"I have an attitude, but I
probably should, since I am the best ship pilot, a great shooter with my
repeating pistol and a quite handy fighter."
The Rogue-Smuggler
Designed especially for my STAR WARS mockup in a Warhammer ocean world.
Wounds |
1D6+8 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
3(4) |
Initiative |
3 |
Attacks |
1 |
Pinning Roll |
4+ |
The following rules are
assumed to be for people interested in the more advanced game. But, this
character could well be used with his Level 1 stats for the basic game by
disregarding non-applicable instructions.
I have intentionally created the Changeling to be rather weak and
vulnerable in his normal form to ensure that he must use his Changeling
abilities/skills for his own survival and for the survival of the warrior
party. Especially useful will be
forms that can dish out a lot of damage and those that are tough/resistant to damage and/or who regenerate
wounds.
The Changeling begins with
a Transformation Catalog in which he notes each type of being whose form he has
learned. This is very important to
his development, because the more knowledge he has of other unique beings and
their powers the more havoc he can spread among his enemies. The official Transformation Catalog is
given at the end of this document to provide for easier cataloging of the
Changeling’s options.
He begins with the special
innate Changeling skill, described
in detail below. Since his normal
characteristics are generally weak, it is of utmost importance that the
Changeling learn, and transform into, the toughest,
meanest, most skilled monsters as possible. Especially is this so during combat –
this is where he will prove his worth.
Also, due to the magical
properties of the fluid energies of his being while in his “normal” form*, he
has a natural Magic Resistance of 6+
at Battle Levels 1-5, and 5+ at Battle Levels 6-10. * Normal Form defined: throughout this
document, the Changeling’s original form, that giving the appearance and
effectiveness (for most practical purposes) of a human being; also, being his
unchanged form and the form that he reverts to at the end of each combat from
which he had changed into another form.
The following
equipment/treasure rules apply primarily while the Changeling is in his normal
form.
He may use any melee weapon
that the Elf may use, including magical and magically enhanced melee weapons,
but nothing designated as Elf only.
Additionally, he may use single-handed axes.
He may use any non-magical
bows and crossbows, but no guns of any kind. He may throw spears, throwing stars, and
daggers.
By armour here, I mean body
armour (furs, chain mail, light armour, etc.), helms (war helm, open helm,
etc.), AND shields. He may only
wear/use one point of armour per title gained when not in a changed form. This means that once he gains the
Changeling Lord title, he may then wear up to 4 points of armour (or armour granting up to
+4T), because as a novice he may 1 point of armour. He may
not wear any magically enhanced
armour. He may NOT wear any armour (or armour combnation) that lessens his movement characteristic. He may wear any armour within these
restrictions except for armour that is specifically
for a single race. For example, he
cannot wear Elven Armour or dwarf only armour. Most of his armour restrictions do not apply when he transforms. After transformation, his armour is only restricted to non-magical; but, he may not “put on” armour that he wears or carries in his normal while in a
changed form. In other words, while
in a changed form, he may only wear any non-magical armour that the specific type of being normally wears (or,
for skill #9, “currently wears, or wore at the time he learned the
form”).
He may NOT use any wizard
only or spell-related treasures. He
cannot use items that would enable any normal warrior to cast spells. Also, he will not use any magical rings,
amulets, etc. He may use magically
enhanced weapons. He will not use
magical items, etc., because they could interfere with his own “magical”,
natural ability to change into fearsome, formidable beings. When he changes into another form (a
monster form), he still cannot wear any magic armour or use any magic items
other than magic melee weapons – as a part of that monster’s special rules. Even though he seems to become these
other beings, he still is a Changeling whose natural, magical energies could be
hindered by magic items, magic armour, and etc. Though seemingly an extension of his
arm/hand, it is assumed that a magic weapon, is kept “at arms length”, and not
close enough to interfere with most of the changling’s energies and
abilities. If he gains any
treasures that he cannot use because of their magical properties, he cannot
carry them either. Therefore, they
are immediately turned into gold and no other warrior may have the
treasure.
Very much like the Trollslayer (though a little different), the Changeling will
keep two gold totals. One is his
experience gold, all gold acquired during adventures. The other is his actual gold. He just does not have much use for gold,
since he can usually accomplish his tasks by changing form. He buys things and pays any penalties
out of his actual gold total, while he may spend his experience gold to gain
Battle Levels. Roll 1D6 on the
following chart to determine the maximum actual gold that he can carry. (Note: if in a game where experience and
actual gold are routinely kept as separate totals anyway, I suggest that this
gold maximum still be used for actual gold. Also, I recommend, as with the way I
handle the Trollslayer, that the Changeling be allowed
to receive the same amount of gold and experience for each monster killed,
whether it be the full monster gold value for each one, or (a further
suggestion) by dividing the value between experience and actual gold. If the full amount is added to each
total, then do NOT allow him to spend actual gold on training; but, conversely,
if the value is split between experience and gold, then allow him to add actual
gold to help pay for his training.)
1D6 |
Maximum Actual
Gold |
1 |
1000 |
2 |
2000 |
3-4 |
3000 |
5 |
4000 |
6 |
5000 |
Catalog of Beings (Transformation
Catalog): In order to use this ability, the
Changeling must keep track of every exact type of monster he faces in combat
along with the dungeon level where the being first appears in the Monster
Tables. If he ever wants to be able
to change into the form of a minotaur, for instance,
then he must write down “minotaur – DL 1” in his catalog of beings (or check off
the box in the Transformation Catalog provided in this documentation). Later on, he may have the “opportunity”
of observing a Minotaur Champion.
Then he could add this specific, more powerful being to his catalog. Of course, he need not write down any
undesirables (such as a wimpy rat, unless he would like to try the suicidal
deathleap attack with only 1 wound.
Then again, a rat’s movement could come in handy in running away from a
hopeless situation, and rats don’t need much light to get around in a
dungeon). I am providing a full
listing of all monsters with necessary details in the Transformation Catalog (at
the end of this document, after the Battle Level Chart and
Skills).
Furthermore, he must
actually observe the being in action (i.e. attacking warriors, using special
abilities, and etc.). If a being
arrives in the Monster Phase, but is wiped out (all of the same exact type) by
the warriors before it does anything, the Changeling does not learn enough to
perform a successful change. He may
not attempt to change into the new being added to his catalog until after the
combat in which he learned it. He
may only learn one new form per
combat. At the end of a combat in
which he has observed more than one monster in action, he may choose which one
is to be added to his catalog.
Changing into
Another Being from his
Important Modifiers to the Change
Attempt Table Roll:
There are a
few things that can influence this roll.
The dungeon level where the being first appears in the Monster Tables can
affect this roll. If the desired
form is of any level above the changling’s current Battle Level, subtract 1 from
the roll; and, if the level is below his Battle Level, add 1 to the roll. If the Power Phase roll for the turn is
a natural 1, subtract 1; and, if it is a natural 6 add 1. For each enemy magic user present,
subtract 1 from the roll. The Magic
Dispel ability of any enemies does not prevent the attempt, but, if a successful
dispel roll is made, this subtracts 2 from the roll. Also, the size of the being whose form
he attempts to take may hinder the transformation. If the new form’s starting wounds are
greater than the changling’s normal form starting wounds, subtract 1 from this
roll.
Changing into Another Being from a changed form: Same as above, except for the following:
This will require the sacrifice of
two attacks during combat and the sacrifice of one action and all movement when
not in combat. If he only has one
attack per turn in his current form, then it will take him two turns of not
attacking/not doing anything to attempt the change.
Limitations: The Changeling may NOT change into a
sorcerer (spell caster type of monster), a LARGE monster, a liche, a vampire, or a greater daemon. But, there will still be plenty of very
tough, skilled, and unique beings whose forms he can take. Some exceptions to this rule will be
made providing that he acquires one or more particular skills when leveling up
(namely skill numbers 10, 11 & 12).
2D6 |
SUCCESSFULNESS
OF CHANGE ATTEMPT |
PRACTICAL
CONSEQUENCES |
2 |
TOTAL
FAILURE |
Not
only does he fail to make the change, he also cannot do anything else this
turn except defend himself (no attacking) and tend his wounds (or those of
his comrades). |
3-4 |
FAILURE |
He
has failed to make the change, but may use any remaining movement (if the
attempt was made before moving) and/or attacks |
5-6 |
BARELY
CHANGED |
He
has made the change, but it has taken so much out of him that he may not
do anything else this turn.
Any automatic, or involuntary/passive abilities (& etc.) will
work normally (such as magic resistance of a daemonic being, regeneration
of wounds, magic weapon [like a parrying blade], or even tomb rot – if he
changed into a mummy).
