Warhammer Quest : The Bestiary

Chaos

To the far north of the Old World lies a nightmare region known as the Realm of Chaos. Here the forces of Chaos - the armies of Khorne the Blood God, Slaanesh the God of Pleasure, Nurgle the Lord of Pestilence and Tzeentch the Changer of Ways - wage eternal war against each other, occasionally they combine their forces and sweep down to the south to attack the civilised world, and establish strongholds in the dark, forbidding places such as abandoned Dwarf holds.

118 monsters

 

Beastman Giant

Somewhere high in the mountains live the tribes of the beastman giants. These creatures are given sacrifices by their smaller cousins to encourage them not to raid beastman villages.

NameWMWSBSSTIAArmDamGold (Each)
Beastman Giant
Phil
58634+76(11)2S552150


ENEMY`'S WS    12345678910

Beastman Giant2344445556



Special Rules (Beastman Giant) : Fear 12. Giant Attacks. Ignore Blows 6+. Ignore Pain 9. Large Monster. Never Pinned.



GIANT ATTACKS

Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.

1    Thump With Club.
Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour.
2 Swing with Club.
Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon.
3 Kick Down Corridor
The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7.
If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7).
4 Pick Up. 
Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
1     Squeeze
The Giant squeezes the Warrior with his mighty fist.The Warrior takes 7D6 Wounds. Roll again on this sub-table.
2 Hurl at Warriors. 
The Giant picks up the Warrior and hurls him athis companions Take a Warrior counter to see which Warrior is targeted. Roll 7D6 and separate those that have an even score from those that have an odd score. The Warrior being thrown suffers a number of Wounds equal to the sum of the even dice, while the targeted Warrior suffers a number of Wounds equal to the sum of the odd dice. Neither Warrior gets any modifiers on the damage roll for Toughness or armour. The thrown Warrior is placed prone in the square originally occupied by the target Warrior. The target Warrior is pushed into an adjacent square, shuffling other models around as necessary.
3 Smash Against the Roof. 
The Giant grabs the Warrior by the feet toget a good swing and begins to smash him repeatedly against the roof of the cave in a cheerfully enthusiastic fashion. This does the Warrior no good at all. The Giant smashes the Warrior against the roof 1D6 times, inflicting 7 Wounds, with no modifiers for Toughness or armour, each time. Then roll on this sub-table again
4 Chew
The Giant begins to chew on the Warrior with teeth the sizeand shape of old tombstones. The Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. If the score on the dice is a 2, 3 4, 5 or 6 the Giant continues to chew the Warrior next turn, even if he is at 0 Wounds or less. Roll another 1D6 for Wounds. This process continues until the roll for Wounds is a 1 at which point the Giant finds a gristly bit, loses interest and drops the Warrior in the square he got him from. Place the Warrior prone. If the Warrior is reduced to -50 Wounds the Giant swallows him whole, effectively taking him out the game.
5 Stuff into Bag. 
The Giant picks up the Warrior and pops him into hisbag, saving him for later. The inside of the bag is smelly and dark, full of all sorts of horrible things. In one corner Is a wizened old Dwarf Prospector, who wearily gives the Warrior a key and says '.This is the key to the portcullis..." in a tired and cracked voice.
The Warrior suffers no ill effects as long as the Giant has other foes to fight. If the Giant kills all of the other Warriors he is carried off and eaten at the Giant’s leisure. He may escape from the bag once theGiant is killed: place him in any empty square on the same board section. Once free he remains out of action for 1 turn due to shock.
6 Snatch and Grab
The Giant pops the Warrior into his bag, asabove. As it’s a long time since he had the prospect of such a juicysucculent feast the Giant reaches down for another Warrior immediately. Make another 1D6 roll on this sub-table.
5 Jump Up and Down. 
Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal.
 If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds.
6 Yell and Bawl.
Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack.

 

Beastman Shaman

Beastman Shamans are revered by the rest of their kind because of theirability to summon the power of Chaos to cast crude but powerful magic spells.

NameWMWSBSSTIAArmDamGold (Each)
Beastman Shaman
Roleplay book
26445+3541-1D6680
Beastman Shaman Champion
Roleplay book
34444+4541-2D61340


ENEMY`'S WS    12345678910

Beastman Shaman2334444455
Beastman Shaman Champion2334444455



Special Rules (Beastman Shaman) : Beastman Magic 1. Magic Weapon.

Special Rules (Beastman Shaman Champion) : Beastman Magic 2. Magic Item. Magic Weapon.


 

Beastmen

Beastmen fight in warbands led by old, savage warriors who have long sinceproved their ability to lead. They are powerful and very resilient fighters with big, brutish heads, sharp piercing horns, and hooves that can kick in a man's rib cage.

NameWMWSBSSTIAArmDamGold (Each)
Beastman
Roleplay book
6444+3431-1D6100
Beastman Champion
Roleplay book
30453+4442-1D6 / 2D6 (5+)610
Beastman Hero
Roleplay book
34462+45(7)5222D61300
Beastman Lord
Roleplay book
47471+45(7)6423D62000


ENEMY`'S WS    12345678910

Beastman2334444455
Beastman Champion2333444444
Beastman Hero2333344444
Beastman Lord2333334444



Special Rules (Beastman) : Throw Spears (Str 3).

Special Rules (Beastman Champion) : Magic Weapon. Throw Spears (Str 8).

Special Rules (Beastman Hero) : Magic Item. Magic Weapon. Throw Spears (Str 9).

Special Rules (Beastman Lord) : 2 x Magic Item. Magic Armour. Magic Weapon. Throw Spears (Str 10).


 

Bile Demon

Fat, bloated and taken to over-eating, the bile demon is usually a worthy, if somewhat disgusting, opponent. If their smell does not hold off the warriors, then their ferocious attacks are likely to.
Bile Demon
The common bile demon can usually be found in the vast bile demon workshops underground, where together these vile creatures work to produce doors, traps and furniture for their clients in exchange for money and food.
A bile demon has a fairly simple shape (to be exact, fat and round) and so it should be relatively easy to create one out of green stuff. Use an short, stubby ogre body as the base, if you like (certainly bile demons have similar facial features to ogres). Paint it bright scarlet and give it two immense, white horns on the sides of its head.
Bile Demon Champion
Their foul bodily functions now a great asset in combat, bile demon champions are often sent out to deal with those clients who decide to take too much advantage of the 'credit' system.
A bile demon has a fairly simple shape (to be exact, fat and round) and so it should be relatively easy to create one out of green stuff. Use an short, stubby ogre body as the base, if you like (certainly bile demons have similar facial features to ogres). Paint it bright scarlet and give it two immense, white horns on the sides of its head.
Bile Demon Lord
The bile demon lords collectively own the huge underground factories, and deal with the distribution of wealth and food acquired as payment for the services of these workshops. If the lord is particularly successful, then the morning-star-balls attached to their horns are gold plated.
A bile demon has a fairly simple shape (to be exact, fat and round) and so it should be relatively easy to create one out of green stuff. Use an short, stubby ogre body as the base, if you like (certainly bile demons have similar facial features to ogres). Paint it bright scarlet and give it two immense, white horns on the sides of its head.
Bile Demon Warrior
Fighting with both their strong arms and their armed horns, the bile demon warriors ward of enemies with a simple turn of their head, their morning-starred horns crushing most foes immediately.
A bile demon has a fairly simple shape (to be exact, fat and round) and so it should be relatively easy to create one out of green stuff. Use an short, stubby ogre body as the base, if you like (certainly bile demons have similar facial features to ogres). Paint it bright scarlet and give it two immense, white horns on the sides of its head.

NameWMWSBSSTIAArmDamGold (Each)
Bile Demon
Phil
15336+4322-1150
Bile Demon Warrior
Phil
30336+5422-2350
Bile Demon Champion
Phil
40346+54(5)3312830
Bile Demon Lord
Phil
50346+64(6)34232450


ENEMY`'S WS    12345678910

Bile Demon2344445556
Bile Demon Champion2334444455
Bile Demon Lord2334444455
Bile Demon Warrior2344445556



Special Rules (Bile Demon) : Fear 4. Gas (1).

Special Rules (Bile Demon Champion) : Fear 8. Gas (2). Gas Missile (1).

Special Rules (Bile Demon Lord) : Fear 12. Gas (2). Gas Missile (2).

Special Rules (Bile Demon Warrior) : Fear 6. Gas (1). Gas Missile (1).



GAS (n)

As bile demons get fatter, their body functions become less and less controllable, and once every three turns a bile demon will give in to certain urges, causing nD6 wounds on all non-bile demons in the room the creature occupies. For warriors, this ignores toughness and armour, but they may subtract will power. Monsters may subtract toughness, since they live in the same dungeon as the foul being and are slightly used to the smell.


GAS MISSILE (n)

Once per battle, a bile demon with this ability may direct n gas missiles towards one or more opponents, causing nD6 damage with no modifications.

 

Brimstone

These daemons are made of a substance not unlike sulphur, and they often choose to explode themselves to kill their enemies. Of course, they die too, but that is a small price for the amount of lives they take with them.
Any daemon model would do as representation for this daemon.


NameWMWSBSSTIAArmDamGold (Each)
Brimstone
Phil
50664+6665-64470


ENEMY`'S WS    12345678910

Brimstone2333344444



Special Rules (Brimstone) : Combust. Daemonic -2. Fly. Magic Resistance 6+. Terror 12.



COMBUST

A brimstone, if things are looking desperate, may choose to explode himself to damage adjacent warriors. This causes 3D6 damage at a strength of 5 (not modified for toughness), but it hits everyone in the eight squares surrounding it (including other monsters). Additionally, any scrolls possessed by those hit will incinerate on a 5+, and clothing (such as fine clothes) will incinerate on a 4+. If a heat or fire elemental (or any species resistant to fire) is hit then the wounds are not caused, but healed. If a water or steam elemental (or any species made of water) is hit then they automatically die on a 4+. If another brimstone is hit, it too will explode on a roll of 2+ ( chain reaction time, he he he!).

 

Chaos Hound

Some Warriors of Chaos control packs of snarling, vicious war dogs. These creatures have been cruelly mutated by their exposure to Chaos, and bear barbed tails, skeletal faces and extra heads and limbs.

NameWMWSBSSTIAArmDamGold (Each)
Chaos Hound
Roleplay book
864-44(6)2221D6160


ENEMY`'S WS    12345678910

Chaos Hound2334444455



Special Rules (Chaos Hound) : Ambush 5+. Gang Up.


 

Chaos Sorcerers

Chaos Sorcerers are amongst the most feared followers of the dark powers, They wield powerful magic against the enemies of Chaos, whether found on the battlefields of the Warhammer World or in the deepest dungeons that lie below the surface.

NameWMWSBSSTIAArmDamGold (Each)
Chaos Sorcerer
Roleplay book
15461+45(6)6211D6840
Master Chaos Sorcerer
Roleplay book
31461+55(6)8314D62400


ENEMY`'S WS    12345678910

Chaos Sorcerer2333344444
Master Chaos Sorcerer2333344444



Special Rules (Chaos Sorcerer) : Chaos Magic 1. Faerie Magic 3. Magic Armour. Magic Item. Magic Weapon. Parry 5+.

Special Rules (Master Chaos Sorcerer) : 3 x Magic Item. Chaos Magic 3. Faerie Magic 3. Magic Armour. Magic Dispel 4+. Magic Weapon. Parry 5+.


 

Chaos Warriors

Chaos Warriors are powerful fighters. Over time they acquire mutations such as huge fangs, horns, bestial claws, strange coloured skin, extra eyes, and countless other deformities, some of which make them extraordinarily tough or strong. Many Chaos Warriors wear all-enclosing suits of thick armour, concealing their true nature. Over time, some Chaos Warriors attract the attentions of their capricious gods, becoming Champions or Lords of Chaos and leading the daemonic hordes.

NameWMWSBSSTIAArmDamGold (Each)
Chaos Warrior
Roleplay book
12461+44(6)6221D6240
Chaos Champion
Roleplay book
1547Auto54(6)7321D6910
Chaos Hero
Roleplay book
3048Auto55(11)8463D61930
Chaos Lord
Roleplay book
3549Auto55(11)9564D63050


ENEMY`'S WS    12345678910

Chaos Champion2333334444
Chaos Hero2233333444
Chaos Lord2223333344
Chaos Warrior2333344444



Special Rules (Chaos Champion) : Magic Armour. Magic Weapon.

