SPECIAL ABILITIES
The
entries here are generic entries that can apply to more than one
type of Monster. Specific Special Abilities that only apply to a
single type of Monster are found under that particular Monster’s
entry in the Bestiary.
AMBUSH
n+
Some
Monsters are able to Ambush the Warriors, springing from the darkness
and attacking them before they have the chance to react.
Each
type of Monster with the Ambush ability has an Ambush Rating (n)
that shows the score they need on 1D6 to successfully spring their
Ambush. An Ambush Rating of ‘A’ indicates the Monster
automatically succeeds in making its Ambush and doesn’t need
to roll.
Monsters
that successfully carry out an Ambush may ignore the rule about
waiting until the next Monsters’ Phase before they attack.
If the Monsters appear in the Power Phase, for instance, they are
placed and make one set of attacks in that phase and attack in the
Monsters’ Phase. Once such Monsters have sprung their ambush
they fight only in the Monsters’ Phase from then on, as normal.
Note
that as any sort of attack may be an Ambush, special abilities that
are also Ambushes are indicated with the suffix ‘Ambush’
in the Monster Tables.
AMBUSH,
MAGIC n+
Some
Monsters are blindingly fast at making their attacks, and can make
a Magic Ambush. A Magic Ambush works in exactly the same way as
an Ambush, above, except that if the Monsters succeed it is impossible
to unleash a spell before their attacks start!
In
addition, if the Monster making the Magic Ambush is a spellcaster,
in the first turn it may cast an extra set of spells as soon as
it is placed.
Those
special abilities that are also Magical are given the suffix ‘Ambush,
Magic’.
ARMED
WITH weapon (STR n)
Some
Monsters are Armed With special weapons. Rules for such items are
usually contained under that Monster's description or in the Equipment
Tables and you should refer to those sections for more details.
In most cases such weapons simply replace the Monster's Strength,
indicated by a Strength modifier (n) contained in brackets after
this entry.
ARMED
WITH [a-b] weapon1
OR [c-d] weapon2
Some
Monsters may be Armed With a choice of weapons. This entry indicates
that on a 1D6 roll in the range a-b these Monsters are armed with
weapon1 and in the range c-d they are armed with weapon2.
ASSASSINATE
n+
Some
Monsters may make a special Assassinate attack. This is treated
like a normal hand-to-hand combat attack except when resolving damage
the blow ignores the target's armour. In addition, if the to hit
roll was a natural roll of n+, where n+ is the number following
the Assassinate entry (if there is one), the blow also ignores the
targets Toughness.
BOLT
THROWER
Bolt
Throwers will only operate if there are two Monsters manning it.
The Monster tables will say what troops are manning the Bolt Thrower
when it is encountered. The crew stand directly behind the Bolt
Thrower and will remain there for the entire combat operating it.
It takes 2 crew to operate a Bolt Thrower, so if there is less than
one left in an adjacent rear square it cannot be used. Any Monsters
manning the Bolt Thrower do not get to make their normal attacks.
If one of the original Monsters manning the Bolt Thrower dies, another
Monster of the same type that is the closest to the Bolt Thrower
will move behind it to take up the slack (randomly decide if necessary).
That Monster ignores Pinning for this turn only in order to get
behind the Bolt Thrower. Only the Lowest rank of Monsters will operate
a Bolt Thrower. For example, Necromancers, Liches, Skaven Champions,
Orc War Chiefs, Goblin Bosses, etc, will not move to use the Bolt
Thrower. However Skaven Clanrats, Skaven Stormvermin, Skeletons,
Dark Elf Warriors,, etc, will. The Bolt Thrower takes its turn using
the Initiative value of the Monster with the lowest Initiative value
that is manning it. Due to its size, once placed, the Bolt Thrower
cannot be moved. The Bolt Thrower has a range of 20 squares and
can only fire in a fixed forward arc (similar to Chaos Dwarf Blunderbuss’)
It will aim for a different target each turn - randomly determine
who it goes for. The damage caused by the bolts is modified for
Toughness only. When determining if the bolts hit the Warrior roll
on the following chart:
1
Breaks
The cord on the Bolt Thrower snaps in two, rendering the weapon
useless. The Monsters manning it then draw their normal weapons
and attack as normal.
2-4
Miss
The bolt misses the Warrior and plunges into the ground next to
him.
5
Hit
The bolt strikes the Warrior in the body.
6
Pierce
The bolt strikes the Warriors body directly in the center and keeps
moving. The force of the blow carries the Warrior along with the
bolt. The bolt continues until it hits another Warrior (roll again
on this table, counting result 1 as a miss) or hits a wall or another
Monster. If the bolt carries another Warrior along as well, they
all end up in the nearest squares to where the bolt finishes on.
BOUNCE
Some
Monsters may jump over a blocked square in order to reach their
intended target. They must land in an empty square, and may not
jump more than one square. The bounce takes up one square of movement.
Monsters that can bounce are not Pinned, for obvious reasons.
BREAK
Some
Monsters are innately cowardly, and if the fight is going badly
will turn tail and run. These Monsters have a Break Point.
At
the end of each turn during which one or more Monsters with a Break
Point were killed, roll 1D6 for each different type that took casualties.
