Table of Contents
I - Introduction II - Creating a Character Races Skills Edges III - Equipment Currency Armor Weapons, melee Weapons, ranged Other gear IV - Insanity, Chaos and mutations Insanity points Mutations Treatment Chaos Spawn V - Spells and Magic Casting spells and the dangers thereof. Making spells easier to cast. Hindrances to spellcasting Protection from Tzeentch's Curse The Winds of Magic Chaos Manifestations The Wrath of God The eight colleges Familiars. Spell lists: Petty Magic(Arcane) Petty Magic(Divine) Petty Magic(Hedge Magic) Arcane Lore: The Lore of Beasts Arcane Lore: The Lore of Death Arcane Lore: The Lore of Fire Arcane Lore: The Lore of the Heavens Arcane Lore: The Lore of Life Arcane Lore: The Lore of Light Arcane Lore: The Lore of Metal Arcane Lore: The Lore of Shadow Arcane Lore: Chaos Arcane Lore: Necromancy Divine Lore: Lore of Manann Divine Lore: Lore of Morr Divine Lore: Lore of Myrmidia Divine Lore: Lore of Ranald Divine Lore: Lore of Shallya Divine Lore: Lore of Sigmar Divine Lore: Lore of Taal and Rhya Divine Lore: Lore of Verena Divine Lore: Magic of the Horned Rat Divine Lore: Waaagh! Magic VI - Magic items VII - Monsters Appendix I - Optional Races Appendix II - Careers Appendix III - Special Characters
you use magic without attending? This book is a little over This is a guide for running a Warhammer/Old World campaign using the Savage Worlds rules. We assume that 250 pages, and very little of that is composed of actual game rules. The majority is purely campaign info. So, if you really you are already at least somewhat familiar with the want all the details on magic in the Old World, then this Warhammer World and have not included any real book is a must-have. It also contains an adventure. campaign information other than that which is needed to Mordheim: This is a skirmish battle game in the ruined create characters and stock adventures. If you are not overly familiar with the Warhammer world, city of Mordheim. While out of print, the rules can be found or simply need some more details to get a game going, the for free online since GW has made them available. Warhammer Fantasy Roleplay book itself contains a lot of Mordheim is a really fun game in and of itself, but for use with SW it can be used as a guide to adventure in the city, to actual campaign information. Other very helpful generate missions and random encounters, etc. The game supplements include: The Enemy Within(Book 1): It's not only a great start to a itself is based on warbands finding treasure, competing with classic and epic Warhammer campaign, it also contains a lot other warbands, collecting wyrdstone/warpstone and so more details on the Empire(so much so that it's a common forth - clearly a great place for adventurers to hack their way through and collect treasure. lament among fans that this info was not put in the core Warhammer Quest: Also out of print and quite rulebook). The WFRP Companion: Stated to be a book meant to fill expensive(it was around $200 new), you can find the main rulebooks without all the miniatures, dice, cards, and so on. in a lot of blanks and look at many aspects of life in the Empire previously unexplored, this would be a great place The rulebooks have fantastic and amusing encounters in to look for campaign details and ideas. Includes information cities and taverns, rules for more exciting encounters while on trade and commerce, astrology, medicine and surgery, traveling to dungeons(instead of rolling every few hours two new cities(including a pirate city for those of you into during a weeklong travel) and so on. If you want to run a Warhammer campaign based more on dungeon crawling, that kind of thing) and more. Warhammer City - Middenheim: Not only the greatest of this is a great resource. the Empire's three city states, it is also home to the followers Of course there are other great guides, supplements, and of course a lot of fantastic adventure modules and of the god of war, Ulric, and rests atop tunnels and catacombs filled with hidden mutants and monsters... and campaigns(The Enemy Within, The Restless Dead, and the Doomstones campaign being three very nice ones). Even thus is a fantastic base for heroic adventures. the army guides for Warhammer Fantasy Battles are good Knights of the Grail: A Guide to Brettonia: Though the sources of info on their respective nations or races(the Elves Empire is the "default" locale for adventures in the Old World, Brettonia is a great place for epic, colorful adventure army book for info on Elves, the Orcs and Goblins army book for info on orcs and goblins, etc). in a somewhat Arthurian fashion. Tome of Corruption: Into dark cults and the forces of Chaos? This guide is invaluable. Detailed info on Chaos A vast, ever-changing reality cults(and how to make new ones), tons of new The Old World is constantly changing and evolving. The mutations(easily adaptable to SW of course), in-depth Winds of Magic were not always a reality, “Undead” are now information about Beastmen, Chaos Warriors, daemons, two opposing armies and Chaos is not nearly as united as it magic, and the lands and nations that worship and revere once was. Some concepts, monsters and races that existed in them. A whole chapter is dedicated to Norsca and the the early days have now been retconned out of Northmen, including info and ideas for running a Chaos existence(Fimirs for instance). campaign. Want to play a Chaos Warrior, a battle-crazed This means that you can approach the Warhammer World Northman, or a Beastman and fight for Chaos? Then you in the way you like, and still feel “loyal” to the style of the absolutely need this book. Old World. We've attempted to include everything you Realms of Sorcery: A very detailed book telling you could imagine ever needing in a Warhammer-based RPG; everything you need to know about magic in the Old World. obviously, you can take or leave any of this to create the Where does magic come from, how does it operate, how do Warhammer world and the play and rules style you like best. people view it, how is it regulated? What are the Imperial Colleges of Magic, how do you get in, and what happens if
I - Introduction
The bulk of this guide was written by Graig Harvey(firstname.lastname@example.org). Questions, comments or concerns are welcome. The new skills and most of the new edges were created by Jason Patterson(email@example.com). The casting numbers for the spells were also created using Jason's conversion chart. All of these were written for Jason's Savage Worldshammer conversion, and used with permission. Thanks again Jason! Some of the info on Familiars were taken from Greywolf's Advanced HeroQuest website. You can find his website at http://greywolf.critter.net The Gotrek and Felix conversions were based on writeups
found on the Bugman's Brewery website. You can find that site at http://www.busmansbrewery.com
elves in the Old World. On an odd number of XP the player may round up or down as he chooses. Slow: Dwarfs have a Pace of 5". Elves are not altogether trusted in humans and dwarfs this will work quite well. based on their abilities. Sturdy: Dwarfs have a load limit equal to 10x their Strength instead of 5x their Strength. quick to hold grudges. not particularly forgiving(to say the least) and cannot grasp the meaning of allusions and metaphors. it does make them difficult to get along with or hold a decent conversation with. though few dwarfs care enough to learn how to be charismatic. Furthermore. • •
Tough: Dwarfs begin play with a d6 in Vigor. Elves refuse to acknowledge the sovereignty of the Option 4: Use the races as presented in the SW book. considering they pioneered such • Resistance to Chaos: This works the same as contraptions as repeating bolt throwers. Since the imbalance is slight. and Dwarfs are roughly 5 XP. As a rough estimate. This can stack with Alertness. and hence dwarfs have a Charisma -2. elves and halflings are worth roughly 7 XP in advance. can stack with Charismatic. well-tempered and • Low Light Vision: Dwarfs ignore attack penalties for easy to like. the only races that ended up a little more powerful than • the others(without being offset by Hindrances) are elves and halflings. or stack it with Improved Arcane Resistance to triple the bonus. Elves will be something of a problem. to begin. and Dwarf players at 5 XP. their maximum Strength may take this edge a second time to double their is d10. resistance. and it will make the characters roughly equal somewhat arrogant and secretive. Halflings will the Empire. literal-minded. • Agile: Halflings begin play with a d6 in Agility. including mutations and insanities Human caused by Chaos energy as well as any spells from As in the SW core book. For example. be fairly different than they are presented in the Warhammer World. Halfling • Low Light Vision: Halflings ignore attack penalties however. I've found most players don't really care too much if Elf other players get some minor advantages. but neither is the "debt • Outsider: Other races sometimes see Elves as system" above. free skill point. Arcane Resistance. On top of that. They Toughness. Instead of forcing them to conform to SW standards. They gain a +2 to their Charisma. Our suggestion is to allow players to choose these slightly more powerful characters in exchange for half their earned XP until the debt is paid. it should only take a few sessions for the other characters to "catch up. For the most • part. He may also pay all XP earned in order to pay off this debt sooner. except that it works on any force of Chaos. Go ahead and start all characters with 7 XP in this many elven lands fall within the Empire. • Agile: Elves begin play with a d6 in Agility. Have elf and • Low Light Vision: Elves ignore attack penalties for halfling players mark down that they begin with 7 XP Dim and Dark lighting. While most people in the Empire respect their sturdiness and dependability. though.II . This isn't exact. yet the case to make it easier to gauge power levels for adventures. Option 3: Give humans and dwarfs an extra free Edge and a • Quick: Elves begin with a Pace of 7". For Emperor. we have instead left them somewhat unbalanced. This Dim and Dark lighting.Creating a Character
The races of the Old World are not balanced as they are in SW. Hence. No Nonsense: While not "mean" per se. so you can keep • Sharp eyes: Elves gain a +2 to vision-based Notice advancements straight and properly determine their rank rolls. but not so drastically different that they wouldn't still work. • Arcane Resistance: Dwarfs are highly resistant to • Small: Halflings are small and subtract 1 from their magic and gain the Arcane Resistance edge. the Realm of Chaos. Dwarf • Sociable: Halflings are happy. All Thumbs doesn't really work for for Dim and Dark lighting.
." Option 2: Decide that the difference is slight and not worry about it. The Charismatic edge will offset this. Dwarfs are straightforward and direct.
. hawk your wares to consumers 4. Cook. but it can really be expanded to anything. ask one question that must be answered truthfully as far as subject knows. the player must choose a specific art to perform. Know (Merchant). Arcane) (Smarts) into Driving and just use that on the very rare occasion Read and write basically any "magical" language. Minor and scroll rooms. this skill is based on Spirit but not modified by your Charisma. even tone in a quiet environment. including Armorer. and strength in area
Requirements: Novice. Harmful poisons at Moderate (4) use Notice for that. These may or may not also have different secondary "hands-on" Attributes (such as possibly Strength for Armorer). tell stories. and sense of direction.
Know (Navigation) (Smarts)
Aetheryic Attunement (Major)
Finding one's way on land or water using the stars. and thus. etc.
This basically reflects a career or significant proficiency in a Craft or Perform skill. their rarity is enough that you could also combine Piloting Know (Language.scrolls. gems and objects d'art. Fortunately. sing. Secret) (Smarts)
This would be any other kind of language that would not be common. more than his personality and charm. ancient tablets. unless you plan to have a lot of searching of libraries does allow one to make Poisons though. or any other performance-based art. each of these being separate. Modified by Charisma if the hypnotist uses a calming. May only be used on a willing subject or on a subject who fails a Spi test and is not actively hostile or otherwise significantly untenable as a subject. (Potions) and even (Ventriloquism) are examples of this.
This skill is used to play instruments.
Know (Animal Training) (Spirit)
Train animals to obey simple commands and perform tricks.it out.for each Spi of the hypnotist. most spells are written in . such as thieves' cant and signs. the ability to estimate times and distances and various other useful navigation-related facets. inventory and sales and product matters Difficult transactions/negotiations may require both a Know (Merchant) and Persuade roll. 2. He gains a +2 on
Know (Potions/Apothecary) (Smarts)
More versatile than the WFRP "Poisons" skill.
Know (Language. Stealth d4+ This character has spent most or all of his life in the wild and dangerous streets of Old World cities. etc.allows one to be versed in the mixing of various chemicals and herbs. tomes. maps.
Know (Professional Trade/Craft) (Smarts)
Know (Hypnotism) (Spirit)
Using an eye-catching physical focus like a gleaming locket. that someone uses a gyrocopter or similar. SW has most necessary edges pretty well covered. Difficult or Easy modifiers could apply. area or person. put a person into a trance . or the language of a group of assassins.
One of the best ways to personalize a setting is with Edges. When this skill is purchased. spell books. the time of year. etc. nomads or a particular clan or elven scouts. which is unlikely. that only a very small and obscure sub-set of people would use.
Requirements: Novice Spellcasting +1. Agility is for instruments.
Perform(Agility or Spirit)
Know (Merchant) (Smarts)
Allows you to: 1. make Persuade rolls for money-related matters with other merchants (haggle) for good deals 3. etc.you need Healing . (Animal Training).Archeology for a twofisted pulp treasure-hunter. this
. understand and keep track of finances. You could probably just Sedatives at Easy (2). and potentially Lethal poison at Difficult (6). Spirit for other uses. As with most skills. While there are a few airborne vehicles. allows you to make Notice roll to see magic on item. or whatever else might be suitable . evaluate the value of everyday objects and valuables like jewelry. though not with as much focus on A few skills may be removed: Investigation might be left curative solutions as herbalism . We offer a few more here that we feel are appropriate. Target number is: • 6 for Difficult • 4 for Moderate • 2 for Simple The Spirit roll is the trainer's actual effort being put forth.
or Snotling is at a +1 Fighting.. or can learn it within a few games(let him play at -1 for 1d4 games). Either way. Str d12+. On a failure. knows it on a Smarts roll. Characters may use this Edge when casting any spell they like. almost supernatural strength beyond that of normal humans. because a fight is about to roll to end rage. Attacks against any type of Orc. and such. On a success.Notice. or he must have seen a glimpse of the Realm of Chaos through a Chaos Manifestation. Arcane Background. the energy of dark magic. then they will feel the effects. normal wizards are not allowed armor at all in Requirements: Novice the Old World. If the form of gambling is outside his culture. and won't hit an ally on a roll of 1. If it is already a Catastrophic Chaos Manifestation. Spend a benny to activate Berserk he may add +1 to his Gambling roll. This Edge should be justified in a character's background. Arcane skill d8+. can gain more power by tapping into Dhar energy. Magic: Hedge Magic. by 2. provided the wizard has a Strength high his culture. and foolish heroes. pretty much everyone within eyesight catches him. and 2 Dark Lores.
. such as Undead. Smarts or Spirit Requirements: Novice. royalty. Special Villains. special A few heroes throughout time have gained a strange. Survival.
Requirements: Novice. Tracking. but if they have this Edge and cast an actual spell from the Dark Lore list then they must use it. but it doesn't seem unreasonable to allow it The character knows any reasonable form of gambling in at higher levels.
Requirements: Novice or Heroic(see description). Stealth or any other skill Divine if he is a priest. or +2 on a raise. Streetwise.. Arcane Requirements: Novice Background. Hobgoblin. and Stealth rolls in urban environments. and either can learn spells from Petty when used appropriately among high society. he catches him cheating. 9 Etiquette Divine Lores. A user of Miracles can take this as a Novice. Spend a benny to activate Berserk. Special +1 to Persuade. then the Chaos Manifestation that occurs is 1 category higher. nobility. Goblin. He may pick any 5 powers Requirements: Novice from Petty Magic: Arcane if he is a wizard. The GM could decide that characters can take this Edge against other types of enemies too. choosing a specific Lore. both wild dice count for the purposes of Tzeentch's Curse: if either one comes up a 1. a character must either be taught by
Requirements: Novice Your hero hates greenskins with undying rage. Barbaric Blood Gambling is an opposed Smarts test. Notice. a wizard should probably not be allowed it until at least Heroic(as far Gambler as we've seen. d8+ A character who fulfills all the requirements may take this skill. Characters can attempt Requirements: Novice to cheat. but the most common Grudge is against greenskins. There are 8 Arcane Lores. he automatically takes 1 Insanity Point. Petty Magic: +1 to Persuade. Improved Barbaric Blood If his opponent gets a raise. To take this Edge. then add +10 to the die roll on that chart. this is an opposed Agility vs. though Dwarves have been at war with greenskins forever and simply being a Dwarf is more than enough to justify it. On a Requirements: Barbaric Blood botch.
Friends in Low Places
Requirements: Novice. Stealth or other skills when used This Edge reduces Magic penalties while wearing armor appropriately. he enough to bear such a burden at all). he is not able to cheat this game.
someone who knows how to use Dhar energy. break out. ignore -2 to Start dealing Initiative cards. This allows the caster to roll 2 wild dice and take the two highest results of all three dice! However. If both come up as a 1. Shooting d6 All ranges increased by 50%. Streetwise.
except that it is character with many years of intense fighting might increase effective against Chaos energy. since spells in the Old World are more specialized and do not have the flexibility that a standard power in SW has. and who has gained permission from the GM may Requirements: Novice. resist Intimidation and other skills or bonuses when dealing with intrigue. mutation. A character who is of Legendary rank. instead of it falling to the ground. AB This Edge actually grants the character 2 new powers. but allows you to catch the weapon. Spirit d6+ Your character gains a +2 bonus to his Spirit roll when Resistance to Disease(Background Edge) rolling for Insanity. fighting.
Requirements: Novice Opponents 1 size larger subtract 1 from attack rolls against this character if he is aware of attack and can move freely with no encumbrance penalty. mutation. Spirit d6+ Edge would need to be taken 3 times. and various legendary Reduce reload time for ranged weapons by 1/2 heroes may attain upwards of Strength d12+3.
Requirements: Novice May designate an attack as Disarm. Spirit d6+ purchase this Edge. of course. incredibly Requirements: Novice pious and powerful war priests. Requirements: Novice.
Requirements: Novice +1 to Persuade when addressing 10 or more people Requirements: Public Speaking +2 Persuade when addressing 10 or more people
Requirements: Scamper Moves between opponents. it further to Strength d12+2. Mentally Sound and Chaos magic. Routine Disarm As Routine Disarm. Resistance to Chaos.
Requirements: Novice +1 to damage with missile spells
Resistance to Poison(Background Edge)
Requirements: Novice. except that it is effective against Chaos energy.
Improved Public Speaking (Master Orator)
Requirements: Novice +1 Persuade. Vigor d8+ This character gains a +2 on Vigor rolls against Disease. such as barbarians. if you are sufficiently close to the opponent. Also +1 to detect and resist any
. Edge) extremely heavy labor. which increases his Strength to d12+1. This works just like Improved Arcane Resistance. causing them to lose the ability to obtain a Gang Up bonus. and in extreme Improved Resistance to Chaos(Background circumstances(decades of intensive training. etc) might attain Strength d12+3. has a Strength of d12 Resistance to Chaos(Background Edge) already.Heroes engaged in incredible. The Requirements: Novice.
Requirements: Novice +1 to damage with mundane ranged non-firearm weapons
Requirements: Novice. and Chaos magic. Vigor d8+ This character gains a +2 on Vigor rolls against Poison.
Improved Routine Disarm (Flashy Disarm)
Requirements: Novice +2 to Know (Navigation)
Requirements: Seasoned. epic adventures who already Rapid Reload have an emphasis on Strength. A This works just like Arcane Resistance.
Point Blank Shot
Requirements: Novice +1 on Shooting and Throwing at Short range. Requirements: Novice. opponent makes a Str test vs damage or drops his weapon. Disarm penalty only -1.
However. the Surgeon character must make another Healing roll. allowing character to strike through armor efficiently. even if the character has wounds remaining. a set of trade tools.
Requirements: Novice +1 Gamble. they take a -2 on under equipment). and Requirements: Novice The character gains d4 extra damage(which can stack with supplies such as bandages. but does effect even magical armor. time. setting Improved Sunder or disarming traps. Smarts d8+. allowing character +1 stunts/Pace or distances for jumps to strike through armor efficiently. it is instantly repaired. This has no effect on unarmored targets elaborate and unusual architectural and man traps. Driving and acrobatics and nimbleness based Agl related stunts on moving animals and carriages. This has no effect on unarmored targets but does Trapcraft effect even magical armor. This can be used as a very primitive form of psychology to make vague educated guesses about general intents. inclinations. as described in Chapter IV). distances.
. nobility or businesses. triggered. etc. worries.
Requirements: Novice Requirements: Novice Ignore 1 Armor Bonus for melee attacks. This Edge may also allow characters to Fighting and this can NEVER wound an opponent. and on a raise. On a raise. Pick Locks. as per the standard rules. 2 AB are ignored. applying his own Wound Sharpshooter modifiers as well as any Wound modifiers left on the Requirements: Novice +1 to Shooting when Aiming (+2 when Aiming instead of +1) character.sort of subterfuge. when locating. the temporary Strike to Injure injury is instantly repaired. the permanent opponent to roll on it. including by staff. found the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. Healing: Requirements: Novice d8+ +1 to CK or no penalty for reasonably knowable information A character with Surgery can attempt to save a character even for other cultures. injury becomes temporary instead. and +1 for all language related skill from temporary or permanent injury. Afterwards. receives such an injury must first take a normal Healing roll. A character who tests. motivations. Requirements: Novice +1 Notice. etc. This applies to normal game traps as well as more 4 AB are ignored. +1 to Injury table results when your attack causes an • Permanent injury: On a success. Strike to Stun This roll must be made within 24 hours of the injury. including when avoiding and reducing Requirements: Sunder damage (Agl roll for example) of those which have been Ignore 2 Armor Bonus for melee attacks. splints. and on a raise. deception or other manipulation in conversation or general behavior and treatment.
Requirements: Novice +2 to Riding. Shake them.e.
Requirements: Novice Ignore 1 Armor Bonus for ranged attacks
Improved Sure Shot (Crack Shot)
Requirements: Sure Shot Ignore 2 Armor Bonus
Requirements: Novice. Know (Navigation) and anything requiring estimation or math. • Temporary injury: On a success. etc. Agility d6+. but only perform other acts as determined by the GM(such as removing mutations. repairing. even if the character has Requirements: Novice wounds remaining. or various other medical supplies must be available(i.
Survival. Stealth while underground else.+2 Notice. Ventriloquism Requirements: Novice +1 to Persuade or Stealth or other skill when used to impersonate another culture or person. On a raise they recognize the source of the sound. making the sound appear to come from somewhere
. the character can attempt to speak without moving his or her lips. Onlookers get an opposed Notice test to realize the unreality of the situation and are baffled. Additionally. Tracking.
it is in fact the most what that implies in your game. the easier it is to find. average incomes. Please consult it weapons. or similar books for more details. The WFRP book does not even list a 2-handed
New item qualities
. spears in the Old World firearms makes a successful Repair roll. etc are all "hand weapons.for example. book. Silver Shillings(abbreviated s) variety. jack. we did feel that it would be helpful to at least Firearm: While "firearm" is simply a word used to describe note when an item is rare or very rare.III . In game terms this items are just that. and other goods. Otherwise. armor. then it is up to you to determine call an arquebus. the and brass(or sometimes bronze or copper) WFRP system assumes any weapon without a special ability pennies(abbreviated p). Though different countries(like the of some type is a "hand weapon. there are 240 pennies in a crown." That means your average Empire and Brettonia) mint different images on their coins. but can be used to make This is not a complete equipment list from the WFRP the weapon more descriptive. If you do not have a gun. I've gone ahead and included both. I've divided up the individual weapons and There are 12 pennies in a shilling. Most require a city or the closer you are to the manufacturer of that specific match to light the powder. quality and effective weight is somewhat less. This is because full suits are designed to fit together and The Warhammer Fantasy Roleplay core book gives a lot move comfortably(or as comfortably as possible) and thus its more information on currency. leggings). though the book cannot be used until someone with a working knowledge of does not list them. Similarly. but it does include most of the important items.Equipment
The Old World uses three basic types of coin: Gold spear. Obviously. If both dice come were(in every instance I've ever seen) of the 1-handed up 1s. Though we are not listing the exact rarity and its effects on game terms. Despite its rarity. in a crown." Since that is not the for the most part they use this same setup. and the SW core book does not list a 1-handed Crowns(abbreviated as gc). club. and so forth. sword. really doesn't make a difference. way SW works. in the Old World it was usually applied to what we'd access to the WFRP book. Similarly. I've Unreliable: Firearms of all kinds(including pistols and also included some items not listed that probably should Hochland long rifles) are far from perfected and if either have been . the weapon jams and Warhammer characters wearing pot helms. insight into Characters begin with 25gc with which to purchase common practices and slang. Therefore. One last note: you'll notice that the weight of a full suit of 12p = 1s armor(full leather armor for example) weighs slightly less 240p = 20s = 1gc than the sum of its parts(leather skullcap. while better crafted Dwarven item. There are 20 shillings given them a cost that I felt was logical and reasonable. variety. the weapon explodes and deals 2d6 to its wielder. its effects on price and use. it's quite common to see die(Trait or Wild) comes up as a 1. the bigger the common gun in the Warhammer world. rarity of goods. rare and very rare versions use a wheel lock and trigger.
+2 .+2 .+2 . Covers entire body.+3 .+2 .+3 .+3 .+1 . +1 Armor to ranged attacks that hit +1 Parry.+2 . 8 10 12 20 2gc 3gc 4gc 16gc +1 Parry +1 Parry.+2 .Armor
Personal Leather skullcap Leather jerkin Leather jack Leather leggings Full leather armor Mail coif Mail shirt Sleeved mail shirt Mail coat Sleeved mail coat Mail leggings Full mail armor Pot helm Helmet Breastplate Plate bracers Plate leggings Full plate armor Shields Buckler Small shield Medium shield Large shield Barding Barding Plate barding .+1 . Covers entire body. arms and legs Covers legs Covers all 50% chance of protecting against head shot Covers head Covers torso Covers arms Covers legs Covers all
. +2 Armor to ranged attacks that hit .+3 .+3 2 7 10 4 15 4 12 17 20 25 8 30 4 8 25 10 15 55 3gc 6gc 12gc 10gc 25gc 20gc 60gc 95gc 75gc 130gc 20gc 170 gc 15gc 30gc 70gc 60gc 70gc 400gc Covers head Covers torso Covers torso and arms Covers legs Covers all Covers head Covers torso Covers torso and arms Covers torso and legs Covers torso. +2 Armor to ranged attacks that hit +2 Parry.+1 .+2 .+3 .+3 8 30 30gc 480gc For horses.+1 . For horses.+1 .+1 .
heavy Sword. melee
Axe Axe. requires 2 hands
Parry -1. Because of its design. allows grapple. requires 2 hands See below Reach 1.
Sword-breaker Str Str
. Greataxe Dagger Demilance Flail Flail. requires 2 hands. Ignores Shield Parry bonus Ignores Shield Parry bonus. requires 2 hands AP 1 vs plate armor AP 1 vs plate armor. Parry -1. requires 2 hands AP 1. Str
d6 d8 d10 d8 d6 d8 d8 d8 d10 d8 d6 d8 d6 d6 d6 d10 -
AP 1. Longsword Sword. and certain tricks at range. requires 2 hands. Reach 2. requires 2 hands +2 to hit with called shot. AP 1. Greathammer Lance Mace Main Gauche Morning Star Pike Quarter Staff Rapier Spear. Parry -1. short Sword. requires 2 hands Parry +1. Rare Only does Strength damage but counts as armed Reach 1. Greatsword Whip
Str+d6 Str+d8 Str+d10 Str+d4 Str+d10 Str+d6 Str+d8 Str+d4 Str Str+d8 Str+d6 Str+d10 Str+d10 Str+d6 Str+d4 Str+d6 Str+d8 Str+d4 Str+d4 Str+d6 Str+d6 Str+d6 Str+d8 Str+d10
2 10 15 1 8 8 10 3 5 15 8 15 10 8 1 8 25 8 3 5 8 4 8 12 3 3 10gc 15gc 24gc 1gc 20gc 15gc 16gc 18gc 1gc 15gc 15gc 22gc 15gc 10gc 4gc 15gc 2gc 3s 18gc 10gc 12gc 10gc 15gc 20gc 5gc 2gc
Min. Battleaxe Axe. Warhammer Hammer.Weapons. add 1d6 to the first opposed roll. disarm. Military Foil Gauntlet Halberd Hammer. Reach 1. requires 2 hands Parry +1 Reach 1 Parry +1. Usually used in off-hand with sword in main hand. Reach 2. Rare Parry +1. If the attack scores a raise for the purpose of a grapple. Reach 1. requires 2 hands Cavalry spear/half pike. Reach 1. No damage is done if using the whip for grapples and other maneuvers. short Spear. it will only do Str damage if thrown.
Very rare AP 2. Unreliable 2 actions to reload. May be used to make a grapple attack at range. Counts as ranged attack which can grapple. Requires 1 action to reload. Holds a clip of 10 bolts.
Crossbow Pistol 05/10/20 d6
Blackpowder Pistol 05/10/20 2d6+1 3 3 15 15 8 12 3 2 5 2 10 3 15 5 200gc Requires 2 actions to reload. A raise on the attack adds a d6 to the Str roll for this purpose. Very rare.Weapons. Requires 1 action to reload AP 1. against an opposed d6. Very rare. Unreliable Holds a barrel of 6 bullets. Uses wielder's Str for opposed roll. Unreliable Holds a barrel of 6 bullets. Requires 3 actions to reload. Very Rare All thrown weapons do normal damage and have a range 03/06/12 unless noted.Very rare
Min. requires 6 actions to reload. but another d6 may be added during the first round if the initial attack roll scores a raise. On a successful hit. Rare AP 1. foe is considered grappled. Very rare. requires 4 actions to reload a clip. Unreliable AP 2. requires 6 actions to reload. Uses a base d6 for the opposed roll. Very rare. Unreliable Requires 2 actions to reload. Foe may break grapple as normal. using Agility or Strength. Str
Repeater Pistol 05/10/20 2d6+1 Firearm Repeater Firearm 10/20/40 2d8 10/20/40 2d8
400gc 300gc 600gc 450gc 70gc 7gc 10gc 15gc 70gc 25gc 35gc 100gc 7s d6 d6 d6 d8 d6 d6 d6
Hochland Long 15/30/60 2d8 Rifle Blunderbuss Bows Shortbow Bow Longbow Elfbow Crossbows Crossbow Repeater Crossbow Thrown weapon Bola 15/30/60 2d6 10/20/40 2d6 03/06/12 Str+wpn dmg 05/10/15 09/18/34 2d6 12/24/48 2d6 15/30/60 2d6 18/36/72 2d6 10/20/40 1-3d6
AP 1. Very rare.
04/08/16 Str+d4 04/08/16 Str+d6 10/20/40 Str+d6
Requires 1 action to reload. May be used in melee as a quarterstaff. short Staff Sling
1 5 5 4gc 10gc 6gc
bottle of spirits Alcohol. side of meat Containers Backpack Waterskin Jug Pouch Purse Sack Slingbag/Saddlebag Lights Lamp Lamp oil Lantern Lantern. cloak Clothes. Ale/Beer Alcohol. wide-brimmed Alcohol Alcohol. per day. common/quality Food Food. loaf of bread Food. Rations. storm Torch Match Other 5s 5s 5gc 12gc 5p 1p 15 25 25 1 30s 8s 4s 5s 2s 5s 2gc 1 1 2 2 5p/10p/18p 6s 2p 1s 5 2p/1p 3s/18p 1s 1s/10s 3 1p/10s/1gc/10gc/50gc 5gc 10gc 10s 1gc -
. overcoat Hat. 1 week Food. rags/poor/good/best/Noble's Clothes. keg Alcohol. wine. simple Hat. poor/average/good Food.Other gear
Clothing Clothes. Ale/Beer.
wooden/metal/silver Deck of cards Dice. per 3' Grappling hook Lockpicks Trade tools
25s 5s/3gc/15gc 1gc 6s 5gc 1gc/10gc 10gc 5s/1s 3s + 4p 15s 30s 30s 4gc 10gc 50gc
4 1/3/3 5 1 15 20 1 2 2 1 5
Blanket Cutlery. 10' Tent Tinderbox Chain. average/good Mirror Paper/parchment Rope. bone Instrument Lock.
