Warhammer Quest
Bloodletter of Khorne

By Michael Gilbert

Far, far to the North in the Chaos wastes the world begins to bend. Strange shapes begin to edge their way into the fabric of reality. Strange, evil shapes… Shapes so evil and terrifying that even the mad warriors and braying Beastmen that inhabit that inhospitable realm fear them. These shapes live as well, though they see the world very differently from mortals. They are called Gods by the insane and Daemons by all other things.

These Daemons all serve the cause of Chaos, though they each serve one of four separate masters…

Khorne, Lord of battle, Taker of Skulls, is the mightiest of the four Chaos powers. He sits on his mountain high throne of skulls and surveys the material universe with a sense of hatred, contempt and blood - lust.

Khorne has many demonic children the greatest of which are huge winged daemons, the very epitome of the Lord of battle himself. However, the most common of Khorne's troops are his beloved Bloodletters. These man - sized daemons are bright red in appearance; blood red.

A Bloodletter is a fearful sight to behold. They have jaws full of long thin needle like teeth And always carry a wickedly edged sword known as a Hellbalde. These arcane and evil weapons are forged in the very furnaces of Khorne himself. The Hellblade screams when it is near mortals, as it can smell the delicious odour of virgin soul ready to be swallowed!

Bloodletters decorate themselves with trinkets and earrings made from a mixture of bronze and iron. They also wear a headband studded with raw warpstone, sustaining the Bloodletter as he ventures south of the warp.

Bloodletters see the world in a very different way to its normal inhabitants. Instead of seeing the colour spectrum that most species use the Bloodletter sees emotions. The world is a dark shadow to a Bloodletter; material objects hold little interest for it. However, when a Bloodletter comes into contact with living things he sees them as coloured shadows. The colour of these is determined by the emotion of the thing he is seeing. The most common emotion the Bloodletter sees is the pale blue of fear. Occasionally he encounters the bright red of anger or courage and these are his favourite emotions, for he likes a fight to the death.

A Bloodletters sole purpose is to honour Khorne by slaying as many beasts as possible (be they fair or foul!) A Bloodletter may never accomplish his mission completely, though he may catch the attention of his patron Khorne and gain a reward. However, Khorne values his mortal followers more than his demonic legions so such rewards are few and far between…

When a Bloodletter falls out of favour he sometimes enters the dungeons of the Old World to collect skulls for his lords throne!

Starting as a Bloodletters

Any player may choose to be a Bloodletter, however there are a few restrictions: Firstly, to include a Bloodletter in your party all other warriors must either be Khorne worshipping Chaos Warriors, Wight's, Vampires, Dark Elves, Witch Elves, or any other warriors of extremely dubious moral fibre! No other warriors will tolerate him!

The Bloodletter has the following starting profile:

Wounds 1d6 + 6
Move 4
Weapon Skill       5
Ballistic Skill 2+
Strength 3
Toughness 3
Initiative 6
Attacks 2
Pinning Roll 2+
Armour -
Damage Dice 1d6 +Special

Equipment

A Bloodletter begins the game with the following equipment:

Hellblade: 
Hellbaldes are wicked green sword in which Khorne himself has trapped the soul of one of his victims. This living sword is now quite mad and constantly screams for fresh souls to accompany it. If the Hellblade hits, in ADDITION to normal damage the Hellbalde causes D3+1 absolutely unmodifialble wounds!

D6 Hunks of Warpstone: 
The Bloodletter carries these chunks of raw warpstone around in case the magical link between it and the warp is weakened. If this happens the Bloodletter quickly takes out a piece of warpstone from his lead pouch and crams it into his mouth of sustenance. Only daemons can safely eat warpstone and avoid its terrible mutating effects completely. A Bloodletter can eat warpstone pieces at any time. Each time he eats a piece the Bloodletter gains D6 wounds. Roll a further D6 for each monster or warrior adjacent to the Bloodletter whenever he takes a piece of warpstone. On a roll of 1 or 2 the warrior / monster looses a wound as a result of being so close to raw warpstone. ( If the adjacent warrior happens to be a Skaven sorcerer or Grey Seer then he is only wounded on a roll of a 1. This represents the fact that Skaven sorcerers are used to handling, ( even eating! ) warpstone.

