Tuesday, March 27, 2012

Chaos Raiders - This one is totally new!


How can Chaos be complete without some Chaos Marauder Raiding Parties?  It can't - so here you go!
_________________________________________________________________________________


Chaos Raider Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Chaos warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Aspiring Champion: Your warband must include 1 Aspiring Champion.  No more, no less.

Chosen: Your warband may include up to 3 Chosen.



HENCHMEN

Chaos Warriors: Your warband may include any number of Chaos Warriors.

Marauders: Your warband may include any number of Marauders.

Warhounds of Chaos: Your warband may include up to 6 Warhounds of Chaos.

Daemons: Your warband may include up to 3 Daemons.

STARTING EXPERIENCE

An Aspiring Champion starts with 20 experience.

Chosen start with 12 experience.

Henchmen start with 0 experience.

CHAOS SKILL TABLE

Chaos Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Champion
X


X
X
X
Sorcerer
X

X


X
Chosen
X


X

X




______________________________________________________________________________________

CHAOS EQUIPMENT LISTS

The following lists are used by Chaos warband to pick their equipment.


CHAOS WARRIOR EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………..            3 gc
Axe………………………………..            5 gc
Sword……………………………..            10 gc
Short Sword………………………..            5 gc
Halberd……………………………            10 gc
Double-handed Weapon…………..            15 gc
Morning Star………………………            15 gc
Flail………………………………..            15 gc

Missile Weapons


None

Armour


Light Armour……………………...            10 gc
Heavy Armour……………………..            20 gc
Chaos Armour*……………………            65 gc
Shield……………………………...            5 gc
Helmet…....……………………….            5 gc

MARAUDERS EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………..            3 gc
Axe………………………………..            5 gc
Sword……………………………..            10 gc
Short Sword………………………..            5 gc
Double-handed Weapon…………..            15 gc
Morning Star………………………            15 gc
Flail………………………………..            15 gc

Missile Weapons


Javelin…..………………………….            10 gc
Throwing Axe……………………...            10 gc

Armour


Light Armour……………………...            10 gc
Shield……………………………...            5 gc Helmet…....……………………….            5 gc


*Heroes Only

______________________________________________________________________________________

Chaos Armour                                                                                                Rare 8*/Cost: 100 gc

Chaos Armour is a gift given to the chosen champions of chaos.  It is not forged as is other armour but grows from the body of the wearer, melding with any armour they are already wearing.

SPECIAL RULES
Chaos Armour has a 4+ armour save and wizards can cast spells while wearing it.

Chaos Armour may not be removed in any way (so cannot be traded or stolen).

The cost and difficulty cannot be reduced from skills and the cost must be paid even if the roll to find it fails, however if the warband won their last battle the difficulty for finding Chaos Armour is reduced by 2 (so its a rare 6 instead of 8).

Javelin                                                                                                            Common/Cost 10 gc

A javelin is a small throwing spear that can be used effectively at longer distances than normal thrown weapons.  It is the favored weapon of many Marauders.

Range: 8”;  Strength: As User;  Special Rules: Thrown Weapon

SPECIAL RULES

Thrown Weapon: A javelin is a thrown weapon and so does not receive a –1 penalty for moving and shooting.


*Heroes Only
______________________________________________________________________________________

CHAOS SPECIAL RULES


Marks of Chaos: When the Aspiring Champion is purchased he has the Mark of Chaos Undivided, which allows him to re-roll all failed Leadership Checks (not Rout Tests).  The Aspiring Champion may immediately exchange this for the Mark of Tzeentch, Khorne, Nurgle or Slaanesh, gaining those benefits instead.  If the Warband Leader has a Mark other than Chaos Undivided, then he can only have Daemons of the god of the same Mark. Furthermore other warriors that receive a Mark of Chaos may also only take the same Mark.  However, if the Leader has the Mark of Chaos Undivided, other warriors in the warband may choose any Mark, and even different Marks, when they gain the appropriate skill.

Mark of Chaos Undivided: The Warrior can re-roll all failed Leadership tests (not Rout Checks).

Mark of Tzeentch: The Warrior is a Wizard and follows the rules for a Wizard.  He may immediately gain 1 spell from the Tzeentch spell list in the normal way.

Mark of Khorne: The model is subject to frenzy and has a save vs. magic of 4+ on a D6.