However, if he does no damage to monsters this turn, none of them
will be able to discover his identity in this turn except those – if any –
originally determined to attack him (only roll 1D6 for these monster types
– see under “Warrior in Disguise” below). |
7-10 |
SUCCESSFULLY
CHANGED |
He
has made the change normally, which means that he may act as his current
form would normally act – moving and attacking – minus the attack(s) that
he had to sacrifice in order to perform the
transformation. |
11-12 |
SMOOTH
TRANSITION |
For
some reason, the change is made so smoothly that he may now take his full
turn (all attacks, movement, and abilities of this new form – whether
normal or other form – as usual) as though the effort to transform himself
had taken none of his energy or concentration at all. Also, he has the full starting
wounds of the new form (no matter how many current wounds he had in the
previous form). |
The Change Effects: Once he has successfully changed into
another being, he immediately has all that being’s characteristics, abilities,
armour, weapon(s), wounds, and etc, but, not any magic items or magic armour (He
may use a magic weapon). However,
he has his own intelligence and consciousness. Therefore, he still makes choices and
his intelligence initiative rating remains the same as his normal form’s
Initiative (see Battle Level Chart Initiative characteristic), but he physically
has the initiative of the being into which he has changed and takes his turn
according to that initiative (unless he is the leader).
While attacking in a monster form,
the Changeling does NOT get a death-blow. He may, however, divide his attacks
between different available targets.
This will somewhat represent the influence of his intelligence in the
combat.
He does not carry any
penalties from his normal form into his changed form except for the loss of
wounds. When he successfully makes
a transformation (no matter what form he was in to start), his current wounds
will be determined by a ratio of starting wounds to current wounds (unless he
gets the 11-12 result above). For
instance say he starts the turn with 5 wounds and his starting wounds are
15. You may represent the ratio as
Whether he can carry the
lantern will depend upon the form that he takes – to be indicated in the
Transformation Catalog (See Transformation Catalog at the end of this
document). If he is the leader of
the warrior party, he may have to put the lantern down to take on certain other
forms (such as a rat, a bat, a spider, a Scorpion, or
chaos hound). If this happens, the
lantern will remain in the space where it was dropped until he or another
warrior is able to recover it. To
recover a lantern a warrior must be in the same square as the lantern or an
adjacent square. A warrior must
sacrifice one attack to recover the lantern during combat, but no monster can
take it while the warrior occupies the space.
Equipment Carrying
Rule: The Changeling may only
continue to carry his equipment while in a form that can carry the lantern or
that has the same number or a greater number of starting wounds as he has in his
normal form. So a dark elf with
less wounds than the Changeling could still carry his equipment (not use it),
because he can carry the Lantern; and a giant scorpion may carry his equipment
(assuming it has the same or more wounds as the Changeling), even though it
cannot carry the lantern. If he
changes into a form that cannot carry his equipment, then it is left in the
square where he made the transformation and may be retrieved as the lantern
above. Yes, another warrior may
retrieve his equipment for him, but must give it back to him when he is able to
carry it again.
If he is reduced to zero
wounds while in a changed form, he is treated as unconscious just like any other
warrior. He may receive the
benefits of any means of healing including spells (he just cannot wear magical
healing treasures that might hinder his transformations). He may carry healing potions and such
like, but may not be able to use them when in certain forms (such as a
bat). The reasoning for this is
that he must be of the same or larger size as his normal form in order to carry
his equipment and treasure items.
Also, the changed form must be able to actually handle the potion (or
whatever the restorative item). If
the form is not able to carry his equipment, the Changeling’s equipment will be
left in the space where he first transformed and must be retrieved as the
lantern above. Of course, other
warriors may attempt to pickup what he needs from his stash and administer
restoration to him, but they must be adjacent to him to do so. The player should use his
imagination. For example, in the
case of having changed into a chaos dwarf or an ogre, the Changeling may then
partake of stone bread. WARNING: If
the Changeling forgets to go back and retrieve his equipment and leaves the
dungeon, then all his equipment is lost.
Warrior in Disguise: Since the Changeling may become all
sorts of other beings, this can cause a great amount of confusion among the
monsters of the dungeons.
Therefore, a special rule follows.
He is less likely to be attacked by monsters. If he was already in the form of a
monster when a group of monsters first appears, none of them will choose him as
a target when first placed.
Monsters should be placed as attacking only the other warriors. Each turn, for the duration of the
combat, the number of monsters who realize the Changeling is an enemy may
grow. To represent this, at the
beginning of each Monster Phase (after the first in the combat) roll 1D6 for
each monster type that does not yet know that the Changeling is their
enemy. On a 1, 2 or 3, that monster
type (or group) has noticed that he is not one of them and may now attack him
according to the normal rules.
Obviously, any individual monster that he attacks will know him for an
enemy and will attack him according to the normal one-on-one and random
rules. To indicate the monsters
aware of his warrior status, one might want to use some sort of marker; or, use
markers to show who is not aware of him and remove the markers as they become
aware; or, a small note pad might help.
A New Disguise (?): If the Changeling successfully
transforms into another being (whether from his normal form or a changed form),
there is a chance that the monsters will be fooled (perhaps fooled again) into
thinking that he is just another monster.
All monsters that were not
aware of him are still unaware – do not roll for them (as above) until the
second Monster Phase after the changeling has taken the new form. All adjacent monster types who were
aware of him, must roll 1D6; on a score of 1-3 they noticed him making the
change and are still aware of him, and all of their type are too (and they may
attack him according to the normal rules), and on 4-6 they have been hoodwinked
and believe him to be another monster – but roll for them again at the beginning
of each Monster Phase (according to the rule above, Warrior in Disguise). All other monster types (not adjacent to
him) who were aware of the
Changeling must also roll 1D6; on a score of 1-2 they noticed him making the
change (or were nudged by a monster who himself noticed) and are still aware of
him, and on 3-6 they are fooled again.
Alternative Disguise
Rule: To simplify this rule, the roll can
apply to all monsters of the same race, or all of the same combat. Of course, the Changleing’s survivability may lesson dramatically when all
the monsters know he is a warrior.
Friendly Fire
(?) (This is optional for those who may not
want to deal with more serious role play; obviously, the players will have to
pretend that they do NOT know what form the Changeling has taken, in order to
make their warriors behave accordingly.):
There is one possible
hazard. In some hopefully fairly
rare instances, the Changeling may even fool the other warriors. This could be bad! Assuming he is adjacent to at least one
of the warriors, all adjacent warriors are automatically aware of his
transformation from normal form to changed form (or from a current changed form
to a new form). It is also assumed
that all warriors connected to the adjacent warriors will know which being is
the Changeling, because they pass the word to each other without notifying the
monsters. This applies even when
the Changeling changes to another form (a second or third transformation in the
same combat). Also, it should be
assumed that all warriors who can see the Changeling while he makes his first
transformation will be aware of his new form. However, in some cases the Changeling
may be separated from the warriors (for instance, in a near corner on the other
side of a wall in the next room) and they may not see the transformation in the
heat of battle. This can present a
hazard to the Changeling and to the good of the party.
In this case, the warriors’
respective initiative characteristics become very important. Each warrior (in the first Warrior Phase
where they have LOS of the changeling after the transformation) who is not yet
aware of his new form, must make a successful initiative test at the beginning
of his turn (7+ on roll of 1D6+Initiative, but a natural 1 always fails) to
figure out which “monster” is actually the Changeling. If the warrior successfully discerns the
Changeling, he notifies all adjacent warriors, who in turn pass the info to
adjacent warriors. But, any warrior
taking their turn not knowing where the Changeling is, may “accidentally” attack
the Changeling. The warrior must
either act as though the Changeling is an enemy, or he must opt to attack no
monsters this turn. Obviously, if
there are monsters adjacent to this unaware warrior, it is safe to assume that
the adjacent monsters are indeed monsters and not the Changeling, because they
will be attacking the warriors.
Therefore, the one primary difficulty here is that a warrior might move
to attack a monster or group of monsters (or fire a ballistic weapon or cast a
spell) and accidentally attack the Changeling. Another difficulty is that the warriors
will not know which model to assist with healing potions, spells, blessings,
provisions or bandages.
Observation is very
important to the warriors when they do not know which model is the
Changeling. Common sense should be
used until they become certain. Of
course, if the Changeling is acting as the leader, and does not move from the
lantern (or is in a form that may carry the lantern – all the better) this will
show the warriors where he is (as long as he and the lantern are in their line
of sight); but, if he moves away from the lantern, he may be confused with the
monsters, and any warriors who did not learn of his new form will have to
discover his current form as usual.
If the warriors observe monsters attacking monsters, they may generally
assume that one of those monsters is the Changeling (even though the Changeling
will attack during the Warrior Phase, it is assumed for this purpose that he and
the monsters are attacking each other simultaneously). If more than one monster attacks the
Changeling in the Monster Phase within a warrior’s line of sight, he may safely
assume that the “monster” being attacked is indeed the Changeling – he is now
aware. Likewise, if he has more
than one attack and attacks more than one monster (since only warriors and LARGE
monsters may so divide their attacks), the warriors may safely assume that this
“monster” is actually the Changeling.
Another obvious process of elimination is that the Changeling will never
be a LARGE monster, a greater daemon, or a magic user (as in spell caster),
unless he learns certain skills (in the case of a LARGE monsters or Greater
Daemon). As a last resort, when a
monster falls to zero wounds, but it is not removed from the board as usual,
because it is the “unconscious” Changeling, this will be a “dead” give away, and
hopefully the other warriors will be able to assist him in his time of dire
need. Finally, it is safe to assume
that if all the monsters know which
“monster” is the Changeling, then the warriors will also
know.
Another way to help avoid
the “friendly fire” problem is to specify the form he intends to take before an
anticipated combat, such as the Objective Room. If he transforms before a combat, then
the warriors will know which “monster” is really the Changeling, unless the
exact same type of monster is among the placement of monsters.
