Sei sulla pagina 1di 14

The Forces of Chaos are the greatest villains

of the Warhammer Fantasy universe, the


meta, and physical embodiment of Khorne – Murderous, crimson-red giant who’s
inescapable entropy itself. They are one of the servants favor the ax. Fueling raw hatred and urge
rare examples of villains in fiction who for destruction, rage is what drives them.
succeed in their ultimate mission, with the Nurgle – Fat, bloated, disease-ridden monstrosity,
Warhammer world lying broken at the end of affectionately known as “Grandfather Nurgle”. He
their long conflict. wants to gift the mortal realms with magical
super-diseases that will churn everyone and
Led by Archaon, the Harbinger of the End everything to die and be rebirthed into his
demonic servants. And he’ll be their great daddy
Times, Chaos assaults their foes in a three
welcoming with warm, squishy hugs.
pronged manner. From without hordes of
superhuman Northmen and Beastmen- backed Tzeentch – The Changer of Ways, unpredictable,
by the Chaos Dwarf legions and other, more a god of sorcery for fate, change, and
malevolent things- seek to drown their foes in manipulation. Avatars and Greater Daemons are
a never-ending tide of bodies. From within typically viewed with a birdlike head on a long
the enemy ranks agents work to instill neck, fickle and able to manipulate fates and alter
conflict, subvert populations, and, ultimately, form and history.
convert willing servants to Chaos. Most
terrifying of all is the threat from beyond, Slaanesh – The Dark Prince, God(ess?) of
where malevolent daemons-negative emotions pleasure, perversion, desire, and passion. Lust,
made flesh- instill supernatural terror and gluttony, wealth, pride, all are in his domain.
Servants of Slaanesh (mortal and daemon) are
come in swarm like numbers. known for their incredible grace, supernatural
beauty, almost complete inability to feel fear and
extreme pride.

Hashut – A minor Chaos god compared to the


greater four, personifying tyranny, greed, fire, and
hatred. Worshipped by the Chaos Dwarves. He
has no real Daemon servants of his own, and
consumes his followers, grinding their souls to
fuel his growth.

NORTHMEN – Mostly toughened Humans who live in the frozen, Chaos-wasted north. Mortals seeking
to worship and please their Chaos Gods and going out to do war and pillage, like Huns/Mongols/Vikings.
Some come with mutations, like a third arm, extra eyes, tentacles, fur, and whole slew of others.

BEASTMEN – Mostly combination of cloven-hoof beasts and men, like Minotaurs, Faun, and Centaurs,
but they’re very savage, tribal, and animalistic. They hate society, cities, and technology and do
everything they can to desecrate such order.
CHAOS WARRIORS – Those Northmen who have earned a spot in the ranks to don permanent,
daemonic-infused armor. No longer needing sleep, food, rest, or care for the same emotional needs as
their fellow Men they left behind. They are somewhat like Chaos Space Marines in a Fantasy setting.

CHAOS DWARVES – While barely mutated, and driven by their god Hashut, with a semblance of night
vision and able to forge daemonic things into technology, they’re basically very close to their Order kin.

DRUCHI – Dark Elves. They drink blood, have magic, love killing, torturing, and raiding, a sub-faction
of them broke off from the rest of Dark Elf society. Those who follow Morathi have subdued to ally with
Chaos.

DAEMONS – Chaos Daemons are the non-physical, immortal creatures that serve their masters on a
higher level. It is the will and desire of most mortals who serve Chaos to eventually attain Daemonhood,
becoming a massive champion warrior, a direct lieutenant for their god. But a vast majority will die,
become horribly mutated in the wrong manner, or possibly become a lesser underling. Daemons are
metaphysical and are extremely difficult to destroy; and they warp the world around their presence. They
are strong, magical beings that often required dedicated magical attack to have any long-lasting, effective
means of killing. They are nightmares and the stuff of dreams, often shaped to match a hint of semblance
to the greater god they serve.

However, stalwart hearts and solidifying in the physical world can also act as a deterring defense. For
Daemons do not belong in the ‘real’ world, and require a manifestation of Chaos magical power in order
to continue warping their existence enough to remain physical.

On the quest for ultimate Daemonhood, servants to Chaos are gifted variously with occasional mutations,
increasing vigor and ability, magic-bound weapons, trinkets, and other equipment, armor, and weapons.
Marks of Chaos are the most distinct and common, often found under whole groups in a war band
marching together.

