THE TOME OF FORMORS

COPYRIGHT NOTICE

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.

HOW TO USE THIS BOOK

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!

AUTHOR'S NOTES

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

HISTORY

ORIGIN OF THE FORMORS

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.

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 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.

THE SECOND COMING

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.

BRETONNIAN NIGHTMARE

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.

BACKGROUND

WHAT IS A FORMOR?

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.

MAKING OF A FORMOR

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.

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 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.

LIFESPAN

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.

LIFE CYCLE OF A FORMOR QUEEN

BIRTH

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.

MIGRATION

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.

METAMORPHOSIS

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.

GIVING BIRTH

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.

EXPANSION

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.

LONG LIVE THE 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.

LIFE AFTER

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.

UNIQUE WEAPONS OF THE FORMOR

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

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.

YOUNG FORMOR QUEEN

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.

MATURE FORMOR QUEEN

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 TYRANT

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 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. 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 WARRIOR

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.

THE BEHOLDER

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.

COMMAND FORMOR MONSTERS
Race/Type
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Formor Queen
55
6
6
auto
6
7
6
5
5
5D6
4000
10
Queen bonus
+10
-
+1
auto
+1
+1
+1
+1
-
+1D6
+500
-
Hive Tyrant
46
6
7
auto
5
5
6
5
3
4D6
3700
10
Death Bloom
34
5
4
3+
3
4
5
2
1
1D6
2500
10
Formor Warrior
40
6
6
2+
5
5
5
4
3
3D6
2800
10
The Beholder
3
6
-
-
-
2
2
-
-
-
50
10

Special Rules (Formor Queen)

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.

Special Rules (Hive Tyrant)

Terror 11; Ignore blows 4+; Ignore pain 3; Magic resistance 4+; Magic drain 5+; Large Monster; Hands 4.

Special Rules (Death Bloom)

Fear 7+; Magic resistance 6+; Ignore blows 6+; Magic drain 4+; Magic dispel 3+.

Special Rules (Formor Warrior)

Fear 10+; Magic resistance 4+; Ignore blows 4+; Ignore pain 3; Magic drain 6+; Large Monster; Hands 2.

Special Rules (The Beholder)

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

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.

FORMOR AGENT

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.

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. 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.

INDEPENDENT FORMOR MONSTERS
Race/Type
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Formor Agent
42
7
6
2+
5
5
6
4
3
3D6
3000
10
Formor Soldier
26
6
4
4+
4
4
3
4
3
2D6
400
10

Special Rules (Formor Agent)

Ambush Magic A; Assassin 4+; Fear 10+; Magic resistance 4+; Ignore Blows 4+; Ignore pain 3; Magic drain 5+; Large Monster;.

Special Rules (Formor Soldier)

Fear 8+; Magic resistance 5+

Razor spines: ignore armour

MINDLESS FORMORS

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. 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.

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. 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.

FORMOR WORKER

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.

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. Their main function is to roam the colony and kill any unwanted pests like rats and such.

SPINE THROWER

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.

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 encountered, they will not hesitate to attack anyone. Although they are slow, they are quite resilient.

MINDLESS FORMOR MONSTERS
Race/Type
W
M
WS
BS
S
T
I
A
Arm
Dam
Gold
WP
Winged Flamer
22
4
3
2+
3
3
4
2
1
3D6
500
10
Tunneller
10
4
4
5+
5
3
3
1
2
2D6
120
10
Formor Worker
5
4
2
3+
3
3
4
1
1
1D6
80
10
Ripper Swarm
1
6
3
-
3
3
3
1
-
1D6
40
10
Spine Thrower
32
4
-
-
3
5
4
sp.
1
sp.
800
10
Formor Beast
32
4
3
4+
4
4
3
1
3
2D6
400
10

Special Rules (Winged Flamer)

Fear 7+; Magic resistance 6+; Fly

Shoot flame: roll to hit as normal (with Ballistic Skill) inflicts 6D6+3 Wounds, range 6 squares,

Special Rules (Tunneller)

Fear 5+; Magic resistance 5+.

Slow: the Tunneller always attacks last.

Special Rules (Formor Worker)

Fear 5+; Magic Resistance 6+; Hands 2.

Special Rules (Ripper Swarm)

Gang up

Fear n+, where n equals the number of Swarms on the board section.

Special Rules (Spine Thrower)

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.

Special Rules (Formor Beast)

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.