Disciple of the Apocalypse
by David Joria
*
The Disciples of the Apocalypse are worshipers of the Dark Gods of Chaos. They use and disgrace the proud Empire magic, but tap energy from the potent Realm of Chaos. They search beneath the caverns and dungeons of the Old World, searching for the long forbidden secrets that bring them closer to venting their wrath upon the world. They believe their Dark Masters will someday wipe the whole world clean of life in fires of justice, and the
only ones left will be the loyal and demonic followers of Chaos. Though they may not show it, they hate all of humanity and someday dream of their vengeance.
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1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Wounds [xD6+6] |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
Move |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Weapon Skill |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
5 |
Ballistic Skill |
6+ |
6+ |
6+ |
5+ |
5+ |
5+ |
5+ |
4+ |
4+ |
4+ |
Strength |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Toughness |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Initiative |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
6 |
Willpower |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
5 |
5 |
Attacks |
1 |
1 |
2 |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
Pinning |
4+ |
4+ |
4+ |
4+ |
3+ |
3+ |
3+ |
3+ |
3+ |
3+ |
Luck |
0 |
0 |
0 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
Power [xD6] |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Equipment: Hell
Fire Scroll
One target Monster suffers 1D6+6 wounds, and all Monsters adjacent to
it suffer 1D6
wounds as well.
There are no modifiers for Toughness, armor, or anything
else.
If any of the dice
score an
unmodified roll of 6, the Monster suffers 1D6 wounds next
turn.
If a damage keeps
coming up as a 6,
the Monster will suffer 1D6 wounds the following turn
until you fail to
roll a 6.
Weapons: Sword
(1D6+3 Wounds)
Armor: None
Pinning: Breaks
from Pinning on 4+
Special Rules
Cry to the Gods
Disciples are
Spell Casters, and when one enters a dungeon, draw one of
each of the spell
decks as usual. However, when
determining power, you
do not roll 1D6 as
normal. To determine the
power, the
Disciple Player rolls as many dice as he or she wants, and
chooses the
highest score of the dice as the power rate. However, if one or more
dice scores a 1,
no matter how many
dice
were rolled, or
what the other dice scores were, the power for the turn
is 1, and
draw/roll for an Unexpected Event.
Advanced
Rules
The Disciple is in many ways like a Wizard.
The Disciple can only buy
the same things
as the
Wizard, and cannot wear any armor, (with the exception of Chaos
Armor). He may
have magic
items that only the Wizard can have, but he also can't have
magic weapons that
the
Wizard can't
have, nor magic armor.
Title
As the Disciple goes up in magic, he becomes more and more recognized
for his power,
and gets
known for it.
Level 1
Disciple
of the Apocalypse
Level 2-4
Dark Mage
Level 5-8
Child of Chaos
Level 9-10
Warlock
Magic
As the Disciple goes up in magic, he gains spells just as listed on
page 51 (of the RPB).
The Disciple
can chose to learn
from the Attack, Defense, and Special spell classes, but he
also can learn
from a
new spell list,
Dark Magic.
The following
spells have varying casting cost.
DARK MAGIC SPELLS
Unholy Strength
Power 4
Target Warrior or
Warriors gets +1 on all rolls to hit in combat and +1
Strength for one
turn
for every 1 Wound
he suffers from the spell. (E.g.. Warrior gets +3 on
to hit roll and +3
Strength but loses 3 Wounds) The
target Warrior's
Controller must
agree to have the spell
cast on the
Warrior, and the spell cannot take a Warrior below 1 Wound. The Target may be
the caster.
Target:
Any or all Warriors
Duration: One Turn
Malediction of Nagash
Power 5
Target Monster is
unable to move, fire a missile, and gets -2 to hit in
close combat.
This turn
the model also
suffers (1 X Warrior Level) Wounds. The
model also
suffers (1 X
Warrior
Level) Wounds
every turn at a magic cost of 6 per turn. You
may only
have one
Malediction
of Nagash
spell on a Monster at a time.