If the score is greater than or equal to the remaining number of
that type of Monster, they break and run, vanishing into the shadows
- remove them from the board.
The
Warriors do not get the Gold Value for any Monsters that run away,
though they do get a Treasure card at the end of the combat as usual.
BREATHE
FIRE n
Some
Monsters can Breathe Fire. Each type of Monster with the Breathe
Fire ability has a Fire Breath Strength Rating (n) that shows the
attack's damage. At the start of each turn roll 1D6. The number
rolled indicates how many of the Warriors are engulfed in flame.
If the score is higher than the number of Warriors present all of
them have been hit. If not all of them are hit use the Warrior counters
to determine who escapes.
Each
Warrior hit by the fire suffers nD6 Wounds, with no modifier for
armour (where n is the Monster’s Fire Breath Strength Rating).
CHILL
n
Some
Monsters make a special Chill attack rather than a normal hand-to-hand
combat attack. Such Monsters make a to hit roll as normal, but when
determining damage they simply cause nD6 Wounds with no modifiers
for Toughness or armour (where n is the number after the Chill entry).
In
addition, if the target is reduced to 0 Wounds by a Chill attack
he is immediately killed and may only be healed by spells and magic
items that actually raise their target from the dead rather than
heal him, such as the Resurrection Spell.
CLAW
n+
Some
Monsters have long sharp claws which they use to rip a Warrior to
shreds. If the Monster rolls n or over To Hit then the damage caused
is not modified for armour.
DAEMONIC
n
Some
Monsters are of Daemonic origin and as such are very difficult to
hit. When making an attack with a non-magical weapon against such
a creature, your Warrior's to hit rolls are reduced by n, where
n is the number after the Daemonic entry. Attacks with magical weapons
are made as normal.
DAEMONIC REWARD
Some
Chaos Monsters have performed such a service to their God, that
they have been blessed by them. Daemonic Rewards are special gifts
bestowed upon the Monster by the Chaos Gods. Roll the appropriate
number of dice on the table according to which God the Chaos Monster
serves.
KHORNE
1
Drain Power
As a powerful servant of Khorne, Daemons detest magic and have the
ability to drain it from nearby spellcasters. At the start of each
Monsters’ Phase roll 3D6. The Wizard immediately loses that
many points of Power. Each point over the amount required to drain
all the Wizard’s Power inflicts 1 Wound, with no modifiers
for Toughness or armour. The Wizard may give up any or all of his
Power Tokens to fulfil the deficit if he wishes.
2
Spellbreaker
The Daemon has power channelled through him to counter the effects
of magic. If the Wizard casts a spell at the Daemon roll 1D6. On
a roll of 4-6 the spell has been countered and no ill effects are
suffered. If the roll was a 6, the power of the Daemon is so strong
that it prevents the Wizard from casting any other spell for the
rest of this turn and the whole of next turn.
3-6
General Reward
Roll 2D6 on the General Daemonic Reward Table.
TZEENTCH
1
Flames of Tzeentch
The Daemon can project a mass of multicoloured flame from his outstretched
hand. This attack replaces the Daemon’s first attack each
turn and is treated as a Ballistic Attack. The flame jumps from
Warrior to Warrior, missing no one. Start with the Warrior closest
to the Daemon. He suffers 4D6 Wounds with no modifiers for armour.
The flame then jumps to the next closest Warrior. He takes 3D6 Wounds
with no modifiers and so on, until the last Warrior takes 1D6 unmodified
damage. If there are more or less than 4 Warriors in the party,
the first damage caused will be equal to the amount of Warriors.
eg. if there are 6 Warriors, the first Warrior will take 6D6 unmodified
damage.
2
All Seeing Eye
The Daemon’s Gaze reveals the thoughts of any of the Warriors
in the room. The Daemon knows exactly what actions the Warrior attacking
him will perform this turn. After each action that the Warrior takes
against the Monster (using a Treasure Card, an ability, a skill,
attacking, casting a spell, etc) roll 1D6. On a roll of 1 or 2 the
Daemon has managed to counter the action and suffers no ill effects,
although for the Warrior, it is still considered that he has performed
that action.
3
Master of Sorcery
The Daemon has vast magical powers. The Daemon can cast an extra
spell each turn.
4
Power of Tzeentch
This Daemon has the ability to Dispel Magic in the surrounding area,
just like some other Monsters, but to a much greater degree. This
ability works exactly like the normal Magic Dispel in that the Daemon
can actively interfere with and nullify any spell cast on the board,
not just those cast directly against it. When dispelling magic cast
against the Daemon’s minions the spell is dispelled on a 1D6
roll of 4 or 5, and deflected back against the caster on a roll
of 6. Furthermore, when dispelling beneficial magic cast by the
Warriors against themselves the spell is dispelled on a 1D6 roll
of 4 or 5, and affects the Daemon on a roll of 6. A Daemon also
has Magic Resistance, but to a much greater degree. The Daemon has
a Magic Resistance rating of 4+. In addition, if the Resistance
roll scores a 5 or 6 the spell is deflected rather than simply resisted
and affects the Warrior who cast it instead. Note that Magic Resistance
only protects the Daemon from spells, not from blows by magical
weapons and the like.
