For your delectation. Here is the newly updated and re-structured Daemons of Chaos warband.
It's a bit more straightforward and a bit more adaptable.
(Apologies for any spelling/grammatical errors, i'm still proof-reading it
Also the editting of it. I get confused by the way that forums publish word editting. :S)
Daemons of Chaos
It is said that Daemons are the very stuff of chaos. They exist only as beings of pure energy and raw emotion, driven forwards by ancient intellect. Through my works I have discovered something that few know. I write my works, knowing that they will never be published. If they were to come to light, I would be cast out and burned as a heretic in the blink of an eye.
Through study of Daemonic creatures and drug induced vision quests; I have determined that all Daemons stem from one of the four greater powers of chaos. Each individual is a part of a larger whole. I have also noted that some of the more powerful Daemon lords (or princes) begin to create their own offspring in a similar way. Their very power calls lesser Daemonic creatures into existence. These lesser daemons are aligned to their creator but he, in turn, is granted power by one of the dark gods.
When Daemonic hordes roam the world they usually represent one of the four greater powers. They seem to seek only acceptance in their “fathers” eyes and so will often be in the form of their patron and follow particular behaviour that he finds favourable. The question that I postulate is…
Where do the spawn of Daemon princes prove their worth?
- Malneus Rozannet. (Burned at the stake for heresy)________________________________________
Many Daemon Princes will inadvertently spawn lesser daemonic beings over their millennia long lives. These “children” are usually ignored or forgotten, doomed to wander the realm of chaos until a more powerful creature absorbs them into its being. However, on occasion, a Daemon Prince will take interest in his spawn and encourage them to greater acts of glory in his name. The plans and ideals of the four gods are mimicked throughout the realm of chaos by their princes who in turn elevate lesser daemons.
These daemons are usually seen as unworthy by the greater powers and do not have a place on grand battlefields but they can find glory in their masters name elsewhere. When Mordheim was struck by the comet, an opportunity arose for those daemons intelligent enough to grab it. They push themselves through the rips throughout the city of the damned and seek out treasures and ways to prove themselves in their masters’ eyes.
Often tributes to various daemon princes can be found amongst the ruined streets but many fear to help themselves to the valuables as the punishment, if caught, is swift and terrible.
A Daemons of Chaos warband represents a group of daemonic beings that follow a particular daemon prince. As such they share very little with the daemons found besieging the world from the north. Their very essence is diluted and their appearance can vary wildly. Being creatures of energy, their shape and attitude is entirely dependant on their own whims.
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Choice of Warriors:
A Daemons of Chaos warband must include a minimum of 3 models.
You have 500 Favour (Gold Crowns) which you can use to recruit your warband.
The maximum number of warriors in the warband is 12.
Chosen one You must have 1 Chosen One. No more. No less.
Sorcerous One You may have up to 2 Sorcerous Ones in your warband
Blooded One You may have up to 4 Blooded Ones in your warband
Twisted One You may have up to 4 Twisted Ones in your warband
Hellhound You may have up to 6 Hellhounds in your warband
Slave You may have any number of slaves in your warband
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Special Rules:
• Daemonic (Creatures that are daemonic have the following special rules):
• Daemonic Ward - Daemons are held together by force of will alone, they gain a 6+ armour save as standard which can be improved through advancements. Their save is improved by 1 when rolling against spells and magical attacks.
• Soulless - Daemons are immune to psychology
• Daemonic persona - Daemons cause fear
• Instability – Daemons are instable creatures when they manifest in the real world with certain susceptibilities. Whenever a daemon takes a wound from any magical source, the wound is doubled. (In the case of variable wounds, i.e. D3 this does not become D6. Simply roll a D3 and double the result)
• No Pain – All Daemons treat stunned results as knocked down results instead
• Unnatural – Daemons are immune to poisons
• Patron – As detailed below, Daemons may pray to their patron prince for blessings
• Host (Creatures that are Hosts have the following special rules):
• Constant pain – Hosts are in constant agony. This can cause crippling pain in certain circumstances. If a host attempts any of the following actions they must pass a toughness immediately afterwards or count as becoming knocked down. Climbing, Leaping, Running, Swimming
• Symbiotic – The host has a chance of becoming more like the creature within him as time passes. At the beginning of each game roll a D6. 1-2: Nothing happens. 3-4: +1T for the duration of the game. 5-6: The host causes fear until the end of the game
• Personal Glory – Daemons may never use hired swords or Dramatis Personae
• Favour – Daemons use a currency called favour. In all respects this is exactly the same as gold crowns. If ever a daemon of chaos warband would gain GC, they gain that much favour instead. It is assumed that the gold is melted down into idols and trophies to give to their patron.