Target:
Any Monster on the Board
Duration: As long as the
Caster pays the magic
Hand of Dust
Power 6
Target any Monster
in Base Contact with the Disciple. Roll
2D6 and add
the Caster's
strength,
and roll 1D6 for
the target and add the Target's Strength. If
the
Disciple's dice
score is higher than the
target's score, the Target suffers (2 X Warrior's Level)
Wounds with no modifiers for anything.
Target:
Any Monster Next to the Caster
Duration:
Immediate
Command to Beyond
Power
7
Upon casting this
spell, 1D6 Zombies appear, under the Disciple's
control.
They are placed next to the Disciple, but can move about as
normal in future phases. The raised Zombies are
identical to those
on page 115 (of the RPB), except they move and fight in the
Warrior's Phase.
If there is ever no Monsters in the room, the Zombies
crumble into dust
. If the Disciple is killed, any
Zombies raised by
him are destroyed.
Target:
-
Duration:
Until all Monsters on the board are killed / Until all Zombies are killed
Foul Mutation
Power
8 or more
Choose one Monster
that is adjacent to the Disciple and roll 1D6. If
the
score is equal to or
less
than the target's
Toughness, nothing happens. If the score is greater
than the target's
Toughness, it is turned into a Ghoul (see page 115),
and is under the
Disciple's control. If
the Ghoul is
killed by a Monster no one gets the gold of the changed
targeted Monster.
If
the Ghoul survives
until all other Monsters are killed
or have fled, than
the Ghoul is
killed
and the Disciple gets the gold of the original Monster. Also,
on the
roll to change a
Monster
to Ghoul, the
Disciple gets +1 on the dice score for every 2 power paid
beyond the spell
cost.
Target:
Any Monster Next to the Caster
Duration:
Until all Monsters are dead / Until target is dead
Arnizipal's Black Horror
Power 9
Roll a D6 for
every monster on the board and add their Strength.
If the
total is 7 or more
than
they suffer no
effects. If the total is under 7
than they suffer 1D6
for every Warrior
Level of
the Caster.
Wounds from this spell have no modifiers for armor.
Target:
All Monsters on the same Board
Section as the Caster
Duration:
Immediate
Cognitio
As the Disciple advances in power, it becomes more and more
difficult for
him to get into
Settlements.
When the party enters a Settlement roll for the Disciple
and consult the
chart. If
you roll any of
the numbers indicated, you are not allowed in.
The
Disciple may not
enter the
Settlement
while the party stays there, and may do nothing.
He does not pay any
living
expenses in such a case.
Title |
Village |
Town |
City |
Dark Mage |
- |
- |
1 |
Chilc of
Chaos |
- |
1 |
1,2 |
Warlock |
1 |
1,2 |
1,2,3 |
Also, when the
Disciple enters any store or Special Location, (with the
exception of the
Dark
Elf Trader, Chaos
Merchant and the Chaos Temple,) roll a D6. On the
score of 1, the
Disciple
is not let
in, and the day is wasted. Unlike getting into the
Settlement, he may
try
again the
following day.
Where may the disciple enter?
The Disciple may
enter the Alehouse, the Gambling House, and the
Alchemist.
He may not
go in the Wizard's
Guild or he'd be discovered. He
will not enter the Temple, for he
does not
believe in the
average gods. When in Alehouse, he
rolls 2D6 -2 on the result
chart.
Special Locations
Dark Elf Trader
The Disciple may enter this store even if a Witch Elf is not in the
company, (see
Witch
Elf.)
Unlike normal people, to see if something is in stock at the
Trader, he rolls
1D6+3. He may
not however enter
the Dark Elf Assassin Guild, for Khorne would be so
angry he would
strike the
Disciple down.
