This is the 2nd edition 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.
Formors are a totally new race and can be introduced into your campaign in a
number of ways.
Firstly, your campaign could be set in the historically time of
the great Hive Invasion into Bretonnian soil. What was seen at the time the
greatest threat to humanity is sure to attract a lot of Warriors keen on making
a name for himself. Perhaps a Norse Barbarian aches to avenge a lost brother in
the earlier invasion. Maybe a small Skaven clan has contracted with a middle
person who informs the Warrior that he is willing to buy Formorean hearts for a
handsome sum. Or maybe the Bretonnian King has offered a bounty on Formor
heads. Alternately, your campaign could revolve around a new invasion. How well you
do in your adventure could have serious repercussions on the entire world. Your
Warriors may be contracted to dispose of a Formorean scouting party, obviously
intent on searching out a good spot to expand. Or maybe the Warriors are
attempting to kill a young Queen before it entrenches itself. Or maybe another
Queen is on the move. The Warriors must track it down and kill it before it
reaches its new home in the mountains, which would be next to impossible to
infiltrate, once it establishes a colony. Another alternative is that the Warrior set sail to a legendary island filled
with treasure. Unfortunately the island they are marooned at are inhabited with
locals who don't like visitors. The Captain is convinced he can fix the ship in
about a week, but the Formors' attacks are growing night after night. If the
Warriors don't enter the hive and kill the Queen, they will not be able to fend
off the attack for long. Don't feel that Formor adventures are necessarily for advanced groups. A low
level adventure could be written with a Hive Tyrant or Warrior as the leader.
Perhaps they are a scouting force. Or maybe they are abandoned long ago but
recently re-activated or has gained independent intelligence, separate from the
Hive Mind. As you can see there are many interesting ways you could bring Formors into
your games. It can also be a healthy break from the more conventional games of
Orc Warlords and Chaos Champions. Most importantly, have fun! Every time I see a new release that is not native to the Fantasy world I
think "how can I use this model in Warhammer Quest". This has led to many ideas
such as the Spryer battle armour, Orcs in Skaven power suits (inspired by Orks
in Mega Armour), as well as using Neromunda Wyrd Beastmaster's pets as
underground nasties. From this vein, I have hatched the Formors. Inspired by the Tyranid
miniatures produced by Citadel, I set about bringing them into the world of
Warhammer Fantasy. After writing the Tome of Magic and Chaos, I could not help it but to rework
my old list for the Formors which has significantly sentimental value for me.
Beside revamping a lot of the characteristics and rules, I have provided
extended backgrounds and updated the history taking into account new revelations
in the Lizardmen army book. I have also included a new section to bring you
through the life of a Formor Queen.
For those that have wondered, the word 'Formor' originated from a book I read
about mythology. Apparently in Celtic myth, there existed a race of deformed
giants called Formors who were the chief rivals of a race of immortals called
the Tuatha Dé Danann for the land of Ireland before the coming of men. The
remnants of the Tuatha Dé Danann was the 'Aes Sídhe' or the 'Sídhe', pronounced
'Shee'. The name means the 'people of the hills', for it was believed that these
people withdrew from the mortal realm and hid themselves inside 'hollow hills'
or within sacred ancient mounds. This has been my first major project and I'm extremely happy with the support
from my friends in the Warhammer Quest Mailing List and also the Warhammer
Fantasy Battle Mailing List. Thanks guys! A special thanks to Teppe whose
enthusiasm continues to surprise me. Ng Kai Teck
April 1997
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'. They were peaceful shepherds of the Warhammer World. Suddenly the tranquil
world of the Shee was invaded by strange beings from another world. With them
they brought armies of Lizardmen and settled in the land that would come to be
known as Lustria. At first the two races ignored each other, but it was
inevitable that they clashed. The visitors, who were only known as the Old Ones,
started to terra-form the land masses. When they constructed an
inter-dimensional gateway above the north pole, the Shee took offence and both
forces started a war.
