This is the 1st edition by Ng Kai Teck. Note that
the Warhammer World is copyright Games Workshop. Their use here
does not constitute a legal challenge to its status. Original
material in this tome is copyright 1997 by Ng Kai Teck, though
it may be freely distributed in unaltered form, so long as no
fees are charged for its use.
At first glance, it seems to be just a collection
of new rules and a bunch of monsters, some new, some converted
from Fantasy Battle, and a bunch already seen in the Roleplay
book. The question of how to use this tome may seem obvious to
some players. Its just a simple matter of selecting the monsters
and special rules and tossing these into a campaign.
Of course that is one way to use it, but Game Masters
who follow this route miss out on a whole lot of possibilities
offered by this tome. Besides containing rules and monsters,
it is also a wealth of background information about what it is
like to side with the forces of Chaos.
How then does this book help? By supplying background
information, Game Masters are better equipped to construct adventures
that means something. That has a story. It could be a daring
raid on the Chaos Palace of a Tzeentch Sorcerer Lord. Or a crack
down on local cult activities. Maybe a bounty has been sent out
for Beastmen heads. Or even a Chaos hater may have hired your
group of Warriors to brave the dangers of the deep forests to
desecrate a Chaos herdstone. This prevents adventures that are
just a dungeon filled with assorted monsters.
More than that, this tome supplies a vast spectrum
of monsters that allows you to fill an adventure of any difficulty.
From lowly cultists to mighty Chaos Daemons and Dragons. This
allows you the flexibility to give a challenge to Warriors who
are already level 10 yet still allows you to run adventures for
new Warriors without killing them in the first encounter. Sure
this means more work for the Games Master, but its well worth
the effort.
Note that to make full use of this volume, you will
need my Tome of Magic.
The people of the Old World live in constant fear
of Chaos. To them it is a two-fold danger - armies of unnatural
creatures prowl the borders of civilised lands, waiting for any
opportunity to attack, while the corrupting influence of Chaos
threatens their society from within.
To the far north of the Old World lies a region known
as the Northern Wastes and beyond is the Realm of Chaos itself,
breeding ground of Chaos Monsters and refuge of the Chaos Warbands.
Tales speak of a land immersed in perpetual darkness lit only
by monumental pillars of flame that soar high into the sky. A
place were days run backwards, a land where great champions from
past times still fight on trapped in a timeless world of eternal
battle, and countless other perversions that mutate time and space
in strange and unpredictable ways. From this nightmare region
the armies of Chaos sweep down upon the world. As the armies
move south the Realm of Chaos grows behind them, fed in some inexplicable
way by the slaughter of battle and wanton destruction, so that
the land becomes changed and twisted, and is absorbed into it.
There are many outlandish Chaos Gods, but the most
important are the four Great Powers: Khorne the Blood God, the
most warlike and bloodthirsty; Slaanesh Lord of Pleasure, seductive
and enticing; Nurgle Lord of Decay, master of disease and physical
corruption; and Tzeentch the Changer of the Ways, architect of
change, whose chief tool is magic.
Chaos Champions and their warbands are forced to live in the deep forests and high mountains. All normal men fear and abhor Chaos, and no city in the Old World would tolerate the presence of a Chaos follower. However, not all followers are so obviously marked that they are immediate obvious. All men live in perpetual terror of the enemy within, the hidden followers of Chaos who they fear will mass together and destroy them one day. They are quite right to be afraid, as there are many agents of Chaos at work within the cities of men, recruiting new followers, consulting their daemon masters by means of arcane rituals, and slowly but surely infiltrating the houses of the powerful and influential. As the years pass, they construct a secret network of corruption that extends from town to town, village to village, city to city. One day, the Incursions of Chaos will come again, and the followers of Chaos within the cities of men will be ready to rise up and join the Chaos Champions, daemons, and Chaos creatures in the final battle for the Old World.
There are four great Chaos Gods - four brothers in
darkness - who rule the infernal region known as the Realm of
Chaos. This is not a material realm but a place without physical
or temporal boundaries, a vast formless limbo that exists beyond
the light of sun or star. From their vantage point beyond space
and time the Chaos Gods ponder the feeble antics of mortals much
as a man might study a nest of ants.
Blood for the Blood God!
Skulls for the Throne of Khorne!
- Darkus, Champion of Khorne
Khorne is the Blood God, the god of battle, the angry
god whose bellows of insatiable rage echo throughout time and
space. He sits upon a mighty throne of brass atop a vast mound
of skulls. A sea of splinted bone mound extends infinitely in
all directions, the remains of those slain by his conquering champions.
Khorne is a god of warriors, and his gaze is drawn towards battles.
He shows favour to those who fight for what they desire, to great
warriors, and to mighty war leaders. Khorne respects strength,
honour and martial skill above all else.
Khorne is the most powerful of all the Chaos Gods
and his chief rival is Tzeentch, the Great Sorcerer. But of all
his brother gods, Khorne most despises the young Chaos Prince,
Slaanesh, whose prancing fopperies are an affront to Khorne's
sense of honour and martial pride.