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Maximum Characteristics
Daemonic Heroes (All heroes have these as their maximum characteristics)
M WS BS S T W I A Ld
6 7 6 4 5 4 6 4 10
Make the following adjustments to the racial maximums dependant on the type of hero:
Chosen one +1 to all racial maximums
Sorcerous One +1 to Ld and Movement
Blooded One +1 to WS and S
Twisted One +1 to I and A
Hellhounds do not gain experience.
Slaves and have the maximum racial characteristics of humans.
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Starting Experience:
• Chosen One starts with 20 experience.
• Sorcerous Ones start with 8 experience
• Blooded Ones start with 8 experience
• Twisted Ones start with 8 experience
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Daemons of Chaos Skill Tables
Chosen One: Combat, Academic, Strength, Speed
Sorcerous One: Academic
Blooded One: Combat, Strength
Twisted One: Combat, Speed
Daemons of Chaos may also pray for Daemonic gifts. See below.
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Daemons of Chaos Equipment list
Equipment is listed here as normal however bear in mind that a Daemonic sword looks very different to a normal Longsword.
Daemons of Chaos List
Hand-to-hand Combat Weapons
Dagger 1st free/2 f
Hammer/Mace 3 f
Battleaxe 5 f
Sword 10 f
Spear 10 f
Halberd 10 f
Flail 15 f
Morning Star 15 f
Double-Handed Weapon 15 f
Ranged Weapons
Sling 2 f
Armour
Shield 5 f
Helmet 10 f
Light Armour 20 f
Heavy Armour 50 f
Slaves List
Hand-to-Hand Combat Weapons
Dagger 1st free/2 f
Club 3 f
Ranged Weapons
Sling 2 f
Armour
Shield 5 f
Daemons of chaos may also purchase mutations from the list in the main rulebook and the extended mutations list (Using the same rules as possessed)
They may also take mutations after recruitment by spending the required amount of favour and using one shard of wyrdstone.
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Heroes
1 Chosen One 70 favour to hire
A Chosen One is exactly that. He is the daemon most favoured by his particular dark lord. A Chosen One will usually gather other lesser daemons to him and lead them on a brutal path of violence through the city.
M WS BS S T W I A Ld
4 4 2 4 4 1 4 1 8
Weapons/Armour: A Chosen One may use equipment from the Daemons of Chaos list.
Special Rules:
• Leader: Any warrior within 6" of the Herald may use his Leadership characteristic when taking leadership tests.
• Daemonic: A Chosen One is subject to all the rules found under the heading of Daemonic listed above.
0-2 Sorcerous One 50 favour to hire
Sorcerous Ones are the daemons most attuned to the ebb and flow of the tides of magic. They can cast spells that mortal wizards only dream of and have the added advantage of being creatures of pure magic themselves.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 8
Weapons/Armour: A Sorcerous One may use equipment from the Daemons of Chaos list.
Special Rules:
• Sorcerer: A Sorcerous One is a Spellcaster. Upon recruitment you must choose the Path of Ruin or the Path of Glory. The character may only learn spells from their chosen path.
• Daemonic: A Sorcerous One is subject to all the rules found under the heading of Daemonic listed above
0-4 Blooded One 50 favour to hire
Blooded Ones are the combat champions of lesser daemons. They spend many years honing their abilities in battle in the hope that their victories will earn them greater glory.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: A Blooded One may use equipment from the Daemons of Chaos list.
