Chaos

logo The tribes of the northlands are called Marauders by the civilised folk of the south. Their domain stretches across the great steppes and throughout the rocky land of Norsca and encompasses many savage tribes of men. These tribes can be divided into three main groups - the towering flaxen- haired Norse, the raven-haired and dark-skinned Kurgan, and the squat, powerfully built, horse-riding Hung. These peoples together make up the barbarian hordes of the north whose incursions to the south comprise the greatest threat to the civilised nations of the world.

All of these tribes worship the Dark Gods that others call the gods of Chaos but which the north men know under many names and in countless guises. Because they live close to the vast polar source of magic, the influence of magical energy is especially strong amongst them. Its warping power blows strongest close to the pole, and the Marauder tribes live within its domain. When the wind of magic blows hard it brings mutation and change to the people and their animals, strange deformed creatures shamble from the darkness, and daemons walk the land sustained by the magically enriched atmosphere. When the wind blows strongest all life is corrupted, or destroyed, and the northern tribes push south in response driven by what is both the will of the Dark Gods and a howling storm of magical energy.

Battle is a way of life to the hardy warriors of the northlands. They share their land with the most heinous of monsters and when otherwise idle they spend their time fighting each other. They are tough blood-thirsty barbarians at heart, but they are also respectful of the gods who, in their eyes, give them their strength and direct them to glorious conquest. To fight well is to honour the gods and glorify the tribe. Great warriors are taken in death to live amongst the gods and are worshipped as gods themselves. The tribes see themselves as agents of the Dark Gods, destined to triumph over the lesser people of the south, to destroy, sacrifice and ultimately to rule in the name of Chaos.

Although it is commonplace for raiding armies to trouble the lands of Kislev and the northern parts of the Empire, it is rare for the tribes to act in any cohesive way. When that does happen, usually due to an extreme outpouring of magical energy from the north, the whole civilised world is placed in the greatest peril. This has happened several times in the history of the world and most notably during what became known as the Great War against Chaos over two hundred years ago. Only the sudden and dynamic unification of the Empire and the aid of the High Elves of Ulthuan saved the human realms of the Old World at that time, though Kislev was devastated and the city of Praag destroyed.

chaos

Chaos army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Chaos Warriors

Infantry

4

4

4+

-

3

140

1/-

-

Chaos Marauders

Infantry

3

3

5+

-

3

60

1/-

-

Ogres

Infantry

4

4

5+

-

3

105

-/1

*1

Trolls

Infantry

5

3

5+

-

3

110

-/3

*2

Marauder Horsemen

Cavalry

3

3

5+

-

3

90

-/4

-

Chaos Knights

Cavalry

4

4

4+

-

3

180

-/2

-

Chaos Hounds

Cavalry

3

3

-

-

3

40

-/2

-

Chaos Chariots

Chariot

3

3

5+

-

3

95

-/3

-

Harpies

Monster

2

3

6+

-

3

65

-/1

*3

Dragon Ogres

Monster

6

4

5+

-

3

230

-/1

*4

Chaos Spawn

Monster

3/3

4

3+

-

1

110

-/2

*5

 

General

General

+2

-

-

9

1

125

1

-

Hero

Hero

+1

-

-

8

1

80

-/1

-

Sorcerer

Wizard

+1

-

-

8

1

90

-/1

-

Chaos Dragon

Monstrous Mount

+3

-

-

-

-

+100

-/1

*6

Chariot

Chariot Mount

+1

-

-

-

-

+10

-/1

-

Special rules

1. Ogres

If an Ogre unit can use its initiative to charge an enemy unit of humans at the start of the Command phase then it must do so. This happens automatically and their commander can do nothing about it. ‘Humans‘ encompasses all ‘men‘ including Chaos Warriors and Marauders, but not Dwarfs, Elves etc.

2. Trolls

When trying to issue an order to a unit of Trolls or to a brigade that contains a unit of Trolls, any Command penalty applied for distance between the character and the Troll unit is always doubled. So at 20cm no penalty applies, at 40cm -2, at 60cm -4, and so on. Trolls can regenerate wounds - in each round of combat after whole stands have been removed Trolls automatically regenerate one outstanding hit. If no hits are left over after removing whole stands then regeneration has no effect. Regenerated hits still count towards the combat result for the round.

3. Harpies

Harpies are based facing the long edge of the base in the same way as infantry, rather than the short edge like other monsters. Harpies can fly. A unit of harpies cannot be joined by a character.