I was blind, now I see
I was deaf now I hear
I was dumb now I speak
and I speak of Tzeentch
- Delminicus Meto, Sorcerer of Tzeentch
Tzeentch is the Great Sorcerer, the god of magic
and master of the mutable time stream. He is known as the Changer
of the Ways, the one who directs the fate of the universe. Tzeentch
guides unwitting mortals along paths destined to increase his
own power, though they may never realise their part in his plan.
He shows favour to those who use intelligence to control the
world, especially wizards and magical creatures. He takes delight
in the plotting and politicking of men, and favours the cunning
over the strong, the manipulative over the violent.
Tzeentch is almost as powerful as Khorne but his power takes a very different form. Tzeentch is the master of magic and subtlety. It is Tzeentch who holds the Realm of Chaos beyond time and space and it is he that watches over the destiny of the material universe. His plots are complex and interwoven, and he is the principal architect of secret alliances amongst the Dark Gods.
Can you see the death in mortals?
Even in haughty Elves and proud Dwarves?
Can you see them dying, slowly and surely?
That is the work of Nurgle
And none may avoid it.
- Bubonicus, Nurgle Priest
Nurgle is the Great Lord of Decay who presides over
physical corruption and morbidity. Disease and putrefaction attract
him like flies to a rotted corpse. It is the lives of lepers
and the sorrows of the sick that fascinate him most. For his
amusement he devises foul contagions which he inflicts upon the
world. Many of the most horrible diseases are the creations of
Nurgle, including the nauseating Red Pox and the most disgusting
of all: Nurgle's Rot.
The power of Nurgle is not as stable as the other
gods. His passion is to unleash ghastly pestilences upon the
world, and at such times his power rises to a peak. Like a plague
his power grows and may reach epidemic levels, temporary overshadowing
that of all the other gods put together, before waning again.
Take care least your protests grow tiresome.
I have asked for so little!
Anyone would think I had asked you to sacrifice yourselves and all your families!
And yet, in Slaanesh's mercy,
I have asked only for your daughters.
Surely you would not deny me my enjoyments?
- Tyrell, Slaanesh Lord
Slaanesh is the youngest of the Chaos Gods and is
known as the Prince of Chaos. Alone of all the Dark Gods he is
divinely beautiful. Slaanesh is seductive as only an immortal
can be, disarming in his innocence, utterly beguiling in his manner.
He is drawn to mortals possessed of physical beauty and charm.
All sensual pleasures of art, music and companionship fascinate
Slaanesh. He is the master of luxury and indulgence, of cruel
passions and hidden vices, and of the terrible temptations that
only a god can offer.
The power of Slaanesh is growing all the time. Soon the Prince of Chaos will come to rival the other gods and maybe, who knows, he may rise over them all.
Most turn towards Chaos because they seek the supreme
power only Chaos can offer. To acquire such power a mortal must
attract the attention of a Chaos God. Not only must the mortal
dedicate himself utterly to the Chaos God, swearing oaths of unholy
loyalty, but he must excel in the service of Chaos if he is to
earn the attention of his master.
A Chaos God chooses his champions with care. If
champions excel in his service the god's power in the mortal world
increases and his influence in the Realm of Chaos is that much
greater. If his Champion is defeated or, worse of all, slain
by another god's champion, then his power is weakened and his
standing amongst his brother gods is diminished. Thus a god will
choose as his representatives only those who show great determination
and promise.
Note that the three usual terms that define characters
by levels (Champions, Heroes, and Lord) are used to distinguish
between the three types of Chaos Champion. Bear in mind that
any references and rules that refer to Chaos Champions will apply
to Champions, Heroes and Lords alike.
When a Chaos God chooses a mortal champion he stamps
him as his own. This sign is known as the Mark of Chaos, and
takes the form of a mark on the body shaped like the god's own
rune, denoting that the champion belongs to him alone. This rune
does not necessarily disfigure the champion, for only rarely does
it appear prominently on their face or hands.
In addition to this physical rune, the god gives
his champion a special gift, which is also a way of demonstrating
that the champion belongs to him alone. This first gift is different
for each of the gods.
Chaos Armour
Champions of Khorne find themselves encased in a
suit of Chaos armour. The armour grows to become part of the
warrior and can never remove it. If their armour is damaged it
will grow back in time but it can never be taken off. The Chaos
armour of Khorne is always either black, red or brass - the Blood
God's three favoured colours. Chaos Armour of Khorne replaces
the armour value of the Champion with a Ignore Blows 4+ ability
and is considered as magical armour.
Frenzy
Chaos Champions of Khorne are affected by the rules for Frenzy. Chaos Champions have Frenzy 4+; Chaos Heroes have Frenzy 3+; Chaos Lords have Frenzy 2+.
Magic dispel
Tzeentch is the master of arcane magic and his Champions
often find themselves gifted with strange powers. Because of
their special relationship with magic, Champions of Tzeentch are
more difficult to harm with spells. If a Champion of Tzeentch
is attacked with a magic spell he may successfully dispel it by
rolling a 4+ on a D6. If he is successful the spell is not cast
and causes no harm. Tzeentch Sorcerers may also use this ability.
In this case, it is free and requires no power. However, the
Sorcerer has only one chance at dispelling.