One fact undoubted was that the Shee 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. While the Old Ones used magic fuelled from the energies of the realm
of Chaos, the Shee drew their power from the Elemental Plane. 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 Old Ones.
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. Like mighty giants, the two race waged ferocious war with each other. Dispite
the Spyrers, the Shee started to dwindle. The Shee don't die of old age, but
their birth rate was very small. The Old Ones however spawned millions of
Lizardmen and eventually the Shee retreated to the island of Albion. There they
constructed a powerful barrier and withdrew from the war. 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. It was during this time that the gateway of the Old Ones collapsed. Great
storms of magic raged across the Warhammer World. 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
Formors originally was powered by a Shee Forcestone, constructed of Shee
technology. When the great northern gateway collapsed, the ensuing Warpstorms
swept across the length and breath of the Old World. The Formors apparently
switched to using the more readily available power source. With this Chaos
magic, the Formors multiplied much quicker than Selbrimbor could have guessed.
As a result, 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. Extended use of Chaos magic also warped the Formors. What was once a struggle
for survival and freedom now became a calculated attack and elimination of other
races. Allowing only for one simple logic: "Other races are different, they will
kill us, we must kill them." From the day the Formors used Chaos Magic, their
fate was horribly twisted. 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 war with the Old Ones. Determined to rid the world of his monstrous
creation, Selbrimbor led the gathering into the lair of the Formors. The Formors
outnumbered the Shee twenty 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 mortals started to become more active 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. 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 on board was
to secure the surrounding area, establishing a colony. The Queen will house
herself there creating more Formor warriors to wage war. The Norse were 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 near Bordeleaux. The Empire threat 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. The army blazed across the Empire, just stopped long enough to
gather enough food from the abandoned villages then razing them to the ground.
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 Formors 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 knights 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. Many Knight Errants flocked to the
call. The Wood Elves also 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 he sent several regiments from 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 Formors 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 slew every last Formor, ripping their hearts out. Clan Skryre
was the most successful in the battle in which a highly skilled Warlock was
responsible for actually killing the Queen (after she has suffered fifteen shots
from Warplock Jezzails, not to mention the two hundred Stormvermin who died
there). 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.
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, Empire and Bretonnian are quite different from
the first Formor. In fact, they were quite different from those that invaded
Norse five years back. Most of them 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. Actually the mind of a lessor Formor contains massive amounts of
information and details of what to do given a specific circumstances. Only the
Formor Queen exhibit what is known as true intelligence. A creative mind. 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. The Queen has the unique ability to drain Magic energy from the Winds of
Magic, it can then 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 more powerful the Formor, the more time required
to construct and the larger the Warpstone Heart. 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. Besides
protecting the Formor from physical attacks, the Warpbone made carapace also
protects them from magical attacks. 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 in
fact, all the Queens share one conscious called the Hive mind. This magical pulse sent by command type Formors have a side effect. It
actually disrupts the cohesion of magical spells. This gives the Formors an
anti-magic field that makes it extremely difficult to cast spells around
them. Formors do not eat in the normal sense. When the Formors are constructed
their body is planted with a Warpstone heart. Every action that the Formor
takes, it drains a portion of the Chaos energy stored. Once the pool is
depleted, the Formor is 'dead' and brought back to the Queen who will consume
the body and recycle the little energy that is still left in the Warpbone. On
average, a Formor Worker would last one year, while Formor Soldiers most
typically last one or two months. Of course the time given is if the Formor is
in constant activity. Quite often the Queen will construct a few spare workers
and soldiers that remain dormant in hidden cells. When the need arises, the
Queen will awaken the sleeping Formors into activity. This allows the colony to
increase its active population tremendously. Formor Queens however have hearts constructed of a special crystalline
Warpstone. This Warpstone is capable of being recharged and the Queen constantly
replenishes her energy supply by draining power from the Winds of Magic. Hive
Tyrants also uses this Warpcrystal which allows it to store much more power than
a normal heart. While it cannot replenish its energy supply like Queens do, Hive
Tyrants can last up to several years of activity.