Special Rules (Chaos Hero) : 2 x Magic Item. Magic Armour. Magic Weapon.

Special Rules (Chaos Lord) : 3 x Magic Item. Magic Armour. Magic Weapon.

Special Rules (Chaos Warrior) : None.


 

Daemons of Khorne : Bloodletters

Bloodletters have red scaly hide and shiny black claws. These daemonic creatures are furious fighters with strong arms and murderous talons, but their most fearsome weapons are their Hellblades. These weapons glow with deadly enchantment, and cause terrible wounds that can slay the mightiest hero.

NameWMWSBSSTIAArmDamGold (Each)
Bloodletter
Roleplay book
7452+4362-1D6200


ENEMY`'S WS    12345678910

Bloodletter2333444444



Special Rules (Bloodletter) : Armed with Hellblade. Daemonic -1. Fear 5.



ARMED WITH HELLBLADE

A Hellblade causes an extra 1D3 Wounds on the target, with no modifiers for Toughness or armour.

 

Daemons of Khorne : Bloodthirsters

Bloodthirsters are huge terrifying monsters, the greatest and most deadly of all Khorne's daemons. Their master is the Chaos God of Battle, and Bloodthirsters are the greatest fighters of all daemon-kind. They are savage, bellowing creatures, with the heads of ferocious dogs and snarling teeth. Their blood-stained fur is either red or black, and their armour is ruddy bronze and black iron.
A Bloodthirster carries two weapons, an Axe of Khorne and a long, barbed lash. The axe is an enchanted daemon weapon, a living thing that thirsts for blood and slaughter. Although Bloodthirsters have no magical powers they are exceptionally strong and savage fighters, and a single daemon of this kind is a match for an entire mortal army.


NameWMWSBSSTIAArmDamGold (Each)
Bloodthirster
Roleplay book
125610Auto87810-8D68000


ENEMY`'S WS    12345678910

Bloodthirster2222333334



Special Rules (Bloodthirster) : Armed with Axe of Khorne. Armed with Daemon Whip. Drain Power. Fly. Greater Daemon 14. Ignore Blows 3+. Ignore Pain 12. Large Monster. Magic Drain 5+.



ARMED WITH AXE OF KHORNE

Causes +2 Wounds. In addition, if the to hit roll of a blow made with an Axe of Khorne is a natural 6 the blow causes double damage.


ARMED WITH DAEMON WHIP

At the start of each turn draw a Warrior counter to determine who the Bloodthirster ensnares with the Daemon Whip. That model is immediately moved to a square adjacent to the Bloodthirster, moving other models out of the way as necessary.
If the Bloodthirster manages to kill a Warrior and still has some Attacks left he may switch to another target to use them.


DRAIN POWER

As a powerful servant of Khorne, a Bloodthirster detests magic and has the ability to drain it from nearby spellcasters. At the start of each Monsters' Phase roll 3D6. The Wizard immediately loses that many points of Power. Each point over the amount required to drain all the Wizard's Power inflicts 1 Wound, with no modifiers for Toughness and armour. The Wizard may give up any or all of his Power Tokens to fulfil the deficit if he wishes.

 

Daemons of Nurgle : Beasts of Nurgle

The Beasts of Nurgle are gigantic and slug-like. Their heads are topped by a fringe of fat tentacles that ooze a paralysing slime. These loathsome creatures also leave a slimy, corrosive trail behind them as they move, like that of a snail or slug, and carry all manner of disfiguring and fatal diseases.

NameWMWSBSSTIAArmDamGold (Each)
Beast of Nurgle
Roleplay book
2533-3531D6-2D6750


ENEMY`'S WS    12345678910

Beast of Nurgle2344445556



Special Rules (Beast of Nurgle) : Daemonic -1. Fear 14. Paralysis. Slime Trail.



SLIME TRAIL

Beasts of Nurgle secrete a Slime Trail around them as they move. Any Warrior who finishes his turn in a square adjacent to a Beast of Nurgle suffers 1 Wound, with no modifiers for Toughness or armour, as the poisonous gunk attacks his flesh.

 

Daemons of Nurgle : Great Unclean One

The Great Unclean One resembles Nurgle himself: huge, greenskinned and bloated with disease. Pus and slime dribble over the daemon's body, glistening on its leprous skin. A Great Unclean One can vomit a stream of blood, maggots and slime that drowns its victims in diseased filth.

NameWMWSBSSTIAArmDamGold (Each)
Great Unclean One
Roleplay book
10047Auto78(12)4746D65500


ENEMY`'S WS    12345678910

Great Unclean One2333334444



Special Rules (Great Unclean One) : Ambush. Ambush, Magic 5+. Chaos Magic 4. Faerie Magic 3. Fear 14. Ignore Blows 5+. Ignore Pain 10. Large Monster. Magic Dispel 4+. Stream of Corruption. Tattoos 5+.



STREAM OF CORRUPTION

Great Unclean Ones have a special type of attack where they vomit a foul smelling mass of pus over their foes. This is called a Stream of Corruption. A Great Unclean One may use this attack once per turn, at the start of the Monsters' Phase.

Any Warrior on the same board section as the Great Unclean One may be attacked with the Stream of Corruption. Draw a Warrior counter to determine which Warrior is targeted.

Draw a line from the centre of the Great Unclean One's Square to the target square: every square that this line passes through is affected by the Stream of Corruption (see the diagram). Roll 2D6 for each Warrior standing in a targeted square. If the score is equal to or less than his Initiative he manages to dodge the Stream and suffers no ill effects. If the score is greater than the Warrior's Initiative he suffers 3D6 Wounds, with no modifiers for Toughness or armour. If a Warrior is reduced to 0 Wounds by the Stream of Corruption his Toughness is permanently reduced by -1. If a Warrior is reduced to 0 Toughness he is killed and is removed from play.

 

The lightened area indicates which squares are affected by the Stream of Corruption when the Barbarian is targeted. The Dwarf is also affected, as he lies in the Stream's area of effect.

 

Daemons of Nurgle : Nurglings

Nurglings feed upon the pus and slime that dribble from the sores of a Great Unclean One. They are minute images of Nurgle himself with green skin covered with boils and sores.
Although Nurglings are tiny there are many of them and they move together in a huge, writhing mass. They have sharp teeth and can overwhelm an enemy by sheer numbers.


NameWMWSBSSTIAArmDamGold (Each)
Nurgling
Roleplay book
2434+3342-Special50


ENEMY`'S WS    12345678910

Nurgling2344445556



Special Rules (Nurgling) : Ambush A. Daemonic -1. Fear 14. Fear 4. Gang Up.


 

Daemons of Nurgle : Plaguebearers

Plaguebearers are created from all the poor mortal creatures who have died of the dreaded disease Nurgle's Rot, a terrible and incurable contagion and one of Nurgle's finest concoctions.
Plaguebearers have green, putrid skin, split and rancid like that of Nurgle himself. They have a single eye and one horn which sticks straight out of their foreheads.


NameWMWSBSSTIAArmDamGold (Each)
Plaguebearer
Roleplay book
9452+4362-1D6200


ENEMY`'S WS    12345678910

Plaguebearer2333444444



Special Rules (Plaguebearer) : Daemonic -1. Fear 14. Fear 5.


 

Daemons of Slaanesh : Daemonette

The Daemonettes are the most numerous of all Slaanesh's daemons. They have a perverse beauty, unnatural and disturbing, but at the same time are undeniably potent.

NameWMWSBSSTIAArmDamGold (Each)
Daemonette
Roleplay book
15462+4363-1D6300


ENEMY`'S WS    12345678910

Daemonette2333344444



Special Rules (Daemonette) : Ambush 5+. Daemonic -1. Fear 6. Magic Resistance 6+.


 

Daemons of Slaanesh : Fiend of Slaanesh

The Fiend of Slaanesh is a bizarre daemon, a mixture of scorpion, reptile and human. With its long barbed tail, the Fiend can strike directly over its head to stab its opponents.

NameWMWSBSSTIAArmDamGold (Each)
Fiend of Slaanesh
Roleplay book
863-3333-1D6250


ENEMY`'S WS    12345678910

Fiend of Slaanesh2344445556



Special Rules (Fiend of Slaanesh) : Aura of Slaanesh. Daemonic -1. Fear 6.



AURA OF SLAANESH

A Fiend of Slaanesh has an Aura of Slaanesh that it can use to beguile andhypnotise its foes, holding them immobile while it attacks them. Once in combat with a Fiend of Slaanesh a Warrior cannot try to escape from pinning (and that includes the Elf!) and is at -1 to all his to hit rolls.

 

Daemons of Slaanesh : Keeper of Secrets

The Keeper of Secrets is a bull-headed monster with two pairs of arms, one pair ending in awesome crab-claws. Its body is decked with gorgeous jewels and delicate silks, and its razor sharp claws are decorated with brightly coloured lacquers.

NameWMWSBSSTIAArmDamGold (Each)
Keeper of Secrets
Roleplay book
8469Auto77(11)7646D65500


ENEMY`'S WS    12345678910

Keeper of Secrets2223333344



Special Rules (Keeper of Secrets) : Ambush. Ambush, Magic 2+. Aura of Slaanesh. Chaos Magic 4. Faerie Magic 3. Ignore Blows 5+. Ignore Pain 7. Large Monster. Magic Dispel 4+. Never Pinned. Tattoos 5+.



AURA OF SLAANESH

A Fiend of Slaanesh has an Aura of Slaanesh that it can use to beguile andhypnotise its foes, holding them immobile while it attacks them. Once in combat with a Fiend of Slaanesh a Warrior cannot try to escape from pinning (and that includes the Elf!) and is at -1 to all his to hit rolls.

 

Daemons of Tzeentch : Flamer of Tzeentch

Flamers are amongst the strangest of all daemons. Their lower portionsresemble inverted mushrooms with two flexible arms each spitting magical flames. A Flamer has no head as such, but its eyes and gaping maw lie between its swaying arms.

NameWMWSBSSTIAArmDamGold (Each)
Flamer of Tzeentch
Roleplay book
17932+544Special-Special300


ENEMY`'S WS    12345678910

Flamer of Tzeentch2344445556



Special Rules (Flamer of Tzeentch) : Ambush. Ambush, Magic 5+. Daemonic -1. Fear 7. Flamer of Tzeentch Attack. Magic Resistance 6+.



FLAMER OF TZEENTCH ATTACK

Flamers never make a normal hand-to-hand attack. Instead, they set light toany board section that the Warriors are standing on, immolating the area with the pink fire of Tzeentch. Roll 1D6 per Flamer for each model on that board section to determine how many Wounds it suffers (normal modifiers for Toughness and armour apply). If there are 5 Flamers attacking, for instance, roll 5D6 for each model on that board section.
Each Flamer can make this attack once per turn (unless of course it Ambushes successfully) and they themselves are immune to the fire's effects. directly against it.

 

Daemons of Tzeentch : Horrors of Tzeentch

Horrors of Tzeentch are wild creatures made from raw magic. They are full ofboundless energy and spin like tops as they whirl around the dungeon. When a Pink Horror is killed it immediately splits into two Blue Horrors and continues to fight

NameWMWSBSSTIAArmDamGold (Each)
Blue Horror of Tzeentch
Roleplay book
4434+3371-1D6100
Pink Horror of Tzeentch
Roleplay book
8452+4362-1D6200
Juggernaut
Roleplay book
3573-55(7)2222D6700


ENEMY`'S WS    12345678910

Blue Horror of Tzeentch2344445556
Juggernaut2344445556
Pink Horror of Tzeentch2333444444



Special Rules (Blue Horror of Tzeentch) : Daemonic -1. Fear 4. Magic Resistance 6+.

Special Rules (Juggernaut) : Daemonic -1. Fear. Fear 7. Never Pinned.

Special Rules (Pink Horror of Tzeentch) : Daemonic -1. Die -!>  Blue Horrors. Fear 6. Magic Resistance 6+.



