------------------------------------- Author: Ng, Kai Teck University of Tasmania, Australia email : kt_ng@postoffice.utas.edu.au ------------------------------------- --------------------------------------- History of the Fomors --------------------------------------- Origin of the Fomors --------------------------------------- In a time before history, there lived a race of immortals, stronger than any mortal, incapable of suffering sickness and possessing unearthly beauty. They walked among the plains like giants, powerful and proud. In ancient Elven lore, they are called the Tuatha De Danann. It is believed that they made their home in the northern island of Albion. The local Albion folk tales refer to them as the 'Aes Shee' or the 'Shee'. Even then, the power of Chaos was felt. Finding the Shee incorruptible, the Chaos Gods spawned mighty reptilian monsters in an attempt to capture this young World by force. In response, the Shee crafted weapons of war to do battle with the beasts of Chaos. One fact undoubted was that they are masters of the Magic Arts. To the Shee, magic was a mundane tool, to be used like a human use a knife or hammer. Several centuries into the war, there was a great breakthrough by a Shee named Selbrimbor Evegion. What was created was an object that could simulate life, aware of its surroundings, who feeds and grows. This had numerous implications in the warfare with the reptiles. The most successful one was the Spyrers. A full suit of armour that covers the entire body, sometimes even the head. Unlike other armours before (and after) them, they were actually alive. A symbiont that feeds off its host. Warriors who don the armour have their fighting ability greatly enhanced as the living armour is connected with the host's nervous system and instantly reacts to his mental commands. With this new weapon, the Shee swiftly defeated the reptilian creatures and removed the presence of Chaos for centuries. With the relative peace that follows, Selbrimbor started to experiment with his new found skill, creating all sorts of wondrous artefacts. Then one day, he created the first true artificial intelligence, in the form of a gigantic insect, meant to be used as a beast of burden. So happy with his creations, he went to look for his kin to share his creation. This creature and its like were latter to be named as Formors. It was ten days before he returned where he discovered that the Formor had used his laboratory to construct half a dozen more creatures just like itself. When Selbrimbor attempted to gain control of his laboratory, the Formors attacked. The ensuing battle raged for days before Selbrimbor managed to wrest control of his house. The Formors fled with half of Selbrimbor's lab, but tired by the combat, the Shee failed to give chase. Realising his folly and arrogance, Selbrimbor destroyed the remainder of his lab and left his home to hunt down the remaining Formors. After the passing of five winters, Selbrimbor finally found the lair of the escaped Formors but to his horror, the creature had reconstructed the lab as a gigantic living creature whose only purpose was to create more Formors. The lair already housed hundreds of the terrible monstrosities, easily repelling the unwanted intruder. Selbrimbor fled with his life to bring warning to his brothers. It was to be one winter later that Selbrimbor returned at the helm of two hundred Shee warriors. Never had such great a force been assembled, not even in the Chaos wars. Determined to rid the world of his monstrous creation, Selbrimbor led the gathering into the lair of the Formors. The Formors outnumbered the Shee ten to one yet they charged in to do battle. The Formor colony was eradicated at last but of the two hundred Shee that came, only ten had survive. Among them is Selbrimbor. Unknown to the Shee, the Formors had already started new colonies before the Shee army marched. Over the years, the two races waged countless wars against each other, until the Formors stopped coming. By then, only a handful of Shee was left. Soon after, the mortal arrived in the Old World, and the Shee retired into the mountains, thinking the threat of the insect creatures ended. Only one Shee still walk among the mortals, keeping a watchful eye for the return of his creation, renaming himself as Weiland the Smith. One colony did escape the wraith of the Shee. Embedded underground in an island south of Ulthuan they are dormant, waiting for the ripe time before attacking again. The return of the Formors -------------------------------------- It was centuries later, with Karl Franz as Emperor that the Formors returned. From its remote island colony, they launched a massive Hive fleet to the Old World, evading the Elven fleet. The fleet landed in Norsca, land of the Vikings. The Hive fleet carried a young Queen. The objective of the Formors onboard was to secure the surrounding area, establishing a colony. The