Once a warrior knows which
model is the Changeling he may treat him as any other warrior. Of course, if he changes form again in
the same combat while separated from the warriors, they will have to rediscover
his location unless they observe the change. Another possible problem arises when
there are monsters of the same exact type as the changeling’s current form. When this happens, the warriors will
have to rediscover (as above) the changeling’s identity if he has moved (or they
move) out of their line of sight.
Special Pinning Rules: The Changeling is only pinned by
monsters that know him to be an enemy (every monster he attacks, immediately
know him to be an enemy). Of
course, in some forms he will never be pinned (such as flying creatures or
juggernauts). To break from
pinning, the changeling (while in other than normal form) must roll an opposing
initiative test against the adjacent monster that has the highest initiative
(Remember, only a monster that is currently pinning him should be included in
this test.). If he rolls a higher
number, he breaks from pinning; if he rolls a natural 6, he breaks pinning
regardless of the opposing roll.
Monsters are pinned by him only when he attacks them or they are adjacent
to him and know him to be an enemy.
This knowledge can also be used by the warriors to help determine the
changeling’s current form.
Changing Back to
Short-term & Long-term
Effects: This is good news and bad news for the
Changeling, mostly good news. Any
short-term or long-term effects, apart from his proportionate number of wounds,
will be forfeited or negated whenever he changes from one monster form into
another or when changing back into normal form. This means that all permanent or
short-term ill affects such as plague (affecting toughness), poison (affecting
strength), or poisonous drainage of wounds, and etc. will disappear as soon as
he successfully makes the transformation out of the monster form in which they
were applied. When later he again
assumes that same monster form, it will be in the unaffected form that he
originally learned (except the proportion of wounds – see above). However, this also applies to any
positive effects that the form may have gained, such as a successful
frenzy. No, this does not apply to
his normal form. If he is seriously
affected by such things in his normal form, then he will still be affected by
them when he changes back to his normal form. Of course, he leaves these effects
behind temporarily, each time he transforms into a monster
form.
Monster Special
Rules
In general, unless
otherwise specified in this document, any monster abilities and weapons work for
the Changeling exactly like they do for the monsters, except that any damage is
done to monsters instead of to the warriors. The following notations are made to help
clarify some of the monster special rules as they relate to the changeling’s use
of them.
Ambush: If he is in a form that ambushes before
monsters appear, he may use the ambush ability immediately to attack, move,
transform into another form, etc. – anything he can normally do in a turn. If he ambushes at the same time as
ambushing monsters, an opposing initiative test will decide who ambushes
first. In this case, roll 1D6 each
for the Changeling and the ambushing monsters adding their respective
initiatives. If the test is a tie,
re-roll the test.
Break: While the
Changeling is in a form that has the Break characteristic, if any of the
warriors actually dies in combat turn – beyond healing (but, candidate for
resurrection), then the Changeling may break. Roll 1D6 at the end of any such
turn. If the number is higher than
the total number of warriors still alive, the Changeling will run for the
dungeon entrance (during his subsequent turns) and will not fight any more. He may not be pinned while running. He may NOT attempt to transform back
into his normal form or any other unless he passes both a physical and
intelligence initiative test (7+ on each).
Remember that his intelligence initiative is based upon his normal
initiative characteristic and the physical initiative is based upon his current
form’s initiative. Also remember
that he must still make a successful change attempt roll to perform the
change. If he successfully changes
form, he also may return to the fight.
He must be in a form that can see in the dark (any monster) if he is not near enough to the lantern. If he changes back into his normal form in darkness, he must stay put until the warriors bring the lantern close enough for him to see, or he may try to escape the dungeon rolling on the escape table – of course, he may transform into another monster form, but it may not be one that has the break characteristic, unless he wants to continue running for the dungeon entrance. If he actually reaches the entrance while running away from battle, he will exit and travel to a settlement, where he will await the other warriors. If the warriors do not arrive at the same type of settlement, it is assumed that they failed to find the changling’s route and he will meet with them at the beginning of the next adventure. All warriors, including the Changeling, may experience their respective settlements according to all the normal rules. If none of them survive, he will have to find another warrior party to join.
Fear: If the form he has taken causes fear,
each monster type/group must test to see if they are afraid of him when they
attack him. To test for fear,
whether for other monsters against his fear rating or he against their fear
rating, it should be done on the same basis as a normal fear test. Roll 1D6 and add the Monster Table Level
(in place of warrior Battle Level).
If the result is NOT a larger number than the fear rating, the monster or
the Changeling is afraid and is at -1 to hit that model. If the monster has a higher fear rating,
or first appears at a Monster Table level that is higher than the fear rating,
it is NOT afraid. Monsters that
cause terror will not be afraid of him (see terror below). Also, he is never afraid of monsters
with the same or a lesser fear rating than he has. If he changes form to one with a lesser
fear rating, or none at all, he must test for fear the same as other warriors
(even if he had tested before transforming the first time). In short, each new form he takes may or
may not have to test for fear, depending on its characteristics and the Monster
Table level in which it first appears.
Terror: Works the same as fear, but causes those
terrified to be at -2 to hit the Changeling. Another difference is that he will not fear any fear-causing monsters, and
will never be afraid of those with a terror rating less than his. Terror versus Terror:
Additionally, if he or a terror-causing monster fail on their terror roll, they
will only be fearful (at -1 to hit)
of each other, not terrified. To clarify, a terror-causing monster
type only rolls versus the Changeling’s Terror if it has equal to or less than
the same terror rating; and, this is also true for the
Changeling.
Tomb Rot: While in the form of a mummy, the
Changeling’s Tomb Rot works only against adjacent monsters, not warriors. It is only fair, since normally the Tomb
Rot of mummies does not harm other monsters.
Web: Works as normal spider web and bite
attack – the webbed monster(s) must try to break the web before it can move,
attack, or cast spells (and etc.).
NOTE: These are only a few
of the special monster rules and how they apply to the changeling when he takes
the appropriate forms. More
notations are given throughout the Transformation Catalog. If a question arises that is not covered
in this documentation, use common sense, warrior party consensus, and/or the
GM’s judgment (all that apply).
When all else fails, a random roll may be made to determine whether or
not the Changeling can act or be a certain way. Also, if a monster’s special ability or
item is not listed in the
Transformation Catalog, then that ability or item is not available to the Changeling. These were purposeful omissions (The
author is very detail-oriented, though mistakes are possible, and questions or
comments are welcome.).
The Changeling may visit
most locations and special locations available to others. The following locations are available to
him in his normal form and he may visit them just like anyone else: Ale House (re-roll any result in which
he gets drunk, because he never does),
Other Special
Locations
The Changeling is so
talented at his natural skill – changing form – that he can usually pass himself
off as a normal patron of the location he wants to visit. I mean, he may attempt to visit almost
any special location, even those for a particular type of warrior. For instance, the Changeling may attempt
to visit the Dwarf Guild (as a dwarf) to acquire fire bombs, stone bread (which
he can eat in certain forms), or to have a rune inscribed on an axe. Or, he may visit the Elf Quarter to gain
way bread or an Elf rope (or attempt one purchase of healing herbs to give to an
elf who could make healing potions). He may even try to disguise himself as a
Trollslayer or Pit Fighter, just to name a couple
others (If he poses as a Pit Fighter, he does not get the +1 on the 2D6 roll in
the fighting School.). The
exception is that he will not visit
any location that is primarily sorcerous or
metaphysical in nature, because the risk of discovery and of other worse dangers
is too great for his kind. The
Wizard’s Guild and the
Impersonating other warrior
types can be rather risky at times.
Therefore, whenever the Changeling attempts to enter any of these special
locations that require such a deception, he must make a 1D6 roll; and for every
additional table he rolls on or item he wants to buy
after the first action or purchase, He must another 1D6 roll. If he participates in any type of
training that requires more than one day stay at the special location, he must
roll the 1D6 each day after the first for the duration. On a 2+, he may proceed like any
normally allowed warrior. If he
rolls a 1, the location authorities have somehow discovered his true nature and
you must roll 1D6 on the Discovery Table below. Whatever the Discovery Table result, he
may not do or buy anything more at this location and he may not attempt to revisit it this
settlement. Any purchases at
this location are reversed and any gifts or rewards received are forfeited
(unless he rolls a 6 on the Discovery Table), but anything he has learned is his
knowledge or skill to keep (according to the normal rules/results of the special
location). If some type of training
period is interrupted by this discovery, then he does not gain any of the benefits of
that training.
Discovery
Table
1D6 |
Actions Taken |
1 |
The
authorities are very strict at this establishment and call in the town
watch to escort the Changeling beyond the gates. He is now outside the
settlement. Do not roll any
settlement events for him today.
He may await the other warriors here without paying expenses or
rolling any events. He may
also attempt to sneak back into the settlement. It takes one day and may be
attempted each day that other warriors are still inside. Roll 1D6. On 5+ he sneaks back in (in some
other form). He may do
nothing else but pay living expenses and roll one settlement event on the
day of reentry. He may
conduct his business as usual every day
thereafter. |
2 |
He is thrown out of the
establishment and the settlement authorities issue him a fine of 1D6 x 50
gold for disturbing normal settlement business. If you do not have enough gold,
you will spend 1D6+2 days in the local jail, unless the other warriors pay
the fine. |
3-4 |
The establishment authorities
sternly demand a reparation fee of 1D6 x 20 gold. This is to avoid reporting you to
the settlement authorities.