XP of his old character. lesions and/or rashes Scaly or Fur: +1 Toughness to all locations. • Any time the GM feels they've viewed something 19-27 sufficiently terrible enough to warrant it. but he's a man on the edge. • Any time any rule specifically states that they do. but could be as many as 6 if faced with something horrible beyond all 37-45 belief. insanity is no excuse to give up! Players can continue to play the Old World Bestiary contains some longer lists. the normal roll made for facing a monster with a Fear modifier of -2. and exposure to Chaos and certain types of their tastes. this would replace. • Each time they fail a Guts roll which has a -2 modifier or more. not one where heroes are expected to kill thousands of To save space and because random lists of insanities are monsters and walk away unscathed. 3 unnatural skin color. This is usually only 1. In the case of a Daemon Prince or similar horror. is also a go down by 6 and he suffers a random Insanity. such as a Daemon Prince. Counts as armed attack. as above. which in turn 01-09 represent how off the deep end the character is. The Warhammer World is IPs reach 6. • Each time they botch any Guts roll. He must make this roll again every time he takes another Insanity Point until he finally succumbs to its effects. Many Chaos creatures the fun. insane character is unusually retired. Agility reduced by 1 die type. The number of IPs are doubled if they botch the Guts roll. In this case they are allowed a Guts roll. Provided here is a fairly short list of common mutations. If they fail they take a number of IPs as determined by the GM 28-36 based on the nature of the horror. If he fails. the process begins again. just as if his old character had died. 3 a third leg. he remains sane. Consider this a he may choose to retire it and make a new one. he must make a Spirit roll or suffer an Insanity. part of life. and not add to. Unnatural skin color: No numeric effect Boils: -1 to all physical actions each combat if a Vigor roll is failed Pace -1
. Unlike games like Call of Cthulhu. Roll 1d4: 1 Scaly skin. Insanity and mutation are a over the internet) we are not printing them here. at half the sampler. for all its humor and whimsy. or else find another campaign setting more suited to have mutations. 2. 2 Fur. 4 boils.Insanity. When a character reaches 6 Insanity Points. if the player really hates playing such a character mutations that can easily be adapted to SW. 4 beast legs. where an magic can also cause mutations. One of its greatest draws found in dozens of other RPGs(and most likely for free all is that it is gritty and dangerous.
Sample mutation chart d100 Mutation
Characters are dealt Insanity Points. If he passes. or 3 Insanity Points.and are encouraged to do so! Tome of Corruption has an incredibly extensive list of Naturally. 10-18 • Botching a spellcasting roll. in the Old World. Can be used to make an attack with Strength damage. 2 long legs. and players who cringe at the thought of their characters losing their minds or being horribly mutated should either realize that such horrible ends are just part of The power of Chaos is mutative. When his very dark and terrifying world. and the crazy characters if they like . or how close to insanity they have come.IV . Chaos and Mutations
The Old World. Short legs: Pace -1 Long or third leg: Pace +1 Beast legs: 50% chance of -1 or +1 pace based on animal type Emaciated appearance Grossly fat Strength die type reduced by 1 Toughness +1. Characters take an IP: • Each time they are incapacitated. This can stack with Brawny. his Insanity Points 46-54
Unusual legs Roll 1d4: 1 short legs.
possibly heal(though with an 1 eye: -1 to Notice. 3 eyes: +1 to Notice.. give a 25% Upon gaining their first mutation. anyone. mutants with good reason. Finding a surgeon who won't kill you or report you to authorities might be a bit 73-81 Tentacle-like +1 to Grapple attempts challenging(some decent persuasion skills and a hefty bribe arms often fixes that problem. will act as causing Fear and force a Guts roll. 6 Upside down head Skull or Rotting Face: Cause Fear Beast Face: +1 to Tracking and scent-based Notice rolls Pinhead: -1 Smarts die Chest head: -1 Sight-based notice. three eyes. mutations are more than just an extra eye On a botch. people hate 64-72 Tail Agility die type increased by 1. almost any given mutation. the first thing the GM has to do is determine if it's even treatable. and with a little extra dabbling. of eyes 3. or more nasty ones. don't make any roll Extra mutations. they are left Shaken or a tentacle. the character dies in the throes of his mutation. cripple?). Make a note of this secretly . but we suggest Additionally. visual only Secondly. will add to this. 91-100 Odd number Roll 1d3: 1 one eye. For one thing it requires surgery to treat something that isn't understood by. 2 Rotting Face. worms. you might even allow a Vigor or Spirit roll . A rule of then it must be decided if the treatment can be performed without a surgeon(hacking off an extra limb) or not. though). perhaps 4d4 weeks. cause Fear Upside down head: No numeric effect
1-3 3-6 7+
Normal Fear -1 Fear -2
If any mutations reduce any statistics below d4. their race rid the character of his mutation. 4 Pinhead. visual only ugly scar and possibly a soft spot. many mutations 82-90 Parasites Flies. the sure when the next mutation will turn him into a hideous mutation(or a new one) resurfaces. they are a very real power of corruption that by the swarming insects and infects a person's body and soul..himself of it.and on a failure. the GM has to determine if the surgery will truly No eyes: Blind. 3 Beast face. This is the total number of mutations they can sustain before becoming what is known If you really want the player to have a fair chance of ridding as Chaos Spawn(see below). character with a mutation that is easy to hide only forces this check if anyone discovers the mutation. The amount of time it Chaos Spawn. and might even be forced to make a Vigor or Spirit roll to see if he can
Roll 1d6: 1 Skull Face. When any character gains their first mutation. 2. reduced to 1d4 if they botched their roll. if a character truly wishes to rid himself of a mutation.55-63
Treatment is difficult to come by for several reasons. well. except to cut your legs off and become a suffer a -1 to attack each round. it may return as the same mutation or a new one. and other parasites would require surgery which would cause an incredible and vermin live on and in the amount of pain and a high risk of serious damage to the character now. roll 1d10 and add half chance of it not returning or being replaced with a new one). If it can thumb is to give them Fear as follows: be done without the aid of a surgeon. he may decide that in his game it's mutants will work on them. Fourth. So. he may choose to deal extra damage to mutants or any magic that detects be charitable and allow it. no eyes. of course. A for a return of the mutation until after the surgery is done). Third." technically speaking. if the eye was in his skull). not possible. then the character must still have some way to stop the bleeding. Some aren't even treatable(how do you to hand must make a Vigor roll or fix your goat legs.
. It's up to the referee to decide. After that is determined(and of course. or he may leave it up to chance(say. For another thing. An extra eye could be gauged out and sewn up. but still leave room for failure without leaving don't let the player know! This way he will never be quite it up to a completely random die roll. Any weapons that infection of the being. Since mutation is a true becomes "mutant.player's choice . their Toughness die type. horrible smell. takes for it to happen is also up to the GM. 5 Head set in chest. if seen by commoners. Opponents in hand body or even death.
Any "leftover" 01-20 Severe trauma and blood loss cause the death of attacks(i. PCs with an ally who has become a Chaos Spawn are faced type of Vigor and gains 1d10 IPs. their character is effectively dead. They may attempt to direct them 41-60 The surgeon cut off more than he was supposed towards an enemy in an attempt to make use of them. or whatever else is available to them. This will always result in a loss of all Wounds of course one of their mutations specifically removes them. which becomes d6. Fast Healer.go through with it(especially is an anasthetic of some type is Improved). If treatment is being done and very random Chaos Spawn. They may gain a few extra mutations at random and are not even recognizable as human. tentacles. intimidation. which is to lose all Wounds and then heal with Natural Healing)
If and when a character gains a number of mutations equal to the number you rolled upon taking their first mutation. They are anasthesia to use on the patient. the PCs will have to appropriate(surgery to the legs reduce Pace by 1 kill it. and complicated or difficult surgeries you might apply a -1 or -2 taunts. or similar will "recruit" reduces Strength by 1 die type. Reduce one stat by one die type as this is risky and difficult. It cannot run. but to. completely mindless and live only to feed. and has a Pace of 3d6. loading it with mutations. unless not available). Brawny. penalty. one of the Chaos Gods will claim it. this is a normal roll. where chances are and Agility by 1 die type. which simply drops by 1 die type with a minimum d4.e. These same guidelines They retain their Vigor and Strength. modified by any apply to a surgeon. or at least drive it into the woods. using any claws. They lose all Edges except Arcane Resistance(including
. so their Smarts Finally. The PCs will head may reduce Smarts or cause the Ugly probably regret letting it go when it wades into battle Hindrance). 21-40 Something goes terribly wrong. Even if successful. it as given here. For something as and Spirit become d4. attacks that don't have their own specific damage the patient. and adjusting IPs. mouths. although he may well have some sort of mutations or however you feel is appropriate. They lose all skills except Fighting. but the patient is unharmed(aside from the normal penalty for surgery. the patient loses 1 die movement as for attack. Beastmen. with a serious decision. 61-80 The patient wakes up during surgery and gains Stats are given in the Monsters section for a very powerful 1d10 Insanity Points. roll on the following chart: They may make 1d6 attacks per round. 81-100 The surgery fails. surgery to the it. For more They are immune to the effects of fear. Make a Vigor roll A Chaos Spawn uses the same random limbs for or die. surgery to the arm some wandering mutants. You may create your own by without anasthetic. surrounded by mutants or daemons. listed such as claws) are made at normal Strength damage. and immediate unconsciousness. the pain and fear causes the building a character. You d100 Result may choose which attacks they use. Rarely. Most likely. If the procedure fails. "simple" as hacking off a limb. and Notice. and Tough as Nails. a Healing roll must be made.
medium caster has fallen under Tzeentch's Curse. Wizards 1-7 Minor use AB: Magic with the skill Spellcasting. look at the Magic in the Old World is nothing to fool with. Still." Characters that are not formally trained cannot usually learn anything but Hedge Magic. They may also find special ingredients that they may instead.
Making spells easier to cast
Casting spells and the dangers thereof
Hindrances to spellcasting
Spellcasting requires speech. before they cast the spell to increase their chances of casting At Seasoned rank. Death. and heavy armor(plate) inflicts a -3. he cannot cast. A shield inflicts an additional -1. and there are Hedge Magicians that never advance Characters may make an Arcane or Faith roll the round beyond using Hedge Magic spells. the Similarly. if the wild die comes up as a 1. Because of this. from "Petty Magic: Hedge Magic. the more dangerous are the possible results. they do not need to use power points. of Tzeentch's Curse." priests Insanity. Because of the nature of magic. there are some precautions
Protection from Tzeentch's Curse
. Morr. even if the spell does not work.and souls . All three are referred to as "Petty Magic. The only negative result possible is rolling double 1s. Taal Catastrophic. roll. If successful. These bonuses are all cumulative. no matter what die type you use for your Arcane roll. The character must make an or a d4 instead. otherwise of Manann. Life. which always results in an Insanity Point. Otherwise. Priests may choose from the Lore 12 manifestations. Light armor(leather) inflicts a -1 penalty to the Magic roll. 50% chance of two Minor Light. choose spells from. If the caster rolls the cannot speak. If they fail. of course. if the wild die comes up as a 1. Every caster must choose a Lore. For example. Metal and Shadow. severity. CN then the spell works as normal. He lessens his chances of casting the spell Arcane roll if he is successfully Shaken or Wounded. the more power the caster armor(chain) inflicts a -2. Using a die type d4 can never result in Tzeentch's Curse. There are three spell lists that Novice characters may only chart they use whenever they roll a 1 on their wild die. the spell does not work. a caster can choose to roll any lower die type Casting also requires concentration. spellcasting requires movement. Villains may choose from one of Divine casters roll on the Wrath of God chart. and Rhya. However. Fire. but also lessens the chances. and the successfully. Myrmidia.V . Ingredients are used up when casting the spell. These ingredients add +1 danger inherent in spellcasting makes up for the fact that unless otherwise noted. This is the the two Dark Lores: Chaos or Necromancy. while Priests use 8-9 Major AB:Miracles and use the Faith skill. and number you rolled on your Arcane die to determine which wizards take their lives . channels. a long enough that it cannot be finished during the character's character with an Arcane skill of d8 could choose to roll a d6 action can be interrupted. the Heavens. characters can learn spells from the successfully. Wizards may choose 10-11 Catastrophic from the Lore of Beasts. Sigmar. +2 with a Raise. Magic-users in the Old World do not use power points. Ranald. Wound penalties apply as normal. If at any time a character Each spell has a Casting Number. Ulric or Verena. Shallya. This is in addition to the Minor Chaos may choose from "Petty Magic: Divine" and both may choose Manifestation this causes.Spells and Magic
To become a spellcaster in the Old World carries the Arcane die roll Chaos manifestation same basic requirements as in the SW core book. they simply make an Arcane or Faith skill roll. Any spell which takes than the Arcane skill he currently possesses.into their own hands of the Chaos Manifestations you're hit with: each time they use it. the caster adds +1 to their Casting Lore of their choice. and possible wounds that force the Arcane roll also affect it. The expend to help with the roll." Rolling double 1s forces the caster to suffer 1 point of Wizards may choose from "Petty Magic: Arcane.
popular magic completely up to the GM. penalty of +1. or +4. Magical energy courses through you and shocks you for 1d4 damage. wine goes sour. besides using less casting dice. and you are also encouraged to make up your own.
Minor Chaos Manifestation
and food spoils. The Winds of Magic move through the air in varying amounts. as stated in the beginning. There are more extensive ones in Realms of Sorcery. 1-10 Within 6" of you. they may crowns equal to the CN of the spell being cast. The what bonus or penalty they may have unless they make a materials are also expensive. and your Arcane die type is reduced by 1 for 1d10 minutes. Many others will not. costing a number of gold successful Channeling roll. +3. hair color. or -4. Animals within 6" of you are terrified. -2. 41-50
Your nose begins to bleed and does not stop until you make a successful Vigor roll. should a caster in the area suffer Tzeentch's 31-40 Curse. or -1. skin pigmentation. The caster may re-roll his Wild Die if it rolls a 1. however. The materials character. Ghostly voices fill the air for a few moments. and players who are not willing to risk d100 roll Result exploding from a poor roll should probably choose a different career path for their hero. GM's choice or make up an effect. Your hair stands on end for 2d10 rounds. Roll on Major Chaos Manifestation instead. or find a bonus or penalty successful.
11-20 This and the next couple pages contain the Chaos Manifestation and Wrath of God charts. Characters will have no idea of shops will usually have them. +2. The GM may decide that certain areas are more or less magic at his discretion.available. Most effects are intuitive and involve a steady change in eye color. The re-roll is final. and must be kept. milk curdles. types of energy that are best manipulated to produce certain types of effects. The caster occasionally find themselves rolling a higher or lower must then make an Arcane roll(which takes 1 minute). and so forth which reflects the Lore of Magic that the character practices. There are no rules governing this and it is needed are somewhat rare. These winds also have an effect on the caster after years of use. well-stocked. and expects you to either have some knowledge of the Old World or consult official sources.
The Winds of Magic
The different Lores represent different Winds of Magic. ignoring armor. Keep in mind Characters may create a magic circle of protection to keep increasing the Casting die also increases the danger to the them from suffering from Tzeentch's Curse. Perhaps certain areas are 21-30 cursed in such a way that causes very specific manifestations. You glow with an eerie light for 2d10 rounds. You can make this once per round. Magic is dangerous. This may express itself by an increase or decrease to the Casting die or as a bonus or
61-70 71-80 81-90
. they bolt. You channel too much magical energy. Unless a Persuasion roll can be made to calm them. he may cast the spell he constructed the circle to that they did not expect. We will not print specifics since we would like to avoid printing as much unnecessary and copywritten material as possible. this guide is meant to give just the bare basics. If Arcane die than they intended. cast(and no others!). A cold and unnatural wind blows through the area. -3. If they do not. and because.
parts of a contract which signs your soul away to a Ruinous Power. These are. The Winds of Magic lash out at you and you suffer an automatic Injury. and your 51-60 Arcane die type is reduced by 1 for 24 hours. in fact. You lose your voice for 2d10 rounds.Major Chaos Manifestation
d100 roll Result
1-10 11-20 21-30 31-40 41-50 Your pupils turn bright red until dawn the next day. Magical energy burns through you. You take 1d10 Insanity Points. Roll on the Injury chart and determine whether the injury is permanent or temporary as normal. If you do so. you are sucked into the void and lost forever. A portal into the Void opens below you. causing 1d8 damage which ignores armor. The Powers of Chaos notice you. you may spend it to make a Spirit roll. You get a glimpse of the Realm of Chaos and take 1 Insanity Point. Chaos energy wracks your body. Your Arcane die is reduced to 0. A 2-inch Chaos Rune is burned into a random part of your body. Roll on Catastrophic Chaos Manifestation instead. Overwhelmed by magical energy.
Catastrophic Chaos Manifestation
d100 roll Result
1-10 You lose control of your magic and send energy out in a 18" circle. you are Shaken. Removing the runes will make no difference. If you do not have a benny. 61-70 71-80
71-80 81-90 91-95 96-100
. You may also take a new AB: Magic and choose Chaos if you wish. you will gain twice the number of spells normal for taking this Lore. debilitating you 41-50 and reducing your Vigor by 1 die type for 1d10 minutes. A number of lesser Daemons appear from the Aethyr 6" away and attack you next round. and begin to claim you as their own. Magic power overwhelms you and you are knocked out for 1d10 minutes. You may also take a new AB: Magic and choose Chaos if you wish.
Chaos energy wracks your body. debilitating you and reducing your Vigor by 2 die types for 1d10 hours. you will regain you ability by 1 die type. 13 of these will complete the contract. A Daemon Imp appears from the aethyr and attacks you on the next round. A Daemon Prince shows you a vision of Chaos. Your ability to use magic is burnt out completely. or you fail. GM's choice or make up an effect. causing 1d4 damage to everyone in range including yourself and ignoring armor. GM's choice or make up an effect. For every 24 hours that passes. If you have a benny. Magical energy courses through you and shocks you for 1d6 damage. You channel too much magical energy. ignoring armor.
experience and earn money. and because untrained Apprentices. 10s a month is their companion(though it's also possible for the caster to probably about right." This is a very rare occurrence. authorized. Like 91-99 You have angered your god somehow and must Journeyman Wizards(see below). or protect such people secretly. and given permission to pursue a 61-75 Your god chooses this time to grant you a "normal life. Apprentices spend may become Perpetual Apprentices or any of the other almost all of their time in training and study. requires so Journeymen. long time. might kill him themselves should he be discovered). power of Chaos. They may travel anywhere in the Empire they wish. even if common jobs around the college. thus. permission to travel. for all
The Wrath of God
The Eight Colleges
. however. but also so those who would apprentices are treated so strictly. and so on). and often act as agents and intelligence for their college. or else be prepared to cover up for or defend and afford much needed gear as well. they are not poorly treated. 16-30 You cannot cast another spell for 1d10 rounds. while still being completely unable to grasp anything beyond Hedge Magic. Because of this. they are considered. Some. wizards and sorcerers had a tendency to cause terrible become Senior Apprentices.. Senior Apprentices which are unable to them develop beyond Apprentices. These casters are Magic is. After a very 76-90 You take an automatic 1d10 damage. They are sometimes allowed accidents with their miscasts. symbolic but confusing vision that leaves you Sometimes a caster(usually a wealthy one) proves their Shaken. Some of them even run safehouses for those with magical ability. their goal and mission is 100 Your prayer is answered. Their hunters make a career of finding unauthorized mages and masters sometimes go with them. and are sent off into the world to gain much ability(such as sensing the Winds of Magic. and other such employees of the college are you failed the casting roll. them. in no uncertain terms. dampens their power. and a player wishes to be a legal spellcaster. they are given a letter of kneel and repent 1d10 rounds immediately. it's discovered. learn a few Lore spells. If you are running a campaign for a Novice party. since so few of Senior Apprentice. they are sometimes given special rights. not 46-60 Your spell fails and your Spirit is reduced by 1 wishing to stay. This is another reason why controlling them. legal wizard in their party should begin play at since they probably won't have the starting funds to pay that Seasoned rank. them.. it isn't Novice casters are called Apprentice Wizards. are outfitted with lead jewelry. magic-users have been to go on missions. or keep an eye on them burning them at the stake or in some other way dispatching secretly. though a lot of money in the Old keep his abilities a secret from his own comrades. become so closely is because magic is so dangerous. most "career outs" for those who don't quite cut it. Seasoned rank magic-users have proven their abilities and One reason Apprentices are worked so hard and watched their trustworthiness. a group which wishes to have an probably best to assume their initial dues have been paid. adventuring Novice casters are unauthorized and will be Apprentice wizards pay very high dues. and some do murdered by a lynch mob or a group of witch hunters if manage to adventure to pay these. For starting characters. secretaries. librarians. guards. and lodging. apprentices that simply didn't have what it took. they're given food 31-45 Automatic spell failure. For this reason. but not by your god. To this day. in the last stage of proving themselves. who World(becoming a wizard isn't cheap). different: to find those with a magical aptitude and recruit Roll on Major Chaos Manifestation.use magic for evil ends can be rooted out before being taught more powerful spells. witch from it and it will accomplish an important goal. a manipulation of the called Perpetual Apprentices. and they no longer live in fear of the power they had but didn't understand. which die type for 2d6 rounds. However. if their master believes they will benefit traditionally hunted down and killed. Unlike Journeymen. They are impossible to develop adventures that are appropriate for a considered unimportant and expendable. value and trustworthiness. Most superiors in the develop beyond Hedge Magic or who are deemed unworthy college do not even learn their names. The spell takes 2 rounds to cast. and so most are not unhappy. Most of these are given 01-15 A few more prayers are needed to finish the spell. d100 roll Result The majority of casters never make it beyond an ability to cast a few Hedge Magic spells.
created or Sometimes they are often given addresses of other. when they're finished adventuring for good(unless something major draws them out of retirement creature. he may elect to travels to learn new spells or get advice or protection if look for or create a familiar. representatives of their chosen college While there is no rule against it per se. the wizard loses any and all bennies he or she tests grueling. is a or wolf) to the exotic(a pixie or an imp) to the downright fine time for adventuring.e. waiting until they're A character may. it will be(i. this is done does the caster become a Master Wizard or Familiars must be in "base contact. stiff fee(probably around 80 gc). please consult Realms of Sorcery. steady income. and they must pay 1/10th of all income while and Dwarfs cast only rune magic(not covered in this book). most masters don't want to Familiars have a variety of forms. wizards may find spells of their Lore may return to their chosen college. "control" the familiar in combat.
. Even worse. even if they Familiars act as henchmen and the wizard player may can't legally hang them or burn them at the stake. using the following charts for reference. He or she may then choose the type of familiar and so forth. and there is no law against discrimination. and prefer for their pupils to take up normal jobs decide if familiars are randomly picked or if they are chosen away from their home. ceremonial rite which costs only 5 GC to bond the creature For more details on wizardly ranks. Though many colleges frown bizarre(a walking book or a flying lantern). they are supplied with a letter showing that they have permission to use magic. and imbued with magical power. Familiars do have minds of Wizards of the Heroic rank who have learned at least 10 their own and in non-combat situations. secret practitioners when in dues to advance from Apprentice to Journeyman and earn around Imperial citizens).intents and purposes. Halflings are never spellcasters. Sorry. though an suggested for the character to keep their abilities under unusual familiar can add flavor and humor to the game. journeying to the college as well. way to make life miserable for the Journeyman. Characters can take their time. to the caster. tests. a license. but his master will be punished for his crimes! It's suspicion and mysogeny. hold off on returning to take their title until must be willing. and are forbidden from coming within 50 miles Some wizards decide to take on a familiar at some point in of their college until they've achieved Heroic status. senior recruited. and complete the Finding a Familiar Elemental List whenever they want. below). At this time. Creating one results in a more necessary. then. Intelligent creatures in this case and as such. will not only be reflected on the of. They may even decide that with a creature he knows. kind. The fight is not to the death. then. and should the the title Master Wizard or Magister. college. would make a fine familiar. it takes little more than a mostly down the road. within one Magister. prove their ability. the Old World is one of superstition. even with a letter of permission. from the mundane(a rat even see their face again for several years. This. it's nearly unheard and their actions. most wraps. and earn Wizards may only have 1 familiar at a time. If this is the case. but he must prove to be a The familiar's master may spend bennies on his famiar's worthy opponent. Familiars are small creatures. the familiar die. He does not have to win. or meet a creature that he believes becoming a Magister is what they wish to do upon retiring. find himself bonding Legendary if they so wish. and in the end he must fight a Magister of the has immediately. Spell or Power) unless the type it Women are almost never admitted into the colleges. their careers. square of the wizard." that is. paranoia. learning other spells. it's highly Common sense trumps charts in any case. course. that so few Apprentice Wizards become always either secret practitioners. become Magisters doesn't mean they have to. Warrior. If the player has none. and if the character already knows the Legendary rank. Female spellcasters are almost no wonder. Of by the player. a kind master might even give personalized familiar. or Elvish women taught in Journeyman Wizards! Journeyman Wizards must pay 40gc Elvish society(and even then. Legal or not. pay a themselves trying to keep their familiar out of trouble. The fee is high. it should be very close to the wizard. commoners do not trust wizards of any Chaos Sorcerers should not end up with a fairy for a familiar. but the cost is rather high: 500 gold them a little money to help them survive until they find a crowns in materials. order. Once and a while. for the wizard to gain any of the special Remember that just because Heroic characters can bonuses for the familiar's type(see Type of Familiar. some colleges encourage it. The GM should upon this. wizards(or perpetual apprentices) that they may visit in their When a wizard reaches Seasoned rank. if illegal. Only after all rolls. and non-Dark Magic types shouldn't end up with a witch hunters and other zealots will surely go out of their Nugling(though it could be amusing). Additionally. there is no loss. requirements. of course). at Seasoned rank.
If successful. and accomplished hand-to-hand expert. 1 per familiar grants no magical bonuses to the wizard. Shooting d6 There are three types of familiars: Warrior Familiars. tough. costs 500 gold crown in materials. Spirit d10. spell or the familiar. Spirit d10.
Familiar group table
. Parry: 8 Toughness: 8 Special Abilities:
Power Familiar: A wizard with a power familiar in base contact makes any Arcane rolls with a +1 bonus. the character can begin adventuring with and this Lore does not have to be the same as the Lore of its his new familiar. All created familiars have a 25% chance of having an oddity. Smarts d4. but rather casts them through the wizard. but will New Power edge.
Type of Familiar
Attributes: Agility d6. This. re-roll. Strength d6. giving him access to a Familiar Statistics different Lore. sure how all this works. Attributes: Agility d6. The familiar cannot cast spells itself. regardless of whether or not the familiar was put together by the player or randomly rolled. This type of randomly chosen. Special Abilities: Warrior Familiar: A Warrior Familiar is a strong.
Attributes: Agility d6. Spell Pace: 6. Vigor d6 Skills: Fighting d6. he or she must spend a night performing a ritual to give it life and bond it to them. Spell familiars can learn new spells. "Smaller/larger creatures" are enlarged or shrunk respectively to this size. Parry: 5 Toughness: 5 Familiars. randomly chosen(make up your own damn table). the wizard adds +1 to Arcane rolls. as so:
Creating a Familiar
1 2 3 4 5 6 7 8 9 10
Light Gold Jade Celestial Grey Amethyst Bright Amber Player's choice GM's choice(evil laugh)
If the character chooses to build a familiar. the wizard may cast any spells the familiar knows. roll on the Familiar Oddity chart. Shooting d6 Intercept Attack: If the wizard and warrior familiar Pace: 6. master. Smarts d12. Once this is done. and not by creature type. the familiar changes places familiar. Smarts d8.should be is obvious or one of those types is not logical. As such. as stated previously. Spell Familiar: A spell familiar has one Lore it practices. Strength d8. with the wizard and takes the attack instead. etc will modify these base statistics. not two. then the familiar can make an Special Abilities: Agility roll to intercept any melee attacks on its • Empowered Casting: If in base contact with his master. Any miscasts fall on the wizard and not on Core statistics are by familiar type. If the familiar has an oddity. use the charts as a guide to put the familiar together. and Power Familiars. Spirit d10.
The familiar has 1 Lore spell. if the familiar is in base contact with the wizard. fight to defend him. If chosen. we work out two examples at the Spell Familiar end for you. the creature type. Vigor d10 Skills: Fighting d12 Pace: 6. Strength d10. The GM and player should decide if the familiar is randomly rolled or chosen. • Lore Spells: The familiar begins with 1 Lore spell. that is. However. If the oddity reflects something the familiar already has(wings or a tail for instance). but the New Power oddities. The largest familiars are no longer or taller than 2'. Parry: 5 Toughness: 6 are in base contact. If you're not Edge only grants one power. and may be taught more. warrior. Vigor d8 Skills: Fighting d6. This is randomly rolled. power.
Size -2) Wolf(or dog)(Tracking d8.
Small dragon(attacks are considered elemental 12 attacks. size -2) Owl(or appropriate choice of bird)(can fly at Pace. Size -2) Ferret or Weasel(+1 Agil die type. choose fire. Size -1) Jack-o-lantern(Taunt d8. Small octopus(walks on land)(May grapple. d12 roll 1 2 3 4 5 6 7 8 9 10 11 Object/part Hat(Size -2) Nightstand Lantern(Size -2) Book(Size -2) Beaker(Size -2) Eye(d8 Notice. Size -2) Large hermit crab(+2 toughness to shell.d4 roll
1 2 3 4
Animal Larger/smaller creatures Object/parts Constructs/humanoids
11 12 13 14 15 16 17
Small elephant(May carry 2x load limit. Size -1). etc)(Intimidate d8.
1 2 3 4 5 6 7 8 9 10
Cat(familiar has d8 Stealth. Size -1) Hand(May Grapple. Large ant(Wallcrawler. Small crocodile(+1 Toughness. Small daemon(pink horror. Small sasquatch(+ Strength die type. Vigor roll or 1 level Fatigue. Small shambling mound(Toughness +1.
. Size -1) Mouth(May Grapple. Size -2) Bat(can fly at Pace. Tail attack causes Vigor roll or 1 level Fatigue. size -1). Size -1). Size -2). Size -1) Chest/trunk/luggage Foot(+2 Pace. Small tyranid(Four arms. Large fly(Fly at Pace. whichever the familiar is not. Small manticore(Two attacks. Size -1). size -2). Size -2). Size -2)
18 19 20
Familiar objects/parts roll on Familiar Movement table next
Objects may pass as normal objects of their type since anything odd such as wings or legs can be retracted. Size -1). size -2). Size -1). Size -1). size -1). electricity or acid. cold. Size -2) Large venus flytrap(may Grapple. Size -2) Rat(or mouse)(Climb d4. 50% chance to hit without a Called Shot) Large centipede(On a successful attack. Size -1). Roll on Animal table and resize to Size -1 or -2. Size -1). Size -1) Toad(or frog)(Size -2) Snake(non-venomous)(Size -2) Lizard(choose an appropriate one)(Size -2) Spider monkey(Climb d10. Large praying mantis(may Grapple. Small squig(Frenzy. Small troll(Regenerate with -2. Size -2). one with tail. Small elemental(appropriate to Lore)(Attacks do energy damage that ignores nonmagical armor. Roll twice and combine
d20 roll Larger/smaller creature 1 2 3 4 5 6 7 8 Large spider(Wallcrawler. Size -2). Size -2).
. Casting Time: Most spells have a Casting Time of "Standard.Familiar constructs/humanoids d12 roll Construct/humanoid
1 2 3 4 5 6 7 8 9 10 11 12 Scarecrow(Construct. Usually Self. if available. Size -2) Faerie(Fly at Pace. 1/2 Pace. Size -2) Wood golem(Construct." This means it works the same as a normal SW spell. by making another Casting roll. "6(2/round)" means the initial Casting Number is 6. The exact description goes here.d6 Taunt(or +2 Die Types if the familiar already has Taunt). Size -1). A caster can do this with any extendable spell. Size -2) Imp(Intimidate d8. or a range determined by Smarts or Spirit. and this is not modified for multiple actions. Size -2) Dryad(Toughness +2. If the spell can be extended.d6 Intimidate Works like the SW spell of the same name. Some spells may take longer. Size -2) Snotling(Taunt d8. 2 oddities!
Casting Number: 3(2/round) Casting Time: Normal Ingredients: A tiny bell Range: Smarts Duration: 1 round This will reproduce any noise but speech.
7 8 9 10 11 12
Compactable . Casting Number: 2(2/minute) where it cannot be harmed by any attack(but Casting Time: Normal confers NO bonuses) Ingredients: A drop of lamp oil d6: 1-3 fangs. Size -2) Nurgling(Causes Fear. can hop 18" high avoiding any obstructions that low automatically)
Spells look like this:
Oddities d12 roll Oddity
1 2 3 4 5 6 Wings .fly at Pace Horns . etc. Size -2) Skeleton(small)(Construct. ranging from whisper quiet to a loud roar.d4 + Str attack Tail . Jester's outfit . in which case it will be noted.+1 to Agility rolls and Agility-based skill rolls 1d2 extra arms 1d2 extra legs(Pace increased by 1/3rd per extra leg)
Casting Number: This is what you must roll to cast the spell. Half size. Touch. seemingly empty(Construct. 1d4 + Str damage. Range: How far the effects of the spell can be cast. or Light compact in a way that it can fit in a pocket or hat. Roll on Chaos Mutations chart! Roll twice.
