Wounds: | 1d6+8 | ||
Move: | 4 | ||
Weapon Skill: | 4 | Damage Dice: | 1 |
Ballistic Skill: | 5+ | Luck: | 0 |
Strength: | 3 | Willpower: | 2 |
Toughness: | 3 (4) | Skills: | 0 |
Initiative: | 3 | Pin: | 5+ |
Attacks: | 1 |
Equipment: | The Chaos Warrior has the Mark of Chaos Equipment Card. |
Weapon: | The Chaos Warrior carries an axe, which causes 1d6 Wounds plus his Strength (1d6+3). |
Armour: | Suit of armour, giving him +1 Toughness. |
Pinning: | The Chaos Warrior escapes from pinning on a roll of 5+. |
Special rules: | See below for special rules. |
ENEMY'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
TO HIT FOE | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
CHAOS WARRIOR AND TREASURE
Chaos Warriors may keep any type of treasure. However, they may only
actually use potions and non-magical treasure, such as gold, firebombs,
flashpowder etc.
All they can do with the rest is collect it
for its gold value, which is totalled up at the end of the game. Of course,
the Chaos Warrior may decide to sell some of his treasure to the other
players if he wants to...
Though the Chaos Warrior cannot use magic
treasure, he can of course use chaos artefacts!
VISITING SETTLEMENTS
The Chaos Warrior is a somewhat enigmatic, unusual character, and as
such may cause suspicion and distrust when he visits a Settlement. Sometimes
the militia of a Settlement will even throw the Chaos Warrior out of town.
Of course, if he has any obvious signs of chaos, the likelihood of this
happening increases tremendously.
Whenever the Warriors arrive in a Settlemenat,
the Chaos Warrior must roll a dice for every chaos attribute he possesses
that is obviously manifest. These attributes are marked with a star (*
) in the following tables. If any of the dice comes up with a 1, then he
is refused admission to the Settlement.
The Chaos Warrior may visit the followirig
locatiorns:
The Alehouse, any trader, the Alchemist and
the Chaos Temple. He may visit the Pit Fighrers' fighting school (but not
the armoury). He may visit the Gambling Den. He may not visit any other
location at all.
WHAT CAN HE BUY?
The Chaos Warrior can buy any items which are available to the Barbarian, with the exception of missile weapons. He does not like missile weapons, preferring to dispatch his foes with his trusty blade.
THE CHAOS TEMPLE
In many towns there are those who have rejected the accepted gods, the
established religiones, and have turned to other, darker forms of Worship.
These Chaos cults are steeped in secrecy, as to be revealed as a followver
of chaos is to be shunned, reviled and even executed. However, the attraction
of chaos is power and immortality, and there are usually the insane few
who are willing to take whatever risks are necessary to gain the patronage
of the chaos gods.
Whenever he visits a Settlement, the Chaos
Warrior must atempt to find a Chaos Temple, to pray to his dark gods and
to make offerings and sacrifices to the altar that lies within.
The Chaos Warrior must find the temple, just
like any other special location in a town or city.
He must spend 2D6x10 gold as offerings at
the Chaos Temple, hoping to receive the attention of his dark gods.
After paying the required gold, roll a D6
and consult the table below
1 The warping forces of chaos surge through the Chaos Warrior's veins, and he staggers drunkenly around the temple. When he comes to his senses, he realises that he has been... changed!
The Chaos Warrior gains 2 chaos attributes - see the Chaos Attributes Table.
2 The warping forces of chaos surge through the Chaos Warrior's veins, and he staggers drunkenly around the temple. When he comes to his senses, he realises that he has been... changed !
The Chaos Warrior gains 1 chaos attribute - see the table below.
3 The gods of Chaos are not listerling, there are greater things afoot in the world to claim their attention.
The Chaos Warriof's pleas go unanswered .
4 The Chaos Warrior stands before the altar to his dark gods, imploring that they listen to his cries. In the past, they punished him by granting him a warping, crippling attribute. Despite this cruel trick, the Chaos Warrior has served his masters well, and is sure that now is the time for the balance to be redressed.
The player must select any single attribute, crossing it off his Warrior profile. As that attribute vanishes, the Chaos Warrior gains another! Roll another atrribute randomly, and take that instead.
5 As he touches the altar and dedicates his victims to his masters, the Chaos Warrior feels renewed strength and vigour coursing throughout his body.
The Chaos Warrior gains 1 extra Wound permanently.
6 The Temple reels and swirls as solid objects begin to mutate and change. Nothing is as it should be, and darkness claims all. The power of Chaos is at hand, and the Chaos Warrior kneels before its mighty presence.
The Chaos Warrior may, if he chooses, try to
merge two chaos artefacts together, so that their powers are jointed into
one single powerful artefact .
If you wish to do this, select the two artefacts.
They must be similar artefacts, such as hand-to-hand weapons, or shields.
The Chaos Warrior places both artefacts on the altar, and waits with eager anticipation.
Roll a dice and consult the following table to see what happens next:
1 One of the artefacts vanishes, sucked back into the warp, and the other remains unchanged. Randomly select which of the two artefacts vanishes. The Chaos Warrior no longer has this artefact .
2-3 Nothing happens, the gods of chaos nave no interest in the petty wishes of their servant.
4 The altar is briefly obscured by cloying smoke, drifting around the temple and fogging the senses. When the smoke clears, the two original artefacts are still there, unchanged, but another sits alongside them.