Toughness
A Champion of Nurgle is marked with signs of disease
or putrefaction. His skin may be leathery and resilient, or torn
and peeling. As a result of his diseases he tends to not feel
much pain and can withstand blows that would send another warrior
reeling in agony. A Champion of Nurgle adds +1 to his Toughness
compared to the standard values. This means a Champion has a
Toughness of 5 and Heroes and Lords have a Toughness of 6.
Magic Effusion
A Sorcerer of Nurgle emits a cloud of corrupt and
spoiling magic, a miasma of power that is invisible except to
another wizard. No Wizards of a lower magic level (apart from
Nurgle Sorcerers) within 6 squares of a Nurgle Sorcerer may cast
spells. This does not affect spells cast from magic items. In
addition, at the start of the magic phase, any (non-Nurgle) spell
that remains in play within the 6 square radius around the Nurgle
Sorcerer may be dispelled on the D6 roll of a 4+
Psychology
Slaanesh's Champions and Sorcerers revel in the joy
and uncertainty of life and combat. Death holds no fear for them,
and the more intense the terror that a normal man would suffer
the greater is their exaltation. Champions and Sorcerers of Slaanesh
are not affected by any of the psychology rules (Fear, Terror,
etc) and will no flee a combat for any reason.
Radiance of Charm
Slaanesh's Champions and Sorcerers radiates an aura of charm and empathy so strong that any foe must pass a Willpower test to cast spells at him or shoot at him with missile weapons if they are within 12 squares. The Willpower test for a Slaanesh Sorcerer is 7; Slaanesh Sorcerer Champion 8; Slaanesh Master Sorcerer is 9; Slaanesh Sorcerer Lord 10. This does affect spells cast from magic items.
Chaos rewards are literally the rewards granted to
the followers of Chaos in the form of mutations and other gifts.
Other rewards take the form of swords, armour and such like.
Some Chaos rewards are specific to a Chaos God whilst others
can be awarded to followers of any god.
Chaos rewards can only be given to Chaos Champions
and Sorcerers and not to other characters (those with an * can
be given to any Chaos follower). If you give your Champions Chaos
Rewards, you will have to ignore the magical items/ weapons/armours
special ability. As a general rule, use the following table to
determine the number rewards.
Chaos Champion / Chaos Sorcerer 1 reward
Chaos Hero / Sorcerer Champion 2 rewards
Chaos Lord / Master Sorcerer 3 rewards
Sorcerer Lord 4 rewards
CHAOS DAEMON SWORD * 600 gold
The Daemon Sword inflicts an additional 2D6 Wounds
every time it hits. If a double is rolled, the extra Wounds are
inflicted back on the wielder. Damage from the Daemon Sword ignores
armour.
BREATH FIRE 500 gold
Any model in a 3 by 3 square (at least one of the
squares must be touching the Champion) is hit on a D6 roll of
4+ for a single Strength 4 hit.
CHAOS RUNESHIELD * 500 gold
Increases Armour by 1 and is considered magical armour.
All magical weapons used by models adjacent to the wielder does
not work.
REGENERATION 500 gold
The Champion gains the Regenerate 2 ability.
IRON HARD SKIN 400 gold
The recipient gains the Ignore Blows 4+ ability.
HIDEOUS APPEARANCE 350 gold
The Champion gains the Fear 6 ability and is immune
to fear himself.
SCORPION TAIL 350 gold
After the Champion has made his normal attacks he
may make an extra attack with his tail (Strength 5), not modified
by armour, even magical ones.
MACE TAIL 250 gold
After his normal attacks, the Champion may make an
additional attack with his tail (strength 5).
MANY ARMS 250 gold
Champion may either carry an additional weapon for
+1 Attack, or an additional shield for +1 armour.
MASSIVE HORNS 250 gold
+1 Attack in hand-to-hand combat.
SCALY SKIN 250 gold
The Champion gains the Ignore Pain 3 ability.
CHAOS ARMOUR * 100 gold
Replaces armour for an Ignore Blows 4+ ability.
Sorcerers may wear this and still cast spells.
COLLAR OF KHORNE 1000 gold
If the Champion is attack by a magic weapon and makes
a successful save for his Chaos Armour the weapon is destroyed.
If the Champion is attacked by a magical spell it is dispelled
on a 4+. If the dispel is successful, roll a D6: on a 4+ the
spell is destroyed (caster may not cast it again for the rest
of the adventure) and the caster suffers 1D6 Wounds.
AXE OF KHORNE 750 gold
If the axe scores any wounds, the enemy model is
reduced to zero wounds. Each time the axe does this, roll a D6:
on a score of 6 the axe is sated and cannot be used again.
BATTLE FURY OF KHORNE 500 gold
The Champion must move forward to engage the closest
enemy model, or advance as close as possible. The Champion gains
+1 Attacks and gains an additional +1 Attacks for the first round
of combat if he engaged the enemy (that is, the Champion moved
next to the enemy instead of the enemy moving next to the Champion).
PRAISE OF KHORNE 250 gold
The Champion may retake any failed armour save.
Each time he does so roll a D6: on a roll of 1 this reward is
lost.
