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=On the Tabletop= While you can't fight in the actual Realm of Chaos, you can set the game in the Blasted Wastes. These are parts of the mortal realms where Chaos has taken hold and twisted the landscape, creating something not unlike the domains of the Chaos Gods. Presumably this is so Chaos players can also have a "home-ground" realm to use rules for, since playing in the "actual" Realm of Chaos would probably start with rolling a d6, and losing that many units to the eddies of the warp. ==Foundry of Rage== Or is it the Foundry of Blood? The supplement description seems confused. Everything is on fire, the acrid smoke and loud noises hurting your wizards' delicate eyes and ears, making it harder to cast. Khorne loves this place, and his armies do too. Seriously, if you're playing against a Khorne army on this field then you may as well concede defeat before you even start. ===Blood, Brass, and Toil=== After rolling to see who goes first, the two turn rolls are added together and if they total 8 or more, Khorne starts the barbecue and the forges on the board alight. Any unit within 1" of a terrain feature suffers a mortal wound, and it gets worse from there as the match progresses. With every passing round, the proximity to take a mortal wound from a terrain feature doubles and your army becomes less effective at a distance. Unless you're playing a Khorne army, in which case you can ignore basically all of this while you pound your opponent into a fine paste. All of these effects are applied before modifiers, and last until the end of the battle: *2nd Round: Units within 2" of a terrain feature suffer a mortal wound. Command abilities reduced to a max of 8". *3rd Round: Units within 4" of a terrain feature suffer a mortal wound. Units can't shoot or cast spells at targets more than 8" away. *4th Round: Units within 8" of a terrain feature suffer a mortal wound. Units can't shoot or cast spells at targets more than 4" away. ===Call to Chaos: Path to Glory=== Khorne warbands playing in the Foundry of Rage in "Path to Glory" campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. One would assume Khorne also screams at them until the flesh flies from their bones, but this isn't specified in the rules. ===Foundry of Rage Triumphs=== #'''Brazen Skull:''' Equipped to a '''HERO''' in your army, can be "used" by shattering it at the start of any of your Hero phases. Forces your opponent to cast with only one die until your next Hero phase. Weirdly, this isn't specified as a "once per battle" use item, and could theoretically be used all the time, forever, to irritate the hell out of Tzeentch players. #'''Bloodforged Standard:''' Choose a unit standard, banner, or icon bearer, or a model with the keyword '''TOTEM'''. As long as that model is alive, re-roll saves of 1 for its unit. #'''Phial of Forgefire:''' Choose a '''HERO''' in your army to carry this. It can be opened once per battle and inflicts D3 mortal wounds on an enemy unit within 8". #'''Call of the Forge:''' Once per battle, after rolling for turn order, pick a terrain feture on the field. Every unit within 8" of it suffers a mortal wound. #'''The Crimson Watch:''' Once per battle, at the start of your Hero phase, roll three dice. Up to that many Bloodletters can be added to your army as a unit. Must be setup within 8" of a '''HERO''', and not within 3" of an enemy unit. #'''Mark of the Molten Brass:''' Applied to a General in your army. Each time the General piles in, roll a dice before attacking. On a 4+, each enemy unit within 3" suffers a mortal wound. ==Mount Hedon== Slaanesh's Mortal Realms playground, completely awash with her/his/its perfume/cologne, which drives anyone that smells it insane. Except for Slaanesh units, which are so constantly dosed up on the stuff that they barely notice it anymore. ===Overwhelming Fragrance=== At the start of each battle round, after rolling for the turn order, players take turns marking units with six dice showing one to six on their face. Units can be marked more than once, each number can only be used once, and you stop once you've assigned all six. Once you've placed all six dice, roll a seventh; whichever unit's number matches the roll is affected by the mist. Roll two dice and add the unit's bravery, the resulting number determines what happens to the unit: *'''8 or less - Ecstatic Catatonia:''' Remove the entire unit from the battlefield. Slaanesh units suffer D6 mortal wounds instead, because they like this sort of thing. *'''9-11 - Sadistic Glee:''' Roll a dice for every model in the unit, on a 4+ the unit