The Chaos Warrior retains the two original artefacts, and also gains another. Roll on the Chaos Artefacts Table to see what the new artefact is.
5-6 Time slows, the temple darkens, the fabric
of reality groans and shifts. When the moment passes, there is but one
artefact left on the altar, a mutated union of the two placed there by
the Chaos Warrior.
The two items are now merged. Cross them off
your Adventure Record sheet and write in the combined abilities of the
new item. It is a good idea to name the artefact, as it will no doubt become
one of the Chaos Warrior's most trusted and treasured items.
Note that if items of armour are merged together,
the Toughriess bonuses do not merge. Although the new shield, helm or whatever
has the special properties of both former artefacts, it retains the highest
Toughness bonus of the two former items. For example. an Ogre Helm (+2
Toughness), merged with a Helm of Daemon Sight (+ 1 Toughness), will merge
into an 'Ogre Helm of Daemon Sight' with all the special rules applicable
to both helms. However, it will only give +2 Toughness, not +3.
Furthermore, you may not merge items which
multiply an ability or characteristic. So, if you have two items which
double attacks, they may not be merged.
Within these lirnitations, you can continue to merge items as the Chaos
Warrior visits the temple again and again. This way, the 'Ogre Helm of
Daemon Sight' can be merged with the 'Death Helm' if the Chaos Warrior
gains one, to create the 'Death Ogre Helm of Daemon Sight'.
BATTLE-LEVELS
In order to progress through the battle-levels, the Chaos Warrior collects
gold for the Morlsters he killed just like any other Warrior. His training
is carried out at the Chaos Temple. However, his Battle-level Table has
certain important differerices, which require some explanation.
The path through the battle-levels for a Chaos
Warrior is fickle and unpredictable. It may be the case that he does gain
increases in his characteristics, but it is equally likely that he will
be given a chaos gift by his patron power instead - an extra eye, poisonous
fangs or some other such reward. Sometimes he may gain both.
At other times he may gain neither, instead
being rewarded with a daemon blade or chaos armour. This means that unlike
other Warriors, two Chaos Warriors of the same level might be very different
indeed! The only fixed benefits as he goes up through the battle-levels
will be some of his increases in Wounds, and the point at which he deals
extra damage to his foes. Everything else however is unsure.
So rather than gaining 'treasure' in the traditional
sense, the magical items gained by Chaos Warriors are gifts from their
dark gods, many of which carry a curse as much as a blessing.
TRAINING
The Chaos Warrior does not acquire skills like the other Warriors. Instead when he trains to go up a level, he gains characteristic increases, as well as chaos attributes and chaos artefacts.
Most Settlements have a hidden Chaos Temple, where the Chaos Warrior can go to train. In order to see whether a Settlement has such a Temple, the Chaos Warrior player must score 7 or more on a dice roll, just as usual when looking for a special location. Chaos Temples are never present in villages. In a town, the Chaos Warrior rolls 2 dice to see if he can find a Temple, and in a city he rolls 3 dice.
In the Temples the Chaos Warrior does not train
as such. Instead, he makes offerings to his gods, hoping for some kind
of blessing or gift. He does this by giving up the gold prescribed on his
Battle-level Table.
Once he has paid his gold the Chaos Warrior
makes a number of dice rolls on the Path of Chaos Tattle, below. His Battle-level
Table will show how many rolls he can make.
The Path of Chaos Table shows how rnany and what sort of, rewards he gains: characteristic increases, attributes of Chaos or artefacts of chaos.
Once he has found what benefits he has gained he rolls on the specific table for each to see what his actual benefit is. Unlike other forms of training, this takes place immediately, and just takes up one day of the stay in a Settlenent.
PATH OF CHAOS TABLE (Roll a D6)
1 3 Chaos attributes. Roll three times on the
Choos Attributes Table.
2 1 Chaos attribute. Roll once on the Chaos
Attributes Table.
3 1 Characteristic increase. Roll once on the
Characteristic Table.
4 2 Characteristic Increases. Roll twice on
the Characteristic Table.
5 1 Chaos artefact. Roll once ore the Chaos
Artefacts Table.
6 A Chaos artefact and a characteristic increase.
Roll once on the Characteristic Table and once on the Chaos Artefacts Table.
CHAOS ATTRIBUTES
Some chaos attributes are cumulative, that is, the Chaos Warrior may gain the attribute more than once, adding the effects together. For instance, the Frenzy attribute gives the Chaos Warrior a 6 + chance to become frenzied in combat. If he gets this attribute againt then he has Frenzy 5+ and so on.
To find out which new attribute the Chaos Warrior gains, roll a D66 and consult the followings table.
To work out the score of a D66, roll two dice,
counting the first dice as tens, and the second dice as units. So, for
example, a 3 followed by a 1 is 31. Attribute 31 is "Powedul Legs".
11 Frenzy (6)
At the start of each new event that reveals
Monsters, roll a dice. On a score of a 6 the Chaos Warrior is frenzied
until the room is cleared. Whilst frenzied, the Chaos Warrior gains +2
Attacks, but is at -1 to hit.
If you gain Frenzy again, add + 1 to your
Frenzy number (Frenzy 6 becomes Frenzy 5 etc) .