4. Dragon Ogres

Dragon Ogres are immune to terror.

5. Spawn

Spawn units have -1 Command penalty if not part of a brigade that includes more non-Spawn units than Spawn units. Up to two Spawn units can be included in any brigade and do not count towards the maximum size of that brigade.

Spawn units cause terror in combat - enemies suffer the -1 Combat modifier for fighting terrifying creatures. Spawn units cannot be driven back by shooting and never roll for drive backs. Spawn units must pursue or advance if victorious in combat where it is permitted to do so.

Spawn units have a shooting range of 15cm and 360° vision - the unit can draw line of sight from all edges of its stand for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from it‘s front edge to charge an enemy.

6. Chaos Dragon

Generals, Wizards and Heroes can ride a Chaos Dragon. The Chaos Dragon can fly, increasing the rider‘s move from 60 to 100cm, and it adds +3 Attacks to those of its rider. In addition the Dragon has a special shooting attack. It can breathe fire. This special attack can only be used if the rider has joined a unit and is not engaged in combat. A rider that has not joined a unit cannot use the Dragon‘s fiery breath to attack. The Dragon‘s fire breath works as follows. The fire breath has a range of 20cm. It can be directed against one target as normal and has 3 Attacks worked out in the usual way. The Chaos Dragon is a large terrifying creature. A unit that has been joined by a Chaos Dragon causes terror in its enemies and therefore imposes the usual Combat penalty.

7. Chariot Mount

Generals, Sorcerers and Heroes can ride Chariots. An extra +1 Attack is added to those of its rider.

warriors

Chaos spells

Boon of Chaos

4+ to cast Range N/A

A dark power billows from the Sorcerer filling his troops with the destructive vigour of chaos.

This spell can be cast if the Sorcerer has joined a unit in combat. The spell affects the unit he has joined. The effect lasts for the duration of the following Combat phase.

Every stand in the unit, including characters that have joined the unit, adds +1 to its Attacks value. As the Sorcerer must join the unit to cast the spell this includes the Sorcerer himself, but it is possible for other characters to join the unit as well, in which case the +1 is applied to whichever character fights.

Anger of the Gods

4+ to cast Range 30cm

The anger of the chaos gods blots out the sun and sends clouds of rage scudding across the battlefield all around the Sorcerer.

The spell is cast upon the Sorcerer himself and affects all enemy units within 30cm of the stand.

The spell lasts until the end of the opposing player‘s following turn.

The spell affects the opposing army‘s ability to issue commands. All enemy units within 30cm of the Chaos Sorcerer suffer a -1 Command penalty. This penalty is applied when each order is issued: a unit might therefore be within 30cm of the Sorcerer for one order but not for a second, for example.

Rage of Chaos

5+ to cast Range 30cm

The Sorcerer screams a blasphemous litany to his dark gods. From the black gore that drenches the battlefield leaps a roaring daemonic shadow that fights with great madness and ferocity.

This spell can be cast upon a friendly unit that is engaged in combat and which is within range. The Sorcerer does not have to be able to see the target to cast the spell.

The affect lasts for the duration of the following combat phase and the indicated bonus attacks are added to the unit‘s total attacks each round.

The unit gains bonus Rage of Chaos attacks for the following combat phase. To determine the number of bonus attacks roll one D6 at a time and add the results together. The player can roll as many D6 as he wishes up to a maximum of 1 per stand in the unit. The player always rolls one dice at a time and can decide to stop at any point. However, if the player rolls a second or subsequent dice and scores the same value as any previously rolled dice, then the total Rage of Chaos attacks are directed against the targeted unit instead of its enemy. Rage of Chaos attacks that rebound in this way are struck only once in the first round of combat: they are not struck each round.

Example, 1 + 4 + 6 = 11 extra attacks for the Chaos unit each round. 1 + 4 + 1 = 6 Attacks upon the Chaos unit in the first round.

Curse of Chaos

5+ to cast Range 30cm

An arc of pure energy strikes the foe, wreaking monstrous changes, melting flesh and twisting bones into monstrous form. This spell can be cast on an enemy unit. The Sorcerer must be able to see his target to use this spell. The spell cannot be directed at a unit engaged in combat.

The Curse of Chaos is treated like three ordinary shooting attacks except that armour has no effect (all targets count as having no armour). A unit can be driven back by a Curse of Chaos as with ordinary shooting.

knights