Nurgle often gifts his warriors with disease and regeneration, making them physically tougher to attacks.
Slaaneshi warriors give Men the ability to have grace and speed of an Elf, or make them giddy and laugh
at the most terrifying situations. Marks of Khorne turns his servants into mouth-foaming, rabid warriors
infused with boundless, hateful energy. Tzeentch infuses his followers with a fraction improvement to
magical capability; even mundane warriors able sometimes to alter their situation to increase their
survival and success just ever so shifted.
will group together in mobs, but are generally
fierce, individualistic warriors.
Gors – Beastmen of the general, lower rank.
Chaos Warriors – (See Races list) Exclusively
Equipped with ramshackle weapons, sometimes
close combat oriented, all with shields, heavy
shields. Close combat unit but they are plentiful.
armor, large weapons, some among them with
mutations, and minor, magical gifts.
Chaos Marauders / Norse Warhird – Northmen
warriors. Almost exclusively close combat driven,
Forsaken / Darksoul – When a Chaos
going to battle with typical combat weapons like
Warrior mutates too much and becomes a
spears, shields, swords, axes, etc. Some hunters
deranged, thoughtless, mindless, beastly creature
with fearsome creatures for pets like bears and
with a hint measure of Daemonic power. They’re
wolves. Like most Human tribal war bands, they
pretty much just herded towards the enemy.
Bloodletters – Roughly 7-foot-tall, long-horned their incredible ability to ignore a great deal of
Chaos Daemons who serve Khorne. They are pain, are ideal in slogging through frontline ranks.
sadistic, cruel, ferocious, and vile, carrying a very Goblins, being scrawny and half the size of a
large, magical greatsword (even for them) into man, but cunning and incredibly numerous,
battle that can cleave through the soul. specialize in sneaking in and stabbing the enemy
in the back.
Pink/Blue Horror – Cackling mad and standing Rarer Black Orcs are excellent shock troops
as tall as a goblin, the Pink horror is the basic foot however, for historical reasons, the Chaos Dwarfs
soldier of Tzeentch. By themselves Pink Horrors are incredibly wary of this kind of Dwarf. Expect
can cast small gouts of Eldritch fire to scorch all orcs and goblins to wield crude iron weapons
whatever foe is ahead of him. When massed such as iron axes (‘Choppas’) and armor.
together Pink Horrors are minor wizards, able to
know a single spell from Tzeentch’s listing, most Hobgoblins / Gnoblars: Scrawny, often stupider,
likely one of the lowest. In close combat they lanky, smaller versions of Goblins used by Chaos
attack with both claws and supernatural strength Dwarves and Ogres respectively.
to squeeze and choke. When killed in close
combat these Pink Horrors split into two, slightly Chaos Dwarfs Legion: Disciplined legions of
smaller, Blue Horrors. durable dwarfs, this unit is known for its
stubbornness when it comes to retreat and
Plague Bearers – Cyclopean horrors filled incredible difficulty when it comes to breaking
with untold diseases and shambling forward before the enemy. They wield crossbows, axes,
like zombies, Plaguebearers are the toughest hammers, and blunderbusses, coming equipped in
basic daemon troop, sometimes requiring heavy plate.
dismemberment to put down. In combat they
Infernal/Immortal Guard: Elite Chaos Dwarves
are armed with plague swords that possess that are completely fearless, equipped with
terrible diseases. Putrid flies surround them magically enhanced weapons and a Fire Glaive
that, when in combat, have an annoying (halberd / repeating rifle), and Blackshard armor
tendency to fly in the open mouths or eyes which is better than steel plate armor. The
of their opponents, crawl up nostrils, or Immortal Guard are like the Infernal Guard but
clog ears. Even if all of that is covered they with hooked axes and armor made of granite!
will still try to bite and sting where they can.
Druichi Warriors – Cruel soldiers with decades
Daemonettes – Very fast (like, keep up with or even centuries of experience. They come in
a trotting horse), slick creatures generally of four different flavors. Bleakswords are the
effeminate features, with two large, crab-like swordsmen of this group and each is said to be
enough of a narcissist to believe themselves to be
claws. In battle, their faces and manner can numbered among the greatest swordsmen of the
appear to shapeshift and tease the mind into age. Dreadspaers are armed with their name and
thinking it’s a precious loved one or family are renowned for forming formations full og
member. They have heightened senses and are flistening spear points. Darkshards fire short
able to swiftly dodge attacks gracefully like a ranged repeating crossbows, often poison tipped.
skilled Elf. Corsairs are sea raiders who favor weapons that
suit their close combat lifestyle including punch
Orc and Goblin Slaves: Chaos Dwarfs command daggers, short blades, as well as nets, barbed
legions of Orc and Goblin slaves into battle. Their chains and other forms of grapples. All can
innate Greenskin tenacity and desire to fight usually be expected to have leather or light plate
absolutely everything make them ideal warriors to armor cuirasses.
let utilize in battle, though each has a different
specialty. Orcs, being physically stronger,
taller, and tougher than humans, along with
Druichi Slaves – Humans (mostly) but sometimes chariot to showcase his new status while he rides
other races who are used as fodder by the Dark around the massive boar. Though they have poor
Elves to soak up enemy missile fire. Might have a vision, when a Razorgor catches site of the enemy
makeshift weapon with no armor. When not in they are near-uncontrollable, running over any in
combat, they do the grudgework around camp. their path to get to them. Such is the power of
their charge that they can knock down minor
Chaos Undead: For the most part, these undead walls, flatten a tree, and scatter shield walls.
are mostly zombies or skeletons capable of biting
or using rusted hand weapons. Given that they are The Skaramor: The Skaramor are a particularly
of the Chaos and likely Nurgle, they are disease bloodthirsty Chaos tribe composed of
infested. Skullreapers and Wrathmongers. Skullreapers
wield giant, dual wielded axes and are murderous
devotees of Khorne. Above them are the fearsome
Warthmongers whose supernatural power is the
result of them defeating and imprisoning a
Bestigors – Bestigors are essentially elite Gors daemon inside of them for strength. They dual
given plate armor and the best, non-magical wield giant flails in combat. Both are superhuman
weapons of the tribe to serve as bodyguards for enough to rip men into pieces.
the Beastlord or elite shock troops. They are more
disciplined than Gors and can work in a Chosen: Chosen are elite Chaos Warriors (though
formation, albeit a very loose and ill-disciplined still no ranged weapons) with faster reactions,
one. At the same time they will deliberately seek better weapons, and more advanced
out and engage enemy elite units as part of their training/experience. They fight together (roughly)
quest to prove their own superiority. more as individual champions than rank and
formation. They have absolutely no fear, and they
Minotaurs – Growing up to be roughly twelve excel at breaking enemy lines.
feet tall, weighing sixty stone (840 lbs) and strong
enough to rip a man in half with ease, the Chaos Knights – Essentially mounted Chosen.
minotaur is a creature even Beastmen tread lightly
around. They have an omnipresent hunger that can Bull Centaur – Cross a Chaos Dwarf and a bear-
never be stated and are known for falling into a sized bull and you get this. These creatures are
state of endless consumption even on the held sacred by the Chaos Dwarfs and often assist
battlefield, killing and ignoring everything around with the temples of Hashut. They have the
it. They wield massive axes, flails and the like. strength of an ogre, are given fine-crafted axes
and heavy plate armor that combines well with
Tuskagor Chariot – A Chariot pulled by two their scaly skin. Among their number are the
giant, mutated wild boars. Rickety constructions, potent Taur’ruks; massive and ancient, they are
these devices as a onetime shock maneuver to commanders of the Chaos Dwarf legions and
crash into enemy lines and inflict great damage. heralds of Hashut. These wield incredibly potent
That the chariot often shatters at point of impact blackshard armor that is stronger than steel.
upsets the Beastmen not, for they will have ridden
down many of the enemy in doing so. Even when Cold One Riders – Imagine a cruel Dark Elf
the chariot is broken the frenzied Tuskagors are Druichi knight mounted on top of a giant
still threats to be reckoned with. velociraptor. A fully armed and armored,
complete with a shield and a long lance. Few in
Razorgor Chariot – The Razorgor foul- number.
tempered, bigger cousin of the Tuskagor and is
well feared by the Beastmen. Countless
Beastlords have died trying to tame these
creatures, yet every once in a while one succeeds.
Once this is done the Beastlord will build a
Chaos Spawn – When the servants of the dark Dragon Ogre – An Ogre-Centaur hybrid that
gods mutant too rapidly or are granted too many stands taller than a living room could usually
cruel gifts, they can succumb to be half-deformed accommodate. They are ancient and rare, immune
Daemons. They are pretty animalistic, bizarre, and to shock/electrical attacks, very durable hide,
are herded towards the enemy battle lines. though they are rather slow. They avoid Chaos
Northmen, Chaos Warriors, other followers, Daemons and have disdain for the rest of the
sometimes even enemies can mutate into Chaos Chaos forces.
Spawn.
Blood Dragons – Vampire Knights that defected
Skullcrushers / Bloodcrushers of Khorne – to Chaos. They are immortal, cunning, as fast or
Mounted Chaos Warriors or Bloodletters riding faster than warrior Elves, undead, and sometimes
large, bear-sized Daemons called Juggernauts that have enchanted armor and heraldry. They are
are made of brass and bronze, epitomizing hate extremely prideful and rarely turn down a
and rage. challenge.