12 Poisonous Bite
Once per turn, the Chaos Warrior may make
an extra Bite attack if he is in hand-to-hand combat. This is at -1 to
his to hit roll, and if he hits, the target takes 2 Wounds from the poison
bite, with no modifiers for Toughness or armour, Ignore Pain, Ignore Blow,
Dodge or any other special Monster ability.
If you gain this attribute again, it simply
gives you another extra Attack, just as explained .
13 Mark of Chaos
Somewhere on the Chaos Warrior's body is the
mark of chaos. This can be anything from an oddly coloured or oddly shaped
wart to a clearly defined chaos star or one of the symbols of the chaos
powers. Roll a dice. On a score of a 1, the sign is emblazorzed on the
Chaos Warrior's face, and should be treated as an obvious sign of chaos.
It would be a good idea for him not to remove his helmet any more.
On any other dice roll, the mark can be concealed easily. For each mark of chaos the Chaos Warrior has, he may re-roll one dice roll per adventure.
14 Iron Haid Skin
The Chaos Warrior's skin though it looks normal,
is as hard as iron. The Chaos Warrior gains + 1 Toughness.
This attribute may be gained more than once
in the Chaos Warrior's career.
15 Agility
The Chaos Warrior has amazing reactions and
co-ordination. He gains +1 to any tests which involve dodging, jumping,
leaping etc, at the gamesmaster's discretion. If you are not using a gamesmaster,
roll again.
This attribute rnay be gained more than once
in the Chaos Warrior's career.
16 Atrophy (*)
The Chaos Warrior's flesh withers and ages,
roll a dice:
1 The Warrior ages 30 years, losing -1 from
his WS, Str and Initiative characteristics*.
2 The Warrior ages 10 years, losing -1 Str.
3-6 The ageing process is purely cosmetic, leaving the Warrior
looking somewhat haggard and ancient, yet not affecting his
profile at all.
This attribute may be gained more than once
in the Chaos Warrior's career.
21 Bloods Rage
Whenever an event reveals Monsters, roll a
dice to see what effect their appearance has upon the Chaos Warrior.
1 In a mindless fury, he attacks the nearest
Warrior this turn, ignoring any pinning rules in his determination to get
into combat. For this turns he is at -1 to all his to hit rolls, but gains
+ 1 Strength and + 1 Attacks. Roll again on this table next turn.
2-5 The Chaos Warrior mounts a raging attack against the nearest
Monster, with -1 on all his to hit rolls, but + 1 Strength and + 1 Attacks.
If there are no Monsters on the board, he will attack a Warrior instead.
Roll again on this table next turn, adding + 1 to your dice roll.
6 The Chaos Warrior regains his self control,
and may move and fight as usual.
If you already have Blood Rage, then roll
again for another attribute instead.
22 Cowardice
Whenever an event reveals Monsters that cause
fear or terror the Chaos Warrior must roll a dice.
Score Effect
1, 2
The Chaos Warrior is at -1 on his fear dice rolls, and -2 on his terror
dice rolled
3+
Mastering his cowardice, the Chaos Warrior makes his Fear/Terror test as
usual.
Roll again if your Chaos Warrior already has
this attribute.
23 Fangs*
The Chaos Warrior has sharp incisors, and
all his teeth rise to fine points.
The Chaos Warrior may nominate 1 of his Attacks
each turn. If that Attack hits his target, then he gains an extra Bite
attack which hits automatically, doing 1D6 Wounds. The target may not deduct
anything from these Wounds at all.
This attribute may be gained more than once
in the Chaos Warrior's career.
24 Pychotic Warrior
The Chaos Warrior has gone one step too far
towards the madness which engulfs his kind. Cackling and giggling to himself
at his own macabre jokes, he finds the death and carnage of the dungeon
most amusing. He is now at + 1 to all psychology- based tests such as fear
and terror.
This attribute may be gained more than once
in the Chaos Warrior's career.
25 Magic Resistance
The power of Chaos makes the Warrior particularly
resistant to spells. If any spells are cast directly against him, he may
ignore them on a dice roll of a 6+.
If his magic resistance increases for any
reason, such as acquiring a ring of magic resistance, this ability is cumulative
with the new ability. So if he had a ring of + 1 magic resistance and this
ability, his total magic resistance would be 5+.
This attribute may be gained more than once
in the Chaos Warrior's career.
26 Mindless
At the start of each turn, roll a dice for
the Chaos Warrior. On a score of anything but a 1, he is fne. However,
if he rolls a 1 then he becomes mindless for the rest of the turn.
While mindless, the Chaos Warrior's intellect
is reduced to zero, and he becomes a mindless babbling idiot. His WS is
1, as is his Attacks. He cannot use a missile weapon.
At the end of the turn, he returns to normal.
Roll again next turn.
If your Chaos Warrior is already mindless,
roll again for another attribute.
31 Powerful Legs
The Chaos Warrior's legs become very heavily
muscled, giving him the ability to ignore any armour-based movement penalties.
Furthermore, the Chaos Warrior gains + 1 to his movement.
This attribute may be gained more than once
in the Chaos Warriors career.
32 Razor Claws
In hand-to-hand combat, the Warrior may make
an extra attack with his razor claws each turn. This is resolved just like
any other attack, using the Chaos Warrior's normal to hit, Strength dice
etc, except it ignores armour completely.
This attribute may be gained more than once
in the Chaos Warrior's career.