Mark of Nurgle: The model causes fear has +1 Wound and his attacks are made as though he is using Black Lotus.

Mark of Slaanesh: The model is immune to Psychology, attacks in Initiative order when charged and, if on the Leader may re-roll the first failed Rout Test.

 

______________________________________________________________________________________

 

 

CHAOS RACIAL MAXIMUMS



 

M
WS
BS
S
T
W
I
A
Ld
Champion
4
8
3
5
5
3
8
5
9

 

M
WS
BS
S
T
W
I
A
Ld
Sorcerer
4
6
3
4
4
3
6
4
9

 

M
WS
BS
S
T
W
I
A
Ld
Chosen
4
7
3
5
4
3
7
4
9

______________________________________________________________________________________


Heroes


1 Aspiring Champion


80 gold crowns to hire
            Amongst the Northmen there are those that feel the pull of Chaos stronger than others.  These fierce warriors are said to tread the path of the gods and form warbands to conquer in the name of their Dark masters.  They are watched by the gods because of their power and leadership as that is all that really matters in their society.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
6
3
4
4
2
5
2
8
           
            Weapons and armour: The Aspiring Champion may be equipped from the Chaos Warrior equipment list.

SPECIAL RULES

Leader: The Aspiring Champion is the Warband’s Leader and follows all the rules for Leaders.

Mark of Chaos: The Aspiring Champion may choose to trade the Mark of Chaos Undivided for a Mark of Tzeentch, Khorne, Nurgle or Slaanesh (see Special Rules for Marks).

Captain’s Share: The Aspiring Champion lives in relative luxury compared to most when traveling.  His tent is large enough to plan assaults and his cut of the food and spoils is more that a common warrior.  He therefore counts as two warriors when determining the maximum number allowed in the warband.

Skilled Veteran: The Aspiring Champion may choose one skill from those on his table.
           

0 – 3 Chosen


45 gold crowns to hire
            Chaos society is a savage hierarchy where only the toughest survive and only the strongest and meanest rise though the ranks (often atop the bodies of other challengers).  Those strong enough to be to rise to such esteem are called chosen for they must be chosen by the Dark gods themselves to have such power.  Some are selected as warriors but a few are instead called upon to be mighty Sorcerers that can weild the winds of Chaos by sheer force of will.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
5
3
4
4
1
5
1
7
           
            Weapons and armour: Chosen may be equipped from the Chaos Warrior equipment list.

SPECIAL RULES

            Chaos Sorcerer: If the Aspiring Champion has a Mark of Chaos Undivided, Nurgle or Slaanesh then a single Chosen may instead be purchased as a Chaos Sorcerer of the same Mark.


Profile

M
WS
BS
S
T
W
I
A
Ld
Sorcerer
4
4
3
3
3
1
4
1
7
           

SPECIAL RULES

             Wizard: A Chaos Sorcerer is a Wizard.  He may choose his spells from the list of the appropriate Mark (Undivided uses Chaos Magic from the Mordheim Rulebook).
           
            Mark of Chaos: When purchased the Sorcerer must have the same mark as the Aspiring Champion.  A Sorcerer may never have the Mark of Tzeentch or Khorne.

______________________________________________________________________________________


Henchmen


Chaos Warriors

40 gold crowns to hire
Warriors of Chaos are awesome fighters, raised from strong Northman stock, they hone their skills by constantly battling amongst themselves and with other races.  These fierce and brutal warriors are held in fear and awe by the other tribesmen as well as their enemies.  Every Warriors dream is to stand out and become a chosen of the Dark Gods.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
4
3
3
4
1
4
1
7

Weapons and armour: Chaos Warriors may have equipment from the Chaos Equipment list.

SPECIAL RULES

Two Weapon Style: Fighting is part of Chaos life, and they learn early to use weapons in both hands and therefore have the skill “Two Weapon Style”.

            Chosen: If a Chaos Warrior rolls the Lads got Talent he uses the Racial Maximums for a Chosen.

Marauders

25 gold crowns to hire
Marauder tribes are the very foundation of chaos armies so it is no surprise that these warriors accompany Aspiring Champions on raids into Empire territory.  They want nothing more than to prove themselves worthy to be chosen by the Dark Gods and take their place among the Warriors of Chaos.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
3
3
3
3
1
3
1
6

Weapons and armour: Marauders may have equipment from the Marauders Equipment list.