Special Rules:
• Battle-Lust: When a Blooded One takes an enemy model OoA they coat themselves with the blood of their fallen foe. During the Daemons next movement phase, they may not move but for each enemy taken OoA the character gains +1 to either WS or A until the end of the battle. The maximum either can be increased to in this way is 8
• Daemonic: A Blooded One is subject to all the rules found under the heading of Daemonic listed above
0-4 Twisted One 50 favour to hire
Twisted Ones are daemons steeped in shadows that strike from the darkness as swiftly as lightning. Most stories of monsters in the night are linked with Twisted Ones.
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7
Weapons/Armour: A Twisted One may use equipment from the Daemons of Chaos list.
Special Rules:
• Shadow: When a Twisted One is hidden it may only be spotted by an enemy that is in line of sight and within a range equal to or less than its I.
• Daemonic: A Twisted One is subject to all the rules found under the heading of Daemonic listed above
Henchmen (Bought in groups of 1-5)
0-6 Hellhound 20 favour to hire
A hellhound is the animalistic aspect of a daemon princes psyche. They will often accompany groups of daemons, sniffing out and tearing apart any mortals that they find.
M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5
Weapons/Armour: A Hellhound uses no equipment. It tears at its opponent with tooth and claw.
Special Rules:
• Animal. Despite having superior intelligence, a hellhound is counted as an animal and can not gain experience.
• Superior Senses – Hellhounds have powerful senses and can spot hidden enemies at twice their I range in inches
• Half-form – Whilst Hellhounds are created in the same way as other lesser daemons, they are not daemonic and do not have any of the special rules associated with that.
0+ Slave 15 favour to hire
Slaves are the unfortunate souls that are captured by Daemons of Chaos instead of being killed outright. They are slowly force-fed wyrdstone in the hope that it will make them more powerful or even turn them into a fully fledged daemon.
M WS BS S T W I A Ld
4 2 0 3 3 1 2 1 5
Weapons/Armour: A Slave may choose equipment from the slaves list
Special Rules:
• Host: A Slave is subject to all the rules found under the heading of Host listed above
• “Volunteer” – After each game, a slave or group of slaves can be fed 1 piece of wyrdstone. To determine the results see the table below.
The Lores of Ruin & Glory
When a Sorcerous One is recruited, you must choose whether they follow the path of Ruin or Glory. They gain one randomly determined spell from the appropriate list. Once a path is chosen, a Sorcerous One may never learn spells from the alternate list.
The Path of Ruin
The Sorcerous One has chosen to focus his magic on raining destruction on his enemies. All his spells are harmful to those who oppose him but he has no way of supporting his allies.
Roll Name Effect Difficulty
1 Bolt of Magic This is a magic bolt with a range of 18”. Roll to hit using the casters BS. If successful, the bolt deals 1 strength 3 hit to the target. 6
2 Glyph of Pain The target must be in base to base contact with the caster. When this spell is cast, the target must pass a T test or become “knocked down”. If the target passes the T test they may immediately make 1 attack against the caster. 7
3 Glyph of Punishment This is a sustained spell. Whenever the caster suffers a wound the model causing the wound takes 1 hit at the same strength as the hit caused against the caster. 7
4 Lance of Chaos This is a magic bolt with a range of 18”. Roll to hit using the casters BS. If successful, the bolt deals D3 strength 4 hits to the target. 8
5 Princes Rage This is a sustained spell. A target friendly model within 6” of the caster suffers from frenzy as long as the spell is sustained. 8
6 Firestorm This spell may target any enemy model within 12” and within line of sight of the caster. The target takes D3 strength D6 hits. 9
The Path of Glory
The Sorcerous One has chosen to focus his magic on aiding his allies in their fight against mortal beings. All his spells are defensive and supportive but he has no way to cause harm to his enemies.