33 Scaly Flesh *
The Chaos Warriors flesh begins to turn scaly
and chitinous. This process is a slow one and may take years to complete.
Whenever the Chaos Warrior goes up a battle-level from now on, roll a dice.
1 The scales affect the Warrior's mobility,
reducing his movement rate by 1. If his movement rate has already been
reduced by -1 because of scales, then treat this result as a 2-5.
2-5 No change in the condition although small areas of scales
are sprouting elsewhere on his body.
6 The scales have spread fairly rapidly, adding
+ 1 to his Toughness.
If your Warrior already has Scaly Flesh, then
roll again for a different attribute.
34 Weaponmaster
The Chaos Warrior may choose one of his weapons.
The power of chaos links the weapon to him in a psychic bond, guiding his
hand when he uses the weapon in combat. When using this weapon, on top
of any other benefits the weapon might confer, the Warrior will gain an
aditional benefit. Choose one of your weapons, and roll now to see what
the permanent effect upon the weapon is:
1 The Chaos Warrior gains + 1 on all his dice
rolls to hit with that weapon.
2 When using this weapon, the Chaos Warrior
may re-roll any single attack which misses each turn.
3 When the Chaos Warrior hits his target with
this weapon, he causes an extra D6 Wounds.
4 This weapon ignores any armour his opponent
is wearing on a to hit dice roll of 5 or 6.
5 The Choos Warrior gains an extra Attack when
wielding this weapon in combat.
6 On a dice roll of 5 or 6, this weapon ignores
arrnour and Toughreess.
This attribute may be gained more than once
in the Chaos Warriors career.
35 Strong
The C:haos Warrior's muscles grow and swell
as the energy of chaos flows through his veins. He gains an extra + 1 Strength.
This attribute may be gained more than once
in the Chaos Warrior's career.
36 Fast
The Chaos Warrior's reactions speed up immensely
- he gains + 1 Initiative and + 1 Movernent.
This attribute may be gained more than once
in the Chaos Warriorts career.
41 Warp Magic
The Chaos Warrior may randomly select any
one spell appropriate for his level. Once per adventure, he may cast this
spell automatically. For instance a battle-level 8 Chaos Warrior will have
1 randomly selecteced level 8 spell to cast automatically once per dungeon.
This attribute may be gained more than once
in the Chaos Warrior's career.
42 Albino*
The Chaos Warrior's flesh turns snowwhite.
This has no effect on the Warrior whilst underground, but in daylight he
avoids direct sunlight if possible as his skin is very sensitive to light
and he is easily blinded.
If your Chaos Warrior is already an albino,
then roll again for a different attribute.
43 Alcoholism
The Chaos Warrior is taken with an insatiable
desire for alcohol. His constitution is changed by the power of the chaos
such that anything he drinks is now turned to alcohol inside his stomach.
Apart from any other effect potions have on him, there is a chance that
they will also render him Insensible.
Every time he drinks a potion (or anything else) roll a dice and apply this result.
1 The Chaos Warrior falls to the ground insensible.
He will awaken after remaining prone for a whole turn with no recollection
of what happened to him.
2 The Chaos Warrior becomes aggressive and
attacks the nearest Monsters, with + 1 Attacks and -1 WS. If there are
no Monsters around he will attack the nearest Warrior instead. After a
turn, he reverts to normal.
3 The Chaos Warrior staggers around slightly,
but otherwise seems unaffected. He is at - M and - 1 WS this turn. After
a full turn he is back to normal.
4-6 The Chaos Warrior is unaffected.
For every day he spends in a Settlement, the
Chaos Warrior must roll a dice before doing anything else. If he scores
a 1 then he spends the day in the Alehouse and may do nothing else all
day. He must still roll on tine Alehouse Events Table, roll for a Settlement
event, pay for accommodation etc as usual.
If your Chaos Warrior is already alcoholic,
then roll again for a different atribute.
44 Insubstantial*
As the power of the warp grows in the Chaos
Warrior, his form becomes slightly blurred and misty as he slips further
towards the otherworldly realm of daemons. He has a foot in both worlds,
and may lose his grip on the physical world completely.
All Monsters are at -1 to hit the Chaos Warrior.
If your Chaos Warrior already has this attribute,
then roll again for a different attribute.
45 Featureless Face*
The Chaos Warrior's features vanish, and his
face is now a smooth expanse of flesh.
If your Chaos Warrior already has this attribute,
then roll again for a different attribute .
46 Hunchbacked*
The Chaos Warrior develops a noticeable hump
in his back, twisting his body into a crooked shape. His movement is reduced
by 1 square per turn.
This attribute may be gained more than once
in the Chaos Warrior's career, but his Movement will never drop below 1.
51 Hypnotic Gaze
The Chaos Warrior's eyes glow with a piercing
light. Once per turn, he may attempt to hypnotise his foe. Select any one
model that is within his line of sight. Roll a dice: on a score of a 6,
the model is hypnotised for the duration of the turn. Whilst hypnotised,
the model loses 1D6 Attacks.
If he gains this attribute again, then he
may attempt to hypnotise two or more Monsters per turn, or try again to
hypnotise his target if his first try fails, and so on.
52 Levitation
On a dice roll of 5 or 6, the Chaos Warrior
may levitate, just like the spell.
If your Chaos Warrior already has this attribute,
then roll again for a different attribute.