Familiar movement type d3 roll Movement type
1 2 3 1d6: 1-3 Flies with no wings 4-6 Flies with wings Legs(walks normal Pace) 1d6: 1-3 Small hops(normal Pace) 4-6 Frog or grasshopper legs(normal Pace.Familiar can shrink. 2-6 claws. Ingredients: These. Size -2) Suit of Armor(Construct. walks on stilts. Size -2) Wizard or sorcerer's robes and hat. and the character can extend the spell by making a new Casting roll each round with a Casting Number of 2. For instance. Range: Touch Duration: 10 minutes Moon head . add to the Casting roll. Size -2) Clay golem(Construct. Some spells can be extended. Size -2) Small bird-man(Fly at Pace. fold. this will tell what the Casting Number is and how long it lasts. Duration: How long it lasts.
This spell does not cure poison. his victim falls asleep for 1d10 rounds. etc.
Range: Spirit x 2 Duration: Instant Any character Shaken or otherwise affected by fear immediately recovers. This spell and adds +1 to any Strength or Fighting rolls the Attacking the character wakes them up. The damage and number of darts cannot be increased. If the victim Casting Time: Normal loses. makes for 1 minute. Casting Time: 2 rounds Ingredients: A firefly Range: 60" Blessing of Fortitude Duration: 1 hour Casting Number: 3(2/minute) This creates what appear to be distant lanterns or torches.
Casting Number: 4 Casting Time: Normal Ingredients: A dart Range: 12/24/48 Duration: Instant This works just like Bolt. however.
Blessing of Courage(2/minute)
Casting Number: 3 Casting Time: Normal Ingredients: A tuft of dog hair
Blessing of Protection
Casting Number: 4(2/minute) Casting Time: Normal Ingredients: A small token with your deity's symbol Range: Self Duration: 1 minute Any opponent who wishes to attack you must first pass a
. Ingredients: A snake scale Range: Touch Marsh Lights Duration: 1 minute This spell adds +1 to any Agility rolls and increases his or Casting Number: 4 her Pace by 1". the caster can force him to drop anything he's holding. Duration: 1 minute If the caster succeeds.
Blessing of Healing
Casting Number: 3 Casting Time: Normal Ingredients: A sprig of holly Range: Touch Duration: Instant This spell heals 1 Wound automatically as long as the casting roll is successful and its made within an hour of injury. Casting Time: Normal They naturally follow paths and corridors and need not be Ingredients: A piece of turtle shell controlled. and if they survive character makes for 1 minute.Drop
Casting Number: 3 Casting Time: Normal Ingredients: A dab of butter Blessing of Speed Range: Smarts x 2 Duration: Instant Casting Number: 3(2/minute) This is an opposed Smarts vs Spirit roll.
Casting Number: 4 Blessing of Might Casting Time: Normal Casting Number: 4(2/minute) Ingredients: A piece of down Casting Time: Normal Range: Touch Ingredients: An iron nail Duration: Instant 1d10 rounds Range: Touch If the touch attack hits. make an opposed Arcane vs Spirit. If you wish to control them more closely you can Range: Touch as long as you maintain line of sight and do not perform any Duration: 1 minute other actions. disease. The lights can move at a variable Pace of 6"-12" This spell adds +1 to any Vigor or Guts rolls the character as you desire. the attack they may stand on their next round.
but do not gain bonuses of any other kind. The Casting Number: 3(2/minute) spell lasts until triggered or cast on another spot.
Casting Number: 6 Casting Time: Normal Protection from Rain Ingredients: A small silver hammer Casting Number: 3 Range: Smarts or Spirit Casting Time: Normal Duration: Instant You instantly cancel the effects of any magical effect within Ingredients: A freshly picked leaf Range: Self range. Ingredients: A link of chainmail
Range: Self Duration: 1 minute You gain +1 Toughness on all parts of the body for the duration. they must attack someone else or take Casting Time: 1 minute another action altogether. Only one Casting Time: Normal may be in play at any time. but the door or chest provides light like a candle and stays lit until you close your hand or cast another spell. It duration. He or she is granted a Spirit roll to resist. This spell cannot cancel the effects of Even in the heaviest downpour.
Casting Number: 5(2/round) Casting Time: Standard Ingredients: A gag Range: Smarts x 2 Duration: 2 rounds One opponent cannot speak. it's attached to can still be broken down.
Casting Number: 4
Casting Number: 3(1/hour)
. It cannot be forced or picked. These count as magical. moving 3x your Pace and up to 6 yards high. The caster of the original spell gets an opposed Duration: 1 hour casting roll to resist(this takes place even if the original caster is not around). Aethyric Armour There is no range and you will awaken if sleeping.Spirit roll. If they fail. you will be mentally alerted. This spell will not work if the caster is wearing armor and will be canceled if the caster dons armor. allowing you to overcome simple obstacles.
Casting Number: 5(2/round) Casting Time: Standard Ingredients: An eagle's feather Range: Self Duration: 1 round You briefly walk on air. you and your belongings remain dry.
Casting Number: 3 Casting Number: 4 Casting Time: Normal Casting Time: 1 minute Ingredients: A piece of flint Ingredients: A key Range: Self Range: 2 yards Duration: Special Duration: 1 week You enchant one bolt or lock to close permanently for the A bluish flame bursts forth from your open palm. ritual magic.
Casting Number: 4(1/hour) Casting Time: Normal Ingredients: A dab of blessed water Range: Touch Duration: 1 hour You bless 1 melee or thrown weapon or 5 shots of missile ammunition. Ingredients: A small brass bell Range: Touch Duration: Special Whenever a creature comes within 2 yards of the spot you've cast Magic Alarm on.
Arcane Lore: Beasts
The Beast Unleashed
Casting Number: 8 Casting Time: 2 rounds
Form of the Raging Bear
Casting Number: 9 Casting Time: 3 rounds Ingredients: A bear's claw
. If it is a mount.
Casting Number: 3 Casting Time: Standard Ingredients: A lump of sugar Range: Smarts x 2 Duration: A number of hours equal to your Magic score This spell will make any wild animal placid.
Ingredients: A wolf's heart Range: Smarts Duration: One complete combat Any allies within range have their Strength. It always uses the Large Blast Template and deals 2d6 damage. The spell is broken if the animal is attacked by the caster. though they may make a Spirit roll to resist.
Casting Number: 4 Casting Time: Standard Ingredients: A cat's claw Range: Self Duration: A number of minutes equal to your Magic score Your fingernails become vicious claws. Any Traits at d12 are increased to d12+1. more or less. it will allow the caster to ride it with a +1 to any Riding rolls.
Casting Number: 4 Casting Time: Normal Ingredients: A small pin Range: Touch Duration: Instant A successful touch attack deals 2d6 damage. You cannot hold a weapon while this spell is in effect. You can also open or close unlocked doors or knock over objects within twice that range.Casting Time: Normal Ingredients: A bird's feather Range: Self Duration: Instant You create a light gust of wind strong enough to blow around papers or blow out candles. They do Str+d4 damage.
Claws of Fury
Casting Number: 3(2/round) Casting Time: Normal Ingredients: A small fan Range: Smarts or Spirit Duration: 1 round You can manipulate or move light objects within range.
Casting Number: 7 Casting Time: Standard Ingredients: A caged crow Range: 24/48/96 Duration: Instant This spell summons a murder of aethyric crows with ironshod beaks and bleeding feathers.
Calm the Wild Beast
Casting Number: 3 Casting Time: 2 rounds Ingredients: A crude doll of the victim Range: Touch(item) Duration: 24 hours One opponent suffers a penalty equal to -1 for each die type in Arcane or Faith that you have. only Shake them. Spirit. but this damage cannot wound an opponent. or -1/-1 if you are Ambidextrous). and you may attack with both at the standard -2/-4 penalty(-1/-3 with the Fighting bonus. This does not work on animals.
Casting Number: 3 Casting Time: 2 rounds Ingredients: A pinch of sand Range: Self Duration: 1 hour You leave no visible tracks in any terrain and anyone tracking you takes a -2 penalty. and Guts die types increased by 1. as a Blast spell. which always strikes the head of those below. add +1 to your Fighting rolls. It can be cast even underground since the crows are magically gated. any Traits at d4 and decreased to d4-1. and Fighting and Smarts decreased by 1 die type. It acts.
You can end this spell at will. Spirit. You can end this spell at will. which has Size +2.
Casting Number: 7 Casting Time: Standard Ingredients: A piece of vellum Range: Smarts Duration: Instant
. and any Skills.
Wings of the Falcon
Form of the Ravening Wolf
Casting Number: 6 Casting Time: 2 rounds Ingredients: A wolf's paw Range: Self Duration: 1 hour or until taking a Wound You can shape shift into a wolf.
Casting Number: 3 Casting Time: Standard Ingredients: Handful of grave dirt Range: Self Duration: 1 hour This spell allows the caster to see the spirits and souls of the dead that are normally invisible to the living. or to yourself if cast just before shape shifting.
Form of the Soaring Raven
Casting Number: 4 Casting Time: Standard Ingredients: A raven feather Range: Self Duration: 1 hour or until taking a Wound You can shape shift into a raven. The spell does not end until its duration runs out. You retain your Smarts.Range: Self Duration: 1 hour or until taking a Wound You can shape shift into a bear.
The Talking Beast
Casting Number: 5 Casting Time: Standard Ingredients: A tongue from the animal you are turning into or giving speech Range: Self or Smarts Duration: Your rank in minutes This spell will give the gift of speech to an animal. so an ally dying does not end the effect. and any Skills. the caster can see their souls leave their bodies. You cannot talk or cast spells. You retain your Smarts.
Casting Number: 8 Casting Time: Standard Ingredients: Vial of embalming fluid Range: Smarts x2 Duration: Arcane skill /3(minutes) Any ally under the effect of this spell is protected. you and your allies are immune to Fear effects. would have a CN of 10. from their inevitable doom. You cannot talk or cast spells. This changes all of your equipment as well. This changes all of your equipment as well. An ally that is killed while under such protection will get 1 more round in which to act before finally dying. Spirit.
Casting Number: 11 Casting Time: 2 rounds Ingredients: A live falcon Range: Self Duration: 3(2/round) Wings sprout from your back and you are able to fly at your normal Pace. with a Climb rate of half that number.
Casting Number: Special Casting Time: Standard Ingredients: A miniature whip of braided animal hair Range: Smarts x 100 yards Duration: 10 minutes This works as Beast Friend. Spirit. You can end this spell at will. except that the CN is 6 + 2x the animal's size. You retain your Smarts.
Arcane Lore: Death
Acceptance of Fate
Casting Number: 6 Casting Time: Standard Ingredients: A coffin nail Range: Smarts Duration: 10 rounds For the duration. This changes all of your equipment as well. You cannot talk or cast spells. Controlling a lion. When living beings die. by seconds. and any Skills.
but only on mortal remains. Such is the disturbance this spell causes that all wizards within a 5 mile radius are aware it has been cast. range and their death must have been in the last 60 seconds. How this effects is not compelled to answer the question truthfully. or age 2d10 years. dying. This is at the GM's This is effectively the Burst power. it Ingredients: A cutting of ivy from the grave of a priest does not require line of sight.
Wind of Death
Casting Number: 4 Casting Time: Standard Ingredients: A miniature iron scythe Range: Self Duration: Arcane skill/3(rounds) This spell materializes a scythe of Amethyst energy. while The caster is limited to one question only. It counts as a magical weapon with +1 to Fighting and Damage. They must be within age and decay. so this susceptible to necromantic animating. Poor and common items will turn to dust. calling. except that the spell ignores all armor. This does not work on beings like to dust) is up to the GM. forth.
Casting Number: 12 Casting Time: Standard Ingredients: An amethyst worth at least 50gc Range: Smarts x 2 Duration: Instant This calls a wind of Shyish energy anywhere within range and acts as a full-power Blast spell. If the caster is Duration: Instant fully healed.
Casting Number: 7 Casting Time: Standard Ingredients: A vial of blood Youth's Bane Range: Smarts Duration: Instant Casting Number: 10 This spell will drain the life force of an enemy. Those caught under it take damage as normal.
Casting Number: 4 Breathe Fire Casting Time: Standard Casting Number: 11 Ingredients: Two brass pennies Casting Time: Standard Range: Touch Ingredients: A dragon's scale Duration: Instant Range: Burst template This spell will instantly kill anyone or anything that is near Duration: Instant death. or even at your game beyond trappings(or the occasional item turned all if it does not wish to. Those killed in this way cannot be specifically breathes the fire. except the number of bolts cannot be increased. raising and so spell probably shouldn't be thrown around in public. and the dead soul masterwork items will become common.A wizard may use this spell to ask a question of someone This will cause one non-magical item of 10 lbs or less to who has been dead less than 1 minute. though the caster discretion. he does not gain any extra Wounds but his A character affected by this spell must make a Spirit roll opponent is still harmed. but is otherwise still the character is a daemon(or consorting with them). It acts as a Casting Time: Standard Bolt spell. Items of good quality will become poor quality. Wizards that use the spell too much often find themselves hunted by their fellow wizards or worse.
Arcane Lore: Fire
Tide of Years
The Burning Head
Casting Number: 5 Casting Time: Standard Ingredients: Small hourglass Range: Touch Duration: Instant
Casting Number: 8 Casting Time: Standard Ingredients: A skull of any kind Range: 18" Duration: Instant
. Many watching may assume communicated with using Final Words. and heals the caster of 1 Range: Smarts Wound for every wound the spell causes. or critically wounded. Daemons.
This is Bolt, except it hits everything in an 18" line.
Duration: Instant This is Bolt with fire trappings. Instead of choosing how many bolts to create, the number of bolts is 1d6.
Casting Number: 3 Casting Time: Standard Ingredients: A piece of charcoal Range: Touch Duration: Instant Cauterize will seal shut an open wound. It won't heal Wounds, but it will keep someone from dying who is bleeding to death and so forth. At the GM's discretion this may also be used for similar tasks, such as branding.
Conflagration of Doom
Casting Number: 5 Casting Time: Standard Ingredients: A ball of sulphur Range: 24/48/96 Duration: Instant This is Blast with fire trappings. The small Blast template is used. Additionally, the caster may throw 2 Fire Balls at Arcane skill d8 and 3 Fire Balls at Arcane skill d12.
Fires of U'Zhul Casting Number: 11 Casting Time: Standard Casting Number: 4 Ingredients: A dragon's tooth Casting Time: Normal Range: Smarts x 2 Ingredients: A match Duration: Special Range: 12/24/48 This calls a fiery inferno anywhere within range and acts as Duration: Instant a full-power Blast spell. Those caught under it take damage This works just like Bolt with fire trappings. The damage as normal. The fire will continue to rage each round, and and number of bolts cannot be increased, however. anyone still in the affected area must make a Spirit roll or take damage again. The fire will not stop until everyone has Flaming Sword of Rhuin left the area of effect or is dead. Such is the disturbance this Casting Number: 6 spell causes that all wizards within a 5 mile radius are aware Casting Time: Standard it has been cast. Wizards that use the spell too much often Ingredients: A torch find themselves hunted by their fellow wizards or worse. Range: Self Duration: Arcane skill/3(rounds) Crown of Fire This spell materializes a flaming sword. The sword counts Casting Number: 4 as magical and it also grants the wielder one extra attack with Casting Time: Standard it each round with no penalties. Ingredients: 1 gc Range: Self Hearts of Fire Duration: Arcane skill/3(minutes) Casting Number: 7 This creates a fiery crown about the caster's head. This Casting Time: 2 rounds adds +1 to any Intimidate rolls, or any Persuasion rolls that Ingredients: A vial with a mixture of blood and oil seem appropriate(rolls to give orders, command others, Range: Smarts etc). Additionally, anyone attacking the caster must make a Duration: 10 minutes Spirit roll or attack someone else(or take another action All allies within range gain a +2 to all rolls against fear, altogether). Finally, the crown illuminates the area like a intimidation, etc. Anyone moving out of range lose this torch. The flames are not illusionary and will burn items and bonus. damage those touching it(though not the caster himself). Fiery Blast Shield of Aqshy
Casting Number: 9 Casting Time: Standard Ingredients: A dagger of thrice-forged steel Range: 24/48/96 Casting Number: 5 Casting Time: Standard Ingredients: An iron amulet Range: Self Duration: Arcane skill(minutes)
This spell wraps the caster in fiery Red Wind. This reduces the damage of any fire-based attack by 2.
Wall of Fire
Casting Number: 15 Casting Time: One round Ingredients: A patch of fur from a chimera Range: Smarts x 2 Duration: Instant This spell creates a wall of fire 24" long and 5" high. Anyone caught under it takes 2d6 damage.
Casting Time: 1 hour Ingredients: The noose of a hanged man(+3) Range: 1 mile Duration: Special This spell requires a lock of hair or drop of blood of the intended victim. The victim must make a Spirit roll at -4 or lose all bennies he has. He can not use bennies to re-roll this roll. If he has none, the next roll on the KO and Injury tables are made at +10. This is such a potent spell that any caster within 5 miles will be aware that it was cast.
Arcane Lore: The Heavens
Casting Number: 4 Casting Time: Normal Casting Number: 7 Ingredients: A piece of glass Casting Time: Standard Range: Self Ingredients: ? Duration: 1 round Range: Smarts x 2 By reading signs and portents in the air, the caster is able Duration: Smarts in minutes to re-roll one roll on his next round(as if he or she had spent All allies within range now have Armor 3. This does not a benny). stack with normal armor but replaces it if higher,
First Portent of Amul
The Comet of Casandora
Casting Number: 5 Casting Number: 12 Casting Time: Normal Casting Time: Standard Ingredients: A tuning fork Ingredients: ? Range: Smarts x2 Range: 12/24/48 Duration: Instant Duration: Special This is a Bolt spell which does 3d6 damage. When cast, there is a 50% chance each round that the spell will begin. There is no limit to how long this can take. You must keep track of the number of rounds, since the range is Lightning Storm Casting Number: 10 a radius of d8" x the number of rounds that passed. The round the spell is successful does not add to this. The spell Casting Time: Standard Ingredients: A weather vane(+1) does 3d6 damage to all within that radius. Range: 6/12/24 Duration: Instant Curse This is a Blast spell which does 3d6 damage. Casting Number: 7 Casting Time: Normal Omen Ingredients: A broken mirror(+2) Casting Number: 3 Range: Smarts x2 Casting Time: 1 minute Duration: 24 hours The victim of your curse suffers a -1 to all trait rolls, and Ingredients: The liver of a small animal Range: Self opponents gain a +1 to damage against him or her. A character may only suffer the effects of one Curse spell at a Duration: Special You may ask for an omen on one question you have. The time. GM should make a Smarts roll for you secretly; on a success, you get a true omen. On a failure, you get an omen you only Fate of Doom think is true. The GM should also roll 2d10 to determine the Casting Number: 13 number of hours for which the spell holds true.
Casting Number: 7 Casting Time: Normal Second Portent of Amul Ingredients: A dove's feather(+2) Casting Number: 5 Range: Self Casting Time: Normal Duration: Smarts in minutes Ingredients: A piece of stained glass(+2) Using heavy winds he or she conjures, the caster may fly at Range: Self his or her Smarts rank in inches per round with half that for Duration: 1 hour Like the First Portent of Amul, except it allows 2 re-rolls climb rate. and lasts an hour.
Portent of Far
Arcane Lore: Life
Casting Number: 5 Casting Number: 12 Casting Time: Standard Casting Time: 10 minutes Ingredients: A piece of crystal(+1) Ingredients: A vial of water from a sacred pool Range: Smarts Range: Smarts x 2 Duration: 1 round Duration: Instant This spell allows all friendly characters within range to re- This spell may be cast on a 1 square mile of land or on roll any Fighting or Shooting rolls in which a 1 is rolled on 2d10 characters. On the former, this will cure any blight either die. The re-roll is final. affecting the land. On the latter, it will cure those characters
Casting Number: 9 Casting Time: 1 round Ingredients: A star chart(+3) Range: Smarts x3 radius Duration: Smarts in minutes The light of the stars illuminates the area of effect. This light has the following effects: • Cuts through all forms of darkness, even magical darkness and fog. • Exposes disguised characters, including characters shapeshifted or disguised by illusions. • Reveals hidden doors doors and chambers.
Curse of Thorns
Casting Number: 4 Casting Time: Standard Ingredients: A thorn Range: Smarts x 3 Duration: 1d10 rounds This spell causes thorns to grow within the body of one opponent within range. Each round the spell causes 1d4 damage and the character must make a Spirit roll or suffer 1 level of Fatigue(1 total; these do not stack).
Casting Number: 6 Casting Time: Normal Ingredients: An animal bladder(+2) Range: 6/12/24 Duration: Smarts The caster calls down strong winds to buffet opponents. Use the Large Blast Template. Those beneath must make a Strength check or be knocked down. They must then make a Vigor check or be Shaken. During the spell's effect, Melee Attacks are at -2, ranged attacks cannot be made, and a Strength roll is necessary to move.
Casting Number: 4 Casting Time: 1-3 rounds Ingredients: A dagger Range: Self Duration: Instant The caster may spend 1-3 rounds casting this spell and must be standing on natural earth. For every round spent casting, the caster heals 1 Wound.
Wings of Heaven
Casting Number: 6 Casting Time: Standard Ingredients: An iron key Range: Smarts x 4 Duration: Instant The caster may teleport anywhere within range. Both the
entry and exit points for the teleport must be over natural earth.
Fat of the Land
Casting Number: 4 Casting Time: 1 minute Ingredients: A handful of animal feed Range: Touch Duration: 1 week One touched character(or yourself) can go 1 week without food. The character still needs to drink.
The enemy is buffeted and torn by flying rock. This spell may be cast anywhere within 12" of the wizard, or anywhere in sight that is within 12" of a collection of loose stone. The spell uses a Medium Blast Template and causes 2d6 damage.
Master of the Wood
Casting Number: 9 Casting Time: Standard Ingredients: A dowsing rod blessed by a priest of Taal Range: 6/12/24 Duration: Instant The caster conjures a geyser to erupt from the ground. This must be on natural earth. Those affected by a Medium Blast Template take 2d6 damage, and are knocked d4 yards out of the geyser - your choice where. They are prone until they stand up.
Casting Number: 6 Casting Time: Standard Ingredients: A leaf from a holy grove Range: 8/16/32 Duration: Instant The caster calls roots and branches to rise up and flail the enemy. Use a Medium Blast Template. The damage is 2d6.
Mistress of the Marsh
Gift of Life
Casting Number: 4 Casting Time: Standard Ingredients: A vial of swamp water Range: 12" of caster or sight and 12" of water Duration: 1 round This spell may be cast anywhere within 12" of the wizard, or anywhere in sight that is within 12" of a water source. The spell will turn all land in a Large Blast Template into boggy, swampy mud, reducing Pace by 1/2.
Casting Number: 7 River's Whisper Casting Time: Standard Ingredients: A seed Casting Number: 6 Range: 12" Casting Time: 1 minute Duration: Instant Ingredients: A flagon of wine This spell immediately heals one character of all Wounds. Range: Self Duration: Arcane die level(i.e. 1-5) in minutes The caster must be standing waist-deep in water to cast The Howler Wind this spell. When cast, the wizard may ask the river about any Casting Number: 7 general activities on the river within 1 mile and within the Casting Time: Standard past 24 hours. Ingredients: The tooth of a wolf Range: 12" radius Spring Bloom Duration: 2d6 rounds Massive winds are called up around the caster. No missile Casting Number: 7 weapons may be fired into the area of effect, though large Casting Time: 10 minutes missile weapons such as siege weapons are unaffected. Ingredients: A handful of natural fertilizer Those within the winds may fire out as normal. Range: Touch Duration: Special This spell can be cast on a field the size of a farmer's field The Master of Stone or on a person. The field will be guaranteed an abundant Casting Number: 8 harvest, or the person will be guaranteed conception. Both Casting Time: Standard work assuming all normal conditions are met. Ingredients: A vial of swamp water Range: 12" of caster or sight and 12" stony ground, ruins etc Summer Heat Duration: 1 round
Casting Number: 5 lightning Casting Time: Standard Range: 48 Ingredients: A vial of sweat from an honest man Duration: Instant Range: 8/16/32 The caster can cast this on a group of daemons using the Duration: Instant Large Blast Template. Any affected daemons must make a Those caught under a Large Blast Template become Spirit roll or be banished. incredibly fatigued and hot, as if toiling under the hot sun all day. They must make a Vigor roll or suffer 1 level of Dazzling Brightness Fatigue. Casting Number: 3
Casting Number: 11 Casting Time: Standard Ingredients: A vial of melted snow gathered from a mountain peak Range: 8/16/32 Duration: 1 minute per die level(i.e. 1-5) Use a Large Blast Template. Those within take 2d6 damage and movement in the area is halved.
Casting Time: Standard Ingredients: A small mirror Range: 8/16/32 Duration: Instant This spell causes a bright flash of light the size of a Small Blast Template. Those struck by the blinding light suffer -1 to Fighting, Shooting, and any sight-based Trait roll.
Eyes of Truth
Arcane Lore: Light
Casting Number: 6 Casting Time: Standard Ingredients: An oak wand Range: Smarts x2 Guardian Light Duration: Special Casting Number: 8 If successfully cast on a daemon, the caster and demon make opposed Spirit rolls. If the caster wins, the daemon is Casting Time: Standard banished. On a tie, they remain locked in mental combat and Ingredients: A small shield of glass neither can act. Each round the contest continues until one Range: Smarts radius Duration: Arcane die level(i.e. 1-5 rounds) wins. All friendly characters within range are immune to Fear and Intimidation. Any character under the influence of these Blinding Light is instantly recovered. No line of sight is required, but Casting Number: 10 anyone leaving the area of effect loses these bonuses. Casting Time: Standard Ingredients: A polished mithril disc Healing of Hysh Range: 12/24/48 Casting Number: 5 Duration: Instant This spell causes a bright flash of light the size of a Large Casting Time: Standard Blast Template. Anyone struck by the blast must make an Ingredients: A clear glass bead Agility roll. Those that fail are affected as if by the Dazzling Range: Touch Brightness spell. Those that fail are blinded for 1d10 rounds. Duration: Instant The caster may cast this spell and use the results as if they were a Natural Healing roll.
Casting Number: 8 Casting Time: Standard Ingredients: A glass sphere Range: Smarts x 4 Duration: Arcane die level(i.e. 1-5 rounds) The caster can see through illusions, magical darkness, disguises, and invisible beings and characters within range.
Casting Number: 11 Inspiration Casting Time: 1 round Casting Number: 7 Ingredients: A wand made from an oak that's been struck by Casting Time: 1 minute
This spell is so potent that all wizards within a 5 mile radius will be aware that it has been Range: Smarts Duration: Instant cast. unless it is normally higher. Commandment of Brass they cannot gain the benefits of this spell if they are armed).Ingredients: A page from a book Range: Self Duration: Instant Upon completion of the spell. Casting Number: 6 Furthermore. use Strength damage only. magical weapons used against the character Casting Time: Standard Ingredients: A piece of brass from a chariot or war machine count as nonmagical. Range: Smarts x 2 Duration: 1 round Pillar of Radiance This spell may be cast on a chariot or war machine. The object must weigh 8 pounds or less and must not be magical. the character's Strength is raised to d12+3. and may attack unarmed as if using a weapon(in fact. It is frowned upon to use it for anything other than The caster may rust and corrode any one metal object combating demons. The machine or chariot cannot move. the caster is inspired by knowledge. making it useless. Casting Time: Standard nor can those inside use any kind of ranged attacks from it.
Casting Number: 5 Casting Time: Standard Ingredients: A torch Range: Smarts Duration: Arcane die level(i. making any Knowledge skill roll with a +3 bonus. Their armor now weighs as much as lead. and Agility rolls as well as -2 to Pace. This causes a -1 to Fighting.e. 1-5 rounds) This spell causes a number of bonuses to those it is cast upon. The character gains Improved Frenzy. Ingredients: A diamond worth at least 100 gc even their own bows or guns until their next turn. Radiant Gaze Casting Number: 4 Casting Time: Standard Distillation of Molten Silver Ingredients: A lens Casting Number: 8 Range: 4/8/16 Casting Time: Standard Duration: Instant Ingredients: An unbeaten piece of silver This is a Bolt spell that does 2d12 damage. This acts as a Bolt spell which does 2d6 damage and the caster can fire Casting Number: 4 1d6 bolts. reducing their damage from 2 dice to 1. 1-5 rounds) Casting Number: 9
This is a special protection against missile weapons. Casting Time: Standard Ingredients: A candle Range: 4/8/16 Enchant Item Duration: Arcane die level(i.e. within range. Curse of Rust Use the Large Blast Template. Range: 12/24/48
Duration: Instant The caster causes a huge pillar of radiant.
Arcane Lore: Metal
Armor of Lead
Casting Number: 6 Casting Time: Standard Ingredients: A miniature lead helmet Range: 48" Duration: 1 minute Use the Large Blast Template to cover a group of enemies. burning light. Firstly. Range: 6/12/24 Duration: Instant Shimmering Cloak The caster hurls molten silver at an opponent. Anyone hit takes 2d6 damage Casting Number: 4 Casting Time: Standard and must make an Agility roll or suffer the affects of the Ingredients: A rusty nail Dazzling Brightness spell. such is its potency. Casting Number: 12 causing it to freeze. For thrown weapons. Shooting.
a failed roll is which lasts the duration. a raise is good.Casting Time: 1 minute Casting Time: Standard Ingredients: A griffon's feather Ingredients: A silver arrowhead Range: Touch Range: 12/24/48 Duration: 1 hour Duration: Instant The caster enchants an item to increase the die type of any The caster can create a number of arrows equal to his or one Trait that would logically follow. The item counts as magical during this time. a success is good. except it affects all Duration: 1 minute within a Large Blast Template. Transformation of Metal Casting Number: 7 Law of Gold Casting Time: 1 minute Casting Number: 8 Ingredients: A charm in the shape of a hammer and anvil Casting Time: Standard Range: Touch Ingredients: A n unbeaten piece of gold Duration: Permanent Range: Smarts x 2 The caster may change any one metal object into another.e.
Guard of Steel
The Spirit of the Forge
Law of Logic
Casting Number: 4 Casting Time: 1d4 rounds Ingredients: A blank piece of paper Range: Smarts Duration: 5 minutes The caster gains a +2 bonus on any one Trait roll made in the next 5 minutes. providing +1 Parry against melee attacks and +1 Toughness against ranged attacks. The arrows do 2d6 damage.
. a sword could increase different opponents. causing 1d6 damage for every point of Armor the character has(i. a magical her Arcane die level(1-5). Strength.
Trial and Error
Silver Arrows of Arha
Casting Number: 6
Casting Number: 7 Casting Time: Standard Ingredients: An empty glass vial Range: Smarts Duration: 1 round Until the beginning of the next turn. 1d63d6). Casting Number: 12 Casting Time: Standard Casting Number: 3 Ingredients: A helmet Casting Time: Standard Range: 6/12/24 Ingredients: A steel ball Duration: Instant Range: Self This works as Rule of Burning Iron. while an additional raise would be the best craftsmanship possible.
Transmutation of the Unstable Mind
Rule of Burning Iron
Casting Number: 10 Casting Time: 10 minutes Ingredients: A page from a book written by a madman Range: Touch Duration: 1 minute You summon orbs of steel that revolve around your body. For example. These can be cast at the same or circlet could increase Spirit. The wizard summons orbs of steel that revolve around his or her body. poor. Make an additional This spell will temporarily drain the magic of 1 magic item arcane roll to determine the craftsmanship. providing +1 Parry against melee attacks and +1 Toughness against ranged attacks. Duration: 1d10 rounds a bucket into a flagon for instance. the caster and all allies may re-roll one trait roll or damage roll.
Casting Number: 4 Casting Time: Standard Ingredients: An unforged piece of iron Range: Smarts x 2 Duration: Instant The caster heats up the armor of an enemy.
The caster takes on a terrifying appearance and causes Fear +3. The illusion can be as large as a Large Blast Template. Casting Number: 9 41-60: Attack . etc).Makes no actions. Dread Aspect 21-40: Wander .The character runs in a random direction. This even masks casting the spell.
Casting Number: 10 Casting Time: Standard Ingredients: A crystal prism Range: Smarts x 4 Duration: Arcane die level The character can create a full illusion with sight.