If you do not have enough gold, you will spend 1D6 days in the
local jail, unless the other warriors help pay the
fee. |
5 |
The Changeling offers a small
bride of 1D6 x 5 gold to the establishment authorities to forget this ever
happened and they except it! |
6 |
The establishment authorities
interpret the Changeling’s attempt to enter as a compliment to the value
of what they have to offer, but they regret to inform him that they still
cannot allow him to enter (or stay), but they allow him to keep any
benefits or purchases already
gained. |
Escape from Jail: This rule applies to all events and
special location tables (including the discovery results above). While in jail, the Changeling does not
have any settlement Events.
Whenever the changeling finds himself in jail, he may attempt to escape
once per night after the first night.
Jail escape attempts require a roll of 1D6. On a 5+, he successfully escapes without
being found out. When successfully
escaping, do NOT roll any settlement events for that day/night. He may continue his settlement business
as normal the day immediately following the night of the
escape.
Any abilities that he gains
from special locations – like the greasy slip trick or playing dead (Ale House),
the unarmed improvement (result #5
in the School of Martial Arts), or the “Duck and Dodge” skill (Fighting
School) – are only usable while he is in his normal form. The same thing goes for any permanent
enhancements to his characteristics, like wounds, weapon skill, or
toughness.
Unlike most other warriors,
the Changeling may acquire a new Battle Level at any time he has the gold
(and/or experience), even during an adventure. The Changeling is always in
training. And, his training gold is
transformed by his magical energies into material and energy used to further
enhance his person (or being).
Therefore, he does not need to take any time in a settlement to train up
to a new level. He may level up
during any non-combat turn after he has earned the required experience gold for
that Battle Level, but, he does nothing in that one turn except make all the
necessary adjustments to his statistics and skills (as needed). If he does train in a settlement, it
takes just one day, in which he does nothing else, except pay his living
expenses. As soon as you subtract
the required amount of gold/experience, you may change his normal
characteristics according to his Battle Level Table below. Be sure to roll any new skills. He gets a new skill at Battle Level 2
and at several other levels.
|
Gold |
Title |
WS |
BS |
STR |
MOVE |
Dam. Dice |
T |
W |
I** |
A |
Luck |
WP |
Skills |
Pin |
1 |
0 |
Novice |
2 |
6+ |
2 |
4 |
1 |
2 |
1D6+7 |
3 |
1 |
0 |
3 |
1*** |
5+ |
2 |
2,000 |
Changeling |
2 |
6+ |
2 |
4 |
1 |
2 |
2D6+7 |
4 |
1 |
1 |
3 |
2 |
5+ |
3 |
4,000 |
Changeling |
2 |
5+ |
3 |
4 |
1 |
3 |
2D6+7 |
4 |
2 |
1 |
4 |
2 |
4+ |
4 |
8,000 |
Changeling |
3 |
5+ |
3 |
4 |
1 |
3 |
3D6+7 |
4 |
2 |
1 |
4 |
3 |
4+ |
5 |
12,000 |
Master
Changeling |
3 |
5+ |
3 |
4 |
2 |
3 |
3D6+7 |
5 |
2 |
2 |
4 |
4 |
4+ |
6 |
18,000 |
Master
Changeling |
3 |
5+ |
3 |
4 |
2 |
4 |
4D6+7 |
5 |
2 |
2 |
4 |
4 |
4+ |
7 |
24,000 |
Master
Changeling |
3 |
5+ |
4 |
4 |
2 |
4 |
4D6+7 |
5 |
3 |
2 |
5 |
5 |
3+ |
8 |
32,000 |
Master
Changeling |
3 |
4+ |
4 |
4 |
2 |
4 |
5D6+7
|
6 |
3 |
3 |
5 |
6 |
3+ |
9 |
45,000 |
Changeling
Lord |
4 |
4+ |
4 |
4 |
3 |
4 |
5D6+7 |
6 |
3 |
3 |
5 |
7 |
3+ |
10 |
50,000 |
Changeling
Lord |
4 |
4+ |
4 |
4 |
3 |
4 |
6D6+7 |
7 |
3 |
3 |
5 |
8 |
3+ |
* Remember that all of the
Changeling’s characteristics (except Initiative as an intelligence rating) are
subject to change when he transforms into the form of another being.
** Even
though he keeps his intelligence initiative when transformed, he still takes on
the new form’s initiative physically and for deciding the order of warrior
turns. In one form he may get
to go immediately after the leader; and, in another form he may have to take his
turn last
*** This is his beginning skill,
the Changeling, or Transformation skill.
Whenever the Changeling
gains a new Battle Level and his number of skills increases, roll 2D6 on this
skill table. Each skill will
indicate whether it can be gained more than once or whether you should
re-roll. If you roll the Greater
Daemon skill BEFORE you have acquired the Large Monster skill, you may either
gain the Large Monster skill instead or re-roll on the table, since the Large
Monster skill is required before he can gain the Greater Daemon skill. When the Changeling gains the more
advanced form skills (10-12) at lower Battle Levels in which he is less likely
to be able to use them, it is to be considered a part of the cost involved in
gaining such powerful skills. In
other words, NO, he may not re-roll
those skills just because he doesn’t think he can use them yet. You never know, he may face the more
advanced creatures a lot sooner than he expects. Also, please be sure to note that some
of the skills only apply to his normal form or may work differently under
different circumstances. These
skills are very uniquely and specifically created for the Changeling’s use.
2 |
Slippery
Energy The Changeling has
discovered a way to use his extra magical energies to preserve his life by
forming a special slippery aura about his body. This skill is automatic, always
on, while in his normal
form. It provides him
with a certain extra natural effectiveness at avoiding monsters in close
quarters. Practically this
gives him a +1 on all attempts to break pinning and causes monsters to be
at -1 to hit him. The
Changeling may only use this skill while in his normal
form. This skill can only
be acquired once; re-roll if already acquired. |
3 |
Cleverness The Changeling has
become quite clever from gaining experience. Whether he has learned devious,
deceitful behavior from his intense study of the depraved beings in the
dungeons or from his traveling companions is anyone’s guess. But, he has learned well. From now on, he may be able to
avoid paying living expenses altogether (including for a pet dog, or a
riding beast) in a particular settlement on a successful roll. It is assumed that he uses his
form-changing capabilities to outsmart the system. If he would like to use this skill
roll 1D6 on his first day in the settlement, on a 4+ his cleverness gets
him a free ride for the whole stay in the settlement; on a 2 or 3 he pays
his expenses as normal; but, on a roll of 1 he is caught by the
authorities (perhaps wizardry was involved) and must pay all his normal
living expenses plus 1D6 x 25 gold as a fine for his dishonesty. If he does not have enough gold,
and his comrades do not pay the fine for him, he is put in jail for 1D6
days. This skill can only
be acquired once; re-roll if already acquired. |
4 |
Luminous
Exertion While in his normal
form, the Changeling may now provide a temporary glow to lighten a dark
dungeon when the lantern has gone out or is missing, or if he feels
confident to go exploring himself (in his normal form). He can technically get around
without a light while changed into any monster form, but he cannot
explore/reveal unexplored areas in such a manner. Now, he may do so, but only while
he is in his normal form. If successful, this luminous
exertion will offer light to the party, just like the lantern but only for
1D3 turns. At the end of this
time, the Changeling may attempt to illumine the board again (only while
in his normal form). The
luminous glow will go out at any time that the Changeling changes
form. Luminous Exertion may
be attempted once per turn (while in normal form). Roll 1D6, on a 5+ at BL 1-5, or on
4+ at BL 6-10, he successfully illumines the board around him. Immediately roll 1D3 to determine
how long the effect will last. This skill can only
be acquired once; re-roll if already acquired. |
5
|
Energetic
Reserve By honing his
awareness and by preserving his unneeded energies, the Changeling has
improved the effectiveness of his transformations. This only works when changing from
his normal form into a learned form not when changing back or when
changing from one learned form into another. When rolling his attempt to change
form, add +1 to his roll (on
the basis of this skill).
This skill is automatic and additional to any other modifiers
already in play. This skill can be
acquired twice (second time adds
another +1 to his roll); re-roll after the second
time. |
6
|
Healthier Animal
Forms The Changeling has
learned that by directing a certain amount of extra energy into the
physical creature (animal) forms, he may increase there vitality making
them (and consequently, himself) harder to kill. Practically, this means that the
strictly animal forms that he knows (or hereafter learns) will have an
extra number of starting wounds.
Roll 1D3 for each of his Battle Levels above the Monster Table
level in which the creature originally appears. Imagine a giant bat gaining 15 or
20 more wounds! For example,
if he has this skill and transforms into a Gigantic Spider at BL 7: subtract the spider’s level (3)
from his BL (7) = 4; roll 4D3 and add the result to the Gigantic Spider’s
starting wounds. Say the
result of the roll is 2+1+3+2=8; add 8 to 20 (starting wounds of Gigantic
Spider) = 28 starting wounds for this creature for this
transformation. Definition: for this
skill an animal is a
non-intelligent, non-spiritual creature; or creatures that are primarily
physical in nature, not metaphysical. Animal forms affected by this
skill are listed here (no half-animals allowed): rats, bats, spiders, scorpions,
squigs, hounds, and cockatrice.
