WARHAMMER QUEST
THE ENEMY ENCYCLOPEDIA

Homo Neanderthalis

By PHIL, CHAOS LORD

Not everyone in the Warhammer World is as advanced and civilized as those in the Empire, or not even as advanced as the tribal-based savage orcs. Some humans, orc, lizards and other species seem to have skipped evolution. Such creatures are primitive and live in caves or forests. They are irritable and largely stupid.

Name

W

M

WS

BS

S

T

I

A

DD

Cave Goblin

5

4

4

5+

3

2

2

1

1

Crabman

25

6/8*

6

6+

6

6

4

3

3

Cro-Magnon

35

4

5

5+

7

4(6)

4

3

3

Dakon

30

4

4

6+

8

6

4

3

4

Ettercap

30

4

4

6+

5

4

4

2

2

Feral

6

3

1

6+

1

1

1

1

1

Frost Ape

18

3

3

6+

3

3

1

1

2

Gibberling

20

5

3

6+

6

4

3

3

2

Grimlock

30

4

4

6+

5

4

4

2

3

Hill Howler

20

5/2**

3

6+

4

3

4

1

2

Lizard King

40

4

7

4+

7

4(6)

3

3

3

Maligator

30

5

5

6+

6

3(4)

3

2

2

Man-Ape

12

4

3

6+

5

4

3

1

2

Manster

21

4

4

6+

4

3

6

2

2

Manticora

13

3/5***

4

5+

5

2(3)

7

1

2

Neanderthal

20

4

4

6+

6

4(5)

4

2

2

Night Terror

19

8/8**

4

6+

4

3

3

1

2

Quaggoth

40

4

5

6+

9

5

3

4

4

Quillan

25

4

6(7)

6+

6(7)

4

3

2

3(5)

Tokal Tribesman

13

4

3

6+

3

2(3)

5

1

1

Troglodyte

35

4

6

5+

6

4(5)

2

2

3

Viren

6

3

3

6+

4

3

1

1

1

War Lizard

20

5

4

6+

5

3(4)

3

1

2

Wild Orc

15

4

4

5+

5

3

3

2

1

*Swimming.
**Climbing.
***On all fours.

Cave Goblin: Nothing
Cave dwellers are not just human. Goblins and orcs also live among the cave folk. Cave goblins are weaker than their human companions, and not nearly as aggressive.
Level one. Use a goblin to represent a cave goblin, perhaps converting it so it is wearing furs.

Crabman: Nothing
Crabmen are actually quite evolved, and only live among the neanderthals because it suits their needs. When they get bored they raid human towns for food, silver, and women!
Level six. Use a daemonette painted mainly orange to represent a crabman.

Cro-Magnon: Nothing
Cro-Magnons sit around all day eating and constructing staff-like weapons, sometimes mounting them with skulls. Some of them even have a basic language that a few scholars can interpret.
Level five. Cave man models can be got hold of; else you could convert a human model.

Dakon: Nothing
The dakon resemble apes more than any man. Regardless of their ape-like appearance they are, in fact, reasonably intelligent, and in some cave systems are the leaders of all of the cave folk.
Level six. Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.

Ettercap: Poison, Web (2D6), Fear 7
Ettercaps, along with the help of many spiders, have learnt how to use their silk glands to spin webs and lay trip wires, craft nets and make garrottes. If their traps do not stop their enemies then they will resort to biting with their two poisonous fangs. Ettercaps get on reasonably well with the other cave dwellers, but prefer to do their own hunting.
Level five. Cave man models can be got hold of; else you could convert a human model.

Feral: Immunity (Poison, Non-Magical Fire, Non-Magical Cold); Single Soul
These pack animals only dwell in the cave systems of the Homo Neanderthalis because they hate civilisation. They rarely mix with the other creatures living there, or, if they do, it is only to put a stop to any form of advancement (they will quite often rush to put out a fire when it is lit, but are always held off by the rest of the creatures around the fire). Every once and a while, ferals leave the caves to raid civilised towns and cities. A city that has been successfully invaded by ferals is often left as a smoking pile of rubble. Ferals are particularly good at raiding and fighting, as they operate as a single body, each creature knowing what the others are thinking.
Level one (although the more you have, the much greater the challenge). Ferals look quite like beastmen, although the more human they look (without them actually being human) the better.

Frost Ape: Subdue
Living only in the coldest cave systems, the frost apes may seem a ruthless and savage bunch, but, in fact, they actively refuse to kill intelligent beings, more than happy just to knock intruders out. So long as they are not bothered again subsequently, frost apes are quite harmless.
Level one. Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.

Gibberling: Fear 7
These are humanoids that are slightly more apish than usual. No one but they can understand their gibbering language, for it is too high pitched and fast.
Level five. Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.

Grimlock: Magic Resistance 6+
Grimlocks look very similar to the neanderthals, but their eyes are jet black and blind. Grimlocks get on really badly with everyone else in the cave system.
Level five. Cave man models can be got hold of; else you could convert a human model.

Hill Howler: Roar 6+
The hill howler is a solitary creature that hunts alone. It looks like an eight-foot, upright ape with the eyes and claws of a cat, and it lives on a diet mainly consisting of meat. It particularly likes horse-flesh.
Level two. Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.

Lizard King: Magic Resistance 5+
Lizard kings command all of the lizards, even the troglodytes! They have folds of crest-like skin that crown their heads, and wield crudely constructed tridents.
Level six. Use saurus models to represent lizard kings.

Maligator: Breathe Fire 2
Maligators command the war lizards and are on the same hierarchy step as the wild orcs and neanderthals.
Level three. Use saurus models to represent maligators.