Casting Number: 6 Casting Time: Standard Ingredients: A rat's claw Range: 6/12/24 Duration: Instant This is a ranged attack which does 1d10 hits and 1d4 damage per hit. characters must pass a Spirit roll each round Range: 12" or act as if they've already made an action(and take a multiDuration: Instant Anyone within range. etc. Not even Low Light Vision can see through this. take 1d3 hits at d12 action penalty). friend or foe. Ingredients: A shred of cloth from the robes of a wight 81-00: Curl into a ball . chart to determine what he will do until the spell wears off: The caster may choose to look like a specific person. Use the large Blast Casting Time: Standard Template. The caster can keep the illusion going by making a Smarts roll each round. Those with reason to be suspicious may a Spirit roll or become bewildered.Casting Time: Standard Ingredients: A lock of hair from the race being Bewilder impersonated Casting Number: 4 Range: Self Casting Time: Standard Duration: Arcane die level(i.goes into a fetal position and does Range: Self nothing. Casting Time: Standard 61-80: Nothing . 1-5) in minutes x10 Ingredients: A splash of ale The caster may take on the appearance of any humanoid Range: Smarts x 2 race under 10' tall.May not run. Ingredients: An iron crown Furthermore. damage. one multi-action penalty(making two actions would accrue two penalties.Attacks the nearest character.
Pall of Darkness
Casting Number: 4(2/minute)
Casting Number: 3(2/round) Casting Time: Standard
. This spell does not disguise your voice Duration: Arcane die level in minutes(1-5) nor does it allow you to speak the language of the race you Any opponent under the influence of this spell must make are impersonating. Roll on the following make a Smarts roll to see through the illusion.e. smell.
Casting Number: 6(2/minute) Casting Time: Standard Ingredients: The eyes of a newt Range: Smarts x 2 Crown of Taidron Duration: Arcane die level in minutes(1-5) Casting Number: 8 You create a circle of darkness. sound. in which case he or she must make an extra Arcane roll to 01-20: Befuddled . including allies. Duration: 1 minute
Arcane Lore: Shadow
Casting Number: 5 Casting Time: Standard Ingredients: A sketch of your illusory action Range: Self Duration: 1d10 rounds Your character can appear to do one thing while actually doing anything else. any actions are made with perfect it.
characters can develop unpleasant side effects such as permanent physical conditions like palsy. otherwise. most likely attacking him or her first.Ingredients: A piece of charcoal Duration: Instant Range: Self Using a Large Blast Template. Ingredients: The eyes of a chimera Range: Smarts x 2 Dark Hand of Destruction Duration: Arcane die level in minutes(1-5) Casting Number: 7 This works like Bewilder except it affects all enemies Casting Time: Standard within a Large Blast Template. giving him or her a +2 to Stealth rolls.
Boon of Chaos
Steed of Shadows
Casting Number: 5(2/round) Casting Time: Standard Ingredients: A horse shoe Range: Smarts Burning Blood Duration: 1 round Casting Number: 6 The caster creates a coal-black drake which allows him or Casting Time: Standard her to fly 20" a round.
Shroud of Invisibility
Casting Number: 7(3/round) Casting Time: Standard Ingredients: A gossamer shroud Range: Self Duration: 1d10 rounds The caster becomes invisible. 1-5) full Pace for free. they act in typical daemonic fashion and have no loyalty to the caster.e. Ingredients: The hand of a hanged man Range: Touch Unseen Lurker Duration: Smarts in rounds Casting Number: 11 The caster wreaths his hand in dark energy. or even mutations. allergies.e. These spells come with a cost. In addition. like the SW power. or Toughness.
Arcane Lore: Chaos
Casting Number: 9 Casting Time: Standard Ingredients: A knife of cold-forged iron Range: 12/24/48 Duration: Instant This spell works as Bolt. This spell may be cast multiple times for the different effects. We do not include rules for this here as we assume most players will be playing "good" characters(so to speak). One note that must be made here: some spells involve the summoning of daemons. Spirit rolls.
Casting Number: 4 Casting Time: Standard Ingredients: An amulet engraved with a Chaos symbol Range: Self Duration: 1 minute The caster may add +1 to either his or her Fighting rolls. The caster wraps himself in shadows. doing 2d6 damage each. The caster can cast as many knives(Bolts) as his Arcane Die level(i. the summoner must make a Spirit roll to control them on the first round he or she summons them. Ingredients: A The caster can keep the spell going after its duration with a Range: Smarts Spirit roll each round. He may make Casting Time: Standard a Touch Attack with AP 3 which does 3d8 damage. but the same thing cannot be boosted more than once at a time. Chaos sorcerers can tap directly into the evil Dhar energies to cast spells unavailable to normal men. Ingredients: A vial of daemon blood Range: 6/12/24 Universal Confusion Duration: Instant Casting Number: 12 The caster spits a stream of boiling blood at an opponent. Casting Time: Standard This is a Bolt spell. In this case. he or she cannot be targeted by ranged magical attacks. any allies may move their Duration: Arcane die level(i.
Using dark magic.
Additionally. which are destroyed instantly. 2 for d6.
Casting Number: 7 Casting Time: Standard Ingredients: A defiled holy symbol Range: Smarts Duration: 1 round This is the spell Puppet. except skeletons and zombies. Those caught in the cloud must take a Spirit roll or suffer 3d6 damage. 3 for Duration: Instant d8. He must also make another Spirit roll or be Shaken.
Casting Number: 8 Casting Time: Standard Ingredients: The horn of a Beastman Range: Touch Duration: Instant This allows a Touch Attack which. 4 for d10 and 5 for d12).
. Casting Time: 2 rounds Ingredients: The fresh heart of a humanoid Range: Smarts Duration: 1d10 minutes Necromancy involves communication with the dead and This spell summons a lesser daemon anywhere within summoning and creating undead. The victim gets a Spirit roll to resist. Use the Large Blast Template centered on the caster.
Casting Number: 11 Word of Pain Casting Time: 1 round Ingredients: The fresh hearts of 6 humanoids Casting Number: 12 Range: 6" Casting Time: Standard Duration: 1d10 rounds Ingredients: The blood of a daemon This spell summons a pack of lesser daemons equal to the Range: Smarts x 2 caster's Arcane die number(that is. control undead within Smarts x 4 range. Any Undead struck take 3d6 damage. Necromancers may only range. 1 for d4.
Vision of Torment
Summon Demon Pack
Casting Number: 4 Casting Time: Standard Ingredients: A small mask Range: Smarts x 2 Duration: Instant The victim of this spell must make a Spirit roll immediately or become Shaken.
Casting Number: 10 Casting Time: Standard Ingredients: The blade of a chaos champion Range: 8/16/32 Duration: Instant Use the Large Blast Template. and may only
Arcane Lore: Necromancy
Touch of Chaos
control as many undead as their Spirit die type. This does not cause any multi-action penalties and is completely free. Anyone caught under the Summon Lesser Daemon template take 2d12+3 damage. They continue to suffer this damage every round until they pass a Spirit roll.Lure of Chaos
take 1 random mutation. The caster speaks the name of a vile daemon and causes pain to nonbelievers around him. he must make another Spirit roll or take 1 Insanity Point.
Veil of Corruption
Casting Number: 11 Casting Time: Standard Ingredients: A vial of blessed water Range: 12/24/48 Duration: Instant Use the Large Blast Template. anyone taking more than 1 Wound will
Call of Vanhel
Casting Number: 6 Casting Time: Standard Ingredients: A small silver trumpet Range: Smarts x 4 Duration: 1 round Any undead under the caster's control may move their full Pace or make an attack immediately. When he recovers. forces the victim to make a Spirit roll or suffer a random mutation. If they are unharmed. they Casting Number: 5 must still make a Spirit roll or be Shaken. if successful.
Curse of Years
Spell of Awakening
Casting Number: 10
Hand of Dust
. i. He causes Fear. that fires 1d6 or her Arcane die level(i. Re-animate Casting Number: 4 Casting Time: 1 round per 2 corpses Gaze of Nagash Ingredients: Dust from a grave Casting Number: 8 Range: Smarts Casting Time: Standard Duration: Permanent Ingredients: The eyeball of any undead creature The caster re-animates a number of skeletons or Range: 6/12/24 zombies(depending on the corpses' condition) equal to his Duration: Instant This spell is a ranged attack spell.
Casting Number: 6 Casting Time: Standard Ingredients: The hand of a murderer Range: Touch Duration: Instant This touch attack spell does 2d6 damage and ignores armor.e.Control Undead
Casting Number: 7 Casting Time: Standard Ingredients: A piece of wood from a desecrated coffin Range: Smarts x 4 Duration: 24 hours This spell will control 1 ethereal undead. Any undead affected gain Range: Self initiative next round automatically.
Casting Number: 7 Casting Time: Standard Corpse Flesh Ingredients: The nail of a zombie Casting Number: 8(2/minute) Range: 18" Casting Time: Standard Duration: 1 round Ingredients: A piece of flesh from a Wight Use the Large Blast Template. a banshee. 1-5). Range: Self Duration: 1 minute The caster's face becomes a leering skull. etc. Each round. except it creates 2d10 skeletons or Ingredients: A skull zombies. and may re-roll any Duration: 1 minute You gain a bonus to Toughness equal to your Arcane die missed Fighting rolls. Undead are immune. 1-5). lasts as long as the caster doesn't cast another spell. wraith. the victim must make a Vigor roll or lose 1 wound.e. Casting Number: 9 Casting Time: 1 full round Ingredients: Dust from a mummy Face of Death Range: Smarts x 2 Casting Number: 4(2/round) Duration: Permanent Casting Time: Standard Works like Re-animate. The spell least 1 wound. Casting Number: 5 Casting Time: Standard Casting Number: 10 Ingredients: The teeth of a vampire bat Casting Time: Standard Ingredients: The dust from a crushed animated skeleton's Range: Self Duration: Instant skull Drinking the blood of a freshly killed(within 1 hour) Range: 6/12/24 corpse allows a Natural Healing roll which will always heal at Duration: Special This vile spell causes an enemy to age rapidly. level(i. Raise the Dead The victim cannot be engaged in hand to hand combat. The creature gets a Spirit roll to resist. bolts at 2d6 damage. spirit.e.
e. and it will remain dead in the water unless another power source such as oars are used. Enemies affected will take an extra d6 damage if hit by a critical(i. This is essentially bolt. the victim must make a Strength roll least Veteran rank. 1-5) in minutes The caster may walk on water.
Casting Number: 8 Casting Time: Standard Ingredients: An albatross feather Range: Spirit x 4 Duration: 1 minute Use the Large Blast Template.
. 2d6 extra damage instead of 1d6). You must succeed with a melee attack.e. and the attack does 1d3 attacks on each opponent as their very souls are torn from their bodies and cast into the Void.Casting Time: 1 round Ingredients: A vial of seawater Ingredients: A circlet of iron quenched in human blood Range: 9/18/36 Range: Smarts Duration: Instant Duration: Permanent The priest fires a blast of sea water which does 2d6 As Re-animate but creates a Wight. freezing blood and marrow. This also works on marsh and swampland.
Casting Number: 6 Casting Time: Standard Ingredients: A dried water beetle Range: Self Duration: Divine die rank(i. Additionally.
Divine Lore: Lore of Morr
Dark Hand of Death
Casting Number: 4 Casting Time: Standard Ingredients: A vial of water from melted ice Range: 24/48/96 Duration: Instant The wizard creates a shadowy avatar of himself. Additionally.
Divine Lore: Lore of Manann
Casting Number: 7 Casting Time: Standard Ingredients: A dagger carved of whalebone Range: 96" Duration: 1 hour The caster steals the wind from a ship. and sets it upon an enemy.
Casting Number: 4 Casting Time: Standard Ingredients: A live fish Range: Touch Duration: 1 hour This spell allows a character to breathe water. or be knocked down. The corpse must be at damage.
Casting Number: 5 Casting Time: Standard
Casting Number: 10 Casting Time: Standard Ingredients: A coffin splinter(+2) Range: 12/24/48 Duration: Instant A Blast spell(Large Blast) with the trapping that enemies are drained of life. the caster may attack twice at Faith skill d8 and 3 times at Faith skill d12.
Curse of the Albatross
Casting Number: 4 Casting Time: Standard Ingredients: A wooden stake(+2) Range: Touch Duration: Instant Your touch delivers d12+12 damage to one opponent. any tests to navigate a ship or boat of any kind gains a +1 bonus as long as you stay aboard.
Casting Number: 3 Casting Time: 1 minute Ingredients: A bottle of wine Range: Self Duration: Special After prayer.
Sleep of Death
Divine Lore: Lore of Myrmidia
Casting Number: 7(2/round) Casting Time: Standard Ingredients: A beaten copper mask Range: Self Duration: Faith die level(i. The caster gains a Wound. you misinterpret or confuse the dream and Spirit or Spirit-based roll they make this round. Vision of Morr Casting Number: 6 Casting Time: 1 minute Doom and Darkness Ingredients: A mushroom harvested from a grave(+2) Casting Number: 9 Range: Self Casting Time: Standard Duration: Special Ingredients: A rusted or verdigrised mirror(+2) You pray for a vision from Morr to help solve a puzzle or Range: 15/30/60 problem.Casting Time: Standard Ingredients: A lump of grave dirt(+2) Casting Number: 5 Range: Smarts Casting Time: 1 minute Duration: 1 hour Ingredients: A piece of wool One opponent within range must make a Spirit roll or lose Range: Touch 1 Wound instantly. Anyone he or she makes a successful melee attack against must make a roll against Fear +2. make a Spirit roll or fall asleep for 1d10 rounds. on a Duration: 1 round Opponents under a Large Blast template take a -3 to any success.
Casting Number: 3 Casting Time: 1 minute Ingredients: A piece of fresh fruit Range: Touch Duration: 24 hours This will preserve 1 corpse from decomposition.e. The GM makes a Spirit roll for you in secret. using a Large Blast template.
Casting Number: 9 Casting Time: Standard Ingredients: A coffin nail(+2) Range: Smarts Duration: 1 minute All allies within range cause Fear.
Wind of Death
Sign of the Raven
Casting Number: 4 Casting Time: Standard Ingredients: A raven's feather Range: 6" Duration: 1 minute You summon a ghostly raven sending a shadow of death over the field. The corpse cannot be reanimated during this time. On a failure.
Casting Number: 8 Casting Time: Standard Ingredients: Dust from a sandstorm(+2) Range: 15/30/60 Duration: Instant The caster fires a Bolt spell of dark energy and shards of ice. Your dream self must have met the character personally and you must both speak a common language.
Casting Number: 8 Casting Time: Standard Ingredients: A small silver scythe(+2) Range: Smarts x2 Duration: 1 d10 rounds Opponents within range. giving all allies within range +1 damage. except it does 2d3 hits on a successful attack. dream. 1-5) in rounds The caster takes on the wrathful aspect of Myrmydia.
Casting Number: 8
. so full of receive false information. you receive a vision which you interpret correctly. despair are they. which may go Duration: 24 hours You can deliver a message no longer than 30 seconds in a beyond the 3 Wound maximum.
The victim gets a Spirit roll to resist.
Shield of Myrmidia
Skill of Combat
Casting Number: 5(2/minute) Casting Time: Standard Ingredients: A bundle of sticks Range: 24" Duration: Faith die level(i.
Casting Number: 8(2/minute) Casting Time: Standard Ingredients: A pair of silvered knucklebones Range: Spirit x 2 Duration: 1 minute As Good Fortune.e. can re-roll any failed rolls to resist Fear or Intimidation. unbolt. The portal remains open for the duration during which time it cannot be closed. 1-5) in minutes The caster gains +1 to any sort of hide or stealth rolls taken for the duration. bolt. except it affects all allies within range. or latch to unlock.Casting Number: 6 Casting Time: Standard Casting Number: 4(2/minute) Ingredients: A piece of wool Casting Time: Standard Range: Spirit x 2 Ingredients: A baton Duration: 1 round Range: Self/12" The caster can control the next action of the victim of this Duration: Faith die level(i. 1-5) in minutes spell. counts as magical and gains AP 1. or tactics-based roll they take. Furthermore.
Casting Number: 3(2/minute) Casting Time: Standard Ingredients: A rabbit's foot Casting Number: 8(2/minute) Range: Touch Casting Time: Standard Duration: 1 minute Ingredients: A shield The benefactor of this spell gains Ranald's incredible luck. which must be a spear.e. Range: 24" and increase the die type of any one Trait roll(he or she Duration: 1 minute must pick the Trait) he or she makes by 1 die type. the caster must make a second Faith roll to bypass it. If he or she passes a Magic Alarm spell. all allies within range add +1 to their Fighting rolls. strategy. he or she may bypass it with a successful Faith roll. This spell is The caster may add +2 to any leadership. The caster and all allies gain +1 Armor to all locations for the duration.e. 1-5) in minutes For the duration.
Stealth of Ranald
Divine Lore: Lore of Ranald
Casting Number: 3(2/minute) Casting Time: Standard Ingredients: A tuft of cat fur Range: Self Duration: Faith die level(i. allies within range ineffective against daemons and undead. or lift.
Spear of Myrmidia
Casting Number: 4(2/minute) Casting Time: Standard Ingredients: A key Range: 2" Duration: 1 minute This spell will cause any lock.
Casting Number: 3(2/minute) Casting Time: Standard Ingredients: A whetstone Range: Self Duration: 1 minute The caster's weapon. If the portal has had Magic Lock cast on it.
Casting Number: 6(2/minute) Casting Time: Standard Ingredients: A charm engraved with a lightning bolt Range: Self Duration: 1 minute The caster gains 1 free attack per round which does not count towards any multi-action penalties.
Casting Number: 7 Casting Time: Standard Ingredients: A burning torch Range: Spirit x 4 Duration: Instant The caster channels the power of Shallya against daemons of Nurgle or followers of Nurgle.
Divine Lore: Lore of Sigmar
Armor of Righteousness
Casting Number: 4(2/minute) Casting Time: Standard Ingredients: A small iron ring Range: Self Duration: Faith die level(i. 1-5) in minutes The caster's gains Armor 1 on all locations for the duration. This includes being Shaken Ingredients: A leech from these things as well. The spell causes 3d6 damage which ignores Armor. using her healing power to destroy them. the victim must make a Spirit roll or be Shaken. Range: Touch Duration: Instant This spell allows the benefactor to make a Natural Healing Comet of Sigmar Casting Number: 7 roll using the caster's Faith die type instead of Vigor. Even if the spell doesn't cause a wound. twin-tailed comet at an enemy. he or she takes any wounds(but not Shaken results) that the victim would have taken.e.Trapsense
Casting Number: 7(2/minute) Casting Time: 1 round Ingredients: The eyes of a hawk Range: Spirit Duration: Instant The caster magically senses any traps within range.
Divine Lore: Lore of Shallya
Casting Number: 5 Casting Time: Standard Ingredients: A poultice Range: Touch Duration: Instant This spell cures and nullifies disease in the system of any living creature. Ingredients: A prism Range: Sight Cure Wounds Duration: Instant Casting Number: 4 Any ally who can see you immediately recovers from any Casting Time: Standard Fear or Intimidation effects. Casting Number: 6(2/minute)
. If Casting Time: Standard successfully cast. Range: 6/12/24 Duration: Instant Martyr The caster fires a fiery.
Casting Number: 3 Casting Time: Standard Ingredients: A snake's fang Range: Touch Beacon of Courage Duration: Instant This spell cures and nullifies poison in the system of any Casting Number: 6 Casting Time: Standard living creature. During this time.
Casting Number: 8 Casting Time: 1 hour Ingredients: A blessed water sprinkler Range: Touch Duration: Instant This spell cures and nullifies any one insanity.
Casting Time: Standard Ingredients: A lock of hair from the target Range: Spirit x 2 Duration: 1 minute The caster creates a sympathetic bond between him or herself and the recipient. the recipient will always heal at least 1 Ingredients: A golden arrowhead wound regardless of the result of the Healing roll.
They must make a Strength roll to move. Daemons and Undead take 3d6. Casting Time: Standard healing all Fatigue. The caster causes a huge thunderclap within the area of a Large Blast Template.
Divine Lore: Lore of Taal and Rhya
Casting Number: 4(2/minute) Casting Time: Standard Ingredients: A cutting of vines Range: Spirit x 4 Duration: 1 minute Use the Large Blast Template. Using a Large Blast Template centered on the caster. 1-5) in minutes The caster gains +2 Pace and +2 to any rolls to jump. which must be a hammer. Range: Self/Large Blast Template Duration: Instant Healing Hand Using the Large Blast Template centered on the caster.
Casting Number: 6(2/minute) Thunderclap Casting Time: Standard Casting Number: 5(2/minute) Ingredients: The claw of a bear Casting Time: Standard Range: Touch Ingredients: A small gong Duration: 1 minute The benefactor of this spell gains a Strength increased by 1 Range: Spirit x 4 Duration: Instant die type. The thunderclap can be heard up to a Casting Number: 3(2/10 minutes) mile away.This is effectively a Bolt spell which does 3d6 damage.e. does extra Casting Number: 7(2/minute) damage. He or she also gains +1 to any rolls such as Persuasion used on the animal. Roll two dice for the hammer's damage and take the Casting Time: 1 minute Ingredients: A cup of fresh milk highest. Casting Time: Standard Ingredients: The tongue of a beast
. Range: Touch Duration: Instant The recipient of this spell may make an immediate Natural Healing roll. They also may make three Natural Ingredients: A leather glove Healing rolls each. all enemies take 2d6 damage.
Range: Spirit Duration: 10 minutes The caster may speak to any one animal within range. even if magically able to converse. all Casting Number: 5 allies are refreshed as if having had a full night's sleep. and this movement is at half their normal Pace.
Casting Number: 8 Casting Time: Standard Ingredients: A golden amulet engraved with the comet of Sigmar Range: Self/Large Blast Template Duration: Instant The caster calls down the wrath of Sigmar.
Casting Number: 4(2/minute) Casting Time: Standard Ingredients: A tuft of hair from a stag Range: Spirit Duration: Faith die level(i. Anyone in the area becomes grabbed and bogged down by choking vines. Those affected must make a Vigor Beastfriend roll or be Shaken.
Hammer of Sigmar
Casting Number: 3(2/minute) Casting Time: Standard Ingredients: A charm engraved with the symbol of Sigmar Range: Self Rhya's Comfort Duration: 1 minute The caster's weapon. Note animals cannot always articulate ideas the way humans can.
making an opposed Strength vs Faith Casting Number: 9 roll each round to break the binding. The spell itself lasts 1 round. no matter the distance. during which it can be Dispelled. events of great significance centered around it. who made it. Furthermore. Such is the power of this spell that those who use it foolishly and without caution are quickly "corrected" by the Elders or their order. Casting Time: Standard Ingredients: A shard of bone from a plague victim(+1) Trial By Fire Range: Burst template Casting Number: 7 Duration: Instant Casting Time: 1 minute This is a Burst spell which damages opponents with a
Ingredients: A rat's tooth(+2) Range: Spirit Duration: Special All allies within range are given Frenzy. etc. then he or she may do nothing but Death Frenzy attempt to break free . why it was made. 1-5) in rounds The caster accuses someone of a grave injustice and engulfs them in flames. They may make a Spirit roll to resist. his or her foe may make a Spirit Roll to resist. If the victim is innocent. Their truthful answer may not actually be true. he or she suffers 4d6 damage per round for the full duration(i.
The Past Revealed
Ingredients: A fire opal worth at least 50 gc Range: Spirit Duration: 1 round or Faith die level(i. Casting Time: Standard
Casting Number: 6 Casting Time: Standard Ingredients: A mirror Range: Sight Duration: One question The caster may ask someone one question. If Skaven gain spells from their god. It counts as magical. 1-5 rounds). This spell may be cast on an item only once. or Improved Frenzy if they already have Frenzy.e. the caster gains +1 Pestilent Breath Fighting against any opponent that he or she knows is guilty Casting Number: 7 of a crime. the flames die down in 1 round and inflict no damage. or they are Shaken. 1-5) in minutes The caster can hear anything within sight. the Horned Rat.e. If the victim is guilty.e. successfully cast.
Words of Truth
Shackles of Verena
Casting Number: 4 Casting Time: Standard Ingredients: Iron shackles Range: Spirit Duration: Until broken The caster binds an opponent in invisible shackles.Divine Lore: Lore of Verena
Casting Number: 6(2/minute) Casting Time: 1 minute Ingredients: A listening horn Range: Sight Duration: Faith die level(i. The effect lasts for each character until either the combat ends. Any critical hits done are at +2 damage. is imbued with power. which they must answer truthfully.
Divine Lore: Magic of the Horned Rat
Sword of Justice
Casting Number: 5(2/minute) Casting Time: Standard Ingredients: A charm engraved with a set of scales Range: Self Duration: 1 minute The weapon of the caster. as long as they believe it is true.
Casting Number: 4 Casting Time: 1 minute Ingredients: The eyes of an owl Range: Touch Duration: Instant The caster may touch an item and learn the three most important things about it. whichever comes first.
. which must be a sword. A character may not be asked the same question or any variant of that question more than once with multiple castings. If the enemy fails.
On a failure. Some greenskins are born with the Ingredients: A stone carved into an eye
Gaze of Gork
. There are two Lores of Waaagh! magic: the Little Waaagh! and the Big Waaagh! Goblins can access the Little lore.
ability to see and manipulate this energy. they die instantly(though edges like Hard to Kill may be used to prevent this).
Casting Number: 12 Casting Time: Standard Ingredients: A toenail Range: 24/48/96 Duration: Instant The mighty foot of Gork descends upon his enemies. to all characters it touches. crushing them. conjuring a Large doing 3d6 damage and ignoring armor. It then vanishes. while Orcs can access the Big list.
Greenskins use magic in a very similar way to other races. It always uses the Large Blast Template and deals 3d6 damage. This works as Bolt aside from ignoring the appropriate Range from the caster. causing Blast damage armor. 3 of which are Shaken Range: Spirit x 2 and 9 of which are fighting. but more importantly they gain power from nearby Orcs in combat.burst of diseased gas. The spell is cast in front of the wizard.
Casting Number: 13 Casting Time: Standard Ingredients: A piece of infected cloth(+2) Range: Large Blast Template Duration: Instant Any characters affected by the spell become infected by plague. his Blast Template size group of rats. usable on others). The horde then moves head explodes. Skitterleap On the other hand. the caster's Faith die type is increased by 1. with an extended range(i. with a couple minor exceptions.
Speshul roolz for Orcz
Divine Lore: Little Waaagh!
Casting Number: 9 Casting Number: 7 Casting Time: Standard Casting Time: Standard Ingredients: A rat's skull(+1) Ingredients: A shard of skull(any sentient being) Range: Spirit x 2 Range: 12/24/48 Duration: Instant Duration: Instant Vermintide conjures a horde of rats that attack enemies. If the victim dies. if that same caster was Ingredients: A rat's legbone(+1) fighting alongside those same 12 Orcs. they lose 1 Vigor and Strength die type until healed. would give him a Faith die of Duration: Instant This spell works as Teleport. d10(d6 +3 – 1 die types). and must make a Vigor roll. every 3 Orcs currently Shaken or Casting Number: 4 fleeing within range reduces the caster's Faith die type by 1 Casting Time: Standard as well.
Divine Lore: Waaagh! Magic
Casting Number: 7 Orcs and goblins generate a magical field that only they can Casting Time: Standard tap into and control. So. except the number of bolts cannot be increased. though more of them die due to their inability to understand what they're dealing with. They get their own miscast table(more for flavor than anything). Using the example above. though damage can be increased by 1 die by raising the CN from 5 to 9. and the number of bolts cannot be increased. On a success. they are unaffected. On a botch.e. For every 3 Orcs fighting within Spirit range of the caster.
Casting Number: 5/9 Casting Time: Standard Ingredients: A piece of wood struck by lightning(+1) Range: Spirit x 2 Duration: Instant This is a Bolt spell. The power of the Waaagh fills the poor victim's skull. a Goblin shaman with a Spirit and Faith of d6 with 12 Orcs fighting within range would cast with a Faith of d12+1(d6 +4 die types).
Divine Lore: Big Waaagh!
Bash 'em Ladz
Casting Number: 6 Casting Time: Standard Ingredients: A club Range: Spirit x 2 Duration: 1 round All allies within range automatically act first this round. pummeling everyone within a Large Burst Template. they suffer 2d8 damage. On a 1. Roll a d6. You can keep rolling d6s until you roll a 1-4. On a 2-3 he gets bored and wanders off. This does not cause any sort of multi action penalty. This Duration: Instant is an attack using the Faith die type of the caster and does This is a full-power Bolt spell. Everyone within the template is attacking by a d6 Fighting roll.
Fists of Gork
Mork Wants Ya!
Casting Number: 8 Casting Time: Standard Ingredients: A talisman engraved with Gork's symbol Range: Spirit Duration: Instant Ghostly green hands appear. blessed Range: All allies Duration: Instant All allies may make an immediate move 2d6" towards the closest available enemy.Range: 12/24/48 Duration: Instant A beam of green energy bursts forth. Gork brings his other foot down.
Casting Number: 7 Casting Time: Standard Ingredients: A small token in the shape of a Bad Moon Range: Spirit x 2 Duration: Instant This spell may target anyone within range.e. until the caster's next action). It causes 2d8 damage and ignores armor. allowing them to immediately make a free melee attack on any adjacent targets. even if the caster does not have line of sight.
Range: Spirit x 2 Duration: Instant This spell affects all allies within range.
'Ere We Go!
Casting Number: 10 Casting Time: 2 rounds Ingredients: A small token in the shape of an Evil Sun
Casting Number: 10 Casting Time: 2 rounds Ingredients: A giant boars' trotters.
Gork'll Fix It
Casting Number: 4 Casting Time: Standard Ingredients: An unbeaten piece of steel Range: Spirit x 2 Duration: 1 round(3/round) All allies within range gain 2 points of armor for one full round(i.
Casting Number: 12 Casting Time: 2 rounds Ingredients: A diamond worth at least 50 gc Range: 24/48/96 Duration: Instant This works as Der Krunch. Gork misses and steps wherever would hit the greatest number of greenskin allies. striking one enemy. If hit. This works just like Bolt.
. except that after the first stomp. 4d6 damage. On a 4+ he stomps on the next largest area of enemies he can while hitting the least number of enemies he already stomped. He then shuffles off in embarrassment.
Gaze of Mork Casting Number: 10 Casting Time: Standard Casting Number: 5 Ingredients: A severed goblin hand Casting Time: Standard Range: Spirit x 3 Ingredients: A humanoid's eyeball Duration: Instant Range: 8/16/32 The hand of Mork descends and crushes one enemy. This does not cause any sort of multi action penalty. except the number of bolts and amount of damage cannot be increased.
Value: 300gc Do not reduce encumbrance penalties for weight This sword allows you to make 1 extra attack when using it though. this sword is covered in runes worn too thin to read and ignores 1 point of Armor. Knights. it is considered to weigh 35 lbs instead of 58 lbs as the Blade of Couronne full suit would weigh normally. Agility based trait rolls because of armor. those wearing it may see in Toughness. very hard stone-like the flavor of the campaign setting. becoming part of his body. once per combat. or by 1 die type. material which gives +2 Toughness to all locations.
. this sword Incapacitation chart. ancient time. Sorcerers and runes carved upon the hilt. causes 1d6 damage to any undead adjacent to it each round.
The Old World has magic items the same as most other fantasy worlds.
Armour of Fortune
Value: 500gc Helmet of Farseeing This strange armor gleams magically. Magic items from pretty much any world or Grey Armour of Eshkalon sourcebook will work fine here. roll 1d6. or Blade of Leaping Copper whatever is appropriate in your game as you see fit. It grants the their Spirit roll to see if they go Berserk after taking a following benefits: Wound. reflecting scenes of Value: 800gc all the battles it has seen. it. iron-like metal with sinister explains) Chaos Warriors. It acts as full plate armor. • If you are using any sort of house rule that reduces ignoring Armor. When it reaches its limit of 30 +3 Toughness as normal for a full helmet. the armor shatters(it still provides the normal +2 for that attack). It also gives the Head from taking damage. as the section on playing Chaos Warriors Crudely fashioned from a dull.