Chaos / Gorebeast Chariot – Sturdy chariots of


war covered in scythes and spikes, large enough
to carry those large Chaos Warriors who ride
them. Some rare ones are pulled by a Gorebeast, a Chaos Warhounds – Mutated, large, Chaos dogs
hulking, ape-like, rhino monster. sent in packs, accompanying Northmen.

Chariots of Slaanesh – Pulled by a pair of Hobgoblin Wolf Rider – As it sounds.


Seekers (see Hellstriders in Rapid Relief), and
operated by two Daemonettes. A Hellflayer is a Centigors –Beastmen Centaurs with low intellect,
large, scything plow pulled by two Seekers each coordination, and low skill. Wield light axes and
with a Daemonette rider and a third operator from spears.
behind. Daemonettes on these are typically armed
with magical whips and lashes. Harpies – Bird-bat women of animalistic nature,
swarming over a battlefield, with large razor
Putrid Blightkings – Oversized Chaos Warriors, claws.
Champions of Nurgle infested with an incredible
amount of diseases, possessing several combat Marauder Horsemen – Northmen Marauders
weapons on their person and blessed with (see Line Infantry) on horseback. Grizzled and
superhuman endurance to even put an Orc to tough, but still mortal men with close combat
shame. weapons and shields.

Chaos Trolls – Dumb as a rock, these hulking Skin Wolves / Ulfrenar – Werewolves.
creatures 8-12 feet tall have very strong
regeneration, and can vomit powerful acid. They Hellstriders / Seekers of Slaanesh – Hellstriders
go to battle with clubs but will also pick up and are weak-willed Northmen riding Seekers of
throw heavy stones. But unlike normal Trolls, Slaanesh, requiring ever greater need to inflict
they are touched by warping Chaos. Bile Trolls pain and torture on the foe or else collapse to a
have less regeneration but are packed with gibbering mess. They are magically sealed on
Nurgle-based magical diseases. Norscan Ice Troll, their mounts. Seekers are also commonly ridden
which has an aura of frost that slows down enemy by Daemonettes (see Line Infantry).
moves.
Shades – Tribal Dark Elf Druichi that have
become nearly superhuman scouts, silently
stalking forests with heightened senses. They have
repeating crossbows and are exceptionally skilled
with them, even compared to most other Elves.
Dark Riders – Armored Dark Elf horsemen with Dragon Ogre Shaggoths – Dragon Ogre
spears and shields, riding along flanks and Shaggoths are the great leaders of their race who
targeting war machines and cut through supply fast bargained with the Chaos Gods, giving over
lines. the soul of their race in return for immortality.
Much larger than a regular Dragon Ogre, in lore
they carry great weapons so large, that a dozen
strongmen were only able to barely lift one. They
are much tougher than normal dragon ogres and
(CREATURES AND MONSTERS) any electrical based attacks actually heals them.