Queen will house herself there creating more Formor warriors to wage war. The Norse was warned before hand by a stranger who identified himself as Weiland the Smith, crafter of the sword of Odin, which was driven into the tree Branstock: Gramr, the fiery sword of the Volsunga Saga. Respecting the mighty warrior-smith, the Norse people assembled under his command and met the Formor fleet on the shores. The battle was swift and decisive. Weiland killed the Queen and the remaining Formors were quick to slaughter. It was only five years later when the Formor launched two Hive Fleets, one landed on the shores of the Empire, north of Middenheim, and the other grounded on the coast of Bretonnia, to the west of Bordeleaux. The Empire treat was stopped in fact by a Orc Waaagh! Several years ago, an Orc Chieftain had a strange dream and when he woke up, convinced that he spoke with Gork and knew exactly what to do. Grafted to his skin was also a strange gem. Afterwards, he seemed to be undefeatable, conquered one tribe after another. Soon a large Waaagh was assembled under his banner and he marched onto Empire soil. Strangely, he did not stop to raze any village or town. The army just stopped long enough to gather enough food from the abandoned villages. Always on the move, the mighty Waaagh cut right through the Empire, coming through Peak Pass straight to Salzenmund with the amassed Empire army hot on their trail. The Orcs reached the coast just as the Fomors landed and a fierce battle began. Shortly after, the Empire army arrived with Karl Franz on the helm. Sandwiched between the two forces, the Orcs were quickly vanquished. It did not take the Emperor long to discover the strange insect-creature were not allies when they continued their assault right into the ranks of the Empire troops. But the Formor forces were depleted with the struggle with the Orcs and the Empire managed to destroy them. The Bretonnians were not as lucky as their northern neighbour. The Formor Queen managed to create a new colony and by the time the Bretonnian have amassed enough knight to battle them, there were already too many of the foul creatures and the entire Bretonnian army was slaughtered. Horrified at the power of this new force, the Bretonnian King sent for aid. As expected, the Wood Elves responded to the call, camping in the forests East of Bordeleaux and together with the Bretonnian forces barricaded the area, containing the treat for the moment. So soon after the their own war, The Emperor Karl Franz was reluctant to send aid, especially since most of his army were now in North Nordland. Still to maintain good relations, he sent several regiments from Altdorf to strengthen the barricade. He also sent for help to the Dwarves, who responded with a force of two hundred. After several attempts to break through the barricade, the Fomors suddenly stopped. Unknown to the Allied troops surrounding them, the Formor colony have began digging tunnels to expand the Hive. It was inevitable that the Formor Tunnellers would encounter an older tunnel. One dug by the Skavens. The council of Thirteen well understood the threat and spent huge resources to eliminate the Formors, committing the entire forces of three Warlord Clans. Much to their surprise, the Grey Seer overseeing the battled discovered that the heart of a Formor creature was made of Warpstone. Even though he tried to keep it to himself, it was soon whispered among the Council and all over Skavenblight. Then, all the clans wanted a piece of the action, committing large amounts of troops to the war. The sudden flux of warriors flooded the existing tunnels and even dug new ones. It was not long later that the Skaven forces invaded the colony proper and slayed every last Formor, ripping their hearts out. Clan Skryre was the most successful in the battle with Ikit Claw killing the Queen (after she has suffered fifteen shots from Warplock Jezzails, not to mention the two hundred Stormvermin who died there). He triumphantly brought back the Queen's heart, a rock of warpstone the size of a Human head. The Skavens sealed all the tunnels and left with their dead back to Skavenblight. It was a month later when a combined Human-Dwarf party descended into the colony to discover all the Formors killed and ripped apart, with the distinct smell of old Skaven blood. --------------------------- Background --------------------------- The Formors are an artificially created race, spawned many centuries ago. They have attained intelligence, learned how to multiply and improve. The Formor that was seen in the invasion of Norse, Empire and Bretonnian are quite different from the first Formor. They resemble a large insect and are made almost entirely out of Chaos energy. Many different forms are created, each fulfilling a special role. As the task assigned become more simple, the mind of the Formor becomes simpler, reducing to the lowest worker, exhibiting