consume Alcohol, Cool, Dodge, Perform (Any), Play (Any)
Augury is a skill in Winds of Magic and as
Talents: Trust the Templeguard, Fleet Footed, Resistance (Chaos), Sup-
mentioned it uses different methods to divine
portive
the future. This career does not use the
Trappings: Fanning feathers or bags of grub
methods of the old world shown in that book
Hibernation Attendant
but a different method. By aiding the Slann the
Skills: Language (Old Ones), Lore (Old Ones), Research, Secret Sign
(Lizardmen) attendee can glimpse small bits of its wisdom
Talents: Second Sight, Read/Write, Super Numerate, Sprinter and learn from it.
Trappings: Moisterizing cloths This method works as other and requires the
Slanns Steward presence of a Slann. The Slann does not need to
Skills: Auger, Leadership be actively helping for it to be used, it rarely will
Talents: Auger Assistant, Sixth Sense, Tower of Memories, Well-prepared be, but a fraction of its immense will is enough
Trappings: A seat on a Slanns palanquin to grant this power to an attending skink.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

Beast Handler New Talent:


Skink, One with your Mount

One of the many duties performed by skinks is the Max: AgB


rearing of reptilian beasts to supplement the forc- Tests: Ride
es of the Lizardmen. Capturing or raising beasts
You and your mount are as one. Working together in perfect
for their use. The Lizardmen have all sorts of uses harmony. You may use your resolve to remove conditions
for the creatures of Lustria, including use on the from your mount. You may use Fortune to let your mount re-
battlefield. The creatures handled by roll. When you use a Fortune to change your order in the
the skink include the sharp-spined Razordons, the initiative you may also change the order in the initiative of
your mount.
fire-breathing Salamanders, and even the
great Stegadons.
The task of handling these creatures is not with-
out danger. For example, a sufficiently en-
raged Razordon can fill the air with a storm of
spines, which can inadvertently pincushion the
skink handlers prodding the beasts.

WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Hatchery-hand

Skills: Animal Care, Animal Training (Tiguana), Athletics, Charm Animal,


Dodge, Lore (Beasts), Melee (Polearm), Outdoor Survival Other Rare Beasts
Talents: Acute Sense (Smell), Animal Affinity, Resistance (Poison), Strider The last step of this career, the Master of Repti-
(Nest)
les, allows a skink to handle Ancient Stegadon,
Trappings: Prodding spear
some of the most impressive beasts of the Lust-
Beast Handler
rian wilds. However there are other rare beasts
Skills: Animal Training (Salamander), Animal Training (Razordon), Animal
Training (Piranha Lizard), Animal Training (Hyenadon), Animal Training that can take their ”place” for a master of repti-
(Cold One), Cool les. A player can chose to replace the skills of
Talents: Combat Aware, Distract, Flee!, Step Aside the last career rank with one of the following,
Trappings: Various grubs note that you must chose one, you don´t get to
Beast-Tamer switch between them or use all.
Skills: Animal Training (Bastilodon), Animal Training (Pliodon), Ride
(Bastilodon), Ride (Pliodon) -Animal Training (Horned One), Ride (Horned
Talents: Fleet Footed, Jump Up, Roughrider, Sprinter, Well-prepared One)
Trappings: A tamed beast -Animal Training (Arcanodon), Ride (Arcanodon)
Master of Reptiles
-Animal Training (Dread Saurian), Animal Trai-
Skills: Animal Training (Stegadon), Ride (Stegadon)
ning (Thunder Lizard)
Talents: One with your Mount, Resistance (Fear), Savant (Reptiles), Stout
-hearted

Trappings: Teams of beast handlers

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

Kroxigor
Kroxigor

The Kroxigor form one of the core species of


the Lizardmen race, created by the Old Ones as
strong and obedient construction workers, labour-
ers and in times of war, powerful warriors. Under
the guidance of Skink overseers, Kroxigors ac-
complish many great tasks that would require a
great amount of strength to muster, such as haul-
ing and placing the massive stone blocks instru-
mental in the composition of the ziggurat temples.
Perhaps due to the tedium of their labours, the
Kroxigor were never intended to be mentally agile.
They are extremely simple-minded creatures that
require and often desire direction and would in-
stinctively obey all instructions from their smaller
kin with an almost alien level of obedience.

WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Kroxigor Young

Skills: Athletics, Endurance, Intimidate, Melee (Brawling), Outdoor Survi-


val, Perception, Swim, Trade (Any)

Talents: Fisherman, Relentless, Strider (Swamp), Strong Back

Kroxigor

Skills: Climb, Cool, Melee (Two-handed), Melee (Basic), Navigation, Row

Talents: Hardy, Sturdy, Iron Jaw, Strong Swimmer

Kroxigor Oldtimer

Skills: Dodge, Intuition, Ranged (Throwing), Track

Talents: Implacable, Fleet Footed, Jump Up, Strike Mighty Blow

Kroxigor Ancient

Skills: Secret Signs (Lizardmen), Set Trap

Talents: Combat Master, Frightening, Orientation, Robust

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

Lustrian Horticulturist
Skink, Amazon

Horticulturists have scientific knowledge in how to


cultivate and propagate plants, and use this
knowledge to provide technical information to fruit,
vegetable, and flower growers, as well as farmers.
In most lands the study of plants is not treated
with scientific precision. People have farmed and
cut plants for as long as any can remember and it
is not thought of in advanced terms.
Amongst skinks and amazons that is not the case.
The Old Ones made the plants as they are and
they must be studied to farm and learn. Of course
the fact that many are poisonous, carnivorous or
both helps to make the job more difficult and re-
spected.

WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Forager –Brass 2

Skills: Athletics, Climb, Endurance, Intuition, Lore (Herbalism), Outdoor


Survival, Perception, Swim

Talents: Acute Sense (Taste), Catfall, Lightning Reflexes, Sharp

Trappings: Small bag to carry forage

Lustrian Horticulturist -Brass 5


Augury Method: Horticultural Scrying
Skills: Consume Alcohol, Secret Signs (Lizardmen), Stealth (Rural), Lore
(Horticulture), Navigation, Trade (Apothecary)
Augury is a skill in Winds of Magic and as
Talents: Concoct, Savvy, Resistance (Poison), Scale Sheer Surface
mentioned it uses different methods to divine
Trappings: Various seeds
the future. This career does not use the
Carnivorous Horticulturist –Silver 1
methods of the old world shown in that book
Skills: Cool, Dodge, Channeling (Ghyran), Stealth (Underground)
but a different method. By looking at the way
Talents: Combat Aware, Fearless (Plants), Resistance (Disease), Strider
plants grow over time answers of the way fate is
(Jungle)
woven can be given.
Trappings: Small sickle

Grand Plant-Gazer Horticulturist –Silver 2 This method works as other and requires the
Skills: Auger, Language (Magick) presence of plantlife.
Talents: Petty Magic, Savant (Horticulture), Strong Legs, Strong Swimmer

Trappings: A large collection of seeds

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Ranger Career

Artefact Hunter them to return to their masters, before checking


Any the next treasure stolen and journey out to reclaim
that with the same single-minded determination.
The Artefacts of the Old Ones were never meant
for the younger species to wield. They were for
the servants of the Old Ones alone. But such im-
pressive items inspire greed and others come to
seek them. Human, elf, ogre, gnome, vampire and
even dwarfs have sought these ancient items of
power, some with success, most with lethal fail-
ures.
And as these treasures are stolen others step to
reclaim them. Skinks, Amazons and even Sauri
move to reclaim them or to find them before the
warmbloods do. And their paths in doing so wary
greatly. Amazons and Skinks seek them through
old ruins and jungle sites with guile and sharp eye.
Sauri are far more likely to seek those that have
claimed them without right and mercilessly retake
WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Treasureseeker –Brass 3

Skills: Athletics, Climb, Dodge, Evaluate, Melee (Basic), Navigation, Out-


door Survival, Perception

Talents: Acute Sense (Any), Numismatics, Seasoned Traveller, Strong


Legs

Trappings: Various maps, clues and interesting theories

Artefact Hunter –Brass 5

Skills: Bribery, Cool, Haggle, Pick Lock, Set Trap, Track

Talents: Break and Enter, Enclosed Fighter, Luck, Strider (Ruin)

Trappings: Backpack or sack

Artefact Finder –Silver 2

Skills: Intuition, Lore (Old Ones), Secret Signs (Lizardmen), Melee


(Artefacts of the Old Ones)