DIE -> BLUE HORRORS

Every time a Pink Horror is killed, two Blue Horrors spring up in its place.The Blue Horrors are placed next to the Warrior that killed the Pink Horror that spawned them. If this is not possible they can be placed in the nearest empty squares. As soon as each pair of Blue Horrors appear, make a Fear roll for each Warrior to see if he is afraid of them.

 

Daemons of Tzeentch : Lord of Change

The Lord of Change is huge and awesome in appearance, with vast multicoloured wings and plumed body. Its head is that of a monstrous predatory bird, and its scaled legs bear talons that are sharp and deadly.

NameWMWSBSSTIAArmDamGold (Each)
Lord of Change
Roleplay book
7589Auto77(11)10646D65000


ENEMY`'S WS    12345678910

Lord of Change2223333344



Special Rules (Lord of Change) : 3 x Magic Item. Ambush. Ambush, Magic A. Earth Magic 1. Fly. Greater Daemon 13. Ignore Blows 5+. Ignore Pain 7. Large Monster. Magic Source. Power of Tzeentch.



MAGIC SOURCE

A Lord of Change is an extremely powerful Sorcerer and unconsciously acts as a source of power for other spellcasters. While there is a Lord of Change on the board, the Wizard doubles the result of his Power roll each turn on anything other than a roll of 1. If he rolls a l, the Wizard gets 1 point of Power, as normal.


POWER OF TZEENTCH

A Lord of Change has the ability to Dispel Magic in the surrounding area, just like some other Monsters, but to a much greater degree. This ability works exactly like the normal Magic Dispel in that the Lord of Change can actively interfere with and nullify any spell cast on the board, not just those cast directly against it.
When dispelling magic cast against the Lord of Change's minions the spell is dispelled on a 1D6 roll of 4 or 5, and deflected back against the caster on a roll of 6. Furthermore, when dispelling beneficial magic cast by the Warriors against themselves the spell is dispelled on a 1D6 roll of 4 or 5, and affects the Lord of Change on a roll of 6.
A Lord of Change also has Magic Resistance just like some other Monsters,but to a much greater degree.
The Lord of Change has a Magic Resistance Rating of 4+. In addition, if theResistance roll scores a 5 or 6 the spell is deflected rather than simply resisted and affects the Warrior who cast it instead. Note that Magic Resistance only protects of the Lord of Change from spells, not from blows by magical

 

Dark Gnomes

Not unlike chaos dwarves, dark gnomes have turned to the power of chaos. They are brutal to their good-natured cousins and are savage when it comes to battle, but luckily for the goodly gnomes, their evil kin live underground and most never come to the surface.
Dwarves in black can represent dark gnomes. They are also more likely to wear pointed hats, like wizards, as they are great users of the black arts.

Armed Gnome
These gnomes wear full body armour, and are employed as guards for the death gnomes. They wield miniature lances, and sometimes are elevated to death gnome status.
Berserker Gnome
These gnomes drink 'earth brew', ingest the strange herbs, and rub a special balm into their skin before battle. After this long ordeal they either go mad and run off, kill all of their comrades, or die of shock. It was this reason that the balm was banned from dark gnome society. However, many enjoy the balm, and go 'underground' (if you'll excuse the pun) to use it. In fact, it is in quite common use, and many can now last quite long after using it, for their bodies have developed antibodies to slow the strange reaction processes. However, some still die of its effects, and many will not come out of hiding, so berserker gnome numbers are small.
Big Gnome
These gnomes are considered 'freaks' in the dark gnome society, and are forced to work as slaves for the death gnomes. They are of about the size of a short human, which is quite large for gnomes, and were it not for their lack of intelligence, they would have realised that their strength is enough to overthrow their cruel masters.
Death Gnome
These gnomes are blessed by the chaos gods, and command the other dark gnomes. All dark gnomes serve only them, although it is rumoured that the death gnomes themselves serve a king. Unfortunately, few have survived to interrogate a death gnome, and those that have interrogated them have had no luck, for they seem to have the ability to end their lives when they feel like it.
Insane Gnome
Insane gnomes not only get drunk on 'earth brew', but also ingest a strange herb found growing in underground tunnels. They are even more effective in battle, and no recorded incident exists where an insane gnome has returned home empty handed.
Killer Gnome
These gnomes also get drunk on 'earth brew', but actually cause damage in battle, hence their name. If a killer gnome returns home empty handed (i.e. with not one head of a killed victim) then his wife and all of his children will commit suicide out of shame. The killer gnome will then be locked up and kept alive with his guilt for as long as he lives.
Mad Gnome
Drunk on a beer known as 'earth brew', these gnomes are suicidal… and to virtually no effect. They are largely useless. It is unusual for any mad gnome to return from battle.

NameWMWSBSSTIAArmDamGold (Each)
Mad Gnome
Phil
9436+44(5)0211160
Killer Gnome
Phil
15445+54(5)0312470
Insane Gnome
Phil
22445+65(6)04131240
Berserker Gnome
Phil
31455+75(6)14142500
Big Gnome
Phil
50445+86(8)33253520
Armed Gnome
Phil
40454+94(9)42564540
Death Gnome
Phil
60463+104(6)55265460


ENEMY`'S WS    12345678910

Armed Gnome2333444444
Berserker Gnome2333444444
Big Gnome2334444455
Death Gnome2333344444
Insane Gnome2334444455
Killer Gnome2334444455
Mad Gnome2344445556



Special Rules (Armed Gnome) : Fear 11. Guard Death Gnomes. Hate Gnomes.

Special Rules (Berserker Gnome) : Fear 9. Hate Gnomes.

Special Rules (Big Gnome) : Fear 10. Hate Gnomes.

Special Rules (Death Gnome) : Fear 12. Hate Gnomes. Magic Resistance 3+.

Special Rules (Insane Gnome) : Fear 8. Hate Gnomes.

Special Rules (Killer Gnome) : Fear 6. Hate Gnomes.

Special Rules (Mad Gnome) : Hate Gnomes.


 

Dark Mistresses

Delighting in pain and torture, dark mistresses can only be described as sadomasochistic. In battle they revel in being hurt as much as causing death or pain. By this logic, dark mistresses never lose.
Witch elf models are perfect as dark mistresses. Paint them wearing gloss black armour and with their hair dyed bright red.

Dominatrix
Incredibly rare, dominatrixes are not only often armed with a whole array of weapons, but are also able to cast a lightning bolt spell, lighting up their opponents like a Christmas tree… Most enjoyable! }:) The best dominatrixes wear clear armour, exposing much of their flesh, and not the jet-black armour of their inferiors.
Hoyden
More resistant to pain, and able to cause much more as well, hoydens are much nastier than their inferiors, but are, unfortunately, often exposed from hiding by their maniacal cackling. Not that they mind having to fight instead of hide, of course.
Mistress
Armed with metal claws, the common mistress slashes her opponents to shreds, making sure she causes as much pain as possible.
Virago
Sometimes armed with whips or magically enchanted branding irons, instead of the usual claws, viragos are rarely seen in full out combat… they prefer staying at home torturing victims. >:)

NameWMWSBSSTIAArmDamGold (Each)
Mistress
Phil
10436+33(4)311160
Hoyden
Phil
20446+43(4)4211(2, 5+)180
Virago
Phil
35445+44(5)4312(3, 5+)750
Dominatrix
Phil
45454+55(6)5313(4, 5+)1530


ENEMY`'S WS    12345678910

Dominatrix2333444444
Hoyden2334444455
Mistress2344445556
Virago2334444455



Special Rules (Dominatrix) : Ignore Pain 4. Lightning Bolt. Weapon Arsenal.

Special Rules (Hoyden) : Ignore Pain 2.

Special Rules (Mistress) : Ignore Pain 1.

Special Rules (Virago) : Ignore Pain 3. Weapon Arsenal.



LIGHTNING BOLT

Some creatures can cast a lightning bolt spell just before charging into battle. In the first monsters' phase, all warriors lose 1D6 wounds with no modifications.


WEAPON ARSENAL

Some dark mistresses are armed with different weapons to the usual claws. Roll 1D6 to determine what they are armed with.

1

Magic Branding Iron 
+1 DD on the first attack of each turn.

2

Leather Whip 
Normal damage, but may attack in ranks.

3-4    

Claws 
Normal damage.

5

Spiked Gauntlets 
Ignores armour.

6

Two Weapons 
Roll twice on this table. Any or all of the attacks can be made with either weapon, since the mistress carries one in each hand. For example, a dominatrix could use a poker for her first attack and then her gauntlets for the remaining two.

 

Death Seekers

Not all people who follow the Devil-Kings are devils or possessed. 'The Death Seekers' is an ancient organisation that follows all of the Devil-Kings in the hope that they will be granted undeath and safe passage on to a 'better life'. The particular Devil-King they follow depends upon which is the most powerful or active at the time. Sometimes they follow several.
Any wizard or warrior model can represent death seeker members. They wear red, grey and black and often bear a symbol relating to the Devil-King who happens to be in fashion at the time.

Berserker
Berserkers must learn to strike with ruthless efficiency. They are strong and dangerous foes, best avoided.
Clodhopper
Clodhoppers are the novices of the head hunters. They are yet to prove themselves to the rest of the group, and must train well and hard to do so.
Dark Hermit
These are the apprentices or novices of the soul thieves. They have barely begun their long journey to the underworld or undeath. They are inexperienced and weak.
Deathgrin
Deathgrins are in the second stage of their training. They must master how to cause significant damage in battle.
Deathguide
Deathguides are trainees. They are in the second stage of their training, where they must practise the magic used by the undead themselves.
Deathmask
Deathmasks are second only to the head hunters in combat. They are now fully convinced (or brainwashed) that death is divine and the only inevitable way onwards. Once they have mastered taking as many hits as possible, and therefore sending more people on to the underworld, before they themselves 'kick the bucket', they will be ready to face death willingly.
Demonika
Demonika are more skilled in hand-to-hand combat and ranged attacks than those lower down in the training process. They have almost completed their training.
Head Hunter
Head hunters live for only one reason: to die horribly in battle, taking down many opponents and then to move onto the afterlife or Undeath. They wield a dagger, which they use with more efficiency than an imperial noble. There are very few in existence, but there are always some in training.
Maze Runner
Maze runners must train themselves to race about the battlefield, causing death and carnage everywhere they go.
Nightwraith
Nightwraiths have been initiated and are accepted as a significant part of the group. They use both magic types that they learnt in training.
Soul Thief
Soul thieves are ready for death. They have completed all possible training, and wish to be sent to the afterlife, or pass into Undeath. Few exist, but there are always many in training.

NameWMWSBSSTIAArmDamGold (Each)
Clodhopper
Phil
12446+4323-1110
Dark Hermit
Phil
10434+3251-1120
Deathguide
Phil
25444+3362-1230
Nightwraith
Phil
30543+4472-2510
Deathgrin
Phil
20446+4323-3730
Maze Runner
Phil
25546+4343-3830
Berserker
Phil
35546+6343-31200
Soul Thief
Phil
50552+5583-21240
Demonika
Phil
45575+6343-31490
Deathmask
Phil
50575+6743-33490
Head Hunter
Phil
60575+6746-35250


ENEMY`'S WS    12345678910

Berserker2334444455
Clodhopper2334444455
Dark Hermit2344445556
Deathgrin2334444455
Deathguide2334444455
Deathmask2333334444
Demonika2333334444
Head Hunter2333334444
Maze Runner2334444455
Nightwraith2334444455
Soul Thief2333444444



Special Rules (Berserker) : None.

Special Rules (Clodhopper) : None.

Special Rules (Dark Hermit) : Dark Elf Magic 1.

Special Rules (Deathgrin) : None.

Special Rules (Deathguide) : Necromantic Magic 1.

Special Rules (Deathmask) : None.

Special Rules (Demonika) : None.

Special Rules (Head Hunter) : Deathgrip (10+). Fear 12.

Special Rules (Maze Runner) : None.

Special Rules (Nightwraith) : Dark Elf Magic 1. Necromantic Magic 1.

Special Rules (Soul Thief) : Dark Elf Magic 1. Deathgrip (11+). Fear 10. Necromantic Magic 1.



DEATHGRIP (n+)

Once per turn a monster with this ability may give up all of his/her/its attacks and make one single attack that hits if an n+ is rolled on 2D6. If it hits then the enemy's wounds are reduced by 1/2 (rounding up).