Dark
Elf Weapon Master
Equipment |
Cost |
Stock |
1d6+2 Bolts of
Sure Flight
|
30 each |
6 |
Dark
Elf Crossbow
|
500 |
5 |
Dark Elf Pistol
Crossbow
|
1000 |
6 |
Regular Bolts
(normal or pistol)
|
25 |
3 |
Dark
Elf Trades Master
Equipment |
Cost |
Stock |
Dark Elf Rope
|
100 |
4 |
1d6+2 Dark Elf
Waybread
|
15 each |
4 |
Cloak of Darkness
|
800 |
6 |
Dark Elf Boots
|
100 |
6 |
All Equipment is identical to that in the RolePlay Book, with the
exception of the
Cloak of
Darkness, (see
below).
Cloak of Darkness
The mystical properties of this cloak cause the wearer to blend into
the background
shadows. During an adventure, the cloak may be used in
one of two ways.
The first is for the wearer to draw the cloak about
himself in the
middle of combat either to keep monsters from seeing him
while he heals
wounds, or enabling him to make an Ambush on his opponents. The
cloak may be used once per adventure.
The other way to employ this cloak is for the wearer to conceal herself
and thus avoid a
Hazard which might otherwise cause her harm. The cloak can be used in
this fashion once per journey.
Chaos Special Locations
The Chaos Merchant and the Chaos Temple are places where evil lurks and
darkness
gathers,
waiting for a victim. For Evil
Warriors, the Chaos Merchant is easily found,
and can be
located on a
roll of 6. The number of dice
rolled to find it is as
normal, 1D6 in
Villages, 2D6 in
Towns, and 3D6 in Cities. For neutral Warriors
(Barbarian, Pit Fighter,
etc.), the Chaos
Location's are found on a roll of 9 or more. For a
good Warrior, the
Locations can only
be found on
a roll of
12. The Games Master may wish to
make a penalty for good
warriors who try
to find
the
locations, (e.g.. loss of Honor Points). If
a Warrior rolls a double 1 when
trying to find a
Chaos
Location, roll on the Mob Disaster Chart.
Chaos
Merchant
This is a Special Location like any other.
The Disciple may try to
locate the local
merchant
in a Town or City,
trying to find it as usual with 2D6 or 3D6 as usual. The Disciple rolls
to see if
things are in
stock on 2/3D6, depending on were he is. If
another warrior is evil,
you may be able to
roll on
1D6.
Chaos Merchant Items
Equipment |
Cost |
Stock |
Warrior Familiar |
250 |
* |
Power Familiar
|
300 |
* |
Spell Familiar
|
500 |
* |
Chaos Familiar
|
500 |
* |
Tome of Darkness
|
650 |
8 |
Chaos Armor
|
750 |
4 |
Chaos Armor
This armor gives
the wearer +1 Toughness, and is the only armor a
Disciple can wear.
This will
not affect
the Disciple's ability to cast spells. If
the wearer is
ever at 0 or below
wounds, roll a
D6.
On an unmodified roll of 5 or 6, the armor protects its owner and
the Warrior is
placed on 1
wound.
Once a Warrior has put on the armor, they may not take it off.
Familiars
The Disciple does
not plainly buy a Familiar, but a small magical
crystal.
The Disciple may automatically buy
the trinket, but it does not always carry a Familiar. When you are in a
dungeon,
during the
Disciple's turn, he may expose the trinket.
Roll a D6: on a
roll of 4,
5, or 6, the token carries the Familiar as normal. On a roll of 1,
2, or 3, for one
reason or another,
there is no Familiar, only raw
magic. For the duration of this
turn, the Wizard (or Disciple) gets +1D6 Power.
The effects of the crystal
differs, so you roll for every adventure.
Warrior Familiar
Wounds 1D6+7
Move
4 *
Weapon skill
5
Ballistic skill
N/A
Strength
4
Toughness
4
Initiative
6/ as owner
Willpower
(passes/fails with owner)
Attacks
2
Pinning
(breaks with owner)
Damage: 1D6+4
Warrior Familiars
must stay adjacent to their owner. Whenever
Monsters
are placed on the
board, the first Monster drawn to attack the owner,
is placed to attack the Warrior
Familiar
instead.