No animals above level
5 are included, because the Changeling will not have enough energy
left over to augment the larger and more complex creatures at the higher
levels. This skill can only
be acquired once; re-roll if already acquired. |
7
|
Improved Magic
Resistance He has learned how
better to channel his natural magical energies. From now on, he enjoys a +1 to his
magic resistance no matter what his current form. Thus, while in a form that
normally has no magic resistance, he has magic resistance of 6+. While in his normal form, he has
magic resistance of 5+ or 4+ (instead of 6+ or 5+ respectively) depending
on his level. However, this
skill does NOT work for any advanced forms that he may only learn by
gaining skills, namely Advanced Undead, Large Monsters, and Greater
Daemons. They require so much
concentration of the Changeling’s energies to form their complex and
devastating abilities that he is unable to grant such a minor addition to
their formation. This skill can only
be acquired once; re-roll if already acquired. |
8
|
Electromagnetic
Awareness The Changeling has
found out that his natural high energy aura has electrical qualities. Whenever any type of metal
material comes near his body (only in normal form), he feels the
electromagnetic waves move in response. From now on, while in his normal form, he has some success
at avoiding enemy melee
attacks that are made using any type of metal weaponry. This is similar to the elf Dodge
ability, but is more limited; it only works for melee attacks involving
metal. He may attempt to
dodge every such incoming metal weapon melee attack that would have hit
him. Roll 1D6, on 6+ (BL
1-5), or 5+ (BL 6-10), the Changeling successfully dodges the blow taking
no damage. Metal melee
weapons include, but are not limited to, the following: axes, swords,
halberds, spears (assuming metal tips at least), scythes, daggers, and
knives. This skill can only
be acquired once; re-roll if already acquired. |
9
|
Comrade
Familiarity The Changeling has
become proficient in the observation of his fellow warriors. From now on, he may try to
transform into a remarkable likeness of any one fellow warrior. To attempt the transformation,
follow all the normal rules, but this requires the sacrifice of two
attacks and adds a -1 penalty
to the Change Attempt Table roll.
This represents the difficulty involved in recreating such complex
beings. He may successfully
take such a form once per eligible warrior form per adventure. This could prove quite
interesting. For example, you
have a particularly well-equipped and talented Elf in the party, wearing
Elvin Armour, an Elf Helm, and an Elf Shield. The Changeling could become the
spittin’ image of the Elf with all these
advantages (including the Dodge ability, automatic breaking from pinning,
any other special skills, and useful weapon – currently equipped by the
Elf. Additional rules and
reminders: 1. He cannot become any spell
caster/sorcerous type (such as the Wizard, an
Aes Sedai,
Necromancer, etc.) or other metaphysical types (such as the Christian
Missionary, the Druid, the Warrior Priest, etc.). To assist in tracking
warrior forms, you will find the Warrior Types Table at the end of the
Transformation Catalog. This skill can only
be acquired once; re-roll if already acquired. |
10
|
Undead
Affinity Normally, the
Changeling cannot transform into some of the more complex undead
creatures. With this new
ability, he has acquired a grotesque familiarity with them which will
enable him to change into more complex and powerful undead creatures,
namely liches and vampires.
From now on, the Changeling may learn the forms of vampires and
liches in the normal manner of learning new forms. Any previous encounters do NOT
count, only those that happen AFTER he acquires this skill. Of course, his usual “no spell
casting” rule still applies (i.e. no spells). The special vampire attacks are
not strictly speaking spells, so he may exploit this useful ability. Since he is attempting a more
complex transformation, he suffers a -1 penalty on his attempt to
change roll to represent the difficulty. Special Note on the Liche
King: He may not learn the
Liche King form until he has acquired the Large Monster skill. Thus while attempting to become a
Liche King he will suffer an additional -1 (Large Monster) penalty to the
change attempt. This skill can only
be acquired once; re-roll if already acquired. |
11
|
Large Monster From now on, the
Changeling may learn the forms of Large Monsters. However, he must have observed
each Large Monster type in two
separate combats in order to become familiar with all he needs to know
to work the transformation.
Any previous encounters do NOT count, only those that happen AFTER
he acquires this skill. Once
one or more Large Monster forms have been learned, he may successfully
change into each particular Large Monster once per adventure. However, there is a -1 penalty on his attempt to
change roll to represent the difficulty of changing into a Large
Monster. Example to
clarify: Say he has learned
the Giant, Chimera, and Dragon forms of Large Monsters. He may successfully change into
each of these three types once per adventure. So, he might become a Giant in a
particularly nasty battle toward the beginning of the adventure. Then, he might decide to become a
Chimera to help wipe out a large group of assassins or deadly undead. Finally, he could become a dragon
to meet the ultimate challenge of a difficult objective room. But, at this point he has used up
all his Large Monster transformations, since he doesn’t know any more
forms yet. This skill can only
be acquired once; re-roll if already acquired. To improve it, he must learn more
Large Monster forms. |
12
|
Greater Daemon – (Prerequisite
for this skill is the Large Monster skill, since Greater Daemons are also
Large Monsters.) From now on, the
Changeling may learn the forms of Greater Daemons. However, he must have observed
each type in two separate combats
in order to become familiar with all he needs to know to work the
transformation. Any previous
encounters do NOT count, only those that happen AFTER he acquires this
skill. Once one or more
Greater Daemon forms have been learned, he may successfully change into
only one of his learned Greater Deamon forms once per adventure. To clarify, he may only transform into a Greater
Daemon once per adventure (only one of the forms he has learned and only
one instance). This means a
successful roll on the Transformation Attempt Table; he may try once per
turn until he successfully transforms. So, if he has learned more than
one type, he should choose wisely both the time and the type of
transformation. There is also
a -2 penalty on his attempt to
change roll to represent the double difficulty of changing into a Large
Monster and a Greater Daemon.
When attempting to change from his normal form into a Greater
Daemon, he must sacrifice two attacks (but, follow the Change Attempt
Table instructions); to change from a changed form to a Greater Daemon, he
must sacrifice three attacks and suffer the further -1 penalty for
changing from a changed form into a changed form. The second time he
rolls this skill he may add a second Greater Daemon transformation per
adventure, but re-roll this skill after the second time. Remember, a particular
transformation is only good until the end of the first combat in which it
is used, or until he otherwise changes to another form. If this skill is rolled BEFORE the
Large Monster skill is acquired, re-roll on this table or choose the Large
Monster skill instead. |
TRANSFORMATION CATALOG
Catalog of Learned
Beings
This table is only for the use of a Changeling warrior. (Of course, it may also be used as an alphabetical guide/categorization of where monsters first appear in the Monster Tables.) The Level refers to the first Monster Table Level in which the monster appears. If a monster appears in these tables on a level higher than the Changeling’s current Battle Level, it negatively affects his ability to change into that form (see the Changeling’s documentation above); if it appears on a level lower than the Changeling’s Battle Level, it is easier to make the change. Only beings and their abilities and equipment that are eligible for changeling transformation and use are listed here. Sorry, but while in a monster form, the Changeling does NOT get a death-blow. If he is able to change into another warrior form, he would get a death-blow while in that form.
(I am trusting to the webmaster’s judgment, but I recommend that this table also be listed as a separate document in the museum. This way someone could perhaps more easily print out the Transformation Catalog by itself).