DESTINY OF TZEENTCH 400 gold
Every time the Champion suffers wounds roll a D6.
On a 1-3 the Wounds are restored and this reward is lost. On
a 4-6 the Wounds are restored, and the reward is not lost.
FORTUNE OF TZEENTCH 350 gold
Once per turn the Champion may re-roll any one dice
throw. After doing so, roll a D6. On a roll of a 1 this reward
is lost.
NURGLE'S FOUL ODOUR 500 gold
The Champion is surrounded by a cloud of nauseous
gas. All enemy suffers -1 Weapon Skill in hand-to-hand combat.
Any allies are unaffected by the smell.
NURGLE'S ROT 350 gold
After making normal attacks in hand-to-hand combat,
roll a D6 for each enemy model in base contact. On a roll of
6 they contract Nurgle's Rot and suffers 1D6 Wounds, not modified
by armour and Toughness.
NURGLE'S CLOUD OF FLIES 300 gold
A cloud of flies surrounds the Nurgle Champion.
All enemy models in base contact suffer -1 to hit, whether they
are attacking the Chaos Champion or another target.
ALLURE OF SLAANESH 500 gold
In hand-to-hand combat, enemy models must test against
Willpower (equal or above 8) to be able to strike the Champion.
Once a model has passed the test, it need not test again.
GAZE OF SLAANESH 300 gold
All enemy models attempting to fight the Champion
in hand-to-hand combat lose -1 Attacks.
Chaos Gods are generous, but irresponsible with their
favours. Either they cannot distinguish the difference in value
of their gifts, or simply have no interest in investigating the
matter. When blessing one of his followers a Chaos God might
make him stronger, tougher, faster, astonishingly attractive,
intelligent or otherwise improve his lot. But the gift might
equally well disadvantage the follower, making him weak, feeble-minded,
or turning him into a sluggish mound of flesh.
Most Gifts of Chaos take the form of physical mutation.
The more gifts a creature has the more potentially disastrous
their cumulative effect can be. Extreme mutations tend to affect
the recipient in all kinds of unfortunate ways. If a follower
acquires too many mutations he pass the point of no return and
becomes a Chaos Spawn.
The outward appearance of a Chaos Spawn is utterly
unpredictable. They may have several sets of limbs, bizarre attributes
like crab claws, a chitinous carapace, tattered but useless wings,
eye stalks, or a gaping maw full of needle-like teeth. Although
immensely powerful, Spawn are mindless creatures, their former
intelligence having been sacrificed to their unholy ambition.
Many a Champion of great promise has ended up as a seething mound
of bone and flesh, monstrously distorted and screaming with insane
rage.
There are many ways someone may turn into a Chaos Spawn, through spells, magic items or just as a result of courting to many favours from unpredictable gods. When a model turns to Chaos Spawn, the following rules apply.
1
Any armour or weapons the creature has are lost, except for Chaos Armour or magic weapons which are retained and may be continued to be used. Other magic items also continue to be effective. If the creature has a magic level then it loses its magical powers, spells, and any magic items that can only be used by Wizards. A magic item that enables an ordinary character to cast spells can still be used and spells may be directed as the player wishes.
2
Roll a D3 for each for the following characteristic:
Strength, Toughness, Attacks. Roll 3D6 for Wounds. Add the result
of the dice to the Character's value to find the Chaos Spawn's
characteristics.
3
After the creature turns to Spawn its first move
is always directly forward 1D6 squares. Any model the Spawn touches
suffers automatic hits, with the total number of the Spawn's attacks
divided equally. Work out the result of any hits normally with
the Spawn's Strength and the target's Toughness and armour. The
Spawn is so enraged that other models cannot attack it in hand-to-hand
combat. If the Spawn has to move through a model, it will bash
it aside (distribute one attack to that model) and move on.
4
In subsequent turns the Spawn continues to move 1D6
squares but in a random direction (roll a D8 or some other random
method). It will attack any model it touches, friend or foe,
except for Daemons. As before it cannot be attacked in hand-to-hand
combat.
5
If the Spawn's random movement takes it into a daemon
model it will not attack, because it recognises it as a kindred
creature.
6
A Chaos Spawn suffers wounds if it rolls a 2, 4,
or 6 in determining its random movement. The number of wounds
it suffers is equal nD6 where n is the number rolled. This represents
the creature's tortured heart collapsing under the strain of its
raging mutant body.
7
A Chaos Spawn may also be wounded by shooting, magic
and so on. Enemy models may not attack a Spawn in hand-to-hand
fighting, but damage can be inflicted where no formal attack is
involved, for example if the Warrior (due to a special ability
or otherwise) inflicts a hit on all adjacent models due to a magical
effect.
8
Chaos Spawn continue to move randomly in the manner described until they are killed or leave the board.
The followers of Chaos are not always so easily recognisable
as the bloody-handed Chaos Lord and his ferocious pillaging warband
of Chaos Warriors. Some lie hidden in human society, seemingly
ordinary folk with normal occupations and interests, awaiting
only the right moment to reveal their true interests, awaiting
only the right moment to reveal their true loyalties. These agents
of Chaos represent a threat as great as that of the marauding
bands of Chaos Warriors, for they gnaw away at the heart of society
from within. These followers of Chaos are organised into Chaos
Cults; secret and heretical bodies devoted to the service of Chaos
and the Chaos Powers.
