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Posts Tagged ‘Chaos’

Chaos Snakemen – A Forgotten Warhammer Race

August 3, 2020 23 comments

Recently, Gideon over at the excellent Awesome Lies blog posted a very interesting and thoughtful piece on some of the more unique creatures in the Warhammer world. As well as the oft-discussed Zoats and Fimir, Gideon takes a look at a more obscure race, Chaz Elliott’s Chaos Snakemen.

Ad from the third Citadel Compendium.

Chaz tells their story himself, and gives some details about the background he had devised for them, in this interview on Captain Crook’s Funky Wenis Rodeo. Only five miniatures were ever made, and they were never formally written up for the Warhammer rules.

In 2015, Tim Prow sculpted a small range of Snakemen for the Antiquis Malleum project by Diehard Miniatures, and a few more have appeared on the Diehard Miniatures web page.

As far as I have been able to discover, though, no rules have ever been published for them – so here is my interpretation of them for Warhammer Fantasy Roleplay 4th edition. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


S’Nethen (Chaos Snakemen)

Image stolen from the Diehard Miniatures web site.

A failed experiment by the Old Slann, the S’Nethen escaped from Lustria and fled north. Initially they planned to gather their strength and return to defeat the Old Slann and free Lustria, but the catastrophe of the warpgates and the creation of the northern Chaos Wastes made mere survival a struggle, and as centuries and millennia passed the proud S’Nethen degenerated into a barbaric and mutation-prone remnant of what they once were.

They should not be underestimated, though, for they have guarded their territory for millennia against the forces of Chaos, where other peoples have been assimilated or destroyed.

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Traits: Armour 1, Cold-blooded, Fast, Night Vision, Weapon +7

Optional: Armour 3 – 4), Bite +5, Constrictor, Corruption Minor), Dark Vision, Mutation, Ranged +7 (100), Size (Large), Spellcaster (Any), Tail +5, Venom (Easy – Very Hard)


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The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Menfish – Another Lost Warhammer Race

Independent Daemons in WFRP 4th Edition

July 25, 2020 29 comments

A selection of miniatures from the Citadel C18 Nights Horrors and C22 Creatures ranges.

Before the two Realm of Chaos volumes presented the four Ruinous Powers of Chaos, Demons (as they were spelled then) in Warhammer and Warhammer Fantasy Roleplay were not too dissimilar from the demons that could be found in any other fantasy setting of the time – although some, usually described as “Chaos Demons,” were stranger.

I touched on the question of independent Daemons in my previous post on Gargoyles, so here is a rough treatment of them for WFRP 4th edition. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


Independent Daemons

Instead of pledging themselves to one of the Ruinous Powers, some follow Chaos Undivided: the force of which, in their view, each of the Chaos Gods is merely one part. This is as true of Daemons as it is of mortals.

Although each Daemon is rendered unique by its combination of mutations and optional Traits, scholars divide them into four main classes:

Imps, also known as Least Daemons, are the smallest and least dangerous of their kind. They may serve Daemonologists as familiars and assistants, or devote themselves to causing trouble whenever the opportunity arises.

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Traits: Claws, Corruption (Moderate), Daemonic 9+, Fear 1, Night Vision, Size (Small), Unstable, Weapon +5

Optional: Clever, Cunning, Fast, Hardy, Mental Corruption, Mutation, Spellcaster (Chaos), Stealthy, Tail +5, Tough

Lesser Daemons are the mainstay of Daemonic armies, and are also summoned by Daemonologists and others to perform specific tasks. Occasionally, they may be brought forth from the Realm of Chaos by a magical accident, or overpower and kill their summoner. In this case they will rampage uncontrollably until banished or destroyed.

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Traits: Claws, Corruption (Moderate), Daemonic 8+, Fear 2, Night Vision, Unstable, Weapon +9

Optional: Belligerent, Brute, Champion, Distracting, Elite, Flight 60, Frenzy, Horns +5, Mental Corruption, Mutation, Spellcaster (Chaos), Tail +7

Greater Daemons are powerful beings, and can only be controlled by the most powerful Daemonologists. They are constantly looking for ways into the material world, and are capable of summoning other Daemons to do their bidding. Their plans have been long in the making, and involve far more than simple destruction. Often they hope to enslave mortals and create a daemonic nation of their own, with themselves as absolute rulers.