When a Monster is placed next to the Warrior Familiar, the
Familiar gets to attack immediately.
The Familiar gets to make more than one attack, but
must roll to hit
as normal. If
the Monsters have
the ability Ambush, he may attack before them.
This does not allow the
owner to attack first,
just the Familiar. For fighting,
the Warrior Familiar
has 6 Initiative,
but he moves
with the owner.
Power Familiar
Wounds 1D6+4
Move
4 *
Weapon skill
3
Ballistic skill
5+
Strength
2
Toughness
3
Initiative
4
Willpower
(passes/fails with owner)
Attacks
1
Pinning
(breaks with owner)
Damage: 1D6+2
A spell caster who
has a Power Familiar may store a 1 spell he cast in
the Power
Familiar. Stating
he is storing a
spell, he may cast a spell, but instead of it taking
effect, the spell
is stored in the
Familiar.
Any time if the Power Familiar adjacent to the owner, he may
cast the spell
without having to pay any power costs for it. Only one spell
may be stored at a
time, and once
cast, the
spell cannot be
cast again by the Familiar until it is stored again.
If
a Power Familiar
is killed
while
storing a spell, it causes 1D6+4 Wounds on all models adjacent to
it.
Spell Familiar
Wounds 1D6+4
Move
4 *
Weapon skill
3
Ballistic skill
5+
Strength
2
Toughness
3
Initiative
4
Willpower
(passes/fails with owner)
Attacks
1
Pinning
(breaks with owner)
Damage: 1D6+2
When you purchase
a Spell Familiar, draw a Spell Card from any deck.
The Spell Caster
may cast
this extra
spell as long as the Familiar is adjacent to him.
You must
pay proper power
rates as
normal.
Chaos Familiar
Wounds 1D6+4
Move
4 *
Weapon skill
3
Ballistic skill
5+
Strength
2
Toughness
3
Initiative
4
Willpower
(passes/fails with owner)
Attacks
1
Pinning
(breaks with owner)
Damage: 1D6+2
As long as the
Chaos Familiar is adjacent to the spell caster he may add to, or subtract
1 from, any one dice roll
during each turn, (this includes the Monster's
Phase).
The owner must declare
that he is
expending the bonus before making the dice throw, he cannot
roll the dice and
decide to
add or subtract
the bonus afterwards. This bonus
can only be used when
rolling dice on
behalf of
the owner -- for
example, rolls to hit, number of wounds, skill tests, etc.
This bonus can be used to modify Power
rolls, but it only affects the owner's power, not the dice
itself.
For example, if you
roll a 1 for
Power, your Spell Caster can get 2 Power, but any other
spell casters get
1 Power,
and you
draw/roll for an Unexpected Event as normal.
You cannot use
this ability on
another Warrior, even if
he is adjacent to the Familiar. This
ability only
works in dungeons,
not any where
else.
Familiar Notes
Familiars can only
be bought by Spell Casters. However,
any spell
caster may buy a
Familiar
whether he
is good or bad. The exception is
the Chaos Familiar, for as
the name might
suggest,
it can only be bought
by followers of Chaos. Familiars
cannot use Weapons,
Armor, Equipment,
or
Magic items. They may carry Gold or Equipment during the dungeon, but
they cannot use it. If a Familiar kills a Monster, the owner gets the gold.
A Familiar
can only be healed
by things of
magical origin,
like spells or potions. If a
Familiar dies, it cannot
be resurrected,
and the item it came in is
useless. The Games Master should
allow a Warrior to have
several Familiars,
but make
sure the person
doesn't get carried away. A Warrior
with half a dozen
Warrior Familiars
and
three or
four Chaos Familiars would become dangerously hard to control.
Tome of Darkness
This is a cursed
book of power, and can aid the possessor as well as
attack with raw
magic.