Talents: Contortionist, Disarm, Night Vision, Read/Write

Trappings: An artefact, 5GC

Master of Reclaims –Silver 4

Skills: Language (Old Ones), Ranged (Artefacts of the Old Ones)

Talents: Detect Artefact, Sixth Sense, Second Sight, Savant (Artefacts)

Trappings: Two or more artefacts, 10GC

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Ranger Career

Terradon Rider Veteran riders, known as Sky Leaders, know how


Skink, to harass larger units, whittling them down to size
before flying into combat to finish them off.
Terradon Riders are a fast moving force of scouts
Terradons are known to snatch eggs from the nest
that have patrolled the skies above the Lustrian
-lairs of any number of Lustria’s gigantic crea-
Empire for countless years.
tures. Some of these eggs bear shells so thick
Only the Skinks have mastered the art of riding that not even determined sledgehammer blows
the fearsome Terradons in battle by capturing Ter- can break them. This does not stop the Terradon,
radon hatchlings at such an early age that the however, as it simply grasps the egg with its tal-
beasts would eventually bond with their future rid- ons and soars, dropping it from on high.
ers — no easy matter considering the height and
The Skinks have exploited this instinct in battle by
precariousness of Terradon lairs. There is a great
training their Terradons to glide over the enemy
demand for these Terradon Riders as messengers
while clutching a rock in their talons. From far
and scouts, and they are exceptionally useful in
above, the Skink rider will survey the battlefield
battle. There, they streak ahead of the
and choose a target. On the Skink’s signal, the
main Lizardmen force, the Skinks clinging to the
Terradon will release its burden. With the momen-
flying reptiles’ backs, launching poison-tipped
tum of its fall, a single such boulder can cause
javelins or slinging deadly fireleech bolas.
horrific damage, but an entire unit can unload a
barrage — a veritable avalanche of death from the
WS BS S T I Agi Dex Int Wp Fel sky that wreaks blood-splattered devastation upon
      the foe. The Skinks have improved the accuracy
of these natural bombs by installing chains into
specially crafted spheres of masonry, which are
C areer ath P easier for the Terradons to grip and are inscribed
Terradon-Tender with ancient glyphs of fortune and devastation.
Skills: Animal Care, Animal Training (Terradon), Charm Animal, Climb, New Talent:
Outdoor Survival, Navigation, Perception, Perform (Acrobatics)
One with your Mount
Talents: Catfall, Jump Up, Sharp, Relentless
Max: AgB
Trappings: Terradon

Terradon Rider
Tests: Ride

Skills: Dodge, Language (Battle Tongue), Ranged (Sling), Ranged You and your mount are as one. Working together in perfect
(Throwing), Ranged (Blowpipe) , Ride (Terradon) harmony. You may use your resolve to remove conditions
from your mount. You may use Fortune to let your mount re-
Talents: Acute Sense (Sight), Hunter´s Eye, Orientation, Roughrider roll. When you use a Fortune to change your order in the
Trappings: Terradon initiative you may also change the order in the initiative of
your mount.
Sky Leader
Fire on the Fly
Skills: Cool, Leadership, Lore (Lustria), Melee (Cavalry)

Talents: Combat Reflexes, One with your Mount, Resistance (G-Forces),


Max: 1
Fire on the Fly You have trained to fire while moving fast around the field of
battle. You do not suffer the usual penalty to BS for shooting
Trappings: Terradon
in a round when you also move.
Master of Skies

Skills: Art (Cartography), Lore (Meteorology)

Talents: Sniper, Trick Riding, Fearless (Weather), Combat Aware

Trappings: Terradon

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Riverfolk/Seafarer Career

Spawning Pool Cleaner closer to the central pyramid, are more likely to
Skink gestate specialist Skink castes and their Kroxigor
bodyguards.
A clean pool, free from contamination, is neces-
The Spawning pools of the Sauri, sometimes
sary for a successful spawning and while these
called lagoons rather than pools, are found under-
pools have systems to keep them pure and fine all
ground where temperatures are colder and easier
systems, even those of the Old Ones, can fail and
to control.
thus cadres of skinks tend to the Spawning pools
keeping them clean and perfect for future spawn- In their work to guard these spawning pools the
ings. This includes both cleaning them of unsuita- skinks learn to fight under water, using teeth and
ble contamination and guarding them against in- claws to their best ability.
truders, be they warm-bloods or blot-toads.
There are many types of spawning pools. Spawn-
ing ponds are used for lower ranking Skink castes
- the ponds themselves are small bodies of water,
although many in number. The hunter-caste
spawning pools hold thousands of eggs that
quickly gestate new Skinks, with a subtle tempera-
ture rise, at a Slann's command. Elevated pools,
WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Water-tester