just barely more intelligence than a plant. The colony hierarchy is structured around its Queen, some sort of living factory whose main function is to create more Formors. It also coordinates the activity of the Formors under its control. This is more fully explained later. Making of a Formor -------------------------------- The Queen has the unique ability to drain Magic energy from the Winds of Magic, it can than focus it into a compact, dense form creating a warpstone. This forms the heart of a Formor with the Chaos energy radiation providing the energy that runs a Formor. The Queen can also expand this warpstone into a less dense form. This is called Warpbone. It is quite stable and extremely hard. This forms the carapace that covers the Formors. Warpbone is also used in the construction of most Formor tools and structures. The Queen than uses various techniques to form various parts of the Formor. The more powerful the Formor, the more timely and the larger the Warpstone Heart. Communication of the Formors -------------------------------------------- Formors communicate by issuing a wave of Magic energy in a pulse. All Formors have special receptors that allow them to receive these specially transmitted communications but only a few Formors have the ability to transmit. The Queen transmits on a long range frequency. This can be heard anywhere in the Hive Colony. Outside of the colony, the Queen maintains control over her Formors by sending forth Hive Tyrants. These creatures have specially developed receptors that are sensitive enough to pick up these messages. The Hive Tyrant then relays these commands using two frequencies, one that is of a longer range, and one that is of a shorter range. The short range pulse allows the Tyrant to control the Formors near him. Beside the Hive Tyrant, there are several types of Command type Formors, ranging from the mighty Formor Warriors to the weak eye-like Beholders. The long range pulse is picked up by these command type Formors who then transmit the command to the Formors surrounding them. In the event that the Hive Tyrant is dead, the Queen will communicate with one of the remaining Command type Formors and use it as she used a Hive Tyrant. This is particularly straining for the Queen which is why a Hive Tyrant is usually present. If all Command type Formors are killed, the Queen can no longer control this group. In this fashion, the Queen controls all the Formors that she spawns. In addition, the Queen is in constant communication with the other Queens and infact, all the Queens share one conscious called the Hive mind. --------------------------------------- History of the Fomors --------------------------------------- Origin of the Fomors --------------------------------------- In a time before history, there lived a race of immortals, stronger than any mortal, incapable of suffering sickness and possessing unearthly beauty. They walked among the plains like giants, powerful and proud. In ancient Elven lore, they are called the Tuatha De Danann. It is believed that they made their home in the northern island of Albion. The local Albion folk tales refer to them as the 'Aes Shee' or the 'Shee'. Even then, the power of Chaos was felt. Finding the Shee incorruptible, the Chaos Gods spawned mighty reptilian monsters in an attempt to capture this young World by force. In response, the Shee crafted weapons of war to do battle with the beasts of Chaos. One fact undoubted was that they are masters of the Magic Arts. To the Shee, magic was a mundane tool, to be used like a human use a knife or hammer. Several centuries into the war, there was a great breakthrough by a Shee named Selbrimbor Evegion. What was created was an object that could simulate life, aware of its surroundings, who feeds and grows. This had numerous implications in the warfare with the reptiles. The most successful one was the Spyrers. A full suit of armour that covers the entire body, sometimes even the head. Unlike other armours before (and after) them, they were actually alive. A symbiont that feeds off its host. Warriors who don the armour have their fighting ability greatly enhanced as the living armour is connected with the host's nervous system and instantly reacts to his mental commands. With this new weapon, the Shee swiftly defeated the reptilian creatures and removed the presence of Chaos for centuries. With the relative peace that follows, Selbrimbor started to experiment with his new found skill, creating all sorts of wondrous artefacts. Then one day, he created the first true artificial intelligence, in the form of a gigantic insect, meant to be used as a beast of burden. So happy with his creations, he went to look for his kin to share his creation. This creature and its like were latter to be named as Formors. It was ten days before he returned where he discovered that the Formor had used his laboratory to construct half a dozen