Chapter XI: The Bestiary
mutations, 10=4 mutations. Then roll on Table 11-1: Chaos Mutations to generate them and modify stats as appropriate.
Special Rules: Chaos Mutations: Roll 1d10 to determine the number of mutations the lesser daemon has: 1-3=1 mutation, 4-6=2 mutations, 7-9=3 mutations, 10=4 mutations. Then roll on Table 11-1: Chaos Mutations to generate them and modify stats as appropriate. Armour: None Armour Points: Head 0, Arms 0, Body 0, Legs 0
Armour: None Armour Points: Head 0, Arms 0, Body 0, Legs 0 Weapons: Hand Weapon (Club) o rCs
Weapons: Claws m uTanTs
Orcs are the largest and most powerful of the Goblinoid (or “Greenskin”) races and they use their strength to dominate their lesser cousins whenever possible. They are repulsive monsters who love inflicting pain, and delight in cruelty and slaughter. Orcs are always fighting and if they cannot find enemies to fight, they fight each other. Orc tribes live in remote areas, favouring mountainous and wooded terrain. The Dwarfs are their most implacable foes and the two races have been at war for ages. WP Fel 35% 35% 35% 45% 25% 25% 30% 20% Secondary Profile A W SB TB M Mag IP FP 1 12 3 4 4 0 0 0 Skills: Intimidate, Outdoor Survival, Perception, Ride or Swim, Scale Sheer Surface, Speak Language (Goblin Tongue), Torture Talents: Menacing, Night Vision, Street Fighting, Strike Mighty Blow Special Rules : Animosity: Orcs hate everything, even other Orcs and Goblins. Given half a chance, given even the merest shadow of an excuse, Orcs will fight amongst themselves—battling a rival Orc tribe if they are present, or battering other members of their own tribe in unseemly squabbles if that is all that is available. An Orc offered any kind of excuse must make a Willpower Test or immediately attack the other greenskins. Choppas: Whatever an Orc’s other equipment, he will always have a Choppa. An Orc Choppa is a huge heavy blade, far too ungainly for a typical human to wield in one hand but capable of inflicting horrendous wounds. When wielded by an Orc, a Choppa inflicts SB+1 damage on the first round of melee and SB damage thereafter. If wielded by a creature other than an Orc, a Choppa is treated as a Hand Weapon but with the Slow quality. Armour: Medium Armour (Chain Shirt, Leather Jack, Leather Skullcap) Armour Points: Head 1, Arms 1, Body 3, Legs 0 Weapons: Choppa, Dagger or Bow s kaVen Skaven are giant humanoid rats, a beastly mockery of humanity that rules an underground empire that stretches across the world. While the common folk of the Empire don’t believe that Skaven exist, these malevolent creatures gnaw at the underbelly of the Old World in the name the Horned Rat, the chittering God of the Ratmen. Skaven are servants of plague and decay, utterly dedicated to the destruction of the upper world. WP Fel 30% 25% 30% 30% 40% 25% 25% 15% Secondary Profile A W SB TB M Mag IP FP 1 9 3 3 5 0 0 0 Main Profile WS BS S T Ag Int Main Profile WS BS S T Ag Int
Humanity has proved particularly susceptible to the warping influence of Chaos. Even in the heart of the Empire, children are sometimes born with obvious mutations. Others manifest mutations as they grow older. While the most horrible mutants are usually killed immediately, many mothers don’t have it in them to murder their children. Instead, they leave their offspring in the woods. There they either die or are taken in by other mutants or bands of Beastmen. These mutants, abandoned and embittered, become willing minions of Chaos. WP Fel 31% 31% 31% 31% 31% 31% 31% 31% Secondary Profile A W SB TB M Mag IP FP 1 11 3 3 4 0 0 0 Skills: Animal Care, Concealment, Outdoor Survival, Perception, Silent Move, Speak Language (Dark Tongue or Reikspiel) Talents: Flee! Special Rules: Chaos Mutations: Roll 1d10 to determine the number of mutations: 1-3=1 mutation, 4-6=2 mutations, 7-9=3 Main Profile WS BS S T Ag Int
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