Special rules

Loathes Elves

To Bloodletters elves appear as dazzling bright light blinding the Bloodletter and sending him into a berserk fury. If ever a Bloodletter encounters a High elf or Wood elf ( for any reason ) then he must attack it! As he is blinded by the elf's radiance he is at -2 to hit, however as he is so incensed he receives +1 attack whilst fighting the elf. Bloodletter will NEVER, NEVER ALLY OR COOPERATE WITH ANY ELF EVER!

Cat - Like Movement

Bloodletters move slowly and stealthily in a way that is altogether odd and disturbing! ( rather like the Predator from the film Preadator ) This dance - like movement allows the Bloodletter to move one square after hi first attack. He can attack once, working out any resulting deathblows as usual and may then move another square and attack again if he wishes to ( again using deathblows as usual ) He may do this completely ignoring pinning.

Magic Sucks!

Magic, weather good or evil, has absolutely NO effect on a Bloodletter. It is destroyed by Khorne long before it harms the Bloodletter. This includes all magic that tries to heal the Bloodletter as well as harm it! Magic users annoy Khorne a trifle, so if an evil Wizard ( an enemy ) casts a spell on the Bloodletter he will become frenzied ( gain double attacks when he attacks the model that attempted to cast a spell on him. Khorne sees spells as weak. Only the mighty path of a warrior can impress him!

Bloodletters and Gold

Bloodletters have no need of gold and never collect it. Instead they survey the bodies of any they kill and take a memento or trinket of some kind far to unsavoury to mention here! These trinkets count more as honour than gold. They are used to offer to Khorne in return for rewards or training. A Bloodletter still wins the BASIC game if his honour value is more than the other warrior's gold value! ( Monsters give the Bloodletter the same amount of Honour as they would give a normal warrior Gold. ( I.e. an Ogre would give a normal warrior 400 gold and a Bloodletter 400 honour points!

Fear

As they are fearful daemons Bloodletters can add their fear factor (5) to any fear rolls they are required to take.

Daemonic Aura

Bloodletters are not totally solid in form. They are metaphysical beings always fighting against being sucked back into the warp. They are disturbingly hard to damage and have a special AURA ROLL of 6+ ( on 1d6 ) every time they are hit. If the Aura roll is passes the blow may be ignored ( This is the like dodge or ignore pain skills )

Bloodletters and Treasure

Bloodletters can never have ANY treasure except any WEAPONS or AMULETS that the whole party deems to be suitably evil. ( i.e. HELL MACE, WARPJUMP SCROLL etc.. ) He may never have POTIONS, ARMOUR ( that's how the English spell armour to any American / Australian readers! ) or ANYTHING ELSE even if it sounds evil!

Healing

Bandages. Provisions and such like have NO effect on a Bloodletter!

BLOODLETTERS IN SETTLEMENTS

In a word NO! Bloodletters never ever go into settlements. They must wait outside and hide in nearby woods when the other warriors frequent them. Every day a Bloodletter hides in the woods roll on the IN THE WOODS table.

Travelling

When travelling roll on the normal Hazards table and then consult the same number on the table below to see what effect the Bloodletter has on the generated event.

11

MASSACRE 
The Bloodletter is delighted by the massacre! Don't include the Bloodletter in the rolls to see which warrior hates a particular race. ( A house rule we always play is that if any of the creatures on the massacre table are in our party we replace them with another race )

12

FIRE
As the Bloodletter has no gold to lose the fire does not melt it ( DOH! ) However, the Bloodletter bathes in the fire and it strengthens him. Add 1 wound permanently to the Bloodletters starting wounds.