 

Demon Spawn

Demon spawn are horrid creatures, both to look at and to speak with (although not many people have spoken with a spawn - they don't go in for negotiation much). They are, essentially, magic users who are incredibly dangerous in combat as well proficient using spells. The fact that they can fly also does not help.
Anything winged and ugly, and preferably humanoid, could be used to represent a demon spawn.


NameWMWSBSSTIAArmDamGold (Each)
Demon Spawn
Phil
75626+5381-104980


ENEMY`'S WS    12345678910

Demon Spawn3444556666



Special Rules (Demon Spawn) : Fly. Large Monster. Terror 13. Zeon Magic 2.


 

Demonesk

These demons are mean, callous and cruel. They aren't the scariest demons in existence, but they can certainly hold their own when faced with a threat or a good battle.
Any daemon model would do as representation for this daemon.


NameWMWSBSSTIAArmDamGold (Each)
Demonesk
Phil
30656+5444-32130


ENEMY`'S WS    12345678910

Demonesk2333444444



Special Rules (Demonesk) : Demonic -1. Fear 9. Fly. Magic Resistance 6+.


 

Devils

Devils are the archenemies of all goodly knights or priests. While they can appear similar to daemons, the major difference which sets them apart is their belief system. While most daemons seek to extinguish all life, believing firmly in chaos, devils seek to enslave it, following a strong (but bendable) set of rules. Their dealings with humans usually involve possession or, even more commonly, temptation. There is nothing more pleasurable for a devil than corrupting a devout paladin or monk. However, most devils are fairly see through (the horns and forked tail doesn't usually help), and only the craftiest of devils are actually able to tempt or gain control of humans. Such devils become immortal 'Devil-Kings', the gods of the devils. Devil-Kings sit at the top of each hierarchy of devils, issuing commands to those below them. However, the only devil who has anything close to absolute power, sitting at the top of the hierarchy, is Asmodeus, the self-proclaimed 'Master Of All Devil-Kind'. Still, even he has his rivals, and is only able to retain his power by an elaborate network of alliances with other Devil-Kings. It is generally sheer numbers of devils that determine a Devil-King's power, as it is with gods and mortals, but the more powerful the particular followers of a Devil-King are, the more powerful he, in turn, is. Most devils are not particular as to whom they follow and worship, but almost all devils pay respect to either Asmodeus or Mephisto, his major rival, just to avoid being singled out as an 'unbeliever' (really, there is not too much difference between devil society and that of humans). While some devils consider themselves free-lance, worshipping whichever devil happens to be the next one due to 'revive', most devils are likely to have a patron Devil-King that they pay respect to and worship as well as Asmodeus or Mephisto. All devils feel it is their responsibility to do their god's bidding, even if that means giving their own lives (man, devils are dumb!). Devils have personalities that vary just as much as those in human society, some preferring to attack humans through guile and others quite happy with full-scale warfare, bringing a whole army of evil creatures down upon a town.
Awful Din
Awful dins are huge clouds of noise. They fly screaming into battle and try to make as much noise as possible. If this means attacking the most fearsome warrior (such as the barbarian) then so be it. Scaramallion, the Devil-King of Noise and Commotion, relies almost totally on these devils.
Um... How to represent a cloud... Hmm... As I said with the evil gizmo, perhaps cotton wool would do... Then again, perhaps not...
Beauty
Beauties are given the gift of being incredibly beautiful, in exchange for their souls. They are always female and usually follow Ashtaroth, the Devil-Queen.
Beauties can be represented by any female model.
Black Magician
Black magicians are humans who have been taken in by the promises of the Devil-Kings. They have immense power and make fearsome and cunning opponents. Dark Force is particularly fond of using black magicians as his emissaries.
Level ten. A wizard in black clothes can represent a black magician.
Blood-Drawer
By breeding a captured blood thirster with a captured great unclean one, a blood-drawer is created. While losing strength and catching the plague can be a disadvantage, the baby is powerful enough. As an extra insult to Khorne, the blood-drawers are granted magical powers.
Using either daemon, or perhaps combining the two in a conversion, would do as representation for this devil.
Chanting Devil
These small red devils form a circle around the chosen victim for sacrifice and chant sombre and melancholy chants that will invoke their chosen Devil-King, usually Moloch, and allow him to strike the victim with lightning.
Daemon models painted red can be used to represent chanting devils.
Cursed Knight
The cursed knights are a delightful weapon for devil-kind. They are brave heroes and knights who have been tempted by devils into accepting gifts of great power (usually some kind of obsidian weapon). By accepting such a gift, a knight unwittingly hands over his soul in exchange for his greed for ultimate power. Once a knight is enslaved, he is used for depraved acts of senseless violence and brutality. Dark-Sol is particularly good at winning over warriors into becoming his servants, and thus favours cursed knights out of default.
A knight with a gloss black piece of equipment (generally a sword) would represent a cursed knight perfectly.
Dark Angel
Having fallen from the skies, the dark angels have nothing better to do than slaughter those who displease them… which is, more or less, anyone alive!
A barbarian or magic-user model with added wings, painted with dark blue or black skin, would make the perfect dark angel.
Dark Cleric
Sometimes these gluttonous clerics are corrupted men of goodly churches, too concerned with power, lust and greed to remain pious. No matter what their former selves were like, dark slerics are now devoted members of the devil community, some often growing horns of an extra set of teeth or other devilish features. Their powers of healing are limited, but useful in a clinch. Zeon has an elite clergy completely made up of these sadists.
Any evil-looking wizard or priest, painted in a theme of grey or white and red, would represent a dark cleric rather well.
Dark Madam
Dark madams are always female, as males lack the same feel for the winds of magic as fully-trained females. They are often spell-casters corrupted by a desire for power that has led them down a path of the arcane into the darker magics. Zeon favours these devils.
Dark elf sorceresses represent these well.
Dark Priest
These priests are in charge of organising sacrifices to their respective Devil-Kings (usually Moloch). They find the victims, choose the one of their number who will perform the deed, make sure there will be enough chant devils and set the venue.
A priest model painted in dark colours can be used to represent a dark priest.
Dark Shaman
Dark shamans, who always conceal their twisted faces behind masks, search for the raw and destructive powers of nature to defeat their enemies with, and head up most devilish clergies, including Zeon's, leading the dark clerics to deeds of brutality and depravity. Once a dark shaman has been installed secretly in a church, the holy men of that particular institution usually either leave or fall.
Again, any evil-looking wizard or priest, painted in a theme of grey, would represent a dark shaman sufficiently, though you may wish to add a rams mask (using the beastman skull from the GW skeleton sprew, perhaps?).
Dark Vampire
Dark vampires are not actually undead, but get their name for their unusual lust for blood and carnage and their apparent immortality. These fully possessed knights only allow themselves to be controlled initially because of a moment of weakness, despair and a feeling of utter hopelessness. They follow orders exactly, but always stay behind after a battle to smear the blood of their victims on all of their equipment. For some unknown reason, once a knight becomes a dark vampire it cannot die, even after the spirit has been exorcised. Most former vampires find this most frustrating, as they feel they must kill themselves for the past atrocities they have committed. Zeon is fond of using dark vampires as generals in his devil armies.
Any evil-looking knight painted in a theme of blood-red represents a dark vampire perfectly.
Dark Wizard
These are similar to the more-common devil wizards, but much more powerful. There are usually few brought into battle, but their great power ensures that not many are needed. These wizards are trained and favoured by Dark-Dragon.
These can be represented by any wizard painted in a theme of red and/or black.
Demon Dragon
Demon dragons are neither demon nor dragon, but devils in dragon-form. They are called 'demon dragons' for their chaotic 'kill-all' policy in battle. They cause great terror in the hearts of their enemies, and even have limited spell casting abilities.
Just use a dragon model.
Devil Beast
Devil beasts lose their wings but become much stronger. They are bad tempered and ruthless, and breed like rabbits.
Any wild beast can be used to represent a devil beast.
Devil Flatworm
Related to the devil worms, and favoured by Ogremoch - the earth devil - devil flatworms are much more disgusting and dangerous than their smaller cousins. Also unlike their cousins, flatworms are very fond of flesh and do not eat wood.
Make devil flatworms out of green stuff.
Devil Fly
Devil flies are the larvae of devil beasts. They are weak in wounds but strong in attacking, and grow up very fast. The first objective of any party facing devil flies is surely to kill as many as possible before they all 'evolve' into devil beasts. Devil flies generally follow Beelzebub, their 'Lord'.
A fly model can be made out of green stuff.
Devil Hydra
The devil hydras do not grow new heads once one of their three is severed, but this is the only blessing about them. They are among the most powerful of the lesser devils, and often rise to the rank of 'greater devil'.
Simply use a hydra to represent a devil hydra.
Devil Servant
These are the only devils employed by Melkor. They are competent fighters, but once they start learning spells they are struck down, for Melkor fears they might try to overthrow him.
Any daemonic models painted black can be used as devil servants.
Devil Warrior
These are trained devils that have fought in enough battles to become fully-fledged warriors. They are good fighters and make good mercenaries when they will not betray their employer, but have little use outside of fighting. They are employed by many Devil-Kings.
Any red daemonic model in armour can be used as representation for a devil warrior.
Devil Wizard
These are expendable magic-users, usually found in great numbers. They have learnt the bare minimum of devilish magic, and are rather weak due to the fact that they are insubstancial in form. Sometimes they appear as pale, thin ghost-like figures in heavy robes, and sometimes their robes are apparently empty! Dark-Sol uses devil wizards as cannon fodder.
Any cloaked or hooded miniature painted in a theme of black and with a pale (or hidden) face would represent a devil wizard perfectly.
Devil Worm
Devil worms, while they are not averse to eating flesh, prefer wooden food, and are used by some Devil-Kings, namely Zeon, to eat up houses in villages, leaving villagers nowhere to hide from ensuing armies. They can also be used to destroy bridges for strategic advantage.
Worms can be made out of green stuff with ease... or you could use real ones... Nah!
Devilkin
Devilkins are small, red and always angry. They are bad tempered and will always attack a warrior on sight. They may be weak in toughness, but they are incredibly strong in attacking power. Both Hacklespur and Hellkin rely greatly on devilkins.
A daemon model painted red would do as a devilkin.
Dimension Worm
Dimension worms are long, thin, scaly and have two clawed arms. They fight opponents by opening up a hole in their dimension leading into our own. They then poke their heads through and attack or cast a spell. This makes them incredibly hard to hit, or even detect.
These can be made out of green stuff.
Divine Inheritor
Divine inheritors are so sure that their Devil-King will grant them infinite wealth once they die, that they run about screaming how they want to be struck down... and, more often than not, their wish is granted.
Any male model can be used for a divine inheritor.
Dopplar
A dopplar will accompany a party of warriors, posing, perhaps, as their friend, or maybe even as a helpless damsel in distress. When the opportunity is right it will reveal its true appearance - a strange roughly-formed being of about an ogre's size (almost like a golem, but made of a white, malleable clay substance and with a tongue). The dopplar (or 'doppelganger') is a more intelligent cousin of the mimic creature. It feasts on flesh, making it rather destructive to be favoured by most devils, although Dark-Sol occasionally uses them, as he enjoys the trickery involved in their shape-changing abilities.
To represent a dopplar paint an ogre grey-white completely, save the eyes, which can be any colour.
Eternal Zombie
These are the subjects of particularly cruel Devil-Kings who have offended them in the past. They are now doomed to train their minds and better themselves for the rest of eternity. They have developed a way of handling lots of pain. Thammuz, Devil-King of Wounds, owns a lot of these.
Any model that either looks undead (but not skeletal) or tired will do as an eternal zombie.
Evil Gizmo
This is an evil devil that possesses people. Their primary job is to possess their opponents and have them fight for their patron Devil-King (usually Zeon). They appear as a strange white mist.
No idea how to represent these... Cotton wool??
Evil Monster
Evil monsters are, as the name partially suggests, great beasts created from concentrated evil. They are favoured by Iom for their spell-casting abilities.
Any demonic model with wings painted red can be used to represent an evil monster.
Executioner
Although frail, the well-equipped executioner does not believe in the right to a trial by jury. Instead it believes in the death penalty for everything from trespassing to speeding. They are skeletally thin, but the thin amount of skin and muscle stretched over their bodies shows them as not undead. They often wear cowls and face-masks to hide their hideous appearance. Zeon favours executioners.
Represent executioners with wraiths.
Fetch Devil
These devils fetch subdued people or dead bodies for Geryon to eat. There are always four fetch devils for every kill devil.
Any red daemon can be used as a fetch devil.
Grim Priest
Grim priests are the chosen few of the dark priests who are allowed to stab the victim through the heart (just before the bolt of lightning strikes). The lightning conducts through their bodies, often making them deranged or even mad… but most if the time just dead.
These are identical to the dark priests.
Groggy Devil
These are the devils that represent human gluttony - they almost always serve Chemos. Unfortunately, their insatiable desire for booze makes their performance in battle somewhat less than adequate.
Any daemon model can be used to represent a groggy devil… perhaps you could convert one to be staggering with a bottle in his hand… or falling over.
Iom Devil
These devils are created by the Devil-King Iom, and are made in his own image. Their blood temperature is below freezing outside of the lava pits into which they are born.
A model painted red, set on a lava-like base, can be used to represent an Iom devil.
Kill Devil
These devils lead the fetch devils into battle, and kill or subdue the food for Geryon. They are much more powerful than the fetch devils but only a little more intelligent. Neither a fetch or kill devil is ever expected to do anything other than the simple task it was designed for, and so they are rarely used by Devil-Kings other than Geryon.
Any red daemon can be used as a kill devil.
Lesser Devil
Lesser devils are the most common of the elevated of devil-kind. They make up the back-bone of most devilish armies, and it is often these devils that determine which Devil-King has the most power, as they greatly outnumber most of the rest of devil-kind.
Anything with wings and perhaps horns makes a good lesser devil, and thus I suggest dragons and harpies painted in a theme of red.
Possessed Soul
These are a stronger form of dark vampire, usually created when a monarch or very important lord is possessed by a devil. Zeon occasionally uses these.
Any model can be used to represent a possessed soul.
Prism Flower
These devilish flower-creatures are unable to move, but serve as supurb artillery to defend devil strongholds. Their crystal centres are able to use the sun, the natural enemy of all creatures of darkness, against their enemies.
I'm still not sure here. Could a prism flower be made, perhaps, out of green stuff.
Rat Lord
By breeding a captured vermin lord with a captured great unclean one, a rat lord is created. While losing speed and catching the plague can be a disadvantage, the baby is powerful enough.
Using either daemon, or perhaps combining the two in a conversion, would do as representation for this devil.
Rimmon Lord
By breeding a captured lord of change with a captured great unclean one, a Rimmon lord is created. While losing magical prowess and catching the plague can be a disadvantage, the baby is powerful enough.
Using either daemon, or perhaps combining the two in a conversion, would do as representation for this devil.
Secret-Stasher
By breeding a captured keeper of secrets with a captured great unclean one, a secret-stasher is created. While losing beauty and catching the plague can be a disadvantage, the baby is powerful enough.
Using either daemon, or perhaps combining the two in a conversion, would do as representation for this devil.
Shellbeast
Once a turtloid has broken free from it's shell it can, after a few days practise, move about freely. It is slow, but having a means of locomotion means that its species has been able to hunt, and survive. However, what happens to a shellbeast after a month is a complete mystery - it just vanishes off of the face of the earth.
A large tortoise model would work best as a shell beast.
Skelitar
The rare skelitar, although skeletal, is not currently thought to be undead, although this is still a possible explanation for its apparent stupidity. Skelitars are skeletons of about an ogre's stature, with four arms and only one organ, from which they sometimes shoot a short burst of acid over opponents. Skelitars tend to worship either Dark-Dragon (whom they thank for their corrupting organ) and, for some reason best known to… well… no one really, Dark-Sol. Those that worship Dark-Sol try their best to follow the Devil-King of Trickery's example by pathetically wearing clothes and sometimes even false beards, noses, eye-patches and other simple disguises. They disguise their true nature about as well as a pantomime dame. Dark-Sol throws them at the enemy whenever he gets bored, not really caring for their lack of subtlety, but Dark-Dragon finds them worthy followers.
You can buy skeletal giant models from Ral Patha, or some similar company. The small organ can be made with green stuff.
Skin Devil
Hellraiser' eat your heart out! I was gonna create a monster based upon Julia from 'Hellraiser II', but it seems Sword and Sorcery beat me to it. The skin devil appears as a human missing its skin - it is just a mass of muscle and bone glistening in red blood. Although the original description doesn't say so, I'd also like to think that, like Julia, it has eerily bleached teeth and white eyeballs. A skin devil is able to construct itself a skin to hide its true identity and thus trick its victims into gaining their trust. This 'disguise' is created from a small patch of stolen skin from a living person, and allows the devil to affect the mannerisms and skills of the person as well as the appearance. However, each new skin lasts only a week, and begins to rot and sag after this period of time, easily giving away the devil's real identity. Skin devils hate their true appearance and will break any mirrors they come across whilst in normal form in frustration. It is easy to track an undisguised skin devil, as it treads bloody footprints wherever it goes. In rare circumstances a skin devil will bandage itself up to stop this, but even so some minor dripping still occurs, and if the devil actually wishes to pass as a mummy then it will require someone else to bandage it, as it leaves blood on whatever its fingers touch.
A disguised skin devil can look like any human being, but a skin devil in its real form… He he! Sounds like a modeller's nightmare (and rightly so, since the entire concept is pretty 'nightmarish'). I guess you could convert a zombie to look more… whole… or there might already be an undead model out there that looks close enough… Either way, the entire thing (apart from the teeth and the eyes) should be a glistening red.
Stoneheads
Stoneheads look like two grey heads joined at the neck, and floating in the middle of the air. In other words, they look most bizarre. They are made entirely of stone, so they are very tough, and thus are used as the main warriors of Dark Force's army. The two heads are always both the same, and each usually resembles the head of a large beast.
Any model you can bear to sever a head from can be used to help represent a stoneheads (I suggest a hydra, or maybe make your own heads out of green stuff).
Tech Warrior
Tech warriors are few in number. They resemble ogres in size, but wear long, flowing purple robes and a mask. None of their skin is visible at all, and this adds to the terror they cause. Dark Force uses tech warriors sparingly, as they are few in number.
Convert an ogre with green stuff to look like a tech warrior.
Trained Devil
These devils are common devil-folk that have been given basic battle-training and shoved onto the battlefield. They are favoured by Baalim, Devil-King of the common devils.
Any daemonic model would do as a trained devil.
Turtloid
It is unknown how turtloids are created, as they are born from eggs that are surely far too large for any of their species to lay… that is, of course, assuming that their species cannot possibly grow large enough to lay such eggs, since surely the humanoid races of the world would have spotted such a huge creature by now. Current thinking is that there must be a huge race of super-turtloids living in the devilish plains that lay the eggs on brief excursions to the Prime Material Plane. Turtloids only ever hatch when a substancial amount of food (say, about four or so humanoids >:) ) happens across their path. They have a naturally keen sense of smell, even whilst incubating, and can track food from miles away once hatched. The hatching process of a turtloid is designed to crush any potential food, killing it before the young turtloid feasts. No turtloid has ever been held in captivity, as they have the irritating habit of dying the moment they are imprisoned. As a result of this, it is likely we will never know how big turtloids grow, or whether they come from another plane and return their once they have reached maturity. Since turtloids are commonly in the service of Dark-Sol, the Devil-King of Trickery, another theory about the turtloid is that the adult turtloid is invisible, able to deceive all around it into not noticing that it exists. Some wizards have cited this as the reason for earthquakes.
A ball of some kind with a green stuff head or, even better, a small model of a tortoise would work well to represent a turtloid… or maybe even a real baby turtle… or not…
Underling
Underlings, strange arthropod-like devils, work as slaves for black magicians. They do their bidding and fight if commanded to. They have little use other than carrying, fetching and acting as cannon fodder.
If you attach a pair of wings to a gigantic spider model, then the result should represent an underling perfectly.
Weird Beast
These creatures were not originally devils, but an experiment gone wrong. Originally designed to be ultimate steeds, weird beasts are certainly strong and ferocious enough to be taken into battle, but their warped nature has made them insane, and incapable of trusting a rider. Zeon elevated them to the status of lesser devils, and they are now used by all Devil-Kings who enjoy carnage.
Any beast can be used to represent these odd creatures… perhaps even many beasts converted into one.
Willard
This devil represents the human tendency of being selfish and sneaky. The willard is a giant pink and red rat-man that delights in hoarding gold and betraying others of its kind for an extra share of food. Zeon favours the willard for its ruthlessness and lack of emotional weakness.
Paint a skaven model in a theme of red or pink to represent these monsters.
Zeon Flower
These specially-bred and extra strong prism flower devils are only ever used by (you've guessed it) Zeon.
Again, I'm still not sure, but you might be able to make one out of green stuff.

