|
CHAOS
To
the far north of the Old World lies a nightmare region known as
the Realm of Chaos. Here the forces of Chaos - the armies of Khorne
the Blood God, Slaanesh the God of Pleasure, Nurgle the Lord of
Pestilence and Tzeentch the Changer of Ways - wage eternal war against
each other. Occasionally they combine their forces and sweep down
to the south to attack the civilised world, and establish strongholds
in the dark, forbidding places such as abandoned Dwarf Holds.
CHAOS
RAT
Chaos Rats have been
mutated by the dark powers of Chaos. Some of them have an extra
head or tail. Some Chaos Rats have grown to huge proportions, while
others will have a thick stone-like covering over their fur.
|
|
Chaos Rat |
|
Wounds |
2 |
|
Move |
6 |
|
Weapon Skill |
2 |
|
Ballistic Skill |
- |
|
Strength |
3 |
|
Toughness |
3 |
|
Armour |
- |
|
Initiative |
4 |
|
Attacks |
1 |
|
Damage |
Special |
|
Gold |
70 |
| ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
Chaos Rat |
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Chaos Rat
Chaos Mutation; Deathleap.
Chaos Mutation
Chaos Rats have been
mutated by dark chaos powers. Randomly choose an ability of the
Chaos Rat and then add 1 to the ability (for example, roll 1D10
and count from the top of the Chaos Rat's stats chart. eg. If you
rolled a 6 that would mean that the Chaos Rat had +1 Toughness.)
This represents the mutation. Each Chaos Rat group has the same
mutation. If the Chaos Rat's Damage is increased by 1, add an extra
D6 to the dice rolled for the Deathleap ability.
Deathleap
Chaos Rats make a
special attack, called a Deathleap. Roll the Rat's attack as normal,
but if it hits roll 2D6 + 2 for damage. Once a Rat has attacked
the Warrior, roll 1D6. On a result of 3-6 the Rat's suicidal, frenzied
attack has opened it up to the Warrior's attack and he automatically
kills it.
WARHORSE
Warhorses
are strong, heavy built horses with dark black coats. They hate
all living things and strike their enemies with a mighty force.
|
|
Warhorse
|
|
Wounds
|
8
|
|
Move
|
8
|
|
Weapon Skill
|
3
|
|
Ballistic Skill
|
-
|
|
Strength
|
3
|
|
Toughness
|
3 (4)
|
|
Armour
|
1
|
|
Initiative
|
3
|
|
Attacks
|
1
|
|
Damage
|
1D6
|
|
Gold
|
90
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Warhorse
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Warhorse
Hate All Living.
Warhorses can be ridden by any Chaos Knights, Chaos
Warriors, Chaos Sorcerers, Chaos Marauders, Wights, Necromancers,
Liches or Vampires.
BEASTMEN
Beastmen fight in warbands led by old, savage warriors
who have long since proved their ability to lead. They are powerful
and very resilient fighters with big, brutish heads, sharp piercing
horns, and hooves that can kick in a man's rib cage. Ungors are
a mixture of man and beast, but more man than beast. They are powerful
and tough and make up the bulk of Beastman armies. Gors are huge
creatures with massive horns and the hooves of large beasts. Bestigors
are the strongest and biggest and also the most powerful. They are
completely dedicated to fighting and let nothing stop them.
|
|
Ungor
|
Gor
|
Bestigor
|
Beastman Champion
|
Beastman Hero
|
Beastman Lord
|
|
Wounds
|
3
|
6
|
18
|
30
|
34
|
47
|
|
Move
|
4
|
4
|
4
|
4
|
4
|
4
|
|
Weapon Skill
|
3
|
4
|
5
|
5
|
6
|
7
|
|
Ballistic Skill
|
5+
|
4+
|
4+
|
3+
|
2+
|
1+
|
|
Strength
|
3
|
3
|
4
|
4
|
4
|
4
|
|
Toughness
|
4
|
4
|
4
|
4
|
5 (7)
|
5 (7)
|
|
Armour
|
-
|
-
|
-
|
-
|
2
|
2
|
|
Initiative
|
3
|
3
|
3
|
4
|
5
|
6
|
|
Attacks
|
1
|
1
|
1
|
2
|
3
|
4
|
|
Damage
|
1D6
|
1D6
|
1D6
|
1D6/2D6 (5+)
|
2D6
|
3D6
|
|
Gold
|
60
|
100
|
200
|
610
|
1300
|
2000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Ungor
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
|
Gor
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
|
Bestigor
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
|
Beastman Champion
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
|
Beastman Hero
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
|
Beastman Lord
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Ungor
Throw Spear (Str 2)
Gor
Throw Spear (Str 3)
Bestigor
Throw Spear (Str 5)
Beastman Champion
Magic Weapon; Throw Spear (Str 8)
Beastman Hero
Magic Armour; Magic Weapon; Throw Spear (Str 9)
Beastman Lord
Magic Armour; Magic Item x 2; Magic Weapon; Throw
Spear (Str 10)
CHAOS
STEED
Chaos Steeds are huge black horses with red eyes
and fierce tempers. They are extremely strong and can carry a Chaos
Lord into battle with little effort.