13

CHAPEL
If NO other warriors that do not follow Khorne visit temple it is assumed it is a small  Chaos temple. The Bloodletter may visit it if he wishes! The results are the same as usual!-

14

QUAKE
If the warriors decide to cross the chasm using rope roll a D6 for the Bloodletter. On a  roll of a 1 the Bloodletter falls as he cannot hold material objects very well! He falls to his death and is sucked back into the warp!

15

STRANGER
The Stranger runs in fear as he sees the Bloodletter! ( If playing the roleplay game he may notify the authorities or worse the Witchhunters! This is at the GM's discretion )

16

PEDLAR
The Bloodletter kills the pedlar! The warriors may take their pick of items ( the pedlar is carrying d6 of each item ) However, they must still roll to see if the goods are shoddy!

21

TORNADO
The Bloodletter is immune to the effects of the tornado and should not be included in the rolls to see who is hit!

22

UNEVENTFUL WEEK 
The week is uneventful!

23

PLAGUE 
The Bloodletter is enraged by the plague sent by Nurgle arch rival of Khorne! If the Bloodletter faces any Nurgle daemons or worshippers next dungeon he is Frenzied ( double attacks! ) when he attacks them! The Bloodletter is not effected by the plague itself!

24

UNEVENTFUL WEEK 
The week is uneventful!

25

PRISONER 
The Bloodletter tries to kill both the captors and captive! Roll on the table as normal but as the Bloodletter killed the prisoner count any rolls of 5 or 6 as 4 or 5! Any Gold earned counts as honor to the Bloodletter!

26

GUESTS 
The Bloodletter avoids the settlement and agrees to meet the other warriors on the other side. He is forced to spend a night in the woods nearby and must roll once on the IN THE WOODS table.

31

WITCH'S CAVE  
Khorne kills Crone - Warriors take 1 potion for free and must drink it! The potion has no effect on the Bloodletter.

32

FAMINE 
The Bloodletter steals what remaining food the villagers have and burns it. Why? Because he's an anti - social kind of guy! Make no roll on the table!

33   

UNEVENTFUL WEEK 
The week is uneventful!

34

BAD MAP 
The Bloodletter has no effect on the event.

35

POOL OF DREAMS 
The Bloodletter is disturbed by the magical pool and ushers the warriors on begging them not to look in the pool. For each warrior that looks in the pool anyway the Bloodletter must loose 1 starting wound permanently!

36

LIGHTNING 
If the Bloodletter is struck he batches in the lightning gaining one permanent starting wound! ( A house rule we play is that if there is a DRAGON OGRE!! In the party and he is stuck by lightning he is frenzied for the next dungeon!! Look out monsters! )

41

LOST
The Bloodletter has no effect on this event! He has to wait outside in the woods as normal if the warriors decide to stay at the settlement.

42

FLOOD 
The Bloodletter Kills the ferryman and one of the other warriors rows the party over for free!

43

WAYLAID 
The Bloodletter avoids the village and must make seven rolls on the IN THE WOODS table!

44

UNEVENTFUL WEEK 
The week is uneventful!

45

WHICH ROAD?  
The Bloodletter has no effect on this event!

46

AMBUSH 
Roll as normal on the table counting any Gold as Honour for the Bloodletter.

51

UNEVENTFUL WEEK 
The week is uneventful!

52

BLIZZARD 
If the WHOLE party of warriors is made up of Bloodletters ( God Forbid! ) they may keep travelling and count this roll as an uneventful week! If there are any other warriors in the party the Bloodletter (s)! MUST follow them / him / her / It! To the village!

53

DOUBLE BACK 
The Bloodletter has no effect on this event!

54

ROCKFALL 
The Bloodletter FORCES a local workman to clear a path and then kills him! This   costs the warriors no gold but is VERY dishonourable! ( As a lot of things on this table are! )

55

WAGON TRAIN 
The Man rides away in fear when he sees the Bloodletter! ( If playing the  roleplay game he may notify the authorities or worse the Witchhunters! This is at the GM's discretion)

56

UNEVENTFUL WEEK 
The week is uneventful!

