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Posts Tagged ‘WFRP4’

Medusas – Three Old Citadel Miniatures

July 9, 2022 6 comments

Citadel’s C18 Night Horrors miniatures were issued between 1984 and 1986. Most of them never received game stats for Warhammer or WFRP, and I have covered a few of them in earlier posts in this series.

The Stuff of Legends site has a complete listing of the range here, but for this post, I’ll concentrate on the Medusas.

There were three figures in total. One was a snake-haired hag, another had a snake body like the version of Medusa in the 1981 movie Clash of the Titans, and the third was armoured and dressed in a flowing robe (actually a simple head-swapped variant on an armoured wight figure from the same range).

To the best of my knowledge, Medusas (or Gorgons, as I prefer to call them, since in Greek myth Medusa was one of three sisters by that name) have never received rules or stats in any official WFRP publication, though a comment below shares some links to previous Warhammer incarnations. I’ve based my stats and rules more on the miniatures than these past versions, though. 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.


Medusas

These fearsome but reclusive creatures inhabit the remotest mountains of the southern Old World, from the Border Princes to eastern Tilea. They appear in several legends from Classical times, but their origins are unclear. While they are clearly creatures of Chaos, they appear not to be aligned with any one of the Ruinous powers, although a Medusa will occasionally ally with a Champions of Chaos or other warlord for the right price.

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Traits: Fear 1, Mental Corruption (Hateful Impulses), Mutation (Snake Hair – see below), Night Vision, Petrifying Gaze, Weapon +5

Optional: Armor 2, Champion, Mental Corruption (Unending Malice), Mutation (Snake Body), Ranged +9 (150)

Snake Hair: A Medusa’s hair gives her a +5 attack at Personal range, with Venom. This cannot be used in the same round as any other attack.

Snake Body: Movement -1, Tail +5 attack


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
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
Menfish – Another Lost Warhammer Race
Golems in Warhammer
Giant Bats and Fell Bats
Lesser Daemon of Malal
Greater Daemon of Malal


And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andy Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

Doomlord – Greater Daemon of Malal

March 24, 2022 7 comments

Art by Tony Ackland

As I said in my previous post on the Lesser Daemon of Malal, the Renegade God was cut from Warhammer canon before Realm of Chaos was published. Two excellent posts from Awesome Lies and Realm of Chaos 80s give a fuller account. During my time on the project, I developed Lesser and Greater Daemons for him, based on existing art by Tony Ackland.

Before the decision was taken to cut Malal, I worked to include the Renegade God in my draft of Realm of Chaos. This included describing two Daemons for him: one greater and one lesser. By following my blog, Warhammer fans voted for both these creatures to receive stats for WFRP 1st and 4th editions. As always, what follows is to be regarded as a fan work and no challenge is intended to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The mighty Doomlords are the most powerful servants of the Renegade God Malal. Massive creatures with hooves, horns, and tails, they fight the forces of Chaos with massive weapons and soul-sucking magic.

WFRP 4th Edition

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Traits: Armour 4, Belligerent, Bite +10, Champion, Corruption (Major), Daemonic 7+, Frenzy, Hatred (creatures and followers of Chaos), Horns +7, Painless, Size (Monstrous), Soul Drain (new), Tail +6, Terror 3, Unstable, 2 x Weapon +16
Optional: Fast, Elite, Hardy

New Trait: Soul Drain

When the Doomlord’s tail attack scores a critical on any creature without the Undead or Daemonic Traits, do not roll as normal. Instead, the tail-barbs seize the victim and the human-looking head on the tip of the tail bites deeply into the victim’s flesh, draining their soul in an instant and leaving their body a shriveled, dead husk.
Half of the victim’s Wounds (at the time the critical was scored) go to Malal as a soul sacrifice. The other half are added to the Doomlord’s own Wounds score, for the next round of combat only. If the Doomlord is wounded during the round, these additional Wounds points are used first.
This attack counts as magical.

