Hey All,
I've seen the question of 'Why no Chaos warrior warband?' asked many times across various forums, with the usual response of 'Too many heavily armoured chaps with hero stats'. So, as my first attempt to design a warband, I've tried to make a fairly balanced chaos warrior warband for BTB and other open-ish settings. What I've done to try and make it viable (Will need play-testing, opinions and critiques please!) is:
>Made heroes in Chaos armour expensive and only 4 starting heroes.
>High costs, low numbers (12max) for the elite style of the warriors
>At most, 50% of the warband will be heavily armoured (not just one Warrior of Chaos leading a pack of rabble) not counting a 'skill' for Lad's got talent Marauders
> Accommodated for Undivided and Major gods.
Any feedback regarding anything will be appreciated
NB: It's not 100% complete, I just need to create Slaanesh spells. Also, this is much neater in my word doc
The Heralds of Chaos:The Heralds of Chaos warband must include a minimum of three (3) models and a maximum of twelve (12):
Before heroes and henchmen are hired, the warband’s allegiance must be chosen. The allegiance allows access to the patron god’s skill list (i.e. If aligned with Nurgle, you can only choose from Nurgle special skills and not from Khorne, Slaanesh or Tzeentch). If the warband is aligned with no god in particular (undivided) they may choose from the Chaos Glory skills. Warbands cannot change their allegiance, nor can they hire heroes or henchmen aligned with another god, such is the animosity held between the ruinous powers.
Heroes:1 Herald of Chaos -110gc
0 -1 Sorcerer of Chaos (Khorne warbands may not hire a sorcerer) -75gc
0 -2 Champions of Chaos -60gc
0 -1 Slaughterer (Khorne warbands only) -75gc
Henchmen:0 -2 Warriors of Chaos -45gc
0+ Marauders -25gc
0- 2 Daemons -50gc
0 -1 Spawn -200gc
Skills:Herald: Strength, combat, special
Sorcerer: Speed, academic, special
Champion : Strentgh, combat, special
Slaughterer: Strength, combat, special
Heroes Equipment ListHerald / Slaughterer
Hand to Hand Weapons / Hand to Hand Weapons
Dagger 1st free/ 2 gc / Dagger 1st free/ 2 gc
Hammer/Mace/Staff 3 gc / Hammer/Mace 3 gc
Axe 5 gc / Axe 5 gc
Sword 10 gc / Sword 10 gc
Double Handed Weapon 15 gc / Double Handed Weapon 15 gc
Spear/Halberd 10 gc / Flail/Morning star 15 gc
/ Spear/Halberd 10 gc
Missile Weapons / Missile Weapons
None / None
Armour /
Shield 10 gc /
Henchmen equipment listMarauder
Hand to Hand Weapons
Dagger 1st free/ 2 gc
Hammer/Mace 3 gc
Axe 5 gc
Sword 10 gc
Double Handed Weapon 15 gc
Spear 10 gc
Missile Weapons
Short bow 5 gc
Bow 15 gc
Armour:
Light armour 20 gc
Shield 5 gc
Heroes: 1 Herald of Chaos: 110gc to hire. A warband must contain one Herald- no more, no less!
M WS BS S T W I A Ld
4 4 4 4 4 1 4 1 9
Weapons/Armour: The Herald may choose weapons and armour from the Herald weapons list.
Special rules:
>Leader- the Herald is the leader of the warband and any models within 6” of the Herald may use his leadership instead of their own. If the Herald is slain, a Champion may replace him and become a new Herald unless the warband is aligned to Tzeentch in which case the Sorcerer becomes the new Herald.
>Warrior of Chaos- the Herald is a warrior of Chaos and wears a suit of chaos armour fused to his skin. The Herald has a 4+ armour save. This armour cannot be removed, cannot be replaced and also includes a helmet.
>Brawn over brains- (Khorne aligned warbands only) Khorne aligned warbands may never hire any hired sword/ dramatis personae that can use magic in any way, shape or form.
0 -1 Sorcerer: 75gc to hire. (Khorne aligned warbands may never hire a sorcerer)
M WS BS S T W I A Ld
4 3 4 4 4 1 4 1 9
Weapons/Armour: The sorcerer may choose weapons and armour from the Herald weapons list.
Special rules:
>Wizard- The sorcerer is a wizard and can use magic. Note: Unaligned warbands may learn spells from the Chaos rituals list as described in the Mordheim rulebook. Nurgle aligned warbands may learn spells from the Nurgle rituals list as described in the Carnival of Chaos rules. Slaanesh and Tzeentch aligned warbands may choose from the Slaanesh and Tzeentch (respectively) magic lists below.
>Sorcerer of Chaos- Like all warriors of chaos, the sorcerer has chaos armour fused one his skin, however it only confers a 5+ save as the sorcerer places more faith in his magic than his armour to protect him. This armour cannot be removed, cannot be replaced and also includes a helmet.
0 -2 Champions of chaos: 60gc to hire.
M WS BS S T W I A Ld
4 4 2 4 4 1 4 1 8
Weapons/Amour: Champions of chaos may select weapons and armour from the Herald weapons list.