Doombull – Take a Beastmen Minotaur and make Multilath Vortex Beast – A terrifying monster of
it nearly the size of a giant. Give it a pair of pure mutation; an abomination of nature if there
massive axes and infectious bloodlust. ever was one. The shape of the beast type is
nearly indeterminable, but some commonalities
Chaos Giants – 60-foot-tall giant man, not very have emerged. Most often these creatures have are
bright, and not very well coordinated and can fall described with a large gaping maw full of rows
down for a various number of reasons. These upon rows of teeth, along with numerous flailing
Giants have Chaos mutation, sometimes outfitted tentacles. It has a number of mutation based
with heavy armor and a weapon better than an moves, moves that cause insanity or even a super
oversized club. move that turns some of the enemy regiment into
Chaos Spawn!
Cygor – A giant, 30-foot cousin of the Minotaur.
It sees with magic through one eye, and can fix on Chaos War Mammoth – As it sounds, but make
a wizard and will have an obsession to drink the the thing 30-feet tall, able to carry 20 men and a
wizard’s soul. Likewise attracted to magical Chaos Shrine on its back.
items, armor, weapons, etc. Poor sight for
anything else and occasionally can accidentally Slaughterbrute – A horned, Chaos-warped,
step on allies. They throw boulders at a short spiked, lean bear with long tentacles for a tongue,
distance and use brawn and size in combat. crouched to easily 10 to 12-feet in height. It has to
be bound to will by Chaos Champions using
Ghorgon – Similar to a Cygor, it has four arms, rituals and sacrifice. It is quick for its size, like a
two wielding large blades, and mouths all over the hound feigning and parrying attacks.
body. Beastmen often have to sacrifice some of
their number to barely slack its hunger before Hydra – A monster used by the Dark Elves that,
battle. while their heads don’t always grow back, still
have impressive regeneration, equal to that of the
Jabberslythe – Combine a toad, octopus, Trolls.
different insects, sludge, and a dragon into a
confusing mass (note, the tabletop model is a Bloodwrack Medusae – Half-snake creatures that
rather poor representation compared to artwork, are herded into mobile shrines guarded by the
and they often come in many forms and shapes). toughest Druichi and unleashed upon the enemy,
A monstrosity the size of a small house that can unleashing waves of despair at close ranges and
sort of fly in bursts, it has an aura that carries a locking gazes with foes at greater ranges to cause
various assortment of effects—extreme them to violently bleed from every part of their
demoralizing, reducing coordination, and bodies.
inhibiting command and focus. Supreme heroic
characters might resist the aura, while basic,
weak-trained troops might become jabbering,
uncoordinated cowards, they might even just go
insane.
K’Daai – These creatures are elemental beings of Deathshrieker Rockets – Gunpowder-driven
destruction, mindless to the point where sorcerers rockets with fire-spirits bound to them that have
are the only ones to wield even tentative control multiple detonations over a battlefield, raining
over the entity. They are so destructive that they magical fiery death below. Though horribly
quickly burn out outside the battlefield and most inaccurate and occasionally the daemons of the
be placed on ice in between time. There are two fire will hunt down Chaos Dwarves instead.
versions, one the size of Ogres used as shock
troops, the other the size of giants used as Dreadquake Mortar – Shooting shells capable of
towering colossi. They can be ‘upgraded’ with instantly killing a dozen men and causing small,
wings or affixed blades. localized earthquakes around the impact site for
dozens of meters around, or more.
Chaos Dragons – Multiple variations, often
magical and warped, and can be ridden by a
significantly powerful Chaos Warrior hero.
Typically come with two heads. Though rare, a
scant few can be as long as 100 feet! Toad
Dragons in particular are magically diseased and
touched by Nurgle, more mindless compared to Exalted Hero / Champion – Hero Chaos
the more intelligent Chaos Dragons. Warrior, often carrying enchanted armor, and/or
magical weapons, along with Chaos mutations,
Soul Grinder – Part multi-storied Daemon, part lieutenants of sorts.
multi-legged, walking tank, parts of it made of
magical warpmetal. They can spit magical acid Bray-shaman – Main magic user of the Beastmen
hundreds of meters, an iron claw sporting a and the chief religious figure. Though they cannot
flamethrower, sometimes upgraded with claws rule tribes directly, they do have the Braylords ear
powerful enough to rip a giant in two. and pass down messages from the gods or
daemons. These magic users vary in strength but
can use the Lore of the Beast, Death, Shadows
(ARTILLERY) and the Wilds. Usually 1-2 per warherd.