Skills: Endurance, Intuition, Lore (Water Acidity), Melee (Brawling), Per-


ception, Stealth (Rural), Swim, Trade (Ph-tests)

Talents: Acute Sense (Taste), Pure Soul, Resistance (Disease), Strider


(Swamp)

Trappings: D10-ph tests

Spawning Pool Cleaner

Skills: Dodge, Evaluate, Heal, Row, Secret Signs (Lizardmen), Set Trap

Talents: Hatred (Blot Toads), Master Tradesman (Ph-tests), Resistance


(Poison), Strong Swimmer

Trappings: Bucket

Spawning Sentinel

Skills: Cool, Lore (Blot Toads), Melee (Polearm), Ranged (Blowpipe)

Talents: Combat Aware, Resistance (Acid), Tenacious, Sharp

Trappings: Cleaning gaff

Administrator of Spawning Conditions

Skills: Language (Old One), Lore (Chemistry)

Talents: Craftsman (Chemist), Resistance (Any), Savant (Water Quality),


Second Sight

Trappings: Assistant

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Riverfolk/Seafarer Career

World-Pond Voyager
Skink

The Great Ocean is by the lizardmen called the


World Pond. In ancient days passage across it
meant no difficulty and the Southlands and Lustria
were as connected as different cities on the same
continent. But when the polar gates collapsed so
did the easy travel across the world and the World
-Pond became a great dividing force in the world.
Lustria and the Southlands where now divided
and while travel was possible it was not as easy
and the geomantic journeys became rare. It is
good then that a new caste of skink was born. Ra-
re cadres of seafarers came to be. Making small
crafts to traverse the sea the skinks brave the
ocean to voyage between Lustria and the South-
lands spreading parts of the plans the Slann do
not telepathically deal with.
WS BS S T I Agi Dex Int Wp Fel

     

Career Path
World-Pond Traveller

Skills: Athletics, Charm Animal, Dodge, Navigation, Outdoor Survival,


Perception, Row, Swim

Talents: Craftsman (Net-making), Fisherman, Orientation, Sea Legs

Trappings: Sea-worthy Canoe

World-Pond Voyager

Skills: Animal Care, Cool, Endurance, Ranged (Entangling), Ride (Pliodon),


Sail (Catamaran)

Talents: Craftsman (Shipwright), Fearless (Pliodon), Strong Swimmer,


Stone Soup

Trappings: Catamaran or Pliodon

World-Pond Explorer

Skills: Language (Eltharin), Sail (Temple-Ship), Intuition, Lore (Great


Ocean)

Talents: Resistance (Dehydration), Seasoned Traveller, Tenacious, Old


Salt

Trappings: An experience of having crossed the Great Ocean at least


once

Master of Voyages

Skills: Leadership, Lore (Geography)

Talents: Sixth Sense, Tinker, Pilot, Savant (Ocean Currents)

