Friday, April 18, 2014

Fortnight of Chaos, Part I: Marauders & Chieftains

I declare the next two weeks to be the Fortnight of Chaos here on the Borderlands blog!

Long-time readers may recall that I'm a big fan of Warhammer Fantasy Battles and the original edition of Warhammer Fantasy Roleplay. So, in honor of all things chaotic, I've dusted off the old archives, and over a fortnight I'll post updated and revised Labyrinth Lord conversions from the Hordes of Chaos (2002) and Beasts of Chaos (2003) Warhammer army books, as well as the Realm of Chaos: Slaves to Darkness book (1988).

First off, some mood music. Check out Hordes of Chaos by Kreator. If you don't like old-school thrashy heavy metal, please ignore. :-)

Today we have Chaos Marauders and Chieftains.

These marauding northmen pillage civilized lands with reckless abandon. They are the first wave of the chaos horde, rampaging ahead of powerful chaos warriors and champions. Mounted marauders sometimes scout in advance of the horde, espying resistance strength and wealth potential of southern settlements.

Combat: Chaos marauders wear scant hides (consider as leather armor) and wield wicked maces or axes. Strong warriors, they gain +1 to hit and damage with melee weapons. Chieftains also gain +1 to hit and damage with melee weapons, but prefer wielding two-handed battle axes or heavy flails. Chieftains wear thicker scraps of hide providing equivalent protection to studded leather armor.

Encounters & Treasure: When encountered singly or in warbands, marauders use individual hoard class (HC) II and chieftains use HC IV. A warband consists of 8 to 18 marauders (6 + 2d6) and one chieftain. There is a 50% chance that the chieftain rides a wild horse and a 25% chance that a warband has 1 to 6 (1d6) of its marauders mounted on wild horses.

Chaos Marauder: AC 8; HD 1+1; hp 6; MV 120’ (40’); #AT 1 axe (or mace) or short bow; DAM 1d6+1 or 1d6; SV F1; ML 9; AL CE; XP 15.

Marauder Chieftain: AC 7; HD 2+1; hp 10; MV 120’ (40’); #AT 1 battle axe (or heavy flail) or short bow; DAM 1d8+1 or 1d6; SV F2; ML 9; AL CE; XP 35.

Wild Horse: AC 7; HD 2; hp 9; MV 240' (80'); #AT 2 hooves; DAM 1d4/1d4; SV F1; ML 8; AL N; XP 20. Note: These wild northern horses are not as battle-trained as war horses (no charge attack possible), but they do not panic in combat as easily as typical riding horses (morale of 8).

Edit: Products for the Warhammer Fantasy Roleplay game are now published by Fantasy Flight Games. Here is a link for all the Warhammery goodness available for the newest edition of the grim and perilous roleplaying game.