Special rules:
>Warrior of Chaos- Champions of chaos wear a suit of chaos armour fused to their skin. The Champion has a 4+ armour save. This armour cannot be removed, cannot be replaced and also includes a helmet.
0 -1 Slaughterer: 75gc to hire (Khorne warbands only).
M WS BS S T W I A Ld
4 4 0 4 4 1 4 2 8
Weapons: The Slaughterer may choose weapons from the Slaughterer weapons list. The Slaughterer may never purchase nor wear armour.
>Servant of the blood god- The Slaughterer is equipped with a suit of chaos armour fused to his skin that confers a 5+ armour save. This armour cannot be removed, cannot be replaced and also includes a helmet.
Henchmen:0+ Marauders: 25gc to hire. May be purchased in groups of 1-5
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Marauders may choose weapons and armour from the marauder weapons list.
0 -2 Warriors of chaos: 45gc to hire
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8
Weapons/Armour: Warriors of chaos may choose weapons and armour from the herald weapons list.
Special rule:
Warrior of chaos- Same as above rule.
0 -2 Daemons: 50gc to hire. Note: The type of Daemon available to the warband is determined by allegiance.
All daemons suffer from the same special rules noted here:
>Daemonic- Daemons are the raw stuff of Chaos made manifest and as such never gain experience.
>Daemonic aura- All Daemons have an unnatural aura and have an unalterable ward save of 5+
>Daemonic instability- Daemons are not creatures of this realm and if sufficiently wounded, may lose their grip on reality or even be rejected by this realm. If taken OOA, a Daemon is banished back to whence it came on a D6 roll of 1-3 (Do not roll for injuries). If the warband routs, all Daemons must take a leadership test. If this test is failed, the Daemons lose their grip on reality and are banished.
>All Daemons cause Fear, are Immune to poison and are Immune to psychology.
Fury (Unaligned warbands)
M WS BS S T W I A Ld
5 3 0 4 4 1 3 2 10
Bloodletter of Khorne
M WS BS S T W I A Ld
4 4 0 4 4 1 4 2 10
Plaguebearer of Nurgle
M WS BS S T W I A Ld
4 3 0 4 5 1 2 1 10
Daemonette of Slaanesh
M WS BS S T W I A Ld
4 4 0 3 3 1 6 1 10
Horror of Tzeentch (Doesn’t have to be pink)
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 10
Horrors of Tzeentch may cast ‘One flame, two flame, red flame, blue flame’ as a normal shooting attack. (See below for spell list)
0 -1 Spawn: 200gc to hire
M WS BS S T W I A Ld
6 3 0 4 5 2 3 D6 10
Special rules:
>While not Daemons, Spawn follow the rules for Daemons except Daemonic instability. Note: For fun, you can represent the spawn with the appropriate Daemon (ie: Beast of Nurgle, Fiend of Slaanesh, Screamer of Tzeentch or Juggernaut of Khorne)
Chaos skill list:Note that if any hero accrues three Chaos Glory/god-specific skills, he will have to roll a D6 at the beginning and end of each battle to determine whether or not the corrupting powers of chaos are too much for his mortal body to bear. On the result of 1-3, the hero mutates into a spawn, such is his weakness! The hero loses all equipment, skills and experience and may be added to the warband roster if there is no spawn already. On a 4-6 the hero’s manages to stave off spawndom and may fight as normal.
Chaos Glory: These skills are for warbands unaligned with any god.
>Favoured Champion: The hero is too valuable to be lost in the eyes of the gods (It’s too entertaining to let him die...yet). The hero may ignore all ‘Dead’ results on the serious injury table on a D6 result of 5+.
>Daemonic Weapon: The hero receives an ensorcelled weapon from the gods. The hero must pay the base cost of the weapon in gratitude to the gods or he will have the weapon taken back – The gods do not bestow glory upon the ungrateful! To determine the effects of the ensorcelled weapon, roll a D6 and consult the table below:
D6 result Effect
1 The weapon is possessed by a lesser Daemon of Malice. The weapon cannot be parried and at the start of each round of combat, roll a D6. On the result of 1-2, the weapon inflicts one S2 hit on the wielder.
2-3 The weapon has runes of conflagration engraved upon it. The weapon causes flaming attacks
4-5 The weapon is imbued with the corrupting powers of chaos. The weapon causes poisoned attacks (Choose which poison the weapon is imbued with).
6 The weapon is possessed by a Daemon. The first attack made with this weapon always strikes first and cannot be parried except on a D6 roll of 6.
>Daemonic Courage: Reassurances and promises of eternal glory are whispered into the mind of the hero, filling him with visions of power and wealth beyond imagination. The hero is now immune to psychology.
>Ascension: (Leader only). At long last, the herald has proven himself worthy in the eyes of the gods! He may permanently boost one stat (M, WS, etc.) to its racial maximum. Note: This cannot be the first Chaos Glory skill selected.
