CHAOS WARRIORS, CHAMPIONS & KNIGHTS
Only the strongest and most vicious northmen
may become warriors, champions and knights. These fanatical soldiers form the
vanguard of the chaos horde, and their thirst for blood and battle is unmatched—except
perhaps by demons. The blessings the chaos gods grant to these fearsome mortals
command respect and awe from the lesser forces of beastmen and marauders. In extraordinary
circumstances, the greatest champions and knights may even ascend to demonhood.
Combat: The
fanatical warriors arm themselves with long, cruel swords, viciously barbed
light crossbows and plate mail armor. Champions wield dire great weapons and
don plate mail armor black as night. In battle, both warriors and champions
gain +1 to hit and damage with melee weapons and their barbed crossbow bolts are +1 to damage. There is a 50% chance that
any group of warriors will possess shields. The powerful knights sometimes bear
ensorcelled plate mail armor and weaponry, and decorate themselves with battle
trophies hewn from their dying foes. Knights gain +2 to hit and damage with
melee weapons and their crossbows bolts are +1 to damage, in addition to any magical accouterments bestowed upon them (see
below). Knights always ride war steeds into battle.
Encounters & Treasure: Warriors encountered singly or in warbands use hoard class
(HC) II, III and IV, champions use HC VI, and knights use HC VII. However,
champions and knights have a 50% chance to possess magic items. Chaos warbands
consist of 6 to 12 (2d4+4) warriors and are commanded by a champion. Champions
may also serve as personal guards for sorcerers, demons and other dark
dignitaries. Chaos knights command two or more warbands, but are also
encountered singly or as guards like champions.
Chaos Warrior: AC
3; HD 2+1; hp 10; MV 60’ (20’); #AT 1 long sword or light crossbow; DAM 1d8+1
or 1d6+1; SV F2; ML 10; AL CE; XP 35.
Champion: AC 3;
HD 4+2; hp 20; MV 60’ (20’); #AT 1 two-handed sword or light crossbow; DAM 1d10+1
or 1d6+1; SV F4; ML 10; AL CE; XP 140. Note: 50% chance to possess magic items.
Knight: AC 3;
HD 6+3; hp 30; MV 60’ (20’); #AT 1 two-handed sword (lance if mounted) or light
crossbow; DAM 1d10+2 (1d6+2, x2 if charge) or 1d6+1; SV F6; ML 11; AL CE; XP 380.
Note: 50% chance to possess magic items.
War Steed: AC 5;
HD 3+2; hp 16; MV 120' (40'); #AT 2 hooves; DAM 1d6/1d6; SV F3; ML 10; AL N; XP
65.
CHAOS MAGIC ITEMS
The following tables detail magic items
commonly possessed by wargor beastmen (see Part II for beastmen details), chaos champions and chaos knights. For brevity, the generic term "champion" is used hereafter in place of wargor, champion and knight. Roll
1d10 to determine if the champion possesses magic armaments,
then roll on the other tables as indicated to generate specific magic items.
Magic armor is always the same type as
a champion’s normal armor, with a +1 bonus to AC.
If any of these items are recovered
and used by non-evil characters, the dark sorceries imbued within them will
cause serious harm, if not death. As a rule of thumb, when any non-evil
character touches or attempts to use a chaos magic item, he must succeed at a
save vs spells or immediately lose one experience level (or hit die). Characters
should not be messing with dark chaos powers! In fact, finding the means to
destroy chaos magic items could be an engaging adventure unto itself…
CHAOS MAGIC ITEMS TABLE I
Roll 1d10
|
Magic Items
Possessed
|
1-5
|
None
|
6-7
|
Weapon, roll on Table II
|
8-9
|
Armor or shield, roll on Table III
|
10
|
Weapon and armor/shield, roll on Tables
II and III
|
CHAOS MAGIC ITEMS TABLE II: WEAPONS
Roll 1d8
|
Magic Weapon
|
1
|
Berserker
Weapon: The champion gains an extra
attack with this melee weapon each round.
|
2
|
Blood
Weapon: Upon a successful hit, the
victim of this weapon must make a save vs death. Failure indicates the
attacking champion gains 1d4 temporary hit points. These hit points are lost
first when the champion is damaged or disappear after 1 turn (whichever comes
first).
|
3
|
Hellfire
Weapon: Upon a successful hit, this flaming
weapon deals an extra 2d4 damage. If the victim makes a successful save vs
spells, he reduces this extra damage by half.
|
4
|
Poison
Weapon: Upon a successful hit, this
poisoned weapon deals an extra 2d4 damage. If the victim makes a successful
save vs poison, he reduces this extra damage by half.
|
5
|
Rending
Weapon: All wounds inflicted by this
weapon bleed for 1 extra damage point per round until a cure spell is cast upon the victim.
|
6
|
Soul
Cleaver Weapon: Upon a successful
hit, the victim of this weapon must make a successful save vs death or suffer
double damage. Normal damage is still inflicted on a successful save.
|
7
|
Summoning
Weapon: Instead of making a normal
melee attack, the champion may dramatically brandish this weapon to immediately
summon 2d4 demonic 1 HD monsters to fight for him (similar to the spell summon monster I). The monsters are
mutated, chaotic versions of normal monsters, but use their standard game
stats for combat. The monsters disappear after 2d6 rounds or when slain.
|
8
|
Terror
Weapon: Instead of making a normal
melee attack, the champion may dramatically brandish this weapon to cause fear (similar to the spell) in
all enemies within 20 feet of him. Foes within range must make a successful
save vs spells or flee in panic for 1d6 rounds. Those who succeed at the
saving throw are immune to the weapon’s fear effect for the rest of the day.
|
CHAOS MAGIC ITEMS TABLE III: ARMOR & SHIELDS
Roll 1d8
|
Magic Armor
|
1
|
Acid
Armor: There is a 50% chance that
any nonmagical weapon striking the champion in this armor is immediately
destroyed by its acidic secretions. Magical weapons have a 10% chance of
being destroyed or, at the referee’s discretion, are entitled to a saving
throw to resist the acid.
|
2
|
Armor
of Damnation: A successful attack
against the champion must be re-rolled. The re-roll stands whether a hit or
miss.
|
3
|
Armor
of Tortured Souls: This armor
provides the champion a +1 AC bonus against all normal (non-magical) attacks.
|
4
|
Bane
Shield: Standard shield AC bonus,
plus when the champion is successfully attacked, this shield allows him to
make a retaliatory shield strike attack against that specific foe for 1d6
damage (adjusted normally by Strength) on his next turn in the combat round.
If the champion disengages from melee combat with the foe, he cannot make the
free attack. Only one shield strike attack can be gained in a round
regardless of how many attacks successfully hit the champion.
|
5
|
Chaos
Runeshield: Standard shield AC
bonus, plus on a successful hit against the champion with a magic weapon that
weapon is negated of all magic properties for 1d6 rounds.
|
6
|
Spelleater
Shield: Standard shield AC bonus,
plus this shield grants the champion a re-roll on any failed saving throw vs
spells. The re-roll stands whether successful or not.
|
7
|
Trollhide
Armor: This armor allows the champion
to regenerate 1d3 hit points each round. Damage from fire or acid cannot be
regenerated.
|
8
|
Wraithform
Armor: This armor makes the champion
appear incorporeal similar to a wraith. While wearing this armor, the champion
is unharmed by nonmagical weapons and silver weapons deal only half-damage to
him.
|
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