When a Disciple
gets a Tome of Darkness, it contains 1D6 Magic Tokens. These may be used
at any time the
Disciple wishes to help him cast spells. You
can also use
the Power Tokens
to inflict
damage to Monsters. If you give up one or
more power points in the
Tome, you may
inflict D6
wounds for
every Power Token discarded. This
may be done several times
in a turn, but it
can only be done with
Power Tokens in the Tome, not from the Disciple.
There is also a
way you can store magic in the Tome. If
you are in a
dungeon, if there
is a natural
score of one when
determining Power, instead of casting a spell you may
use the 6 Power
and store one Power
Token in the Tome. This is done
only with a roll of 6,
and not with
modifiers
from Warrior
Level. The Disciple may use Power
Tokens to modify the
dice roll, but you
cannot
use just 6
Power. The Disciple may cast spells
the same time as
storing Tokens, it
is just
assumed that
he used 6 Power for a spell. There
may not be over 6
Power Tokens
stored in the
Tome.
A Disciple may only have one Tome of Darkness.
Chaos
Temple
At the Temple, the Disciple may make a donation of 50 gold. If you do,
roll 1D6 on this
chart.
1 - For some strange reason, you have a feeling Khorne is laughing at
you. Nothing happens, and your Disciple
gains nothing.
2 - The gods are to busy or not concerned enough to answer your pleas.
3 - The Gods bestow upon your warrior great power. Once
in the next
adventure you may re-roll one dice for
power, (perhaps an Unexpected Event).
4 - For one turn, all rolls to hit your Disciple fail to hit on a roll 1,
2, or 3.
5 - Any one blow from the Disciple causes another 1D6 damage.
The blow
can be modified as normal.
6 - The Disciple may add +1 to any characteristic or dice roll, (Attacks,
rolls to hit, etc.)
This effect lasts for one turn.
Mark
of Chaos
If you wish, your Warrior may get a Mark of Chaos.
To do so, your
Warrior must first
make an
offering of 1D6 X 100 Gold. Then,
he must choose which Chaos
God to follow:
Nurgle, the
Lord of Plague; Tzeentch, Master of
the Arcane; or
Slaanesh, the
divine Prince of Chaos.
There is no Mark for Khorne, for he despises spell casters with
a vengeance.
When you
get a mark, you
gain the Mark of Chaos and the two spells.
Unlike Dark
Spells, you learn
the spells
immediately. You may only have a
mark for one god. If you get a Mark of Chaos, you
get -1 on all Cognitio
rolls to enter a Settlement.
Tzeentch: Natural Dispel
All spells
attacking the Tzeentch Disciple may be dispelled on 4+.
If
successful, the
spell is not
cast.
Tzeentch
Spells
Shield of Fire
Power
8
Whenever an enemy
attacks the Caster with the Shield of Fire, the
opponent needs to
roll 6s to hit
regardless of
Weapon Skill. Also, if the opponent
attacks with a Magic
Weapon, if it
rolls a 1 on
its roll to hit,
the magic weapon is destroyed. When
cast, the spell
remains at a cost
of 5 power per turn.
If the spell lasts until the end of the dungeon, the spell is
automatically
dispelled, and can only work next
dungeon if cast as normal at 8 power.
Target:
Caster
Duration:
Until Caster decides / Until end of Dungeon
Indecent Assassin
Power 7
The spell affects
any Monster on the same board as the Caster.
Roll
1D6+6 for the
caster, and roll 1D6+ the
target's Weapon Skill. If the
Caster's score is higher,
than the target
suffers (Difference of the
Dice score X the caster's Warrior Level) Wounds.
Toughness modifies
as normal, but attacks from the Indecent Assassin ignore up to 3
points of Armor.
Target:
Any Monster on the board.
