Champion Creation
Champion creation occurs sequentially and randomly, as laid out in the following sections.
Species
Your species and statblock are determined by a series of d100 rolls, on any of the following tables. Please note that if you do not like your result, you may use the basic human profile. Many of these profiles present a name akin to "Human 15 Hero" or "Elf 5 Wizard". The first word is a fragment of your race (Dwarf and Elf referring more specifically to Chaos Dwarf and Dark Elf respectively). The number is the Character Level of the character, which provides a statistic boost and starting equipment. The final word determines the way that the stat boost is applied. If the number and description are not present, that is the "basic" profile for that species.
1d100 | Species |
01-20 | Chaos Dwarf |
21-35 | Dark Elf |
36-95 | Human |
Other | 96-00 |
Chaos Dwarf
Chaos Dwarves have several special rules:
- Dwarves never reduce their Movement value due to wearing armour or a shield.
- Dwarves make poor cavalry, preferring small mules or donkeys to warhorses. Reduce the movement of dwarven horsemen by 2". While on horseback, dwarves receive no charge bonus, or any weapon bonuses due to charging.
- Dwarven wizards have half the Power Level of a human wizard.
- Once per spell level known, dwarven wizards may substitute a necromantic or demonic spell for any one battle magic spell. Note that this only occurs during character creation.
- Chaos dwarf mages may not learn Illusion or Elemental magic.
- Chaos Dwarves start play with D6-4 Personal Chaos Attributes.
The basic profile for a Chaos Dwarf is as follows:
Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 7 | 9 | 9 |
The random character table is presented below:
1d100 | 01-35 | 36-50 | 51-55 | 56-60 | 61-62 | 63 | 64-78 | 79-88 | 89-93 | 94-98 | 99-00 |
Champion | Chaos Dwarf | Dwarf 5 Hero | Dwarf 10 Hero | Dwarf 15 Hero | Dwarf 20 Hero | Dwarf 25 Hero | Dwarf 5 Wizard | Dwarf 10 Wizard | Dwarf 15 Wizard | Dwarf 20 Wizard | Dwarf 25 Wizard |
Dark Elf
Dark Elves have several special rules:
- Dark Elves cause Fear in enemy Goblins that do not outnumber them by more than two to one. As such, any squad of Goblins that should attack your lone Champion will be afraid if there is less than three of them.
- All movement penalties due to armour are doubled for Dark Elves - having a 5+ Save value would penalise them by 1" rather than 0.5", for example.
- Dark Elves Hate other forms of elves.
- Dark Elf wizards must have at least one demonic or necromantic spell per Spell Level, and may substitute all of their Battle Magic spells for equivalent level demonic or necromantic spells. One battle magic spell of any level may be substitued for one Illusion spell of equivalent level. Dark Elves may never learn Elemental magic.
- Your champion gains with D6-3 Personal Chaos Attributes.
The basic profile for a Dark Elf is as follows:
Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 | 9 | 9 | 8 |
The random character table is presented below:
1d100 | 01-30 | 31-50 | 51-60 | 61-63 | 64 | 65 | 66-85 | 86-95 | 96-98 | 99 | 00 |
Champion | Dark Elf | Elf 5 Hero | Elf 10 Hero | Elf 15 Hero | Elf 20 Hero | Elf 25 Hero | Elf 5 Wizard | Elf 10 Wizard | Elf 15 Wizard | Elf 20 Wizard | Elf 25 Wizard |
Human
Humans have several special rules:
- Human wizards may choose to substitute Illusion or Elemental spells for any or all of their Battle Magic spells.
The basic profile for a Human is as follows:
Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 | 7 | 7 |
The random character table is presented below:
1d100 | 01-35 | 36-50 | 51-60 | 61-65 | 66-67 | 68 | 69-83 | 84-93 | 94-98 | 99 | 00 |
Champion | Human | Human 5 Hero | Human 10 Hero | Human 15 Hero | Human 20 Hero | Human 25 Hero | Human 5 Wizard | Human 10 Wizard | Human 15 Wizard | Human 20 Wizard | Human 25 Wizard |
Other
The Other category behaves a little differently to other species. No creature of the Other category will start play with character levels - instead, this presents a vast array of rarer creatures that could be played as.