Trappings: A crew of skinks

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

Ripperdactyl Rider hungry beasts they ride cannot be stopped from


Skink, plunging down upon foes. Instead, they arm for
close combat, donning ceremonial helmets and
Though Skinks found training Terradons relatively carrying shields and long spears. Led by their
easy, turning Ripperdactyls into sky mounts Brave, each Ripperdactyl Rider fights with aggres-
proved far more difficult. While sustaining many sive skill, but they pale in comparison to their
losses, Skinks learned that hatched Ripperdactyls mount. The razor-sharp talons of a Ripperdactyl
could be trained. Even stolen eggs were problem- can decapitate foes — their furious attacks often
atic, as upon cracking its shell, the claw-winged leaving a ring of strewn innards and lopped-off
creature inside attacked the first thing it saw. If the limbs behind them.
Skink survived, there was a chance the beast
Although Ripperdactyls are merciless killers, ea-
might bond to him, although such things took
ger to devour anything that moves, there is one
much time and many scars. After about a year, if
foe that they target above all others. The Lustrian
the Ripperdactyl had not yet eaten the Skink, it
blot toad, the largest member of the barking toad
accepted him as its master.
family, is a noxious beast, known to invade the
The Skinks who survive bonding with their Rip- cliff-side lairs of Ripperdactyls. Even a single such
perdactyls are bold warriors, the most elite of their toad produces an odour almost unendurable to
small kind. Once mounted atop a Ripperdactyl, cold-blooded creatures. When gathered in num-
they forgo javelins and blowpipes, for the blood- bers, they release enough foul swamp gas to drive
WS BS S T I Agi Dex Int Wp Fel off a hungry Carnosaur. For reasons unknown, the
favourite food of blot toads is Ripperdactyl eggs.
      Naturally, Ripperdactyls seek out such beasts,
destroying any they find with extreme prejudice.
C areer athP Skinks have learned that by covertly planting a
single such toad upon an enemy unit, the diminu-
Toad-Catcher
tive riders can target who is most likely to bear the
Skills: Animal Care, Athletics, Climb. Cool, Dodge, Lore (Blot Toad), Melee brunt of the Ripperdactyls’ screeching fury.
(Brawling), Outdoor Survival

Talents: Catfall, Combat Reflexes, Jump Up, Resolute

Trappings: Blot Toad

Ripperdactyl Rider

Skills: Animal Training (Ripperdactyl), Intimidate, Melee (Cavalry), Ride


(Ripperdactyl), Consume Alcohol, Play (Horn)

Talents: Ambidextrous, Berserk Charge, Frenzy, Warrior Born

Trappings: Ripperdactyl

Ripperdactyl Veteran

Skills: Endurance, Melee (Any), Language (Battle Tongue), Perform


(Acrobatics)

Talents: Battle Rage, Hatred (Skaven), Resistance (G-Forces), Strike to


Injure

Trappings: Ripperdactyl

Ripperdactyl Brave

Skills: Leadership, Perform (Feeding-Sacrifice)

Talents: Furious Assault, Hatred (Any), Stout Hearted, Strike Mighty Blow

Trappings: Ripperdactyl

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

Temple Guard There it remains, a relic, until a new generation of Tem-


Saurus ple Guard is spawned to claim the helms of the fallen. It
is believed that when a Saurus inherits one of these
sacred heirlooms, he becomes imbued with a portion of
The Temple Guard are a revered and uncommon its predecessor’s strength and martial skill. In this way,
spawning of Saurus. They were created to protect the Temple Guard continue to safeguard their charges
the Slann Mage-Priests and the temple-cities in which for eternity — clearly the role for which they were de-
the Lizardmen dwell. To their tasks, they dedicate eve- signed.
ry fibre of their beings, displaying a single-minded de-
As protectors, Temple Guard are matchless. They
termination that will result in either the safeguarding of
stand sentry, silent and motionless, not even blinking
their charges or their own deaths. As befits their hon-
their eyes. It has been known for Temple Guard to
oured status, Temple Guard are armed with heavy or-
maintain such a sleepless vigil for centuries, thick lay-
namental halberds and adorned with sacred glyphs. In
ers of dust settling upon their reptilian forms — yet the
addition to armour plates of the strongest bronze, the
ever-watchful guardians are not immobile statues, and
Temple Guard bear distinctive helms fashioned from
can erupt into sudden violence should they perceive
the horned and crested skulls of Lustria’s predatory
any threat to their charges. Even Skink Priests and oth-
beasts.
er attendants to the Slann approach with skittish cau-
Some Temple Guard are as old as the temple-cities tion, least they by some unintended move invite the
and Slann that they protect. However, should one fall in Temple Guards’ heavy-handed response.
battle, his helm is salvaged by Skink attendants to be
Wherever a Slann Mage-Priest goes, his Temple
placed within the inner sanctum of a pyramid-temple.
Guard will follow him. If the Slann wishes to ascend a
WS BS S T I Agi Dex Int Wp Fel towering pyramid or retire to the solitude of a Star
     Chamber, his guardians will dutifully follow. The most