53 Arcane Knowledge
All manner of arcane knowledge fills the Chaos
Warrior's head, secrets revealed to him that mortals should never know.
In the Power Phase of each turn, if the Wizard rolls a 6, then the Chaos
Warrior is affected in one way or another. Roll a dice.
1, 2 Completely overwhelmed by the whirlwind
of knowledge within his mind, the Chaos Warrior drops whatever weapon he
is carrying and falls to his knees with his head in his hands. While in
this state, he may do nothing, and if attacked, any opponents may add +2
to their to hit rolls. The Chaos Warrior is back to normal at the start
of the next turn.
3-6 The Chaos Warrior gains + 1D6 Initiative
for the turn, and may draw one spell card which must be cast immediately.
The spell is cast automatically. If it cannot be cast for any reason, then
it is discarded.
If your Chaos Warrior already has this attribute,
then roll again for a different attribute.
54 Spits Acid*
Once per turn, the Chaos Warrior may spit
a blinding stream of acid at the Monster nearest to him up to a maximum
range of 2 squares. He rolls to hit against his BS, and if the hit is successful,
it causes (1D6 + 1 Wound per level of the Warrior) Wounds as the acid eats
through armour and flesh. Armour and Toughness may be deducted as usual.
The Chaos Warrior may gain this attribute
more than once, giving him an extra Acid attack each he time he does so.
55 Vampiric Tendency
The Chaos Warrior has a thirst for blood.
He wants to drink the blood of his victims, and to a lesser extent, his
companions. He gains an extra Bite attack each turn, rolling to hit as
usual. The bite causes 1D6 Wounds with no deductions at all, and the Chaos
Warrior gains the Wounds back himself. He may never gain more than his
starting quota of Wounds.
At the end of every event which reveals Monsters,
once all the Monsters are dead, the Chaos Warrior must try and hold his
red thirst in check. Roll a dice.
1 The Chaos Warrior loses control, a spends
the next turn drinking the blood of one of his victims.
2-6 The Chaos Warrior holds his thirst in check.
Note that between adventures the Chaos Warrior
may drain the blood of victims into potion bottles if he wishes. These
are innocents he kills whilst in a Settlement. When down the dungeon, he
can drink a "potion" if the thirst overcomes him, instead of drinking the
blood of his victims. Doing this will 1D6 Wounds back. This may allay any
fears his companions have, for a while at least...
If the Chaos Warrior does take to slaughtering
innocents, each time he does so, he rolls 2 dice. On a double 1, he is
discovered, captured and killed with a stake through the heart. He may
try this no more than 1D6 times per Settlement.
If your Chaos Warrior already has this attribute,
then roll again for a different one.
56 Teleport
Once per game, the Chaos Warrior may, instead
of moving normally, teleport to any square he wants on the board. When
teleporting he ignores the rules for pinning. Remember the rules for being
lost in the dark though !
If he gains this attribute again, the Warrior
may make an extra teleport move per game, and so on.
61 Telepathy
The Warrior can read minds to some extent,
and picks up hostile vibrations in the atmosphere. As such, he can never
be surprised. When Monsters appear who would normally ambush the Warriors,
he is not affected. Instead, once the Monsters are placed, he rolls a dice.
On a score of 5 or 6, he gets an extra set of attacks before the Monsters
strike. These attacks are resolved in addition to any others he may have
that turn. All the other Warriors are ambushed asual.
If your Chaos Warrior already has this attribute,
roll again.
62 Eyes of Fire*
The Chaos Warriors eyes glow with a dull red
light. He can now see in the darkness without the aid of the lantern, and
so may move and explore on his own if he wishes.
If your Chaos Warrior already has this attribute,
then roll again for a different attribute.
63 Uncanny Resemblance
The Chaos Warrior's appearance begins to shift,
his features slowly melding into a new face over a period of some rnonths.
Each other Warrior rolls a dice. The one who scores the highest sudenly
realises what has been bothering him for the past week or so - the Warrior
bears an uncanny resemblance to his brother!
If your Chaos Warrior already has this attribute,
then roll again for a different one.
64 Invisibility
The Chaos Warrior has the power to become
invisible for one turn per game. While invisible he may fight as nomal
but may not be attacked himself.
If the Chaos Warrior gains this attribute
more than once, he can become invisible once per game for each time he
gains the attribute.
65 Regeneration
The Chaos Warrior's body tenaciously clings
to life, regrowing and mending the most hideous wounds.
At the end of any turn in which the Chaos
Warrior has been hit by one or more foes, he may attempt to heal his Wounds
by regenerating .
To do this, he rolls a dice. If he is currently
above zero Wounds, then on a dice roll of 4+ he will regain 1 Wound per
battle-level.
If he is on zero Wounds or less (ie, about
to die) then on a 5+ he will regenerate 1D6 Wounds.
66 Warp Change (*)
The Chaos Warrior feels his body warp and
change. Roll a dice. He has gained...
1, 2 An extra eye, ear or thumb*
3 An extra characteristic
(roll on the Characteristic Table)
4 One extra random
Chaos atribute
5 One extra random
chaos artefact
6 One extra random
extra atribute and one extra random chaos artefact
These characteristics will almost certainly mean that he has to wear gloves, a cowl or helmet at all times!
CHARACTERISTICS TABLE (Roll 2D6)
2 Movement. The Warrior adds + 1 to his Movement
characteristic.