>Protection of Chaos: Having proven his skill and dedication to the dark gods, the hero is deemed worthy in the eyes of the gods and is granted with the armour of chaos. This skill may only be taken by marauder heroes and grants a 4+ armour save that replaces any armour. Chaos armour is extremely heavy and confers the normal -1 M for heavy armour as marauders are not use to wearing this much weight.
>Mark of Chaos: This skill may be taken twice. The hero has been marked with the touch of chaos and can choose one (1) mutation from the Cult of the Possessed mutations list at half cost.
Nurgle skills:
>Grandfatherly love: Nurgle aligned warbands may choose from the Carnival of Chaos warband special skills, however, due to fairness issues the warband may not choose the Nurgles’ Rot special skill. Follow the link below to find the skill chart.
http://www.mordheimer.com/warbands/official/carnival.htm Khornate skills:
>Mark of Khorne: Bestowed with the symbol of his patron god, the hero now has the ‘Frenzy’ special rule and may never lose his frenzy.
>Blood for the blood god! : Eager to please the patron god of murder, the hero is filled with a desire to spill even more blood than before. The hero gains an extra attack for each unsaved wound dealt to him for the remainder of the game. Note: If the racial maximum for A is reached, only one additional attack can be gained.
>Skulls for the skull throne! : The hero is adept at slaughter and can easily dispatch lesser foes with ease. When the hero delivers a critical hit, performs a master strike on a D6 value of 4+.
>Slaughterfiend: (Slaughterer only). The Slaughterer can reroll the first unsuccessful roll to hit when in close combat.
>Blood thirster: If an enemy model is taken OOA by a hero with this skill, the hero may roll a D6. On a 5+, he may anoint himself with the blood of the fallen and regain one (1) lost wound per game.
Tzeentch skills:
>Mark of Tzeentch: A hero with this skill has a 5+ ward save against magic and shooting attacks.
>Changer of ways: Once per game, the hero with this skill can redirect one shooting or magic attack to the nearest friendly model. If the hero with this skill is in combat, he may redirect one attack to any friendly model in the same combat.
>Flames of illusion: Flickering flames surround the hero, distorting reality around him. A hero with this skill is at -1 to hit.
>Technicolour Dreamcoat: Tzeentch bestows the hero with a cloak of shimmering fire, which burns in ever-changing colours. A hero with this skill inflicts one S2 hit on any enemy model in close combat at the start of each combat phase.
>Sorcerer’s apprentice: (Cannot be taken by Sorcerers). Talent for magic runs deep within the followers of Tzeentch and many heralds or champions are both powerful warrior and sorcerer. This skill can be taken only by heroes that cannot already cast spells. A hero with this skill can learn magic from the Tzeentch spell list.
Slaanesh skills:
>Hypnotic Aura: Physical perfection is but one of the many aspects of Slaanesh worship and heroes that attain this exudes an aura of beauty and perfection that only the strongest of wills can resist. Any enemy model attacking a hero with this skill must take and pass an initiative test or will be at -1 to hit (i.e. WS4 vs WS4 hits on 5+, not 4+).
>Mark of Slaanesh: A hero with this skill is immune to psychology, as a result of deeds committed during worship of Slaanesh.
>Taste of paradise: The hero grabs ahold of his enemy’s head, filling their mind with visions of the Prince of Excess’s realm. The first attack in each round of close combat made against a hero with this skill will always strike last, regardless of weapons, skills or initiative.
>Violent Lover: Worship of Slaanesh is at best, NSFW. At the beginning of each close combat, a hero with this skill may inflict 1 (one) S4 hit upon himself, or any friendly model in the same close combat. If you choose to do so and the wound is unsaved, all friendly models in the same close combat gain +1S for the rest of the turn. Note: This does not stack and can only be used once per turn.
>Beautiful Hysteria: A hero with this skill gains the frenzy special rule and can never lose this frenzy. In addition, any wound inflicted onto an enemy model causes that model to gain frenzy as well.
Chaos Magic:
Secrets of Tzeentch:
>One flame, two flame, red flame, blue flame: Range- 12”. Difficulty- 8+ Twin bolts of flame burst from the sorcerer’s hands to strike the nearest enemy model. Range 12”. Each bolt causes D3 S3 hits on the closest enemy model, or split among the two closest enemy models. Note: If this spell is used by a Horror, only one bolt is cast (i.e: Use BS of Horror to inflict D3 S3 hits on the nearest enemy model).
>Infernal gateway: Difficulty -7+ The sorcerer forms a gateway to the realm of Tzeentch and uses it to instantly move to any location within 12”.
>Glimpse the future: Difficulty- 6+ The sorcerer can reroll any failed dice rolls until next turn.
>Pandemonium: Range- 12” Difficulty 9+ When this spell is cast, roll a D3. Place that many ‘Random Happenings’ from the Random Happenings guide. These remain until the start of the sorcerer’s next turn.
>Arcane dominion: Difficulty 7+ The sorcerer dispels all active magic spells and effects. Tzeentch is the only true master of magic and will not be stopped by mere amateurs!
>All part of the plan: Range- 12”. Difficulty- 8+ The sorcerer automatically casts another spell with a casting value of equal or less to APotP but has to transfer the effect to any friendly model within 12”.