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Traits: Corruption (Major), Daemonic 7+, Night Vision, Size (Large), Terror 2, Unstable, Weapon +15

Optional: Armour 1-4, Belligerent, Bite, Champion, Dark Vision, Distracting, Flight 60, Frenzy, Horns +10, Leader, Mental Corruption, Mutation, Spellcaster (Chaos), Tail +10

From the Third Citadel Compendium

Greatest Daemons, sometimes called Daemon Princes, are the most powerful of the daemonic beings. No mortal can control them, though some may be able to make deals with them. On the whole,though, they have mortal servants rather than mortal masters. They appear only rarely, either at the head of a vast daemonic army or as the power behind a conspiracy to destroy a nation or an entire continent.

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Traits: Corruption (Major), Daemonic 6+, Dark Vision, Size (Large), Terror 4, Unstable, Weapon +20

Optional: Armour 5-7, Breath +10 (Fire), Dark Vision, Die Hard, Distracting, Flight 50, Frenzy, Hardy, Horns +10, Immunity to Psychology, Leader, Mental Corruption, Mutation, Painless, Rear, Size (Enormous), Spellcaster (Chaos), Tail +10, Venom (Very Hard)


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Zoats: From Warhammer to 40K (and back again)
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Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race

Zygor Snake-Arms: Another Old Citadel Miniature

July 18, 2020 17 comments

Zygor is the last of the worked examples from the “The Mark of Chaos” article in The First Citadel Compendium, published in 1983.  The article didn’t give Zygor much of a backstory, except that he started out as a Night Goblin.

The original description for 1st edition Warhammer.

Night Goblins

This Goblin subspecies lives underground. While slightly smaller than the average Goblin, their stealth skills combine with Goblinoid viciousness to make them a menace. Night Goblin fanatics are especially dangerous because of their psychotic ferocity and utter lack of fear.

Night Goblins have the same profiles as normal Goblins (WFRP, page 326), with the following additional Traits:

Traits: Enclosed Fighter (Talent), Stealthy, Tunnel Rat (Talent)

Optional: Berserk Charge (Talent), Dark Vision, Frenzy

Below is my re-imagining for Warhammer Fantasy Roleplay 4th edition. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


Zygor Snake-Arms, Night Goblin Mutant

Zygor’s Night Goblin tribe was wiped out by a Chaos band some time ago, but his ferocity led them to recruit him rather than killing him. Since then, he has pleased their dark patron well, and been rewarded with several mutations.

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Traits: Animosity, Armour 1, Enclosed Fighter (Talent), Fear 2, Hatred (Dwarves), Infected, Mutation (see below), Night Vision, Stealthy, 3 x Tentacles +7, Tunnel Rat (Talent), 3 x Weapon +7

Mutations: An asterisk (*) indicates that Zygor’s stats and Traits have been amended to reflect the mutation’s effects.

  • Fleshy Tentacles*
  • Headless* – Head hits count as misses
  • Tail*

More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race

The Cook: A #MondayMutant for WFRP 4th Edition

April 13, 2020 2 comments

 

 

Following on from last Monday’s post, and inspired by one of the images there, here is a Mutant concept that fuses the living and the inanimate. It might be encountered in a place like Castle Wittgenstein from Death on the Reik, or the dread Castle Drachenfels, or anywhere else that has been seriously warped by the influence of Chaos.

 

Let me know what you think, especially if you have any ideas or suggestions for refining the stats. And if you use this Mutant in a game, please share your account of the battle!

 


 

The Cook

 

Cook

 

Encountered in the castle’s kitchens, the cook has become fused with a pot of boiling, bubbling stew. In addition to two legs of flesh, the cook has three short stubby, metal legs attached to its pot-body.

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Mutations: Fused Body (Body and Legs, Metal), Multiple Legs

Traits: Armour 2 (Body and Metal Legs), Painless (Body and Metal Legs), Ranged +2 (Stew – see below) Ladle (Improvised Weapon) +1

 

When a leg hit is indicated, take into account the direction from which the attack has come. The cook’s human legs are placed normally, while one of the three metal pot-legs is in front of each human leg, and the final metal leg is centrally placed at the front of the Mutant’s body.