Duration:
Immediate
Nurgle: Magic Effusion
Whenever a Spell
Caster gets within 6 squares of the Disciple, or vise
versa, the Nurgle
Disciple
must test to
see if the spell caster can cast spells. Roll
1D6+ the
Warrior's Warrior
Level, and roll
1D6 for the other
Spell caster and add its Dungeon Level , (Warrior
Level if its
friendly). Nurgle
Spell Casters do
not have to test, as they are immune to the effect.
If
the score of the
Disciple is higher than the
other spell caster, than that model may not cast spells
while it is in 6
squares of the
Nurgle Disciple.
If the Disciple's score is equal to or less than the
other spell
casters, than the effect fails.
If there is more than one spell caster within 6 squares,
you test for each
separately. Once a model has
failed or passed this ability, they only test once.
Nurgle
Spells
Pit of Slime
Power
(? because of the potency of this spell, OW recommends a
power of 8. The original document was missing the number for this power.)
This spell may be
cast upon a single model on the same board.
Roll a
D6: if you score
less than
the target's
Strength he struggles out of the pit with no further effect
and the spell has
failed. If you roll equal to
or more than the Target's Strength he is trapped in
the pit.
You can use the Slime Pit counter
to mark the trapped Monster. While
trapped the model
cannot move,
shoot, fight, cast spells
or do anything at all. At the start
of each
following
Monster's Phase, the trapped
victim must try to
escape. Roll a D6: a score of less
than the victim's Strength indicates
that he has struggled free
and the spell is automatically failed. A
score
exceeding the
victim's Strength means he is sucked to his doom and
slain.
If the score is equal to his Strength indicates the victim
remains stuck and
must test again next turn. The Pit
of Slime remains
until the victim
is freed or slain, the caster
is slain, or until the caster chooses to end it.
Target:
Any Monster on the Board
Duration:
Varies
Plague Wind
Power 12
Target Monster or
Monsters on the board is hit with 3D6 - the Target's
Toughness hits.
If their is
more than
one target with one or more Toughness', than deduct it from
the highest. Each
hit
inflicts wounds
equal to the caster's Warrior Level on a D6 roll of 4+. Also, for every 18
wounds
inflicted,
place a Plague Bearer under the Caster's control on the
board (see page
90). When all
Monsters on
the board are dead, the Plague Bearers crumble to dust and
are destroyed.
Target:
Any Monster or Monsters on the
Board
Duration:
Immediate/ Until all Monsters are dead
Slaanesh:
Radiance of Charm
Whenever the Disciple's Warrior Counter is drawn for
a target of a
Spell or
Missile attack,
the counter is placed back and drawn again.
If the
counter is drawn a
second time,
then he is the
target. This does not include all
drawings from Warrior
Counters like Wild
Squig
attacks,
just the targets for magic or shooting. If
the spell or
missile weapon
affects more than one Warrior, like
Pestilent Breath or Chaos Dwarf Blunderbusses, than
the Disciple suffers
damage like
normal. This only counts if the
opposing Monster is on the
same board as the
Disciple.
Slaanesh Spells
Pavane of Slaanesh
Power
6
The Disciple may
unleash the Pavane of Slaanesh against one Monster on
the same board
section
as him.
On a D6 roll of 4+ the Monster begins to dance and cavort with
uncontrollable
joy. An
affected
Monster cannot shoot, cast spells, does not cause pinning, is
restricted to 1
square of
Movement per
turn, and will not attack unless it is attacked.
The
spell lasts until
the target is
slain, the
caster is slain, or until you choose to end it.
The spell
remains without a Power cost, but there
can only be one Pavane of Slaanesh spell at one time.
Target:
Any Monster on the same Board
Section
Duration:
Permanent / Until Slain / Until caster chooses
Cursed Caress
Power 7
The Slaanesh
Disciple may cast this spell on any Monster adjacent to
him.
Roll 1D6: if the dice score if equal or
greater than the number of wounds left, than the
victim's heart
explodes and it is
instantly killed.
