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
The Monsters so Far:
Chaos Snakemen – A Forgotten Warhammer Race
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.
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)
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.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 40 | 30 | 35 | 45 | 30 | 40 | 30 | 30 | 45 | 25 | 15 |
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)
The Monsters so Far:
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)
The Monsters so Far:
Zygor Snake-Arms: Another Old Citadel Miniature
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.
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.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 25 | 35 | 30 | 30 | 20 | 35 | 30 | 30 | 20 | 20 | 11 |
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*
The Monsters so Far:
It’s Deja Vu All Over Again
Ubisoft’s AAA shooter Tom Clancy’s The Division is making a big splash in the industry, and this article from Gamasutra caught my eye.
It’s a question that becomes more significant as games become more photo-realistic: how to justify the gore and high body counts that are part and parcel of a high-end shooter. Another question, asked less often, is how to develop additional and alternative ways to create tension and challenge the player so that body count is not the only leg on the stool.
It reminds me of a crossroads that tabletop games faced in the mid-80s.
D&D was all about kicking in doors, slaying monsters, and collecting treasure, and then Call of Cthulhu came out, in which combat was almost never a good idea and the focus was on investigation, uncovering a backstory, and figuring out the best way to resolve a situation.
For a while, the tabletop RPG hobby was split into “irvings” (a British term of the time, equivalent to today’s “munchkin”) who loved to boast about their best kills and the obscenely high level of their character, and “rolegamers” who loved to boast about how they gamed for an entire weekend and never touched the dice once.
One of the things we tried to do with Warhammer Fantasy Roleplay, and the Enemy Within campaign in particular, was to take the best of both worlds. The deadliness of the combat system was a major tool in achieving this goal, since it forced players to think of more creative solutions to problems. The other vital components were a game system (range of skills, character types, spells, and equipment) and a design mindset (communicated through scenario design and, in our case, advice to GMs) that gave players a wide range of potential actions to choose from in any given situation.
Now I know that there are some fundamental differences between tabletop games and electronic games, but it is very interesting to see AAA shooters facing a choice, as a genre, that tabletop games encountered 30-odd years ago. Maybe there are some useful ideas from that time that can be used now, and maybe there will be some new solutions that leave everyone stunned. I can’t wait to see.
My Complete and Utter Dark Future Bibliography
Dark Future was released in 1988, the same year as Adeptus Titanicus. At least part of Games Workshop’s strategy was to get better at plastics before introducing them as a major part of the Warhammer and Warhammer 40,000 product lines. It has been claimed that Bryan Ansell was also testing the competition’s tolerance by producing games that were very similar to two major titles of the day: Steve Jackson Games’ Car Wars and FASA Corporation’s BattleTech. I don’t know if that is true, but no lawsuits resulted.
The title Dark Future came before the game. After reading William Gibson’s seminal cyberpunk novel Neuromancer, Jervis Johnson became very excited about the potential of a cyberpunk RPG. Cyberpunk was a very new sub-genre at the time, and no cyberpunk games existed. Marc Gascoigne and Jervis developed a whole setting for the proposed game, but the tide in Games Workshop had already turned against new RPGs and so far as I know the project never received an official green light.
Dark Future was developed by Richard Halliwell at the same time as Jervis was working on Adeptus Titanicus, and the work done for the cyberpunk RPG was grafted onto the car combat game. The spaces between Warhammer Fantasy Roleplay products were growing longer and longer, so I was drafted in as an editor/developer on both games.
Initially, no link was planned between the Dark Future setting and the Warhammer/WH40K mythos. This changed around 1990 when the first Dark Future novels appeared, with some stories featuring demons based on Realm of Chaos.
Another departure from the GW norm was the scale. This was so that players could adapt commercially-available toy cars for use in the game. The boxed set came with two types of cars: the Interceptor used by the Sanctioned Ops (the good guys), and the Renegade used by wasteland gangs such as the Mad Max style Maniax. GW never released any other cars for the game, but the line of metal miniatures included accessories for adapting other toy cars.
Dark Future was a modest success initially. A supplement, White Line Fever, was released later in 1988, and another was planned under the title Dead Man’s Curve. When sales plateaued, the Dead Man’s Curve material was published in White Dwarf 124-125. After that, the novels puttered on as a minor GW fiction line, but nothing was done with the game until 2015, when Auroch Digital announced an electronic version subtitled Blood Red States. It remains to be seen whether this will help revive the IP.
There are still Dark Future fans out there. I recently discovered the Oldhammer: Dark Future Facebook group, with over 500 members who are still modeling and converting vehicles and playing the game. There is also a fan-made wiki.
My involvement with Dark Future was brief and peripheral, but I’m still happy with it. It was a fun setting to play with during that time when cyberpunk was still new and cutting-edge, and I enjoyed writing a lot of the flash fiction and text vignettes that went into the two supplements. Here’s what I did:
Products
Dark Future (1988) – developer, color text
White Line Fever (1988) – developer, color text
Articles
“The Sand Cats,” Challenge #52, 1991 – author Buy it here
“Dead Man’s Curve” White Dwarf # 124-125, June-July 1990 – developer, color text
“Saint Louis Blues,” White Dwarf #112, May 1989 – developer, color text
“Redd Harvest,” White Dwarf #104, Sep 1988 – author
Other Bibliography Posts
My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)
My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)
My Complete and Utter Cthulhu Bibliography
My Complete and Utter D&D/AD&D/d20 Bibliography
My Complete and Utter GURPS Bibliography
My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography
My Complete and Utter Fighting Fantasy and Gamebook Bibliography
My Complete and Utter Colonial Gothic Bibliography
My Complete and Utter Video Gameography