Chaos Cults attract all kinds of people from all
walks of life. They have an especially strong appeal to those
whose ambitions or sense of adventure cannot find an outlet within
more normal society. To those who are bold enough to take it,
Chaos offers an opportunity to acquire power quickly. To some
it is the quest for knowledge itself which lures them onto the
Chaos Path, the chance to gain knowledge of Magic, knowledge that
will give them power. Others are attracted by the prospect of
more material power: the acquisition of wealth, influence and
followers. Sadly, many more are just ordinary followers of corrupt
and influential leaders.
The main bulk of the Cult is made up of ordinary
Cultists. These may vary in number from a mere handful to many
hundreds. Their allegiance to the Chaos Gods is highly secret.
They lead seemingly normal lives but their true loyalties lie
with the Cult. When the Cult is ready to rise against the authorities,
the Cultists finally reveal their true colours and take up arms
at the command of their demagogue.
Some Cultists worship Chaos in its entirety or Undivided
Glory. These cultists venerate the Great Powers, daemons, and
other Powers of Chaos as a Pantheon of diverse gods. This polytheistic
version of Chaos is the most common form of worship. However,
those who possess more knowledge about the warp and the individual
Chaos Powers will usually choose to single out one Power as the
object of their worship. The most important Powers are the four
Great Powers of Khorne, Slaanesh, Nurgle and Tzeentch, but many
other lesser Powers, daemon princes and daemons are also worshipped.
The most dangerous Cults are those which worship the Chaos Powers
directly and go so far as to summon daemons. These organisations
are ruthlessly persecuted by the Theogonist's Guards, and their
members are hunted down and killed without mercy.
Here are some of the nasties you are most likely
to find creeping in a Chaos Cult. Don't feel limited to the following
monsters. For example, many cults keep packs of Chaos Hounds
and some are even powerful enough to summon Chaos Daemons. There
may also be Chaos Champions and such lurking around, as a guest
or even leading the cult, in which case, he replaces the Demagogue.
Note that of course cults dedicated to Khorne do not have Wizards.
| Race/Type | ||||||||||||
| Cultist | ||||||||||||
| Cultist Champ. | ||||||||||||
| Acolyte | ||||||||||||
| Demagogue | ||||||||||||
| Chaos Magus | ||||||||||||
| Fanatic | ||||||||||||
| Fanatic Champ. |
Special Rules (Cultist):
None.
Magic Weapon.
Magic Weapon; Magic Armour; Mark of Chaos.
Magic Weapon; Magic Armour; Magic Item; Mark of Chaos.
Wizard level 1 (access to Generic and Chaos magic);
Magic Item.
Special Rules (Fanatic)
Frenzy 4+.
Special Rules (Fanatic Champion)
Frenzy 3+.
Chaos palaces are without a doubt the most fantastic
places anywhere. Wild unimaginable structures whose architecture
defies the laws of physics. These are homes to the most powerful
Chaos Lords and Sorcerers and can be found in almost anywhere,
from the depths of the Realm of Chaos to inaccessible mountain
peaks. It is here that Chaos Champions rests between battles
and conserve strength. It is also the staging point for incursions
into the Old World.
The palaces often reflect the patron god of the Champion,
where a Khornate Warlord would have hard strong defendable keep
made of brass, a Slaanesh Prince would have a swirling intoxicating
palace made of gold and adorned with banners of exotic silk and
windows made of sheets of rare gems. A Tzeentch Sorcerer Lord
may have a floating multi-towered castle with complex detailed
decorations while a Nurgle Lord my have an underground slime infested
cave system.
Here are some of the creatures lurking around Chaos
Palaces. Special rules are not provided since most of them can
be found in the Roleplay book (pages 86-88). Please don't feel
limited to the following as many sorts of monstrous creatures
and Daemons inhabit these places. For example, the highest tower
of the Floating Palace of Egrimm van Horstmann, Dark Sorcerer
of Tzeentch, lies asleep the mighty two-headed Chaos Dragon Baudros.
| Race/Type | ||||||||||||
| Chaos Warrior | ||||||||||||
| Champion | ||||||||||||
| Hero | ||||||||||||
| Lord | ||||||||||||
| Sorcerer | ||||||||||||
| Sor. Champion | ||||||||||||
| Master Sorcerer | ||||||||||||
| Sorcerer Lord | ||||||||||||
| Chaos Steed | ||||||||||||
| Chaos Hounds |
There are many tribes of the Children of Chaos.
Many ages ago, Chaos blasted the Old World with great storms of
mutating warp energy. As a result, many of the native species
underwent significant mutations. Many of the more common mutation
gather together into tribes who hide in deep forests and high
mountains. Occasionally they roam out of their homes to ravage
and pillage human settlements.
Many of these Children of Chaos fight amongst themselves.
But when the armies of Chaos gather, the warbands stop fighting
and assemble for war. They are drawn together at the great meeting
places marked by huge stone slabs called herdstones. There are
many such meeting places amongst the dark glades of the forest.
