Warhammer Quest

rogue-smuggler

By Martin, the Old Warrior

"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.

 

STARTING AS A Changeling (BATTLE LEVEL 1)

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.

 

Starting Equipment

Repeater Pistol

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.

Hand-to-hand Weapons

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.

 

Ballistic Weapon

He may use any non-magical bows and crossbows, but no guns of any kind.  He may throw spears, throwing stars, and daggers.

 

Armour

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”).

 

Treasure

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.

 

Special Gold Rule

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

 

Special Changeling Ability

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 Normal Form:  Once per turn, whether in combat or not, the Changeling may attempt to change into another being – a type of monster that he has previously faced in combat.  He may make this attempt before or after he moves (not during movement) – if after he moves, then he may not move after the transformation – but he may not move if he has used all of his attacks/actions for the turn.  Whenever he makes this attempt, he sacrifices one attack (or in the case of no monsters present, makes the attempt instead of a non-combat action, such as searching for a secret door).  Then he chooses the type of being into which he would like to change.  Then he rolls 2D6 on the Change Attempt Table (“The Rule of 1 and 6” applies to double 1’s or double 6’s in this case).

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).

Change Attempt Table

Note: If double natural 1’s are rolled, use result #2 regardless of modifiers; and, likewise, if double natural 6’s are rolled, use result #11-12 regardless of modifiers.  Yes, luck may be used to re-roll.

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 5:15, or 5/15.  Now the creature he is changing to has 25 wounds.  Divide 5 by 15 = .33 or 33%.  Now multiply 25 by .33 = 8.25.  By using normal rounding (.5 or higher goes to the next whole number; .4 or lower is dropped) we discover his new current wounds is 8 (instead of the 5 that he had before the transformation).  This is a nice way to increase his survivability, especially if his new form is tougher, more skilled and dishes out more damage.

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 Normal:  He may remain in his changed form to the end of the current combat (or the end of the first combat after he made the change).  This change back is automatic and required – required because he must spend some time in his normal form.  However, he may change back at any time by making a successful change attempt roll following all the rules above.  When changing back, any loss of wounds remains with him (unless he gets the best result on the Change Attempt Table).  His wounds will be proportionately adjusted..  Example of wounds:  Say he had changed into a minotaur and only had 5 wounds left when he changed back to regular form.  5 = 33% of 15 (total minotaur wounds).  Multiply his normal starting wounds (say 12) by 33%.  33% of 12 = 4.  So, he now has 4 wounds instead of the 5 he had in the minotaur form.  This also applies when he is wounded before changing into another being, unless he gets the best change result on his roll (result 11-12).

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 in Settlements

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), Temple, Gambling Den, Alchemist, and all the normal shops.

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 Temple of Sigmar, and such like are off limits.  Of course, he may only purchase items that are in stock and that he can use in his normal form as described above (one exception being stone bread and other consumables).  When visiting the School of Martial Arts (found in the Martial Artist documentation), if he gets one of the results where he fights an opponent, randomly determine the warrior type whose form the Changeling has taken (it must be one that is allowed to visit the School of Martial Arts).  Alternatively, he could name the type of warrior he is impersonating before rolling the 2D6.  If he chooses a Martial Artist form, he does not get the +1 to the 2D6 roll.

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.

 

TRAINING

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.

Changeling BATTLE-LEVEL TABLE*

Battle
Level

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.


CHANGELING SKILLS

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.).
2.  When he performs such a change, he does not carry any of the other warrior’s equipment (I mean unequipped items) – though he may carry his own – yet, he may reproduce any weapons and armour as long as they meet his non-magically restrictive limitations (exactly as is the case when he takes the form of other creatures).
3.  When changing into an academic type of warrior form (if there is one that he could mimic), he may NOT take on any academic qualities that require much knowledge, since he primarily imitates/reproduces what he sees a warrior do and the warrior's physical characteristics, but NOT what the warrior knows.
4.  Yes, from this time forth, if you want to keep track of them, he may add every eligible warrior type with whom he adventures to his Transformation Catalog.  For instance, if he learns the form of a pit fighter at Battle Level 5, but that pit fighter perishes in an adventure before leveling up, the Changeling may note the name, character type, and all his abilities (and acquired skills) at that level.  Any time in the future, the Changeling may attempt to take this form, but only for one actual transformation per adventure.
5.  Remember to subtract or add the modifier to his Change Attempt roll based upon the warrior type’s Battle Level in relation to the Changeling’s current Battle Level.
6.  His luck rating does NOT change.  His current amount of luck carries over to whatever form he takes.
7.  A warrior form will end just as any other form – at the end of the combat, for instance, he must revert to his normal form.
8.  He may only learn the forms of warriors with whom he travels from this time forth.
9.  There is one serious drawback: while in the form of another warrior, the monsters will usually recognize him as they would a warrior of that type.

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

 

Wild Cave Squig (tempered)

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