NameWMWSBSSTIAArmDamGold (Each)
Evil Gizmo
Phil
161-00100-020
Divine Inheritor
Phil
362-33(5)112Sp25
Devil Wizard
Phil
20436+43(4)7111150
Fetch Devil
Phil
10626+3215-1250
Devil Fly
Phil
364-8423-4350
Dark Cleric
Phil
45436+3261-2370
Skin Devil
Phil
40645+6342-1400
Willard
Phil
2565-6755-2430
Dark Shaman
Phil
50446+43(4)7212450
Lesser Devil
Phil
3564-64(6)6423450
Underling
Phil
5065-4632-4640
Beauty
Phil
75454+33(4)6312680
Prism Flower
Phil
55Sp*4+833Sp-2740
Eternal Zombie
Phil
1045-53104-31000
Devil Worm
Phil
4562-7211-81200
Chanting Devil
Phil
50454+74(6)85241310
Trained Devil
Phil
50655+85(6)75141340
Dark Priest
Phil
25464+63(4)93161350
Groggy Devil
Phil
5031-104(5)23171460
Dark Madam
Phil
65436+3281-12430
Awful Din
Phil
6065-4125-52580
Shellbeast
Phil
6024-7731-62580
Kill Devil
Phil
50462+7626-83410
Devilkin
Phil
5064-82(3)25163470
Grim Priest
Phil
75473+6(8)4(5)104173500
Dark Vampire
Phil
60466+74(5)82153600
Devil Hydra
Phil
7065-8353-23970
Devil Warrior
Phil
100463+84(6)58254120
Demon Dragon
Phil
8063-4863-44470
Zeon Flower
Phil
100Sp*3+944Sp-34480
Devil Beast
Phil
8545-10826-64490
Black Magician
Phil
60466+3381-14510
Dark Wizard
Phil
100455+4483-24570
Turtloid
Phil
50Sp3*-6831-54650
Devil Servant
Phil
90473+63(5)64274750
Evil Monster
Phil
7567-101106-54890
Skelitar
Phil
90266+5344-34950
Dopplar
Phil
80356+8651-65190
Possessed Soul
Phil
95435+23(4)101115220
Dimension Worm
Phil
383-5Sp73-45350
Executioner
Phil
85486+61(2)71185410 plus Scythe of Death each
Devil Flatworm
Phil
8063-10536-65470
Weird Beast
Phil
90326+8256-45470
Stoneheads
Phil
10034-8832-65490
Cursed Knight
Phil
100375+74(5)63155620
Dark Angel
Phil
90675+65(7)106255650
Tech Warrior
Phil
130436+32101-15960
Iom Devil
Phil
1006(Sp)6-103(4)107176350
Blood-Drawer
Phil
10067-85(7)47278000
Rat Lord
Phil
5088-74(5)58168000
Rimmon Lord
Phil
5068-73(4)67158000
Secret-Stasher
Phil
6069-74(5)59168000

*Hit automatically by warriors' attacks.