            SPECIAL RULES
            Chosen: If a Marauder rolls the Lads got Talent he uses the Racial Maximums for a Chosen and now takes weapons and armour from the Chaos Warrior Equipment list.


0 – 4 Warhounds of Chaos

25 gold crowns to hire
Marauders raise and train the deadly Warhounds of Chaos for hunting and sport.  They have been changed by the warping affects of chaos that wracks the lands to the north, making them ferocious beast that are more than the dogs or even wolves that they have been bred from.

Profile

M
WS
BS
S
T
W
I
A
Ld

7
4
0
3
3
1
3
1
5

Weapons and armour: None.  Warhounds of Chaos never use items or equipment.

SPECIAL RULES

Animals: Warhounds are animals and so cannot carry anything (such as wyrdstone, treasure etc.).  Furthermore Warhounds of Chaos do not gain experience

Live in Kennels: Warhounds do not eat as much food or take up as much space as other warriors.  A warhound therefore only counts as ½ a warrior when determining the maximum allowed in the warband.

Slavering Charge: Warhounds strike swiftly and viciously.  Warhounds get +1 attack during the turn they charge.

0 – 3 Daemons

50 gold crowns to hire
The Dark Gods sometimes favor their Champions with daemonic warriors to fight for them and the glory of the gods they serve.  Given form from the winds of chaos themselves their combat prowess is unmatched by mortal troops. 

You may only hire the Daemons of the god who’s mark your Aspiring Champion has.  If he wears the Mark of Chaos Undivided he may have Daemons from any of the Dark Gods.  All Daemons follow the Daemonic Special Rules below in addition to their own Special Rules.

 

DAEMONIC SPECIAL RULES:

Fear: Daemons are terrifying creatures and therefore cause fear.

Immune to Psychology: Daemons have no fear of death or pain and obey without question.  They are immune to Psychology.

Demonic Aura: All Daemons are protected by a magic aura that gives them a 5+ save against wounds.  This save is not modified by strength but does not work against any form of magical attack (spells or weapons).

Daemonic Attacks: Daemons  are magical creatures by nature and therefore any attack made by a daemon is considered to be magical.

Summoned: Daemons are summoned to battle and return to the winds of magic after.  Once they are purchased they will continue to serve its mortal masters unless banished.  This means that Daemons roll for injury as normal. Furthermore Daemons do not learn from their mistakes.  Daemons do not gain experience.

Equipment: Daemons cannot be given any equipment that they do not start with and use none unless indicated.


TZEENTCH


Profile

M
WS
BS
S
T
W
I
A
Ld
Horror
4
2
0
3
3
1
3
1
8

SPECIAL RULES

            Spellcasters: Horrors of Tzeentch can try to cast one of 2 spells during the shooting phase.  If they are in Hand-to-hand combat they must target the model they are in combat with.  The spells are Fire of Tzeentch or Coruscation of Energy, the rules are listed below.

1  Fire of Tzeentch                                                                                    Difficulty 9

            Target the closest enemy model within 18” that the caster can see.  The target suffers 1 Strength 5 hit, if the target is wounded the bolt also hits another enemy within 6” of the first with a Strength 4 hit.  If this hit wounds, a further enemy within 6” of the new target is hit with a Strength 3 hit, and so on.  The Fire of Tzeentch can hit each model only once.

2  Coruscation of Energy                                                                                    Difficulty 9

            The horror selects a warrior within 12” who must immediately make a Toughness check or a supernatural energy rips through him.  If he fails, roll on the injury table to see what happens to the unfortunate warrior.

            Flamers:  If you have at least one Horror you may hire a Flamer for 75 gc.  You can hire one Flamer during warband creation if you hire at least one Horror as well.

           

Profile

M
WS
BS
S
T
W
I
A
Ld
Flamer
6
3
4
4
4
1
4
1
8

SPECIAL RULES

            Flames of Tzeentch: During the Shooting Phase the Flamer may fire the flames of Tzeentch.  Treat as a thrown weapon with a range of 8”.  If hit the target suffers D3 Strength 3 hits.  All attacks (either ranged or close combat) count as flaming (and are still considered magical).