Hobgoblin Spear-Chukkas- Basically Braylord – Leaders of Beastmen, they are


exceptionally rickety ballista used by Hobgoblins. exceptionally skilled champions with magical
Prone to breaking apart. armor and weapons. A Beastlord’s leadership is
based on strength, and he must constantly be
Repeating Bolt Thrower – Light artillery used careful not to show any weakness lest an
by the skilled Dark Elves. opportunistic underling seek to challenge him.
May ride in a Tuskgor or Razorgor chariot.
Hellcannon – An oversized cannon that is
demonically possessed, the barrel pretty much a Chaos Warshrine – A large, mobile shrine
giant, mutated mouth. They have to be chained to carried on the back of some mutated beast. The
the ground and can growl and can sometimes Shrine’s mount is enticed to the front-lines by the
plow forward to engulf foes. It shoots arcane Shrine master, who then conducts vile rituals and
blasts of magical, molten slop that explodes on battlefield sacrifices on top its altar. These
impact. Its munition are captured slaves. blessings essentially make everyone in the
Shrine’s immediate vicinity tougher.
Magma Cannon – Chaos Dwarf short-ranged,
it’ll grapeshot spread-fire molten lava at targets
getting too close.
Chaos Dwarf Daemonsmith / Sorcerer Lords fire on a foe before summoning a small storm
The Leaders and spell casters of the Chaos Dwarf raining magical acid over a hundred square
empire. The former, slightly more common are meters.
the great artisans of the empire, numbering in the
many hundreds, who build and sponsor the Heralds of the Gods - Heralds are minor
creations of daemonic engines while the latter are Daemons who are either created or have risen
the actual rulers of the empire and the high priests among the ranks to possess a position of authority
of Hashut. Both wield the lores of Hashut, fire and among a given daemonic legion, buffering and
metal (with the sorcerer-lord being better at it), boosting the power and capacity of their fellow
can come equipped with magical weapons known Daemons (of the same god) minor boosts and
as darkforgged weapons, wield Napatha bombs capacity.
and can be equipped with blackshard armor. May
ride the Chaos Dwarf moutns listed below. Greater Daemons - A Greater Daemon is the
highest pinnacle that a Daemon can aspire to, the
Chaos Dwarf Thegns – The non-magical rulers most self-aware of them all, requiring the
of the various forts of the Chaos Dwarfs. They too dedication and brave sacrifice of hundreds of men
can wield magical weapons, possess certain to kill them with mere physical weapons. They are
mounts and the like. listed below.