WFRP 1st Edition

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Special Rules: 2 armour points on all locations. Subject to hatred against creatures and followers of Chaos (except Malal). Cause terror in all living creatures under 10 feet tall. Subject to instability. Immune to psychological effects except those caused by gods. Cannot be forced to leave combat except by such beings.

The Monsters so Far:

Zoats
Ambull
Viydagg
Mardagg
Mabrothrax
Jabberwock
Gargoyle
Toad Dragon
The Spectral Claw
The Mud Elemental
Ngaaranh Spawn of Chaos
Leaping Slomm Two-Face
Zygor Snake-Arms
Independent Daemons
Chaos Snakemen
Menfish
Golems
Giant Bats and Fell Bats
Lesser Daemon of Malal


And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

Developing WFRP

October 11, 2021 Leave a comment

Ever wondered what the collective noun for a grim and perilous gathering of WFRP developers is?

The answer to that question and more can be yours when, for the first time ever, WFRP developers from all four editions of the game – Graeme Davis, James Wallis, Chris Pramas, Jay Little, and Andy Law – gather to answer your questions.

So, mark this date in your calendars: Wednesday 27th October at 21:30 UK time.

If you want to pre-submit questions, head over to the Rookery Discord: https://discord.gg/KGzxJw7Taw

Or, turn up on the day and comment on Facebook, Twitch, or YouTube. Our host, WFRP writer and editor Lindsay Law, will take your questions live and put them to the panel.

If you want to see our previous streams, head over to YouTube: https://www.youtube.com/c/TheRookery

If you want to know more about Inside the Rookery, head over to our Patreon page: https://www.patreon.com/InsideTheRookery

May be an image of 5 people and text that says 'PATREON Oct 27th, 9.30pm UK time on... inside the Rookery DEVELOPING WFRP designers and developers Warhammer Fantasy Roleplay discussing the grim and the perilous! A GRAEME DAVIS JAMES VALLIS -founder Wallis orna CHRIS PRAMAS Pramas epublishe JAY LITTLE designed editions Pulhng aaa game. Green Board Games. ANDY LAW Law developed WFRP4. He 2005's InsideTheRookery WFRP2. JOIN THE CLAMOUR! rookerypublications f RookeryPublications RookeryP game design. bl busier. FRESH RPG CHAT EVERY SATURDAY 7PM UK c/TheRookery @RookeryP live'

Alphonse Hercules de Gascoigne, Gnome Detective – by Andy Law

August 13, 2021 8 comments

The WFRP4 fan community has been in an uproar lately over a recent reprinting of a beloved NPC.

Clearly based on Agatha Christie’s fictional detective Hercule Poirot, the Bretonnian Gnome Alphonse Hercules de Gascoigne appeared in Carl Sargent’s adventure “With a Little Help from my Friends,” which was published in White Dwarf 105 (September 1988).

While he is not the only Gnome NPC to appear in a WFRP adventure, he is by far the best-loved. So when he appeared as a Halfling in that adventure’s 4th edition update in The Horned Rat Companion, there was a storm of protest from Gnome fans. The hashtag #SaveAlphonse was used in passionate appeals on Twitter and elsewhere.

While the effect of these appeals remains to be seen, I asked Andy Law, the creator of the Gnome rules from Rough Nights and Hard Days, to give us his version of the great Gnome detective. Here it is, along with some notes from Andy explaining his reasoning behind some key decisions.

Like everything WFRP on this blog, 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.

Kev Walker’s portrait of Alphonse, from the original adventure.

Alphonse Hercules de Gascoigne

Background

A background for Alphonse is given in The Horned Rat Companion (p. 93), but here are a few extra details:

Originally born in the burrows of Cardinselles in the Massif Orcal to the Skues Clan, Alphonse has not used his given-name of ‘Albros’ since he left home at the tender age of 26. Cardinselles was sacked by Beastmen in 2463IC, so Alphonse has never had the heart to return to the shadowy halls of his birth. He has one surviving sister who lives in Montluc, Quenelles. He occasionally sends goods and coin her way.