Level 1 Monsters
Check Box
* |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Beastman |
Yes |
4 |
4 |
4+ |
3 |
4 |
6 |
3 |
1 |
- |
1 |
Throw spear (Str 3)*** |
|
Centaur |
Yes** |
8 |
3 |
3+ |
4 |
3 |
12 |
3 |
2 |
- |
2 |
Bow (Str 4), Fear 4 |
|
Dark Elf Naggaroth Black Guard |
Yes** |
5 |
5 |
3+ |
4 |
3 |
6 |
7 |
1 |
2 |
1 |
Halberd, Attack in
Ranks |
|
Dark Elf |
Yes** |
5 |
4 |
3+ |
3 |
3 |
6 |
6 |
1 |
1 |
1 |
Crossbow (Str 4), Dodge 6+ |
|
Ghoul |
Yes |
4 |
2 |
- |
3 |
4 |
4 |
3 |
2 |
- |
1 |
Break; Fear
4 |
|
Giant
Bat |
No |
8 |
2 |
- |
2 |
2 |
1 |
- |
1 |
- |
1 |
Ambush Auto,
fly |
|
Giant
Rat |
No |
6 |
2 |
- |
2 |
3 |
1 |
4 |
1 |
- |
2 |
Deathleap |
|
Giant
Spider |
No |
6 |
2 |
- |
- |
2 |
1 |
- |
1 |
- |
S |
Web (Bite =
1D3) |
|
Goblin
Archer |
Yes** |
4 |
2 |
5+ |
3 |
3 |
2 |
2 |
1 |
- |
1 |
Bow
(str1) |
|
Goblin
Netter |
Yes |
4 |
2 |
5+ |
3 |
3 |
2 |
2 |
1 |
- |
S |
Armed with Net and
club |
|
Goblin
Spearman |
Yes |
4 |
2 |
5+ |
3 |
3 |
2 |
2 |
1 |
- |
1 |
Spear, Attack in
Ranks |
|
Hobgoblin |
Yes |
4 |
3 |
4+ |
3 |
3 |
4 |
2 |
1 |
1 |
1 |
Ambush, Magic Auto,
Break |
Check Box
* |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Minotaur |
Yes |
6 |
4 |
4+ |
4 |
4 |
15 |
3 |
2 |
- |
2 |
Fear
5 |
|
Ogre |
Yes |
6 |
3 |
5+ |
4 |
5 |
13 |
3 |
2 |
- |
1/2
(5+) |
Fear
5 |
|
Orc |
Yes |
4 |
3 |
4+ |
3 |
4 |
3 |
2 |
1 |
- |
1 |
- |
|
Orc
Archer |
Yes** |
4 |
3 |
4+ |
3 |
4 |
3 |
2 |
1 |
- |
1 |
Bow (Str 3) |
|
Savage Orc |
Yes** |
4 |
3 |
4+ |
3 |
4 |
5 |
2 |
1 |
S |
1 |
Bow (Str3), Tattoos
6+ |
|
Skaven Clanrat |
Yes |
5 |
3 |
4+ |
3 |
3 |
3 |
4 |
1 |
- |
1 |
- |
|
Skaven Stormvermin |
Yes |
5 |
4 |
4+ |
4 |
3 |
5 |
5 |
1 |
1 |
1 |
- |
|
Skeleton |
Yes |
4 |
2 |
5+ |
3 |
3 |
5 |
2 |
1 |
- |
1 |
Fear 5, Regenerate
1 |
|
Skeleton
Archer |
Yes** |
4 |
2 |
5+ |
3 |
3 |
5 |
2 |
1 |
- |
1 |
Bow (Str 3), Fear 5, Regenerate
1 |
|
Snotling (why be a snotling?) |
Yes |
4 |
1 |
- |
1 |
1 |
1 |
1 |
1 |
- |
1 |
Ambush, Magic
Auto |
|
Movement of 4 on non-attack
turn |
No |
S/ 4 |
4 |
- |
5 |
3 |
3 |
5 |
2 |
- |
1 |
Never Pinned, Act as trained
Squig, but attack changling’s choice (not random
target) |
|
Zombie |
Yes |
4 |
2 |
- |
3 |
3 |
5 |
1 |
1 |
- |
1 |
Fear
3 |
Check Box
* |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
* The Check Box column may be
used to track which forms the changeling has learned from previous combats. To do this, the player will want to have
a printout of this document so he can manually check the boxes (or to track by
computer, one could open the document in Microsoft Word or other word processor
that can edit this document while maintaining the format – then just “X” the box
of each learned being.).
** While in these forms, the
changeling may not move with the lantern and use a bow, crossbow or halberd in
the same turn. He may set the
lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a
warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the
lantern!
*** As a
beastman, the changeling may thrown one spear as soon
as the first group of monsters appears in a combat, or as soon as he changes
into a beastman (the first time) in a
combat.
Note: beings carrying any non-melee weapon
also carry a normal sword that does normal DD + Strength
damage.
Level 2 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Black Orc |
Yes |
4 |
4 |
4+ |
4 |
4 |
7 |
2 |
1 |
1 |
1 |
- |
|
Bloodletter of Khorne |
Yes |
4 |
5 |
2+ |
4 |
3 |
7 |
6 |
2 |
- |
1 |
Hellblade (1D3), Fear 5, Demonic
-1 |
|
Blue
Horror |
Yes |
4 |
3 |
4+ |
3 |
3 |
4 |
7 |
1 |
- |
1 |
Demonic -1, Fear 4, Magic Res.
6+ |
|
Bull Centaur |
Yes |
8 |
4 |
4+ |
4 |
4 |
12 |
3 |
2 |
2 |
1/2
(5+) |
Fear 5, Magic Resistance
6+ |
|
Chaos Dwarf |
Yes |
3 |
4 |
4 |
3 |
4 |
8 |
2 |
1 |
2 |
1/2
(6+) |
Magic Resistance
6+ |
|
Chaos Dwarf
Blunderbuss |
Yes** |
3 |
4 |
4 |
3 |
4 |
8 |
2 |
1 |
1 |
1 |
Blunderbuss, Magic Resistance
6+ |
|
Chaos
Hound |
No |
6 |
4 |
- |
4 |
4 |
8 |
4 |
2 |
2 |
1 |
Ambush
5+ |
|
Chaos
Warrior |
Yes |
4 |
6 |
1+ |
4 |
4 |
12 |
6 |
2 |
2 |
1 |
- |
|
Fiend of Slaanesh |
Yes |
6 |
3 |
- |
3 |
3 |
8 |
3 |
3 |
- |
1 |
Aura of Slaanesh***, Demonic -1, Fear
6 |
|
Goblin
Boss |
Yes |
4 |
3 |
3+ |
4 |
3 |
6 |
3 |
2 |
2 |
1 |
Magic
Weapon |
|
Pink
Horror |
Yes |
4 |
5 |
2+ |
4 |
3 |
8 |
6 |
2 |
- |
1 |
Demonic -1, Fear 6, Mag. Res. 6+ |
|
Plaguebearer of Nurgle |
Yes |
4 |
5 |
2+ |
4 |
3 |
9 |
6 |
2 |
- |
1 |
Demonic -1, Fear
5 |
|
Rat Ogre |
Yes |
6 |
4 |
- |
5 |
5 |
20 |
5 |
2 |
- |
2 |
Fear
5 |
|
Skaven Gutter
Runner |
Yes |
6 |
4 |
3+ |
4 |
3 |
5 |
5 |
1 |
- |
1 |
Ambush
4+ |
|
Skaven Plague Censor
Bearer |
Yes |
5 |
4 |
- |
4 |
4 |
4 |
4 |
1 |
- |
S |
Plague
Censor |
|
Skaven Poison Globadier |
Yes** |
5 |
3 |
4+ |
3 |
3 |
4 |
4 |
1 |
- |
S |
Poison
Globes |
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
** While in these forms, the
changeling may not move with the lantern and use a bow, crossbow or halberd in
the same turn. He may set the
lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a
warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the
lantern!
*** For the Aura of Slaanesh, all adjacent monsters will be pinned, whether they
are aware that the “fiend” is actually the Changeling or
not.
Level 3 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Daemonette of Slaanesh |
Yes |
4 |
6 |
2+ |
4 |
3 |
15 |
6 |
3 |
- |
1 |
Ambush 5+ Daemonic -1, Fear 6,
Mag. Res. 6+ |
|
Flamer of Tzeentch |
Yes |
9 |
3 |
2+ |
5 |
4 |
17 |
4 |
S |
- |
S |
Ambush, Magic 5+ Daemonic -1,
Fear 7, Mag. Res. 6+, Flamer
Attack |
|
Ghost |
Yes |
4 |
2 |
- |
- |
3 |
16 |
3 |
1 |
- |
S |
Chill 1, Ethereal -1, Fear
6, |
|
Giant Scorpion |
No |
5 |
3 |
- |
5 |
6 |
20 |
1 |
2 |
- |
2 |
Sting
(2D6) |
|
Gigantic
Spider |
No |
5 |
3 |
- |
S |
4 |
20 |
1 |
2 |
- |
2 |
Web (bite =
1D6) |
|
Nurgling |
Yes |
4 |
3 |
4+ |
3 |
3 |
2 |
4 |
2 |
- |
1 |
Ambush 5+, Daemonic -1, Fear
4 |
|
Skaven
Assassin |
Yes |
6 |
5 |
3+ |
4 |
3 |
7 |
5 |
2 |
- |
1 |
Ambush Auto, Assassinate 6+,
Dodge 5+ |
|
Skaven
Champion |
Yes |
5 |
4 |
3+ |
4 |
3 |
11 |
5 |
2 |
2 |
2 |
Magic weapon, Never
Pinned |
|
Stone
Troll |
Yes |
6 |
3 |
6+ |
5 |
4 |
25 |
1 |
3 |
- |
2 |
Fear 6, Mag. Drain 6*, Regenerate
2 |
|
Troll |
Yes |
6 |
3 |
6+ |
5 |
4 |
30 |
1 |
3 |
- |
2 |
Fear 6, Regenerate 2, Vomit
5+ |
|
Wight |
Yes |
4 |
3 |
- |
3 |
4 |
14 |
3 |
1 |
2 |
2 |
Fear
7 |
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
* In the form of a stone troll,
the changling’s Magic Drain will act as Magic
Dispel. He should roll 1D6 every
time an enemy spell caster attempts to cast a spell. Each time he rolls a 6, that spell will
fail.
