Klawmunkast is the leader and inspiration of the Warlock's Warplocks. He is an enigmatic yet enthusiastic commander. The Warlock is also renowned for his bizarre experiments with warpstone and for his formidable, if somewhat incomprehensible, technological inventions.
Weapons & Equipment: Sword, warplock pistol, warpblades, upgraded warp-energy condenser, supercharged warp-power accumulator and the Eye of Skraw.
Rodent Genius - Although many among his own race consider him to be insane, the psychological line between insanity and genius is a fine one indeed. Many of his ideas and inventions are truly astonishing, and he has a command of mechanics and the power potential of warpstone like no other.
Any Misfire rolls on Artillery dice for the war machines of Clan Skryre are re-rolled. If a Misfire is still rolled, add 1 to the dice roll on the Misfire chart (7's count as 6's). Note - this ability does not apply to the newly-developed Rat Tank!
Warpstone Mutants - As a result of the many near-catastrophic accidents that have occurred during the development of the Klawmunkast's Rat Tank, a number of his slaves (basically those who survived the explosions and warpfire leaks) have mutated into grim parodies of Skaven. Although they have lost there minds, these degenerated ratmen have developed extra limbs or had their musculature increased making them much stronger.
To reflect this, the Warlock may take one unit of these 'enhanced' Skavenslaves into battle at the cost of 4 points per model. All the Warpstone Mutants have the following profile.
All the rules, options and restrictions that apply to normal Clanrat Slaves apply to these ?enhanced? slaves.
Eye of Skraw - Whilst training under Grey Seer Skraw, Klawmunkast lost his left eye in a warpstone explosion in his master's lab. When Skraw was killed during an attack on the Empire town of Wissenberg, Klawmunkast recovered the old Skaven's body, extracting the warpstone charm that Skraw had in place of his own right eye and placing it inside his own empty socket. The Eye is a potent talisman and radiates disharmony and hostility, as well as projecting a baleful gaze.
The Eye of Skraw confers to its wearer a 4+ Ward save. In addition, Klawmunkast may choose to cast his warping gaze upon an adversary as long is he has line of sight to that opponent. The Eye's gaze acts in the same way as the Storm Daemon magic item.
Roll a D6 every time it is used. On a 1, the Eye of Skraw runs out of power and cannot be used for the rest of the battle.