The herdstones pulse with dark magic and are covered with evil
runes proclaiming the end of the world and the triumph of the
Chaos Gods.
There are many lords who wish to get rid of the local
Beastmen tribe or to kill of rampaging Centaur brigands to keep
the highways safe. It is often impossible to eliminate the treat
with large armies as their homes are hard to find and easily relocated.
Small bands of Warriors are extremely useful in these circumstances
and the local authorities are willing to pay handsomely for removing
this treat.
In the dark forests of the Old World dwell the favoured
Children of Chaos: foul and unholy things that hate the world
and hide from the honest light of day. They are cruel and brutal
creatures who brawl amongst themselves when not venting their
hatred against mankind. These rude and uncouth beast are not
alone for many Human mutant brigands find refuge here too, bitter-hearted
renegades whose spirit have been blackened by the touch of Chaos.
There is a crude hierarchy amongst them. The most
numerous call themselves Gors, and can be readily distinguished
from the lowly breeds by their keen horns. Gors take great pride
in their horns, polishing and sharpening them in readiness for
battle. The lesser breeds are called Bray and these are rarely
seen in battle. They only have tiny horns, or no horns at all
and sometimes their head resemble a human more than a beast.
Beastmen are frequently joined by mutant humans of similar appearance
and it is often from these renegades that many Brays are descended.
A Human who becomes a Beastmen as a result of mutation is known
as a Turnskin, the lowest rank amongst their kind and akin to
slaves.
Thanks to the mutating powers of Chaos a Beastmen
may be born to Human parents. Such creatures are often abandoned
by their human parents at birth. Left to die at the forest edge
such foundlings may be discovered and raised by Beastmen who call
them Gaves. Gaves are regarded as gifts from the Chaos Gods themselves.
Beastmen hide out deep in the forests in rough camps,
rock shelters, and other wild secluded places. They live in savage
warbands consisting of anywhere from a dozen to many hundreds
of individuals. Each warband is led by the strongest amongst
them. This mighty Beast Lord is the master of his pack, and to
maintain his position he has to continually fight off challengers
from power-hungry Gors. He makes his banner from the pelts of
those he has defeated.
When a Beastman leader is slain all of his followers
mourn him with raucous feasting and dancing around a herdstone.
If the dead leader is particularly renowned many warbands may
come to the feast and a great meeting called a Brayherd is held.
At the feast the leader's corpse is eaten by the dead Beastman's
followers. The leader's successor consumes the old leader's heart,
gulping it down in one bite to the roaring applause and wild chanting
of the others. Beastmen maintain that the warrior's essence lies
in his heart, and that by eating the heart of the old leader,
part of his wisdom and power passes to his successor.
Centaurs are creatures of the Northern Wastes and
the spare grasslands that lie between the forests of the Old World
and the bitter Troll Country. They are wanderers and brigands
who acquire everything they need by pillage and robbery, preying
upon the wagon trains of traders and the few settlers that try
to scratch a living from those barren lands.
Centaurs are heavy limbed and clumsy creatures.
They are immensely strong but their arms and hands are indextrous.
Whilst a Centaur can grasp a weapon or crush a foe with its vice
like grip, it cannot pick up or manipulate delicate objects.
The race has a brutality of mind which matches the clumsy power
of their bodies. They are vulgar snarling creatures, little more
than beasts, with brute cunning rather than considered intelligence.
Their thick tongues can barely articulate speech, their voices
are slow and growling, and their words often degenerate into howls
of rage.
Minotaurs are massive bull headed monsters. Some
are twice the height of a man and are far greater in bulk. They
are less intelligent then Beastmen but uncannily strong and powerful.
Minotaurs live in warbands of their own kind, and make their
territories in the very deepest and most dangerous parts of the
forest that even Beastmen avoid. When Minotaur taste blood they
become insanely violent, raining blow after blow upon their helpless
enemy. Once their foe is defeated they tear at the carcass with
their long claws, and gulp down hunks of raw meat.
The herdstones of the deep forests are encased within
the crude stone built shrines erected by the Minotaurs to the
glory of the Chaos Gods. Within the shrines they hoard the weapons,
armour and skulls of their defeated foes. It is supposed that
these treasure houses are guarded by the watchful eye of the Chaos
Gods - certainly only the most foolish creature would dare to
desecrate such places. It is said that the Chaos Gods commune
with favoured Minotaur warriors within the shrines, answering
their prayers and granting such gifts as they see fit.
Here are a list of the most common Chaos Tribe monsters.
Special rules are not given because most of them are already
available in the Roleplay book (pages 86 and 100).
| Race/Type | ||||||||||||
| Beastmen Brays | ||||||||||||
| Beastmen | ||||||||||||
| Beast. Champ. | ||||||||||||
| Beastmen Hero | ||||||||||||
| Beastmen Lord | ||||||||||||
| Beast. Shaman | ||||||||||||
| Shaman Champ. | ||||||||||||
| Master Shaman | ||||||||||||
| Shaman Lord | ||||||||||||
| Centaur | ||||||||||||
| Centaur Champ. | ||||||||||||
| Centaur Hero | ||||||||||||
| Centaur Lord |
Chaos is great and marvellous in its variety, and
the natural world cannot compete with the bizarre diversity of
form the touch of Chaos brings. Humans are not free of this taint,
and there are many mutants lurking undetected in the lands of
the Empire.