ENEMY`'S WS    12345678910

Awful Din2333444444
Beauty2333444444
Black Magician2333344444
Blood-Drawer2333334444
Chanting Devil2333444444
Cursed Knight2333334444
Dark Angel2333334444
Dark Cleric2344445556
Dark Madam2344445556
Dark Priest2333344444
Dark Shaman2334444455
Dark Vampire2333344444
Dark Wizard2333444444
Demon Dragon2344445556
Devil Beast2333444444
Devil Flatworm2344445556
Devil Fly2334444455
Devil Hydra2333444444
Devil Servant2333334444
Devil Warrior2333344444
Devil Wizard2344445556
Devil Worm3444556666
Devilkin2334444455
Dimension Worm2344445556
Divine Inheritor3444556666
Dopplar2333444444
Eternal Zombie2333444444
Evil Gizmo4456666666
Evil Monster2333334444
Executioner2233333444
Fetch Devil3444556666
Grim Priest2333334444
Groggy Devil4456666666
Iom Devil2333344444
Kill Devil2333344444
Lesser Devil2334444455
Possessed Soul2344445556
Prism Flower**********
Rat Lord2233333444
Rimmon Lord2233333444
Secret-Stasher2223333344
Shellbeast2334444455
Skelitar2333344444
Skin Devil2334444455
Stoneheads2334444455
Tech Warrior2344445556
Trained Devil2333444444
Turtloid2344445556
Underling2333444444
Weird Beast3444556666
Willard2333444444
Zeon Flower**********



Special Rules (Awful Din) : Fly. Scream 4+.

Special Rules (Beauty) : Ashtaroth Magic 2. Distract (Male Only) 4+.

Special Rules (Black Magician) : Dark Force Magic 2. Fear 15. Magical Barrier.

Special Rules (Blood-Drawer) : Hate Chaos. Ignore Blows 6+. Ignore Pain 3. Large Monster. Magic Drain 5+. Magic Resistance 6+. Plague. Rimmon Magic 1. Terrify.

Special Rules (Chanting Devil) : Fear 8. Magic Resistance 6+. Moloch Magic 1.

Special Rules (Cursed Knight) : Dark-Sol Magic 2. Terror 14.

Special Rules (Dark Angel) : Fly. Magic Drain 4+. Magic Resistance 3+. Summon Skeletal Army. Terror 14.

Special Rules (Dark Cleric) : Dark Healing 1.

Special Rules (Dark Madam) : Zeon Magic 3.

Special Rules (Dark Priest) : Dark Healing 2.

Special Rules (Dark Shaman) : Dark Healing 2. Fear 6.

Special Rules (Dark Vampire) : Flaming Death. Frenzy 6+. Immortality. Zeon Magic 1.

Special Rules (Dark Wizard) : Dark-Dragon Magic 2. Drain Magic 3+.

Special Rules (Demon Dragon) : Dragon Breathe - White Dragon. Fly. Large Monster. Terror 16. Zeon Magic 1.

Special Rules (Devil Beast) : Breed. Frenzy 6+. Poison.

Special Rules (Devil Flatworm) : Large Monster. Terror 13.

Special Rules (Devil Fly) : Evolve. Fly. Poison.

Special Rules (Devil Hydra) : Large Monster. Poison.

Special Rules (Devil Servant) : Terror 12.

Special Rules (Devil Warrior) : Terror 12.

Special Rules (Devil Wizard) : Dark-Sol Magic 1. Drain Magic 6+.

Special Rules (Devil Worm) : Eat Wood.

Special Rules (Devilkin) : Fly. Frenzy 3+.

Special Rules (Dimension Worm) : Dimensional Hiding. Fly. Tech Magic 1. Terror 12.

Special Rules (Divine Inheritor) : Ignore Blows 6+. Strike Me Down!.

Special Rules (Dopplar) : Doppelganger. Large Monster. Terror 13.

Special Rules (Eternal Zombie) : Ignore Pain 8.

Special Rules (Evil Gizmo) : Fly. Possess.

Special Rules (Evil Monster) : Breathe Fire 3. Fly. Iom Magic 1. Large Monster. Terror 14.

Special Rules (Executioner) : Armed with Scythe of Death. Terror 14.

Special Rules (Fetch Devil) : Fear. Fly.

Special Rules (Grim Priest) : Armed With Sacrificial Dagger. Dark Healing 1. Frenzy 6+. Magic Resistance 6+. Moloch Magic 1.

Special Rules (Groggy Devil) : Ignore Blow 5+.

Special Rules (Iom Devil) : Iom Magic 2. Needs Lava. Terror 15.

Special Rules (Kill Devil) : Fly. Subdue. Terror 12.

Special Rules (Lesser Devil) : Dark-Sol Magic 1. Fly. Large Monster.

Special Rules (Possessed Soul) : Magic Drain 4+. Magic Resistance 3+. Zeon Magic 3.

Special Rules (Prism Flower) : Drag. Prism Beam.

Special Rules (Rat Lord) : Frenzy 4+. Hate Chaos. Ignore Pain 1. Large Monster. Magic Dispel 6+. Magic Resistance 6+. Rimmon Magic 3. Terrify.

Special Rules (Rimmon Lord) : Hate Chaos. Ignore Blows 6+. Ignore Pain 2. Large Monster. Magic Resistance 6+. Plague. Rimmon Magic 4. Terrify.

Special Rules (Secret-Stasher) : Hate Chaos. Ignore Blows 6+. Ignore Pain 2. Large Monster. Magic Dispel 6+. Magic Resistance 6+. Plague. Rimmon Magic 3. Terrify.

Special Rules (Shellbeast) : Large Monster.

Special Rules (Skelitar) : Corruption Burst. Large Monster. Terror 12.

Special Rules (Skin Devil) : Fear 9. Steal Skin.

Special Rules (Stoneheads) : Breathe Fire 4. Fly. Ignore Pain 3. Large Monster. Terror 13.

Special Rules (Tech Warrior) : Large Monster. Tech Magic 3. Terror 15.

Special Rules (Trained Devil) : Baalim Magic 1. Fly.

Special Rules (Turtloid) : Large Monster. Roll Over and Break Free.

Special Rules (Underling) : Breathe Fire 3. Fear 8. Fly. Large Monster.

Special Rules (Weird Beast) : Breathe Fire 3. Dodge 6+. Fear 15. Frenzy 6+. Hates Humans. Large Monster. Magic Resistance 5+. Regenerate 3. Sting (2D6).

Special Rules (Willard) : None.

Special Rules (Zeon Flower) : Drag. Zeon Beam.



ARMED WITH SACRIFICIAL DAGGER

This dagger is made from dark block and is cursed. Any warrior who tries to use it is under the control of the GM. It confers +2 strength on the bearer.


ARMED WITH SCYTHE OF DEATH

This scythe is made from dark block and is cursed. Any Warrior who tries to use it is under the control of the GM. It confers a bonus of +1 to hit and may cast 1 Zeon Spell every 5 turns. It may be sold for a mere 100 gold.


BREED

Each turn, roll 1D6 for every devil beast on the board. On a roll of 6 (unmodified) it gives birth to 1D3 devil flies. Put 1D3 devil flies on the board. A brewer gnome that passes out remains so for as many turns as drinks it had, after which it will drink a special potion to cure its hangover. After a combat, if it is still alive, the brewer gnome will either curl up and go to sleep, or keep drinking until it passes out anyway. Upon killing a brewer gnome, a warrior will gain one of its potions. This potion cannot be sold, but may be drunk during battle. Roll for affects upon drinking on the table above.


CORRUPTION BURST

Once per battle creatures with this skill may send a burst of corrupting fumes towards their opponents, instead of attacking. This does four times normal damage, hits against BS and ignores all armour.


DARK HEALING

Roll 1D6 to see what kind of magic is cast:

1-4

Failure.

5

Heal… 
One monster on the board is healed 2D6 wounds.

6

Aura… 
All monsters on the same board section as the caster are healed 1D6 wounds.


DIMENSIONAL HIDING

A creature with this ability hides within a dimensional void, only appearing to attack. All hand-to-hand, ranged and magic attacks are dodged on a 2+. In addition, if an attack does hit (no matter what it is meant to do) it only does 1 damage (even if it is something like The Frostblade or a 'Void of Destruction' spell).


DISTRACT n+

For each attack made against a monster with this ability roll 1D6. On a roll of n+ that attack is lost.


DOPPELGANGER

A creature with this ability can pass as anything; a tree; a blade of grass; a fair damsel; a monkey; Richard Branson; whatever. However, it cannot fight unless in normal form. This is most useful for role-playing, but a creature with this ability also gets an ambush attack of 6+. Note, for role-playing occasions, that a doppelganger can never change its eye colour.


DRAG

Prism and Zeon Flowers cannot move by themselves, so they have to be dragged about if they are to move. Any large monster can do this, but at half his movement.


DRAGON BREATH

There are many different types of dragon in the dark caverns and tunnels beneath the mountains of the Warhammer World, each with a different breath weapon (not all dragons possess the archetypal fiery breath).

To determine which sort of dragon the Warriors have encountered, and therefore what type of breath weapon it has, roll 1D6 on the following table:

1-2    Fire Dragon - Breathes Fire.
At the start of each turn roll 1D6.The number rolled indicates how many of the Warriors are engulfed in flame and fire. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes. Each Warrior hit by the fire suffers 3D6 Wounds, with no modifier for armour.
3 Black Dragon - Breathes Smoke.
At the start of each turn roll1D6. The number rolled indicates how many of the Warriors are engulfed in by the oily fumes. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes.
Roll 1D6 for each Warrior hit by the smoke, subtract his Toughness from the score and multiply the result by 2. The total shows how many D6 Wounds the Warrior suffers, with no modifiers for Toughness or armour.
For example, a 6 is rolled for a Warrior of Toughness 4. He suffers ((6-4)x2)D6 = 4D6 Wounds, with no modifiers for Toughness or armour.
4 Green Dragon - Breathes Corrosive Fumes.
Roll 1D6 for eachWarrior and add his Toughness. If the score is 7 or more that Warrior is unaffected. If the score is 6 or less that Warrior suffers 3D6 Wounds, with no modifiers for Toughness or armour.
5 Blue Dragon - Spits Electricity.
Blue Dragons actually generateelectricity that arcs from their mouths in the form of lightning, rather than breathe a noxious substance. Take one Warrior counter to determine who is hit. That Warrior suffers 2D6 Wounds, with no modifier for armour.
After resolving that attack, roll another 1D6. On a score of 3, 4, 5 or 6 the lightning bolt arcs across to another Warrior. Take another Warrior counter to determine who. He also takes 2D6 Wounds, with no modifier for armour. This process continues until the lightning bolt fails to are across to another Warrior.
6 White Dragon - Breathes Chilling Mist.
At the start of each turn roll1D6. The number rolled indicates how many of the Warriors are engulfed by the mist. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes.
Each Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. In addition, while he thaws out, for 1 turn he has a Movement of 1, he may be hit automatically, and any dice rolls made for his actions only succeed on a natural 6. Actions that do not require you to roll a dice may be carried out as normal.

A dragon's breath weapon is used in addition to its normal hand-to-hand attacks.


DRAIN POWER

As a powerful servant of Khorne, a Bloodthirster detests magic and has the ability to drain it from nearby spellcasters. At the start of each Monsters' Phase roll 3D6. The Wizard immediately loses that many points of Power. Each point over the amount required to drain all the Wizard's Power inflicts 1 Wound, with no modifiers for Toughness and armour. The Wizard may give up any or all of his Power Tokens to fulfil the deficit if he wishes.


EAT WOOD

Worms eat wood. This means that they can eat one tree per turn and, more importantly, destroy any wooden items carried by the warrior if the warrior is hit. Discard these items. If it eats a warrior's wooden leg, then he is at half movement.


EVOLVE

Each turn, roll 1D6 for every devil fly on the board. On a roll of 6 (unmodified) it evolves into a devil beast. Replace the evolved models.


FLAMING DEATH

Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).


IMMORTALITY

This has no real use, unless you are having a WHQ campaign. Dark vampires can only ever be truly killed by a holy fireball and this allows the same dark vampire to pop up in different adventures now and then... over and over again.


MAGICAL BARRIER

This is a special ability unique to black magicians. This barrier protects them from most kinds of harm. Magic that affects them is dispelled on a 4+. All attacks made against them are shrugged off on a 3+ (or 5+ if they are made with a magical weapon). However, a dispel spell will stop this ability for one combat.


NEEDS LAVA

Iom devils cannot survive without swimming in lava. This is because it is the only way they can keep their blood level above freezing. Thus, no lava = no Iom Devils.


POSSESS

Some evil spirits can possess people. If such a creature reaches a warrior's square in its turn, then the warrior is possessed and will attack the other warriors for the next 1D2 turns. After that, the spirit releases the warrior and fights as normal. If the warrior dies while possessed, the spirit is also put to rest (no gold is gained).


