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Menfish – Another Lost Warhammer Race

Menfish? Yes, that’s right. These creatures were briefly a part of Warhammer lore. As well as the ad above from the first Citadel Compendium (1984), they were written up in the first edition Warhammer rules:


A few other humanoid fish types were released, such as the Fishman in the C38 Chaos Beastmen release and the early WH40K minitaure “Zhar d’uin, Piscean Prince,” but there was no further attempt to develop the Menfish concept or to create another aquatic or amphibious race.
Blazindragon left a comment in my post on Chaos Snakemen asking if I could cover the Fishmen for WFRP 4th edition, so here goes. As always, 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.
Menfish

Menfish live in the underwater caves beneath the sea, and a few communities have been found in larger lakes. They live by fishing, mounting night-time raids on coastal villages, and sinking ships. Loyal only to their own kind, they attack the communities of Humans, Elves, Greenskins, and others without making any distinction between them.
The Sea Elves and other peoples have sent embassies to the Manfish communities of the northern seas proposing alliances against the forces of Chaos, but without success. It seems that the Menfish treat all outsiders as enemies, and only a handful of ambassadors escaped with their lives.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 30 | 20 | 20 | 20 | 30 | 25 | 30 | 25 | 30 | 15 | 9 |
Traits: Afraid (Fire, Sunlight), Amphibious, Animosity (other species), Bite +4, Cold-blooded, Night Vision, Swamp-strider, Territorial, Weapon +6
Optional: Armour 1, Hatred (other species), Ranged +6 (6 yards), Stealthy
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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
Chaos Snakemen – A Forgotten Warhammer Race
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Independent Daemons in WFRP 4th Edition

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.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 35 | 45 | 25 | 45 | 60 | 45 | 45 | 25 | 45 | 25 | 12 |
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.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 50 | 35 | 40 | 30 | 60 | 40 | 30 | 25 | 50 | 15 | 15 |
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.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 70 | 35 | 100 | 100 | 100 | 80 | 50 | 100 | 100 | 80 | 80 |
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

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.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 90 | 95 | 110 | 120 | 100 | 95 | 90 | 110 | 120 | 90 | 114 |
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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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
Golems in Warhammer
Troll à la Morceaux: A Warhammer Recipe
This short piece of fiction was written in 1989 or 1990 for a never-published sourcebook on Ogres and Trolls in Warhammer Fantasy Roleplay. Marcel de Morceaux is mentioned in the adventure collection Rough Nights and Hard Days, and I might use him in some future adventure if the opportunity presents itself.
Marcel’s cookbook Adventures in Gastronomy includes some of the most ambitious – and dangerous – recipes ever published in the Old World. It is banned in many places, and of all its contents, Troll à la Morceaux is considered the riskiest. Even if every precaution is taken to ensure that the Troll does not regenerate back to life during the cooking process, one can never be sure….
Very few are brave or foolish enough to try this dish, but there are some in the Old World who will venture beyond the limits of convention and common sense in search of new and unique experiences.
Picture from Lure of Power: Nobility in the Empire (Fantasy Flight Games, 2009). Used without permission. No challenge intended to copyright holders.
The preparation of the flesh of the Troll requires the greatest care and the most trustworthy of assistants, but if the many pitfalls can be overcome, a chef who can present his lord with a dish such as Troll à la Morceaux will never want for employment. But you must remember, mes amis, that one mistake can lead to disaster, and such a disaster can lead to the gallows or worse.
Firstly, your Troll must be absolutely fresh. Do not trust those robbers who will sell you venison at ten times the price and tell you it is Unicorn or Troll. Great cookery demands that no short-cuts may be taken.
The butchering of a Troll presents several unique problems, but a chef who is truly dedicated to his art may be daunted by nothing. The Troll must be securely bound, with its head held in such a way that it cannot eat the ropes that bind it. As each cut of meat is removed from the carcass, it must be placed immediately in a strong marinade of vinegar – the strongest vinegar you can find, for the presence of acid will slow down the process of regeneration.
Any waste and off-cuts must be burned immediately, or if you have arranged to sell pieces to a wizard or alchemist, he must be on hand to take them away tout à l’instant. Remember, and drum constantly into your servants, that not even the smallest scrap of the carcass must be left lying about.
You must be extremely careful when cleaning the carcass, Remember the great size of the stomach, and the immense power of the acid it contains. If at all possible, seek the guidance of a wizard or alchemist in carrying out this process; it is not too much to offer him the stomach in payment for his supervision, for a mishap with a Troll’s stomach can be a catastrophe véritable.
After the meat has stood in the vinegar marinade for two hours, inspect it closely; if it shows the slightest signs of regeneration, add more vinegar. Keep the meat in the marinade for as long as you can – the longer it stays there, the more tender it will be when cooked – but take no chances.
Enfin, we come to the cooking of the meat. This requires the greatest of care, and must be carried out in two stages.
First, the meat must be seared to prevent it regenerating once it is removed from the vinegar marinade. Use a large skillet of cast iron, and heat it until it literally begins to glow. Drop the meat in, turning it repeatedly until all sides are seared black.
This done, the meat is roasted, fried, or stewed in the same way as beef or venison, allowing double the normal cooking time.
A final word of warning. Do not – jamais, never – undercook Troll. When le patron demands his Troll medium rare, it is perhaps time to consider a change of employment.

If something goes wrong, the result could be like this – but not as funny.