5-6
General
Roll 2D6 on the General Daemonic Rewards Table.
NURGLE
1
Stream of Corruption
With this reward, Daemons can vomit a foul smelling mass of pus
over their foes. This is called a Stream of Corruption. Daemons
may use this attack once per turn, at the start of the Monsters’
Phase. Any Warrior on the same board section as the Daemon may be
attacked with the Stream of Corruption. Draw a Warrior counter to
determine which Warrior is targeted. Draw a line from the centre
of the Daemon’s square to the target square; every square
that this line passes through is affected by the Stream of Corruption.
Roll 2D6 for each Warrior standing in a targeted square. If the
score is less than or equal than his Initiative he manages to dodge
the stream and suffers no ill effects. If the score is greater than
the Warrior’s Initiative he suffers 3D6 Wounds, with no modifiers
for Toughness or armour. If a Warrior is reduced to 0 Wounds by
the Stream of Corruption his Toughness is permanently reduced by
-1. If a Warrior is reduced to 0 Toughness he is killed and is removed
from play.
2
Plague Flail
The Daemon is armed with a flail consisting of a large rotting skull.
The flail inflicts normal damage, but for every attack that hits
roll 1D6. On a roll of 1 the Warrior has been inflicted by the Plague
and must lose 1 Permanent Wound.
3
Master of Sorcery
The Daemon has vast magical powers. The Daemon can cast an extra
spell each turn.
4
Cloud of Flies
The Daemon is surrounded by a swarm of pestilent flies that obscure
it from sight. Warriors attacking the Daemon suffer a -1 to hit.
5-6
General
Roll 2D6 on the General Daemonic Rewards Table.
SLAANESH
1
Tormentor
A hit from the Daemon with this reward will attack the mind of the
victim as well as his body. The Warrior must pass an immediate Fear
test (at the Daemon’s Fear or Terror rating or 8 if there
is none given) or be rooted to the spot for the rest of this turn
and the next Warrior’s phase. While frozen he may not do anything,
and Monsters can hit him automatically.
2
Aura of Slaanesh
A Daemon of Slaanesh has an Aura of Slaanesh that he can use to
beguile and hypnotise his foes, holding them immobile while he attacks
them. Once in combat with such a Monster a Warrior cannot try to
escape from pinning (and that includes the Elf!) and is at -1 to
all his to hit rolls. If a Greater Daemon receives this reward roll
again on this table.
3
Master of Sorcery
The Daemon has vast magical powers. The Daemon can cast an extra
spell each turn.
4-6
General
Roll 2D6 on the General Daemonic Rewards Table.
GENERAL
2
Daemonic Robes
The Daemon wears robes of magic covered with runes symbolising his
God. All hits suffer a -1 to hit penalty as well as giving the Daemon
+1 Toughness. Reroll if a daemon of Khorne gains this reward.
3
Withering Gaze
The Daemon’s gaze withers and weakens anyone in its path.
At the beginning of each Monsters’ Phase a random Warrior
is ‘looked’ at by the Daemon. Roll 1D6. On a roll of
1-2 the Warrior immediately suffers 1 Permanent Wound.
4
Ward of Chaos
The air around the Daemon is distorted and twisted, and absorbs
partial damage from attacks. When attacking a Daemon with this reward,
only count damage caused by weapons - do not add Strength to the
total.
5
Daemonblade
The Daemon wields a mighty enchanted blade, a deadly living weapon.
No armour will protect a Warrior when resolving damage from this
weapon, even effects from magical armour. Reroll if a daemon of
Khorne gains this reward.
6 Radiance of Dark Glory
An area of vast power surrounds the Daemon, making mortal creatures
cower before him. At the end of each turn roll 1D6 for each Warrior
on the same board section as the Daemon. If they all score the same
number, the Warriors must roll on the Escaping Table in the back
of the Adventure Book as they suffer an unnatural cowardice. If
all the dice score a 1, then the Warriors race off into the darkness,
never to be seen again. Roll an extra dice for each non player character
accompanying the Warriors.
7
Daemonic Strength
The Daemon is powerful beyond mortal reckoning and has +1D6 Strength
added to its profile.
8
Lord of Chaos
The Daemon is powerful amongst even its own kin, marked as a favoured
one. He encourages all Chaos in the same room as him to attack with
more ferocity than ever before. Every Chaos Monster gets +1 Attack,
but all of their attacks are at -1 to hit.
9
Massive Stature
The Daemon is vast in size, more so than usual. He begins the combat
with (2D6 + Dungeon Level) Wounds extra.
10
Battlemaster
The Daemon is an exceptional warrior. He gets a bonus of +1 To Hit.
11
Daemonic Arrogance
The Daemon is arrogant and very proud. He holds all dangers in contempt.
Give the Daemon 1D6 Luck which he may use to re-roll the first dice
rolls he fails each turn. Eg: To reroll a failed casting of a spell,
or to reroll a missed attack. (only one re-roll at a time, though)
12
Warp Staff
The Daemon carries a staff of pure psychic energy which exudes a
mist that interferes with the Warriors sanity. Each Warrior on the
same board section as the Daemon must be controlled by a random
player, although a player cannot control two other Warriors at the
same time. Players cannot tell whoever controls their Warrior what
actions to take, or what items to use. If a Warrior moves out of
the room, control reverts to the original player next turn, but
the player still takes control for the rest of this turn. Reroll
if a daemon of Khorne gains this reward. Players who speak when
they are not supposed to must lose a point of Luck.