more creatures just like itself. When Selbrimbor attempted to gain control of his laboratory, the Formors attacked. The ensuing battle raged for days before Selbrimbor managed to wrest control of his house. The Formors fled with half of Selbrimbor's lab, but tired by the combat, the Shee failed to give chase. Realising his folly and arrogance, Selbrimbor destroyed the remainder of his lab and left his home to hunt down the remaining Formors. After the passing of five winters, Selbrimbor finally found the lair of the escaped Formors but to his horror, the creature had reconstructed the lab as a gigantic living creature whose only purpose was to create more Formors. The lair already housed hundreds of the terrible monstrosities, easily repelling the unwanted intruder. Selbrimbor fled with his life to bring warning to his brothers. It was to be one winter later that Selbrimbor returned at the helm of two hundred Shee warriors. Never had such great a force been assembled, not even in the Chaos wars. Determined to rid the world of his monstrous creation, Selbrimbor led the gathering into the lair of the Formors. The Formors outnumbered the Shee ten to one yet they charged in to do battle. The Formor colony was eradicated at last but of the two hundred Shee that came, only ten had survive. Among them is Selbrimbor. Unknown to the Shee, the Formors had already started new colonies before the Shee army marched. Over the years, the two races waged countless wars against each other, until the Formors stopped coming. By then, only a handful of Shee was left. Soon after, the mortal arrived in the Old World, and the Shee retired into the mountains, thinking the threat of the insect creatures ended. Only one Shee still walk among the mortals, keeping a watchful eye for the return of his creation, renaming himself as Weiland the Smith. One colony did escape the wraith of the Shee. Embedded underground in an island south of Ulthuan they are dormant, waiting for the ripe time before attacking again. The return of the Formors -------------------------------------- It was centuries later, with Karl Franz as Emperor that the Formors returned. From its remote island colony, they launched a massive Hive fleet to the Old World, evading the Elven fleet. The fleet landed in Norsca, land of the Vikings. The Hive fleet carried a young Queen. The objective of the Formors onboard was to secure the surrounding area, establishing a colony. The Queen will house herself there creating more Formor warriors to wage war. The Norse was warned before hand by a stranger who identified himself as Weiland the Smith, crafter of the sword of Odin, which was driven into the tree Branstock: Gramr, the fiery sword of the Volsunga Saga. Respecting the mighty warrior-smith, the Norse people assembled under his command and met the Formor fleet on the shores. The battle was swift and decisive. Weiland killed the Queen and the remaining Formors were quick to slaughter. It was only five years later when the Formor launched two Hive Fleets, one landed on the shores of the Empire, north of Middenheim, and the other grounded on the coast of Bretonnia, to the west of Bordeleaux. The Empire treat was stopped in fact by a Orc Waaagh! Several years ago, an Orc Chieftain had a strange dream and when he woke up, convinced that he spoke with Gork and knew exactly what to do. Grafted to his skin was also a strange gem. Afterwards, he seemed to be undefeatable, conquered one tribe after another. Soon a large Waaagh was assembled under his banner and he marched onto Empire soil. Strangely, he did not stop to raze any village or town. The army just stopped long enough to gather enough food from the abandoned villages. Always on the move, the mighty Waaagh cut right through the Empire, coming through Peak Pass straight to Salzenmund with the amassed Empire army hot on their trail. The Orcs reached the coast just as the Fomors landed and a fierce battle began. Shortly after, the Empire army arrived with Karl Franz on the helm. Sandwiched between the two forces, the Orcs were quickly vanquished. It did not take the Emperor long to discover the strange insect-creature were not allies when they continued their assault right into the ranks of the Empire troops. But the Formor forces were depleted with the struggle with the Orcs and the Empire managed to destroy them. The Bretonnians were not as lucky as their northern neighbour. The Formor Queen managed to create a new colony and by the time the Bretonnian have amassed enough knight to battle them, there were already too many of the foul creatures and the entire Bretonnian army was slaughtered. Horrified at the power of this new force, the Bretonnian King sent for aid. As expected, the Wood Elves responded to the call, camping in the forests East of Bordeleaux and together with the Bretonnian forces barricaded the area, containing the treat for the moment. So soon after the their