61

MILITIA 
When the Militia see the Bloodletter they run back to town and refuse to let any of the warriors into the settlement. In addition they spread the word of the Bloodletter to the nearby settlements forcing the warriors to travel an extra 1 week to get to a village that has not been informed an extra 2 weeks to a town and an extra 3 weeks to a city!

62

BRIGANDS 
The Brigands flee from the Bloodletter! Make no rolls for any warriors on the table. (If playing the  roleplay game he may notify the authorities or worse theWitchhunters! This is at the GM's discretion )

63

TRAVELLING MINSTREL 
The Bloodletter kills the minstrel on sight! ( Obviously not a music lover then! )

64

FALL 
Don't include the Bloodletter in the roll to see who falls as he has no bones to break!

65

GLORIOUS WEATHER 
The Bloodletter is weakened by the bright sun and sky he is at -1 toughness for the duration of the next adventure ( until the warriors exit the dungeon. And no BEARDILY sneaking out the dungeon after 1 turn and then re - entering!!!!!! )

66

STORM 
The Bloodletter has no effect on this event!

Training

Bloodletters do not train in the same way as normal warriors. They take their memento's and trinkets ( honour ) to a place of Chaos worship and prey to Khorne. They offer some of their honour in return to go up a battle level, gain equipment or ( in the roleplay game ) gain knowledge! Places of Chaos worship accessible to the Bloodletter only occur in the woods outside settlements.
             IN A VILLAGE THERE WILL BE A CHAOS PLACE ON THE ROLL OF A 1D6 6+
             IN A TOWN THERE WILL BE A CHAOS PLACE ON THE ROLL OF A 2D6 7+
             IN A CITY THERE WILL BE A CHAOS PLACE ON THE ROLL OF A 3D6 7+
Places of Chaos Worship can only be searched for in the woods outside a settlement. They can only be searched for once per settlement. Below is the in the woods table. After the table is more details about a Bloodletters training.

In the Woods Table

Roll a D66 every day the Bloodletter stays in the woods and consult the following table:

11

DISCOVERED
The Bloodletter is sighted by a lone wandering man. He must leave the woods and set off immediately for the next dungeon where he waits outside for the rest of the warriors!

12

TAUNTED
The Bloodletter is taunted by the birds and beasts that live in the forest. They drive him to despair and cause him to loose one point of willpower permanently!

13

TREEMAN! 
The Bloodletter is discovered by a Treeman wandering far from Loren. Roll a D6 and  add the warriors battle level if you get 4 or more the Bloodletter has escaped. On a roll of less than 4 then Bloodletter has been killed by the Treeman!!!!!!

14

LUCKY FIND! 
The Bloodletter uncovers D6 pieces of Warpstone that have fallen in the wood!

15

BEASTMAN IDOL STONE
The Bloodletter finds a Beastman Idol stone. The idol stone has many offerings to Khorne on it and seeing it gives the Bloodletter +1 willpower permanently.

16

ANGRY HELLBLADE
The Bloodletters Hellbalde  whispers restlessly. The Bloodletter must move on in D6 days or less!       

21

GHOST
The Bloodletter talks to lonesome ghost who was once a man of honour. The Bloodletter is maddened by what he hears and rushes through the woods! Roll again on this table immediately!

22

WANDERING WITCH HUNTER
The Bloodletter sees a wandering man in a leather tunic and hat. He is a Witch Hunter! The Bloodletter must leave the wood or risk discovery!

23

CULTISTS
The Bloodletter is visited by a small group of Chaos Cultists. They bestow small gifts upon the Bloodletter. The Bloodletter may add 1 permanently to his starting wounds.