|
|
Chaos Steed
|
|
Wounds
|
12
|
|
Move
|
8
|
|
Weapon Skill
|
4
|
|
Ballistic Skill
|
-
|
|
Strength
|
4
|
|
Toughness
|
4 (6)
|
|
Armour
|
2
|
|
Initiative
|
4
|
|
Attacks
|
1
|
|
Damage
|
2D6
|
|
Gold
|
180
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Chaos Steed
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Steed
-
Chaos Steeds can be ridden by any Chaos Knights
or Chaos Sorcerers.
CHAOS
CHARIOT
Sometimes, Chaos Warriors ride into battle in chariots,
pulled by two ferocious Chaos Steeds.
|
|
Chaos Chariot
|
Chaos Steed
|
|
Wounds
|
18
|
12
|
|
Move
|
Special
|
8
|
|
Weapon Skill
|
1
|
4
|
|
Ballistic Skill
|
-
|
-
|
|
Strength
|
4
|
4
|
|
Toughness
|
7
|
4 (6)
|
|
Armour
|
-
|
2
|
|
Initiative
|
-
|
4
|
|
Attacks
|
-
|
1
|
|
Damage
|
1D6
|
2D6
|
|
Gold
|
75
|
180
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Chaos Steed
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chariot
Chariot.
Chaos Steed
-
Chaos Chariots can be ridden by any Chaos Warriors
or Chaos Sorcerers.
TUSKGOR
Tuskgors are a cross between a boar and a ram.
Their bodies are covered in thick brown fur and they have a large
bony crest with sharp horns on their forehead.
|
|
Tuskgor
|
|
Wounds
|
8
|
|
Move
|
7
|
|
Weapon Skill
|
3
|
|
Ballistic Skill
|
-
|
|
Strength
|
4
|
|
Toughness
|
4 (5)
|
|
Armour
|
1
|
|
Initiative
|
2
|
|
Attacks
|
1
|
|
Damage
|
1D6
|
|
Gold
|
100
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Tuskgor
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Tuskgor
Impale.
Tuskgors can be ridden by any Beastman or Beastman
Shamans.
BEASTMAN
CHARIOT
Beastmen sometimes ride chariots pulled by two
fierce Tuskgors into battle. This gives them the ability to move
quickly around the battlefield and rain blows on their enemies from
the protection of the chariot.
|
|
Beastman Chariot
|
Tuskgor
|
|
Wounds
|
15
|
8
|
|
Move
|
Special
|
7
|
|
Weapon Skill
|
1
|
3
|
|
Ballistic Skill
|
-
|
-
|
|
Strength
|
4
|
4
|
|
Toughness
|
6
|
4 (5)
|
|
Armour
|
-
|
1
|
|
Initiative
|
-
|
2
|
|
Attacks
|
-
|
1
|
|
Damage
|
1D6
|
1D6
|
|
Gold
|
70
|
100
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Tuskgor
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Beastman Chariot
Chariot.
Tuskgor
Impale.
Beastman Chariots can be ridden by any Beastman.
CHAOS
SPAWN
Chaos Spawn are followers of chaos who have failed
to pleases their gods. They have been mutated into a hideous mass
of limbs, appendages and all manner of mutations. Their minds are
gone, leaving nothing but a seething mass of bone and flesh
|
|
Chaos Spawn
|
|
Wounds
|
(1D6 x Dungeon Level)*
|
|
Move
|
2D6
|
|
Weapon Skill
|
3
|
|
Ballistic Skill
|
-
|
|
Strength
|
4
|
|
Toughness
|
5
|
|
Armour
|
-
|
|
Initiative
|
1
|
|
Attacks
|
Special
|
|
Damage
|
Special
|
|
Gold
|
(100 x Dungeon Level)
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Chaos Spawn
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Chaos
Spawn
Chaos Spawn Attack; Daemonic -1; Fear 6.