3 Lucks. The Choas Warrior's Luck increases
by + 1.
4 Attacks. The Chaos Warrior gains an extra
Attack.
5 Balilstlc Skill. The Chaos Warrior's chance
to hit goes up by +1.
6 Toughness. The Chaos Warrior gairls + 1 T.
7 Weapon Skill. The Chaos Warrior's WS increases
by + 1
8 Wounds. The Chaos Warrior adds + 1D6 Wounds
to his starting score.
9 Initiative. The Chaos VVarrior's Initiative
goes up by + 1.
10 The Chaos Warrior gains + 1 on all dice rolls to escape
pinning.
11 Strength. The Chaos Warrior gains + 1 Str.
12 Willpower. The Chaos Warrior gains +1 WP.
The characteristic increases gained are permanent improvements to the
Chaos Warrior's profile.
* CHAOS ARTEFACT TABLE *
Whenever the Chaos Warrior gains another Chaos artefact roll a D66
and consult the following table to see what the new artefact is.
To work out the score of a D66, roll two dice,
counting the first dice as tens, and the second dice as units. So, for
example, a 3 followerd by a 1 is 31. Artefact 31 is a Ring of Illusion.
Note that any weapons or armour gained are
magical, on top of any other abilities they might have.
The only way a Chaos Warrior can ever gain
a powerful magic item he can use is if he is given one as a 'gift' by the
chaos gods. He cannot use normal magic treasure. Only a Chaos Warrior can
use Chaos artefacts, he cannot sell or swap them with other Warriors.
11 Helm of Sorcery
This helm glitters with a sinister light,
surrounding the Chaos Warrior with a halo of energy.
This glittering helnn adds + 1 to the
wearers Toughness. Before each adventure, the Chaos Warrior may randomly
select one Wizard's attack spell, appropriate to his level. This spell
is stored in the helm. Once per game, the spell can be cast automatically,
whenever the wearer wishes.
12 Bewitched Blade
This blade is black as pitch, with dark
red runes inscribed on its sufface.
This sword cannot be discarded, it must be
used. The only way the bearer may get rid of it is by paying 1D6x500 gold
the next time he finds a Chaos Temple. Only then will the curse be lifted.
The sword draws danger from many leagues, and in the Power Phase, an unexpected
event will occur on a dice roll of a 1 or 2 while this blade is with the
party of Warriors. The weapon itself is magical, but has no other property.
13 Black Hood of Kargan
This hood appears insubstantial and ghostlike,
as though only partially existing in this plane.
The Hood allows the wearer to live without
breathing. He is thus immune to all gas-based attacks, and can breathe
freely underwater or even in a Vacuum.
14 Ring of Desolation
This ring is carved from ice. Although
dripping water continuously, it never seems to melt or lose its shape.
This ring allows the wielder to rnake an lce
Missile attack once per turn, as well as any other attacks he might make.
He must roll his normal BS roll to hit. Any Monster hit is frozen for a
whole turn. Whilst frozen, a Monster may not attack or be attacked. The
Monster will return to normal at the beginning of the next turn.
15 Axe of Hellstone
The blade of this weapon is inscribed with
twisting sigils of powere, blazing icons of destruction which hurt the
eye to look upon.
This blade allows the wielder to inflict double
whatever damage he rolls. The damage is doubled up and then his Strength
added to the score. He does not roll the damage, add his Strength and therm
double the score. If the Chaos Warrior uses this axe, then he may only
make 1 Attack per turn.
16 Spell Eater Blade
This blade is plain and dull, only bursting
into a blaze of light when magic is cast in its immediate vicinity.
This sword allows the wielder to ignore the
effects of any spell cast against him on a dice roll of 5 or 6 (ie, it
gives him + 2 magic resistance) .
21 Deathlust Blade
This weapon drips gore on the floor as
long as it is out of its scabbard.
This weapon causes 1D6 extra Wounds every
time it hits.
22 Collar of Deflection
This collar is filled with magical intelligence,
anticipating the moves os its opponents as though it had a mind of its
own.
The collar allows the wielder to ignore any
attack made against him each turn on a dice roll of a 6.
23 Blade of Disenchantment
This blade is ancient beyond telling, and
its edge cracked and broken. In batle it crackles with barely contained
energies, smiting down the foes of its wielder.
Every time the Wielder wounds a Monster that
carries a magic weapon, who wears any magical armour or who has any other
magic item, this blade destroys a single piece of its magic equipment.
The Chaos Warrior may choose which magic item is destroyed.
24 Entrancing Blade
Multi-coloured lights and patterns fly
from this blade as it whirls in battle, confusing and hypnotizing its wielder's
foes.
This blade has a hypnotic affect on any opponents
attempting to attack the wielder - they must each roll a dice. On a score
of a 6, they stand around and do nothing for that turn.
25 Snarling Blade
As enemies approach, this sword snarls
and growls, anticipaiting the slaughter to come.
This weapon gives the wielder double his normal
complement of Attacks. Its abilities may never be added to any other weapon,
nor may those of any other weapons be added to its.
The sword is partially sentient and may not
be discarded, put down, sold or given away until the Chaos Warrior reaches
battle-level 5. Until then it will always stay welded to his hand. After
that, the Chaos Warrior is sufficiently powerful to master the sword.