Level 4 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Beastman
Champion |
Yes |
4 |
5 |
3+ |
4 |
4 |
30 |
4 |
2 |
- |
1/2
(5+) |
Magic Weapon, Throw Spear
(Str 8) |
|
Beast of Nurgle |
No |
3 |
3 |
- |
3 |
5 |
25 |
3 |
1D6 |
- |
2 |
Daemonic -1, Paralysis, Slime
Trail |
|
Black Orc Boss |
Yes |
4 |
5 |
3+ |
5 |
4 |
20 |
3 |
2 |
2 |
2 |
Magic
Weapon |
|
Black Orc Champion (with bow) |
Yes |
4 |
4 |
4+ |
4 |
4 |
10 |
2 |
2 |
2 |
1 |
Bow (Str 3) |
|
Black Orc Champion (with sword) |
Yes |
4 |
4 |
4+ |
4 |
4 |
10 |
2 |
2 |
2 |
1 |
- |
|
Chaos Champion |
Yes |
4 |
7 |
A |
5 |
4 |
15 |
7 |
3 |
2 |
1 |
Magic
Weapon |
|
Dark Elf Beastmaster (no hounds) |
Yes** |
5 |
5 |
2+ |
4 |
3 |
15 |
7 |
2 |
2 |
1 |
Crossbow (Str 5) |
|
Dragon Ogre |
Yes |
6 |
4 |
5+ |
5 |
5 |
40 |
2 |
3 |
2 |
2 |
Fear
8 |
|
Goblin Big
Boss |
Yes |
4 |
4 |
2+ |
4 |
4 |
12 |
4 |
3 |
2 |
1 |
Magic
Weapon |
|
Goblin
Fanatic |
No |
4 |
2 |
5+ |
3 |
3 |
2 |
2 |
1 |
- |
S |
Ball & Chain, Never
Pinned |
|
Mummy |
Yes |
3 |
3 |
- |
4 |
5 |
40 |
3 |
2 |
- |
2 |
Fear 7, Tomb Rot
(1D3) |
|
Skaven Chieftan |
Yes |
5 |
5 |
2+ |
4 |
4 |
20 |
6 |
3 |
2 |
2 |
Dodge 5+, Never
Pinned |
|
Skaven Jezzail |
Yes** |
5 |
3 |
4+ |
3 |
3 |
6 |
4 |
1 |
1 |
1 |
Jezzail(Str
5) Ignore 3 Arm. Points |
|
Skaven Stormvermin Champion |
Yes** |
5 |
4 |
4+ |
4 |
3 |
10 |
5 |
1 |
1 |
1 |
Halberd, Fight in
Ranks |
|
Warhound |
No |
5 |
4 |
- |
3 |
3 |
6 |
6 |
1 |
- |
1 |
Ambush
5+ |
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
** While in these forms, the
changeling may not move with the lantern and use a bow, crossbow or halberd in
the same turn. He may set the
lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a
warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the
lantern!
Level 5 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Bull Centaur
Champion |
Yes |
8 |
5 |
3+ |
5 |
4 |
23 |
4 |
3 |
2 |
2 |
Fear 7, Magic Resistance 5+,
Magic Weapon |
|
Cockatrice |
No |
4 |
3 |
- |
4 |
4 |
26 |
4 |
3 |
- |
3/4
(5+) |
Fear 10, Fly,
Petrify |
|
Dark Elf
Assassin |
Yes |
5 |
9 |
A |
4 |
4 |
12 |
10 |
2 |
- |
1 |
Ambush 5+, Dodge 5+,
Assassinate 5+ |
|
Dark Elf
Hero |
Yes |
5 |
6 |
1+ |
4 |
4 |
25 |
8 |
3 |
4 |
2 |
Dodge 4+, Magic Resistance 5+,
Magic Weapon |
|
Gorgon |
No |
4 |
2 |
4+ |
3 |
3 |
35 |
5 |
1 |
- |
2 |
Fear 9,
Petrify |
|
Mummy Tomb
King |
Yes |
3 |
4 |
- |
5 |
5 |
45 |
4 |
3 |
2 |
3 |
Fear 7, Magic Weapon, Tomb Rot
(1D6) |
|
Orc Big
Boss |
Yes |
4 |
5 |
2+ |
4 |
5 |
25 |
4 |
3 |
3 |
2 |
Ignore Blow 6+ ***, Magic
Weapon |
|
Skaven Plague
Monk |
Yes |
5 |
3 |
4+ |
3 |
4 |
5 |
4 |
1 |
- |
1 |
Frenzy
5+ |
|
Skaven Plague
Priest |
Yes |
5 |
5 |
2+ |
4 |
5 |
23 |
6 |
3 |
- |
1 |
Ambush, Magic A, Frenzy 4+,
Magic Weapon |
|
Skaven
Warlord |
Yes |
5 |
6 |
1+ |
4 |
4 |
30 |
7 |
4 |
3 |
2 |
Dodge 5+, Magic Resistance 5+,
Magic Weapon |
|
Tomb
Guardian |
Yes |
4 |
3 |
6+ |
3 |
3 |
15 |
2 |
1 |
1 |
2 |
Fear 5, Regenerate
1 |
|
Wight
Lord |
Yes |
4 |
4 |
- |
4 |
4 |
35 |
4 |
2 |
2 |
2 |
Fear 8, Magic
Weapon |
|
Witch
Elf |
Yes |
5 |
4 |
3+ |
3 |
3 |
11 |
6 |
1 |
- |
1 |
Frenzy
4+ |
|
Wraith |
Yes |
4 |
3 |
- |
3 |
4 |
30 |
3 |
2 |
- |
S |
Chill 2, Ethereal -1, Terror
8 |
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
*** I believe that words Ignore Pain in the Role Play book for
the Orc Big Boss and the Orc
War Boss 9the tougher monster) should have been Ignore Blow, because Ignore Pain is not
to be rolled (needs no plus sign) – but is subtracted from the damage caused to
the monster – and the War Boss has a rating of 5 whereas the Big Boss has a
rating of 6. If this were truly
Ignore Pain the higher number would be better (and tougher). Therefore, it should be “Ignore Blow”,
because a rating of 5+ is better than 6+.
Read the details of each of these special rules in the Role Play book
“Monster Special Rules” section.
Level 6 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Beastman
Hero |
Yes |
4 |
6 |
2+ |
4 |
5 |
34 |
5 |
3 |
2 |
2 |
Throw Spear (Str 9), Magic Weapon |
|
Beastman
Lord |
Yes |
4 |
7 |
1+ |
4 |
5 |
47 |
6 |
4 |
2 |
3 |
Throw Spear (Str 10), Magic Weapon |
|
Black Orc Big Boss |
Yes |
4 |
6 |
2+ |
5 |
5 |
23 |
4 |
3 |
3 |
2 |
Magic
Weapon |
|
Bull Centaur
Hero |
Yes |
8 |
6 |
2+ |
5 |
5 |
32 |
5 |
4 |
3 |
3/4
(5+) |
Fear 7, Magic Resistance 5+,
Magic Weapon |
|
Centaur
Champion |
Yes** |
8 |
4 |
2+ |
5 |
3 |
27 |
4 |
3 |
2 |
2/3
(5+) |
Bow (Str 7), Fear 8, Magic
Weapon |
|
Chaos Dwarf
Lord |
Yes |
3 |
7 |
1+ |
4 |
5 |
33 |
5 |
4 |
3 |
3 |
Magic Resistance 5+, Magic
Weapon |
|
Dragon Ogre
Champion |
Yes |
6 |
5 |
4+ |
6 |
5 |
44 |
3 |
4 |
2 |
2 |
Fear 8, Magic
Weapon |
|
Griffon |
No |
6 |
5 |
- |
6 |
5 |
52 |
7 |
4 |
- |
4 |
Fly, Terror
10 |
|
Hippogriff |
No |
8 |
5 |
- |
6 |
5 |
55 |
6 |
3 |
- |
3/4
(5+) |
Fly, Terror
10 |
|
Minotaur
Champion |
Yes |
6 |
5 |
3+ |
5 |
4 |
34 |
4 |
3 |
1 |
3 |
Fear 6, Magic
Weapon |
|
Orc Warboss |
Yes |
4 |
6 |
1+ |
4 |
5 |
33 |
5 |
4 |
3 |
2/3
(5+) |
Ignore Blow 5+ ***, Magic
Weapon |
|
Skaven Plague
Lord |
Yes |
5 |
6 |
2+ |
4 |
5 |
30 |
7 |
4 |
- |
3 |
Death Fog, Dodge 3+, Frenzy
3+, Magic Resistance 3+, Magic Weapon, Never Pinned, Terror
10 |
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
** While in these forms, the
changeling may not move with the lantern and use a bow, crossbow or halberd in
the same turn. He may set the
lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a
warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the
lantern!
*** I believe that words Ignore Pain in the Role Play book for
the Orc Big Boss and the Orc
War Boss 9the tougher monster) should have been Ignore Blow, because Ignore Pain is not
to be rolled (needs no plus sign) – but is subtracted from the damage caused to
the monster – and the War Boss has a rating of 5 whereas the Big Boss has a
rating of 6. If this were truly
Ignore Pain the higher number would be better (and tougher). Therefore, it should be “Ignore Blow”,
because a rating of 5+ is better than 6+.
Read the details of each of these special rules in the Role Play book
“Monster Special Rules” section.