DODGE
n+
Some
Monsters are able to Dodge in the same way as the Elf Warrior. Each
type of Monster with the Dodge ability has a Dodge Rating (n+) that
shows the score they need on 1D6 to successfully dodge an incoming
blow.
DROP
item m+ (STR n)
Some
flying Monsters are armed with weapons that they can Drop, such
as rocks.
As
soon as such Monsters are placed on the board, before the Warriors
can do anything they drop these weapons in a special, single attack.
You will need to score the value indicated by m on 1D6 to be able
to hit the Warriors. The dropped weapon has Strength n, where n
is the value in the brackets after the Drop entry. The weapon therefore
causes (the Monster's damage dice)+n Wounds modified for the target's
Toughness and armour, according to the normal rules for missile
weapons.
After
dropping their special weapons these Monsters attack in hand-to-hand
combat in the Monsters' Phase as normal.
ETHEREAL
n
Some
Monsters, such as Wraiths, are insubstantial, ethereal beings. Such
Monsters can never be pinned, and may move freely through other
Monsters and obstacles as if they weren't there. In addition, when
making an attack with a non-magical weapon against such a creature,
your Warrior's to hit rolls are reduced by n, where n is the number
after the Ethereal entry. Attacks with magic weapons are made as
normal.
FATAL
DAMAGE
Some
Monsters' attacks and items, such as Tomb Rot and Venom Armour,
inflict a special sort of damage called Fatal Damage. This works
in exactly the same way as normal damage, but is calculated at the
very end of the turn and thus after all of that turn's healing has
been done. This means that a Warrior that takes enough Fatal Damage
to take him to 0 Wounds or below has no last chance to heal it and
is thus automatically killed.
FEAR
n
Some
Monsters cause Fear because they are particularly frightening for
one reason or another. Zombies, for instance, are the re-animated
corpses of once-human warriors and are terribly fearsome to face
in combat. Minotaurs, on the other hand, cause Fear because of their
sheer size and ferocity.
Each
Monster that causes Fear also has a Fear Value, indicated by the
n after the Fear entry. When an event occurs that generates Monsters
that cause Fear, roll 1D6+ (the Warrior's Battle-level) for each
Warrior that wants to attack a fear-causing Monster. This is the
Warrior's Fear roll.
If
the total is greater than the Monster’s Fear Value, that Warrior
is not afraid of them during this combat and may fight them as normal.
If
the total is less than or equal to the Monsters' Fear Value, that
Warrior is afraid of them during this combat, and fights them at
-1 on his to hit rolls. If a Wizard fails his Fear roll any spells
he attempts to cast against that Monster have their Casting Numbers
increased by + 1.
Each
time the Warriors meet a particular type of Monster that causes
Fear they must make a Fear roll, as the effect of the roll, whether
good or bad, applies only to that type of Monster during this one
combat.
If
there are two types of Monster in the room that cause Fear, make
a Fear roll for each Warrior against the particular Monster he is
fighting.
FIGHT
IN RANKS
Some
Monsters, such as Goblins with spears, are armed with weapons that
allow them to Fight in Ranks, to engage an opponent in hand-to-hand
combat from 2 squares away, as long as the square between is either
empty or contains friendly models.
FLY
Some
Monsters are able to Fly, and thus can move around the board with
a greater degree of freedom. Monsters that can Fly may move to any
empty square on the board within their Movement range, ignoring
all obstacles in their way.
Monsters
that fly may not be pinned in combat and may change their target
each turn. Draw a Warrior counter at the start of each Monsters'
Phase for each flying Monster to determine which Warrior it attacks.
(If there isn't an empty square next to the intended victim, draw
again.)
FRENZY
n+
Some
Monsters are subject to Frenzy. Each turn, before combat, such a
Monster may enter a state of utter rage. Roll 1D6. If the score
is equal to or over n, where n is the Monster’s Frenzy Rating
given after the Frenzy entry), the Monster gets 2x its normal number
of Attacks for the rest of the combat.
GANG
UP
Some
Monsters can Gang Up on the Warriors, hoping to use strength in
numbers to defeat their opponents.
Rather
than distributing such Monsters evenly amongst the Warriors when
you place them on the board, draw a Warrior counter and place as
many of the Monsters as you can around that Warrior. If there are
any Monsters left, draw another Warrior counter and place as many
Monsters as you can around him. Repeat this process until all the
Monsters are placed on the board.
Each
group of Monsters surrounding a single Warrior makes one single
combined attack for each Attack in their profile. For every Monster
above one in contact with the Warrior, add +1 to the to hit roll
and increase the Strength of the Monsters' attack by +1.
Once
they have started attacking, Monsters that Gang Up do not switch
attacks until either they are all dead or the Warrior is killed.
When
defending themselves, each Monster in the gang fights individually,
with the Weapon Skill indicated on its profile.