Albros Skues – Detective – Silver 5

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Skills: Athletics 73, Bribery 87, Charm 102, Climb 72, Cool 106, Consume Alcohol 42, Dodge 98, Drive 73, Endurance 52, Entertain (Act 72, Jest 70), Evaluate 92, Gamble 87, Gossip 102, Haggle 77, Intuition 111, Language (Bretonnian – 102, Classical 87, Ghassily – Native, Guilder 82, Mootish 92, Reikspiel 92, Thieves’ Tongue 87, Wastelander 80), Leadership 77, Lore (Bretonnia 92, Empire 87, Engineer 87, Heraldry 82, History 87, Metallurgy 82, Law 82, Wasteland 82), Melee (Basic 59, Brawling 64), Navigation 82, Perception 116, Pick Lock 82, Ranged (Blackpowder 52, Engineering 47), Secret Signs (Thief) 97, Sleight of Hand 106, Stealth (Rural 78, Urban 103), Track 96, Trade (Engineer) 87

Talents: Acute Sense (Hearing, Sight, Smell 2, Taste 3), Alley Cat 2, Artistic, Beneath Notice 2, Blather 3, Break and Enter 2, Carouser, Craftsman (Engineer), Etiquette (Criminals 2, Guilder, Nobles 2, Scholars, Servants 3), Fast Hands 3, Flee!, Gregarious, Lip Reading, Mimic, Night Vision, Read/Write, Savvy, Sixth Sense 2, Shadow 3, Sharp, Speedreader, Suave, Tenacious, Tinker, Tower of Memories

Traits: Armour (Leathers) 1, Size (Small), Weapon (Dagger) +5
Trappings: 3 doses of Black Lotus, Engineering Gizmos (GM’s choice), Journal, Lockpicks, Magnifying Glass, Playing Cards (Marked), Quill and Ink, Ring of Belstaff, Ring of Subduction (tHRC, p93), Spyglass

Career Path: Prowler, Thief, Student Engineer, Engineer, Informer, Sleuth, Investigator, Master Investigator, Spy, Detective

The Ring of Belstaff

Created by the Bretonnian Wizard Marie-Celestine de Belstaff in thanks for some service (which Alphonse absolutely refuses to discuss), this ring gathers the wind of Chamon around its wearer, creating a field of dense energy that gives protection equal to 2 APs on all locations.

This protection is only effective if the ring’s wearer avoids metal armour, because a significant amount of metal in contact with the field interferes with the flow of Chamon.

Notes

Rather than go with Watchman to match Hercule Poirot (whose backstory made him a former Belgian policeman), I went with Thief to match the character presented in With A Little Help From My Friends. I also put him through some Engineer to match his 1E description, and some Spy to match the 1E career. It suggests he’s had quite the life! I mentioned the little sister in Montluc as a light reference to Poirot, whose younger sister is mentioned in passing.


Thanks, Andy!

If you don’t already know about it, you should check out Andy’s Lawhammer blog for more WFRP goodness.

Also, I gave a brief history of Gnomes in WFRP (before 4th edition was published) in this post from a while ago

…and another blogger makes some interesting observations here.

Rookery Publications

Andy and I are two-fifths of Rookery Publications, a new indie TTRPG studio producing system-agnostic adventures and supplements designed to be usable with any game and setting. You can find out more about the Rookery here:

Facebook: https://www.facebook.com/RookeryPublications

Twitter: @RookeryP

Discord: https://discord.gg/awjDfSpH

Golems in Warhammer

August 22, 2020 23 comments

Golems have a rather patchy history in Warhammer and WFRP. The conventional four types – clay, flesh, iron, and stone – were established in fantasy games by the AD&D Monster Manual back in 1977, and Citadel made a few Golem figures in the late 70s and early 80s.