Value: 300gc Blade of Slicing An ancient Elven helm inscribed with a glowing rune of Value: 300gc fire. Value: 150gc • Chaos Sorcerers can wear this armor and cast spells Forged from gold taken from the depths of the sea in an without penalty. Each time an enemy successfully hits you in combat. this penalty would be reduced by 2. and +2 to any rolls to resist or reduce fire anticipating blood and adding +1 to Damage rolls made with damage and attacks. On a 1. reduction in effective weight(the weight penalties make additional armor penalties unnecessary. It functions as a normal helm but also provides +2 This sword moans lightly as its drawn from its scabbard. but melds with the characters with the Berserk Edge to deliberately take a -1 to champion's skin. without penalty. Toughness against.VI . Toughness absorbed. but Blade of Sea Gold we've included this just in case). using as many as it takes to keep the character the dark just as if it was full daylight. melee
Chaos Armor is a reward that is worn by some of the more Value: 250gc powerful(or lucky. This broadsword allows Champions. it explodes causing 3d10 damage to the wearer. It will absorb 30 points of A black helm with no visor. We've included a few Old Value: 400gc World specific items here for ease of reference and to add to This strange armor is made of a dark. Value: 150gc • The wearer gains a +1 to his Vigor roll on the Forged in Brettonia to defeat an evil Liche. since this is already covered by the during your turn. • Because it is part of the wearer's body.
but adding +1 Damage per Ogre Slayer Fighting die(d4 = +1.
Value: 3OOgc Cooled in the waters of the temple of Ulric. this weapon acts to parry incoming attacks. 1 time per combat. the character gains a +1 to damage rolls. with shimmering runes upon it. and damage for the sword. get an Armor bonus against non-magical weapons). heroes in battle. Once per combat. cold iron blade surrounded by cracking energy. this sword is a powerful weapon of purity which provides +3 to Fighting rolls made with it. Value: 400gc This Dwarfish weapon raises its wielder's Strength by 2 die Bronze Sigil Sword types. this sword or dagger adds +2 to Parrying Blade the character's Initiative in any round in which he strikes Value: 400gc with it. and all three attacks hit A holy artifact reputed to have been used by the greatest automatically. While wielding this sword. that adds +1 to Fighting rolls made with it. however.Biting Blade
Value: 150gc This longsword ignores 1 point of Armor. Value: 100gc Exceptionally light(1/2 weight) and well-balanced. once per adventure the wielder can replace his own attacks with 1 attack at his normal Fighting roll against this. etc up to d12 = +5). the Value: 400gc wielder gains an extra attack. d6 = +2. combat.
Value: 25gc This sword glows with yellow light and is slightly warm to the touch. the wielder may increase his Strength Value: 150gc to d12+4 for 1 round. When using them. A dark. Moving of its own volition.
Sword of Ensorcelled Iron Value: 400gc Once per adventure. It provides no bonuses. After any successful Damage roll(it must get Bone Blade past Armor as normal and a Shaken result counts for these Value: 400gc purposes). appearing as bone destroy any armor it strikes. Heartseeker Sword of Resilience Value: 500gc This sword or dagger slightly warps time and allows you to Value: 200gc re-roll any 1 Fighting roll that misses with it once per A character with this weapon gets +2 Toughness. Giant Slayer Sword of Might Value: 250gc This Dwarfish greataxe gives its wielder +3 die types to his Value: 150gc Strength.
Value: 450gc This sword is reputed to have been made of the blackness of the void. the wielder may increase his Parry by +2 for 1 round. this sword grants +1 to Fighting rolls made with it. The daggers do only Str+d4.
. Darting Steel Blades Value: 350gc A pair of matching daggers. there is a 50% chance the blade will ignore and Made of a bleached white substance. or 3 die types if the wielder is a Dwarf. these must be used together to Relic Blade gain any benefit. in the case of Daemons. but can harm enemies that can only be hurt by magical weapons(or. Magical armor may be allowed a but as sharp as steel.
The wearer may roll 1d6 to attempt to cast the spell harmed by magical weapons. the spell is used and the amulet is drained and Imbued with a powerful magical invocation. any Value: 200gc This is a magical crystal with a golden. After one use. Once used. reflecting it and appearing as if it has various holes as it's turned. or the Improved version if they already have Arcane Resistance. the jewel becomes useless. The scroll is destroyed once used.Sword of Stone
Value: 500gc This sword turns your skin to a flexible stone-like material which adds a +2 to your Toughness. the victim must make a Vigor roll or die immediately.
. the wearer of this crown to undead made with it. The wearer can cast that
Value: 200gc Unusually heavy and crackling with power. Boots of Quargskin Value: 0gc These boots are made of a strange. This increases a character's Pace by 3. Instantly recognizable by any wizard.
Crown of Night
Ring of Dadaan
Cloak of Invisibility
Value: 200gc This cloak catches the light in an unusual manner.
Cloak of Stealth
Value: 100gc Once per adventure a character may automatically break any sort of grapple or pin with it. Wearing the cloak will turn a character invisible for Spell Ring Value: 500gc a complete round and can be used once per day. The wearer can cast that one spell automatically during his action. On a Value: 100 gc success.
Dispel Magic Scroll
Value: 150gc A magic-user may use this to automatically Dispel any one magic spell that has just been cast that round. gains Arcane Resistance.
Value: 200gc This Elf-bow grants +1 on Shooting rolls made with it. spreading cold and consuming nearby energy. On a successful hit. magical fire at its arrows or bolts stored in this quiver become magical for the heart. It contains one random spell usable by anyone who purposes of attacking enemies that can normally only be wears it. the spell is gone and the ring is useless. this ring comes with one random spell stored inside it. the A crown made of iron and engraved with powerful runes Liche-king.
Value: 200gc A glowing jewel in a silver clasp usable by magic-users to add a d6 to a single Casting Roll. This is a standard action and there is no Power Stone penalty other than wasted time for failing to cast. Once used.
Value: 200gc Value: 300gc This sword was forged during the time of Nagash. This can be used even by non magic-users. the Power disintegrates into powder. this sword adds a d6 damage to any damage roll which crackle and spit blue light. ranged
Arrow of Slaying
Value: 500gc Thick black light drips from the end of this arrow. stored inside. soft leather covered with multi-colored swirls and stripes. Stone adds +2 to any one Casting roll. this ring comes with one random spell stored inside it. the stone is drained and useless.
Other magic items
Amulet of Fury
Value: 25gc Made of soft leather and branded with magical runes.
Storing a spell in the ring takes a full night.
. the spell is gone.
Staff of Sorcery
Value: 200gc This staff increases any Dispel spell rolls by +2.
Talisman of Protection
Value: 200gc This protective charm adds +1 Toughness to all locations. though a magic-user may cast a new spell into it for storage.one spell automatically during his action. and so the ring is usually only “refilled” between adventures. This can be used even by non magic-users. Once used.
Parry: 6(5 to the right and from behind). Bray and • Constriction: These serpents may choose to Ungor are the same statistically. Monsters that have appeared. Manticores. Throwing d4 Pace: 7. becoming convinced that they are Skills: Fighting d6. Savage Beasts by • Ghostly Howl: A banshee can howl at one opponent Butch Curry contains most of these creatures and is highly within 10' at a standard action. Parry: 5. Griffins. etc). while twisted and evil. • Immune to Fear: These vile serpents are immune Notice d4. Intimidation d10. nasty snakes and cause Vigor d8 Skills: Climb d4. Intimidation d10. 2d8 points of damage until they free themselves. for Dim and Dark lighting. Strength d6. Notice d12. Intimidation d6. Anyone who dies as a result will appear to have been frightened to death. Unicorns. Turtles.Monsters
This is a list of monsters either exclusive to the Old World Vigor d8 or sufficiently different from their entry in the SW core Skills: Fighting d6. book to merit writing up here. Werecreatures. Giant Beetles. Stealth d8. once per round. Giant Leeches. Survival d6. human. Chimeras. They often carry medium shields. destined to die soon. Parry: 5.VII ." • Low Light Vision: Banshees ignore attack penalties slime. but are not Old World • Ethereal: Banshees are ghosts and can only be exclusive monsters. for "Medusas"). Gear: Brays and Ungors never wear armor. Dragon • Fear: Banshees cause Guts checks. Notice d12. is an opposed Spirit roll. Spirit d8. +2 to Toughness against missile weapons from the front or left that hit. Taunt d12 Pace: 6. This suggested. Fighting d6. 6. Pegasi. Their weapons are almost always shortspears. Attributes: Agility d6. Smarts d4(a). Spirit d8. Hydras. the opponent is ones. Toughness: 8 Old World as well and are not reprinted here(for copyright Gear: Short or long sword reasons and also because it would be a waste of time and Special Abilities: ink). thus. and Wyverns. Hippogriffs. and which can be played using any harmed by magical attacks. jelly. includes: Giant Amoebas(use "blob. Each round thereafter they will suffer cannon fodder. Those immune to fear are also immune to the Banshee's A very large snake with a head at both ends. Dragons. The only thing they can be d8. the Ghostly Howl must make a Spirit roll or take an Vigor d6 Insanity Point. At the end of the combat. Stealth d12. Spirit d4. On a success. Tracking to fear and intimidation. Toughness: 9 Special Abilities: • Bite: An amphisbaena may make 2 bite attacks per Bray and Ungor round and these can be in opposite directions. typical SW writeup. Cockatrices. fear. Smarts d4. anyone harmed by Attributes: Agility d12. • Size +3: Amphisbaena can range from 10 to 20' long. Strength d12. are still vaguely die in 2d6 rounds. Fen Worms(use Purple Worm or Giant • Fearless: Banshees cause Fear themselves and are Bloodworm). Gorgons(use stats unaffected by the terrible. Stealth d12. dangerous Fungi and Molds. Giant Scorpions. Smarts d4. Giant Snakes. Bray and Ungor are seen as chattel and are used as constricted. Their Their bite causes a victim to make a Vigor roll or facial features. • Fear: These are very large. pudding writeups. Dopplegangers. Basilisks. Shooting d4. but different in their society constrict an opponent rather than bite. Strength d6.
. This writeup assumes they are armed and armored Attributes: Agility d8. • Undead: +2 Toughness. Toughness: frightened by is fire. This writeup assumes 10'. wail. Guts d4. They resemble evil and twisted satyrs. This is a due to the Bray's lack of horns and the Ungor's very small grapple roll. On a success. Taunt d12 Normal animals found in the SW core book exist in the Pace: 6. the Banshee causes 3d6 damage. Bray and Ungor are the weakest of the Beastmen.
their Toughness. This writeup assumes the spear and shield. Toughness: 10 per round without penalty. Survival d6. They cannot wear gore for Strength + 1d4-1 damage. Guts d6. Because of this. This writeup assumes a two-handed weapon and has adjusted the creature's Parry accordingly. They Legs(10). and never gets them. • Claws: Centigors may attack with their claws for Notice d6. and hordes of Bestigors are a challenge indeed. Shooting d4. Strength + 1d4 damage. Strength d8. Tracking d8. Spirit d6. since Centigors usually wear leather jacks. bulkier. Head(10). Guts d8. Notice d6. Their shirts only cover they already have them and these are never altered. even more bestial. Survival d6. Shooting d4. Stealth d8. Spirit d6. Gear: Bestigors almost always attack with two-handed • Size +2: Centigors are quite large and gain a +2 to weapons and are completely covered by a full suit of mail. since Bestigors. Many Bestigor are Brawny.Special Abilities: Special Abilities: • Mutation: Beastmen are the Children of Chaos and • Mutation: Beastmen Bestigors are creatures of as such have a 25% chance to have a Chaos Chaos. and powerful. They usually wear leather jacks. their upper body. Fighting d8. them. 1d4 damage. and as mutation. Intimidation d10. Head(7). Attributes: Agility d4. Bestigor. Toughness: Body(50% chance 10 or 11 Gear: Gors usually wield spears. or changes them later. Smarts d4. Mutations such as horns should be resuch have a 50% chance to have a Chaos mutation. Intimidation d8. These are Centigor are. attacks from behind will always hit their lower body. Skills: Climb d4. Vigor d12 Skills: Climb d4. +2 Toughness against missile attacks that hit to the also usually carry medium shields. since by nature a Bray and Ungor either has Mutations such as horns should be re-rolled. Beastman leaders are almost always Mutations such as horns should be re-rolled. shield. Pace: 7. Intimidation d8. Pace: 10. attacks from the front • Gore: Beastmen without weapons may attack with a have a 50% chance of hitting their lower body. as the name implies. as we've assumed here. something like a the most common type of Beastmen and make up the bulk Beastman Centaur. Parry: 7(6 to the right and from behind). Throwing d4. but often wield axes of all from the front. and with bigger have a 50% chance to have a Chaos mutation. horns than Gors. or 10 from behind). Legs(7).
. bulkier. but their Centigor faces are more goatish and their horns are longer. Parry: 7. They are smarter than Bray and Ungor. but we leave that to you to • Gore: Beastmen Centigors may gore for Strength + determine. Stealth d4. Throwing d4 • Improved Frenzy: Centigors may make two attacks Pace: 7. armor on their legs at all. Their upper bodies resemble as of fighting forces. Smarts d4. Fighting d8. they already have them and these are never altered.
Beastman Gors are similar to Brays and Ungors. instead of hooves. while their lower body is like a horse with claws but that isn't saying much. this becomes Attributes: Agility d6. Spirit d4. rolled. Beastman leaders are almost always Vigor d10 Bestigors. loses they already have them and these are never altered. Strength d10. kinds or halberds. left and from the front. Stealth d8. Arms(11). Guts d6. bigger horns than Gors. Tracking d8.Vigor d12 Throwing d4 Skills: Fighting d8. Strength + d10. If they charge at least 6". • Gore: Beastmen Bestigors without weapons may attack with a gore for Strength + 1d4 damage. Arms(8). Toughness: Shooting d4. Special Abilities: Gear: Centigor usually carry a short spear and a medium • Mutation: Beastmen are creatures of Chaos and as shield. Special Abilities: Bestigor • Mutation: Centigors are creatures of Chaos and Bestigor are even more bestial. and with Attributes: Agility d6. +2 to Toughness Tracking d6 against missile weapons from the left and front that hit. Smarts d4. Mutations such as horns should be re-rolled. and hordes of Bestigors are a challenge indeed. Sometimes they carry 2 throwing axes instead of a such have a 25% chance to have a Chaos mutation. Body(8). favored ones at that. Strength d10. Survival d6. since horns or it doesn't. Notice d4. Parry: 5.
medium shield. Attributes: Agility d4. Smarts d6. Big. Toughness: 11(12 head and back) gore to become infected. Parry: 5. these aggressive creatures have tentacles • Tail-lash: A snapper may tail-lash an opponent 20' long. arms bloodsedge recoils from fire. Vigor d8 Skills: Fighting d6. Vigor d12 • Gore: A boar may make a gore attack for Str+d4 damage. Parry: 7. Toughness: 14(12 to head. Parry: 5. it is successful it will draw its victim towards its trunk. these brutes are often ridden by • Sweep: Bull Centaurs may Sweep with a -2 to orcs as mounts. and branches and attempting to grapple its victim. Smarts -. back and provide Armor 1. The attack does 1d6 • Size +6: These things are enormous! damage and the bloodsedge can make a grapple attempt for free if it hits. Intimidation d10. • Size +3: These massive reptiles stand 7' high and measure 10' from nose to tail. but if any opponent with up to 8 tentacles. Strength round it takes the multi-action penalty. Vigor d6 creature will make a bite attack at Str+d12 damage in Skills: Fighting d6 an attempt to eat the character. Fighting. Notice d6 Pace: 4. Strength d12+2. drowned or not. and crush an opponent for d4 damage. Vigor d12 Skills: Fighting d6. Strength d6. There is a 30% chance of a wound from a Skills: Fighting d6. • Improved Frenzy: A giant boar that suffers a single Special Abilities: • Bite: A snapper may bite for Str+d6 damage. reptilian beasts. Notice d6. Spirit d10. the first round Attributes: Agility d6. and will drop any victim if presented with it. Smarts d6(a). • Scales: The scales of a snapper cover its head and • Size +1: Giant boars are as big as a horse. In 3 rounds the Attributes: Agility -. Special Abilities: • Immune to Fear: A bloodsedge is a plant and is • Low Light Vision: These monsters ignore attack immune to fear. Notice d4 Pace: 10. It will also drop a victim & legs). Shooting d6 2d6 per round of successful grapple. lash that can also grapple. +2 against shooting. • Size +4: Dragon Ogres are very big and quite brawny and gain a +4 to their Toughness. Spirit d4. the carnivorous snapper is rumored Pace: 8. intimidation. nasty and flatulent. Toughness: 5 • Immune to Fear: These massive octopi are Special Abilities: immune to fear and intimidation. The Pace: 12. Strength d12. Smarts d4(a). taunts and tricks. The only thing • Limb lash: A bloodsedge first attacks with a limb they can be frightened by is fire.Special Abilities: • 8 Tentacles: A bog octopus may grapple an Bloodsedges look like a typical bush or shrub. Pace: -. flailing with its grapple will immediately cause Str+d8 damage. • Bite: A boar may bite for d4 damage. attempt to drown him or her. dragging them the octopus will pull the character underwater in an into its trunk. If it bites and snaps in one Attributes: Agility d8. Notice d6 Large. Smarts d4(a). Toughness: 7 to be used as a hunting animal by the lizardmen. A successful living thing passes within 1" it will burst forth. • Grapple: If the bloodsedge grapples. Massive octopi. The Vigor d12 second round the victim will be in its trunk. Special Abilities: Attributes: Agility d4. Parry: 5. Gear: Battle axe. Spirit -. Guts d12. Strength d10. Spirit d12. bull torso. taking Skills: Fighting d8. behind it for Str damage. mail shirt if it suffers a Wound. Spirit d10. Toughness: 14
Boar. Parry: 5. d12+15. Wound may make two attacks without penalty. penalties for Dim and Dark lighting. giant
Smarts d10(a). and as such will have at 2d4+4 mutations. Tracking d6. claws. depending on what These reflect the vast majority of these evil servants of the trick is(sand in its eyes might work if it only has Chaos. Vigor d12 Skills: Fighting d6. Riding d8. The initial bite does d4 damage. Throwing d4 assortment of tentacles.
and as such have a 25% chance to have a Chaos mutation. you can helm(we're assuming pot helm here) and leather leggings. Toughness: 3 Special Abilities: • Bite: A chameleoleech attacks by biting and gripping an opponent then sucking his or her blood. them. Smarts d4. mouths. Some tricks may work. Arms(6). nearly mindless abomination. and who knows what else. tentacles. Legs(7). This writeup is for a particularly powerful and nasty Chaos Spawn which is inspired by an older Warhammer Fantasy Battles version. On a Raise. Attributes: Agility d4. Notice d10 Pace: 4. • Fearless: Chaos Spawn are almost totally mindless. Those attacked by a chemeleoleech will feel a bite but will need to make a Smarts roll to see through the illusion. Brawny and increase their Toughness by 1. Attributes: Agility d6. • Mutation: Chaos Marauders are servants of Chaos
Chaos Spawn are what is left of a Chaos cultist. Survival • Random attacks: These creatures have an odd d8. What is left is an insane. You can use the human. hooves. or something similar and does Str sometimes armed with 2 javelins for throwing. handed weapon. Sometimes groups of chameleoleeches work together. highly mutated horrors. Vigor d6 Skills: Fighting d6. the creature is sated and drops off. give them one head. round. If the Warrior does happen to be a Kurgan. and so forth is assumed to be a tentacle handed weapons. Guts d8. Parry: 7(6 to the right and from behind). Skills: Boating d8. decide to use any of these for any available attack They will carry a medium shield if they do not have a twothat round. Intimidation d8. • Fear -2: Chaos Spawn are unimaginable horrors and cause Fear. or Kurgan stats in living only to kill and feed. these mutations can be instituted in any way you like. • Immune to Fear: Chameleoleeches are immune to fear and intimidation. after which the creature latches on. or twomouths. It causes d4 damage every round thereafter from draining blood. nor do taunts work on provide here stats for your "average" Chaos Marauders. damage. The only thing they can be frightened by is fire. Toughness: paws. Strength d4. If the creature has special attacks due to Gear: Typically little armor. They are slam. a punch. They cannot be Chapter II to build your own unique Marauders. Strength d8. flails. which have inherent illusory powers. Pace: 6. • Size -2 : While enormous for a leech. Smarts d4(A). Spirit d4. and who knows what else. Climb d6. As it usually has a random number of limbs or even heads. hooves. Strength d8. Attributes: Agility -. Taunt d8. They Vigor d8 may move 3d6" towards the nearest potential prey. Shooting d6. Notice d6. Others get a +1 bonus to the roll if one person sees through the illusion and tells them. Alternately you may choose the mutations that you want based on your vision of this beast. Toughness: 11 Special Abilities: • Mutation: Chaos Spawn are twisted. Head(50% chance of 6 or 9). or other similar poor and evil fool who has been mutated a few too many times. Being nearly Body(6). they may make 1d3+1 attacks per and left that hit. and cannot run. Norsemen. but we frightened by any means. Notice d6 Pace: Special. about 2' long. they're quite small compared to humans. Spirit d4. for instance).Chameleoleeches are giant leeches. hooks. Parry: 5. Special Abilities: • Size +3: These vile creatures are also quite large. but could be anything. Spirit d6. usually a metal helmet or pot mutations that you rolled or chose for it. Parry: 5. • Unreliable movement: Chaos Spawn move on legs. Fighting d8. Chaos Warrior. mindless and using these appendages randomly for Their Toughness is +2 to missile weapons from the front movement as well. You may use the rules in Chapter IV to build your own Spawn from scratch. Weapons are usually daggers. Any attacks not made with claws. They can create illusions of themselves to look like anything attractive to those passing by.
They never use Tzeentch. Cold Ones used as mounts may use their master's Smarts instead. Additionally. They may still be cause fear. Their Toughness is 12 against missile weapons from the • Low Light Vision: Daemons ignore attack penalties front and left that hit. round where a daemon takes a Wound but fails to • Stupidity: Cold Ones are incredibly stupid even by inflict any in return. Rather than reTracking d6 print them for each entry. being able to attack that same round. Vigor d12 magical however). Chaos Knights are merely Chaos Warriors who specialize in fighting on horseback(their horses are always fully armored). Special Abilities: • Fearless: Daemons are completely fearless and are • Bite: Strength never affected by fear-generating creatures. Any mutation. Climb d6. • Daemonic Aura: Daemons are considered at Special Abilities: Toughness +2 when attacked by nonmagical • Chosen of Chaos: Chaos Warriors are heroes of weapons. Riding d10. it begins to defend itself anew. Parry: 5. number of casting dice) by 1 for every 9 daemons within 6" of himself. Attributes: Agility d8. Intimidation d10. Smarts d6. and all have a 50% chance of an extra here). they must make a Smarts roll or forget what they were doing. taking the more favorable result for each. but sometimes • Mutation: Daemons are creatures of pure Chaos a two-handed weapon instead(we've assumed a large shield energy. It gains a +1 bonus if it's in the middle of combat. • Fleet-footed: Cold Ones run on a d8. Notice d4 • Fear -2: All daemons produce Fear with a -2 penalty Pace: 8. but Chaos mutation . generate no magical field because their master Attributes: Agility d4.
. or Kurgan stats in Chapter II to build your own unique Warriors. or Intimidation attempts. an odd noise. If its foes attack it again. it may make a Smarts roll(with no bonus) each round to remember that it was just fighting a moment ago. Toughness: 10 to the Guts roll. • Fear: Cold Ones are large. Norsemen. which have a 75% chance. they • Magical: Daemons are magical beings by nature and may roll on the Chaos Mutation chart twice for each they generate magic fields about themselves. spells. Chaos Knight
You can use the human. naturally. physical world and may be driven from it. nasty. Notice d6. however. If those attacking cease their assault and remain quiet(or hide). smelly brutes and magic. Fighting d10. who both Lizardmen Skinks and Dark Elves. or something shiny. but we provide here stats for your "average" Chaos Warriors. Toughness: traits unless otherwise stated: 10. assume all daemons have these Pace: 6. • Instability: Daemons are not solidly linked to the • Scales: +2 Toughness. Survival d8. Strength detests magic(their attacks are still considered d12+3.with the exception of daemons of Knights(who ride horseback) carry lances. Smarts d4(a). provided it hasn't acted already. In any • Size +2: Cold ones are riding beasts. or wander away. mutations(50% chance of either). missile weapons. Spirit d6. Their own attacks are considered Chaos and as such always have 1 or 2 magical. Guts d10. but even then it's not uncommon for a Cold One to stop fighting and just stare off into space. Any time they may be distracted
by a strange smell. The Cold Ones are large reptiles that are used as mounts by exception to this are Daemons of Khorne. Spirit d8. Gear: Full plate armor. Parry: 9(7 to the right and from behind). Vigor d10 Skills: Boating d10. If the Warrior does happen to be a Kurgan.bloated with their various mutations and diseases. Chaos sorcerer or magic-wielding Greater Daemon or Daemon Prince may add to his own Magic score(and. Strength d10. give them Brawny and increase their Toughness by 1. Skills: Fighting d6. it must make a Spirit roll or animal standards. All daemons have a few traits in common. for Dim and Dark lighting. Usually a large shield. affected by Taunts and tricks. These reflect the vast majority of these evil servants of Chaos. Weapons are typically flails or battle axes.
Taunt d8 Attributes: Agility d8. Parry: 5. Smarts d8. and sometimes carry a short sword in their human hand. Smarts d8. the spell is cast successfully regardless of Bloodthirsters have the Arcane Resistance edge. Toughness: 7 Chaos energy. Spirit d10. It has a Casting Number of 8. Notice d6. ripping him in • Claws: Str+d4 half and attacking next round. If successful. metal which armor them all over for +2 toughness. Notice d8 Pace: 6. Spirit d12. Parry: 6. Strength d10. but one random horror • Metallic skin: These warrior demons have skin like explodes. Spirit check or be left shaken. and forces Skills: Fighting d6. Three to eight have a attacks per round without penalty. They are ambidextrous. Chaos Fury • Uncontrollable Mutation: This is a touch attack Attributes: Agility d8. into two Blue Horrors. Strength d12+1. and the Spirit and Fighting die types of Strength + d4-1 damage. Smarts d6. Fighting d8. Obviously. Pace: 6. Spirit d8. anyone within 3" is reduced by 1 die type. If he fails.vanish back to the Realm of Chaos. Parry: 5. • Claws: Daemonettes can attack with a pincer for Blue Horror of Tzeentch Str+d6 damage. They cannot cast spells nor do they add to Skills: Fighting d8. Intimidation d10. Magic score of 2. Toughness: 6 random Chaos mutation. Smarts d8. • Tzeentch's Fire: Horrors may use their Magic to • Claws: Bloodletters may attack with their claws for cast this spell. which is shimmering pink and blue fire. Notice d8 him to make a Spirit roll. twists and rips. This spell takes a 3". a new Special Abilities: Pink Horror bursts from his body. Certain areas consecrated Pink Horror of Tzeentch to Chaos will also prevent daemonic instability. Spirit d8. Toughness: 5
. Parry: 6. Each horror may choose to cast a spell or • Arcane Resistance: Khorne hates magic and sees attack with their claws. If they roll doubles or magic-users as weak and pathetic. Strength d8. spell. Attributes: Agility d6. • Aura of Slaanesh: Daemonettes are supernaturally • Bite: Horrors may attack with a bite attack for seductive. Notice d8 • Living Magic: Horrors are made of pure magic and Pace: 6. Smarts d6. heroes fighting Daemons in the Realm of Chaos will find this does not apply. Nine or more have a Magic score of 3. full round and a horror casting it cannot move. Toughness: 6 • Claws: Horrors may attack with their claws for Special Abilities: Strength + d4 damage. any TNs or modifiers. he takes one Pace: 6. Toughness: 6 Vigor d6 Special Abilities: Skills: Fighting d10. Taunt d8 the Magic score of the group. One or two Horrors • Improved Frenzy: Bloodletters may make two have a Magic score of 1. the trapping of Strength + d4 damage. accompanied by the • Fly: Furies have a Flying Pace of 9" with a Climb of hideous laughter of his fellows. It acts as a Bolt spell. but do not suffer a Skills: Fighting d6. Pace: 6. Strength d6. If the spell • Gore: Bloodletters may attack with their horns for fails to hurt an enemy. Notice d8. They may act as normal next Vigor d8 round. Vigor d6 They take the normal multi-action penalty for making 2 attacks this way(-2/-2). and their creator and patron Chaos Gear: Two-handed weapon God is a god of magic and mutation. Their power Special Abilities: grows as they gain numbers. Spirit d8. Vigor d8 Bloodletter of Khorne Skills: Channeling d12. Parry: 6. If the victim dies. Attributes: Agility d6. Strength d10. it causes 1d12 damage to the Vigor d8 victim as his body bends. penalty for using their off hand. Intimidation d10. Horrors can move and cast this spell. Persuasion d12. It has a CN of 16. the enemy must still make a Strength + d4-1 damage. His triples. Daemonettes of Slaanesh • Split: Any Pink Horror killed immediately splits Attributes: Agility d10.
actions. roll 1d10. we Plaguebearer of Nurgle provide one demon here. as above. • Bite: Horrors may attack with a bite attack for Strength + d4-1 damage. and other vile and horrifying substances. They cause Fear. but still play a part in many Warhammer FRP Use the stats for Swarm found in the SW core book. template and which does 1d6 damage which ignores • Fear -2: Guardian Demons are pure evil. Intimidation d8. but can attack with their claws as Attributes: Agility d10. Strength d12. such as a sword or axe. the bolt
. They suffer from Instability just like daemons do. has laying around . as opposed to daemons. Furthermore. etc. Attributes: Agility d8. (Note: although none of the versions of • Size +2: Guardian Demons are around 10' tall.
Demons are the otherworldly servants of dark gods. Vigor d12 Guardian Demons Skills: Fighting d10. • Flight: Guardian Demons may fly at their Pace. we would also suggest forcing an immediate Guts roll for anyone struck by so disgusting of an attack. after the battle or contract a disease. Smarts d8. Notice d10. After a victim is struck. make a Vigor roll or contract a disease. As an example. guard Pace: 6. Toughness: 8 things. maggots. Strength d10. Their own attacks are considered forth a nauseating mix of entrails. well. feel free to invent your own or use demons from other Savage supplements. of course). magical. Parry: 7. This gives them +1 Wound from a Plaguebearer must make a Vigor roll to Intimidation rolls. • Daemonic Aura: Demons are considered at • Stream of Corruption: Every other round a Toughness +2 when attacked by nonmagical Plaguebearer can forfeit any normal attacks to vomit weapons. which is a 2d10 damage Bolt + d4(taking any normal penalties for making two spell. Gear: Plaguebearers usually carry a simple hand weapon except within the confines of their summoning circle.Special Abilities: • Claws: Horrors may attack with their claws for Strength + d4 damage. Parry: 8. quite rare. Intimidation • Cloud of Flies: Plaguebearers are rotten and d10 constantly surrounded by a large swarm of nasty Pace: 8. well.. The GM can • Claws: Guardian Demons may attack with their choose it or roll on some random disease chart he claws for Strength + d6 damage. Smarts d10. which are creatures of pure Chaos energy. add the standard Daemon traits found at the beginning of the Demons look much like you'd expect them to. but supplements and as such as mentioned here. Any opponent who takes even a single highlighting their features.the 1st edition AD&D Dungeon • Bite: Guardian Demons may attack with a bite attack Master's Guide has an excellent chart of random for Strength damage. and are Daemon section.. not to armor.) • Claws: These vile daemons can attack with a claw Use the stats for Dragons from the SW core book. Toughness: 10(12 against nonmagical flies that bite and sting anyone nearby. the victims must immediately mention big and nasty-looking. Blue or bite in addition to their hand weapon for Strength Dragons have lightning breath. • Plague: Plaguebearers didn't earn their name for weird lights around their body. Vigor d12 Special Abilities: Skills: Fighting d10. the Plaguebearer's effective Parry is • Cantrips: A Guardian Demon may cast minor increased by 1(already accounted for above). • Darkvision: Guardian Demons can see perfectly This is an area of effect attack using the burst well in pitch blackness. Notice d8 These vile creatures are often summoned to. Warhammer implement this. magical effects such as creating smoke. diseases that would work perfectly for this. Spirit d10. Spirit d8. Demons have been written out of continuity in the Nurgling Old World. dark shadows nothing. On a 2+. puss. Shooting d8. As such. blood. Because of weapons) the effect of these pests on those engaged in close Special Abilities: combat.