Feared and hated by normal men, mutants are driven from towns and villagers, some are even burned at the stake. For mutual protection, many of these mutants band together and hide in deep forests and subterranean tunnels. For example there are numerous such bands hiding in the underground sewer network of Nuln. They hate other humans and constantly terrorise those that are near them. They have been known to abduct humans from the surface to torture and eat. Some of the more adventurous ones leave human civilisation and join tribes of Beastmen relatives in darkness. For there, they join Beastmen raids on Human settlements.
Mutants are rife with mutations that endow them with
wild powers beyond that of an ordinary man. Listed below are
some of the more common ones. To randomly determine which mutation
to give, roll 2D6 and consult the following table. If the same
number is rolled twice, the effect is cumulative.
Mutations chart
2 Scaly skin - gain the Ignore Pain 2 ability
3 Long legs - add one to Movement
4 Fighting reflex - add one to Weapons Skill
5 Third eye - add one to Ballistic Skill
6 Massive muscles - add one to Strength
7 Iron bones - add one to Toughness
8 Lightning reflexes - add one to Initiative
9 Extra arms - add one to Attacks
10 Spines - add 1D6 to Damage
11 Hideous appearance - gains the Fear 7 ability
12 Regeneration
- gain the Regeneration 1 ability
Here is a list of some of the more common mutants
one finds under a stone. The effects of mutations are wild and
unpredictable. Feel free to alter anything, especially the number
of mutations. Also included is the fearsome Scalys, one of the
most common mutations besides those of the Beastmen nature.
| Race/Type | ||||||||||||
| Chaos Mutant | ||||||||||||
| Mutant Champ. | ||||||||||||
| Mutant Hero | ||||||||||||
| Mutant Lord | ||||||||||||
| Mutant Shaman | ||||||||||||
| Shaman Champ. | ||||||||||||
| Master Shaman | ||||||||||||
| Shaman Lord | ||||||||||||
| Scaly | ||||||||||||
| Scaly Champion |
Hate Humans; 1D3 Mutations.
Hate Humans; 1D3 +1 Mutations.
Hate Human; 1D3 +2 Mutations
Hate Humans; 1D3 + 3 Mutations
Hate Humans; Wizard level 1 (access to Chaos Magic);
1D3 Mutations.
Hate Humans; Wizard level 2-4 (access to Chaos Magic);
1D3 + 1 Mutations.
Hate Humans; Wizard level 5-8 (access to Chaos Magic);
1D3 + 2 Mutations.
Hate Humans; Wizard level 9-10 (access to Chaos and
Dark Magic); 1D3 + 3 Mutations.
Hate Humans; Ignore Pain 4; Fear 7.
Hate Humans; Ignore Pain 6; Fear 7.
Daemons inhabit the shadowy Realm of Chaos where
they draw succour from its endless sea of life-giving magical
energy. They can only exist in the real world if magically sustained,
and even then their existence is vulnerable. When the power of
Chaos grows strong magical power builds up in the Old World allowing
daemons to manifest themselves. Close to the Chaos gateway in
the far north this power is strongest, and daemons are able to
take on material form and walk the earth.
Sometimes, powerful individuals have the knowledge
to summon daemons from the Realm of Chaos. The difficulty increases
as the power of the daemon increases. Rituals are often tied
to the nature of the god the daemon belong to. For example, to
summon a Khorne daemon, one may need to defeat numerous combatant
in bloody hand-to-hand combat. To bring forth a Nurgle daemon,
one might need to focus the suffering of five dozen plague victims.
Daemon summoning is extremely dangerous for powerful daemons
have a mind of their own and may just as well kill its summoner.
Of course the ultimate reward for a Chaos Champion
is Daemonhood. Once a Champion achieves this, his power flows
into unchartered realms. He then makes the trek through the Northern
Wastes and into the Realm of Chaos where a mighty land promised
awaits his arrival. From there the new-born daemon govern a little
slice of the Realm of Chaos. Few of these Daemon Princes comes
back into the Old World, except in major Chaos Incursions.
Here is a list of some of the most common Chaos Daemons
aligned with the four major powers. Special rules are not given
(except for a few) because most of them can be found in the Roleplay
book (page 88-92). Daemon Princes are not included but if you
feel you Warriors are ready for the ultimate challenge, feel free
to make up one. Characteristics for the major Daemons (Bloodthirsters,
Lord of Change, Great Unclean One, Keeper of Secrets) can be used
as basis. Note that these Daemon Princes are often even more
powerful then major Daemons.
| Race/Type | ||||||||||||
| Daemons of Khorne | ||||||||||||
| Bloodthirsters | ||||||||||||
| Juggernauts | ||||||||||||
| Bloodletters | ||||||||||||
| Flesh Hounds | ||||||||||||
| Daemons of Tzeentch | ||||||||||||
| Lord of Change | ||||||||||||
| Discs | ||||||||||||
| Flamers | ||||||||||||
| Pink Horrors | ||||||||||||
| Blue Horrors | ||||||||||||
| Daemons of Nurgle | ||||||||||||
| Gr. Unclean One | ||||||||||||
| Beasts | ||||||||||||
| Plaguebearers | ||||||||||||
| Nurglings | ||||||||||||
| Daemons of Slaanesh | ||||||||||||
| Keeper of Secrets | ||||||||||||
| Daemonettes | ||||||||||||
| Fiends | ||||||||||||
| Steeds | ||||||||||||
Daemonic -1; Fear 5; Collar of Khorne - magical weapons
cannot hurt the Flesh Hound and spells are automatically dispelled
and have no effect.