After a long and difficult process, an old Formor Queen constructs a young
Queen. The young queen is often quite vain and most closely resemble the
behaviour of mortals at this stage. It will spend the next year developing
weapons and other skills it will need as a Queen, especially that of the
metamorphosis. The old Queen will spend this time not only teaching the new Queen the ropes
but also constructing a bodyguard force to accompany the new Queen. These
Formors are specially tuned to the new Queen and will only accept its commands.
They have one important mission, to stay close to the Queen and protect her. When the Queen has grown enough and her guards constructed, the whole force
will set out in a massive Hive Fleet. The Fleet will migrate to a non-Formorean
populated area. Once it reaches there the bodyguard force will eliminate all
hostile elements in the surroundings. Once it is save, the accompanying
Tunnellers will dig deep into the ground. When a comfortable hive is dug out,
the young Queen will move into a specially dug chamber. This chamber must be
very big and must have space to grow should it need to. The Queen then rests in
the chamber and from then, it will never move again. The Queen will undergo a metamorphosis and transform into a large factory
like beast almost twice its original size. It is now that the Queen becomes
connected. The Queen fashions a powerful communication device that allows it to
be connected to the Hive Mind. In this fashion, all Formor Queens are connected
and think as one being. To the Formor, different Queens are like different
fingers or different limbs, all to be controlled by one mind. This whole process
takes up to one month to complete. The newly connected Formor Queen begins change itself again. This time, it
has all the information to construct other Formors and increase its defenses.
The first thing most Queen do is the construction of numerous Formor Workers and
weapons to defend the Hive. It then constructs Tunnellers to expand the Hive. When the Hive Mind decides
to expand Formor Warriors and Soldiers are constructed to attack and claim new
territories and to increase a buffer zone between the hostile factions.
In this way the Queen extends her influence to a ever increasing radius.
Within her Hive the Queen has direct control of all her children. When a distant
attack is desired, a Hive Tyrant is constructed to bring the command of the
Queen to a great distance. During this time, the Queen will continue to grow,
increasing her size and ability. The more time it spends improving herself, the
faster it can produce more Formors and the longer the distance it can
communicate. A Formor Queen has a limit to the distance that it can transmit command
information. Especially underground, as Earth has a nasty ability to absorb the
magical pulses of the Queen. Communication by long distance pulse to Hive
Tyrants is also extremely difficult and straining, requiring a lot of energy. As
a result, if a Formor colony is successful, it will soon reach an optimal point
in which further expansion will bring more problems than benefits. At this time,
the Queen will debate whether to expand the Formor empire by the birth of a new
Queen. If it is decided to have a new Queen, the Old Queen will have to make many
preparations. It has to enlarge its resting chamber to make space for the birth
of the Queen. In the newly dug space, the Queen will spend many weeks spinning a
vast Warpstone heart. It will then spend many days building the Warpbone shell
to give it the maximum protection it can get. It has to then carve out an
intelligence above any of the lesser Formors. A true intelligence. The colony is very vulnerable at this time. This is because the Queen is
focusing a lot of her energy at the construction of the new Queen. Defending
Formors are slower to react and far less likely to notice invaders. However once
a definite threat is confirmed the response is deadly. The Queen will protect
her child with ferocity unmatched. When it is done, the Queen is born and detaches herself from the old Queen.
The Old Queen will then have to prepare the young Queen on it journey in search
of new ground. The birth of a Queen affects the old Queen in many ways. Obviously,
physically, the Queen now has some useless appendages which were specially
constructed to give birth to the young Queen. These are not removed in case
another Queen is needed to be born. Also, mentally, the old Queen is changed.
Even though the Formor Queens are said to act as one, those that have given
birth can be seen to be more sentimental. Its hard to explain this occurrence
but it happens.
