THE UNOFFICIAL TOME OF CHAOS

COPYRIGHT NOTICE

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.

HOW TO USE TOME OF CHAOS

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.

INTRODUCTION

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.

THE CHAOS GODS

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.

KHORNE

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.

TZEENTCH

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.

NURGLE

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.

SLAANESH

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.

GIFTS OF CHAOS

THE MARK OF A CHAMPION

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.

KHORNE


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+.

TZEENTCH


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.

NURGLE


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+

SLAANESH


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

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

NON-ALIGNED 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.

KHORNE


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.

TZEENTCH


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


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.

SLAANESH


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 SPAWN

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.

THE GIFT OF SPAWNDOM

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.

CHAOS CULTS

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.

CHAOS WORSHIP

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.

CHAOS CULTISTS MONSTERS

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
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Cultist
3
4
3
4+
3
3
3
1
-
1D6
50
3
Cultist Champ.
18
4
4
3+
4
3
4
2
2
2D6
300
3
Acolyte
25
4
5
2+
4
4
5
3
3
2D6
650
4
Demagogue
33
4
6
1+
4
4
6
4
3
3D6
1000
4
Chaos Magus
14
4
3
4+
3
4
4
1
-
1D6
560
3
Fanatic
5
4
6
-
4
4
4
1
-
1D6
80
7
Fanatic Champ.
21
4
7
-
4
4
5
2
2
2D6
400
7

Special Rules (Cultist): None.

Special Rules (Cultist Champion)

Magic Weapon.

Special Rules (Acolyte)

Magic Weapon; Magic Armour; Mark of Chaos.

Special Rules (Demagogue)

Magic Weapon; Magic Armour; Magic Item; Mark of Chaos.

Special Rules (Chaos Magus)

Wizard level 1 (access to Generic and Chaos magic); Magic Item.

Special Rules (Fanatic)

Frenzy 4+.

Special Rules (Fanatic Champion)

Frenzy 3+.

CHAOS PALACES

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.

CHAOS PALACE MONSTERS

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
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Chaos Warrior
12
4
6
1+
4
4
6
2
2
1D6
240
4
Champion
15
4
7
auto
5
4
7
3
2
1D6
910
5
Hero
30
4
8
auto
5
5
8
4
6
3D6
1930
5
Lord
35
4
9
auto
5
5
9
5
6
4D6
3050
6
Sorcerer
15
4
6
1+
4
5
6
2
-
1D6
840
4
Sor. Champion
18
4
6
1+
5
5
7
2
-
1D6
1660
5
Master Sorcerer
31
4
6
1+
5
5
8
3
-
3D6
2400
6
Sorcerer Lord
35
4
6
1+
5
5
9
4
-
4D6
3560
6
Chaos Steed
10
8
4
-
4
4
4
1
2
1D6
180
2
Chaos Hounds
8
6
4
-
4
4
4
2
2
1D6
160
2



CHAOS TRIBES

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.

BEASTMEN

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

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

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.

CHAOS TRIBES MONSTERS

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
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Beastmen Brays
3
4
3
5+
3
3
3
1
-
1D6
50
1
Beastmen
6
4
4
4+
3
4
3
1
-
1D6
100
2
Beast. Champ.
30
4
5
3+
4
4
4
2
-
1D6
610
3
Beastmen Hero
34
4
6
2+
4
5
5
3
2
2D6
1300
4
Beastmen Lord
47
4
7
1+
4
5
6
4
2
3D6
2000
5
Beast. Shaman
26
4
4
4+
3
5
4
1
-
1D6
680
3
Shaman Champ.
34
4
4
4+
4
5
4
1
-
2D6
1340
4
Master Shaman
40
4
4
4+
4
5
5
2
-
3D6
2250
5
Shaman Lord
47
4
4
4+
4
5
6
3
-
4D6
3360
5
Centaur
12
8
3
3+
4
3
3
2
-
2D6
300
3
Centaur Champ.
27
8
4
2+
5
3
4
3
2
2D6
1000
3
Centaur Hero
40
8
5
1+
5
4
5
4
4
3D6
2200
4
Centaur Lord
52
8
6
auto
5
4
6
5
4
4D6
3140
4

CHAOS MUTANTS

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.

