Marauders of Chaos
Grade: 1c
Source: Border Town Burning (PDF)
Setting: Border Town Burning
Lore
To the east of Norsca lies the southern arm of the Frozen Sea and, east of that, the Northern Wastes, stretching many thousands of miles to the distant ocean. This cold and barren extension of the great northern steppes is home to fierce nomad peoples, of whom the greatest and most feared are are the Kurgan to the west and the Hung to the east. These races are themselves divided into many inter-warring tribes, some more barbarous and bloodthirsty than others.
Special rules
Eye of the Gods: An aspiring chaos follower is always Eye of the Gods: watched by the vigilant eyes of the dark gods, who reward the successful generously but punish failures harshly. Roll 2D6 after every battle.
Spawn of Chaos: If you lost the preceding battle, add +1 to the roll for each of your Heroes that was taken out of action during the battle. On a total of 12 or more the warband’s leader turns into a Chaos spawn. His experience, skills, injuries and equipment are lost.
Mark of Chaos: If you won the battle, add +1 for every enemy model the leader took out of action. On a total of 12 or more you may choose a Mark of Chaos for the winning leader (see Marks of the Dark Gods below).
As soon as the leader receives a Mark of Chaos through the Eye of the Gods special rule this test is no longer taken – until the leader leaves the warband in which case the new leader must prove himself to the Dark Gods the same way his predecessor did.
If the warband already includes a Spawn of Chaos the doomed leader is simply erased from the roster. There may never be more than one Spawn of Chaos in a single warband. The Eye of the Dark Gods rule is not in effect if the warband leader did not take part in the previous battle
Hired Swords: Marauders of Chaos may only hire the following Hired Swords: Pit Fighters, Ogres, Norse Shamans and Imperial Assassins plus any other Hired Swords which specify they may be hired by Marauders of Chaos. Witches and Warlocks may be hired except by warbands that include warriors with the Mark of Arkhar.
Follow the Darkest tribe
When starting a Marauders of Chaos warband you may decide which of the following three major Chaos tribes your warriors belongs to. All warbands follow the same rules for Choice of Warriors, Skills and Equipment. Any exceptions are described below.
The Norse
To the north of the Old World live the Norse tribes: fierce barbarians, fur-clad and warlike - the very epitome of the warriors of Chaos. Their mountainous sea-bound land is haunted by all manner of twisted monstrous creatures, notably mutant Trolls and Giants, and by nameless things that live deep under the mountains. They are warriors at sea as well as on land – building longships in which they harass the southern lands and undertake journeys far to the west. The Norse have pale skin after the manner of men of the Empire. They are generally held to be especially tall and strong, and many have red or fair hair. Those that live the greatest distance from the Realm of Chaos are the least favoured of their gods – and the most likely to be seen openly in more civilised lands as a result.
Special Rules: Reavers: Due to their proximity to the Empire and the frequency of their raiding, the Norse excel at finding the best equipment and supplies quickly. As such, they gain a +1 to their rarity rolls when searching during the post-game sequence.
Pantheon: The Norse worship a myriad of gods, spirits and ancestors. As a result of their wide pantheon the Eye of the Gods special rule's effect (of becoming a Chaos Spawn or receiving a Mark) happens on a result of 13+ instead of 12+.
The Kurgan
The Kurgan are a raven haired, dark-skinned and powerfully built race, quite unlike Old Worlders in appearance. They are said to be equally at home on foot or on horseback. When the armies of Chaos gather to invade the Old World, it is the Kurgan that come most eagerly and in the greatest numbers, for they are a numerous people compared to the other tribes of Chaos. It is the warriors of the northernmost tribes who are the fiercest and most likely to be chosen by their gods.
Special Rules: Pedigree: Some Kurgan tribes delight in the spectacle of trained pit hounds fighting against bears, trolls and other creatures. A Kurgan warband may include any number of Warhounds of Chaos – not only up to five.
Bone Bows: The Kurgans are renowned for making scary bows, using the bones of their fallen enemies. Heroes and Chaos Marauder Henchmen may use bows (cost: 10 gold crowns, availability: common).
Difficult Customers: While some of the less bloodthirsty of the Norse and Hung tribes even trade with merchants from the south, the Kurgan live far away from civilisation and when they come to raid the southern farmsteads and villages they are certainly not welcomed. Therefore a Kurgan warband suffers –1 when rolling to find Rare items except for Great Axes and Barbed Whips.