GREATER
DAEMON n
Some
Monsters are termed Greater Daemons because they are the most powerful
creatures of daemonic origin. When making an attack with a non-magical
weapon against such a creature, your Warrior’s to hit rolls
are reduced by -2. Attacks made with magical weapons are at -1.
Each
Greater Daemon also has a Greater Daemon Terror Value, indicated
by the n after the Greater Daemon entry. At the start of a combat
that there is a Greater Daemon on the board roll 1D6+(your Warrior's
Battle-level) for each Warrior. This is the Warriors Greater Daemon
Terror roll. If the total is greater than the Greater Daemon's Terror
Value, that Warrior is not afraid of it during this combat and may
fight it as normal.
If
the total is less than or equal to the Greater Daemon’s Terror
Value, and wasn't a natural roll of 1, that Warrior is terrified
of it during this combat, and fights it at a further -2 on his to
hit rolls. If a Wizard fails his Greater Daemon Terror roll any
spells he attempts to cast against it have their Casting Number
increased by +2
If
your warrior’s roll was a natural 1 he is so terrified that
he may do nothing at all for 1 turn and may be hit automatically.
If
it is a magic user, when rolling for spells a Greater Daemon will
never fail to cast a spell, reroll any failed results, Note that
Greater Daemons normally use the appropriate Chaos Magic Table.
GUARDS
(monster)
On
certain occasions Monsters are listed as Guards because, as the
term suggests, they are guarding one or more of the other Monsters
that they are placed with. They must be placed so that they surround
the Monster they are guarding. The Monster table will say what Monsters
are guarding what.
Once
placed, Guards stand their ground and will not move towards the
Warriors unless the Monster they are protecting is slain. They may
fire any missile weapons they have as normal.
If
the Monster the Guards are protecting is slain they become so enraged
that they get +1 Attack for the rest of the combat.
HATE
race
Some
Monsters Hate certain types of Warrior (shown by the race, above).
If a Monster Hates a particular Warrior, it will attack him with
unbridled ferocity. The Monster gains +1 Attacks when fighting that
Warrior, as he slashes and hacks in a mad bloodlust. His attacks
are so wild, however, that they are made at -t to hit.
In
a similar manner, if a Warrior Hates a particular type of Monster
he gets +1 Attacks made at -1 to hit against them.
HUG
n+
Some
Monsters have huge arms which they can use to wrap around their
foe and squeeze them to death. If, when attacking, a Monster with
the Hug ability scores a n+ to hit, instead of causing any damage
from that attack, it will wrap its arms around the Warrior. Roll
1D6 and add the Monster’s Strength. The Warrior takes this
many Wounds, with no modifiers for Toughness or armour. In addition,
if the amount of damage caused was the maximum amount, the Monster
succeeds in breaking one of the Warriors arms (randomly determine
which one). If the arm is the Warrior’s fighting arm then
he cannot attack until it is healed for 1D6 x 50 Gold. If the Warrior
has both of his arms broken then he cannot do anything except move
until his arms are healed. If the Monster breaks a Warrior’s
arm which is already broken the Warrior instantly takes 1D6 unmodified
Wounds and it must be healed for 1D6 x 100 Gold.
HYPNOTISE n+
Some
Monsters are able to Hypnotise their foes, holding them immobile
while they attack them. Each Monster with this ability has a Hypnotism
Rating (n+) that is the number required on a roll of 1D6 for the
attack to work. A hypnotised Warrior may fight as normal, but is
prevented from trying to escape from pinning (and that includes
the Elf!). Roll for Hypnotism before the Monster makes any of his
attacks. The Warrior is Hypnotised for 1 complete turn.
IGNORE
BLOWS n+
Some
Monsters are so immense and powerful that they can Ignore Blows
which would kill lesser Monsters. Each time a Warrior hits such
a Monster in hand-to-hand combat or with a missile weapon roll 1D6.
If the score is equal to or higher than its Ignore Blow Rating (n+)
the hit is shrugged off and causes no damage at all.
IGNORE
PAIN n
Some
Monsters are so large that they can Ignore Pain caused by all but
the most powerful blows. Each time a Warrior hits such a Monster
in hand-to-hand combat or with a missile weapon subtract its Ignore
Pain Rating (n) from the number of Wounds caused (in addition to
subtracting its Toughness and any armour it is wearing, if applicable).
IMPALE
Some
Monsters have huge sharp tusks which can tear a Warrior to shreds.
If the Monster rolls a 6 To Hit then he impales the Warrior on his
tusks, causing an extra 1D3 Wounds with no modifiers for Toughness
or armour. This damage is worked out after the original damage has
been applied.
LARGE
MONSTER
Some
Monsters are so big that they are known by the special term Large
Monster. Obvious examples are Dragons and Giants. When placing a
Large Monster on the board draw a Warrior counter. That player places
the model anywhere on the board, facing any direction and moving
other Monsters or warriors to make room as required. Then draw a
second Warrior counter to determine who the Monster attacks.
Any
offensive spells cast against a Large Monster require a number of
extra points of Power, equal to the level of the Monster table that
generated the Monster, to cast.
If
a Large Monster manages to kill a Warrior and still has some unused
Attacks left over it may choose any other available target and carry
on.
Because
of their size, Large Monsters are never pinned as they can push
the Warriors out of the way easily.