Man-Ape: Nothing
These are the basic caveman workers, crafting tools and weapons out of bone or flint. They are irritable, violent, and have not mastered speech.
Level two. Cave man models can be got hold of; else you could convert a human model.

Manster: Ambush 5+
Mansters are large ape-like creatures, with huge forearms and large, clawed fingers. They are completely invisible when hiding in shadowy or dark places, allowing them to ambush their prey quite often. They prefer to hunt alone, away from the other homo neanderthalis, but sometimes hunt as a family. They are not unsociable to the other cave creatures, but have a limited language, despite their cunning and intelligence at hunting techniques, and so communication between mansters and other cave tribes is difficult.
Level three. Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair. Give it long arms, short legs and make it pot-bellied.

Manticora: None
These unevolved catmen shed and replace their teeth, meaning they almost always have an effective bite attack. Though unevolved, these creatures can fashion basic armour, and they do this for the rest of the cave community as well as themselves. In return for armour, the other cave species allow them personal hunting grounds around the cave system (usually one with sentient life forms living in it), where the manticora can hunt for food and sport at their own leisure. The manticora often destroy their hunting ground, making it completely devoid of life, and then move on to another cave system or forested area. A manticora male leads each pride, and keeps with him at least three or four mates. Although manticora can speak the common tongue, most of them never do, except to each other, since they detest negotiation and, instead, put value on torturing captives. Most of the other cave creatures find the way in which manticora play with their food distasteful, but rarely interfere.
Level two. Beastmen models, particularly those with cat-like features, would suit as manticora models.

Neanderthal: Nothing
Neanderthals command the man-apes. They have a basic simian language, and communicate with the man-apes by barking and hooting noises. They are proud and lazy.
Level three. Cave man models can be got hold of; else you could convert a human model.

Night Terror: None
Standing slightly shorter than a man, a night terror is a baboon-like creature with a long, prehensile tail, large fangs, grey-black fur and red-orange eyes. Not much concerned with the politics of the cave system, they hunt in packs, away from the other cave creatures, quite often simply for the pleasure of terrifying their victims before ripping them apart. Their loud howls and cries sound very human, perhaps presenting us with a dark vision of the past.
Level two. Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.

Quaggoth: Immunity (Poison)
Quaggoth are cavemen that are completely covered in hair. They are like beastmen, yet quite obviously not chaotic, and an ancestor of modern man. Perhaps these are relatives of the famed ‘bigfoot’ or ‘yeti’...
Level eight. Use a beastman to represent a quaggoth.

Quillan: Tattoos 5+, Armed with Sharp Sword
Quillans wear tattoos and tiger skins, and carry swords, which they sharpen to the extreme. They are very good at wielding these swords, and are among the most skilled of the cave dwellers.
Level seven. Cave man models can be got hold of; else you could convert a human model.

Tokal Tribesman: Tokal Infestation
These tribesmen are outcasts in the cave system. They are infested with a parasite that consumes its host within a month. While the tribesmen are immune to the tokal’s destruction, no other living being is, and so the other cave creatures will attack any tribesman that comes near them. Anyone bitten by the tribesmen is likely to become infested with the tokal parasite, and if this happens to a cave creature then his cave companions lead him to be killed and then burned to ashes, to stop the spread of the disease. Often, the infected cave creature will willingly sacrifice himself to save his friends. Despite being outcasts, the tokal tribesmen are useful to the rest of the cave community, since they deter predeters from entering the main caverns and settlements.
Level one. Cave man models can be got hold of; else you could convert a human model.

Troglodyte: Nothing
Troglodytes are far less sociable than the other lizard-like cave dwellers, and no one in the tribes dare approach them, for they are irritable, mean and dangerous.
Level four. Use saurus models to represent troglodytes.

Viren: Musk; Break 1; Hate Humans
The Viren, or ‘The Abandoned’ as they have come to be known, are humanoid, but sometimes more ape than man. Their life of seclusion from other races makes them timid and certainly dangerous when cornered. It is said that these creatures were once a blue-print for humanity, forgotten by the gods once more complicated humanoids were formed.
Level one. Cave man models can be got hold of; else you could convert a human model.

War Lizard: Armed with spears (may attack from 2 squares away)
War lizards hunt for the other cave dwellers, and make good fighters. Surprisingly, lizards get on well with the other cave dwellers.
Level two. Use saurus models to represent war lizards.

Wild Orc: Nothing
The wild orcs command the cave goblins, and also work closely with the neanderthals. They are weaker than the neanderthals, but far more aggressive, and better skilled with a bow.
Level two. Use a savage orc to represent a wild orc.

Gold

Cave Goblin

40 gold each

Crabman

1150 gold each

Cro-Magnon

3 Treasure Cards* each

Dakon

2 Treasure Cards* each

Ettercap

800 gold each

Feral

Special (see ‘Single Soul’ ability)

Frost Ape

120 gold each

Gibberling

700 gold each

Grimlock

700 gold each

Hill Howler

130 gold each

Maligator

1 Treasure Card* each

Man-Ape

Man-Apes carry no items of value other than bones

Manster

290 gold each

Manticora

120 gold each

Neanderthal

1 Treasure Card* each

Night Terror

130 gold each

Quaggoth

3 Treasure Cards* each

Quillan

1 Treasure Card, and a “Sharp Sword” each

Tokal Tribesman

40gold each

Troglodyte

180 gold, plus 1 Treasure Card* each

Viren

140 gold each

War Lizard

150 gold each

Wild Orc

80 gold each

*In addition to any treasure you may gain from the encounter.