The random character table is presented below:
1d100 | 01-15 | 16-21 | 22-24 | 25-27 | 28-31 | 32-41 | 42-47 | 48-55 | 56-59 | 60-68 | 69-80 | 81-93 | 94-96 | 00 |
Champion | Roll on Beastman table | Roll on Centaur table | Fimir: Fimm | Fimir: Shearl | Goblin | Half-Orc | Hobgoblin | Human Were | Lizardman | Roll on Minotaur table | Orc | Skaven | Slann | Zoat |
Note that the Were entry behaves differently to the others in that it will cause you to generate two seperate profiles, each with their own set of mutations, gifts, and other such modifications rolled at the time you are called to do so: the first being a basic Human, the other being a Basic Wolf-Man. This makes it possible to play a character such as a were-demon, were-spawn, or even spawn in one form and demon in the other. As you do not have Character Levels, you will not have access to a Great Wolf form.
Beastmen Champions
Beastmen compose myriad types of mortals that mix human and bestial features, primarily goat and bovine. They are very durable, but often have more limited magical and military training.
- Beastmen are very likely to have Chaos Attributes, as indicated, in the form of Personal or Dominant attribuites for the entire unit.
- Beastmen Shamans generate spells randomly from the Battle Magic, Daemonic, or Necromantic spell lists until they have one of each for each level.
- Beastman Champions may not gain Magic.
Basic profile:
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Beastman | 4 | 4 | 3 | 3 | 4 | 2 | 3 | 1 | 7 | 6 | 7 | 6 |
1d100 | Beastman | Chance of Attributes | Number of Attributes |
01-50 | Beastman | 50% | 1D3 |
51-75 | Beastman 5 Hero | 65% | 1D4 |
76-85 | Beastman 10 Hero | 85% | 1D6 |
86-95 | Beastman 15 Hero | Always | 1D6+1 |
96-99 | Beastman 20 Hero | Always | 1D6+2 |
00 | Beastman 20 Hero | Always | 1D6+3 |
The specific form of Beastman will be modified by the Mark they recieve. In addition, roll on the following table before generating starting Retinue, and each time you gain a new Reward:
1D6 | Rolls on Beastmen Followers Table |
1-2 | 1 |
3-4 | 2 |
5 | 3 |
6 | 4 |
Centaur Champions
Centaurs are strong and incredibly fast, not to mention the inherent advantage to their defence through being considered mounted at all times. Like beastmen, they have a focus on hordes, but are much more singularly powerful.
- Centaurs are very likely to have Chaos Attributes, as indicated, in the form of Personal or Dominant attribuites for the entire unit.
- Centaurs can make any amount of their attacks as Stomp attacks instead of Weapon attacks, which do not gain any bonuses for weapon type but can be made to any facing rather than just frontal.
- Centaur Warlocks generate spells from the Battle Magic list.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Centaur | 8 | 3 | 4 | 4 | 3 | 2 | 3 | 2 | 7 | 7 | 7 | 7 |
1D100 | Centaur | Chance of Attributes | Attributes |
01-50 | Centaur | 50% | 1D3 |
51-65 | Centaur 5 Hero | Always | 1D4 |
66-72 | Centaur 10 Hero | Always | 1D3+1 |
73-77 | Centaur 15 Hero | Always | 1D4+1 |
78-81 | Centaur 20 Hero | Always | 1D6+1 |
82-83 | Centaur 25 Hero | Always | 1D6+2 |
84-89 | Centaur 5 Wizard | Always | 1D4 |
90-94 | Centaur 10 Wizard | Always | 1D3+1 |
95-97 | Centaur 15 Wizard | Always | 1D4+1 |
98-99 | Centaur 20 Wizard | Always | 1D6+1 |
00 | Centaur 25 Wizard | Always | 1D6+2 |
Minotaur Champions
Minotaurs are powerful figures, guardians of the secret sanctums where Chaos intersects with the physical world. Empowered or killed by the embracing of such a space before their marking as Champion, they are uniquely resistent to magic, though rendered unable to use it. Their extreme durability comes at the cost of rapid mutation, ending many careers swiftly.
- Minotaurs have Attributes as indicated, though they may have fewer as the player wishes.
- Minotaurs cause Fear in opponents below 10' tall.
- Minotaurs reduce the Armour of targets in Hand-to-Hand by 1.
- If a minotaur's opponents are routed, then the minotaur unit must make a Cool test vs Blood Greed. If the unit fails, they cannot pursue the retreating enemy, nor do they make a Free Attack - they are too busy consuming the corpses of the fallen. They will remain stationary until the end of their turn, at which point they may make another Blood Greed test. Another test may be made when attacked or shot with magic. Those who fail a Blood Greed test can only act under specific conditions: if the unit is Charged, then they immediately enter a Frenzy.
- Minotaur Champions may roll magic saving throws twice and pick the better result.
- If a Minotaur Champion is wounded, then roll 1d6. On a 1-4, the wound is suffered normally. On a 5, it is ignored. On a 6, it is ignored, and a new Chaos Attribute is instantly generated.