• Grudge-born Fury: +1 Fighting vs Greenskins. and any electrical or lightning attack • Low Light Vision: Dwarfs ignore attack penalties for increases their Strength by 1 die type and gives Dim and Dark lighting. may take this edge a second time to double their
Improved Frenzy: Dryads can attack twice per round at no penalty. Strength d6. Shooting d6 • Improved Frenzy: Dragon Ogres may make two Pace: 5. them a free attack for 1d10 rounds. White Dragons breathe cold. Spirit d10. Notice d6 Pace: 7. sleeved mail coat. Persuasion d12. They intimidation. This continues until the bolt misses or runs out of victims(it cannot hit the same character twice). Toughness: 12 Gear: Greataxe Special Abilities: Common • Claws: Dragon Ogres may attack with their claws for Attributes: Agility d4. These three can be represented by the Burst power with appropriate trappings. Slam: A Dryad attacks with powerful and heavy branches for Str+d10. Parry: 5. a Dryad takes a battle form. sleeved mail coat. medium shield. Spirit d8. Vigor d12 Head(50% chance 7 or 10). medium shield. Strength d12+2. bothered by poisons and gain a +2 on any Spirit rolls Special Abilities: against them. helmet. Strength d8. Vigor d10 Skills: Climb d8. and cause Fear. Pace: 5. Fighting d8. which modify their stats. War Form: In battle. Tracking d10 pothelm Pace: 9. or stack it with Improved Arcane • Size +4: Dragon Ogres are very big and quite Resistance to triple the bonus. Survival d10. They cause Fear and their Toughness increases by +2. Guts d8. • Low Light Vision: These monsters ignore attack Gear: Battleaxe. Shooting d6 Attributes: Agility d10. Green Dragons have a poisonous gas breath. while Black Dragons breathe acid. Vigor d10 • Fear: Dragon Ogres are big and very impressive. Intimidation d6. Head(10) +2 Toughness attacks per round without penalty. Intimidation d8. Gear: Warhammer. Fighting d8. Parry: 6(8 to the front and left). or anyone within 2". penalties for Dim and Dark lighting. +2 Toughness against ranged Skills: Climb 10. Notice d6. Driving: d6. Stealth d12. Fighting d8. Guts d10. They their Toughness on all locations. Notice d12. attacks from the left and front. Toughness: 8 Special Abilities: Special Abilities: • Arcane Resistance: Dwarfs are highly resistant to • Fearless: Dryads are immune to fear and magic and gain the Arcane Resistance edge. Smarts d6. Willow(+2 Parry). Skills: Climb d8. Toughness: 9. etc. • Arcane Resistance: Dwarfs are highly resistant to • Scales: The heavy scales of a Dragon Ogre add +2 to magic and gain the Arcane Resistance edge. Attributes: Agility d6. Smarts d6.
Attributes: Agility d6. Oak(+2 to Strength die type). Spirit d10. Guts d6. may take this edge a second time to double their resistance.
. brawny and gain a +4 to their Toughness. Of Shifting Aspect: Dryads are shape shifters and can take on the aspects of different trees. Intimidation d10. Smarts d10. Intimidation d6. Driving: d6. Strength + 1d6 damage. Ranged combatants often use varying types of crossbows or • Resistant to Poison: Dragon Ogres are rarely sometimes blackpowder weapons. Parry: 6. Parry: 7. Notice d6. Spirit d8. Toughness: 9. Guts d8. against ranged attacks from the left and front. Fighting d8. Smarts d6. • Storm Rage: Dragon Ogres gain power from electricity. Strength d12.jumps to the next victim in line. • Sweep: Dragon Ogres may Sweep with a -2 to Hammerer Fighting. Some sample trees are Ash(+2 to Vigor die type). • Vigor d12 Skills: Climb d6. Birch(gains Improved Frenzy).
Vigor d10 Skills: Climb d8. Notice d6. Notice d6. medium shield. pothelm Special Abilities: • Arcane Resistance: Dwarfs are highly resistant to Attributes: Agility d4. Fighting d8. Fighting d8. • Flight: A Great Eagle may fly 36". Dim and Dark lighting. Strength d8.
Dwarf. Notice d6.resistance. • Size +4: Great Eagles are massive creatures. Driving: d6. sleeved mail shirt • Low Light Vision: Dwarfs ignore attack penalties for Special Abilities: Dim and Dark lighting. Dark Elf
Attributes: Agility d10. Strength d6. • Low Light Vision: Dwarfs ignore attack penalties for Dim and Dark lighting. They focus on fire. Smarts d12. Pace: 5. Head(50% chance 7 or 10). Fighting d8. Spirit d10. Chaos(surprised?) and have a 25% chance to have a Vigor d10 mutation. Notice d6. Arms and Resistance to triple the bonus. magic and gain the Arcane Resistance edge. Guts d8. Notice d10 may take this edge a second time to double their Pace: 3. They may take this edge a second time to double their Iron Breaker resistance. Fighting d8. Strength d6. Parry: 8. Spirit d10. They Intimidation d6. or stack it with Improved Arcane Pace: 5. or stack it with Improved Arcane Special Abilities: Resistance to triple the bonus. Smarts d6. Strength • Arcane Resistance: Dwarfs are highly resistant to d12+5. Smarts d8(a). or stack it with Improved Arcane Attributes: Agility d6. Guts d8. They Skills: Fighting d12. • Low Light Vision: Eagles ignore attack penalties for • Low Light Vision: Dwarfs ignore attack penalties for Dim and Dark lighting. Parry: 5. Great
Attributes: Agility d4. Head(50% chance 7 or 10). Toughness: 7 Gear: 2 axes or a greataxe(this writeup reflects 2 axes) • Grudge-born Fury: +1 Fighting vs Greenskins. Shooting d6 Resistance to triple the bonus. They Vigor d10 may take this edge a second time to double their Skills: Climb d8. Toughness: 12 resistance. Spirit d10. Shooting d6 resistance. • Sorcery: Chaos Dwarfs have embraced magic. Toughness: Body(9). • Grudge-born Fury: +1 Fighting vs Greenskins. ash. Spirit d8. Resistance to triple the bonus. Strength d8. Chaos Dwarf
Eagle. Intimidation d6. Spirit d10. Longbeard • Mutation: Chaos Dwarfs are products of Attributes: Agility d6. Dim and Dark lighting. or stack it with Improved Arcane Intimidation d6. Toughness: 9. Gear: Greataxe. Pace: 5. Driving: d6. Driving: d6. Head(10). medium shield. +2 Toughness against ranged • Low Light Vision: Dwarfs ignore attack penalties for attacks from the left and front.
Elf. Vigor d12 magic and gain the Arcane Resistance edge. magical sleeved mail coat +1. and lava-based spells. sleeved mail coat. Smarts d6. Skills: Climb d8. Strength d8. helmet. • Grudge-born Fury: +1 Fighting vs Greenskins. legs(9). • Low Light Vision: Dwarfs ignore attack penalties for Special Abilities: • Arcane Resistance: Dwarfs are highly resistant to Dim and Dark lighting. Toughness: 10. and are unafraid of anything. +2 Toughness against ranged attacks from the left and front. Guts d8. Parry: 6(8 to the front and left). Smarts d6. magic and gain the Arcane Resistance edge. Smarts d6. Driving: d6. Intimidation d6. pothelm Special Abilities: Attributes: Agility d8. Parry: 6. Spirit d10. • Grudge-born Fury: +1 Fighting vs Greenskins. Shooting d6 get no Arcane Resistance but they can cast spells. Guts d8. Parry: 6(8 to the front and left). Gear: Battleaxe. Gear: Battleaxe. Shooting d6 • Immune to Fear: Dwarven Slayers have a deathwish Pace: 5. Vigor d10 Skills: Climb d8.
Stealth d8 Gear: Halberd. breastplate Pace: 7. Intimidation d8. Parry: 9. Gear: Sword. instead of a sword. Strength d6. full plate. • Sharp eyes: Elves gain a +2 to vision-based Notice rolls. Fighting d8. arms (5) Special Abilities: Gear: Light spear. This can stack with Alertness. bracers Notice d8. Parry: 6. • Sharp eyes: Elves gain a +2 to vision-based Notice Scout rolls. Strength d6. Riding d8. Guts d8. leather shirt. Stealth d12 Attributes: Agility d10. rolls. +2 against ranged attacks to Special Abilities: the front and left. Notice d8. • Low Light Vision: Elves ignore attack penalties for Gear: Sword or shortspear(this writeup assumes shortspear). Guts d8. Riding d8. Smarts d12. Riding d8. plate Skills: Climb d4. head and legs(5). Spirit d8. Strength d6. Vigor d6 Notice d8. Shooting d8. Toughness: 6. large shield. Shooting d8. Sometimes equipped • Low Light Vision: Elves ignore attack penalties for with a repeating crossbow or medium shield. • Low Light Vision: Elves ignore attack penalties for Gear: Sword. Cold One Knight Notice d8. Dim and Dark lighting. Pace: 7. medium shield. Dim and Dark lighting. This can stack with Alertness. This can stack with Alertness. Sometimes a lance Dim and Dark lighting. Intimidation d8. Guts d8. rolls. Riding d8. Fighting d8. Vigor d6 Skills: Climb d4. Toughness: 7(10 head) Skills: Climb d4. Dim and Dark lighting. Vigor d6 Attributes: Agility d10. Fighting d8. Spirit d8. Guts d8. Stealth d8 Skills: Climb d4. sleeved mail coat. Smarts d12. Special Abilities: • Sharp eyes: Elves gain a +2 to vision-based Notice • Low Light Vision: Elves ignore attack penalties for rolls. Strength d12. plate bracers. Spirit d8. Special Abilities: Vigor d6 • Frenzy: Witch Elves may make an extra attack each Skills: Climb d4. mail coat. Smarts d12. Smarts d12. Intimidation d8. Toughness: 7. This can stack with Alertness. • Low Light Vision: Elves ignore attack penalties for • Sharp eyes: Elves gain a +2 to vision-based Notice Dim and Dark lighting. Guts d8. Stealth d8 Pace: 7. Sea Dragon Cloak. Attributes: Agility d10. Helmet. sometimes a repeating crossbow. Intimidation d8. Fighting d10. sleeved mail coat. Guts d8. Fighting d10. +2 Toughness Special Abilities: against ranged attacks from the left and front. Stealth d8
. Spirit d8. legs(7) Notice d8. body. Riding d8. Shooting d10. Notice d8. Stealth d8 with 2 swords or a repeating crossbow. arms(8) Vigor d6 Gear: Sword and repeating crossbow. Sometimes armed Notice d8. Pace: 7. Fighting d8. Riding d8. Shooting d8. Pace: 7. Guts d8. Head(8). Parry: 9. rolls. Parry: 6.Vigor d6 Pace: 7. Spirit d8. helmet. Intimidation d8. Shooting d8. Strength d6. Riding d8. This can stack with Alertness. helmet. Toughness: 5 Corsair Gear: 2 swords Attributes: Agility d10. Shooting d8. Skills: Climb d4. This is magical and is immune to Armor Special Abilities: Piercing. Rides a • Sharp eyes: Elves gain a +2 to vision-based Notice Cold One. • Sharp eyes: Elves gain a +2 to vision-based Notice Vigor d6 Skills: Climb d4. Parry: 9. Special Abilities: • Low Light Vision: Elves ignore attack penalties for Witch Elf Attributes: Agility d10. Parry: 9. Archers will carry an • Sea Dragon Cloak: Provides 2 Armor to the entire Elfbow. This can stack with Alertness. Smarts d12. Toughness: 8. Spirit d8. Strength d6. Toughness: 7. Intimidation d8. Parry: 6. Fighting d8. round at a reduced penalty. Dim and Dark lighting. Shooting d8. Executioner Attributes: Agility d10. Stealth d8 Pace: 7. Smarts d12. Toughness: 8. Intimidation d8. head(8).
• Low Light Vision: Elves ignore attack penalties for Dim and Dark lighting. Head(8). Special Abilities: Persuasion d8. Fighting d8. Guts d8. Elven steed Special Abilities: White Lion • Low Light Vision: Elves ignore attack penalties for Attributes: Agility d6. Stealth d8 Pace: 7. Stealth d8 • Lion Pelt: Adds +1 Toughness vs ranged attacks. Head(8). Parry: 6. Persuasion d8. helmet. Shooting d8. rolls. • Sharp eyes: Elves gain a +2 to vision-based Notice Special Abilities: rolls. Smarts d8. Attributes: Agility d8. rolls. Vigor d6 Vigor d6 Skills: Climb d4. Head(8). Riding d8. • Low Light Vision: Elves ignore attack penalties for Dim and Dark lighting. Elven steed Special Abilities: Dim and Dark lighting. Spirit d10. This can stack with Alertness. Dragon Prince Persuasion d8. Head(8). Guts d8. Strength d6. Riding d8. Stealth d8 Attributes: Agility d8. must make a Vigor roll or take an additional 2d8 damage. This can stack with Alertness. Healing d6. helmet. • Steady Hands: Ignore unstable platform penalty while shooting. Lion Pelt Vigor d6 Special Abilities: Skills: Climb d4. Parry: 6 Toughness: 7(8 to head) Pace: 7. Riding d8. Special Abilities: Gear: Sword or shortspear(this writeup assumes shortspear). breastplate. Toughness: 7. helmet. Archers will carry an Dim and Dark lighting. sleeved mail coat. Vigor d6 Gear: Lance. Shooting d8. Fighting d10. Stealth d8 Persuasion d8. barded rolls. Two-fisted: Witch Elves fight with two swords and no multi-action penalty. Spirit d10. Smarts d8. Silver Helm • Sharp eyes: Elves gain a +2 to vision-based Notice Attributes: Agility d8. This can stack with Alertness. Vigor d6 • Sharp eyes: Elves gain a +2 to vision-based Notice Skills: Climb d4.
. Riding d8. Spirit d10. Healing d6. running penalty reduced to -1. Guts d8. Notice d8. Elven steed Skills: Climb d4. Shooting d8. • Low Light Vision: Elves ignore attack penalties for large shield. +1 Toughness vs Ellyrian Reaver shooting from front and left Attributes: Agility d8. Vigor d6 Skills: Climb d4. sleeved mail coat. Parry: 6. +2 Toughness vs shooting from front and left • Sharp eyes: Elves gain a +2 to vision-based Notice Gear: Lance. Spirit d8. This can stack with Alertness. large shield. This can stack with Alertness. Healing d6. Guts d8. Smarts d8. Dim and Dark lighting. Fighting d8.• •
Low Light Vision: Elves ignore attack penalties for Gear: Sword. Sharp eyes: Elves gain a +2 to vision-based Notice rolls. This can stack with Alertness. Notice d8. Fighting d10. Stealth d8 • Low Light Vision: Elves ignore attack penalties for Pace: 7. Guts d8.
Elf. Dim and Dark lighting. helmet against ranged attacks from the left and front. Elfbow. Riding d8. Toughness: 7. 8 from the front and left Toughness: 7. helmet. Strength d6. Notice d8. Parry: 6. Strength d10. +2 Toughness Gear: Halberd. Pace: 7. Riding d8. helmet. Head(8). Shooting d8. Gear: Greataxe. Healing d6. Toughness: 7. Notice d8. Strength d8. Smarts d8. • Extraction: May ignore 1 attack caused by leaving Poisoned swords: Any victim of a successful attack combat. sleeved mail coat. Healing d6. Stealth d8 Pace: 7. Toughness: 7. sleeved mail coat. Fighting d8. Notice d8. Parry: 7. Healing d6. Persuasion d8. sleeved mail coat. • Sharp eyes: Elves gain a +2 to vision-based Notice rolls. Strength d6. Spirit d10. Skills: Climb d4. Parry: 9. Smarts d8. • Block: Parry +1 Persuasion d8. Guts d8. Shooting d8. sleeved mail coat. Fighting d8. Spirit d10. High Elf
Attributes: Agility d8. Strength d6. Pace: 7. Notice d8. Shooting d8. Smarts d8.
This can stack with Alertness.• •
Elf. Strength d6. the most common is the Skills: Climb d4. Spirit d8. their slave class. Persuasion d4. Healing d6. Shooting d8. d12.e. Attributes: Agility d10. Skills: Climb d6. Stealth d8. Wood Elf
Low Light Vision: Elves ignore attack penalties for Glade Guard Dim and Dark lighting. Gear: Leather shirt. small shield. Head. Dim and Dark lighting. Strength d6. This can stack with Alertness. Fighting d8. Smarts d8. Tracking d10 attack causes an opponent to roll on it. Swim d4. • Fogsight: Fimir can see 15" through any kind of fog. but it gives them cover. rolls. Survival d4. arms and legs(5) Skills: Climb d4. However. Strength d6.
. • Sharp eyes: Elves gain a +2 to vision-based Notice Attributes: Agility d4. Parry: 9. Toughness: Vigor d6 Body(6). Stealth d4. Spirit d6.
Attributes: Agility d8. battle axe(Str+d8) Persuasion d4. • Sharp eyes: Elves gain a +2 to vision-based Notice rolls. Tracking d6 and the only females. Shooting d8. Notice d8. they have 2 attacks per round They can see through it. • Sharp eyes: Elves gain a +2 to vision-based Notice rolls. This can stack with Alertness. Eternal Guard gain a +2 Parry. Healing d6. Elfbow. Strength d8. Spirit d4. Notice d8. • Low Light Vision: Elves ignore attack penalties for • Tail Attack: Fimir may attack opponents to the side Dim and Dark lighting. Shooting d8. damage(which can stack with the extra d6 for a Special Abilities: raise) on a successful attack if he calls "Strike to • Expert Archers: Glade Guard may run and fire their Stun" before attacking. Gear: Sword. they take a -2 on bows at no penalty. and Meargh their witch-queens. Nobles are their lower aristocracy. Eternal Guard Throwing d4 Attributes: Agility d8. Strength d8. though a few Special Abilities: newer articles and supplements have made vague references • Low Light Vision: Elves ignore attack penalties for to their possible existence. Parry: 6. Parry: 6. Fighting and this can NEVER wound an opponent. Toughness: 5 three. This can stack with Alertness. Pace: 7. Taunt d6. Guts d8. Dim and Dark lighting. Fighting d10. Fighting d6. helmet the fimir exposed to intense daylight. Toughness: 5 Strike to Stun: The character gains d6 extra Gear: Dagger. Elfbow. Riding d8. Special Abilities: Tracking d6 • Distaste for Daylight: If the fog is magically Pace: 7. Smarts d4. Notice d4. Healing d6. Spirit d8. Pace: 5. sword. • Low Light Vision: Elves ignore attack penalties for but only Shake them. Pump up the stats a bit for the other Pace: 7. Vigor d6 rolls. Stealth d8. without penalty). Shearl. Notice d8. and gives Dirach and Meargh Chaos magic. Smarts d4. Smarts d8. Vigor d6 Fimir come in several varieties. Improved Frenzy(i. Parry: 5(4 to the right and from behind). Smarts d8. Riding d8. Strike to Injure: +1 to Injury table results when your Persuasion d4. This is not a free attack and adds to any • Master of Arms: Despite not having a Fighting of multi-action penalties applicable. Spirit d10. Riding d6. Fimir are no longer cannon in the Old World. or rear. Guts d8. Stealth d8. Riding d8. Attributes: Agility d8. Shooting d4. and Gear: Double-bladed spear. Guts d4. Sharp eyes: Elves gain a +2 to vision-based Notice Vigor d6 Skills: Climb d4. Toughness: 5. Dirach are their wizards. Fighting d8. 8 to head dispelled or blown away by a magical breeze. Guts d12. this weapon as if using a single spear with • Fog Generation: Fimir generate fog at a 3" radius. he must Special Abilities: make a Spirit roll each round or do nothing but • Double-bladed Spear: Eternal Guard can fight with gawk at the sun.
Many(perhaps 50%) wear Skills: Climb d6. Fighting d6. um. Head. 2-5: The greenskin is upset with a companion and spends this round making a Taunt roll at his closest ally. Toughness: 7. Special Abilities: -2/-2. Smarts d4. Night Goblins never wear more than a leather Special Abilities: jerkin. for reasons unknown(hygiene?). Spirit d6. Strength d8. Guts d4. Mushrooms. shortspear. Madcap Mushrooms increase their strength Shooting d6. if he has one. At the beginning of any combat(and • Fearless: Ghouls are immune to fear. at any other point where any greenskin is given • Low Light Vision: Ghouls ignore attack penalties even half an excuse). +1 Toughness vs shooting from front and left Gear: Club(Str+d12). • Size +7: Giants are. strangling him. If he fails. you may choose to roll on the Fright table). Guts d8. leather caps or pot helms(giving a 50% chance with each Notice d4. Notice d4. must make a Spirit check. Any poor souls caught under them will take 2d12+18 damage. unusual for goblins to wear chain shirts instead of leather. at which time the Fanatic Pace: 5. It's not Attributes: Agility d4. small shield. Fighting d6. and tend to use nets in their off-hand. Toughness: meets his doom by any number of ways. arms and legs(5) around his throat. Smarts d4. Any time the goblins do not outnumber the elves by at least 2 to 1. Strength d6. realizing they have more pressing concerns at the moment.. the elves count as causing Terror. If either one succeeds. giant. both greenskins may make Spirit checks to stop fighting and engage the enemy as normal. Parry: 5. After one round. These do Str + d12 damage. Stealth d10 strike to the head of taking their Toughness to 6 or 8 Pace: 9. or charge him and engage in melee if he doesn't. Roll a d6: Str+d4.
Attributes: Agility d4. he must also roll on this chart. Shooting d4 Pace: 9. It is possible in this way for a greenskin to check for animosity twice in a round.
Attributes: Agility d4. the chain wraps Body(6). Smarts d4. Spirit d4. Intimidation d6. Spirit roll or begin fighting with the greenskin • Poisoned attacks: Ghouls attack with their claws for closest to it.
. Swim d4. Parry: 5(4 to the right and from behind). Stealth d4. Head(8). but spears are the most swinging a ball and chain. His comrade. common weapon(used probably 90% of the time). smelly bag. alternately. Elveses is Scary: Goblins. perhaps a fresh cow Special Abilities: • Alcoholic: Most giants are alcoholics and they rarely go into battle without being smashed. Giants attempting to run or which are forced to flee for any reason must make an Agility test or trip. Not good. Guts d4. Goblins of the stress of the drug combined with racing around madly sometimes wield other weapons.Vigor d12 taking their Toughness to 7. The goblins must succeed on a Guts roll or be considered Panicked(or. Low Light Vision: Goblins ignore attack penalties for Dim and Dark lighting. • Throw Rocks: Giants are prone to throw huge rocks and boulders. 6: The greenskin will fire a missile weapon at the closest allied greenskin. Vigor d12 Skills: Climb d4. which also cause a Vigor roll or the victim takes 1d4 damage and a Vigor loss of 1 die type. Throwing d4 The effects last only 2d10 rounds. or his heart stops because Gear: Leather armor. • Animosity: Greenskins are hateful and argumentative. Notice d4. Parry: 5.. Spirit d6. which they • Ambidextrous: A ghoul can attack with two claws at throw just before attacking with their normal weapons.
1: The greenskin immediately charges the closest enemy in an attempt to show up his rival. and constitution as well as making them fearless and erratic. both will break away. They will fall in a random direction. Toughness: 8 respectively). Fighting d4. Survival d4. each greenskin must make a for Dim and Dark lighting. which certainly doesn't help when they're already incredibly stupid. are terrified of elves. Riding d6. Fanatic Vigor d6 Goblin Fanatics are Night Goblins who have eaten Madcap Skills: Climb d6. • Fear: Ghouls cause Fear. Strength d12+9. Taunt d6. if not shaken.
Strength d4. Special Abilities: • Low Light Vision: Hobgoblins ignore attack • Fear +4: Great Tauruses are massive. medium shield. Vigor d12 suffer 1d6 points of damage. Stealth d6. Gear: Full leather armor. Toughness: Body(6). Gear: Leather armor. • Resistance to Chaos: This works the same as • Low Light Vision: Goblins ignore attack penalties Arcane Resistance. Fighting d4. Attributes: Agility d6. force of Chaos. shortspear.Vigor d8 • Kick: Strength + d4. animosity if they have hobgoblins as allies. Throwing d4 Pace: 5. Strength d4. Special Abilities: • Low Light Vision: Gnoblars ignore attack penalties Shooting d8. fighting hobgoblins. shortsword or other simple 1handed weapon. Toughness: 15 • Animosity: Same as other greenskins. Throwing d4 Pace: 6. they are able to hit for Dim and Dark lighting. Smarts d6. Taunt d6. and most carry shortbows. Toughness: 7. Parry: 6. Great Tauruses make fearsome opponents. most Hobgoblins poison their weapons with a Attributes: Agility d6. Those hit suffer 1d6 damage. Notice d4. Throwing d6 • Erratic: Fanatics may move towards their enemy the Pace: 9. Riding d6. Special Abilities: Attributes: Agility d8. Notice d4. Strength poison called Kervalt. Strength d6. their maximum Strength Skills: Climb d6. Vigor d8 Skills: Climb d6. including allies. d6. Kervalt forces a Vigor roll at -1 or d12+9. Survival d4. two weapons instead. This Gnoblar can stack with Charismatic. Riding d8.
. Parry: 4 Toughness: 3 round after they eat a mushroom. arms and legs(5) Attributes: Agility d6. Swim d4. Notice d4 • Size +4: Great Tauruses are huge! Pace: Special. Smarts d4. Fighting d4. since • Fiery Skin: Their flaming skin provides Armor 3. They gain a +2 to their Charisma. Spirit d4. • Sneaky gits: Other greenskins don't trust • Fiery Breath: These creatures can breathe fire. fiery beasts penalties for Dim and Dark lighting. weapons from the left and front. Smarts d6(a). Smarts d4. Furthermore. Notice d6. Spirit d4. Parry: 3. anyone adjacent to them. including mutations and insanities • Uncontrollable: Fanatics automatically attack caused by Chaos energy as well as any spells from anyone adjacent to them with their Improved the Realm of Chaos. Notice d6 Special Abilities: Pace: 9. Guts d4. Taunt d6. Guts d4. Toughness: 8 Gear: Huge ball and chain(Str+d10). Spirit d6. Skills: Fighting d12. After that. is d10. Taunt d6. and will not suffer from the Burst Template. move 3d6" in a random direction. Parry: 5(4 to the right and from behind). Swim d4. Some Hobgoblins wield Enormous bulls with batlike wings. Skills: Fighting d6. Use hobgoblins one little bit. hobgoblins. The effects of Berzerk are Skills: Climb d6. Stealth d4. Parry: 8. Head. • Berserk: Goblin Fanatics become Berserk by eating Vigor d4 a Madcap Mushroom. Shooting already worked into their Parry and Toughness. • Sociable: Halflings are happy. They still suffer it if they are simply • Flight: These creatures may fly at Pace. Guts d4. Special Abilities: • Improved Sweep: By swinging their massive ball • Low Light Vision: Halflings ignore attack penalties and chain around and around. small shield. Spirit d10. shortspear. except that it works on any for Dim and Dark lighting. +1 Toughness against missile for Dim and Dark lighting. skin burning with fire. well-tempered and easy to like. they Gear: Leather armor. Survival d4. Additionally. they're too busy keeping an eye on the treacherous • Fleet-footed: Great Tauruses run on a d8. • Small: Halflings are small and subtract 1 from their Vigor d6 Toughness. small shield. Shooting d6. and cause fear in even the toughest of opponents. Sweep. however. Fighting d6.
Shooting d6 Pace: 6. crossbow and 40 bolts. Strength d6. Spirit d6. • Mighty Blow: Extra damage when dealt a joker. Parry: 4.
Found all over the Old World. leather jack. sleeved mail shirt. Toughness: 9(8 to head.
These masters of manipulation work towards their own ends. Spirit d8. Skills: Climb d4. • Marksman: +2 on Aim manuever. Then again. but only Shake them. Knowledge: Merchant d8. Smarts d6. Strength d10. • Improvised Fighting: Fight with unorthodox Shooting d4 weapons. Parry: 4. Notice d6. Special Abilities: • Mimic: Charlatans can mimic the voices of others you have to be very tough to be a bodyguard in the Old and throw their voice. Parry: 4. Attributes: Agility d10. mail shirt. Attributes: Agility d8. Fighting d10.. Don't get so caught up in orcs and skaven that you neglect to use various Skills: Fighting d8.Horse. Notice d8. Parry: 7. 2d10 schillings attack causes an opponent to roll on it. Streetwise d10. Stealth d10. Spirit d6. Vigor d6 Skills: Climb d4. Smarts d6. 6d10 gold crowns Bodyguard These stats work for a rather tough bodyguard. However. Notice d8. Smarts d6. Toughness: 8(6 to head. Strength d6. • Strike to Injure: +1 to Injury table results when yourGear: Dagger. riding horse. Attributes: Agility d8. Notice d6. • Point Blank Shot: +1 Shooting and Throwing at Short range. pistol. Special Abilities: Attributes: Agility d6. Elven Steed
Elven Steeds combine the speed and agility of a riding horse with the strength of a warhorse. • Public Speaking: +1 to Perform or Persuasion when Vigor d12 speaking to 10 or more people. Riding d6. Pace: 6. Driving OR Riding d4. Smarts d8. Smarts d6. Spirit d6. Vigor d6 Skills: Climb d4. Parry: 7. Shooting d4 Pace: 6. Toughness: 8 Special Abilities: • Fleet-footed: Elven Warhorses run on a d8. Perform(acting) d8. Shooting d6 human foils as well! Pace: 6. arms and legs) Common Gear: Sword. Fighting d10. Driving OR Riding d4. • Size +2: Elven warhorses are about the size of a running horse. Attributes: Agility d6. • Routine Disarm: Disarm penalty is only -1. Dagger. Vigor d10 Skills: Fighting d6. Notice d6 Pace: 10. 20 yards of rope. Toughness: 7(5 to head and legs) Gear: Sword. Fighting d4. Persuasion d10. 2d10 gold crowns Your average Old World human. Toughness: 4 • Mighty Blow: Extra damage when dealt a joker. World.
Shooting d12. Vigor d6 Skills: Fighting d4. Parry: 7. 3 pairs of manacles with keys. Tracking d10 Pace: 6. Spirit d8.
Strike to Stun: The character gains d6 extra damage(which can stack with the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. Strength d12. Toughness: 4 Gear: Dagger. Strength d12+2. Strength d6. these gamblers and cheats make their way as they can. Spirit d6. arms and legs) Gear: Sword. Notice d6..
These stats work for a typical bounty hunter. they take a -2 on Fighting and this can NEVER wound an opponent. Vigor d8 Humans can be the most evil of creatures. often as spies. 2d10 gold crowns Special Abilities: • Eagle Eyes: Ranges increased by 50%." protagonists are
. Attributes: Agility d8. 2d10 gold crowns
Perhaps better called a "troublemaker. Smarts d4. • Kick: Strength + d4.
Shooting d6 Pace: 6. Parry: 7. Shooting d6 Pace: 6. Smarts d4(a). helmet. Notice d6. wily. Fighting and this can NEVER wound an opponent. Parry: 5. Toughness: 12 Attributes: Agility d4. damage(which can stack with the extra d6 for a • Trademark Weapon: Halberd raise) on a successful attack if he calls "Strike to Stun" before attacking. 1d10 schillings Special Abilities: One of the many creatures created by Chaos. Gear: Sword. Smarts d6. and highly mutative. 7 to arms and Attributes: Agility d6. raise) on a successful attack if he calls "Strike to • Strike to Injure: +1 to Injury table results when your Stun" before attacking. Toughness: 4 Pace: 6. Strength d6. Parry: 4. Strength d8. • Strike to Stun: The character gains d6 extra damage(which can stack with the extra d6 for a • Mighty Blow: Extra damage when dealt a joker. Vigor d6 Skills: Climb d4. 5d10 gold crowns Gear: Club or halberd(this writeup assumed halberd). Smarts d6. Spirit d6. Notice d6. Smarts d6. those bitten must make a Vigor roll Pace: 6. dagger Skills: Climb d4. Smarts d6.