26 Glittering Shield
This shield shines with such a lustre that
any opponents are hard pressed to see who they are attacking.
This shield reduses the opponents chances
to hit. Any Monster attacking the wielder is at -1 to all his to hit rolls.
The shield also gives + 1 Toughness to the wielder.
31 Ring of Illusion
This ring appears a humble band, worn by
a humble man - but it may conceal a deadly secret.
This ring allows the wielder to conceal his
true appearance - he looks just like any other normal human Warrior. Apart
from anything else, this means that the Chaos Warrior no longer has to
make the dice rolls for his mutations to see whether he is allowed into
Settlements or not.
32 Crown of Immunity
Cast in the strongest of iron, enchanted
in the forge fires of Chaos, this Crown causes great power to flow through
the arms of the wearer.
This Crown gives the wearer +2 Toughness.
33 Skull Amulet of Impunity
This Strange artefact possesses the power
to restore energy and vitality to the exhausted or wounded.
At the start of each adventure, the Chaos
Warrior must roll a dice to see what effect the amulet has upon him. Its
effects last for the duration of the adventure. Before the start of the
next adventure he must roll again , and so on .
Dice roll Effect
1
The Chaos Warrior loses 1 Wound permanently from his starting score.
2
The Chaos Warrior is at -1D6 Wounds on his starting score for the duration
of the adventure.
3-4
The Chaos Warrior is at +D6 Wounds to his starting total for the duration
of the adventure.
5
The Chaos Warrior is at +2D6 Wounds to his starting total for the duration
of the next adventure.
6
The Chaos Warrior gains + 1 Wound to add permanently to his starting Wounds
total.
34 Lashing Blade
Forged from the twisted scales of a mighty
serpent, this blade constantly flicks this way and that, ready to strike
at any time.
This weapon unravels at the wielder's command
allowing him to strike at an opponent up to four squares away.
35 Shield of Spell Absorption
A black vortex surrounds this shield, such
that the shield cannot be seen at all, just a pool of cold blackness.
This item can hold any one spell. At the start
of each adventure the Chaos Warrior player may randomly select any one
spell appropriate for his level from the Wizard's spell tables. This spell
can be automatically cast once during the adventure.
36 Axe of Mighty Striking
For much of the time, this red iron axe
lies dormant and powerless. Yet if used at the right time, it howls its
triumph as it is wielded with devastating power.
Once per game. this weapon will strike automatically,
causing 8D6 Wounds. Toughness and Armour may be deducted as
usual. At any other time, it counts as a magical axe with no other
properties.
41 Parrying Blade
A shimering haze surrounds this weapon,
and the wielder is protected by glowing bands of power.
This weapon reduces the Attacks of any one
opponent of the Chaos Warriors choice by 1 per turn .
42 Mace of Terror
This weapon shrieks as if in hideous torment
as it cuts the air, a soulless wailing of the damned.
This mace induces terror in Monsters when
they are first placed on the board. Roll a dice for each Monster. If you
score a 6, the Monster is terrified and runs away. Remove him from the
board. The Chaos Warrior does not get any gold for Monsters who run off.
43 Axe of Fear
A dull throbbing fills the air around this
weapon suggesting great power about to be unleashed.
This blade induces fear in Monsters when they
are first placed on the board. After the Monsters are placed, roll a dice
for each Monster who is attacking the Chaos Warrior. If you score a 6,
the Monster is afraid and will attack another Warrior instead. Take a Warrior
chit (removeing the Chaos Warrior chit from the cup) and re-position the
Monster against his new target.
44 Blade of Wounds Stealing
This dark red blede looks as if it has
been made from coagulated blood, a thrums as it cuts the air.
Once per turn, when the Chaos Warrior has
rolled the dice to hit, he may use this blade to steal the Wounds he causes,
with that blow, gaining them himself. The Chaos Warrior's Wounds may not
be taken above his starting total.
45 Crown of Speed
This Crown flashes with energy and its
wearer draws great power from it.
This crown increases the Warrior's Movement
by +2, and adds + 1 to all dice rolls to escape from pinning.
46 Armour of Fortitude
This armour is jet black in colour, and
seems to absorb light as its wearer strides through the dungeon.
This armour adds + 1 to the Warrior's Toughness
and gives him a saving throw of 6 against any spell cast against him (+
1 magic resistance) .
51 Blood Armour of Chaos
This armour looks like a normal suit of
armour, but it is the arrmour of chaos - irrevocably fused with the flesh
of the wearer.
This arrrour is fused to the Chaos Warrior's
body, and gives him + 1 Toughness per battle-level. He may now never wear
any other armour, including shields and helms. The abilities of this Armour
may not be merged with any other.
52 Ogre Helm
This great helm is cast in dull bronze,
and red light flickers within the visor slit.
This battle helm gives the wearer + 2 Toughness.
53 Shield of the Void
This shield has a silvered, polished finish,
unadorned by bade or emblem. Only when it catches the light from cemain
angles does the eight pointed star of chaos blaze fiercety on its sufface.
This shield gives the bearer +2 Toughness.
54 Death Helm
This helm is made of the bleached skull
of some huge horrned beast, giving the wearer a fearsome appearance. Although
the beast is long dead, some of its power is bound forever to the helm
by chaos sorcery.
This helmet confers the following abilities
on the wearer: +1 T, +1 A, + 1 WS.