            Accompany Horrors: If for any reason you have no Horrors then the Flamer leaves the warband. 

 

KHORNE


Profile

M
WS
BS
S
T
W
I
A
Ld
Bloodletter
4
5
0
5
3
1
4
1
8

SPECIAL RULES

            Weapons and Armour: Bloodletters wear Light Armour and are armed with Axes.

            Frenzy: Bloodletters are subject to frenzy (but are still immune to other psychology).

            Magic Resistance:  Bloodletters gat a 4+ save against spells targeting them.

NURGLE


Profile

M
WS
BS
S
T
W
I
A
Ld
Plaguebearer
4
4
0
4
4
1
4
1
8

SPECIAL RULES

            Cloud of Flies: All close combat attacks made against a Plaguebearer is made at –1.

            Stream of Corruption:  This is a special Vomit attack that hits automatically in close combat inflicting a single Strength 3 hit that ignores armour saves.


SLAANESH


Profile

M
WS
BS
S
T
W
I
A
Ld
Daemonette
5
4
0
4
3
1
5
2
8

SPECIAL RULES

            Aura of Slaanesh: Any enemy charging, being charged by or in base contact with a Daemonette receives a –1 Leadership.  Models immune to Psychology are immune to this effect.

            Soporific Musk: Any enemy in base contact with a Daemonette halves their WS and I.  Models immune to Psychology are immune to this effect.


______________________________________________________________________________________

CHAOS SPECIAL SKILLS


            Mark of Chaos:  The Warrior wears the symbol of a god and has gained favor for it.  The warrior may choose to take the Mark of Tzeentch, Khorne, Nurgle, Slaanesh or Chaos Undivided.  A warrior can only have a single mark and can never change it (see special rules for Marks of Chaos).  If the Leader has a Mark other than Chaos Undivided, any hero gaining this skill must gain the same Mark.

Mutation: The Hero is blessed by the Chaos Gods and gains one mutation at random.  A Hero with 1-2 mutations counts as only a single member of your warband.  If a Hero has 3+ mutations he counts as 2 warriors toward the maximum allowed (this is different for the Possessed, see his rules above). 
When rolling for mutations, re-roll ONLY if you roll a Tentacle or Great Claw and do not have enough arms to support them.  The Dark gods are sometimes fickle, as such, do NOT re-roll if you get a mutation you already have (hideous, cloven hoofs, spines, etc.), the model just gains no additional benefit.


Roll 2D6:
2            Colorful Skin: the warrior’s skin changes to a bright rainbow color (no effect in the game).

            3            Daemon Soul: see opposite page for details.

4            Hideous: see opposite page for details.

5            Cloven Hoofs: see opposite page for details.

6            Tentacle: see opposite page for details.

7            Extra Arm: see opposite page for details.


8            Spines: see opposite page for details.

9            Scorpion Tail: see opposite page for details.

10            Blackblood: see opposite page for details.


11            Great Claw: see opposite page for details.

12            Choose: Either roll twice more on this chart OR choose any one mutation.



______________________________________________________________________________________

TZEENTCH MAGIC


Unlike other magics, Tzeentch magic has 7 spells instead of 6.  The only way to get spell number 0 is to roll a spell the hero already has and choose to change it to Red Fire.

0            Red Fire of Alteration                                                                                    Difficulty 7

            The Wizard Fires a Bolt of bright red flame at the closest enemy model within 18”.  The bolt causes D3 hits at Strength D6.

1            Orange Fire of Transition                                                                        Difficulty 6

            Orange flames spring up from the Sorcerer’s feet and give him a glimpse of the future.  The Sorcerer may re-roll all failed dice rolls.  This spell lasts until the beginning of his next turn.

2            Yellow Fire of Transformation                                                                        Difficulty 7
            Yellow flames appear and surround the Sorcerer blocking enemy attacks.  The Sorcerer has a 3+ magical save against all incoming attacks that is not reduced by strength. This spell lasts until the beginning of his next turn 
           
3            Green Fire of Mutation                                                                                    Difficulty 8
            Target one enemy model within 12”.  The target must make a leadership test against their base leadership (cannot use the Leaders).  If he fails, his eyes glow with green flame, he immediately charges the closest friendly model and attacks him, your opponent may choose not to attack the friendly model back, but can if he wishes. If the model is armed with a ranged weapon he will shoot instead.  After the attack, the model reverts to normal (if he survives).  Models immune to Psychology cannot be affected.