suffers a mortal wound. Slaanesh units only suffer mortal wounds on 6's. *'''12-14 - Pavane of Slaanesh:''' Everyone does a little dance. For the rest of the round, the unit can't move, make attacks, cast, or use abilities. Battleshock tests for this unit are ignored. Any time the unit suffers a wound, or mortal wound, roll a die. on a 5+ (4+ for Slaanesh), the wound or mortal wound is ignored. *'''15+ - Excess of Violence:''' The player whose turn it is rolls two dice and moves the unit that many inches toward the nearest enemy. ===Call to Chaos: Path to Glory=== Slaneesh warbands playing on Mount Hedon in '''Path to Glory''' campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. ===Mount Hedon Triumphs=== #'''Hedonic Flacon:''' Choose a '''HERO''' to carry this. Once per battle in your Hero phase, roll two dice for each enemy unit within 6" of that model. If the result is higher than a unit's bravery, it suffers D3 mortal wounds. #'''Obfuscatrix:''' One use only ability. Choose a '''HERO''' to carry this. Pick an enemy unit within 12" at the start of your Hero phase and roll two dice. If the combined result is higher than the unit's Bravery, it will immediately attack the nearest friendly unit to itself, either with all of its missile weapons or all its melee weapons (the unit doesn't pile in.) Your opponent still rolls all dice, however, you get to choose who it attacks - and individual models can be targeted. A unit cannot attack itself, only other units. #'''The Blissful Host:''' Once per battle, at the beginning of your Hero phase, roll three dice. Add a unit of Daemonettes with that many models to your army. Must be setup within 6" of a "HERO" model, and not within 3" of an enemy model. #'''Witstealer:''' Choose a '''HERO''' to carry this. At the end of the Combat phase, roll a dice for each enemy "HERO" that was wounded but not slain by the model carrying '''Witstealer'''. On a 4+ the enemy "HERO" suffers a mortal wound. #'''Enrapturing Gaze:''' Choose a '''HERO''' to have this ability. At the start of each Combat phase, pick an enemy unit within 6" of the model with Enrapturing Gaze and roll two dice. If the result is higher than their Bravery, that unit can't pile in or make attacks this phase. #'''The Silken Standard:''' Choose a unit standard, banner, icon bearer, or a model with the keyword '''TOTEM''' to carry the Silken Standard. If your opponent takes the first turn in a battle round, the unit can destroy the standard before your opponent's turn starts. Doing this grants the unit a free turn - Hero phase, Movement, Shooting, etc. - before your opponent starts theirs. In the combat phase, only the empowered unit can attack. The unit still acts as normal during the rest of your turn. ==Putrefax Sump== Nurgle's sandpit, if "sand" in this context was a bubbling pit of disease and an oppressive miasma clung in the air. Very cosey. Nurgle units will have a pretty good time of things, basically everything else will rot away within rounds. Or maybe they'll come back from the dead. Papa Nurgle can be generous, after all. ===Seething and Multiplying=== After rolling for turn order in a battle round, add the results of the two dice together: *'''2-3 - Living Whirpool:''' Until the next round, roll a die each time a unit moves, runs or charges. On a 1, the unit suffers D3 mortal wounds. Doesn't affect '''NURGLE''' units, units that are entirely within 1" of a terrain feature, or units that can fly. *'''4-6 - Horrific Writhing:''' Roll a die for each unit that is not entirely within 1" of a terrain feature, and which cannot fly. If the result is equal to, or more than the unit's save, it suffers D3 mortal wounds. '''NURGLE''' units only suffer a single mortal wound. *'''7 - The Great Hatching:''' Roll a die for each wounded model on the battlefield, on a 1, 2, or 3, their unit suffers D3 mortal wounds. Heals D3 wounds if the unit is '''NURGLE'''. *'''8-10 - Volatile Expulsion:''' Roll seven (yes, ''Seven'') and add the results together. Each unit that is within that many inches of the center of the battlefield suffers D3 mortal wounds. *'''11-12 - Grandfather's Bloom:''' Both players roll off, the winner selecting any unit on the Battlefield. That unit is immediately removed and set back up anywhere on the battlefield that's more than 7" from enemy models. Once the unit's been setup, roll a die (add 1 if it's a '''NURGLE''' unit). On a 1-4, the unit suffers D6 mortal wounds. On a 5-7, the unit is restored to irs starting strength (wounds healed, slain models returned.) ===Call to Chaos: Path to Glory=== Nurgle warbands playing in Putrefax Sump in Path to