Highborne – Dark Elf Druichi nobles with some Bloodthirster – Standing several times the height
magical weapons that have given into Slaanesh. of a man with every patch of skin caked in blood
Some have actual military experience the Bloodthirster’s very gaze has been known to
invoke fear in the hearts of mortals. They can
Sorceresses – Sorceresses of the Druichi and breathe fire, are excellently skilled combatants,
main spellcasters. They can wield magics of Dhar, are armed with axes and/or lashes, and if that
shadow, fire and death. May ride steeds of weren’t enough, they have wings and fly.
Slaanesh or Dark Pegasi (flying horses) and come
equipped with a sword/staff. Lord of Change – A towering Daemon standing
several times the height of a man. Powerful
Anointed – Dark Elves overloaded with sorcerers able to manipulate the fate of those
sensations and craving more from the touch of around them. They stand back and direct their
Chaos, their pupils complete blackness and some forces and cast spells often from the Lore of
of their kind have skin turned translucent and blue Tzeentch or Metal with expert clarity. However
tinged - others, their flesh turned ebony. They sometimes a Lord of Change might not appear on
exude terrifying strength, and are capable of the battlefield at all and instead with manipulate
unnatural feats of Daemonic power. May use the fate from afar, using mystical means to better
Lores of Slaanesh & Dhar. direct his forces and control the ebb of fighting.
Like the Bloodthirster, they also have wings.
Chaos Lord – The best of the best of Chaos
Warriors, giant warlords bristling with magical Great Unclean One – Enormous bloated Nurgle
armor and weapons, excellent duelists and daemon that serves as the embodiment of every
extremely skilled in combat. self-destructive physical or emotional defense
mortals use to justify their misery. These are the
Chaos Sorcerers – Relatively rare individuals most durable of all Greater daemons. The Great
capable of directly utilizing the magical winds of Unclean One is usually a level 3 or 4 sorcerer who
Chaos and channel them into terrifying effects can use spells from the Lore of Nurgle or of
that often bulldoze over dozens or a few hundred Death. It can use more mundane swords or
enemies, or embolden just as many allies. Some magical weapons for melee however no matter
are minor, near novices only able to grab and use what he chooses the weapon is always poisoned.
so much magic at a time and cast one or two Also is so massive and fat that it can easily crush
spells, to mighty spell casters able to vomit Chaos most of what it fights.
Keeper of Secrets – The embodiment of every
fetish and perversion; of selfish lust and violent
jealousy; of dark dirty pleasure and the abuse of Should be of note, there are nearly 40 additional
trust; of extreme domination and sadism. They are named characters, but they are mostly of
master sword-daemons, know the lore of Slaanesh lieutenant status, superior and strong individuals
and Shadow, and are said to have supernatural of existing warrior types and subtypes already
dodging abilities. listed in the profile. Just understand that the skill
and leadership capacity is varied to some degree,
with an excellent individual at the head of every
Daemon Prince – The pinnacle of what a Chaos unit subtype specialty. Overall, most Chaos-bound
Warrior wants to eventually become. Leader for heroes and their allies are more interested in
their chosen patron god over whole armies of personal acclaim to combative or magical abilities
Daemons. Very rare, but extremely potent; they than strategic leadership qualities.
stand 10-20 feet in height, many can fly, cast
magic, and are exceptional, personal warriors with ARCHAON THE EVERCHOSEN
enchanted magical wards and protection. Capable The leader of the overall Chaos and Skaven
of fighting through and surviving all but a mini force (if only by fear of him) Archaon is the
nuclear strike. Otherwise, they require the Everchosen of the gods. His rule is iron and he
dedication of a small army, exceptional magic, has conquered across the world for the last two
heroes wielding powerful weapons, or massed hundred years, fighting all manner of foes through
artillery strikes to take down, assuming the rest of Cathay in the east to the Lizardmen in the West.
their Daemonic army is dealt with! However, they He is a brilliant, innovative commander who wins
still require the investment of Chaos energy and through his wits and mastery of psychological
magical warping as their lesser Daemon cousins manipulation as much as his sword and this
to sustain their physical presence. creativity is further enhanced by the Eye of
Sheerian, which allows him to see the past, scry
Exalted Daemonhost – For most mortals who the present and perceive all possible futures.
incur possession, a long path to damnation is all
that awaits as the daemon almost invariably steals It was Archaon who ultimately and successfully
their soul. For those crazed zealots who offer their brought about the End Times. In combat he is a
souls willingly than the damnation is nearly powerhouse, wielding the Sword of Kings which
instant. However a few, very powerful mortals is capable of drastically enhancing his strength +
will court daemonic possession voluntarily and ignore all armor, the aforementioned Eye of
not be immediately subsumed by the daemon that Sheerian, the Armor of Morkar which is one of
they so willingly host. These are the Exalted the most physically durable armor in Warhammer
Daemonhosts and they are basically a poor man’s Fantasy augmented further by magical wards and
daemon prince (though still exceptionally the Crown of Domination which gives off an aura
powerful). of terror in his immediate presence. In combat
skill he has mastered every single weapon and
martial art, can strangle a Bloodthirster to death
with his own whip. Skaven & dark elf assassins,
even Brunner the Bounty Hunter have all tried and
failed to kill him and he is probably the most
difficult to kill creature in Warhammer Fantasy.
Valkia the Bloody- Flying Vakyrie who serves as Astragoth High Priest of Hashut – Highest
Khorne’s chief daemon princess. She is known for ranking member of the Chaos Dwarfs and aged
her skill with the magical spear, Shaurpnir, and sorcerer of well over a thousand years. Though
her daemonshield, which has hypnotic eyes that barely mobile, he is pushed into battle on a
weakens all but the strongest enemy reactions. It wheeled contraption and counts as a level four
can also give a piercing cry to induce fear, sorcerer in the lore of Hashut. Given Chaos Dwarf
hypnotic suggestion, or absorb magic to send it actions over the last millennia he seems more
right back act. Even without magic it can clamp cautious than most, believing in slow expansion
its teeth down on an attacker’s weapon. As a until the End Times forced him to move up his
commander she favors unrelenting assault, plans.
disdaining much else in the way of tactics.
Morghur the Corruptor – Morghur is a
Glottkin – Triplets composed of Otto, the scythe- gibbering, mad embodiment of chaotic
wielding leader, Ethrac highest-level sorcerer and destruction. In the Kingdom Conquest tournament
Ghurk, the mutated mount of the other two the he would likely continue this function, serving as
size of a small giant. Boisterous triplets seeking a powerful figure for the Beastmen to rally behind
revenge on the Empire for a childhood raid. They and leading those forces in an unthinking mass of
are relatively inexperienced commanders that destruction. His very presence will corrupt nature
favor the standard horde tactics but still chosen by in whatever province he is located in, his
Nurgle and Archaon to represent the Nurglite immediate auras on the battlefield turning people
force during the End Times. into monsters. He can self-resurrect after death,
though this takes time to do, with the shortest
Vilitch the Curseling – Bold Tzeentchi sorcerer possible period being many months.
so down with betrayal, that he repeatedly tries to
do so with Archaon pre and post Everchosen –and Throgg the Troll King – The only intelligent
even tells Archaon he intends to do so. A twisted troll in Warhammer, who leads vast armies of
fusion of a vengeful nerd with a now mindless beasts into combat. While in combat he is just a
jock, Vilitch is the highest level spell caster and more durable than average troll, he is more
formidable melee combatant. As a commander he cunning with his battle plans, though that said he
is very innovative but views everything at his is not exemplary. It is said that as he moves his
disposal as various levels of pawns and is subject legions of monsters the land warps behind him
to unnecessary and counterproductive levels of into a more wintry landscape that trolls thrive on.
Tzeentchian scheming. Through the same said magic Throgg is able to
project his consciousness upon a single troll ta
Sigvald the Magnificent – Vain and Huaghty time that he is leading, akin to Harbinger in Mass
leader of the largest grouping of Slaaneshi Effect 2.
mortals! In combat, he is a hyper-skilled power
house, able to defeat opponents with his sword Zhatan the Black & Ghorth the Cruel – Chaos
place without even looking or paying attention to Dwarf general and his Chaos Dwarf sorcerer
him. However, as a commander he is entirely sponsor, both of whom scheme to supplant
whimsical and subject to doing such things as Astragoth. Generally Zhatan carries a Warhammer
killing his subordinates for looking too for combat, though he can take magical weapons.
ugly/beautiful, invading elven lands out of He serves in combination with Ghorth the Cruel,
jealousy for their hair, and other erratic things. an extremely powerful wizard of the Lore of
Hashut (Level 4). Both are very ambitious and
Egyl Stryjbjorn – Master Northmen duelist able commanders and in the End Times they
Chieftain for Khorne. Fights with a pair of twin- broke the Great Bastion and took portions of
linked daemon axes and tries to hunt down worthy Cathay.
champions of the field of battle. As a commander,
though ruthless with the lives of his men, he is
pretty brilliant as far as Chaos generals go.
Lord Drazoath – Chaos Dwarf Lord of the Ka’Bandha – Right hand of Khorne, is the lord of
Infernal Legions and also marked by ambition. He the third tier of Bloodthirsters and leader of the
is a level 4 sorcerer in the Lore of Hashut, rides a Blood Hunt. It is he that is assigned the task of
Bale Taurus known as Cinderbreath and carries an hunting the most high-profiled of Khorne’s
artifact that grants some magical shielding. He is enemies, he that is tasked to bring the death of
another cautious, though able commander, willing legendary champions, kings, and great leaders. In
to be a little reckless if ambition motivates him. combat he is a powerhouse, able to withstand
multiple, mighty super heroes wailing on him for
Morathi – Scheming head sorceress of the Dark a period of time without dying. As a commander,
Elves. She’s over 7000 years old, a master wizard he is a traditionalist who follows the ancient edicts
in the lores of Shadow, Dhar and Death and a of the Blood Hunt, even those he doesn’t
potent melee combatant whose magical glamor personally like, to the letter.
and beauty aura makes her very difficult to kill.
She is not known for her battlefield excellence, Ku’Gath Plaguefather – Nurgle Great Unclean
though she is a incredibly gifted manipulator, seer One known as one of the most active of his ilk
and long term schemer. and for hating dwarfs. Generally ebullient, the
sight of these stunted wretches can drive him to
Galruach- Giant Chaos Dragon of Tzeentch who great wrath. In combat he is a powerhouse capable
counts as a level 4 sorcerer and has two heads. of hurling Nurglings as artillery at hundreds of
However, there is a chance one of these two heads meters and is the highest level sorcerer in the lore
revolts in battle to fight the other, a chance of the Plague. As a commander, he is pretty
heightened by the presence of elves on the other average as far as daemons go, but with an almost
side. supernatural ability to lose to dwarfs.