Attributes: Agility d6. they take a -2 on Fighting and this can NEVER wound an opponent. However. sword. arms and legs) Gear: Full black leather armor. Toughness: 4 Gear: Dagger. Smarts d6. 1d6 gold crowns • Fast Regeneration: May attempt a Natural Healing
Strike to Stun: The character gains d6 extra damage(which can stack with the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. 5 to arms and legs) Special Abilities: +2 against Shooting • Block: +1 parry Gear: Sword. Fighting d4. leather jack. Vigor d10 Skills: Climb d4. Shooting d4 Furthermore. Strength Thug d12+6. Guts d12. Spirit d12. Smarts d6. horse. mail shirt. 10 yards rope.tough. Skills: Climb d4. Notice d4. Special Abilities: leather jack. Shooting d6 Roadwarden Pace: 6. Fighting d8. stupid. Notice d6. Toughness: 6(5 to head. Parry: 8. helmet. aggressive. Spirit d6. riding • Mighty Blow: Extra damage on a Joker. Toughness: 9(10 to head. Parry: 4. Watch sergeant Attributes: Agility d6. jabberwocki • Marksman: +2 on Aim maneuver. and enjoy stirring things up and fighting. Strength d6. Notice d6. • Mighty Blow: Extra damage on a Joker. Fighting d10. Shooting d4. lantern on pole(at night) • Improvised Weapons: Fight with unorthodox Special Abilities: weapons. medium shield. Watchman Vigor d6 Attributes: Agility d6. Vigor d12 These stats are for a typical but quite tough thug. Strength d6. • Strike to Stun: The character gains d6 extra but only Shake them. Fighting d4. but only Shake them. to be Skills: Fighting d12. Lockpicking d6. However. Attributes: Agility d8. Skills: Climb d6. Spirit d6. dagger. However. Shooting Vigor d6 d4 Skills: Climb d4. Attributes: Agility d4. • Routine Disarm: Disarm penalty is only -1. Pace: 9. Fighting d8. they take a -2 on attack causes an opponent to roll on it. Spirit d8. Special Abilities: Vigor d10 • Bite: A jabberwock's bite causes Str+d10 damage. Parry: 8. Toughness: 8(7 to head and legs) or die in 2d6 rounds due to poison. Driving OR Riding d4. they take a -2 on Fighting and this can NEVER wound an opponent. Parry: 4. Fighting d8. Toughness: 7(8 to head. Strength d6. Spirit d4. 1d6 gold crowns • Routine Disarm: +1 to disarm maneuvers. but only Shake them. Notice d6. Tracking d6 hired as henchmen or as opponents. legs) Vigor d6 Gear: Mail shirt. Notice d6. Spirit d6.
. Stealth d6 Pace: 6. Riding d6. Strength d6. are huge.
Tracking d6 Gear: Leather Jack. Notice d6. toadlike beings are always born on a palanquin • Scales: The scaly hide improves Toughness by +3. on a failure he continues to gorge himself. Strength d10. Toughness: 4 Fear. any Skills: Fighting d6. Guts d12. shortbow and arrows • Improved Frenzy: Minotaurs may make two attacks Special Abilities: per round without penalty. Survival: d6. Toughness: Body(10). magic items. Smarts d6. Tracking d6 Vigor d10 Pace: 9. Attributes: Agility d4. Strength d12. Intimidation d8. Smarts d4. Vigor d12 Saurus Skills: Fighting d8. Attributes: Agility d4. Intimidation d4. Spirit d12. Spirit d12. Intimidation d4. • Mutation: Minotaurs are creatures of Chaos and as • Size -1: Skinks are rather small. Notice d6. Fighting d6. • Size +4: Jabberwocki are enormous. Toughness: 11 damage. fire. • Scales: The scaly hide improves Toughness by +3. Guts d12. Notice d6. Guts d12. Taunt d4. Spirit d12. Legs(9) Survival: d6. Like High Elves. Intimidation d4. Skills: Fighting d4. Strength d6. Spirit d4. Parry: 4. he is attacked. Attributes: Agility d8.roll every round unless the wounds are caused by • Swim: May swim at Pace. Guts d12. • Size +2: Kroxigors are pretty big. If Attributes: Agility d6. Skills: Fighting d6. Spirit d8. • Stomp: A Jabberwock can stomp twice for Str+d8 Vigor d12 Skills: Arcane d10. • Fear +2: Jabberwocki are the creatures of nightmates Slann Mage Priest and cause fear. Shooting d4. his bloodgreed ends automatically Vigor d4 and he may act as normal. Strength d12+2. any number of Lores they like. Parry: 5. They cause Pace: 9. Gear: Shield. Gear: Two-handed weapon • Spells: Slann Mage Priests know all Petty Magic Special Abilities: spells and 1 Lore spell of his choice from the eight • Fear: Kroxigors are big and imposing and cause colored Lores. carried by 12 Saurus warriors. Parry: 6. Strength d12+1. These fat. Notice d6. Tracking d6 also affects his bearers as if they also possessed Pace: 9. Taunt d10 • Tail-lash: A Jabberwock can tail-lash for Str Pace: 6. Slann may learn fear. or spells used by the Slann Survival: d6. Toughness: 12 them or had the spell cast on them. damage. Notice d6. Parry: 5. Additionally. Arms(10). javelin. He may make a new Spirit roll each Skink round. • Fear: Minotaurs are both intimidating and also Shooting d6. Head(9). Gear: Mace Special Abilities: • Frenzy: May make 2 attacks. Parry: 5. • Scales: The scaly hide improves Toughness by +1. • Swim: May swim at Pace. Survival: d6. Toughness: 9 writeup assumes great weapon and has adjusted Parry Gear: Shield and spear or other hand weapon accordingly).
. such have a 50% chance to have a Chaos mutation. hand weapon or great weapon(this Pace: 9. Smarts d10. Guts d8. Kroxigor • Shield of the Old Ones: This is a special +3 Armor Attributes: Agility d4. Shooting d4. weapons. Smarts d4. • Bloodgreed: A minotaur who kills an opponent • Scales: The scaly hide improves Toughness by +2. Special Abilities: Special Abilities: • Bite: Kroxigors can bite for d4+ Str damage. Tracking d6 products of the evil power of Chaos. Smarts d4. must make a Spirit roll or sit down and feed upon his fallen foe. bonus which applies to the Slann himself as well as Vigor d12 any Saurus warriors bearing him.
Toughness: 10 Gear: Flail or 2-handed weapon. Helmet. Notice d4. axe. • Mutation: Mutants are.
dozen skeletons at their command. Stealth: d8. This writeup assumes a flail. Skills: Climb d4. Undead: +2 Toughness. Parry: 7. Toughness: 5 spout spores the size of a Small Blast Template for 3 rounds.
This works similarly to a yellow mold. Riding d6. Spirit d12. Intimidation d6. rounds. Spirit d6. 10=4. Shooting d4. great weapon. Anyone caught must make an Agility roll or be blinded for Special Abilities: 2d6 hours. or similar 1-handed weapon. Mail Shirt. and the spore cloud lasts 1d6 Attributes: Agility d4. Intimidation d6. Tracking d4 Purple Mold Pace: 9. club. Survival d8. caught in the spore cloud will be "dampened" for 2d4 hours. Parry: 6. Notice d6. Special Abilities: • Ancient Will: Mummies cannot be controlled or raised by Necromancers as can skeletons.. sword. Parry accordingly). Spirit d6. or 2 on a bust. skills. We give three samples here. Special Abilities:
Attributes: Agility d4. Leather Leggings. Smarts d4. Shooting d6 Pace: 6. well. Spirit d6. and fire will destroy it. Skills: Fighting d6. Strength d8. Vigor d12 Skills: Fighting d10. except it is only set off Legs(11) by magic being used within 5" of it. If set off. and almost always have at least a
Fear: Ogres are big. Survival d4.
• • •
Mold. Smarts d4. zombies. This writeup reflects a fairly average human who becomes Mold cannot be harmed by physical attacks. 7-9=3. Cold may a mutant. Throwing d4
. Smarts d8. Improved Frenzy: Ogres may make two attacks per round without penalty. • Mold does not have specific statistics and could be considered a "hazard" and not a "monster. attributes. Head(13). Strength d12+1. Sweep Size +2
Attributes: Agility d6. dangerous
In the Old World. Low Light Vision: Mummies ignore attack penalties for Dim and Dark lighting. Notice d6. despite not being a beast of any kind. Toughness: Body(12). This works just like yellow mold. Guts d6. except the template is a Medium Blast Template. They cause Fear. Fighting d6. Many Ogres use a hand weapon and Magic users caught will cast all spells at one lower die type shield(this writeup assumes great weapon and has adjusted for that amount of time.. etc will vary greatly. Guts d12. Riding d10. 4-6=2. Smarts d6. Notice d6. Parry: 4. Obviously. Guts d6. Riding d4. Vigor d10 Skills: Climb d6. Strength d10. Guts d4. Arms(11). mutants. but it is up to the GM to Attributes: Agility d6. Taunt d4. Flammable: Double damage from fire.•
Size +1: Minotaurs are quite large and may even grow to size +2. Roll a d10 for number of mutations: 1-3=1. Fear: Mummies are powerful undead and cause fear." We list details here because it seemed the most appropriate place. Anyone caught in the cloud must make a Vigor roll Vigor d12 or suffer 1 Wound. Mummies can control undead in the same way as Necromancers. freeze it. Gear: Dagger. Fighting d8. Strength d6. etc. Shooting d6. Survival: d4. Throwing Yellow Mold d4 Anyone passing close to a yellow mold will cause it to Pace: 6. Shooting d6. there are numerous dangerous fungi and molds. any magic item Gear: Leather Jack. determine exactly how successful the adventurers are in Vigor d6 attempting to avoid mold. intimidating creatures.
Quell Animosity: Black Orcs don't tolerate nonsense. may attack with a choppa which increases their Strength by 1 die type. Orcs sometimes wield other weapons. Choppa: During the first round of combat. Orcs sometimes wield other weapons. hence the decent Shooting and Throwing score. Survival d4. Riding d6. Spirit d6. Spirit d6. Special Abilities:
Attributes: Agility d6. Toughness: Body(10). Two-fisted: Black Orcs are skilled and dedicated fighters who live to cause as much damage as possible. giving them a 50% chance with each head shot that their Toughness will be 8(otherwise it is 6).Pace: 6. Intimidation d8. +2 against missile weapons that hit from front and Choppa: During the first round of combat. They often fight with a spear and shield or two choppas.
. since their greatest strength and joy is Animosity: Orcs are subject to animosity the same hand to hand combat. Shooting d6. but are almost never without their dependable choppa. Arms and Legs(9). Shooting d8. Notice d8. Orcs sometimes wear leather greaves or leggings. Parry: 7(6 to right and from behind). Spirit d6. Guts d6. weapons(crude stone axes and hammers and so forth). medium shield. They train to use both 2-handed weapons and to fight with two choppas at once without the multi-action penalty. Head(50% chance 9 or 10).
Some orcs are naturally bigger and badder than others. Dim and Dark lighting. Fighting d8. +2 Toughness against missile weapons that hit from front and left. Dim and Dark lighting. Notice d8. Smarts d4. Parry: 6(4 when Berserk). Intimidation d6. their fists often being them. Throwing d6 Pace: 6. Notice d6. This writeup assumes a choppa and a medium shield. but because they believe in being well-rounded in methods of murder. Toughness: Body(11). Any greenskin allies who are succumbing to animosity within 8" of the Black Orc allow it a free and immediate Spirit roll. or a Low Light Vision: Orcs ignore attack penalties for spear and shield. Animosity: Orcs are subject to animosity the same Throwing d4 Pace: 6. This writeup assumes 2-handed weapon and has adjusted Parry accordingly. Smarts d4. Toughness: 10(12 when as goblins are. leather cap. Toughness: 12 Gear: Full suit of plate armor and either two choppas or a 2handed weapon. Swim d6. This only applies to the first Gear: Typically a choppa and shield. This only applies to the first • Low Light Vision: Orcs ignore attack penalties for attack in any combat and only when using a choppa. Strength d8. Smarts d4. They also sometimes wear pot helms. Fighting d8. even at the expense of protection. Guts d6. or two hand attack in any combat and only when using a choppa. choppa(Str+d8). Vigor d10 Skills: Climb d6. Orcs left. Swim d6. leather cap.
Attributes: Agility d6. but are almost never without their dependable choppa. Strength d10. they still learn to use as goblins are. Parry: 5. Survival d4. Gear: Chain shirt. Survival d8. Fighting d6. Black Orcs almost never use ranged weapons. These end up being the leaders and warlords. Riding d6. Throwing d4 Pace: 6. may attack with a choppa which increases their Strength by 1 die type. Vigor d12 Skills: Climb d6. Shooting d6. medium shield. Special Abilities: Size +1: Big 'uns are just that. Special Abilities: the size of a man's head. +2 against missile weapons that hit from front and left. Berserk). Brawny: Orcs are very bulky. Strength d10. Intimidation d6. taking their Toughness on those areas to 7. choppa (Str+d8). • Brawny: These orcs are quite large. Gear: Chain shirt. Orcs • Choppa: Same as regular Orcs. If the roll is successful the squabbling greenskins stop before they start.
Low Light Vision: Orcs ignore attack penalties for Dim and Dark lighting. Parry: 6(5 to right and from behind). or a bow and a hand weapon. Just being in the presence of a Black Orc is enough to intimidate greenskins into shape. Arms and Legs(8). Riding d6. Vigor d12 Skills: Climb d6. Guts d6. Head(50% chance 8 or 11). Attributes: Agility d6.
Clan Skryre Skirmisher • Fleet-footed: Salamanders run on a d8. Spirit d4. Guts d6. Toughness: Body(6). Guts d4. Intimidation d4. Skills: Climb d6. Smarts d6. lower their Toughness by 2. Berserk: When wounded. Survival d4. Vigor d12 They gain a +2 to any Stealth rolls made Skills: Fighting d6. Intimidation d4. Parry: 4. A Warplock Jezzail does 2d10 damage Evil and vicious creatures.
Attributes: Agility d8. Throwing d4 Choppa: Same as regular Orcs. Fighting d6. train extensively in the art of sneaking and hiding. Toughness: 5 Skills: Climb d8. Toughness: 6(5 to head. Parry: 5. Still. Vigor d6 Pace: 8. Notice d6 underground. Toughness: 6(5 to head. d12+5. Roll of 1 on Fighting die Vigor d6 indicates an ally is hit. Parry: 5. there's Special Abilities: something to it. Sword or dagger. their fists often being Skills: Climb d6. small burst template. Parry: 5. • Swim: Salamanders can swim at Pace. Toughness: 12 Special Abilities: • Bite: Strength Skaven. arms and legs) for Dim and Dark lighting. Throwing d6 • Low Light Vision: Giant Rats ignore attack penalties Pace: 9. A Warplock Most humans believe that they are myths and may have to Pistol likewise does 2d10 damage and has a range of 7/14/28. Shooting d6. Strength d6. Some use slings. Spirit d4. Pace: 9. They're usually herded into battle by 4 skinks. Smarts d4(a). make a roll against Insanity the first time they encounter
. • Venom: May make a ranged attack at 4/8/16. Special Abilities: Notice d6. Animosity: Same as Goblins. Giant
one. • Bite: Giant Rats may bite for d4 damage. Toughness. Notice d6. it has an effective +2 to for Dim and Dark lighting.•
• • • •
Rat. arms and legs) Gear: Leather jerkin. and is otherwise like a Hochland Long Rifle. Guts d6. Arms(6). Notice d6. the size of a man's head. Attributes: Agility d8. Skaven Warpaint: Savage Orcs are primitive and sometimes carry shields. Spirit d4. Parry: 5. when a Savage Orc forgoes armor • Low Light Vision: Skaven ignore attack penalties and dons full warpaint. Pace: 9. Survival d4. Throwing d6 Pace: 9. Brawny: Orcs are very bulky. Fighting d6. Survival d4. Spirit d4. Swim d6. Some use slings. Stealth d8. Swim d6. Skills: Fighting d4. Swim d6. +1 Toughness. Strength d6. Strength train extensively in the art of sneaking and hiding. Strength d6. This writeup assumes any Savage Orcs • Tunnel Rat: Skaven live in tunnels and sewers and being fought are decked out in this way. Smarts d4. Shooting d4. If not. Clanrat on a failure. Intimidation d4. Clan Eshin Night Runner Vigor d6 Attributes: Agility d8. Smarts d4(A). Spirit d8. Fighting d6. must make a Smarts roll. Stealth d8. Gear: Leather jerkin. venom-spitting reptilian monsters. Gear: Leather jack and leather cap. Hand weapon and Warplock Jezzail or 2 Warplock Pistols. for Dim and Dark lighting. • Tunnel Rat: Skaven live in tunnels and sewers and Attributes: Agility d6. Head(50% chance 5 Low Light Vision: Orcs ignore attack penalties for or 6). They gain a +2 to any Stealth rolls made underground. superstitious even by Orcish standards. Swim d8. +2 to Fighting and Strength rolls. Skaven sometimes carry shields. Strength d6. Parry. Shooting d6. -2 Attributes: Agility d8. Special Abilities: • Low Light Vision: Skaven ignore attack penalties Salamanders are large. Smarts d4. Use a Notice d6. Stealth d10. Sword or dagger. Vigor d6 • Size +3: Salamanders are large. Stealth d8. Legs(5) Dim and Dark lighting. Those hit take 3d6 damage. skaven are mutated ratmen.
Spirit d4. Vigor d10 Skills: Fighting d6. or sometimes just a spear in a pinch) may herd a single squig in the direction they wish it to go. normal Pace.
Attributes: Agility d10. Parry: 6. Notice d6. dagger or bow. NE. leather jerkin. The move 2d8" in a random direction if not engaged in melee and attack anyone they blunder into. • Low Light Vision: Skeletons ignore attack penalties for Dim and Dark lighting. Swim d4. Stealth d10. Smarts d4(a).
Use the stats for a Swarm in the SW core book. Trained goblins with "prodders" (long. 58= 2 mutations. Shooting d6. nor do Taunts. Throwing d4 Pace: Special. Spirit d4. roll a d10. they don't. except: Pace: 8. you may decide every squig in your game has these mutations if you wish. Special Abilities: Special Abilities: • Armored Skin: A Giant Spider's exterior is • Low Light Vision: Skaven ignore attack penalties chitinous and adds +1 to Toughness.
Attributes: Agility d4. Notice d6 Pace: 10. when in doubt. S. club. Vigor d8 Skills: Fighting d8. being too stupid to comprehend them. axe). Shooting d4 Pace: 6. we allow the war game to trump the RPG. for Dim and Dark lighting. Toughness: 8(50% chance of 7 to head. Notice d6.) Random Movement: Squigs are incredibly stupid and barely smarter than the mushrooms from which they evolved.
Spider. Strength d6. taunts or tricks. However. Toughness: 6
Bite: Squigs may bite with their enormous mouths for Strength + d6 damage. Toughness: 7 Special Abilities:
• • •
Attributes: Agility d4. Riding d6. They gain a +2 to any Stealth rolls made underground. Squigs always have these mutations. taunts or tricks. • Undead: +2 Toughness. • Fearless: Skeletons are mindless and unaffected by fear. You could also use a 12 sided die and have
. Taunt d6. but if the goblin is killed the Squigs will move randomly as described. leather skullcap Special Abilities: • Fear: Skeletons are frightening undead creatures. Parry: 6. 7 to arms and legs) Gear: Hand weapon(sword. They are also immune to Smarts Tricks. Vigor d6 Skills: Fighting d4. Giant
Same as the SW Core book. SE. Fearless: Squigs are far too stupid to be afraid of anything. Mutations: Squigs have a 50% chance to have 1-3 mutations. Random movement can be determined with an 8 sided die. Typically. If they do. and 9-10= 3 mutations.It is otherwise like a normal pistol. W. Spirit d4. Frenzy: Squigs may make two attacks per round with a -2 penalty. Parry: 4. since the latter is based on the former. Parry: 5. • Shambling: Skeletons cannot run. • Shambling: Skeletons cannot run. No form of fear or intimidation affects them. SW. • Tunnel Rat: Skaven live in tunnels and sewers and • Wall climb: Giant Spiders can walk on walls at their train extensively in the art of sneaking and hiding. pitchfork like devices. or NW. Strength d12+2. • Fearless: Skeletons are mindless and unaffected by fear. Smarts d4. Smarts d4(A). • Fear: Giant Spiders are unnatural and cause fear. • Undead: +2 Toughness. going clockwise from N. Low Light Vision: Squigs ignore attack penalties for Dim and Dark lighting. • Low Light Vision: Skeletons ignore attack penalties for Dim and Dark lighting. meat cleaver. Survival d4. (*Note: According to the Old World Bestiary. 1-4= 1 mutation. Strength d12+1. E. According to the miniature figures. Toughness: 9 Special Abilities: • Fear: Skeletons are frightening undead creatures.
use a die with an arrow printed on it. Parry: 8. Intimidate d10. Guts d12. Low Light Vision: Trolls ignore attack penalties for Dim and Dark lighting. It gains a +1 bonus if it's in the middle of combat. They're so stupid that they're easily distracted by almost anything. Guts d12. Gear: Sword(Str + d12) and medium shield Special Abilities: • Fear: Being huge. Smarts d4. or however you wish. A troll may choose to vomit on an enemy. Fighting d6. provided it hasn't acted already. reptilian monsters. Intimidation d8. Guts d10. we don't mean it has to be something he hasn't smelled before. Strength d12+6. Vomit: Trolls can eat almost anything. Notice d6. Smarts d4. • Scales: The scales of a Troglodyte add +1 to Toughness. but even then it's not uncommon for a Troll to stop fighting and just stare off into space. being able to attack that same round. roll a d10 and move it in whatever direction the uppermost point is pointing at. it may make a Smarts roll(with no bonus) each round to remember that it was just fighting a moment ago. Smarts d12. smelly. Unlike normal ranged attacks in melee. • Low Light Vision: Troglodytes ignore attack penalties for Dim and Dark lighting. but in recent times they have fallen into myth. Toughness: 13. hears.them move in the direction of the hour hand. or wander away. Any time a Troll sees. it begins to defend itself anew. Swim d6 Pace: 7. the attack ignores armor and causes 3d6 damage. Shooting d4. Shooting d4. Improved Sweep: May attack all adjacent foes. Survival d6.
• • • •
Troglodytes appear as large. Stoopid: Trolls are incredibly imbecilic by any standard. or a gigantic 2-handed spiked club which does Str+d12 and reduces Parry by -1.
Troll. Fast Regeneration: May attempt a Natural Healing roll every round unless the wounds are caused by fire. Size +3: Trolls are quite large. but rather a smell that appears out of nowhere and he isn't sure of the source). Toughness: 11 Special Abilities:
. If those attacking cease their assault and remain quiet(or hide). Common
Attributes: Agility d4. the Troll does not use his opponent's Parry but the normal TN of 4. • Stench: Troglodytes have a horrible odor about them which adds +1 to their Parry. In times past. Taunt d6 Pace: 9. Intimidation d10. Troglodytes cause fear. Toughness: 12 Special Abilities: • Bark: The bark of a treeman adds +2 to all areas. If it hits. or smells something unusual or different(by different. • Size +4: These beasts stand 10' tall. but a lot of trolls use the 2-handed variety. Strength d12+1. In these writeups we've
assumed a large club or stone. Parry: 8. Vigor d12 Skills: Fighting d12. If its foes attack it again. though you could create new ones of your own rather easily if you wish. Fighting d8. Taunts are ineffective but tricks work just fine. Strength d12+3. Spirit d12. Vigor d12 Skills: Climb d12.
There are four types of trolls known in the Old World. The attack is made as a ranged attack in melee. Vigor d12 Skills: Climb d6. or is distracted by some sort of trick. Notice d0. Throwing d4 Pace: 6. Simply reduce their Parry accordingly. 10' tall reptilian monsters similar to Saurus warriors. +2 Toughness against missile weapons that hit from front and left. because a huge blast of acidic vomit is pretty difficult to Parry. an enormous stone for Str+d10. Their digestive fluids are highly acidic. Parry: 6. Spirit d6. Attributes: Agility d4.
Attributes: Agility d4. Spirit d12. • Size +2: Treemen are quite large. Troglodytes were used as shock troops by the lizardmen. Fearless: Trolls are big and stupid and doesn't afraid of anything. he must make a Smarts roll or completely forget what he was doing. Notice d4. All trolls have the following special abilities: • Claws: Str+d4 • Gear: Trolls usually use large spiked clubs for Str+d8.
Intimidation d10. Fighting d8. You may create Counts and Lords by modifying Thralls according to the following Troll. this resistance does not improved by 1 die type. Parry: 7. Smarts d4. Arcane Background. Spirit d6. Shooting. Fighting d8. Guts d10. Stone guidelines: Attributes: Agility d4. Chaos Frenzy: All vampires have Frenzy. Their stench types(d6 becomes d4-1. They usually have Shooting. Guts. They will also have a number of Combat All vampires have the following abilities: and Leadership Edges. even if the vampire has no • Frenzy: Chaos Trolls can make an extra attack at -2. which will always include "Harder to • Blood Drain: Vampires may may grapple on an Kill. If any adjustments bring a vampire's Attributes or Strength loss will recover at a rate of 1 per hour. Fighting d8. running water except at a bridge. and Notice improved by 1 die types. Toughness: 11 control undead the same way a practitioner of Special Abilities: Necromancy would. Some have the Attributes: Agility d4. apply appropriate Edges to
Normal Troll abilities. Guts d10. Spirit d6. Swim d6 • Natural Necromancer: Vampires can create and Pace: 7. Throwing. In this case. they you should feel free to adjust each vampire in any way you also drain 1 die type of Strength temporarily. Strength d12+1. Smarts d4. Guts d10. a Spirit improved by 2 die types. Lots of Edges. Armor has no effect on this. d4 becomes d4-2) in direct is so horrible that their Parry is +1 due to those in sunlight and they suffer 1d10 damage per round as melee combat being distracted by trying to keep well. a Spirit improved by 2 die types. for Dim and Dark lighting. Swim d6 Intimidation." stone has a natural magical inertia and this has Lords usually have an Agility that is improved by 2 die given Stone Trolls a resistance to magic. all attributes return to normal • Stink baaaad: River Trolls smell even worse than immediately). Vigor d12 • Low Light Vision: Vampires ignore attack penalties Skills: Climb d6. Any other skills they have that is unique to their bloodline(such as Spellcasting) will be increased by around 2 die types as well. Any other Pace: 7. Counts usually have an Agility that is improved by 1 die Vigor d12 type. Stats are for vampire thralls. Intimidation d10. Attributes: Agility d4. River their Fear ability does not work. • Improved Arcane Resistance: Stone Trolls make They will also have some extra Combat and Leadership up a large portion of their diet with rocks. Intimidation. Strength d12+1.
• • •
. Troll. The wish. and a Vigor improved Skills: Climb d6. Spirit d6. Skills above the max of d12. types. They do not have Notice d6. Toughness: 11 skills they have that is unique to their bloodline(such as Special Abilities: Spellcasting) will be increased by around 1 die type as well. They must drink several pints of blood Pace: 7. Fear: Vampires cause Fear. Guts." opponent and attempt to wound them the following The improvement guidelines above are just samples and round as normal. Troll. • Undead: +2 to Toughness. Vigor d10 • Vampiric Hindrances: Vampires cannot cross Skills: Climb d6. which will always include "Hard to Kill. which is no easy feat. If this attempt is successful. by 1 die type. Intimidation d10. Notice is usually improved by 2 die types and Throwing by 1 die type. All Attributes are reduced by two die regular Trolls. mutations(50% chance of either). Parry: 6. Improved version. and apply to magical fire. Notice d6. • Pass For Human: Vampires can retract their fangs and claws and soften their features. Strength d12+1. Parry: 6. He also suffers no side effects • Mutation: Chaos Trolls have at least one or two for using this type of magic. and a Vigor Fortunately for the heroes. Swim d6 reflections.Claws: Str+d4 damage. Notice d6. Smarts d4. down their lunch. Toughness: 10 a day or lose 1 die type from each attribute(upon Special Abilities: feeding.
Fear +1: Wights are frightening undead creatures. Spirit d12. He may maintain Vigor d12+2 this power as long as he likes and the victim has no Skills: Fighting d8. Shooting d8. Strength d12+3. +2 Toughness against • Frenzy: Carstein Vampires can make 2 attacks per missile weapons from the front and left. Gear: Full plate. medium shield • Puppet: Lahmian Vampires have incredible control Special Abilities: over the weak-willed males of the world. Strength d12+3. Pace: 9. Riding d12. Throwing d4 Pace: 9. • Bat Form: A Strigoi Vampire can turn into a but usually more. Toughness: 13 maintains the power. Parry: 10. Skills: Climb 12. The opponent. Throwing d4 Attributes: Agility d12. and Toughness remain the same. they take the standard multi-action penalty. Persuasion d12. Pace: 9. Fighting d12. Strength d12+3. Spirit. Persuasion d10. Vampire. Persuasion d8. shield or main gauche. etc) and main gauche. Strength d12+4. Riding d12. The vampire may release the victim at any time she wishes. Notice d10. Smarts d8. Parry: 9. Parry: 9. Fighting d12. Shooting d8. rounds. Smarts d8. Vampire.
Spellcasting d10. Parry: 7. Spirit d12. Persuasion d12. Toughness: 10 Gear: Hand weapon(sword.
• • • • •
Bite: Str+d6. Spirit d10. Toughness: 11 Vigor d12 Gear: Full mail armor. etc) and main gauche. longsword. taunts or tricks. Guts d12. Throwing d6 but usually more. Smarts d8. move or fight back in any way. His stats become those of a normal Vampire Bat except his Smarts. Shambling: Wights cannot run. and may • Improved Block: Blood Dragon Vampires are use the Puppet power on them at will. Shooting d8. Skills: Climb 12. Undead: +2 Toughness. unearthly beauty that charms any Vigor d10 whom she speaks to. rapier or other standard weapon. Guts d12. Shooting d8. Intimidation d8. notorious wielders of Dark Lore magic and begin Notice d8. Riding d12. Spirit d12. Shooting d6 chance of breaking free as long as the vampire Pace: 6. Wight Blade actions.
Transfixing Gaze: Carstein Vampires may make an opposed Smarts vs Spirit roll to transfix an opponent. Fighting d12. Stealth d10. own Smarts as their Arcane skill. Intimidation d8. Special Abilities: Vigor d12 • Arcane Background: Lahmian Vampires are Skills: Climb 12. Fighting d12. shield. • Frenzy: Carstein Vampires can make 2 attacks per Vigor. immediately. Toughness: 13. Guts d12. supernatural. Stealth d10. Notice d10. Guts d12. Throwing d4 Special Abilities: Pace: 9. For this writeup we have assumed a Notice d10. Parry: 9.
. Spirit d6. rapier and main gauche. If he performs any other Gear: Full mail armor. Vampire. cannot Attributes: Agility d6. Notice d4. Vampire Bat at will. Riding d12. Intimidation d8. Toughness: 10 Gear: Hand weapon(sword. Special Abilities:
Vampire. using their incredible warriors and gain a +2 to Parry. Stealth d10. round with a -2 penalty. Intimidation d8.make up for it. Smarts d8. Vigor d12 Skills: Climb 12. Carstein • Very Attractive: Lahmian Vampires have a Attributes: Agility d12. The victim gets • Improved Frenzy: Blood Dragon Vampires can an opposed Spirit roll to break free after 1d10 make 2 attacks per round without penalty. • Arcane Background: Carstein Vampires are notorious wielders of Dark Lore magic and begin Special Abilities: with at least 5 Petty Magic spells and 2 Lore spells. Strigoi Spellcasting d10. Fearless: Wights are unaffected by fear. Smarts d4. Spellcasting d10. round with a -2 penalty. with at least 3 Petty Magic spells and 1 Lore spell. Lahmian
Attributes: Agility d12. Strength d12+2. once transfixed. Blood Dragon Attributes: Agility d12.