PRISM BEAM

Prism flowers only get one attack per turn. However, this is a beam of light, intensified by certain crystals inside the flower's centre. This beam of light fires in a straight line until it hits a wall or an other such obstacle. It causes damage as normal, not modifying for armour. It must hit everything in its way, including other monsters.


RIMMON MAGIC

Roll 1D6 to see what kind of magic is cast:

1    

Failure.

2

Rimmon Aura… 
All monsters regain 1D6 wounds this turn.

3

Daemon Bane… 
One warrior loses 3D6 wounds with modifications only for armour.


ROLL OVER AND BREAK FREE

When a turtloid arrives in battle it rolls inside its egg until it hits a wall and smashes. Any warriors in the way of the rolling (or monsters for that matter) take 8D6 damage not modified for Toughness. Once it has broken free it may not move and may not make any other attacks that turn while it gathers its bearings. It only rolls in a straight line. Determine the direction randomly.


SCREAM n+

While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.


STEAL SKIN

Skin devils always attempt to injure their victims with a slashing movement when in normal form. They attempt to rip skin from the warriors they attack and then place it upon their own bloody body, to grow a new skin from. The first time a skin devil injures a warrior, it will attempt to flee (and will succeed breaking pinning on a 5+). If it manages to put an entire room/corridor between it and the warriors then it has successfully escaped. The next time a skin devil appears (this can either be planned or the next time it is randomly rolled up on a table… or you could just say it reappears on the next unexpected event) it looks and acts exactly like the warrior it injured. It will have also gained some of the skills or statistics of that character (this can make it either stronger or weaker) - roll for this on the following table:
Result on 2D6 Gained stat or skill…

2

Nothing gained.

3

Gained three skills (determine randomly).

4

Damage dice is now the same as the warrior.

5

Gained two skills (determine randomly).

6

Strength is now the same as the warrior.

7

Gained one skill (determine randomly).

8

Weaponskill is now the same as the warrior.

9

Gained two skills (determine randomly).

10

Attacks are now the same as the warrior.

11

Gained three skills (determine randomly).

12    

One stat (1: DD, 2-3: S, 4-5: WS, 6: A) is now the same as the warrior and gained 1D3 skills.
If the warrior the skin devil attacked does not have as many skills as the table says the devil gained, then reroll. No matter what the devil duplicates or gains, it also gains an extra point of toughness, an extra 1D6 wounds and an extra point to its Fear ability when in a warrior's skin.

A skin devil always attacks the warrior wearing the least armour (determine randomly if more than one warrior with the least amount).


STRIKE ME DOWN!

When a divine inheritor hits a warrior he cries out for his queen to 'strike him down'. She does so and the warrior loses 1D6 wounds with no modifications. The divine inheritor is removed from play, and no gold is gained.


SUBDUE

Some monsters fight to subdue, not killing a warrior, but trying to knock him out. When a warrior is subdued (on 0 wounds) lay him down. When the battle is over, he will either wake up, having lost no wounds from the subduing blows, or, if all the other warriors are either dead or subdued, be carried off and eaten or imprisoned. Some creatures will actually knock intruders out and then leave them where they are - they've been warned! A subdued warrior may not be healed since no damage has been caused.


SUMMON SKELETAL ARMY

Some creatures may summon 1D3 skeletons and 1 tomb guardian per turn, to keep the warriors busy or obstructed. Place the monsters next to a warrior each, and they attack immediately. No gold is gained for killing them.


TERRIFY

Monsters with this cause terror in all, except those immune to psychology.


ZEON BEAM

Zeon flowers only get one attack per turn. However, this is a beam of light, intensified by certain crystals inside the flower's centre. This beam of light fires in a straight line until it hits a wall or an other such obstacle. It causes damage as normal, not modifying for armour. It must hit everything in its way, including other monsters.

 

Ember Demon

Made of pure sulphur, an ember demon has a distinct smell, and thus can always be detected in advance by an astute party.
Any demonic-looking creature, painted bright scarlet or yellow could be used to represent an ember demon.


NameWMWSBSSTIAArmDamGold (Each)
Ember Demon
Phil
30446+4232-3880


ENEMY`'S WS    12345678910

Ember Demon2334444455



Special Rules (Ember Demon) : Breathe Fire 2. Daemonic -1. Kaboom!. Magic Resistance 5+. Terror 7.



KABOOM!

When some fiery creatures die, they automatically explode, causing 1D3 wounds on everything in the eight (or, if a large monster, twelve) squares surrounding its body, no deductions. This can, of course, trigger multiple explosions, if several of these creatures are adjacent and wounded.

 

Hell Hound

These flame-red hounds have three heads and install fear in almost all that oppose them. Their teeth are like bloodstained tendrils of fire, and their eyes burn like fireballs.
Chaos hounds could be adapted to resemble hell hounds.


NameWMWSBSSTIAArmDamGold (Each)
Hell Hound
Phil
4555-5333-42150


ENEMY`'S WS    12345678910

Hell Hound2333444444



Special Rules (Hell Hound) : Daemonic -1. Magic Resistance 5+. Terror 10.


 

Horned Reaper

Standing somewhere between six and eight foot tall, the horned reaper carries a scythe, which it uses with ruthless efficiency to dispatch its foes. Only the very best warriors should attempt to tackle one of these red demons, unless death is the desired outcome, since fighting a horned reaper is the second most dangerous thing in the world, the first being audibly calling one "Horny".
Replace a bloodletter's sword with a scythe and use green stuff to convert the head so it has a horn at each corner. Give the model hooves by using green stuff as well.


NameWMWSBSSTIAArmDamGold (Each)
Horned Reaper
Phil
100566+77(8)105167550


ENEMY`'S WS    12345678910

Horned Reaper2333344444



Special Rules (Horned Reaper) : Bloodlust. Frenzy 2+. Magic Dispel 3+. Magic Resistance 2+. Reap. Terror 15. Tread Fire.



BLOODLUST

Each turn roll 1D6. On a 4+, the horned reaper is in a bloody frenzy and attacks the nearest monster.


REAP

All kills made by a horned reaper are irreversible, except by items which actually resurrect or by a resurrection spell.


TREAD FIRE

All squares touched by a reaper are set alight briefly, and are deemed impassable to all but fire creatures and other horned reapers for one whole turn.

 

Mezzodaemon

Mezzodaemons live on the evil alternate planes of existence. They appear as seven-foot tall cockroaches, standing on their hind legs. They will often assist evil creatures, so long as their superiority is recognised.
Large cockroach models would do as mezzodaemons.


NameWMWSBSSTIAArmDamGold (Each)
Mezzodaemon
Phil
45545+765(6)3-53610


ENEMY`'S WS    12345678910

Mezzodaemon2334444455



Special Rules (Mezzodaemon) : Daemonic -1. Magic Resistance 3+. Terror 10.


 

Nycadaemon

Nycadaemons are eight foot tall, broad, and have huge wings. They can alter their eyes to see using any radiation (i.e. X-rays, gamma rays, infra red, ultra violet, radio waves, etc.). They will hardly ever reveal their name, for the one that knows their individual name controls that nycadaemon (although it is easy for him to slip up by accidentally saying a releasing word as well). Nycadaemons serve the one that knows their name (if anyone does).

NameWMWSBSSTIAArmDamGold (Each)
Nycadaemon
Phil
70664+8666-65490


ENEMY`'S WS    12345678910

Nycadaemon2333344444



Special Rules (Nycadaemon) : Daemonic -2. Fly. Magic Resistance 2+. Terror 14.


 

Underpants Gnomes

The underpants gnomes have always lived by their motto “Underpants ® Stage Two ® Profit”. They are, quite possibly the dumbest creatures alive, but incredibly useful to some of the larger foes. Chaos lords sometimes employ them to make their enemies feel... uncomfortable. The underpants gnomes willingly oblige, knowing that they will get more and more underpants to aquifer to their collection, and, thus, after “Stage Two”, more profit!
Underpants Chariot
This bizarre contraption is a small, wheeled, boat like thing with a mast and a sail... made of underpants. It is manned by two underpants gnomes who will miraculously survive if the chariot is destroyed, to fight (and steal) as normal.
A halfling model painted in bright, gaudy colours would do as an underpants gnome. The chariot could be made out of green stuff.
Underpants Gnome
These are the main ‘gatherers’ of the underpants gnomes. As a reward for dirtying their hands, they will gain most of the “profit”.
A halfling model painted in bright, gaudy colours would do as an underpants gnome.
Underpants Netter
These gnomes jump up on the warriors shoulders and stick a pair of underpants over their heads, causing inconvenience.
A halfling model painted in bright, gaudy colours would do as an underpants gnome.
Underpants Parachutist
These are underpants gnomes who drop from the sky and ambush the unlucky Warriors. Guess what the parachutes are made of...
A halfling model painted in bright, gaudy colours would do as an underpants gnome.

NameWMWSBSSTIAArmDamGold (Each)
Underpants Gnome
Phil
5646+3211-1250
Underpants Netter
Phil
6656+4111-2350
Underpants Parachutist
Phil
4646+3211-1370
Underpants Chariot
Phil
886-55-1-3400


ENEMY`'S WS    12345678910

Underpants Chariot2333344444
Underpants Gnome2334444455
Underpants Netter2333444444
Underpants Parachutist2334444455



Special Rules (Underpants Chariot) : None.

Special Rules (Underpants Gnome) : Fear 15. Steal Underpants.

Special Rules (Underpants Netter) : Underpants Net.

Special Rules (Underpants Parachutist) : Ambush A. Fear 15. Steal Underpants.



STEAL UNDERPANTS

Any warrior who has his underpants stolen is at -1 WS for the rest of the adventure - it's not easy fighting, knowing you have no underpants on. A warrior can only have his underpants stolen once per adventure, by being hit by an underpants gnome.


UNDERPANTS NET

When a warrior is hit by an underpants netter, he is at -1 WS either until the end of the current battle or until he spends two turns removing the underpants (they are small, and a tight fit, and therefore this is no easy chore), during which he may do nothing else.

Annexe : MAGIC


ASHTAROTH MAGIC

Roll 1D6 to see what kind of magic is cast:

1     Failure.
2-3 Absorb Riches
Pick one warrior. For every 100 gold he has got the caster regains one wound until either the warrior runs out of gold or the caster is on full wounds. All gold used is lost from the warrior's possession.
4-5 Summon 1D3 Golden Ghouls
Golden ghouls are identical to normal ghouls, except that everything they touch (hit) turns to gold for one turn.
6 Absorb Wealth
Starting with the leader and going down in order of initiative, for every 100 gold held by the warrior in question can be used to heal one wound on any monster, until either all the warriors run out of gold or all the monsters are on full wounds. All gold used is lost from the warriors' possession.


BAALIM MAGIC

Roll 1D6 to see what kind of magic is cast:

1 Failure.
2-3    Humidity…
One warrior passes out and only wakes up at the beginning of the next monsters' phase. Count him as prone while unconscious.
4-5 Summon Air Pocket…
This creates one air pocket which immediately surrounds a warrior. While in an air pocket the warrior cannot make any action other than healing himself and trying to break free. A warrior in an air pocket cannot be targeted by spells or any other form of attack. At the beginning of each warriors' phase the warrior may attempt to break free. To do this he must roll a 6 on 1D6. For every whole warriors' phase spent inside the air pocket, the warrior loses 1D6 'air tokens'. Each warrior has a number of air tokens equal to his wounds. Once all the air tokens have been lost he loses 1D6 wounds permanently each turn as he slowly suffocates! If he dies in this way then no amount healing will bring him back.
6 Swelter…
All warriors are at -1 WS and Movement until the next monsters' phase.


BEASTMAN MAGIC

A Beastman Shaman may cast spells at the start of each Monsters' Phase. Roll 2D6 on the following table to determine which.