Everything that is Formor is unique, so its not surprising that Formorean
weapons are special. No other races can use or make a Formorean weapon and few
can match them for power. Each weapon is a specially constructed organism that
attaches to a Warpbone frame. To use a weapon, a Formor must have a hand capable
of manipulating complex machinery. The types that can do this are: Hive Tyrant,
Formor Warrior and Formor Workers. A Formor Beast is a special exception in that
special add-ons can be made for a weapon to be attached to its back so that it
can fire it when directed to. HAND WEAPONS
WARPBONE SWORD 50 gold
A warpbone sword is just a piece of warpbone shaped like a sword. It is
extremely sharp and hard, increasing the Formor's strength by one for one of its
attacks per turn. You must indicate which attack is affected before hand. One
hand is required to operate a Warpbone sword. LASHWHIP 50 gold
This weapon is made of a strange Warpbone-like substance. It is less dense
and more flexible. The Lashwhip is shaped like a whip and under the hands of a
skilled Formor, it could be used to inflict wounds on multiple models. The Formor has one of its attacks replaced by 1D3 attacks, but they must be
targeted at different models, adjacent to each other. Also, due to the unwieldy
nature of the weapon, these attacks always strike last. One hand is required to
operate a Lashwhip. SPINEFIST 50 gold
Some Formors have a fist totally covered with spines. The spines are so sharp
that it can tear through armour as easily as it tears through flesh. It allows
the Formor to ignore Toughness and armour on one of his attacks. You must
indicate which attack is affect before hand. One hand is required to operate a
Spinefist. MISSILE WEAPONS
WARPBLAST CANNON 300 gold
The warpblast cannon is a firearm consisting of a custom made Formor attached
to a warpbone structure. The Formor would produce a pod used as ammunition that
would be propelled at a target of the wielder's choice. The pod was filled with
a highly unstable warp energy that will explode if exposed to air. Roll to hit as usual using the wielder's Ballistic Skill. The blast causes
2D6+5 Wounds not modified by armour, and has a range of 36 squares. The
Warpblast Cannon requires a Large Monster and two hands to operate.
SPINE CANNON 400 gold
A spine cannon fires a large spine made of warpbone. The spine is extremely
sharp, capable of skewering several ranks of warriors. The Spine Cannon causes
4D6+5 with no modifiers for armour and a range of 48 squares. It passes the
first model and moves in a straight line to the next model until it goes off the
board, ran out of range or has passed through 5 models. The Spine cannon
requires a Large Monster and two hands to operate. DEATH POD 200 gold
This weapon fires numerous small spines at a high speed, impaling multiple
warriors. Each Death Pod will fire sixteen times a turn. Roll to hit as normal
using the wielder's Ballistic Skill. Each hit deals 1D6+3 Wounds, modified as
usual for Toughness and armour and has a range of 9 squares. Work out the shots
simultaneously, that is if 3 shots hit, it causes 3D6+9 damage. The Death Pod
requires a Large Monster and two hands to operate. WARPBLAST GUN 20 gold
Similar to a warpblast cannon, the Gun is a smaller version. The Warpblast
Gun inflicts 1D6+3 Wounds if hit, modified as usual for Toughness and armour and
has a range of 24 squares. Two hands are required to operate a Warpblast Gun
(Only one hand is needed if Formor is a Large Monster). SPIKE RIFLES 30 gold
This weapon propels a sharp bolt of warpbone. It takes time to reform the
bolt so it can only be shot every other turn. The Spike Rifle inflicts 1D6+4
Wounds if hit, modified as usual for Toughness and armour and has a range of 30
squares. Two hands are required to operate a Spike Rifle (only one hand is
needed if Formor is a Large Monster). VENOM THROWER 40 gold
This weapon is connected to a gland that produces a corrosive poison gas. The
two squares in front of the wielder is filled with poisonous gas and last till
the end of the next Monster Phase. Any models in the square are hit
automatically and suffers 1D6+2 Wounds with no modifiers for armour. Note that
this attack has the special ability Poison as described in the Roleplay book.