MUTATIONS

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

CHAOS MUTANTS MONSTERS

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
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Chaos Mutant
5
4
3
4+
3
3
3
1
-
1D6
100
3
Mutant Champ.
20
4
4
3+
4
3
4
2
2
2D6
500
3
Mutant Hero
27
4
5
2+
4
4
5
3
3
2D6
1300
4
Mutant Lord
35
4
6
1+
4
4
6
4
3
3D6
2000
4
Mutant Shaman
15
4
3
4+
3
4
4
1
-
1D6
610
3
Shaman Champ.
23
4
3
4+
4
4
4
1
-
1D6
1250
4
Master Shaman
30
4
3
4+
4
4
5
2
-
2D6
2000
5
Shaman Lord
37
4
3
4+
4
4
6
3
-
3D6
3000
5
Scaly
7
4
3
4+
5
4
3
1
-
1D6
150
3
Scaly Champion
24
4
4
3+
6
4
4
2
-
2D6
750
4

Special Rules (Chaos Mutant)

Hate Humans; 1D3 Mutations.

Special Rules (Chaos Mutant Champion)

Hate Humans; 1D3 +1 Mutations.

Special Rules (Chaos Mutant Hero)

Hate Human; 1D3 +2 Mutations

Special Rules (Chaos Mutant Lord)

Hate Humans; 1D3 + 3 Mutations

Special Rules (Chaos Mutant Shaman)

Hate Humans; Wizard level 1 (access to Chaos Magic); 1D3 Mutations.

Special Rules (Mutant Shaman Champion)

Hate Humans; Wizard level 2-4 (access to Chaos Magic); 1D3 + 1 Mutations.

Special Rules (Mutant Master Shaman)

Hate Humans; Wizard level 5-8 (access to Chaos Magic); 1D3 + 2 Mutations.

Special Rules (Chaos Mutant Shaman Lord)

Hate Humans; Wizard level 9-10 (access to Chaos and Dark Magic); 1D3 + 3 Mutations.

Special Rules (Scaly)

Hate Humans; Ignore Pain 4; Fear 7.

Special Rules (Scaly Champion)

Hate Humans; Ignore Pain 6; Fear 7.

CHAOS DAEMONS

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.

CHAOS DAEMONS

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
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Daemons of Khorne
Bloodthirsters
125
6
10
auto
8
7
8
10
-
8D6
8000
10
Juggernauts
35
7
3
-
5
5
2
2
2
2D6
700
5
Bloodletters
7
4
5
2+
4
3
6
2
-
1D6
200
6
Flesh Hounds
8
10
5
-
5
4
6
1
-
1D6
350
4
Daemons of Tzeentch
Lord of Change
75
8
9
auto
7
7
10
6
4
6D6
5000
10
Discs
8
12
3
-
3
3
3
1
-
1D6
250
4
Flamers
17
9
3
2+
5
4
4
sp.
-
sp.
300
5
Pink Horrors
8
4
5
2+
4
3
6
2
-
1D6
200
5
Blue Horrors
4
4
3
4+
3
3
7
1
-
1D6
100
5
Daemons of Nurgle
Gr. Unclean One
100
4
7
auto
7
8
4
7
4
6D6
5500
9
Beasts
25
3
3
-
3
5
3
1D6
-
2D6
750
6
Plaguebearers
9
4
5
2+
4
3
6
2
-
1D6
200
5
Nurglings
2
4
3
4+
3
3
4
2
-
sp.
50
2
Daemons of Slaanesh
Keeper of Secrets
84
6
9
auto
7
7
7
6
4
6D6
5500
9
Daemonettes
15
4
6
2+
4
3
6
3
-
1D6
300
5
Fiends
8
6
3
-
3
3
3
3
-
1D6
250
6
Steeds
8
12
3
-
4
5
6
sp.
-
sp.
250
4

Special Rules (Flesh Hounds of Khorne)

Daemonic -1; Fear 5; Collar of Khorne - magical weapons cannot hurt the Flesh Hound and spells are automatically dispelled and have no effect.

Special Rules (Discs of Tzeentch)

Daemonic -1; Fear 5; Fly.

Special Rules (Steeds of Slaanesh)

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.

CHAOS DRAGON

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.

CHAOS DRAGON MUTATIONS

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.

CHAOS DRAGON BREATH

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.

CHAOS DRAGONS

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
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Chaos Dragon
74
6
6
-
7
7
7
7
6
6
5250
8
Great Dragon
84
6
7
-
8
8
6
8
7
7
7000
9
Emperor Dragon
94
6
8
-
9
9
5
9
8
8
8800
10

Special Rules (Chaos 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.

Special Rules (Great Chaos Dragon)

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.

Special Rules (Emperor Chaos Dragon)

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.