Type
MAGIC n
Some
Monsters have the ability to use Magic, although the spells available
to them depend on their race. Refer to the Magic Booklet for details
of Magic spells.
Monsters
with this ability also have a Magic Rating (n) that indicates how
many spells they can cast per turn. Monsters with spell-casting
ability do not use Power in the same way as the Wizard.
Magic-using
Monsters are placed on the board as if they were using missile weapons
and, unless otherwise stated, are always placed first.
In
addition, all magic-using Monsters protect themselves with minor
spells that make them harder to hit from a distance. All missile
weapon attacks made against magic-using Monsters are at -1 on the
to hit roll.
MAGIC
DISPEL n+
Some
Monsters have the ability to Dispel Magic in the surrounding area.
This differs from the Magic Resistance special ability in that the
Monster can actively interfere with and nullify any spell, not just
those cast directly against it.
A
Monster with this attribute has a Magical Dispel Rating (n+), that
is the number required on a roll of 1D6 for the ability to work.
The dice roll is made as soon as the targeted spell is cast. If
the roll is equal to or greater than the Monster's Magic Dispel
Rating, the spell has no effect at all and the Power used to cast
it is wasted.
MAGIC
DRAIN n+
Some
Monsters can soak up or Drain Magic from the air around them, rendering
any spellcasting impossible while they remain alive.
A
Monster with this attribute has a Magic Drain Rating (n+), which
is the number required on a roll of 1D6 for the ability to work.
The effect covers the whole board. Roll once per turn during the
Power Phase, immediately after determining the Wizard's Power. If
successful, the Wizard loses all his Power for that turn.
MAGIC
RESISTANCE n+
Some
Monsters are naturally able to shrug off the effects of a spell
cast against them. Such Monsters are said to have Magic Resistance.
A
Monster with this ability has a Magic Resistance Rating (n+) that
is the number required on a roll of 1D6 for the protection to work.
This roll is the Monster's Resistance roll. A separate Resistance
roll should be made for each spell cast against the Monster. If
the roll succeeds the effects of the spell may be ignored by that
particular Monster. If more than one Monster with this ability can
be affected by the spell, roll for each Monster individually. Note
that Magic Resistance only protects the Monster from spells, not
from blows by magical weapons and the like.
Note
that some Monsters' Magic Resistance is not an innate ability, but
is due to an item or charm they wear or carry. Where this is the
case, the Magic Resistance entry is suffixed with the item that
provides the protection.
MAGIC
ARMOUR
Some
Monsters wear Magic Armour that confers special abilities on them,
just like the magic armour that the Warriors possess. In the Monsters'
case though these hell-forged items are evil and corrupted and will
destroy any Warrior who tries to wear or take them.
If
the Monster's entry indicates that it has magic armour roll 1D6
on the appropriate table for its race or location to determine what
it is. A group of the same type of Monsters has the same magic armour,
so you should roll for the group as a whole. If no other Magic Armour
table is available, roll on the following table.
Note
that Warriors' weapons that bypass armour only ignore the Toughness
bonus the armour confers, not any other magic qualities it may possess.
1
Chaos Armour
Every time the wearer is struck, roll 1D6. On a score of 4, 5 or
6 the blow causes no damage. In addition, the wearer has Magic Resistance
5+.
2
Armour of Cursed Iron
This armour adds the value of the attacker's Strength to the wearer's
Toughness, effectively cancelling it out.
3
Armour of Doom
The magical field surrounding this armour and its wearer slows down
any Warrior attacking the wearer. Any Warrior attacking a Monster
who wears Armour of Doom suffers a -1 to hit and -1 attacks.
4
Arcane Armour of Destruction
The powerful dark energies flowing within this armour strike back
at its attackers. Each time a Warrior attacks a Monster wearing
this armour and causes damage roll 1D6. On a score of 1, the blow
is thrown back at the Warrior as a blast of magical energy. He immediately
suffers the Wounds he has just inflicted instead, modified for Toughness
and Armour as usual.
5
Venom Armour
At the end of every turn in which a Warrior remains adjacent to
the wearer of this armour he stands a chance of being poisoned by
the venom that constantly oozes from it. Roll 1D6. If the score
is a 1, 2 or 3 your Warrior takes 1D6 Wounds, with no modifiers
for Toughness or armour. This attack is Fatal Damage.
6
Armour of Carnage
This armour gives the wearer +2 Toughness. In addition, it has a
bloodthirsty will of its own, and forces its wearer into battle,
even if he is actually dead. While the wearer lives the armour gives
him +1 Attacks. Upon the wearer's death, roll 1D6 at the start of
every subsequent turn. On a score of 1 or 2 the armour crashes to
the floor, empty and dead. On a score of 3, 4, 5 or 6 the armour
keeps fighting by itself, animated by the powerful magic within
it. The armour has the same profile as the wearer, but only has
one Attack. Any further Wounds inflicted on the armour have no effect
at all.
MAGIC
ITEM
Some
Monsters carry Magic Items, just like the magic items that the Warriors
possess. In the Monsters' case though these items are cursed and
are useless to the Warriors.