Level 7 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Centaur
Hero |
Yes** |
8 |
5 |
1+ |
5 |
4 |
40 |
5 |
4 |
4 |
3 |
Bow (Str 8), Fear 9, Magic
Weapon |
|
Chaos
Hero |
Yes |
4 |
8 |
A |
5 |
5 |
30 |
8 |
4 |
6 |
3 |
Magic
Weapon |
|
Dark Elf
Champion |
Yes |
5 |
5 |
5+ |
4 |
3 |
14 |
7 |
2 |
2 |
2 |
Dodge 6+, Magic
Weapon |
|
Dark Elf
Lord |
Yes |
5 |
7 |
A |
4 |
4 |
34 |
9 |
4 |
4 |
3 |
Dodge 4+, Magic Resistance 5+,
Magic Weapon |
|
Great
Taurus |
No |
6 |
6 |
- |
6 |
6 |
50 |
7 |
4 |
3 |
4 |
Breathe Fire, Fly, Terror
10 |
|
Lammasu |
No |
6 |
6 |
- |
6 |
7 |
50 |
6 |
3 |
- |
4 |
Fly, Magic Resistance 4+,
Sorcerous Exhalation, Terror
10 |
|
Manticore |
No |
6 |
6 |
- |
7 |
7 |
50 |
4 |
4 |
- |
4 |
Fly, Manticore Sting (Ambush, Magic Auto), Terror
11 |
|
Minotaur
Hero |
Yes |
6 |
6 |
2 |
5 |
5 |
48 |
5 |
4 |
2 |
3/4
(5+) |
Fear 9, Magic
Weapon |
|
Skaven Deathmaster Assassin |
Yes |
6 |
8 |
1+ |
4 |
4 |
32 |
10 |
5 |
- |
4 |
Ambush, Magic Auto,
Assassinate 4+, Dodge 4+, Magic Res. 5+, Magic
Weapon |
|
Witch Elf
Champion |
Yes |
5 |
5 |
2+ |
4 |
3 |
13 |
7 |
2 |
- |
1 |
Frenzy
3+ |
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
** While in these forms, the
changeling may not move with the lantern and use a bow, crossbow or halberd in
the same turn. He may set the
lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a
warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the
lantern!
Level 8 Monsters
Check
Box |
Monster Type |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Bull Centaur
Lord |
Yes |
8 |
7 |
1+ |
5 |
5 |
42 |
6 |
5 |
3 |
4/5
(5+) |
Fear 7, Magic Res. 4+, Magic
Weapon |
|
Chaos
Lord |
Yes |
4 |
9 |
A |
5 |
5 |
35 |
9 |
5 |
6 |
4 |
Magic
Weapon |
|
Dragon Ogre
Hero |
Yes |
6 |
6 |
3 |
6 |
6 |
53 |
4 |
5 |
2 |
3 |
Fear 9, Magic
Weapon |
Note: There are no new monster types normally available
to the changeling after level 8 of the Monster Tables.
Advanced Undead (only if he has the Undead Affinity skill – no necro magic allowed)
Check
Box |
Monster Type |
Table
Level |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Liche |
8 |
Yes |
4 |
7 |
A |
5 |
4 |
40 |
6 |
5 |
- |
4 |
Fear 10; Magic Weapon;
Regenerate 2 |
|
Liche
King* |
10 |
Yes |
6 |
7 |
A |
7 |
6 |
63 |
4 |
5 |
6 |
6 |
Large Monster; Magic Dispel 4+;
Magic Resistance 4+; Magic Weapon; Terror 14; Regenerate
2 |
|
Vampire
Count** |
7 |
Yes |
6 |
7 |
2+ |
7 |
6 |
30 |
8 |
3 |
3 |
2/3
(5+) |
Ambush, Magic A; Fly; Magic
Resistance 5+; Vampire |
|
Vampire
Lord** |
8 |
Yes |
6 |
8 |
1+ |
7 |
6 |
42 |
9 |
4 |
4 |
3 |
Ambush, Magic A; Fly; Magic Resistance 5+;
Vampire; Magic Weapon |
|
Vampire Lord
Necromancer** |
10 |
Yes |
6 |
7 |
2+ |
6 |
5 |
38 |
8 |
3 |
4 |
4 |
Ambush, Magic A; Dispel Magic 4+; Fly; Magic
Resistance 4+; Vampire 2; Magic Weapon |
* To learn and transform into a
Liche King form, the changeling must have both the
Undead Affinity and the Large Monster skills.
** If as a vampire, the
changeling leaves the board, he leaves the lantern (if carried) in the square
from which he vanished. He may not cast any necromancy spells.
Large Monsters (only if he has the Large Monster skill)
Check
Box |
Monster Type |
Table
Level |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Chimera |
7 |
No |
6 |
4 |
- |
7 |
6 |
60 |
4 |
6 |
3 |
3/4
(5+) |
Breathe Fire 4 (Ambush A);
Ignore Blows 5+; Ignore Pain 7;
Large Monster; Sting (3D6); Terror 11 |
|
Dragon |
8 |
No |
6 |
6 |
- |
6 |
6 |
74 |
8 |
7 |
6 |
6 |
Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 5+; Ignore Pain 7; Large Monster; Terror
12 |
|
Emperor
Dragon |
10 |
No |
6 |
8 |
- |
8 |
8 |
94 |
6 |
9 |
8 |
8 |
Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 3D6; Large Monster; Terror
14; |
|
Great
Dragon |
9 |
No |
6 |
7 |
- |
7 |
7 |
84 |
7 |
8 |
7 |
6/7
(5+) |
Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 7; Large Monster; Terror
13 |
|
Giant |
7 |
Yes |
6 |
3 |
4+ |
7 |
6 |
64 |
3 |
S |
5 |
5 |
Fear 11; Giant Attacks; Ignore Blows 5+; Ignore
Pain 10; Large Monster; Never Pinned |
|
Hydra |
7 |
No |
6 |
3 |
- |
5 |
6 |
70 |
3 |
5 |
3 |
4 |
Breathe Fire 4 (Ambush A); Ignore Blows 5+;
Ignore Pain 7; Large Monster; Never Pinned; Terror
11 |
|
Wyvern |
7 |
No |
6 |
5 |
- |
5 |
6 |
46 |
4 |
3 |
3 |
3/4
(5+) |
Drag and Rend; Fly; Magic Resistance 5+. Ignore
Blows 5+; Ignore Pain 6; Large Monster; Never Pinned; Sting (3D6); Terror
10 |
Check
Box |
Monster
Type |
Table
Level |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
Greater Daemon Monsters (only if he has the Greater Daemon skill & Large Monster Skill)
Check
Box |
Monster Type |
Table
Level |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
|
Bloodthirster |
10 |
Yes |
6 |
10 |
A |
8 |
7 |
125 |
8 |
10 |
- |
8 |
Armed with Axe of Khorne; Armed with Daemon Whip; Fly; Greater Daemon
14; Ignore Blow 3+; Ignore Pain 12; Large Monster; Magic Drain 5+ *; Drain
Power ** |
|
Great Unclean
One |
9 |
Yes |
4 |
7 |
A |
7 |
8 |
100 |
4 |
7 |
4 |
6 |
Ambush, Magic 5+; Greater Daemon 13; Ignore Blows
5+; Ignore Pain 10; Large Monster; Magic Dispel 4+; Magic Resistance 4+;
Stream of Corruption |
|
Keeper of
Secrets |
9 |
Yes |
6 |
9 |
A |
7 |
7 |
84 |
7 |
6 |
4 |
6 |
Ambush, Magic 2+; Aura of
Slaanesh; Greater Daemon 13; Ignore Blows 5+;
Ignore Pain 7; Large
Monster; Magic Dispel 4+; Magic Resistance 4+; Never Pinned |
|
Lord of
Change |
9 |
Yes |
8 |
9 |
A |
7 |
7 |
75 |
10 |
6 |
4 |
6 |
Ambush, Magic A; Greater Daemon 13; Fly; Ignore
Blows 5+; Ignore Pain 7; Magic
Source; Large Monster; Power
of Tzeentch |
|
Skaven Vermin
Lord |
10 |
Yes |
8 |
8 |
A |
8 |
7 |
75 |
10 |
8 |
8 |
6 |
Ambush, Magic A; Armed with Doom Glaive; Dodge 3+;
Frenzy 5+; Greater Daemon 14; Ignore Pain 6; Large Monster; Magic Dispel
4+; Magic Resistance 4+; Skitterleap |
Check
Box |
Monster Type |
Table
Level |
Carry
Lantern? |
M |
WS |
BS |
S |
T |
W |
I |
A |
Arm. |
DD |
SPEC.
RULES |
* Magic Drain works for the
changeling just like the Magic Dispel special monster
rule.
** Drain Power works like
this: Each turn, while the
changeling is a Bloodthirster, roll 3D6 at the
beginning of the Monster Phase before any monsters cast their spells. For each 4+ rolled, every monster spell
caster loses a spell casting attempt this turn.
Warrior Types (only if he has Comrade Familiarity Skill)
Warrior Type &
Name |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
WP |
Arm. |
DD |
Break Pin. |
SPEC. RULES/
Skills/Weapons |
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Warrior Type &
Name |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
WP |
Arm. |
DD |
Break Pin. |
SPEC.
RULES |
Note: Whether the changeling
may carry a lantern or use a death-blow while in another warrior form is
dependent on that warrior’s rules & the normal game rules. Also, see rules under the Comrade
Familiarity skill in the Skills table
above.