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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