own war, The Emperor Karl Franz was reluctant to send aid, especially since most of his army were now in North Nordland. Still to maintain good relations, he sent several regiments from Altdorf to strengthen the barricade. He also sent for help to the Dwarves, who responded with a force of two hundred. After several attempts to break through the barricade, the Fomors suddenly stopped. Unknown to the Allied troops surrounding them, the Formor colony have began digging tunnels to expand the Hive. It was inevitable that the Formor Tunnellers would encounter an older tunnel. One dug by the Skavens. The council of Thirteen well understood the threat and spent huge resources to eliminate the Formors, committing the entire forces of three Warlord Clans. Much to their surprise, the Grey Seer overseeing the battled discovered that the heart of a Formor creature was made of Warpstone. Even though he tried to keep it to himself, it was soon whispered among the Council and all over Skavenblight. Then, all the clans wanted a piece of the action, committing large amounts of troops to the war. The sudden flux of warriors flooded the existing tunnels and even dug new ones. It was not long later that the Skaven forces invaded the colony proper and slayed every last Formor, ripping their hearts out. Clan Skryre was the most successful in the battle with Ikit Claw killing the Queen (after she has suffered fifteen shots from Warplock Jezzails, not to mention the two hundred Stormvermin who died there). He triumphantly brought back the Queen's heart, a rock of warpstone the size of a Human head. The Skavens sealed all the tunnels and left with their dead back to Skavenblight. It was a month later when a combined Human-Dwarf party descended into the colony to discover all the Formors killed and ripped apart, with the distinct smell of old Skaven blood. --------------------------- Background --------------------------- The Formors are an artificially created race, spawned many centuries ago. They have attained intelligence, learned how to multiply and improve. The Formor that was seen in the invasion of Norse, Empire and Bretonnian are quite different from the first Formor. They resemble a large insect and are made almost entirely out of Chaos energy. Many different forms are created, each fulfilling a special role. As the task assigned become more simple, the mind of the Formor becomes simpler, reducing to the lowest worker, exhibiting just barely more intelligence than a plant. The colony hierarchy is structured around its Queen, some sort of living factory whose main function is to create more Formors. It also coordinates the activity of the Formors under its control. This is more fully explained later. Making of a Formor -------------------------------- The Queen has the unique ability to drain Magic energy from the Winds of Magic, it can than focus it into a compact, dense form creating a warpstone. This forms the heart of a Formor with the Chaos energy radiation providing the energy that runs a Formor. The Queen can also expand this warpstone into a less dense form. This is called Warpbone. It is quite stable and extremely hard. This forms the carapace that covers the Formors. Warpbone is also used in the construction of most Formor tools and structures. The Queen than uses various techniques to form various parts of the Formor. The more powerful the Formor, the more timely and the larger the Warpstone Heart. Communication of the Formors -------------------------------------------- Formors communicate by issuing a wave of Magic energy in a pulse. All Formors have special receptors that allow them to receive these specially transmitted communications but only a few Formors have the ability to transmit. The Queen transmits on a long range frequency. This can be heard anywhere in the Hive Colony. Outside of the colony, the Queen maintains control over her Formors by sending forth Hive Tyrants. These creatures have specially developed receptors that are sensitive enough to pick up these messages. The Hive Tyrant then relays these commands using two frequencies, one that is of a longer range, and one that is of a shorter range. The short range pulse allows the Tyrant to control the Formors near him. Beside the Hive Tyrant, there are several types of Command type Formors, ranging from the mighty Formor Warriors to the weak eye-like Beholders. The long range pulse is picked up by these command type Formors who then transmit the command to the Formors surrounding them. In the event that the Hive Tyrant is dead, the Queen will communicate with one of the remaining Command type Formors and use it as she used a Hive Tyrant. This is particularly straining for the Queen which is why a Hive Tyrant is usually present. If all Command type Formors are killed, the Queen can no longer control this group. In this fashion, the Queen controls all the Formors that she spawns. In addition, the Queen