powerful of their number, the Revered Guardian, takes
the foremost position. No matter to the Temple Guard if
C areer athP the Winds of Magic blow so strongly that prismatic arcs
of energy flash through the air, or if the warming rays of
Guardian a solar engine bask the area in its intense heat - they
Skills: Cool, Endurance, Intuition, Language (Battle Tongue), Melee are beyond distraction. If their temple-city is threatened
(Polearm), Melee (Basic), Perception, Entertain (Living Statue) or a sacred object they were tasked with guarding is
Talents: Ambidextrous, Ceaseless Vigil, Combat Aware, Iron Jaw
stolen, the Temple Guard will attack their foes relent-
lessly, pursuing until the threat is over or the object re-
Trappings: Halberd turned before returning to their silent vigil. Should a
Temple-Guard Slann Mage-Priest go to war, his Temple Guard go with
him, often forming up around their master — shielding
Skills: Evaluate, Intimidate, Lore (Old Ones), Secret Signs (Lizardmen),
Track,Pray
him with their own tough, scaled bodies and interlock-
ing shields. Heedless of their own casualties, the Tem-
Talents: Drilled, Iron Will, Pure Soul, Reaction Strike ple Guard execute their sacred duty until the enemy is
Trappings: Halberd, Shield, Chestplate, Open Helmet annihilated or they themselves are slain.
Sacred Guardian New Talent:
Skills: Gamble, Melee (Artefact of the Old Ones), Language (Old Ones),
Ceaseless Vigil
Secret Signs (Any)

Talents: Combat Master, Fearless (Invaders), Furious Assault, Implacable


Max: IB

Trappings: Sacred Glyphs Tests: Perception while standing still


Revered Guardian Even when resting a Temple Guard stands fully vigilant, ob-
serving all around it. A Temple Guard may test Perception
Skills: Leadership, Ranged (Artefact of the Old Ones)
while fast asleep and suffers no penalties to Perception from
Talents: Fearless (Daemons), Hardy, Robust, Strike Mighty Blow Fatigue or sleep.

Trappings: Various markings of reverence

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

Warder One thing warders do have in common however is


Skink, that they, despite being focused on war, are not
front-line fighters. Their ways of waging war is
Watchtowers, spiked-pits, sentinels - the defences through traps, organizing patrols and utilizing
must be maintained lest the Realm of Chaos siegeworks.
breaks through to consume the world. The skinks
tasked with maintaining these defences are known
as Warders. For while old temples with numerous
traps give the appearance of being ready since
time immemorial the truth are that traps last but
short times unless properly maintained and these
traps are set and reset often.
Some warders are tasked with tending to many
traps, some to a single. Some hold an overhang-
ing look on all the traps, some a very specialized
look on but a few. Some administer patrol sched-
ules for skink and sauri patrols, some never deal
with a single sentinel. The job of a warder is truly
quite varied.
WS BS S T I Agi Dex Int Wp Fel

     

Career Path
Minor Warder

Skills: Athletics, Climb, Language (Battle Tongue), Lore (Siegecraft), Per-


ception, Play (Horn), Secret Signs (Lizardmen), Set Trap

Talents: Combat Aware, Craftsman (Any), Stone Soup, Tinker

Trappings: Tools for trap setting

Warder
New Skill: Ranged (Boiling Oil)
Skills: Dodge, Intuition, Lore (Magic), Perform (Rope Walking), Play
(Drum), Ranged (Boiling Oil)
The method to pour boiling oil onto besigers is a
Talents: Deadeye Shot, Distract, Pure Soul, Trapper
true and tested method of defense with several
Trappings: Various tools for siegecraft
variations in the warhammer world such as
Grand Warder
boiling blood blessed by Khaine used by Dark
Skills: Cool, Pick Lock, Trade (Stonecutter), Trade (Any)
Elves, pox-mixes used by Nurgle warriors and
Talents: Scale Sheer Surface, Sixth Sense, Strong-Minded, Well-prepared
alchemical fire utilized by dwarfs. This ranged
Trappings: Warder marks skill is for utilizing this siege-defence. It is a basic
Master of Wards skill much like throwing and crossbow but unlike
Skills: Evaluate, Leadership those it actually allows the user to benefit from
Talents: Magic Resistance, Master Tradesman (Any), Savant (Siegecraft), the qualities even if untrained. Training in it still
Strider (Traps)
increases your chance to hit as normal.
Trappings: Several traps and sentinels

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson

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