The Hung
The Hung are an oriental race – perhaps shorter and more squat than the people of Cathay but otherwise resembling them. They are reckoned the greatest of all horsemen and are said to learn to ride before they learn even to walk. Northwards, the land is too poor and mountainous to support their horses, and the steeds of the Hung are typically small, tough beasts that can survive where larger warhorses would quickly starve. Here the tribes hunt mutant monsters in the shadow of the snow-capped mountains, gathering their strength to raid the soft lands of Cathay to the south.
Special Rules: Disloyalty: The treachery of the Hung is infamous. As one horseman is no more trustworthy than the next, these nomads tribal allegiance is flimsy at best. The maximum number of warriors in the warband is 12 (instead of 15).
Affinity with Horses: Warhorses always cost 40 gold crowns to the warband – not only to starting warbands. In addition, all Heroes (including Henchmen that advance to Heroes) automatically have the Ride Warhorse skill. Note that the number of mounts per warband is not restricted in the Border Town Burning setting.
Choice of warriors
A Marauders of Chaos warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.
- Marauder Chieftains: Each warband must have 1 Marauder Chieftain: no more, no less!
- Seers: Your warband may include up to 1 Seer.
- Champions: Your warband may include up to 2 Champions.
- Condemned: Your warband may include up to 1 Condemned.
- Chaos Marauders: Your warband may include any number of Chaos Marauders.
- Warhounds of Chaos: Your warband may include up to 5 Warhounds of Chaos.
- Spawn of Chaos: Your warband may include up to 1 Spawn of Chaos.
Starting experience
- The Marauder Chieftain starts with 20 experience.
- The Seer starts with 8 experience.
- Champions start with 8 experience.
- The Condemned starts with 8 experience.
- Henchmen start with 0 experience.
Marauders of Chaos Skill Table
The Norse
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Marauder Chieftain | ✓ | ✓ | ✓ | ✓ | ||
| Seer | ✓ | ✓ | ✓ | |||
| Champion | ✓ | ✓ | ✓ | |||
| Condemned | ✓ | ✓ | ✓ |
The Kurgan
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Marauder Chieftain | ✓ | ✓ | ✓ | ✓ | ||
| Seer | ✓ | ✓ | ✓ | |||
| Champion | ✓ | ✓ | ✓ | |||
| Condemned | ✓ | ✓ | ✓ |
The Hung
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Marauder Chieftain | ✓ | ✓ | ✓ | ✓ | ||
| Seer | ✓ | ✓ | ✓ | |||
| Champion | ✓ | ✓ | ✓ | |||
| Condemned | ✓ | ✓ | ✓ |
Marauders of Chaos Special Skills
Marauders of Chaos Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
chosen of chaos
The Hero has been found worthy of his god’s service and entered the rank of a Chaos Warrior. He uses the maximum profile for Warriors of Chaos and the Hero equipment list (if he does not already).
tattooed body
Only the warband's leader may have this skill. The Hero's body is covered with unholy Chaos signs to attract his patron's attention. The Eye of the Gods special rule's effect (of becoming a Chaos Spawn or receiving a Mark) happens on a result of 10+ instead of 12+ only. Note that for the less favoured Norse leaders this is 11+.
sweeping blow
Whenever the Hero takes an enemy model out of action using a double-handed weapon he may immediately make an additional attack against another model in base contact. Requires the Strongman skill.
mutant
The Hero may buy one mutation. See the Mutations section of the Possessed on special rules. Heroes with the Mark of Onogal may choose a Blessing of Nurgle instead except the Mark of Nurgle. Note that unlike other skills Marauder Heroes may take this skill more than once.
heart of the warrior
Only the warband’s leader may have this skill. He may re-roll any failed Rout test and is immune to fear and All Alone tests.
Marauders of Chaos equipment lists
Hero equipment list
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Halberd | 10 gc |
| Morning Star | 15 gc |
| Double-handed weapon | 15 gc |
| Flail | 15 gc |
| Barbed Whip (Barbed Whip) | 15 gc |
| Great Axe (Great Axe) | 25 gc |
Missile Weapons
None.
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
Henchmen equipment list
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Morning Star | 15 gc |
| Flail | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Throwing Axes (Throwing Knives/Stars) | 15 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
Special Equipment
Marauders of Chaos have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Barbed Whip
Cost: 15 gc
Availability: Rare 9
Originally used for taming the wild Chaos Hounds the barbed whips have proven effective in combat also.
Range: Close Combat
Strength: As user
Special Rules
Great Axe
Cost: 25 gc
Availability: Rare 8 (Marauders of Chaos Heroes with the Chosen of Chaos skill only)
These over-sized Battle Axes can be wielded only by the strongest of warriors.