For random generation, roll 1d10 and consult the following table:

1d10 Leg
1-2 Human, left
3-4 Metal, left
5-6 Metal, front
7-8 Metal, right
9-10 Human, right

 

Stew (Ranged Weapon)

The cook can use its ladle to splash hot stew at an enemy. This is a Ranged attack (Range 3) with the Blast 1 Quality and the Imprecise and Undamaging Flaws. Damage is +2, and any successful head hit causes one Blinded condition.

For a tougher encounter, the stew may be tainted by Chaos, with each damaging hit counting as Minor exposure to Corruption. It may even lash out on its own, giving the cook the Trait Tentacles in addition to those listed above.

 

Variant: The Laundress

Encountered in the castle’s laundry – or perhaps by a nearby stream, beating wet clothes on a rock – the laundress is pretty much identical to the cook. The only differences, apart from the location, are that hot, soapy water takes the place of stew and animated clothes take the place of tentacles.

 


 

A Couple More Variants

 

François Rabelais. Les Songes Drolatiques de Pantagruel. Paris : Edwin Tross, 1869.

This simpler variant has the usual number of legs, a metal body and head, and a Vomit attack.

 

 

This one has the Headless mutation, Small size, and just two metal legs.

 


 

Be Our Guest. . . .

 

With a little work, it’s possible to come up with an entire staff of Mutants, like a dark and twisted version of the castle’s inhabitants from Disney’s Beauty and the Beast. Have fun – and feel free to share your creations in the comments section below.

 


 

 

Monday Mutants

April 6, 2020 6 comments

Well, the Monday Maps haven’t been as big a hit as I had hoped, so here’s something different.

 

For a long time, mutants were only found in science fiction settings, their forms warped by radiation or other more-or-less scientific causes. Medieval art is full of weird and grotesque figures, though, and in a game such as Warhammer Fantasy Roleplay, the Ruinous Powers of Chaos twist bodies and minds into unimaginable shapes. The Enemy in Shadows Companion has a chapter on Mutants in the Empire, and in the thirty-odd years since the first edition of WFRP was published, other games have taken similar approaches to Chaos and mutation.

 

Mix-and-match animal heads, arms, and legs are commonplace in fantasy these days, but here are some old pictures that take mutation to another level. Why not try to stat them and post your ideas in the comments below? It could be fun.

 

Mutants 1

 

Mutants 2

 

If these are too tame for you, mix in some inorganic parts for the full, Heironymus Bosch level of crazy.

 

Mutants 3

For more wacky mutant goodness like this, use “The Drolatic Dreams of Pantagruel” as a search term.

 

The mutation tables in the Enemy in Shadows Companion don’t cover anything like this, so here’s a stab. Perhaps some of you will have better ideas, in which case please drop them in the comments below.

 

New Mutation: Fused Body

A part of your body becomes fused with an inanimate object.

 

Random Generation

I recommend that you use this mutation deliberately rather than using random generation, but if you strongly prefer to do so, make two rolls on the Physical Corruption table. If they are identical, use this mutation; otherwise, apply the first roll as usual.

 

Use the Hit Locations table on page 159 of the WFRP rulebook to determine which body part is affected, and then choose from what is close by or roll on the following table:

 

Roll Material Examples
01-25 Wood Barrel, chair, chest
26-50 Stone Statue, rock, planter
51-75 Ceramic Pot, bowl, lamp
76-00 Metal Jug, tub, poker

 

Armor may not be worn on a location affected by this mutation.

 

Wood gives a Mutant +1 AP and the Painless Trait, both on the affected location only. The location gains one Ablaze condition on any critical hit with a fire weapon. Other effects are:

Wood

 

Stone gives a Mutant +3 AP and the Painless Trait, both on the affected location only. Critical hits to the location are ignored when the attack roll is a double. Other effects are:

Stone

 

Ceramic (including glass) gives a Mutant +1 AP and the Painless Trait, both on the affected location only. Because ceramic is brittle, use the higher number as tens when rolling on the Critical Tables. Other effects are:

Ceramic

 

Metal gives a Mutant +2 AP and the Painless Trait, both on the affected location only.  Other effects are:

Stone

 

Use Your Imagination!

More than any other mutation, this one requires some imagination on the part of the GM. It is not possible to cover in detail the effects of fusing with every possible inanimate object, so feel free to treat the effects above as guidelines rather than hard rules. Use them as a starting point, play around with the modifiers, and produce something that you personally find satisfying.