Chaos Spawn Attack
Due to the mass of limbs a Chaos Spawn has, each
time it attacks a Warrior, roll 1D6. This is the amount of attacks
it has this turn. To calculate the damage done for each attack,
divide the Dungeon Level by 2 and round up. eg. A Chaos Spawn on
Dungeon Level 7 would cause (7 / 2) = 3.5 = 4 Damage Dice with each
successful attack.
* Roll for each Chaos Spawn separately.
CHAOS MARAUDERS
Chaos Marauders are barbarians who worship the
dark gods. There exist several different tribes of Chaos Marauders,
each with their own traits. They have followed the paths of Chaos
since birth and believe it to be the only way of life.
|
|
Chaos Marauder
|
|
Wounds
|
8
|
|
Move
|
4
|
|
Weapon Skill
|
4
|
|
Ballistic Skill
|
4+
|
|
Strength
|
4
|
|
Toughness
|
3 (5)
|
|
Armour
|
2
|
|
Initiative
|
4
|
|
Attacks
|
1
|
|
Damage
|
1D6/2D6 (6+)
|
|
Gold
|
150
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Chaos Marauder
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Marauder
Chaos Marauder Tribes.
Chaos Marauder Tribes
Chaos Marauders worship the four different Chaos
Gods and have separated into distinct tribes with their own personalities
and traits. Chaos Marauders will be of the alignment of any other
Chaos Monsters they appear with. If they are alone, roll 1D4 for
the alignment of the Chaos Marauders.
1 Tribe of the Hound
The Tribe of the Hound is devoted to Khorne. They
are the greatest of all the tribes and carry fierce axes. Their
task is to please their God, and to do this they find great delight
in attempting to slaughter every living thing in the world. Chaos
Marauders from this Tribe get a +2 bonus to their Strength when
attacking with the huge axes.
2 Tribe of the Great Eagle
Members of this tribe are cunning and treacherous.
They are forever devising new alliances and breaking others. The
Tribe of the Eagle has many Shamans which undergo vast treks through
the Mountains of Dusk in their attempts to become mighty Chaos Sorcerers.
Chaos Marauders from this tribe get +2 Initiative and will always
be accompanied by a Chaos Sorcerer (type is dependant on Dungeon
Level) specialising in Tzeentch Magic.
3 Tribe of the Mighty Serpent
Chaos Marauders from the tribe of the Mighty Serpent
worship Slaanesh, the God of Pleasure. They take all manner of strange
hallucinogens for their own pleasure. These are made by the leaders
of the tribe and often contain ingredients to increase a marauders
ability in battle. Because of this, Chaos Marauders from this tribe
are able to withstand a limited amount of pain. They gain the Ignore
Blows 6+ special ability.
4 The Crow Tribe
Members of the Crow Tribe worship Nurgle, who appears
to them in the form of a diseased Crow, rotting and maggot infested.
They find joy in the horrors of battle and the misery and suffering
caused. They pray that they may be infected by plague and disease
to please their God. All Chaos Marauders in the Crow Tribe have
the Plague special ability.
CHAOS
HOUND
Some Warriors of Chaos control packs of snarling,
vicious war dogs. These creatures have been cruelly mutated by their
exposure to Chaos, and bear barbed tails, skeletal faces and sometimes
extra heads and limbs.
|
|
Chaos Hound
|
|
Wounds
|
8
|
|
Move
|
6
|
|
Weapon Skill
|
4
|
|
Ballistic Skill
|
-
|
|
Strength
|
4
|
|
Toughness
|
4 (6)
|
|
Armour
|
2
|
|
Initiative
|
4
|
|
Attacks
|
2
|
|
Damage
|
1D6
|
|
Gold
|
160
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
|
Chaos Hound
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Hound
Ambush 5+; Gang Up.
CHAOS
WARRIORS
Chaos Warriors are powerful fighters. Over time
they acquire mutations such as huge fangs, horns, bestial claws,
strange coloured skin, extra eyes, and countless other deformities,
some of which make them extraordinarily tough or strong. Many Chaos
Warriors wear all-enclosing suits of thick armour, concealing their
true nature. Over time, Chaos Warriors attract the attentions of
their capricious gods, becoming Champions or Lords of Chaos and
leading the daemonic hordes.
|
|
Chaos Warrior
|
Chaos Champion
|
Chaos Hero
|
Chaos Lord
|
|
Wounds
|
12
|
15
|
30
|
35
|
|
Move
|
4
|
4
|
4
|
4
|
|
Weapon Skill
|
6
|
7
|
8
|
9
|
|
Ballistic Skill
|
1+
|
A
|
A
|
A
|
|
Strength
|
4
|
5
|
| |