If
the Monster's entry indicates that it carries a magic item roll
1D6 on the appropriate table for its race or location to determine
what it is. A group of the same type of Monsters have the same magic
items, so you should roll for the group as a whole. If a Monster's
entry indicates it gets multiple items, each of the Monsters in
the group gets the same set of items, re-rolling duplicate items.
. If no other Magic Items table is available, roll on the following
table.
1
Ring of Resistance
This ring gives the wearer Magic Resistance 6+. If the wearer already
has the Magic Resistance special ability it improves his Magic Resistance
Rating by +1
2
Cloak of Shadows
All Warriors attempting to hit the wearer of this cloak are at -1
to their to hit rolls.
3
Warpstone Talisman
Whenever a Warrior rolls a natural 1 on his to hit roll against
the wearer of this talisman the blow rebounds at full effect and
he hits himself instead.
4
Doomfire Ring
The wearer may use this ring to fire a bolt of power at one of the
Warriors each turn. Draw a Warrior counter to determine who is targeted.
Then make a roll to hit with a Ballistic Skill of 4+. If the attack
hits, the target suffers 2D6+(2 x the Dungeon level) Wounds, with
no modifier for armour.
5
Mask of Kadon
This mask gives the wearer Fear (Dungeon Level+3). If the wearer
already causes Fear it gives him Terror (his Fear Value).
6
Collar of Vengeance
Any Warrior adjacent to the wearer at the end of the turn suffers
1D6 Wounds with no modifiers for Toughness or armour. This is Fatal
Damage.
MAGIC
WEAPON
Some
Monsters bear a Magic Weapon, just like the magic weapons that the
Warriors possess. In the Monsters' case though these items are cursed
and will destroy any Warrior who tries to use them.
If
the Monster's entry indicates that it carries a magic weapon roll
1D6 on the appropriate table for its race or location to determine
what it is. A group of the same type of Monsters have the same magic
weapons, so you should roll for the group as a whole. . If no other
Magic Weapon table is available, roll on the following table.
1
Cutting Edge Sword
This sword causes (+1 Wounds x the bearer's level).
2
Sword of Distortion
This sword causes the wielder's outline to shimmer, making him harder
to hit. Any Warrior attempting to attack a Monster bearing this
sword deducts -1 from his to hit rolls. In addition, the warping
nature of this sword reduces the effect of any blows that actually
strike the Monster, effectively giving it +1 Toughness.
3
Sword of Pain
This sword ignores any non-magical armour and up to 3 points of
magical armour when determining damage.
4
Cursed Blackblade
This sword warps time around the immediate vicinity of its wielder.
Once per turn you may re-roll the bearer's first attack that misses.
In addition, this sword causes an extra +1D6 Wounds.
5
Sword of Insanity
This sword gives the bearer a Fear Value equal to twice the Battle-level
of the Warrior he is fighting. If the Monster wielding this sword
already causes Fear it gives him a Terror Value equal to its original
Fear Value.
6
Blade of the Damned
This blade causes double damage every time it strikes. (Roll the
normal amount of damage, multiply by 2 and then add the wielder's
Str.)
NEVER
PINNED
Some
Monsters are Never Pinned and may move around in combat as they
please.
If
the Monsters in question are missile troops, each turn they will
try to move to a location which allows them to take a shot. Draw
a Warrior counter for each Monster to determine which Warrior it
targets.
If
the Monsters are armed with hand-to-hand weapons, draw a Warrior
counter each turn for each of them to determine which Warriors they
move towards and attack.
PARALYSIS
In
addition to causing normal damage when they attack, some Monsters
cause Paralysis. At the end of each turn in which your Warrior is
wounded by such a Monster deduct 1 from his Movement. If a Warrior
is reduced to 0 Movement he is killed and is removed from play.
At the start each turn after that in which your Warrior was first
struck roll 1D6 and add his Strength. If the score is 8 or greater
the paralysis wears off and his Movement returns to its starting
value. If the Warrior survives the combat, once there are no Monsters
left on the board the paralysis wears off automatically and his
Movement returns to normal. Paralysis can also be cured by a healing
spell or healing potion, but not by bandages or provisions, or the
like.
PARRY
n
Some
Monsters can Parry a Warrior's hand-to-hand attacks so that they
don't cause any damage. Each time such a Monster is attacked roll
1D6. If the score is n or above, where n is the Parry Value after
the Parry entry the Monster turns the blow and it causes no damage.
PETRIFY
Some
Monsters can Petrify their foes in combat, turning them to stone
with a single gaze. Any Warrior that attacks such a Monster is at
-2 to his to hit rolls as he is so busy trying to avoid its gaze.
In
addition, if a Warrior attacking a Monster with a Petrify attack
scores a natural 1 on his to hit roll he has been caught by the
creature's gaze and starts to turn to stone. He immediately suffers
3D6 Wounds, with no modifiers for Toughness or armour, and for the
rest of the adventure he is at -1 Movement. If his Movement is subsequently
reduced to 0 by any means while in the dungeon he is immediately
turned to stone, beyond all reach of healing magic. All Monsters
with a Petrify attack also have natural Magic Resistance 4+ and,
if their Resistance Roll is a natural 6, may immediately turn their
Petrify attack on the spellcaster that attacked them and inflict
the effects given above.