Range: Close Combat
Strength: As user +2
Special Rules
Obsidian Weapon
Cost: 4 x Price
Availability: Rare 12
Obsidian is mined in the Dark Lands by the minions of Chaos. When expertly derived from its ore, the curious volcanic rock becomes ensorcelled by engineers manufacturing artefacts in the furnaces of Zharr-Naggrund. Forging weapons using these vile techniques requires acute diabolic expertise making them extremely rare.
Range: Close Combat
Strength: As user +1
Special Rules
Conflicting Names
Both the Sons of Hashut warband and Border Town Burning contain the Obsidian Weapon. The Sons of Hashut editor recommends your campaign use EITHER the obsidian rules contained, or from Border Town Burning; do not use both, unless you rename one of them for clarity
Chaos Armour
Cost: 185 gc
Availability: Rare 13
Chaos Armour is a suit of strangely-worked and unnatural metal. It is the mark of a Dark God's favour. While most suits of Chaos Armour are received as Gifts from an Infernal Patron, they can be acquired, though only from Chaos Dwarfs in an exclusive exchange for many captives or perhaps some impossible deed to further their interests.
Save: 4+
Special Rules
Wolfcloak
Cost: 10 gc
Availability: Common
In Middenheim it is still considered to be the feat of a true man to slay a great wolf single-handed. Warriors who accomplish such a deed will command the respect of their peers, and their cloaks will be blessed by the High Priest of the Cult of Ulric, the god of winter, war and wolves. Middenheimers only.
Special Rules
Heroes
1 Marauder Chieftain
95 gold crowns to hire
The Chieftain is the brutish head of the warband. He leads his tribe in their constant warfare and bloodshed in an attempt to win the approval of their fickle gods.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 3 | 4 | 4 | 1 | 5 | 1 | 8 |
Weapons/Armour: Marauder Chieftain may be equipped with weapons and armour chosen from the Hero equipment list.
Special Rules
0 – 1 Seer
45 gold crowns to hire
A Seer is the Chieftain’s advisor as their god tells them his will through the Seer's visions and dreams. The other tribesmen see the Seer's attunement to their gods as a great gift that is to be equally respected and feared.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Seer may be equipped with weapons and armour chosen from the Hero equipment list.
Special Rules
0 – 2 Champions
45 gold crowns to hire
Champions are the strongest and most battle hardened warriors in the tribe. They fight constantly waiting for the day when they can finally be judged by their god as being worthy of his service.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Champion may be equipped with weapons and armour chosen from the Hero equipment list.
0 – 1 Condemned
55 gold crowns to hire
A servant of a dark god who was foolish enough to turn away from his patron is forever condemned. If the traitor turns to another god for aid then they are often spared death, but suffer a fate many times worse. The servant suffers constant mutations at the hands of their old god but maintains vestiges of his humanity as his new god compensates for the mutations by restoring or altering the form of the servant. It is all in vain, as the unwitting servant eventually becomes a plaything of both gods who use the servant's body and soul as a contest of wills between themselves, completely uncaring of the condemned servant's fate.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | D6 | 3 | D6 | D6 | 1 | 4 | D3 | 7 |
Special Rules
Henchmen
(Bought in groups of 1-5)Chaos Marauders
35 gold crowns to hire
Marauders are wild uncivilized barbarians who seek battles and bloodshed. They form the majority of the chieftain’s retinue.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Chaos Marauder may be equipped with weapons and armour chosen from the Henchmen equipment list.
0 – 5 Warhounds of Chaos
15 gold crowns to hire
Warhounds of Chaos are titanic, mastiff-like creatures which are insanely dangerous in combat.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 7 | 4 | 0 | 4 | 3 | 1 | 3 | 1 | 5 |
Special Rules
0 – 1 Spawn of Chaos
180 gold crowns to hire
Spawns of Chaos are former Chaos Champions who have been too heavily gifted by their gods and become terrifying mutants.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 2D6 | 3 | 0 | 4 | 5 | 3 | 2 | D6+1 | 10 |
Weapons/Armour: None! Spawns of Chaos fight with claws, tentacles and other extremities.
Special Rules
Mark of the Dark Gods
The Eye of the Gods special rule may let the warband’s leader choose a Mark of the Dark Gods. With exception to the Mark of Chaos Undivided there may never be two models in the warband with different Marks. Upon being hired Seers choose their Mark when in correspondence with the tribe, granting an audience with their god. A Seer who becomes leader at the same time has to choose the Mark for his associated patron when being rewarded through the Eye of the Gods.