From the first Citadel Compendium, 1983
Citadel Flyer, November 1986

No rules were published for Golems in Warhammer, although it might be argued that the Ushabti from the Tomb Kings army lists are a form of Golem.

A couple of Flesh Golems appeared in WFRP 1st edition adventures. Death on the Reik featured the Wittgenstein Monster, and a similar creature appeared in the adventure “The Curse of the Reichenbachs” in Death’s Dark Shadow. Golems were mentioned in the WFRP 2nd edition supplements Liber Necris and Renegade Crowns, but without game stats. A kind of Flesh Golem appeared in Forges of Nuln, but it was far from standard – if a Flesh Golem can ever be described as standard.

My earlier post on Gargoyles covered the living-statue type of that creature, and can be used for Stone Golems. Another take on Stone Golems is given below, along with the other three “classic” Golem types. As always, everything that follows is completely unofficial and should be regarded as a fan work. No challenge is intended to trademarks or copyrights held by Games Workshop, Cubicle 7, or anyone else.


Golems

Imbued with a semblance of life through magical and alchemical processes, Golems are Constructs of flesh or other materials. Most take humanoid form, but theoretically that can be any shape.

A distinction must be made between true Golems and the humanoid mechanical constructs made by some Dwarven and other engineers. Golems are animated by magic rather than engineering, while the others rely on steam and other power sources and move by the action of gears, wires, and levers.

Stone Golems include the massive Ushabti of ancient Khemri, animated Gargoyles, and other living statues. They are often created as guards, and given orders to attack anyone except their controllers.

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Traits: Armour 3, Construct, Dark Vision, Fear 1, Hardy, Immunity (poison, fire, electricity), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +10

Optional: 2 Fists +10, Die Hard, Size (Small to Enormous), Magic Resistance 1-2, Ranged (Throw) +10

Iron Golems (and more rarely, Golems of brass or other metals) are also used as guards and troops, although they can only guard a location for a few centuries before becoming corroded and useless. Their great strength makes them useful as menials and labourers.

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Traits: Armour 2, Construct, Dark Vision, Fear 1, Hardy, Immunity (poison, fire), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +9

Optional: 2 Fists +9, Die Hard, Size (Small to Enormous), Magic Resistance 1-2, Ranged (Throw) +9

Clay Golems are less durable than most other types but easier to make, and the secrets of their construction are more widely available. There are many tales of a Clay Golem being constructed by a learned priest or other scholarly individual as a bodyguard or servant.

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Traits: Armour 1, Construct, Dark Vision, Fear 1, Immunity (poison), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +8

Optional: 2 Fists +8, Die Hard, Size (Small to Large), Magic Resistance 1

Flesh Golems are often made by necromancers, although they are not undead. Instead, they use alchemical processes to imbue a dead body – or a construct assembled from parts of several bodies – with a semblance of life and intelligence.

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Traits: Afraid (Fire), Construct, Fear 2, 2 Fists +7, Stupid, Territorial (one building or small area), Weapon +7

Optional: Die Hard, Size (Large)


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
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race

Warhammer History: The Gods and Daemons of Law

August 15, 2020 14 comments

In Warhammer’s earliest days, it was intended that the forces of Law and Chaos should co-exist, opposing each other in a never-ending war.

As Michael Moorcock had already discovered, though, the gods of Chaos are a lot more interesting than their lawful counterparts. The only trace of the gods of Law are a couple of miniatures and a few mentions in early Citadel publications and the first edition WFRP rulebook. For the last 30 years or more, the gods of the Old World have been the main opposition to the Ruinous Powers of Chaos.

To my knowledge, only three gods of Law were ever created for Warhammer, and all are described in the first edition WFRP rulebook.

Alluminas was the first, created by Rick Priestley in his draft of the WFRP rules that was waiting for me at the Games Workshop Design Studio in 1986. It (for gender pronouns seem unfitting) took the form of a cold and unchanging light, exemplifying a very static kind of order that is demonstrated by the fact that anyone struck by the light is paralyzed.