Shooting d4 magical one. leather • Undead: +2 Toughness. Their upper • Fearless: Zombies are mindless and unaffected by body resembles a weird lizardmen. Smarts d10. arms and legs) Gear: Silver-tipped staff(mace) Special Abilities: Attributes: Agility d4. creature functions as a normal weapon. Lore of Taal or Rhya. arms and Special Abilities: head • Bite: Str+d6. Many Zoats know Elvish and adds +2 to damage and any opponent taken out must occasionally Druidic. • Fear: Zoats are Frightening to goblins and Vigor d8 lizardmen. Spirit d4. A Wight Blade in the hands of any other Attributes: Agility d8. armored lizard-centaurs. by fear. Notice d6 • Scales: A Zoat's scales provide 2 points of Armor to Pace: 7. •
Wolf. resembles a sleek. of the two. Parry: 7. Notice d10. • Savage Charge: Dire Wolves may make 2 attacks Vigor d8 Skills: Fighting d4. Gear: Hand weapon(sword. 1 to legs. Each zoat has a 25% chance of having • Shambling: Zombies cannot run. Spirit d10. Spirit d4. Strength d8. meat cleaver. their silver-tipped staff inscribed with a rune that adds +1 to • Undead: +2 Toughness. Parry: 4. • Fear: Dire Wolves are frightening undead creatures. Parry: 6. Toughness: 8 their body and hindquarters. taunts or tricks.Wight Blade: A Wight Blade in the hands of a wight Fighting and Damage rolls. taunts or tricks. axe). Toughness: 9(8 to head and legs) • Shambling: Dire Wolves cannot run. • Fearless: Dire Wolves are mindless and unaffected Attributes: Agility d4. Skills: Climb d4. narrow turtle. Zoats are highly magical • Low Light Vision: Skeletons ignore attack penalties and have a 65% chance each of knowing Divine magic of the for Dim and Dark lighting. club. Toughness: 10(9 to head. Fighting d8. Dire Wolf
. Zoats are strange. Pace: 6. Notice d6 without penalty on the round they charge. though a Vigor d12+1 Skills: Fighting d10. make two rolls on the Injury chart. Strength d12+1. taking the worst Zoats are no longer cannon in the Old World. Smarts d4. jack Special Abilities: • Fear: Zombies are frightening undead creatures. Strength d10. Pace: 10. and their lower body fear. Smarts d4.
combat Edges(such as Berserk and Frenzy) and Chaotic magic items. but some. They are typically evil races." and so on. and ends his career as well. the truth is that you can more or less deal out whatever you want however you feel like and it'll still work. extra body parts(sometimes useful." "possibly. most Dwarfs to a Pace of 4. most of the time. Chaos Dwarfs embrace vile sorcery. Pace of 3. Obviously in this case most players will simply stop at the d10. This comes with a bonus and a price. • Mutation: There is a 25% chance that any Chaos Dwarf has a Chaos mutation. but if you truly wish to run such a campaign. however. Chaos extra breasts). -4. 2 points of armor -2. but also slowing him. granting armor. So these races. To delve into a system of Chaos Rewards is outside the
*You notice this whole section is full of "sometimes. though some expansions from Warhammer Quest stated that some of them will join a party covertly for the purpose of having companions to dungeon crawl with(basically)." "often. of course. that they are automatically turned to stone when they gain a d12. such as growing Chaos Warrior. as shown in the column to the right. for the most part. overall. This brings most Dwarfs to a Pace of 0. This brings most Dwarfs to a Pace of 1. daemonic familiars. Knights." "may be. and Champions are just humans thing you can imagine is possible. 4 points of armor to the legs. They may also include parasitical infections. who have gained a mutation(along with a "Chaos Reward. We merely wish to get across the idea that. probably don't). where combat and treasure grabbing are primary and deep roleplaying is secondary or nonexistent. should only be allowed in an evil campaign(and the previously mentioned sourcebook would help immensely with that). though you can use these as guidelines. Assuming they have not turned completely to stone at this stage. and so on and so forth. 3 points of armor -3. "Chaos rewards" are essentially just mutations. mindless horror which resembles nothing natural proving their worth to the Powers of Chaos. This brings the legs. Chaos Knight.
Chaos Dwarfs are the same as regular dwarfs.
Appendix I: Optional Races
Chaos Dwarf spellcasting penalties Spellcasting die Armor d4
1 point of armor to -1. an appropriate(based on the Chaos God that is followed) trait boost. 2 to the arms and 1 to the head. each die type of Spellcasting a Chaos Dwarf takes turns his skin stony. like Chaos Warriors and Norsemen. insanities. Almost any crazy Champion. the Tome of Corruption has rules and charts that are easily usable in SW to do this. This brings to the legs and 1 to most Dwarfs to a the body. or sometimes not. This is more true to the Chaos Dwarfs as presented in the Old World officially.Here are some optional races. 2 to the most Dwarfs to a body. at which point they turn completely to stone." "probably. thus mutated. but it's your call. There are only a few minor differences between them and normal Dwarfs. statistically speaking. being strong enough to defeat all rivals. it is possible(and even the case of the knight and three rewards in the case of the probable) that they will eventually(and sometimes* sooner rather than later) be mutated and driven insane to the point champion) and follow certain accepted precepts. arms. You may justifiably decide that regardless of any bonus to the character's Pace brought about by Edges and so forth. This brings to the legs." "randomly.
-5. 3 to the body.
scope of this work. See Chapter V for more details. They are universally hated by most good(or even neutral) races and as such should probably only be used in Chaos campaigns(they will not usually be allowed to join an adventuring party even if they wanted to). If you really want to run such a campaign and do not have the money to purchase this book. The gifts and curses of Chaos don't have to make sense(and. might possibly fit into a campaign that is more centered on dungeon crawling. and." in Even worse(for the character). and 1 to the Pace of 2.
. and specializing in certain weapons that the character becomes a Chaos Spawn . they gain 5 points of armor to the legs. such as wearing full plate armor. 3 to the arms and 2 to the head. 4 to the body. etc Chaos Warriors. • Sorcery: Unlike normal Dwarfs who shun all but Rune magic.a random. based upon stats and ideas from the Tome of Corruption.
and if so to Vengeful would be greatly suggested.essentially a are basically the same as Elves. slime that constantly drips from the skin. Kurgan players. however. They are also usually Bloodthirsty more than enough. This goes outside the scope of this statistics may be used for Dark Elf characters without any guide.
. might possibly exist in an heroic and Vengeful. but rather Norsemen may be created as normal humans. bestow rewards when none have a +1 to their Toughness. and +2 to any rolls to resist gaining new mutations.and certainly nothing human. at least theoretically. or refuse a reward to one who has done great • Mean: The Kurgan. They honor masculinity and battle and are easily offended by any insult to their manhood or battle prowess. they Norseman is also an Ulfwerenar. though Hindrances such as Bloodthirsty or you wish to allow such a chance. a Kurgan begin with a Strength of d6. +2 to any rolls to resist gaining new mutations. such. and often see a destructive mutation(insanity. institute it as you feel appropriate.. and the -2 Charisma that it comes with. They are dedicated has been accomplished or mighty deed performed. etc. and so those lycanthrope. if anything. Statistically speaking. • Mutation: There is a 25% chance that any Kurgan these rewards and gifts are at times completely random. still follows • Mutation: There is a 20% chance that any law and order. a Vigor of no less than d6 and a Fighting of no less than d6. Fortunately(for the GM). since Chaos is. but since the race is Of course there are plenty of other evil or chaotic races already fairly powerful(and most players will probably take possible. been earned. openminded heroes which most likely does not contain there is also a 10% chance that any mutated other Elves. Skaven. As such. They do not gain any free Edges or skill points for being human. with the as a people severely wronged and taking back what they see following additions: as rightfully theirs. a Dark Elf might fit into a party of more details. or at a wholly to Chaos and evil and to conquering and dramatically appropriate moment. there's no culling the weak. you gain a of Murder. has a Chaos mutation.. They have no interest in guarantee that the whimsical and fickle Powers of Chaos will outsiders besides their extermination. but this is probably those things anyway) we've decided to leave that to the player's personal choice. chaotic. would argue that their god. Many of them take up the mantle of Chaos Marauder and strive to become Champions of Chaos. and sometimes giving a mutation instead of • Strong: Kurgan live in some of the harshest and an Edge or magic item as a "punishment. bloodgreed. Because of this. while bloodthirsty. and probably Dwarfs." the gods truly are most deadly climates and societies imaginable. only the strongest and most powerful survive. As such. they deny that they are servants of Chaos. if using the "XP debt" system. But even then. as are the Norsemen for that matter. They gain armor. infestations of parasites and demons • Brawny: The Kurgan lifestyle has produced such as Nurglings that physically live inside your hair. and tough people. or to buy the Tome of Corruption for • Inured to Chaos: If you gain a mutation. They can also be given out only when a great mission crueler than the Norsemen. Most Kurgan have Edges like Hard to Kill.
Kurgan are completely dedicated to Chaos and ruin. See Chapter V for Chaos. Even Dark Elves root out and kill followers of Norseman has a Chaos mutation. such as Beastmen. As such they will never really ally with heroes and should only be allowed in an evil campaign. According to the Tome of Corruption. are meaner and deeds. incredibly big. however. devastating disease. and we've tried to stick to races that. determine such things. or thereabouts. well. begin at the party(with the exception of the Kurgan and probably the
Mean: Norsemen are crude and violent. etc) as a reward. and it is up to you whether or not real changes. While they do worship Khaine. We leave it to you to equivalent of 5 XP. give them anything. they are nearly impossible to deal with and have the Mean Hindrance. the God • Inured to Chaos: If you gain a mutation. As crazy. you gain a more specific details. many would argue that they aren't. strong. their Charisma is -2.
Dark Elves do not really see themselves as evil. Their way of speaking and insults lack subtlety and are always very vulgar and extremely offensive. See Chapter V for more While the book suggests giving a reward every 3-5 sessions details.
any non-Chaotic group for any reason. an Orc or a Goblin. And isn't that what Chaos is all about?
. or be allowed to join. would ever join.Chaos Dwarfs). we included them just because we felt like it. Though the Kurgan break this rule. and it is unimaginable that a Beastman or a Skaven.
S+5. Option three is quite limiting or even lawyers. some characters will requirements of the career. AG +5. Drive. T+10. Extra points for Hindrances can count as an Advancement. but overall the characters are ratcatchers. since T is listed as player can add to them with points from Hindrances.The Warhammer Fantasy RPG assumes that characters another possibility. W+2. Most stats. Hardy or Resistant to Disease Trappings: Cart.
Appendix II: Careers
WS +5. Vigor d8 costs the starting 5 points die type in it during character creation. or rabble rousers. and +10%. but not a requirement. 3 sacks rank. there are a few just use the higher of the two. is Spirit. Skills. and Talents(Edges) are pretty easy to roll randomly. and the put at least 1 advancement into his Vigor. others resent it Toughness is Vigor. Evaluate. To proceed to a career exit however. If you wish to play a game using careers. better yet. or. so that is out. Let's go into option three. creation. These stats are well-balanced. isn't really important enough to create. but the Career itself consult the Warhammer Fantasy Roleplay core book and either allow players to choose a starting career. Charm or Gossip. you can use the careers as ideas and concepts: let the players pick one they think would be fun the most part be ignored. This leaves his with another stat advance he can take this Drive is Driving. If he wants to put a higher Spirit d6. with +10% player spends his initial points. Smarts d4. so we ignore it(there So. If you are not interested in implementing and many players may not care for it. on. You can use this to determine how characters start their career. Strength d6. Common Knowledge is assumed in SW so
. not as heroes. Animal Care isn't a skill in SW. The player may place his stats anywhere he likes. and a +30% being a d12. Search Talents: Coolheaded or Streetwise. etc. The secondary stats can for options. a +20% representing a d10. he must option three. but and fits the Advance scheme perfectly. choose a career exit. Strength. and Spirit. Certainly. since they are all about career exits and advance schemes afterwards listed at +5%. In this case. WP+5. All more complex than that. and his requirement is already fulfilled. he certainly may. he may put 1 advancement into his Fighting(WS). and be a little less limited. since it isn't listed here. non-adventuring background. Haggle. If this is something you'd like to do. Most of the career requirements are pretty easy to fulfill with a starting Let's take a look at a starting career and see how it turns character(with additional points still left over). Common Knowledge(the Empire). are beginning. First of all. Now we go to skills. WP is Spirit. put the extra is a new edge called Animal Training if you wish to use it). Essentially. It doesn't need to be any Anything under a +10% for our needs should be viewed as a potential advancement. which is what the original system forced translate over. and then base their character on it. the character may choose from any Skills and Talents(which any aspect of Careers. but anything without a bonus cannot be advanced after character You'll also notice that the advancement scheme would work perfectly using base stats alone: Agility d6. a starting character could take a Hindrance. Fel+5. since they represent his representing a d8. You may decide that he needs to fulfill those requirements. attributes may be raised to a d6 by default. Agility. and move begin as apprentice wizards or squires or something similar. it is simplicity to would be Edges in SW) provided in the career. They may apply their Attribute points as they like. WS is Fighting. and Fel greatly). or have them dictates where any extra advances may be placed. above. but as commoners caught up in A third option would be to make players actually fulfill the extraordinary circumstances. Skills: Animal Care. Agility is Agility. point in Toughness. Charm and Gossip amount to Persuasion and Streetwise. he cannot add any bonuses to his Smarts. and then forget afterwards. Perception. players to do(some players love this. Strength is Strength. You can either average these two out. Anything above A second option is to use the career to dictate how the that should be viewed as a requirement. please skip this whole section.
or. It's probably best in this case to limit in their starting career. • A blanket. careers that your average player would never think of. Strength d6. Once character and a lot more freedom afterwards. leather this character. so we'll make disease. give characters less points to spend. the player can choose a different hand weapon. Arms and Legs(6) Know: Merchant can cover it. There is no these requirements to take the Career . move on to a new career. non-adventuring like as commoners. more starting funds.we can ignore that. and would truly give your characters a reason to strive for unusual • Their choice of axe. so let's check them out. since the character is building his immunity up If you decide to use option four. axe. dagger. It limits them a little more in the beginning like. WS is Weapon Skill. Notice d4. blanket. plus the following: career exits to once per rank. so instead we'll say it's synonymous with Level Headed. they fulfill all requirements for their next career. shortsword or longsword the characters only 5 Skill Points. or just start advancing as heroes. leather skullcap. but creating one is a snap . Talents are essentially Edges. 4 Attribute points. wooden cutlery set. And since Resistance to we've done so in the following section on new Edges. One last option we want to throw out there is. Perception and Search are just notice. at 0 XP they can drop the career system altogether and Let's see how our hero looks: pursue more adventurous careers. Streetwise Edges or Skill points. Stealth d4. and start them at • A sling bag or backpack. mace. Gear: One set of clothing. You could even decide that. Spirit d6. if you do want characters to truly play "beginners. they have to take those skills and Edges." you can • A dagger. and wooden cutlery set. Persuasion d6. At this stage you can let them Attributes: Agility d6. too. buy different armor. sure we take at least a d6 in Fighting. By the time they reach 0 XP. get some more Seasoned rank. if you take this route. works fine as a skill. negative XP. wooden Since charming. they'd be about as powerful as a normal starting Ignore the conflicting instructions at the beginning of character. or whatever. you could let characters advance as they on from there. purse d6 to start. simply tell the players through his career of hauling dead bodies). Toughness: Body(7). but gives them a pretty balanced beginning once everything is fulfilled for their starting career. Smarts d4. but that's kind of boring spend the remaining 7 skill points differently than we did. again. wooden tankard. Coolheaded listed as a +5% to WP. He can also take Since Level Headed has a requirement that the character be some Hindrances to raise an Attribute. we'll make sure their Persuasion is at least a jerkin. and • A purse with 2d10 gold crowns start them at -30 XP. Parry: 5. Throwing d6 Pace: 6. to the advances given in the career. it's probably better to take it simply a +2 on any Vigor rolls to resist disease . with option three. It wouldn't be difficult to do this. though or 7). cart. Give quarterstaff. so we'll Edges: start that at a minimum of d6 as well. Hardy is the same Remember that the character doesn't have to meet any of as Tough as Nails so we'll go with that. 3 sacks. morning star. Chapter III about starting funds in this case. • One set of clothing. so we'll ignore that. for instance. Streetwise d6. Know: Merchant d4. • Resistance to Disease: +2 to Vigor rolls against It's an attribute in WFRP but a skill in SW. Those 30 XP they earned was their normal. Evaluate doesn't exist in SW.and fulfill them to exit the career. give them whatever trappings are listed move to another. and let them move From here. more gear. Vigor d8 For their initial "negative levels" you might limit them only Skills: Drive d6.but he does need to Resistant to Disease edge. It's Disease is a Background Edge. let them choose a career exit perhaps.couldn't be to begin with(though it wouldn't be unreasonable to take it easier! later. and so on. our new hero won't be taking it. gossiping. Head(50% chance 6
. choose Tough as Nails instead of Resistance to Disease. Fighting d6. they can For starting gear. Of course. now Jarl the Bonepicker they're ready for real action. Haggle is just Persuasion. and haggling are important to tankard. sling bag.
Riding d12. Toughness: 10 Special Abilities:
W'Soraych. Dedicated to the power of Chaos completely. they take a -2 on Fighting and this can NEVER wound an opponent. Vigor d12 Skills: Fighting d12 Pace: 18. It grants Archaon +4 to Fighting rolls and +9 to damage. such is his dedication to Chaos and destruction. Intimidation d12. He can cast the spell during the combat without any Arcane roll or chance of failure. or Intelligence tricks. the blow strikes a random ally in base contact with him. However. Strength d12+3.Any magical bonuses from magical weapons are ignored. Fighting d12+1. and had not been seen since. Eye of Sheerian: At the beginning of each combat. W'Soraych Special Abilities:
• • • •
• • •
Armor of Morkar: This full suit of plate Chaos Armor has a very special property. Archaon combated the forces of the Empire and of Grimgor Ironhide. intimidation. parrying deftly. Spirit d12. Improved Frenzy: Archaon may make two attacks per round without penalty. Archaon rolls a d8. At the beginning of each combat. Attributes: Agility d12. legendary heroes or villains that strike fear in people all over the world and who can literally wade through dozens of enemies without being harmed. Smarts d8. Mighty Blow: Extra damage when dealt a joker.
Archaon the Everchosen. 1. Psychological Immunity: Archaon is totally immune to the effects of fear. Combat Reflexes: +2 to recover from Shaken. +2 to ranged attacks from the front and right Gear: Slayer of Kings. and allows all allies within 64" to add +2 to any rolls against fear or intimidation. Guts d12. and their stats reflect that. Bear in mind some of these are epic. Swim d12. Toughness: 12.
Attributes: Agility d8. instead simply proclaiming "Grimgor iz da best!" Archaon slunk off. Archaon rolls a d3 to determine what special ability
Improved Nerves of Steel: Archaon ignores two levels of wound penalties. 3. Slayer of Kings: This evil Chaos blade has a demon trapped within. Strike to Injure: +1 to Injury table results when Archaon's attack causes an opponent to roll on it. Lord of the End Times
Archaon is the most powerful Chaos Champion who ever lived. Mark of the Chosen: Each combat. In the final battle of that war. 2. Character such as this are almost invincible. Strike to Stun: Archaon gains d6 extra damage(which can stack with the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. He reduces any damage done to him that combat by that much. Strength d12+3. Improved First Strike: Archaon may make an attack against any opponent who moves adjacent to him. Some characters may seem insanely strong and powerful.
Appendix III: Special Characters
he gains. Vigor d12 Skills: Climb d6. Brawny: Archaon is huge. he was able to rally together all the diverse and conflicting forces of Chaos and brought about the Storm of Chaos. Smarts d8(a). who cast him down. Parry: 8. large shield. He has +2 Parry. Crown of Domination. Throwing d12 Pace: 6. Parry: 13. Armor of Morkar. You can drop them into your game or use them as inspiration for mighty heroes and memorable villains of your own.Any opponent striking Archaon must roll damage twice and take the lower of the two. Crown of Domination: The Crown of Domination makes Archaon cause Fear +2. Improved Routine Disarm: No Disarm penalty. Eye of Sheerian. Spirit d12. Survival d12. Shooting d12. but did not kill him. Notice d12. It also grants him prophetic abilities. Improved Sweep: Archaon may make 1 attack against all adjacent characters without penalty. but only Shake them.Listed here are some classic and iconic characters from the Warhammer World. but if he rolls a 1 on either his Fighting or his Wild Die. Mount of Archaon
.Archaon is immune to ALL hostile spells and magic. Archaon is granted one random Lore of Chaos spell. when his power swept the world. Improved Block: Archaon fights incredibly well.
Improved Frenzy: Grimgor may make two attacks per round without penalty. Vigor d12 Skills: Climb d6.•
Size +2: W'Soraych is a rather large mutated horse. Shooting d8. Attributes: Agility d8. Throwing d6 Pace: 6. Spirit d12. Intimidation d8. Two-fisted: Black Orcs are skilled and dedicated fighters who live to cause as much damage as possible. Low Light Vision: Orcs ignore attack penalties for Dim and Dark lighting. Swim d6. Intimidation d12.
Grimgor Ironhide survived in the Blasted Wastes for an unknown amount of time. Strength d12. • Two-fisted: Black Orcs are skilled and dedicated fighters who live to cause as much damage as possible. typically it is only really effective in a large battle for the purposes of regrouping units and so forth) and one is a standard bearer with the Blasted Banner. Smarts d4. Fighting d8+1. He also has the magical talisman Mork's All-seeing Eye. Smarts d4. Followers: Grimgor is always surrounded by his bodyguard of no less than 9 and no more than 19 Black Orcs. and then crushing army after army. If the roll is successful the squabbling greenskins stop before they start. The Blasted Banner allows everyone under Grimgor's command to ignore any modifiers for any sort of Fear or Guts checks. He is always surrounded by his Black Orc Bodyguards. no matter what. Quell Animosity: Black Orcs don't tolerate nonsense. In other words. Toughness: 11 Gear: Full suit of plate armor and two choppas. They train to use both 2-handed weapons and to fight with two choppas at once without the multi-action penalty. Brawny: Black Orcs are quite large. Improved Block: Grimgor fights incredibly well. He has +2 Parry. parrying deftly even with his greataxe. Just being in the presence of a Black Orc is enough to intimidate greenskins into shape. Any greenskin allies who are succumbing to animosity within 8" of the Black Orc allow it a free and immediate Spirit roll. Survival d12. Parry: 9. Improved Sweep: Grimgor may make 1 attack
Attributes: Agility d6. Parry: 6. Survival d12. • Brawny: Black Orcs are quite large. which grants both himself and his bodyguard Arcane Resistance. Guts d12. Riding d6. If the roll is successful the squabbling greenskins stop before they start. They all benefit from Grimgor's magic talisman.
Grimgor's Black Orc bodyguards
• • •
Combat Reflexes: +2 to recover from Shaken. Vigor d12 Skills: Climb d6. Just being in the presence of a Black Orc is enough to intimidate greenskins into shape. Special Abilities:
• Low Light Vision: Orcs ignore attack penalties for
Dim and Dark lighting. Notice d12. Strength d10. the TN for any fear/Guts check is always 4. Riding d8.
. It also gives him the Improved Level Headed Edge(letting him act on the best of 3 cards in combat). Their grudge is against everyone that isn't them.
• Quell Animosity: Black Orcs don't tolerate
nonsense. or morale checks if you implement such a system. Shooting d4. Grudge-born Fury: Grimgor and his bodyguard have a special version of Grudge-born Fury: they are totally insane and hate everyone. Fighting d12+1. Guts d6. He also possesses the Blood-forged Armor. and when he emerged he immediately began annihilating tribe after tribe. conquering the first by himself with the aid of only his bodyguard. which acts as +3 full plate and a +3 to Vigor rolls to recover from being Shaken. Notice d8. Inspire: +2 to allies' Spirit Rolls to recover from being Shaken. During rare moments of peace he is known to slaughter every goblin he can see just for the joy of battle. One bodyguard is also a musician(you can decide what this does in your own game. • Choppa: Same as regular Orcs. Special Abilities: •
against all adjacent characters without penalty. Toughness: 15 Gear: The magical greataxe Grishnak. Throwing d6 Pace: 6. even at the expense of protection. which does Str+d10+2 damage. He may spend his bennies on them and they fight by his side to the death. Improved First Strike: Grimgor may make an attack against any opponent who moves adjacent to him. Spirit d10. Swim d6. and this adds a permanent +1 to their Fighting rolls. Any greenskin allies who are succumbing to animosity within 8" of the Black Orc allow it a free and immediate Spirit roll.
a special ability they share while Gotrek is still alive. Strength d10.and he just might be! Rune Axe: The mystical Rune Axe allows Gotrek to make a free attack for every attack he makes that hits. Improvisational Fighter: Ignore penalties for improvised weapons. Liquid Courage: Gains a Vigor die type after imbibing at least 8 oz of alcohol. they take a -2 on Fighting and this can NEVER wound an opponent. • Mighty Blow: Double melee damage when dealt a Joker. Both characters are protected by Gotrek's Doom. Smarts d6. It also allows • him to reroll missed attacks against dragons. Felix. a poet on the run. investigate a deadly mystery. Parry: 9. Spirit d10. This is not an optional action!
Attributes: Agility d6. • Strike to Stun: The character gains d6 extra damage(which can stack with the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. Vigor d12 Skills: Climb d8. Strike to Stun: The character gains d6 extra
. Fighting d12. Wyrmslayer Blade Special Abilities:
• • •
Combat Reflexes: +2 to recover from Shaken. Improved Nerves of Steel: Ignore 2 levels of Wound Modifiers. Furthermore. Notice d10. but only Shake them. If Gotrek dies. Notice d8. Overconfident: Gotrek believes he's the best . Survival d8. Guts d8. and the two have been joined together for many deadly adventures. Shooting d10. However. Fighting d10. Brawny: +1 Toughness Combat Reflexes: +2 to recover from Shaken. Strength d12+2.
damage rolls(i. They train to use both 2-handed weapons and to fight with two choppas at once without the multi-action penalty. Smarts d10. Grudge-born Fury: Gotrek hates greenskins. Parry: 8. and this adds a permanent +1 to their Fighting rolls.
Gotrek and Felix
Gotrek and Felix are possibly the two greatest adventurers who ever lived. Swim d6. Intimidate d12.e. reduce Felix's Toughness by 3. Vigor d12 Skills: Climb d8. On the other hand. • Wyrmslayer Blade: The legendary Wyrmslayer Blade grants Felix Improved Frenzy for free. Tracking d8. • Grudge-born Fury: Grimgor and his bodyguard have a special version of Grudge-born Fury: they are totally insane and hate everyone. Throwing d8 Pace: 6. and attack the biggest monster. Improved Frenzy: May attack twice without penalty. Improved Block: +2 Parry. Felix is no longer protected by the Doom. Improved Block: +2 Parry. Strike to Injure: +1 to Injury table results when your attack causes an opponent to roll on it. • Two-fisted: Can fight with two weapons without the multi-action penalty. • Strike to Injure: +1 to Injury table results when your attack causes an opponent to roll on it. If Gotrek dies. Their grudge is against everyone that isn't them. made a drunken oath to chronicle Gotrek. Shooting d4. Mighty Blow: Double melee damage when dealt a Joker. Riding d8. damage rolls which do not shake or wound an opponent).even at the expense of protection. Deathwish: Gotrek will always pursue a dangerous enemy. No Mercy: Spend bennies on damage rolls. Giant Killer: d6 extra damage against large enemies. Throwing d4 Pace: 4. Improvisational Fighter: Ignore penalties for improvised weapons. Both have Toughness +3.
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Attributes: Agility d12. Low Light Vision: Dwarfs ignore attack penalties for Dim and Dark lighting. Toughness: 13(11 to head and legs) Gear: Sleeved mail coat. the sword compels Felix to attack any dragon within his standard Pace. Survival d10. the Dwarven Slayer's death. Guts d12. his attack ignore any nonmagical armor completely. Toughness: 12 Gear: Two-handed Rune Axe Special Abilities: • Arcane Resistance: Dwarfs are highly resistant to magic and gain the Arcane Resistance edge. as well as failed
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Brave: +2 vs Fear tests. Spirit d12. Their stats reflect Gotrek's Doom.
Sweep: Grom may make 1 at -2 against all adjacent characters. Niblet(see below). he has constant indigestion. Elvish characters take a -2 to their roll.damage(which can stack with the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. this worshipper of Khaine. Potion of Strength Special Abilities: • Assassin: +2 to strike foes when unaware. Grom is always accompanied by his goblin sidekick Niblet. Guts d12.yet it also granted him a troll's regenerative abilities. Notice d12. and probably the greatest goblin general ever to live. Grom earned his nickname by eating raw troll meat. Command: +1 to allies' Spirit Rolls to recover from being Shaken. Vigor d12 Skills: Climb d12. an attack on his torso has a 50% chance of hitting his exposed flesh. On a botch he takes 2 additional Wounds. • Heart of Woe: If Shadowblade is slain. especially to Elves. Improved Frenzy: Grom may make two attacks per round without penalty. God of Murder. Smarts d4. On a failure. He is so used to fighting with Niblet by his side that he can do this without fear of hitting his companion. Shooting d6. Heart of Woe. • Eagle Eyes: Ranges increased by 50%. Lucky Banner: This tattered old banner allows Grom and Niblet to re-roll one failed Fighting and Damage roll each round. Grom also wears leather leggings and a pot helm. However. It will not work for anyone else. Smarts d10. Survival d12. Spirit d10. • Combat Reflexes: +2 to recover from Shaken. see below). Swim d4. destroying their cities. Strength d12.
Grom the Paunch
Grom the Paunch is a legend among goblins. This is usually only carried into a large battle by Niblet.
Low Light Vision: Goblins ignore attack penalties for Dim and Dark lighting. Riding d8. Fighting d10. Taunt d6. Swim d4. Any opponent who is Shaken or Wounded by the weapon must make a Vigor roll. Both ride into battle on their chariot pulled by three wolves. Attributes: Agility d6. It is said that none have ever seen his face and lived. 7 to legs. Attributes: Agility d12. Persuasion d12. Throwing d4 Pace: 4. Parry: 6. 8 to arms) Gear: Axe of Grom(Greataxe that does Str+d10 damage. 50% chance of 9 to head. Master of Assassins
The highest-ranking assassin of the Dark Elves. Riding d6. On the downside. Strength d8. bulging belly. • Improved First Strike: May attack any foe who moves adjacent. Intimidation d12.
Shadowblade. Parry: 10. Stealth d12. Grom wears a sleeved mail shirt which does not cover his fat. Sometimes just called The Paunch. all within a Large Blast Template around him suffer an automatic hit at d12+3d6 damage. Fast Regeneration: May attempt a Natural Healing
. • Improved Sweep: Attack all adjacent enemies. is a legend in his own time. Vigor d8 Skills: Driving d10. but only Shake them. they take a -2 on Fighting and this can NEVER wound an opponent. but he'll never go hungry again. Guts d10. • Improved Extraction: May leave combat and avoid attacks. he takes an additional Wound(or just 1 Wound if the attack only left him Shaken). where he and his master engage the enemy from their chariot. giving him an enormous belly which chain mail only half covers . He hates Elves and has no fear of them whatsoever. Grom was last seen making war in the Elvish lands. Lucky Banner(see below). • Improved Block: +2 Parry. Eats Elves for Breakfast: Grom has waged many wars on Men and Elves. which regenerated inside him. and take 2 wounds on a failure and 3 on a botch. Axe of Grom: The Axe of Grom(aka Elf-biter) is enchanted to cause fatal injuries more often than normal weapons. Toughness: 8 Gear: 2 swords. Notice d6. Fighting d12. Special Abilities:
roll every round unless the wounds are caused by fire. Spirit d12. Throwing d12 Pace: 8. Any goblins under his command are not subject to the normal Goblin fear of Elves. though they lose this bonus if Grom dies. Toughness: 6(50% chance of Toughness 8 to torso. Shooting d12. Survival d4. Intimidation d10. First Strike: Grom may make an attack against any one opponent who moves adjacent to him. He is presumed to have died in this war. • Strong Willed: +2 against Intimidate and Taunt.
Sharp eyes: Elves gain a +2 to vision-based Notice rolls. However. This rather potent potion increases his Strength by 4 die types. Strike to Stun: The character gains d6 extra damage(which can stack with the extra d6 for a raise) on a successful attack if he calls "Strike to Stun" before attacking. Marksman: +2 on Aim manuever. Strike to Injure: +1 to Injury table results when your attack causes an opponent to roll on it. Two-fisted: Can fight with two weapons without the multi-action penalty. This can stack with Alertness. Potion of Strength: Shadowblade is never without a Potion of Strength.• • • • • •
Improved Frenzy: Shadowblade can attack twice without penalty. they take a -2 on Fighting and this can NEVER wound an opponent.
. Mighty Blow: Double melee damage when dealt a Joker. Low Light Vision: Elves ignore attack penalties for Dim and Dark lighting. Improved Level-headed: May draw 3 cards and take the higher of the two for Initiative. Routine Disarm: Disarm penalty is only -1. but only Shake them. Point Blank Shot: +1 Shooting and Throwing at Short range.