is in constant communication with the other Queens and infact, all the Queens share one conscious called the Hive mind. ------------------------------------- Ng, Kai Teck University of Tasmania, Australia email : kt_ng@postoffice.utas.edu.au Date: Tue, 27 Aug 1996 10:31:54 +1000 From: Ng Kai Teck Subject: [WQ] (new race) formor stats Mature Formor Queen --------------------------------- An established Formor Queen is a terrible sight to behold. So far, only one is been known to survive the colonisation process in the Old World, occupying a vast tunnel system in Bretonnia. It was eventually killed by Ikit Claw, Chief Warlock of Clan Skryre, who lead thousands of Skavens to their death in the tunnels. Because the power of a Queen is always increasing, the statistics tend to vary. Roll 1D3, which will be the value of "n" below. Note, 10n means 10 times "n". ie, if n=2, 10n is 20. A Gamesmaster may decide to choose a number instead of random determination (which could be bigger than 3 if desired). However note that with the exception of Wounds, the statistics should not exceed 10. Wounds: 60 + 10n Move: 6 + n Weapon Skill: 6 + n Ballistic Skill: auto Strength: 6 + n Toughness: 7 + n Initiative: 6 + n Attacks: 5 + n Gold: 4000 + 500n Armour: 6 Damage: * *If n=1, damage is 5D6; if n=2, damage is 6D6; id n=3, damage is 7D6. Special Rules: Terror (12+ half n) Magic resistance automatic Magic drain, automatic Magic dispel, automatic Ignore blows 1+ Ignore pain 6 The Queen is very large and is embedded in the ceiling of the 'room'. It can attack any Warrior anywhere in the room. The Warriors may also attack the Queen from anywhere in the room but are at a -1 to hit. Because of the vast size and nature of the Queen, items that kills a creature outright will not kill the Queen. The Warriors will have to reduce her to 0 wounds, the old fashion way! Young Formor Queen ------------------------------ A Young Formor Queen does not stay in a colony for long. It is always constructed when the Formor decides to expand. Once they have established a new colony, it grows to a size which makes it impossible to move. For protection, it usually has a large contingent of Formors as bodyguards but it is also fully capable of defending herself. Wounds: 60 Move: 6 Weapon Skill: 6 Ballistic Skill: auto Strength: 6 Toughness: 7 Initiative: 6 Attacks: 5 Gold: 4000 Armour: 5 Damage: 3D6/4D6(4+) Special Rules: Terror 12 Magic resistance2+ Magic drain, automatic Magic dispel, 2+ Ignore blows 2+ Ignore pain 5 Hive Tyrant ------------------- Hive Tyrants serve as generals leading armies of Formor into battles. Able to transmit and receive long range communications from the Queen, the Hive Tyrant is the ear, eye, and blade of the Queen. Wounds: 50 Move: 6 Weapon Skill: 7 Ballistic Skill: auto Strength: 5 Toughness: 5 Initiative: 6 Attacks: 5 Gold: 3700 Armour: 3 Damage: 2D6/3D6(4+) Special Rules: Terror 11 Ignore blows 4+ Ignore pain 3 Magic resistance 4+ Magic drain 5+ Missle weapons: *Warpblast cannon: Strength 5, wound 2D6 one shot per turn, no armour modifications *Spine Cannon: Strength 5, one shot per turn, -3 to armour and it passes through to the next model immediatly behind at -1 strength until it goes of the board section or has passes trough 5 models. *Death pod: Strength 3, 16 shots per turn. Death Bloom ------------------------------ Death Blooms are sometimes brought onto the battlefield for the simple purpose to give orders. Their sensitive receptors can receive orders from the Queen and the Hive Tyrant from afar and relay the commands to lower Formor at large distances using their powerful transmitters. This is not of much use in the colony, but the Death Bloom may use their transmitters have other uses. Wounds: 25 Move: 5 Weapon Skill: 4 Ballistic Skill: 3+ Strength: 3 Toughness: 4 Initiative: 5 Attacks: 2 Gold: 2500 Armour: 1 Damage: 1D6 Special Rules: Fear 7+ Magic resistance 6+ Ignore blows 6+ Magic drain, automatically works. Magic dispel 3+ Formor Warrior ------------------------------ Formor Warriors are the sergeants of the Formor army. They are powerful fighters and are rightly feared by many. Wounds: 40 Move: 6 Weapon Skill: 6 Ballistic Skill: 2+ Strength: 5 Toughness: 5 Initiative: 5 Attacks: 4 Gold: 2800 Armour: 3 Damage: 2D6/3D6(5+) Special Rules: Fear 10+ Magic resistance 4+ Ignore blows 4+ Ignore pain 3 Magic drain 5+ Missle weapons: *Warpblast cannon: Strength 5, wound 2D6 one shot per turn, no armour modifications *Spine Cannon: Strength 5, one shot per turn, -3 to armour and it passes through to the next model immediatly behind at -1 strength until it goes of the board section or has passes trough 5 models. *Death pod: Strength 3, 16 shots per turn. The Beholder --------------------------- The Beholder has only one function, to receive and issue commands. Incapable of defending itself, it is extremely frail and easily destroyed. In distant wars they are tactically