PLAGUE
Some
Monsters carry a horrible, disfiguring disease known simply as the
Plague and may infect their opponents with it in combat. If your
Warrior is reduced to 0 Wounds by such a Monster his Toughness is
permanently reduced by -1 when he is healed to 1 or more Wounds.
If a warrior is reduced to 0 Toughness he is killed and removed
from play.
POISON
Some
Monsters have Poison attacks. If a Warrior is reduced to 0 Wounds
by a Poison attack his Strength is permanently reduced by -1 when
he is healed to 1 or more Wounds. If a Warrior is reduced to 0 Strength
he is killed and removed from play.
PROTECTION
RING (+n
T)
Some
Monsters wear magical rings that give them an extra +n Toughness,
where n is the number in the brackets following the Protection Ring
entry.
REGENERATE
mDn
Some Monsters can Regenerate Wounds
while they remain alive, making them much harder to kill. Each Monster
with this ability has a Regeneration Rating (m) that is the number
of Dn Wounds that the Monster regains at the end of each turn. eg.
If a Monster has Regenerate 1D6 he regains 1D6 Wounds at the end
of each turn.
A
Monster cannot regenerate if it is reduced to 0 Wounds or fewer
and can never have more Wounds than it started with (except Vampires).
RIDES
monster
Many
Monsters ride trained creatures into battle.
When
a mounted Monster attacks, both rider and mount may attack in the
Monsters’ Phase. Rider and mount must attack the same Warrior.
A Warrior can’t attack the rider unless its mount is dead
unless attacking with a missile weapon or spells. When the mount
has been killed, the rider will continue to fight on foot. If a
Warrior kills a mount with one blow, he gets a death-blow as normal.
However, the death-blow cuts into the rider first. If the death-blow
kills the rider as well, it moves onto the next target.
STING
(damage)
Some Monsters may Sting their opponents,
but only if two consecutive Attacks hit in a single turn. The sting
does the damage indicated in the brackets after the Sting entry.
Sting Attacks are also subject to the rules for Poison. A Monster
can only ever make 1 Sting Attack per turn.
TATTOOS
n+
Some
Monsters are painted with complicated protective Tattoos that act
like armour. Whether this is due to some arcane power inherent in
the tattoos, or simply the strength of belief on the wearer's part,
they do seem to work.
Each
time a Monster wearing tattoos is hit roll 1D6. If the score is
n or more, where n is the number after the Tattoos entry, the blow
has no effect.
TERROR
n
Some
Monsters cause Terror. This is similar to Fear, only much, much
worse.
Each
Monster that causes Terror has a Terror Value, indicated by the
n after the Terror entry. When an event occurs that generates Monsters
that cause Terror, roll 1D6+(your Warrior's Battle-level) for each
Warrior as soon as the Monsters are placed on the board. This is
the Warrior's Terror roll. If the total is greater than the Monsters’
Terror Value, that Warrior is not afraid of them during this combat
and may fight them as normal.
If
the total is less than or equal to the Monsters' Terror Value, that
Warrior is terrified of them during this combat, and fights them
at -2 on his to hit rolls. If a Wizard fails his Terror roll any
spells he attempts to cast against that Monster have their Casting
Numbers increased by +2.
Each
time the Warriors meet a particular type of Monster that causes
Terror they must make a Terror roll, as the effect of the roll,
whether good or bad, applies only to that type of Monster during
this one combat.
THROW
item (STR n)
Some
Monsters are armed with weapons that they can Throw, such as spears.
As
soon as such Monsters are placed on the board, before the Warriors
can do anything they throw these weapons in a special, single attack.
You need to roll against the Monster's Ballistic Skill to see if
they hit, just as with any other missile weapon. The thrown weapon
has Strength n, where n is the value in the brackets after the Throw
entry. The weapon therefore causes (the Monster's damage dice)+n
Wounds modified for the target's Toughness and armour, according
to the normal rules for missile weapons.
After
throwing their special weapons these Monsters attack in hand-to-hand
combat in the Monsters' Phase as normal.
WEB
(1Dn)
Spiders
attempt to ensnare their prey in a web, so that they can finish
it off at their leisure. Each turn a Spider may attempt to web a
Warrior as many times as it has Attacks. If the Spider hits the
Warrior he has been caught in its web - place a Webbed counter next
to the Warrior. While webbed a Warrior may not do anything and may
be bitten automatically with the rest of the Spider’s Attacks
(no To Hit roll is needed) for 1Dn Wounds per bite (where n is the
value after the Web entry), with no modifiers for Toughness or armour.
A Spider may not use it's bite Attack(s) if its opponent has not
been webbed. Monsters without the ability to use webs that may also
be involved in the combat get +2 to their To Hit rolls against a
webbed Warrior. At the start of each Warriors' Phase, roll 1D6 for
each Warrior that has been webbed and add his Strength. If the total
is 7 or more, he pulls himself free from the sticky strands and
may act normally this turn. Other Warriors may also attempt to remove
the web from an adjacent Warrior’s body.
WEEPING
BLADE
Weeping
Blades incorporate warpstone and baneful spells in their construction
so that they constantly weep a deadly corrosive venom. Weeping Blades
cause Poison damage.
Original
Special Abilities © Games Workshop.
Additional Special Abilities added by Andrew Brockhouse.
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