2-5    Failure.
The Shaman fails to cast a spell. 6 Battle Lust. The Shaman gives an extra (1 x the Dungeon level)Attacks to the Monsters in combat with the Warriors, distributed as evenly as possible.
7 Doombolt.
A bolt of black fire bursts from the Shaman's palmtowards one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
8 Hand of Dust.
The Shaman may attack any single adjacentWarrior. If there is more than one eligible target take a Warrior counter to determine which one the Shaman attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Shaman and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails.
If the Shaman wins the Warrior suffers (2 x the Dungeon level)Wounds with no modifiers for Toughness or armour. If the Shaman is not in hand-to-hand combat ignore this result and re-roll on this table.
9 Blade Wind.
The Shaman summons a storm of slashing blades.Take a Warrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual.
10 Soul Drain.
The Shaman creates a storm of dark magic. Roll 1D6for each Warrior adding his Toughness to the score. If the total is equal to or more than the Dungeon level he suffers no ill effects from the spell. If the score is less than the Dungeon level the Warrior suffers (1D6 + the Dungeon level) Wounds and the Shaman gains the same amount. The Shaman may never gain more Wounds than he started with - any extra Wounds are lost in the warp.
A Warrior reduced to zero Wounds by this spell is immediatelykilled and may not he brought back to life by any means other than those spells and magic items that raise the dead.
11 Arnizipal's Black Horror.
A black cloud issues from theShaman's mouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior adding his Strength to the score. If the total is 7 or more he suffers no ill effects from the spell. If the score is 6 or less he suffers (the Dungeon level) D6 Wounds, with no modifier for armour.
12 Malediction of Nagash.
The Shaman causes cuts to open up onthe body of one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds. with no modifiers for Toughness or armour, until the Shaman is dead.


CHAOS MAGIC

At the start of each Monsters' Phase, a Chaos Sorcerer may cast one or more of the following spells. Roll the relevant number of D6 on the following table to determine which spells are cast:

2-4     Failure.
The Sorcerer fails to cast this spell. 5 Battle Lust. The Sorcerer gives an extra (1 x the Dungeon level) Attacksto the Monsters in combat with the Warriors, distributed as evenly as possible.
6 Doombolt.
A bolt of black fire bursts from the Sorcerer's palm towardsone of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
7 Hand of Dust.
The Sorcerer may attack any single adjacent Warrior. Ifthere is more than one eligible target take a Warrior counter to determine who the Sorcerer attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Sorcerer and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Sorcerer wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Chaos Sorcerer is not in hand-to-hand combat ignore this result and re-roll on this table.
8 Blade Wind.
The Sorcerer summons a storm of slashing blades. Take aWarrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual.
9 Soul Drain.
The Sorcerer creates a storm of dark magic. Roll 1D6 foreach Warrior adding his Toughness to the score. If the total is equal to or more than the Dungeon level he suffers no ill effects from the spell. If the score is less than the Dungeon Level the Warrior suffers (1D6 + the Dungeon level) Wounds and the Sorcerer gains the same amount. The Sorcerer may never gain more Wounds than he started with any extra Wounds are lost in the warp.
A Warrior reduced to zero Wounds by this spell is immediately killed and may not be brought back to life by any means other than those spells and magic items that raise the dead.
10 Amizipal's Black Horror.
A black cloud issues from the Sorcerer'smouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior adding his Strength to the score. If the total is 7 or more he suffers no ill effects from the spell. If the score is 6 or less he suffers (the Dungeon level) D6 Wounds, with no modifier for armour.
11 Malediction of Nagash.
The Sorcerer causes cuts to open up on the body of one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds, with no modifiers for Toughness or armour, until the Sorcerer is dead.
12 The Transformation of Kadon.
The Sorcerer transforms himself intoone of the following monsters. Roll 1D6:
1-2   Wyvern
3-4 Chimera
5 Manticore
6 Hydra

If the transformation turns the Sorcerer into a Monster of less value than himself, re-roll the spell.
See the Monsters section of the Bestiary for full details and profiles for these Monsters
The Sorcerer remains transformed until either he or all of the Warriors are dead. While transformed he may not cast any more spells.


DARK ELF MAGIC

At the start of each Monsters' Phase, a Dark Elf Sorcerer may cast one or more of the following spells. Roll 2D6 on the following table to determine which.

2-4    

Failure.
The Sorcerer fails to cast this spell.

5

Battle Lust.
The Sorcerer gives an extra (1 x the Dungeon level) Attacks to the Monsters in combat with the Warriors, distributed as evenly as possible.

6

Doombolt.
A bolt of black fire bursts from the Sorcerer's palm to wards one of the Warriors. 
Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.

7

Hand of Dust.
The Sorcerer may attack any single adjacent Warrior. If there is more than one eligible target take a Warrior counter to determine who the Sorcerer attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Sorcerer and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Sorcerer wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Chaos Sorcerer is not in hand-to-hand combat ignore this result and re-roll on this table.

8

Blade Wind.
The Sorcerer summons a storm of slashing blades. 
Take a Warrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual.

9

Soul Drain.
The Sorcerer creates a storm of dark magic. 
Roll 1D6 for each Warrior adding his Toughness to the score. If the total is equal to or more than the Dungeon level he suffers no ill effects from the spell. If the score is less than the Dungeon Level the Warrior suffers (1D6 + the Dungeon level) Wounds and the Sorcerer gains the same amount. The Sorcerer may never gain more Wounds than he started with any extra Wounds are lost in the warp. A Warrior reduced to zero Wounds by this spell is immediately killed and may not be brought back to life by any means other than those spells and magic items that raise the dead.

10

Amizipal's Black Horror.
A black cloud issues from the Sorcerer's mouth, engulfing the Warriors in darkness
Roll 1 D6 for each Warrior adding his Strength to the score. If the total is 7 or more he suffers no ill effects from the spell. If the score is 6 or less he suffers (the Dungeon level) D6 Wounds, with no modifier for armour.

11

Malediction of Nagash.
The Sorcerer causes cuts to open up on the body of one of the Warriors. 
Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds, with no modifiers for Toughness or armour, until the Sorcerer is dead.

12

The Transformation of Kadon.
The Sorcerer transforms himself into one of the following monsters. 
Roll 1D6: 
1-2 Wyvern 
3-4 Chimera 
5 Manticore 
6 Hydra
If the transformation turns the Sorcerer into a Monster of less value than himself, re-roll the spell. See the Monsters section of the Bestiary for full details and profiles for these Monsters. The Sorcerer remains transformed until either he or all of the Warriors are dead. While transformed he may not cast any more spells.


DARK FORCE MAGIC

Roll 1D6 to see what kind of magic is cast:

2

Failure.

3-4    

Flaili… 
One target loses 1D3 wounds - ignores toughness.

5-6

Hewn… 
All warriors lose 1D6 wounds - ignores armour.

7-8

Nagra… 
All warriors lose 1D6+1D3 wounds - no deductions.

9

Tandle… 
All warriors lose 2D6+1D3 wounds - ignores armour.

10

Corruption… 
All warriors lose 3D6 wounds - ignores armour.

11

Nightmare… 
One target is subject to Terror from all monsters this turn.

12

The Black Energy Wave… 
One target loses 4D6 wounds - destroys and ignores all but magical armour.


DARK-DRAGON MAGIC

Roll 1D6 to see what kind of magic is cast:

1-3    

Failure.

4-5

Heal… 
One monster on the board has 2D6 wounds healed.

6-8

Blaze… 
One target loses 1D3 wounds - ignores toughness.

9

Freeze… 
One target loses 1D6 wounds - ignores armour.

10

Blast… 
One target loses 1D6+1D3 wounds - no deductions.

11

Burst… 
One target loses 2D6 wounds - ignores toughness.

12

Aura… 
All monsters (including the caster) on the same board section have 1D6 wounds healed.


DARK-SOL MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Failure.

2    

Blaze… 
One target loses 1D3 wounds - ignores toughness.

3

Freeze… 
One target loses 1D6 wounds - ignores armour.

4

Blast… 
One target loses 1D6+1D3 wounds - no deductions.

5

Burst… 
One target loses 2D6 wounds - ignores toughness.

6

Bolt… 
One target loses 2D6+1D3 wounds - ignores armour.


EARTH MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Flame Burst… 
One victim suffers 1D3 wounds ~ no deductions

2

Failure.

3

Nourishment… 
Recover 1D3 wounds


FAERIE MAGIC

Roll 1D6 to see what kind of magic is cast:

1    

Failure.

2

Sleep Dust… 
One warrior falls asleep for two turns.

3

Fireball… 
One warrior suffers 1D6 damage, ignoring toughness.

4

Confuse… 
One warrior is dazed and prone for one turn, unable to perform any action except defend himself at -1 WS.

5

Heal… 
One monster is healed 1D6 wounds.

6

Lightning Bolt… 
One warrior suffers 1D6 damage, ignoring armour.


IOM MAGIC

Roll 1D6 to see what kind of magic is cast:

2

Failure

3

Blaze… 
One target loses 1D3 wounds - ignores toughness.

4

Freeze… 
One target loses 1D6 wounds - ignores armour.

5

Hell… 
One target loses 1D6+1D3 wounds - no deductions.

6

Burst… 
One target loses 2D6 wounds - ignores toughness.

7

Bolt… 
One target loses 2D6+1D3 wounds - ignores armour.

8

Summon one empty knight.

9

Summon one centurion.

10    

Create Lava Pit (1 square inch) 
Roll 1D6 at this casting. On a six an Iom Devil arises from the lava. Lava can be swum across by fire creatures, or flown across.

11

Demon Breath… 
One target loses 5D6 wounds.

12

Sacrifice… 
One target loses 5D6+1D3 wounds.


MOLOCH MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Failure.

2-3    

Transplant… 
The caster regains 3D6 wounds.

4-5

Summon 1D3 chant devils.

6

Carnage… 
One of the warriors explodes in a mass of blood... and then appears unharmed. However, while this does him no harm it makes all of the warriors adjacent to him lean away in disgust and lose all of their attacks in the next warriors phase.


NECROMANTIC MAGIC

At the start of each Monsters' Phase, a Necromancer may cast one or more of the following spells, depending on his Magic Rating. Roll the relevant number of D6 to determine which spells are cast:

1     Winds of Death.
Reduces all of the Warriors' Attacks by -1 for the next Warriors' Phase.
2 Soul Drain.
Inflicts 2D6 Wounds, with no modifiers for Toughness or armour, on a single Warrior. Use the Warrior counters to determine which Warrior is affected.
3 Deathchill.
Reduces a single Warrior's Toughness by -2 . If this reduces his Toughness to zero he is killed and may not he healed by any means except spells and magic items, etc., that can resurrect the dead. Use the Warrior counters to determine which Warrior is affected.
If the Necromancer and all of his followers are destroyed, any Warriors whose Toughness has been reduced in this combat and are still alive have the damage to their Toughness restored.
4 Summon Skeletons.
The Necromancer summons 6 Skeletons. They are placed on the board immediately and may move and fight this turn.
5 Summon Ghouls.
The Necromancer summons 6 Ghouls. They are placed on the board immediately and may move and fight this turn.
6 Summon Mummies.
The Necromancer summons 1D6 Mummies. They are placed on the board immediately and may move and fight this turn.


TECH MAGIC

Roll 1D6 to see what kind of magic is cast:

2

Failure

3-4    

Nafoi… 
One target loses 1D3 wounds - ignores toughness.

5-6

Nawat… 
One target loses 1D6 wounds - ignores armour.

7-8

Nazan… 
All warriors lose 1D6+1D3 wounds - ignores armour.

9-10

Nares… 
One monster regains 3D6 wounds.

11

Nasar… 
All monsters regain 1D6 wounds.

12

Sol… 
One target loses 4D6 wounds - ignores armour.


ZEON MAGIC

Roll 1D6 to see what kind of magic is cast:

2

Failure.

3

Blaze… 
One target loses 1D3 wounds - ignores toughness.

4

Freeze… 
One target loses 1D6 wounds - ignores armour.

5

Blast… 
One target loses 1D6+1D3 wounds - no deductions.

6

Burst… 
One target loses 2D6 wounds - ignores toughness.

7

Bolt… 
One target loses 2D6+1D3 wounds - ignores armour.

8

Dao… 
One target loses 3D6 wounds.

9

Apollo… 
One target loses 3D6+1D3 wounds.

10

Neptun… 
One target loses 4D6 wounds.

11

Atlas… 
One target loses 4D6+1D3 wounds.

12

Demon Breath… 
One target loses 5D6 wounds.