Alkhor, Bane Of Athel Loren – A Nurgle Kairos Fateweaver – Elite Lord of Change
Daemon Prince known for being giggly and Greater Daemon, capable of seeing things even
bubbly even by his kind’s standards. He is a his master cannot see, with two heads forever
master of Nurglite magic (Level 4, of the highest) viewing the past and future. However, he neglects
and a potent swordsdaemon. As a commander and the present, which is why he is known for losing
schemer he is excellent at manipulating his foes duels with mortal heroes despite being the highest
and aims to slowly spread the rot among the level Tzeentch wizard. As a commander he is an
enemy and the surrounding lands before making excellent scheme and strategist, but has difficulty
his move. predicting the ebb and flow of real time battle.

Carmac Bloodaxe- Norscan chieftain who rose to Be’lakor- The Dark Master, the first ever
daemonhood while fighting Sigmar himself. He is ascended to daemon princedom and he who was
known as a rather patient and strategic cursed to. He is a master spell caster in several
commander among the Norscan Northmen. different lores, can turn insubstantial at will, and
has weapons that ignore enemy armor entirely.
N’Kari – An elite Keeper of Secrets with Admittedly, he is a rather brilliant and creative
knowledge in the lore of Slaanesh. Though a schemer whose deeds significantly move the plot
master of manipulating the emotions of enemies, along, but these schemes are always half
N’Kari is nevertheless a whimsical commander successes because Tzeentch hates him. Also
uninterested in tactics or strategy. Be’lakor hates Archaon, won’t directly obey his
commands and likely to pursue separate goals.
The Sleeper – The Sleeper is a relic, a creature
from a bygone age before Man, Elves and Dwarfs,
before even the Lizardmen when a race of giant Morale: Up to 95/100
insects ruled. The Sleeper is capable of Army Intimidation: 73/100
manipulating the emotions of beings across many (If Daemons are Present 87/100)
miles, driving them to despair, anger, or other Discipline: 39/100
extreme emotions. At close range it can even Cohesion: 39/100
drive enemies to try to murder each other, as Espionage: 72/100
shown below. Over time it can wear down the Logistics: 67/100
mental resistance of enemies, filling their minds Blockade: 73/100:
with its own psychic essence and creating a hive Aggression: 91/100
mind. The possessed individuals still have a
fragment of independent will and are capable of of Reinforcement Rate: High (Daemons themselves
independent thought, however their thought are variable, Beastmen are Very High).
process is slower without the Sleeper’s psychic
direction. Daemons are not counted towards the initial
reinforcement rate of Chaos, courtesy of how they
The Nameless – Fifteen thousand year old require copious amounts of winds of magic to
malevolent spirit formally named Constant bring into being. Instead they require sacrifice,
Drachenfels. Recently acquired amnesia and ritual and corrupted lands to bring them into real
became the Nameless. Now it is capable of mass space. If Chaos can do all of that in large
possession depending on willpower (over 10,000 quantities, then large and powerful daemons can
zombies at once or a couple hundred humans) and be brought in along with swarms of lesser ones. If
is known for its love of torture. not, then daemonic reinforcement will be few.
Prior to his memory loss he was a master
daemonologist (capable of dispelling demonic
hordes and possibly even controlling greater
MAGIC
Note that magic in the Warhammer world is a bit
daemons) and master necromancer. Though he is
different from most fantasy worlds. Magic comes
less adept at battle magic, he can still shoot
from the invisible Chaos Winds of Magic, blown
lightning, cause explosions and more. Any he
from the origin of the two great poles. It waxes
consumes he can gain knowledge from and over
and wanes at random, and is so overwhelmingly
the years he has acquired knowledge of surgery,
powerful to be difficult to contain for long, if at
theology, all known languages, and indeed most
all. Wizards can have some pent up magical
subjects of science!
energy in them, but it is very minute compared to
most of the spells they would cast.

