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.
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.