Two hands are required to operate a Venom Thrower (only one hand is needed if
Formor is a Large Monster).
Command Formors forms the higher hierarchy of the Formor nation, with
obviously the Formor Queen at the head. They are special Formors made with the
intention of bringing the Hive Mind's instruction to the swarm of lesser
Formors. A Young Formor Queen does not stay in a colony for long. She is always
constructed when the Formor decides to expand. Once they have established a new
colony, she grows to a size which makes it impossible to move. For protection,
she usually has a large contingent of Formors as bodyguards but is also fully
capable of defending herself. An established Formor Queen is a terrible sight to behold. In recent history,
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 a
mighty 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. The characteristics provided below is that of a standard young Formor
Queen. The row of characteristics headed by Formor Queen bonus can be used as a
guide. Make up a number, multiply it with the numbers in the bonus and add it to
the base scores. For example, a 'level' 2 Formor Queen will have 75 Wounds. The
speed at which a Queen grows varies, depending on how much of her energy she
spends upgrading herself. Generally, it acheives level 1 when she establishes
herself as a stationary Queen. Level 2 comes after about five to ten years.
After that progress becomes very slow, about one century per level. 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 fashioned way! Hive Tyrants are the most important Formors to the Queen. 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. Hive Tyrants are also useful in leading any sort of force far away from the
Hive colony. As a result, the Queen invests a lot of time and effort in
constructing a Hive Tyrant. Therefore, they are viciously protected, for they
are hard to replace.
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. There are usually a few in storage in case they need to engage in a
battle. If the colony is gearing up for war, you can expect a lot of them to be
lying around. Formor Warriors are the sergeants of the Formor army. They are powerful
fighters and are rightly feared by many. They are extremely versatile. Being
much more easy to construct then the Hive Tyrants, Warriors are the Formor of
choice to lead small bands of Formors. Like the Hive Tyrants, they have delicate
hand enabling them to operate weapons and machinery. Whereas the all four arms
of the Hive Tyrant are capable of operating delicate machinery, only two of the
Formor Warrior's hand can. The other two ends in large claw like appendages and
are only useful in attacking. So called because the resemble a large floating eye, the Beholder's main
function is to collect energy. As a colony expands, the Queen requires more and
more energy. It does not help that the Queen is buried deep underground as the
earth absorbs a lot of energy before it reaches the Queen. As a result, the
Queens usually construct several Beholders to bring onto the surface. Once there the Beholder is able to draw energy from the more abundant Winds
of Magic and store them in their specialised crystalline heart. It then brings
it to the Queen who breaks open the Beholder and consumes the heart. In this
way, the Queen increases the amount of energy intake. Some Queens have been
known to keep a few fully charged Beholders dormant nearby. If a sudden event
threatens the colony, the Queen will consume all the Beholders and fly into a
fury of activity. Some of the older Formor Queens are said to be buried so deep
that their only source of power comes from the Beholders. Sometimes Beholders are brought to the battlefield. Since it has command
abilities, it can receive and transmit orders to lesser Formors. However, it is
incapable of defending itself, and is extremely frail and easily destroyed.
However, they are quite expendable since they are quite easy to manufacture.
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| Formor Queen |
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| Queen bonus |
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| Hive Tyrant |
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| Death Bloom |
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| Formor Warrior |
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| The Beholder |
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Terror 12; Magic resistance 1+; Magic drain 3+; Magic dispel 2+; Ignore blows
2+; Ignore pain 5; Large Monster
The power of Formor Queens increases as they mature. As a result, you may
want to alter or add some special abilities.
Terror 11; Ignore blows 4+; Ignore pain 3; Magic resistance 4+; Magic drain
5+; Large Monster; Hands 4.
Fear 7+; Magic resistance 6+; Ignore blows 6+; Magic drain 4+; Magic dispel
3+.
Fear 10+; Magic resistance 4+; Ignore blows 4+; Ignore pain 3; Magic drain
6+; Large Monster; Hands 2.