If the dice score is less than the number of wounds
than no wounds are
inflicted.
Target:
Any
adjacent Monster
Duration:
Immediate
Mob Disaster Chart
If a Warrior rolls a double 1 when trying to find a Chaos Location,
roll a D6 and
consult the chart below.
1 - While looking for the location, you ask a riffraff where the Chaos
members are.
He merely
groans and keep on looking. A short
time
later, a crowd of
angry shop keepers chase you with improvised
weapons. The last
thing you ever see is the riffraff robing the distracted
storekeepers' goods. Your warrior
is slain.
2 - A mob roars down the street, with anarchy in its wake.
You are not
the mob's target,
but you are knocked out in the madness.
You wake up missing 500 gold, and
at the beginning of the next dungeon you immediately lose 1D6 wounds.
The wounds cannot
be healed until the dungeon.
3 - A mob comes around the corner, and you were at the wrong place at the
wrong time! Roll 1D6 and look at the chart below.
1-2
The mob stones you. You lose D3 wounds next adventure.
3-4
When running, you drop an item. Discard
a Treasure or Equipment
at random.
5-6
In the chaos, someone takes some of your money. You lose 1D6 x
50 gold.
4 - Several peasants grab you and yell at the top of their lungs.
You can
either give them a bribe of 2D6 x 10 gold, or roll again on the chart.
If you cannot pay
them, they automatically
call the mob. If you roll multiple
4s,
results are normal
but you add +1 to every
dice you have to re-roll
beyond the first.
5 - Mob spot you looking for the Chaos associates.
They are thirsty for
your blood, but
you have a head start. You must
leave the Settlement and wait for your
companions
outside. If your Warrior wants to try to enter the same Settlement, roll a D6.
On a roll of 1 or
2 they recognize you and you are instantly slain.
6 - You turn a corner to find a chaos location in flames, and a mob of
people dancing in
the streets. You are not harmed, but the Chaos
Location is burned
down and may not be visited by any Warriors for the rest of your stay.
Role-play
Guidelines
Disciples are a darker, more gothic version of the Wizard.
This is a
good role for
lovers
of the
arcane, but more demonic than the average warrior.
The Games Master may note
that a
group of good
warriors with a Disciple may have a little friction.
A
Bretonian Knight
and an
Elven Scout
might get a little bothered when their companion grows a
third eye!
The Games Master might also
wish to use the advantage of the Cry to the Gods.
A
Game Master might
want
a Disciple who
rolls five dice in the Power Phase a tint edge of
insanity, like he
talks to himself, or
he gets
paranoid. Remember: The Disciple cannot control the Chaos
Gods, but the
Chaos Gods
can control him!
The Disciple is the type that will run away if the
situation is
fruitless, but if their
is a shred of
hope, he will fight with a vengeance. A
Disciple is the perfect for the
evil parties packed with savage chaos forces.
Character
Tests
As normal, the Disciple learns a Specialist Action when going up in
levels on 4+.
He has
the same modifiers
for Wizards as normal. However, for
the case of
actions like Read,
Identify, and Understand
Speech, the Games Master may be compelled to give
positive or
negative
modifiers
depending on the situation. For
example, a Disciple would be
more likely to
know Orc
than a Wizard, but
a Disciple might not know how to speech Kislev.
If
an object is of
pure good or pure evil, the
Disciple might recognize it as his goal or as the bane
of his existence.
Suggested Figure
If a person has the supplies or means, a model collector can easily
convert a good
model for the Disciple.
However, those of you who don't have the means, I
suggest you use
the model
from a Citadel
Necromancer. If you want, you can
always use a Chaos
Sorcerer figure,
but I
wouldn't suggest
it. You don't want an amateur
cultist looking like the
Supreme Lord of
Darkness.
* Throughout this document, the webmaster (Old
Warrior) has done some minor editing -- not to change the meaning, but to
make grammatical & spelling corrections. Though several corrections
have been made, more editing may still need to be done.
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