24

ANOTHER BLOODLETTER
Another Bloodletter confronts the Bloodletter in the woods. They both talk about the glory of Khorne. The Bloodletters talk for so long that for the next D6 days they must remain in the forest. During this time no rolls on this table are required.

25

LUCY FIND! 
The Bloodletter uncovers  D6 pieces of warpstone that have fallen from the sky!

26

SPIRIT OF THE WOODS 
Wood Elves have obviously been in this place recently. The spirit of the woods torments the Bloodletter. The Bloodletter must loose 1 point of Willpower permanently.

31

ELVES!!!
The Bloodletter sees a company of elves heading past. He is disturbed by this and must Eat a piece of warpstone ( is he has any ) to comfort himself!

32

NURGLE WORSHIPPERS
The Bloodletter is shocked to see a group of Nurgle worshippers meet in the night! He must leave this wood and go to the next dungeon!

33+ CHAOS PLACE!
The Bloodletter has in fact found a Chaos place ( see below )

Chaos Places

Through out the Old World Chaos is secretly worshipped. Almost every settlement has at least some kind of Chaos cult living in it, despite the efforts of the guards and Witch Hunters. These meeting places are almost always outside the town; in the woods.
   If the Bloodletter finds a Chaos place he may do several things there.
 In each Chaos place there is a summoning circle. This is where the depraved rituals of Chaos worshippers are carried out. The Bloodletter will sit in this circle and commune with his god; Khorne!

Whim of the Gods

Each time  a Bloodletter enters a Chaos place roll 1D6 and consult the following table:

1

Khorne is in an even fouler mood than usual today. Every thing that the Bloodletter has to  pay ( give honour points for ) costs 25% more! This includes the cost of training!

3-5

The Bloodletter may conduct his meditation as normal

6

Khorne is pleased with the Bloodletter anything for which he has to pay honour for costs 25% less. This includes the cost of training!

Training

 In return for honour the Bloodletter can train up a battle level. The Bloodletters battle table is below.

Battle Level Honour Title WS BS S Damage Toughness Wounds Initiative Attacks Luck Willpower Skills Pinning
1 0 Letter 5 2+ 3 1D6+S+* 3 1D6+6 6 2 0 3 0 2+
2 2,000 Bloodletter 6 2+ 3 2D6+S+* 3 2D6+6 6 2 0 3 0 2+
3 4,000 Bloodletter 6 2+ 3 2D6+S+* 4 3D6+6 7 2 0 4 0 2+
4 8,000 Bloodletter 6 2+ 4 3D6+S+* 4 4D6+6 7 3 0 4 0 2+
5 12,000 Bloodletter 6 2+ 4 3D6+S+* 4 4D6+6 7 3 0 4 0 2+
6 18,000 Bloodletter 6 2+ 4 4D6+S+* 5 5D6+6 8 3 0 4 0 2+
7 24,000 Bloodletter 6 2+ 4 4D6+S+* 5 5D6+6 8 4 0 5 0 2+
8 32,000 DaemonPrince 7 2+ 5 5D6+S+* 6 6D6+6 9 4 0 8 0 2+
9 45,000 DaemonPrince 7 2+ 5 6D6+S+* 6 6D6+6 9 5 0 8 0 2+
10 50,000 DaemonPrince 7 2+ 6 7D6+S+* 6 7D6+6 10 5 0 10 0 AUTO

* = The Bloodletters Hellbalde: The Hellblade ( If it hits ), does D3+BATTLE LEVEL wounds in addition to normal damage. These wounds are absolutely unmodifiable.

Bloodletters can gain skills! ( There was no space here so mail me for the table! Sorry!) Once a Bloodletter reaches level 10 he may make additional offerings of 75,000 gold at a Chaos Place! He then rolls 2D6 and if the result is a 12 he has been granted the ultimate favour by Khorne! He has been turned into a Bloodthirster!! Mail me for the rules should any of you need them!

MY ADRESS: is 113246,3622@Compuserve.com