Mark of Chaos Undivided
A Hero with this mark believes in Chaos in its purest form instead of the division into four Chaos Gods.
Leader: All warband members within the leader rule's radius (6" normally and 12" with Battle Tongue) may re-roll all failed Ld tests.
Seer: With the Seer of Chaos Undivided as the tribe's spiritual leader the warband may include 0-3 Gors (see Beastmen Raiders) that count towards the maximum of 15 members. Re-roll all results of ‘The lad’s got talent’ for them.
A Seer of Chaos Undivided uses Chaos Rituals.
Mark of Tchar the Eagle
Tchar the Great Eagle is the Changer of the Ways. He is the Master of the ever-mutating energy known as magic and his followers are skilful practitioners of the arcane arts.
Leader: The Hero is capable of casting spells and immediately learns one random spell from the Tchar Rituals. However, he suffers –1 on all rolls for Difficulty unless he was a wizard before.
Seer: A Seer of Tchar has command of powerful sorcery. The sorcerer starts with two spells from the Tchar Rituals. One can be chosen freely, the second is randomly determined.
Mark of Arkhar the Dog
Arkhar the Dog is the God of War. He is worshipped on the battlefield by his warriors who shed blood in his name, charging their enemies with the battle-cry “Blood for the Blood God!”
Leader: The Hero is subject to frenzy from now on. In addition, any spell that targets the Hero fails on a roll of 4+.
Seer: A Seer with the mark of Arkhar counts as a Bloodfather. A Bloodfather is a war-priest and cannot cast spells. Instead he communes with daemons and his almighty deity through visions.
Take a Leadership test each time a Bloodfather takes an enemy out of action in hand-to-hand combat. If the test is passed add +1 to the Weapons Skill, Strength, Toughness or Initiative of the war-priest until the end of the battle. Each characteristic can be increased only once in this way.
A Bloodfather may take Strength skills in addition to those normally available to a Seer.
Mark of Onogal the Crow
Onogal the Crow is the Lord of Decay who unleashes pestilence upon the world. Therefore his followers are almost completely immune to diseases and serious wounds.
Leader: The Hero gets +1 T and may re-roll on the Serious Injuries table once. In addition, he is immune to poison.
Seer: The Seer uses Onogal Rituals.
A Seer of Onogal is immune to poison.
Mark of Shornaal the Serpent
Shornaal the Serpent is the Dark Prince of Chaos. The Lord of Pleasure is the patron of all things beautiful and seductive.
Leader: Enemy models that are not immune to psychology cannot attack the Hero in close combat unless they pass a Ld test with 3D6, discarding the lowest D6 result. If the roll is failed, these models are hit automatically in close combat. Once they pass, they do not have to test again for the duration of the battle. Note that the Lizardman’s Cold Blooded special rule cannot be applied to this effect.
Seer: A Seer of Shornaal uses the Shornaal Rituals. If the Seer wasn't taken out of action during the battle, instead of searching for rare items he may brew a strong drink for the warband (treat as Bugman's Ale). Note that this item cannot be sold.
Chaos Rituals
Chaos rituals employ the raw power of the darkest magic, and are therefore supremely useful in bringing pain and suffering, as well as change and mutation.
Chaos Rituals are used by Cult of the Possessed Magister, Beastmen Raiders Beastmen Shaman, Marauders of Chaos Seer (with the Mark of Chaos Undivided)
| D6 | Result |
|---|---|
| 1 | Vision of Torment |
| 2 | Eye of God |
| 3 | Dark Blood |
| 4 | Lure of Chaos |
| 5 | Wings of Darkness |
| 6 | Word of Pain |
Vision of Torment
Difficulty: 10
The Chaos Mage summons horrible visions of the realm of Chaos, causing his enemy to recoil in utter horror.
Eye of God
Difficulty: 7
The Chaos Mage implores the Dark gods to grant a boon to their servant.
| D6 | Result |
|---|---|
| 1 | The wrath of the gods descends upon the target. The model is taken out of action immediately. He does not have to roll on the Serious Injury chart after the battle though. |
| 2-5 | The model gains +1 to any one of his characteristics during this battle (chosen by the player who cast the spell). |
| 6 | The model gains +1 to all of its characteristics for the duration of the battle. |
Dark Blood
Difficulty: 8
The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour.
Lure of Chaos
Difficulty: 9
The Chaos Mage calls upon the taint of chaos which exists in the inner soul of all living beings.
Wings of Darkness
Difficulty: 7
The Chaos Mage is lifted from the ground by two shadowy Daemons and carried wherever he wants to go.