Glory campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. Papa Nurgle doesn't love them any less, however - he's not angry, just disappointed. ===Putrefax Sump Triumphs=== #'''Sump Gas:''' Choose a '''MONSTER''' to be fed Sump Gas for the next battle. When that monster is slain, it erupts with a radius in inches equal to the model's wounds (e.g. 12 wounds = 12".) #'''Poxfly Bite:''' Choose a '''HERO''' to bear this. Ignores wounds and mortal wounds on a 5+. #'''The Sons of Putrefax:''' Once per battle, at the start of your Hero phase, roll three dice. Combine the results and add a unit of that many Plaguebearers to your army. Setup within 7" of a '''HERO''', and not within 3" of enemy models. #'''Death's-head Pods:''' Choose a unit to carry the pods. Once per battle, they can be used as a missile weapon in your shooting phase. Each model in the unit gains 1 missile attack with 14" range, hitting on 5+. Each successful hit deals a mortal wound. #'''Rancid Oilskin:''' Choose a '''HERO''' in your army to carry this. Once per battle during your shooting phase, select a visible unit within 7" and roll a die for each model in the unit. The unit suffers a mortal wound on every roll of 6. #'''Coronet of Filth:''' Choose a '''HERO''' to carry this. Once per battle during your hero phase, pick an enemy unit within 14" and roll a die for each model in the unit. Each result that equals or exceeds the unit's Save deals a mortal wound. ==Crystalline Shores== Do you like spells? Do you like spells that cast more spells, which in turn ''give you more spells!?'' Then you're probably a Tzeentch player - you'll fit right in here. ===Sparkling Shards=== Like a playground without a sharps disposal, the Crystalline Shores are covered with sharp shit that you'll catch Chaos from. If you roll a double when casting, you can roll a third dice and add the result to the total. If the third dice makes the total 15 or more, the Wizard deals D3 mortal wounds to each enemy unit within 18". ===Firetide=== After rolling for turn order, add the results together. If the total is exactly 3, 6 or 9, the Firetide rolls in: *'''3 - Tide of Pinkfire:''' Each unit on the battlefield that cannot fly suffers D3 mortal wounds. '''TZEENTCH''' units only suffer a single mortal wound. *'''6 - Tide of Bluefire:''' The player taking the second turn in this round picks an edge of the battlefield and rolls a dice. on a 1, the tide comes in from that edge. On a 2 or 3, the tide comes in from the edge to the left, on a 4 or 5, it comes in from the edge to the right. On a 6, it comes in from the opposite edge. Any unit that cannot fly within 18" of the affected edge suffers D3 mortal wounds. *'''9 - Tide of Change:''' Roll a dice for each unit on the field. On a 5+, return D3 slain models to the unit. Return D6 models for '''TZEENTCH''' units. ===Call to Chaos: Path to Glory=== Tzeentch warbands playing on the Crystalline Shores in Path to Glory campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. Either occurrence is Just As Planned. ===Crystalline Shores Triumphs=== #'''Globe of Swirling Flame:''' Choose a '''HERO''' to carry this. Once per battle, during the shooting phase, can be thrown at a visible enemy unit within 9". Roll nine dice, dealing a mortal wound to the unit on each result of a 6. #'''The Flickering Boatmen:''' Once per battle, at the start of your hero phase, roll three dice. Combine the result and add a unit of that many Horrors to your army. Setup with 9" of a '''HERO''' and not within 3" of an enemy model. #'''Arcanovore:''' Choose a '''WIZARD''' to be followed into the next battle by the Arcanavore. Once during the battle, immediately after another '''WIZARD''' within 18" successfully casts a spell, your '''WIZARD''' can immediately cast the same spell. No casting roll required, cannot be unbound. #'''Sigil of Flight:''' Choose a unit standard, banner or icon bearer, or a model with the keyword '''TOTEM'''. As long as that model is alive, its unit's move characteristic is 12 and can fly. #'''Gift of Sorcery:''' Choose a '''HERO''', it becomes a '''WIZARD''' for the duration of this battle. Can cast up to one spell in each of your Hero phases but cannot unbind spells. They know Arcane Bolt and Mystic Shield. If all your heroes are already '''WIZARDS''', re-roll this result. #'''Enchantment of Animation:''' Choose a unit in your army. Once during the battle in your shooting phase, pick one of the unit's melee weapons (weapon type, not single model). They can immediately attack with it as though it were a missile weapon with 18" range.
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