Arianka first appeared in the Third Citadel Compendium in 1985. Popular writers John Wagner and Alan Grant were hired to create a Warhammer-themed comic, and the result was the short-lived The Quest of Kaleb Daark. It was not clear what Arianka stood for, but she took the form of a beautiful young woman lying in a glass coffin in the city of Praag, awaiting the lost crystal keys that can free her. Like Kaleb Daark and his Chaotic patron Malal, Wagner and Grant retained rights to the character of Arianka, and all three were quietly dropped from Warhammer canon as Games Workshop set about establishing total ownership of their intellectual properties. Her brief mention in the first edition WFRP rulebook was her only appearance in the lore.

File:Chaos God Arianka.png

Solkan was my creation. As I worked on the “Religion and Belief” chapter of WFRP 1, I decided that the existing gods of law were too abstract – too “waffy,” to use the Studio slang term – to be of very much use in the game. Shamelessly stealing the name and image of Robert E. Howard’s Puritan adventurer Solomon Kane, I created a patron for witch hunters and all others who sought to take the fight to Chaos. As Warhammer lore developed over the next few years, though, Sigmar took over the role of witch-hunter god, and Solkan was effectively made redundant. I had some plans to introduce a secretive cult of Solkan in the White Dwarf Marienburg series, whose members were even more fanatical and frightening than the witch hunters of Sigmar, but that never came to pass.

By the time I left Games Workshop in October 1990, all three of these deities were effectively stricken from canon. I have never heard of any other gods of Law being mentioned in Games Workshop publications since then, but there are several fan-written interpretations online.

So why am I posting about the gods of Law after all this time? Am I going to create a whole lot of new, unofficial deities for a game that already has plenty? No. I was prompted to write this post by a couple of requests to cover these two miniatures – “Demons of Law” (the “Daemon” spelling had not yet been adopted) released in the C34 Demons and Elementals range in 1985.

To be honest, I’ve never been fond of these miniatures. They are nothing more or less than Christian angels from Medieval European religious art, and come from a time before even the three failed gods of Law had been thought of. They certainly have nothing to do with the Warhammer mythos as it developed.

With that said, here are some stats for WFRP 4. It’s hard to come up with a patron deity for these two from the Old World pantheon, though they might be least out of place in the service of the Lady of the Lake, the goddess of Bretonnia. But that’s just a thought.

As always, what follows is completely unofficial and should be regarded as a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


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Traits: Blessed (God of Law), Distracting (Beauty), Divine 7+ (see below), Flight 100, Hatred (Chaos), Immunity to Psychology, Invoke (Gods of Law), Magic Resistance 4, Miracles (Gods of Law), Night Vision, Terror 2, Weapon +12, Zone of Law (see below)

New Traits

Divine (Target)

The creature’s essence is divine power, which sustains it completely. It does not require food, water, air, rest, or anything else that a living creature might need.

All its attacks are Magical. Roll 1d10 after any blow is received: if the creature rolls the Target number or higher, the blow is ignored even if it is a critical. Should the creature be reduced to 0 Wounds, its essence returns to the realm of Law immediately, removing it from play.

Aura of Law

The creature is wreathed in an aura of life and fertility which extends in a radius of 12 yards. No creature with the Corrupted Trait may enter this zone, and any creature with the Mutation Trait must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.

In addition, all spells and magical effects powered by Dhar or Shyish suffer a -30 penalty within the zone.


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
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race

Menfish – Another Lost Warhammer Race

August 8, 2020 33 comments

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:

Index
FF65-2 “Ferocious Man-Fish” miniatures were apparently re-coded from the older “Fiend Factory” range, which supported the White Dwarf column of the same name.

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.

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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


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
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Golems in Warhammer

Chaos Snakemen – A Forgotten Warhammer Race

August 3, 2020 30 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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Independent Daemons in WFRP 4th Edition

July 25, 2020 35 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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Zygor Snake-Arms: Another Old Citadel Miniature

July 18, 2020 24 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*

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