Daemonic -1; Fear 5; Fly.
Daemonic -1; Fear 5; Tongue Attack - the Steed of
Slaanesh has only one attack, made by its tongue. It reaches
forward and ensnares the target. Roll to hit as normal. If the
hit is successful, complete the attack with the riders Strength
value. If the victim survives, it is assumed that he breaks free.
The Chaos Dragon, a creature so profoundly powerful
and majestic it deserves a section all on its own. Chaos Dragons
are the most mighty of dragons. All dragons are powerful creatures,
and the largest are the most deadly of all monsters in the Old
World, yet the Chaos Dragon is greater still. Its body is wracked
with mutation.
Here are some of the more common Chaos Dragon mutations.
Extra Head. The Chaos
Dragon has an extra head giving it a second breath weapon and
+1 Attack. However the second head cause a bit of confusion and
reduces Initiative by one. (plus 1500 gold)
Regeneration. The Chaos
Dragon gains the Regeneration 2 ability. (plus 500 gold)
Massive Horns. Damage
done by the Chaos Dragon is increased by 1D6. (plus 300 gold)
Extra Limbs. The Chaos
Dragon gains +1 Attack. (plus 300 gold)
Mace Tail. The Chaos
Dragon gains an extra Strength 5 attack. (plus 250 gold)
Envenomed Tail. The Chaos
Dragon's tail ends with a scorpion like sting. The Chaos Dragon
gains the Sting 3D6 ability. (plus 500 gold) Note that a Chaos
Dragon may have more than one tail.
There are many different Chaos Dragons with different
breath weapons. Here are some of the more well known.
Dark Fire of Chaos. Select
a 3 by 3 square up to 9 squares away from the Chaos Dragon. All
models in that area suffers 4D6 Wounds, with no modifier for armour.
Fumes of Contagion. Select
a 3 by 3 square up to 9 squares away. All models in that area
must test against their Toughness by 7 or more. If they fail,
they suffer 4D6 Wounds, with no modifiers for Toughness and armour.
Warp Lightning. Select
any model up to 12 squares away. That model suffers 2D6 Wounds
with no modifiers for Toughness and armour. After that, roll
another D6. If the score is 3, 4, 5 or 6, the Warp Lightning
arcs across to another model, determined randomly. That model
suffers 2D6 Wounds with no modifiers for Toughness and armour.
This continues until the Warp Lightning fails to arc.
Freezing Mists of the Wastes.
Select a 3 by 3 square up to 9 squares away. All models in that
area suffers 2D6 Wounds, with no modifiers for Toughness and armour.
In addition, while he thaws out, for 1 turn he has a Movement
of 1, he may be automatically hit, and any dice rolls made for
his actions only succeed on a natural 6.
Here are a list of the varying power of Chaos Dragons.
Please remember that Chaos Dragons are extremely rare individuals
and should not be over used. This is especially true of those
of Great and Emperor Dragon level. There has only been one Emperor
Chaos Dragon known to man - the four-headed Dragon Dralkus, who
slew enough would be Dragon Slayers and Bretonnian Knight to populate
a city. Legend has it that a great Nurgle Champion battled the
great beast. The Champion's impressive ability attracted the
eye of Nurgle who visited him with gifts to aid him in killing
the Dragon. Unfortunately Nurgle was too generous and the proud
Champion was turned into a Chaos Spawn. Although the fight proved
fatal to the Nurgle follower, the Chaos Dragon lost three of his
heads. It is not known whether he survived long afterwards but
Dralkus was never seen again.
| Race/Type | ||||||||||||
| Chaos Dragon | ||||||||||||
| Great Dragon | ||||||||||||
| Emperor Dragon |
Chaos Dragon Breath (Ambush, Magic A); Chaos Dragon
Mutation 1D3; Fly; Ignore Blows 5+; Ignore Pain 7; Large Monster;
Terror 12; Treasure Hoard +0.
Chaos Dragon Breath (Ambush, Magic A); Chaos Dragon
Mutation 1D3+1; Fly; Ignore Blows +4; Ignore Pain 7; Large Monster;
level 4 Wizard (access to Chaos Magic); Terror 13; Treasure Hoard
+1.
Chaos Dragon Breath (Ambush, Magic A); Chaos Dragon Mutation 1D3+2; Fly; Ignore Blows 4+; Ignore Pain 3D6; Large Monster; level 7 Wizard (access to Chaos Magic); Terror 14; Treasure Hoard +2.