Wizards are very rare and prized individuals who


Other than maybe some very crude palisades, take a significant portion of their lifetime learning
Chaos does not utilize static base defenses. to see and sense the Winds, catch the ones that
Instead, they use Chaos corruption as a base blow in strongest favor for the type of magic they
defense, which poisons the land around them and wish to use, and then channel it properly. The
heavy enough corruption allows them to build bigger and more difficult the spell, the more
magical fortresses which have ‘impossible angles’ magical energy needed to invest in it. And the
and made of ‘infeasible building materials’. The more a wizard tries to gather and summon, the
moat is filled with lava or boiling blood, the greater the risk for catastrophe. When wizards cast
courtyard houses pits containing monstrous beasts magic, the potency of the energy leaves them at
or the like with all these features surrounding a risk ranging from mere unconsciousness to a
tower containing a brooding Chaos lord. miscast of the spell activing on themselves,
However, high level chaos corruption is required Daemonic possession, and exploding into magical
for these fortifications to exist and without that, aether.
they flop.
The Lore of Nurgle allows a caster to perform
anything from vomiting a toxic breath of magical,
rotten disease to fill a house, to making it rain Wherever Chaos travels and spreads, Chaos
such a substance to cover a portion of a corruption of the surrounding region is also
battlefield. Most of the time, Daemons, or very corrupted, made most potent near the Gate or area
dedicated followers of Nurgle find these effects of entry, and weakening as it extends outward.
refreshing, if not healing. Some potent spells can
be cast onto a single, targeted heroic individual In areas of heavy concentration of Chaos
from across the battlefield, gifting them in corruption, the Winds of Magic blow stronger for
horrifying, magical diseases, and others can infuse all Warhammer factions to utilize. The land twists
mundane weapons of an ally with toxic plagues and warps and ignores the laws of physics.
and flesh-melting poison for a short time. Weather can become unpredictable and suddenly
disastrous, acid rains upward, gravity spirals in
The Lore of Slaanesh grants a wizard the ability shifting directions, and Chaos Daemons rule with
to inflict pain and torture on the foe, or increase the best power. Here, magical spells can be
supernatural capacity of allies. Slaaneshi magic is summoned more frequently and mere mortals are
extremely reliant on willpower, with those of consumed, if not usually driven to madness.
weak will falling in droves while the strongest
wills are all but immune to the powers of his Beyond the direct reach of Chaos corruption,
followers. They can summon supremely long within several miles of the strongest areas, the
whips of energy to lash with, or cause a single land still twitches with ebbs of flowing magic and
entity to rapidly grow fat and sinew to the point corruption. Babies are born with strange
they are crushed or suffocated. Senses of an entire mutations, Daemons can be spawned, people go
group of enemies can be warped and twisted, or mad in higher numbers, violence outbreaks more
causing them to bust into uncontrollable laughter frequently, and fight in flickering state of
or other extreme emotions. existence, and the land, and its climate begins to
vomit and become upset.
The Lore of Tzeentch works to give users the
ability to twist and change themselves, allies, or At the furthest touches, strange winds blow, the
enemies, gaze into the future and manipulate it, or Winds of Magic still howl but blow with
play with the mind. Most common are spouting infrequent strength, and Chaos Daemons can
baleful flames that warp and consume the physical barely hold onto their existence. In this area and
objects touched to convulse, liquefy, or mutate. beyond, Chaos depends more heavily on its
Magical shields can be raised to randomly change physical forces like Beastmen and Chaos Warriors
the nature of an enemy’s attack, like a hailstorm and their champions to go out, invade, and spread
of arrows into flowers, protecting allies. The best the corruption, if not create it independently. As
spells allow momentary possession of an enemy’s such, the strength of Chaos depends on where it’s
mind, or influence a whole group of a hundred gone. However, Chaos corruption can be opened
foes to turn on each other and fight their allies. unnaturally in a stable area by opening portals,
massed sacrifice, and other devices and plots by
The Lore of Hashut has a lot to do with hatred, the scheming, more physical heroes of Chaos.
power, and fire. Casters can tun into a pool of
magma and teleport by reappearing somewhere Starting cults and inciting guerrilla fighting
from the ground. Fires and lava can emerge from among these cults in the natives of otherwise more
the ground, or wrack the skies with entire clouds peaceful lands is a favored tactic of spreading
of ash or even make it rain lava! Chaos corruption. Individuals that become
corrupted do so by choice, often to end pain,
suffering, or aspire to something, and ideally
there’s no going back. Their soul is given wholly
over to the Chaos god(s).
Overall, Chaos will start from their entry point with a magically corrupted region stretching at least a few
miles, steeped in Chaos. The land will be churning and molten, magical fortresses will appear, and
Daemons will stalk the land. The strength of Chaos magic and sustained area for Daemons to rule needs
to spread.

As they conquer a city or area, a massacre of innocent blood is sacrificed to open up portals for Daemons
to emerge, bringing toxic emanations of warping Chaos with them. Pockets of such areas can grow and
eventually bleed together. Chaos wins when they drive out their enemies, destroy them utterly, or putrefy
the entirety of the region in twisted Chaos. This means a strong-willed and resisting enemy will
eventually have their starting base surrounded, and most of the entire region is filled with untold number
of Daemons, the sky is convulsing, the mountains are alive, and streams and rivers are boiling blood, and
roads are weeping sores or lined with giant tentacles and maws.

In order to achieve this goal, Chaos sends their mortal forces, the Beastmen, Northmen, Chaos Dwarves,
and Chaos Warriors (about in that order) out into less or untainted lands, Beastmen being pushed like
cannon fodder to wither, break, and weaken an enemy of resources.

To defeat Chaos means the magically warped area has to be pushed back, resisted, held into reality, and
driven out. Victories can help destroy secondary Chaos gates, whisking away all the Daemons there back
into the Realm of Chaos.

Chaos holds nothing back for moral reasons. Any and every atrocity is on the table, there is nothing they
are totally unwilling to do. As times goes on and the enemy becomes more difficult they might try to
utilize a super spell, such as opening a long term portal to the Realm of Chaos or turning all livestock
across the province into Beastmen. Archaon will learn from the weakness of the enemy, both in their
army and personality, and try to place upon those weaknesses. That said, Chaos as a force lacks any ultra-
rare technology to deploy and, since they unleash everything from the beginning, magical adaptions.

Potrebbero piacerti anche