- Minotaurs may not learn Magic.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Minotaur | 6 | 4 | 3 | 4 | 4 | 3 | 3 | 2 | 9 | 5 | 7 | 6 |
1D100 | Minotaur | Chance of Attributes | Attributes |
01-50 | Minotaur | 10% | 1 |
51-75 | Minotaur 5 Hero | 15% | 1 |
76-85 | Minotaur 10 Hero | 20% | 1 |
86-95 | Minotaur 15 Hero | 25% | 1D3 |
96-99 | Minotaur 20 Hero | 30% | 1D4 |
00 | Minotaur 25 Hero | 35% | 1D3+1 |
Roll on the following table before generating starting Retinue, and each time you gain a new Reward:
1D6 | Rolls on Minotaur Followers Table |
1-2 | 1 |
3-4 | 2 |
5 | 3 |
6 | 4 |
Dragon Ogre Champions
Dragon Ogres are extremely imposing, gigantic creatures to have as a Champion - though incapable of magic and generally hard to fold into a formation, you will be hard-pressed to find a more durable figure that does not come with severe disadvantages.
- Enemies struck by Dragon Ogres in Hand-to-Hand combat have their Armour reduced by 1.
- Dragon Ogres may start play with additional Attributes up to the amount indicated.
- Dragon Ogres cause Fear in creatures below 10' tall.
- Dragon Ogres may replace any number of weapon attacks with Stomp attacks, which may strike any facing.
- If struck by Lightning, the Dragon Ogre is unharmed but must roll 1d6 - on a 4 or higher, they become Frenzied.
- Dragon Ogres may not learn magic.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Dragon Ogre | 6 | 4 | 2 | 5 | 5 | 4 | 2 | 3 | 7 | 4 | 7 | 7 |
1D100 | Dragon Ogre | Chance of Attributes | Attributes |
01-50 | Dragon Ogre | 25% | 1D2 |
51-75 | Dragon Ogre 5 Hero | Always | 1D3 |
76-85 | Dragon Ogre 10 Hero | Always | 1D4 |
86-95 | Dragon Ogre 15 Hero | Always | 1D3+1 |
96-99 | Dragon Ogre 20 Hero | Always | 1D4+1 |
00 | Dragon Ogre 25 Hero | Always | 1D6+1 |
Roll on the following table instead of generating starting Retinue:
1D6 | Retinue |
1 | 1D3 Dragon Ogres |
2 | 1D4 Dragon Ogres |
3 | 1D3+1 Dragon Ogres |
4 | 1D4+1 Dragon Ogres |
5 | 1D6+1 Dragon Ogres |
5 | 1D6+1 Dragon Ogres including 1 Dragon Ogre Hero no more than 5 levels higher than the Champion |
Character Levels
If your champion started with any Character Levels, you gain an amount of points that can be spent to modify the basic profile of that character, alongside other benefits. These are detailed here.
At the final stage of Champion Creation, you will gain starting gear - more specifically, 1d6 Equipment Points worth of it, +1 for every five Character Levels you possess.
If your character is a Mage, remember your initial Character Level and move to the Magic section next.
Mark of Chaos
Your character can start play following any of the four main Chaos gods, Chaos Undivided, or even a minor power not aligned to those groups. The bonuses for doing so are listed below - as a lesser power requires some effort on the part of the player, it is a feature that will be written in this document later.
Kharneth, Source of Dominance
Champions of Kharneth start play with an upgraded suit of Chaos Armour. This suit has a Save value of 4+, and may be used to make Armour Saves against magical attacks, the attacks of demons, and magical weapons, alongside the usual benefits.
If the Champion possess magic of any kind, they are reduced by one Level, and lose all spells associated with that Level. In addition, their Power Level is reduced by 3d6.
The Champion rolls once on the Personal Chaos Attributes table.
Slaaneth, Source of Sensation
Champions of Slaaneth gain one point of Willpower, alongside a Personal Chaos Attribute.
Nurgleth, the Will to Defy Decay
Champions of Nurgleth gain one point of Toughness, alongside a Personal Chaos Attribute. You also must roll 1d6 - on a 6, you have contracted Nurgle's Rot.
Tzeeneth, the Will to Change
Champions of Tzeeneth receive a random Magic Item, alongside 1d3 Personal Chaos Attributes.
Chaos in Totality
Champions of Chaos Undivided receive a random Reward of Chaos, in addition to a Personal Chaos Attribute.
Retinue
Roll once on the Retinue table, and if your Champion possess Character Levels, roll now as indicated and purchase some starting Equipment. Your Warband is ready to march at your call.
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