vital, in the colony, they are redundant. Wounds: 1 Move: 6 Weapon Skill: - Ballistic Skill: - Strength: - Toughness: 2 Initiative: 2 Attacks: - Gold: 50 Armour: - Damage: - Special Rules: Fear 5+ Magic drain 5+ Explode: The Beholder is full of magic energy. If killed, it will explode. Any model adjacent will suffer 3+D6 wounds. Formor Soldier -------------------------- The Formor Soldier is the perfect combatant. The only role they play in the Formor culture is to fight. All four arms are grown with long sharp sword like spines. Wounds: 20 Move: 6 Weapon Skill: 4 Ballistic Skill: 4+ Strength: 4 Toughness: 4 Initiative: 3 Attacks: 4 Gold: 400 Armour: 3 Damage: 1D6/2D6(5+) Special Rules: Fear 8+ Magic resistance 5+ Razor spines: opponent's armour value is reduced by 1 Winged Flamer --------------------------- The Winged Flamer is among one of the most dreaded of the Formors. It swoops down from the skies and covers its enemies in a blanket of flames. Attached to its mouth is a gland that produces an unstable substance that erupts into flames when in contact with air. Wounds: 6 Move: 4 Weapon Skill: 3 Ballistic Skill: 2+ Strength: 3 Toughness: 3 Initiative: 4 Attacks: 2 Gold: 500 Armour: 1 Damage: 3D6 Special Rules: Fear 7+ Magic resistance 6+ Fly Shoot flame: Strength 3, range 6 squares, D6 shots per turn, but must be same target. Tunneller -------------------------- The Tunneller is the one that digs out the labyrinth of tunnels that form the Formor's Hive Colony. As such, they have powerful claws that are capable of boring through solid rock. Imagine the damage it can do to flesh! Wounds: 4 Move: 4 Weapon Skill: 4 Ballistic Skill: 5+ Strength: 5 Toughness: 3 Initiative: 3 Attacks: 1 Gold: 120 Armour: 2 Damage: 1D6/2D6(4+) Special Rules: Fear 5+ Magic resistance 5+ note: if you merge the Monsters phase with the Warrior's phase, Tunnellers always move and attack last, reguardless of its initiative. Formor Worker ---------------------------- The Formor Worker is used primarily to move food and otherwise organise the Formor Hive Colony and aid the Queen is whatever manner she wants. It also have delicate hands that can operate complex machinery and are often used to provide long range attacks to harass the enemy. Wounds: 3 Move: 4 Weapon Skill: 2 Ballistic Skill: 3+ Strength: 3 Toughness: 3 Initiative: 4 Attacks: 1 Gold: 80 Armour: 1 Damage: 1D6 Special Rules: Fear 5+ Magic Resistance 6+ Missle weapon: *Warpblast gun: strength 3, one shot per turn *Spike rifles: strength 4, one shot per turn. *Venom thrower: strength 2, automatic hit on the two squares directly infront of the Worker. If any Warrior moves into a square with the venom cloud, they are attacked. Ripper Swarm ------------------------------- The Ripper Swarm is a large swarm of small worm like creatures. They quickly overwhelms any creature that stands in their path and tears them apart. Wounds: 1 Move: 6 Weapon Skill: 3 Ballistic Skill: - Strength: 3 Toughness: 3 Initiative: 3 Attacks: 1 Gold: 40 Armour: - Damage: 1D6 Special Rules: Gang up Fear n+, where n equals the number of Swarms on the board section. Formor Beast ------------------------ This is a beast of burden, transporting heavy materials that the Workers cannot move. When the Formors are attacking, large weapons are often affixed onto their backs which they carry onto the battle field. If encounted, they will not hesitate to attack anyone. Altough they are slow, they are quite resilient. Wounds: 12 Move: 4 Weapon Skill: 3 Ballistic Skill: 4+ Strength: 4 Toughness: 4 Initiative: 3 Attacks: 1 Gold: 400 Armour: 3 Damage: 2D6 Special Rules: Fear 5 Ignore pain 3 Ignore blows 5+ Magic resistance 5+ --------------------------------------- Miniatures for Formors --------------------------------------- Oh! I forgot to tell you what minis to use for the Formor monsters! Thanks to Joe for noticing well its really just the Citadel Tyranid range. *Mature Formor Queen Don't really need a mini for this... *Young Formor Queen I'm actually thinking of the Epic scale Bio-titans. The Hierophant is prefered because of its larger size and I like the tentacle things infront. But if you don't play Epic or do not already have one, the Hierodule is cheaper and will work just as fine. *Hive Tyrant What else? *Death Bloom The big head psyker one. Cannot find his name. *Formor Warrior Tryanid Warrior. As for the weapons, Warpblast Cannon = Barbed Strangler Spine Cannon = Venom Cannon Death pod = Devourer If you go for the plastics, the deathspitter could be a warpblast cannnon. *Beholders Spore Mines *Formor Soldiers Hormagaunts. *Winged Flammer The Gargoyles *Tunnellers Genestealers *Formor Worker Termagants. As for the weapons, Warpblast gun=Fleshborers Spine rifles=Spike Rifles Venom Thrower=Stranglewebs *Ripper Swarms Ripper Swarms *Spine Thrower Biovore *Formor Cannon Bearer Epic scale Dominatrix. You may want to replace the existing gun with a larger one....