4            Blue Fire of Metamorphosis                                                                        Difficulty 9
            Target the closest enemy model within 6”.  The target suffers D6 hits at strength D6+1.

5            Indigo Fire of Change                                                                                    Difficulty 9
            Target one enemy henchman within 12”, the target suffers a single Strength 2 hit with no armour save.  If Wounded the warrior is torn by flame and from his chest bursts a Horror of Tzeentch.  The model does not roll for injury and is considered dead.  Replace the model with a Horror of Tzeentch, the Chaos warband can add it to their roster unless they already have 3 daemons, in which case the Horror disappears after the game.  This spell may only be successfully cast once per game.

6            Violet Fire of Tzeentch                                                                                    Difficulty 8
            Target one model within 6”, they are enveloped by flames that appear at his feet.  The model must pass a toughness test or immediately roll on the injury chart.

______________________________________________________________________________________

 

NURGLE MAGIC


1            Magnificent Buboes                                                                                    Difficulty 8

            Target the closest enemy within 18”, the target must pass a Toughness test or suffer 1 Wound with no armour save.

2            Favored Poxes                                                                                                Difficulty 7
            Target one enemy model within 18” the target reduces his WS, BS, S and Ld by –1.  The effect lasts until the beginning of your next turn.
           
3            Effulgent Boils                                                                                                Difficulty 7
            Target one enemy model within 12”.  The target suffers D3 S4 hits with no armour save.

4            Glistening Scabs                                                                                                Difficulty 9
            Target 1 model within 12” of the Sorcerer, the model suffers a –1 T for the remainder of the game, no model may be affected by this more than once per game.

5            Glorious Afflictions                                                                                    Difficulty 7
            Target 1 model within 18”, the model is wracked with pain and reduces his movement by half, if he is riding a mount the mounts movement is reduced as well.  This spell lasts until the beginning of your next turn.

6            Sumptuous Pestilence                                                                                    Difficulty 9
            Target 1 enemy within 12”, the model must make a Toughness test now and at the beginning of each of that player’s turns or suffer a wound with no armour saves allowed.  Once cast this spell lasts until the end of the game.  This spell may only be successfully cast once per game.

______________________________________________________________________________________

 

SLAANESH MAGIC


1            Blissful Throes                                                                                                Difficulty 6

            A long whip of pure chaos energy lashes at the closest enemy model within 12”.  The model is wracked with pain causing D3 Strength D6 hits.

2            Luxurious Torment                                                                                    Difficulty 7
            Target one model within 18” (friend or foe).  The target is engulfed by a wave of hysteria.  The target gains frenzy, even if normally immune to psychology, but the he must make a toughness test or suffer a single strength 3 hit with no armour saves.
           
3            Titillating Delusions                                                                                    Difficulty 8
            Choose 1 enemy model within 24” that is not engages in Close Combat.  Choose a spot within the targets line of sight, they must make a leadership test off their base leadership (cannot use Leaders).  If failed they must move as quickly as possible to the spot indicated.  They must test every turn, however once they reach the spot the spell automatically ends.  Only one model may be affected at a time, does not affect models immune to psychology.

4            Delectable Torture                                                                                    Difficulty 8
            Target one enemy model within 12”.  The target must make a leadership test against their base leadership (cannot use the Leaders).  If he fails, he immediately charges the closest friendly model and attacks him, your opponent may choose not to attack the friendly model back, but can if he wishes. If the model is armed with a ranged weapon he will shoot instead.  After the attack, the model reverts to normal (if he survives).  Models immune to Psychology cannot be affected.

5            Enrapturing Spasms                                                                                    Difficulty 8
            Target a single enemy within 18”, their body is wracked by uncontrollable spasms.  The target is knocked down (but cannot use the jump up skill).

6            Delicious Excruciation                                                                                    Difficulty 8
            All friendly models within 8” are immune to Fear and All Alone Tests.  In addition the warband gains a +1 to any Rout tests they have to make.
______________________________________________________________________________________

1 comment:

  1. how do you get the sorcerer to tzeentch. i mean its lok hard even to get red Red Fire of Alteration

    ReplyDelete