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Allies of Chaos

Many monstrous creatures of Chaos are blessed with a cruel sentience, a predatory cunning that renders them particularly dangerous. Ambitious champions may bargain with such creatures in an attempt to make use of their formidable might – a risk worth taking, despite the potential for gruesome injury or death.

Fomoroid Crusher

Fomoroid Crushers are living siege engines filled with a single-minded desire to demolish and destroy. Once, the fomoroids were masons and artisans possessed of great skill, until they were conquered and leashed to the service of Archaon the Everchosen. Branded with runes of domination that rob them of any sensation beyond the need to pulverise all in their path, they are now used as tools of unthinking destruction, loosed upon those of the Everchosen’s foes who think to hide behind fortifications. Swinging chunks of stone or crude masonry tools, they crush and splatter their foes to paste. Sometimes, these creatures are granted to promising warbands or aspiring champions, and they have proven especially useful for tearing a path through the thick undergrowth of the Gnarlwood.

Fomoroid Crusher

Unarmed
Range
1
Attacks
3
Strength
6
Damage (normal/crit)
4/8
Chaos
260
Move
5
Toughness
6
Wounds
35
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Reaction

RunemarkReaction
ChaosDestroyer[Reaction] Unthinking Destruction: A fighter can make this reaction after an enemy fighter finishes a move action on an open platform and within 3" horizontally and 5" vertically of this fighter. The controlling player for each fighter within 1/2" of the edge of that platform must take a falling test, and on a roll of 1 or 2 that fighter falls.

Abilities

RunemarkAbility
ChaosDestroyer[Double] Bloody Trophy: A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation. Add one wild dice to your saved wild dice.
ChaosDestroyer[Double] Hurl Masonry: A fighter can only use this ability if they are within 1" of an obstacle. Pick a visible enemy fighter within 8" of this fighter and roll a dice. On a roll of 2-4, allocate 1 damage point to that fighter. On a roll of 5+, allocate a number of damage points to that fighter equal to the value of this ability.
ChaosDestroyer[Triple] Rampaging Charge: Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.

Ogroid Myrmidon

Ogroid Myrmidons are hulking monsters that have devoted themselves utterly to mastering the martial disciplines. Despite their size, they wield their weapons with tremendous skill, striking out with spiked shields to send enemies stumbling backwards before delivering mighty, impaling thrusts with their spears. Should they be wounded, they become even more ferocious as the runes across their bodies glow with hellish power. Myrmidons are often prized as pit-fighters or overseers by Chaos warlords and can be sighted in many war-torn regions of the Mortal Realms, accompanying heathen raiders on missions of slaughter or destruction.

Ogroid Myrmidon

Spear
Range
2
Attacks
3
Strength
5
Damage (normal/crit)
4/8
Chaos
265
Move
5
Toughness
6
Wounds
30
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Reaction

RunemarkReaction
ChaosChampion[Reaction] Test of Skill: A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. If each hit roll from that attack action results in a miss, allocate 10 damage points to the attacking fighter.

Abilities

RunemarkAbility
ChaosChampion[Double] Berserk: A fighter can only use this ability if 20 or more damage points have been allocated to them. Add 3 to the Attacks characteristic of the next melee attack action made by this fighter in this activation.
ChaosChampion[Triple] Arcane Fury: Until the end of this fighter’s activation, add the value of this ability to the damage points allocated to enemy fighters by each critical hit from melee attack actions made by this fighter.
ChaosChampion[Triple] Blood Marshal: Pick a visible friendly fighter within 4" of this fighter. Allocate 1 damage point to that fighter. If that fighter is not taken down, they can make a bonus melee attack action.

Mindstealer Sphiranx

The Eightpoints are stalked by all manner of unsettling beasts, but few are as sinister as the Mindstealer Sphiranxes. Once denizens of Hysh who served the Archmage Teclis, avarice and bitterness proved their undoing, and they struck a terrible bargain that saw them banished from the Ten Paradises and forced to ally with the Dark Powers of Chaos. Though a Mindstealer’s claws are sharp and its leonine body swift, its true power comes from the third eye upon its forehead. With this mystic orb, a Sphiranx can stare into the minds of its foes, plundering knowledge – over which it obsesses – or crushing the enemy’s will to fight, leaving them easy prey for the spiteful beast.

Mindstealer Sphiranx

Claws
Range
1
Attacks
4
Strength
5
Damage (normal/crit)
2/5
Chaos
260
Move
8
Toughness
5
Wounds
30
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Reaction

RunemarkReaction
ChaosMystic[Reaction] Spiteful Reprisal: A fighter can make this reaction after they are targeted by an attack action but before the hit rolls are made. For each hit roll from that attack action that misses, reduce the value of one of the attacker’s controlling player’s [doubles], [triples] or [quads] to 1.

Abilities

RunemarkAbility
ChaosMystic[Double] Telepathic Threatening: Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a roll of 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
ChaosMystic[Triple] Dominate Mind: Pick a visible enemy fighter within 6" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 2-5, allocate 1 damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.
ChaosMystic[Quad] Charm: Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability. That fighter cannot activate or make reactions in this battle round.

Centaurion Marshal

Centaurions are terrifying creatures, their strength and skills honed in the Varanspire's warpits. Charging headlong into the fray on iron-hard hooves, Centaurions wreak havoc with each of the deadly weapons gripped in their four arms – ensnaring, skewering, bludgeoning, and trampling any who stand before them. The Marshals are the strongest amongst their kind, risen from the arena into the ranks of powerful warbands and legions – yet despite their bestial ferocity, these are also creatures of great cunning and subtlety, sworn to gather warbands in shadowy service to their Dark Master.

Centaurion Marshal

Club
Range
1
Attacks
3
Strength
5
Damage (normal/crit)
3/6
Spear
Range
3
Attacks
3
Strength
6
Damage (normal/crit)
2/5
Chaos
295
Move
10
Toughness
5
Wounds
35
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Reaction

RunemarkReaction
ChaosIcon BearerCruel Strike: A fighter can make this reaction when a visible enemy fighter within 1" of them makes a disengage action but before that fighter moves away. Roll a dice. On a 2+, allocate D6 damage points to that enemy fighter.

Abilities

RunemarkAbility
ChaosIcon Bearer[Double] Marshal's Net: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a 3+, that fighter cannot make move actions or disengage actions this battle round.
ChaosIcon Bearer[Triple] Trampling Charge: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
ChaosIcon Bearer[Quad] Skewer, Drag and Bludgeon: This fighter can make a bonus attack action with its spear (Spear). In addition, if that bonus attack scores any critical hits, the target fighter moves 3" directly towards this fighter as if they were jumping, even if they are within 1" of any enemy fighters. If the target fighter finishes that move within 1" of this fighter, this fighter can make a bonus attack action with its club (Club).