55 Helm of Daemon Sight
The visor of this golden helm is cast in
the shape of an eyreless face, the mouth frozern in a perpetual snarl.
This helmet increases the wearer s Toughness
by + 1, and allows him to re-roll any one dice roll per adventure.
56 Soul Blade
This chill white blade sighs as it pierces
the flesh of the Chaos Warrior's foes, and the victum shrieks as his life
essence is drained away.
Each time the Chaos Warrior single-handedly
kills an opponent worth the amount of gold indicated in the table below
with this blade, he rolls a dice. On a score of a 6 he sucks the life essence
from the Monster and may add + 1 to one characteristic of his choice on
his profile permanently.
Level Gold
value required
Novice
150 +
Champion
600 +
Hero
2000 +
Lord
4000 +
61 Shrieking Blade
The howling shrieking of this weapon in
battle is enough to drive many foes insane and leave the rest weeping with
terror.
Each Monster attackirig the wielder of this
weapon must roll a dice. On a score of 1 or 2, the shrieking of the blade
is so fearful that he will not strike the Chaos Warrior at all, and does
nothing but cower this turn instead.
62 Crown of Devastation
Power surges through this Crown, heartening
the wearer and goading him to acts of insane bravery.
This Crown gives the wielder great courage,
and he may make an extra Attack at +2 to hit every turn. The crown may
be worn in addition to a helm.
63 Hellblade
Chitterings and infernal whisperings emanate
from this hellish weaporn, forged from the pure stuff of chaos.
This chaos weapon doubles the wielders Attacks
every turn.
64 Armour of Regeneration
This armour subtly throbs and thrums with
the power of the void - it contains an echo of the life energies of all
its victims.
This armour allows the wearer to regain 2
Wounds per turn. It also adds + 1 to his Tougness.
If the wearer is ever knocked down to zero
Wounds, then the armour ceases to work until he is back on his feet again.
65 Warpstone Charm
This piece of pure warpstone has been blessed
in the name of the gods of chaos. It is beaten into the flesh of the wearer
where it gives off a dull black glow.
This charnn allows the Chaos Warrior to reroll
one dice per venture.
66 Chalice of Night
This black chalice is filled with a red
viscous liquid. It never empties, and never spills a drop.
At the start of the adventure the Chaos Warrior
may drink from the chalice. Roll a D6. The number he rolls is the number
of Attacks which will hit automatically in the adventure. He may choose
which Attacks will automatically hit, saving them until the time is right.
At the end of the adventure, any Attacks left
over are lost, and the Chaos Warrior must roll again at the start of the
next dungeon.
Sometimes a Chaos Warrior will be so affected by the warping powers within him, that he will be cast out from society, shunned as a pariah.
If this is the case then he has little option but to join the ravaging armies of chaos in the Northern Chaos Wastes. At other times this may come about as the Chaos Warrior is chosen by the gods of chaos to lead their forces into battle. Whatever the reason. this will mean an end to the Chaos Warriors adventuring career, as he has been elevated into the ranks of the mighty warlords of chaos. The next time his companions meet him will probably be as a daemon prince on the fields of battle, or as a gibbering chaos spawn in the tail of the chaos army.
If a Chaos Warrior ever has more than 2 attributes per battle-level, then there is a chance that he will be called to join the armies in the Chaos Wastes. This is determined each time he goes to train.
Roll a dice for every attribute over the maximum. If any score a 1 then the Chaos Warrior is out of the games as he has gone to join the gathering of chaos armies in the far north, ready for perpetual battle in the twilit realm of chaos.
You make these dice rolls after you have paid, trained and gained any attributes, increases or artefacts for going up a level.
For example, if after training at the Chaos Temple you have 14 attributes at level 5, then you are 4 attributes over the maximum allowance of 10. You must roll 4 dice - one for each dice over the allowed 10. If you manage not to score any 1's, or you have enough luck to force a few re-rolls, then you may survive and eventually even go on to battle-level 6. Note that at level 6, you are allowed 12 attributes. So now you only have to make 2 dice rolls after training to see whether you storm off to do battle in the chaos wastes (assuming you did not gain any going up to level 6!).
As you can see, The Chaos Warrior walks a dangerous and knife-edged path, as it is his attributes that can make him a very powerful Warrior, but just one too many can push him over the edge and into oblivion.
Battle-
Level |
Gold | Title | Move | WS | BS | Str | Damage
Dice |
T | Wounds | I | A | Luck | WP | Path
of Chaos |
Pin |
1 | 0 | Initiate | 4 | 4 | 5+ | 3 | 1 | 3 | 3d6 | 3 | 1 | 2 | - | 5+ | |
2 | 2,000 | Champion | 4 | 1 | 3 | ||||||||||
3 | 4,000 | Champion | 4 | 1 | +1d6 | 3 | |||||||||
4 | 8,000 | Champion | 4 | 1 | 2 | ||||||||||
5 | 12,000 | Hero | 4 | 2 | +1d6 | 3 | |||||||||
6 | 18,000 | Hero | 4 | 2 | 2 | ||||||||||
7 | 24,000 | Hero | 4 | 2 | +1d6 | 3 | |||||||||
8 | 32,000 | Hero | 4 | 2 | 2 | ||||||||||
9 | 45,000 | Lord | 4 | 3 | +1d6 | 3 | |||||||||
10 | 50,000 | Lord | 4 | 3 | 2 |