Roll Name Effect Difficulty
1 Infusion The Sorcerous One immediately loses 1 wound and any friendly target within 6” regains a lost wound. This may not take the target above its initial starting wounds. 6
2 Glyph of Strength The caster must be in base to base contact with the target. Once the spell has been successfully cast, the target may move around independently of the caster. The target ignores the next result of “knocked down” on the injury table. 7
3 Glyph of Evasion This is a sustained spell. Whenever the caster is hit you may make an additional 5+ roll to avoid the hit. This applies to close combat, magical and ranged hits. 7
4 Darkness Darkness fills an area around the caster with a range of 6”. Models within the darkness can see and act normally but suffer -1 to hit with ranged attacks. Anyone outside the darkness does not count as having line of sight to any models within. This spells lasts until the beginning of the casters next movement phase. 8
5 Princes Clarity This is a sustained spell. A target friendly model within 6” of the caster gains +1 on all to hit rolls made whilst the spell is sustained. This bonus counts towards ranged and close combat attacks. 8
6 Stabilise Any friendly model within 6” may immediately regain 1 previously lost wound. This may not take them above their starting wounds. 9
*PLEASE NOTE THAT THE DAEMONIC GIFTS AND FORCE FEEDING SLAVES LISTS ARE STILL WIP*
Daemonic Gifts
Whenever a Daemon of Chaos gains a choice of a new skill they may choose from the regular skills lists available to them or choose to pray to their patron. If they choose the latter, roll 2D6, apply any and all modifiers and consult the table below.
Modifiers
• -1 if the Daemons of Chaos warband lost the battle
• -1 if the Daemon refused the last gift it was offered
• +1 if the Daemons of Chaos warband won the battle
• +1 for each enemy hero that the daemon took OoA in the previous game
• +1 for each mission specific objective that the daemon completed in the previous game
If you roll a gift that the daemon already has then take the other option. If the character has both then roll again. If you roll a gift that you do not wish to accept, you do not gain anything for the advancement. Also note that it applies a -1 modifier to your next gifts roll.
Roll Result Gift
1 (Unworthy) The Daemon gains no gift and the advancement is wasted
2 (Madness) The Daemon gains frenzy
3 (Improved eyesight) Roll a D6: 1-3 – The Daemon can spot hidden enemies at double its I in inches. 4-6 – The Daemon adds 6” to the ranges of spells and ranged weapons used
4 (Elevated) Make 1 increase to any of the Daemons stats. This may take the stat above maximum.
5 (Multi-Form) The Daemon may have an extra mutation that it would not normally be allowed. (e.g. Two claws and a club hand)
6 (Daemonic Aura) Roll a D6: 1-3 – All enemies in close combat with the Daemon suffer -1 to their armour saves. 4-6 – All friendly models within 2” of the daemon gain +1 to their armour saves.
7 (Expel magic) Roll a D6: 1-3 – The Daemon may exchange all its attacks for 1 attack. This attack is resolved at +2 to the S of a normal close combat attack.
8 (Enhanced form) Roll a D6: 1-3 – The Daemon gains a 5+ armour save at all times. 4-6 – The Daemon strikes at +1S in close combat. This can be stacked with other abilities.
9 (Strengthened will) Roll a D6: 1-3 - The Daemon gains an additional 6+ save against magic. 4-6 – The Daemon becomes a Spellcaster choose one of the two paths to follow and roll a starting spell.
10 (Touched) The Daemon gains 1 mutation at half the amount it would usually cost. (For any mutations after the first, this would be the standard price that is listed)
11 (Blessed) The Daemon gains 1 free mutation
12 (Chosen) The Daemon gains +1 to three stats of the players’ choice. These do not count towards racial maximums
Force feeding slaves
Between games you may feed 1 piece of wyrdstone to a group of slaves (1-5). If you do this then make a note of it on the warband roster.
Roll 2D6 and add 1 for every piece of wyrdstone that was previously consumed.
Roll Effect
2 One of the slaves dies
3 One of the slaves loses his mind. Form a new henchmen group with all the stats and special rules of a zombie (See the undead warband list)
4-8 Nothing happens
9 The slaves gain +1T
10 The slaves suffer from frenzy from now on
11 The slaves cause fear from now on
12 One of the slaves becomes a Lesser Daemon. Roll a D6: 1-2 – You may add a Sorcerous One to your roster. 3-4 – Your may add a Blooded One to your roster. 5-6 – You may add a Twisted One to your roster. If you already have the maximum number of the daemon type that was rolled then remove one slave from your roster and gain favour equal to the recruitment cost of that daemon type. (e.g. You roll the D6 and get 2 but you already have 2 Sorcerous Ones and can’t hire any more. One of your slaves is removed from the warband roster and you gain 50 favour
Comments and feedback is welcome as always (My first thought upon closer inspection is that it's a little blander but it does play better)