Fear 5+; Magic drain 6+.
Explode: The Beholder is full of magic energy. If killed, it will explode.
Any model adjacent will suffer 1D6+3 wounds.
Independent Formors are unique in that they do not need direct supervision of
command type Formors. They are capable of receiving long range frequency and
carrying out the orders of the Formor Queen. Because of their complex
construction, independent Formors are usually very specialise in their function.
Some times Formor Queen will construct a unique Formor to take advantage of a
particular situation, more often than not, the Formor will be independent. For
example, during great Warpstorms, Formor Queens have been known to construct
specialised Beholders that can contain ten times as much energy.
The Formor Agent was constructed with many uses in mind. It has large pike
like claws that allows it to burrow deep into the ground. Unlike Tunnellers,
their use is not to make tunnels. They use their claws to move slowly from place
to place, hidden underground. Since it does not dispose of the rocks it dig, the
path closes behind him.
The Agent has many abilities. Highly acute hearing allows the Queen to spy on her neighbours. Vicious attack capabilities allow it to assassinate important rivals. Once its job is done, it returns to the colony.
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. They are highly prized by their Queen because they are independent and
can still continue to fight after command Formors have been eliminated.
However, due to their independent nature, they are more difficult to
manufacture. As a result, the majority of fighting forces are usually made up of
Tunnellers and Workers. The Soldiers serve as elite forces to pack an extra
punch where needed.
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| Formor Agent |
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| Formor Soldier |
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Ambush Magic A; Assassin 4+; Fear 10+; Magic resistance 4+; Ignore Blows 4+; Ignore pain 3; Magic drain 5+; Large Monster;.
Fear 8+; Magic resistance 5+
Razor spines: ignore armour
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. It is also a very efficient patrol for the Hive
colony. Its speed and flying ability allows it to cover a lot of ground in a
relatively short span of time.
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. Dispite the strength of their vice like grip,
Tunnellers are very slow and are usually the last to attack. As the colony is
always expanding, Tunnellers are constantly being built. When the colony is
stable, the Queen would place most of them in a dormant state. Since they are
quite efficient fighters, they are often awakened to defend the colony when
soldier numbers are low.
The Formor Worker is used primarily to move things 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.
Workers are the most common Formors. They are extremely easy to construct and
possess a pair of arms that can manipulate complex machinery. This makes them
the ideal helper for the Queen. Its their job to make sure the colony runs like
clock work.
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. Their
main function is to roam the colony and kill any unwanted pests like rats and
such.
The Spine Thrower is purpose built to hurl multiple razor sharp spines at
large distances, impaling the enemy forces. It has the same ability as the
Formor Queen to construct Warpbone, and shapes them as deadly Spines. Its main
use is in the battlefield. Within the colony, the passages are too small for it
to fully utilities its abilities.
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 encountered, they
will not hesitate to attack anyone. Although they are slow, they are quite
resilient.
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| Winged Flamer |
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| Tunneller |
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| Formor Worker |
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| Ripper Swarm |
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| Spine Thrower |
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| Formor Beast |
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Fear 7+; Magic resistance 6+; Fly
Shoot flame: roll to hit as normal (with Ballistic Skill) inflicts 6D6+3
Wounds, range 6 squares,
Fear 5+; Magic resistance 5+.
Slow: the Tunneller always attacks last.
Fear 5+; Magic Resistance 6+; Hands 2.
Gang up
Fear n+, where n equals the number of Swarms on the board section.
Fear 5+; Ignore pain 3; Ignore blows 6+; Magic resistance 6+.
Throw Spines: 1D6 models, roughly to the front of the Spine Thrower, is hit.
Damage 6D6+7 with no modifies for armour and Toughness. It has a range of 48
squares.
Fear 5+; Ignore pain 3; Ignore blows 5+; Magic resistance 5+.
Back attachment: The Formor Beast can carry and operate missile weapons requiring a Large Monster to operate or it can carry and operate two missile weapons that does not require a Large Monster.