Word of Pain
Difficulty: 7
Speaking the forbidden name of his dark god, the Chaos Mage causes indescribable pain to all who hear it.
Onogal Rituals
These modified Nurgle Rituals are used by Seers with the Mark of Onogal the Crow.
Onogal Rituals is used by Marauders of Chaos Seer (with the Mark of Onogal the Crow)
| D6 | Result |
|---|---|
| 1 | Touch of Onogal |
| 2 | Buboes |
| 3 | Stench of Nurgle |
| 4 | Pestilence |
| 5 | Scabrous Hide |
| 6 | Nurgle’s Rot |
Touch of Onogal
Difficulty: 10
The Seer’s body is covered with smallpox and blisters. His touch can transmit devastating diseases.
Buboes
Difficulty: 7
The Master bestows the gift of pus-filled buboes upon his enemies.
Stench of Nurgle
Difficulty: 8
The Master spews forth a foul, stinking mist that chokes his foes.
Pestilence
Difficulty: 10
The Master inflicts horrible diseases upon the unbelievers.
Scabrous Hide
Difficulty: 8
The Master’s skin becomes tough and leathery like that of his patron god.
Nurgle’s Rot
Difficulty: 9
The Master bestows the blessing of the Plague God upon his foe.
Shornaal Rituals
The Shornaal Rituals are used by the Seers who worship the Great Serpent. They use their power The Shornaal Rituals are used by the Seers who worship the Great Serpent. They use their power to show unlucky victims the horrible pleasures of their patron.
Shornaal Rituals is used by Marauders of Chaos Seer (with the Mark of Shornaal the Serpent)
| D6 | Result |
|---|---|
| 1 | Delicious Suffering |
| 2 | Dance of the Serpent |
| 3 | Endless Torment |
| 4 | Mystify |
| 5 | A Thousand Voices |
| 6 | Shornaal’s Temptation |
Delicious Suffering
Difficulty: 8
The Seer summons great suffering to overwhelm his enemies.
Dance of the Serpent
Difficulty: 8
The Seer’s sight is so incredibly fascinating that his opponents cannot help starring stupidly while he draws his sword.
The Dance lasts until the beginning of the Seer’s next shooting phase. |
Endless Torment
Difficulty: 9
The Seer falls into ecstasy torturing his helpless victim and watching it die slowly.
Mystify
Difficulty: 8
Pain, beautiful Pain!” – last words of Snaghel, Exalted Seer of the Tribe of the Snake
A Thousand Voices
Difficulty: 8
A thousand voices manifest within the head of the unlucky victim driving him insane by mocking at his secret desires and dreams.
The model must pass a Ld test at the beginning of it’s turn to end the spell. The spell breaks also when the Seer loses a wound. A thousand Voices can only enchant one model at a time.
Shornaal’s Temptation
Difficulty: 7
The Serpent has chosen to deliver a certain warrior from his miserable existence by promoting him to one of his Daemonic servants.
Tchar Rituals
The Tchar Rituals are used by the Seers who worship the Great Eagle. For Tchar is the Lord over destiny and fate, respecting wisdom and subtlety his servants are amongst the mightiest of spell-casters and his magic is especially effective against the dumb and inexperienced.
Tchar Rituals is used by Marauders of Chaos Seer (with the Mark of Tchar the Eagle)
| D6 | Result |
|---|---|
| 1 | Tchar’s Blessing |
| 2 | Dispel Magic |
| 3 | Foresight |
| 4 | Wrath of the Great Eagle |
| 5 | Tchar’s Reward |
| 6 | Slave to Chaos |
Tchar’s Blessing
Difficulty: —
The Seer prays to his god to fill him with wisdom and thus triumph over his enemies.
Dispel Magic
Difficulty: 7
The winds of magic are bound to the will of Tchar and no so-called wizard may use them against his favoured.
Foresight
Difficulty: 10
The Changer of the Ways pulls the strings of destiny to protect his servants.
Wrath of the Great Eagle
Difficulty: 9
The Seer calls Tchar to punish the ignorant and stupid for their delusion.
Tchar’s Reward
Difficulty: 8
The Seer is rewarded for his great power.
The power of Tchar’s Reward lasts until the end of the Seer’s next shooting phase and can be re-cast in that phase.
Slave to Chaos
Difficulty: 9
From the Seer’s trembling fingers a blazing pink and blue ray streams towards an enemy causing him to mutate terribly until a new recruit queues in the ranks of the Great Eagle’s followers.