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[[quoteright:807:https://static.tvtropes.org/pmwiki/pub/images/harald_hammerstorm.jpeg]]



* {{Flanderization}}: Actually working in ol'Harry's favour; his vendetta against the undead came out of that original bit of artwork where he just happened to be smacking a skeleton.

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* {{Flanderization}}: Actually working in ol'Harry's favour; his favour. His vendetta against the undead came out of that original bit of artwork where he just a generic Chaos Warrior happened to be smacking a skeleton.skeleton, which was extrapolated into a named character whose main thing is his enmity with undead creatures.

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The Norscans, also known as the Northmen or Norse, are the natives of the mountainous peninsula of Norsca, beyond Kislev and the Sea of Claws. They are fearsome warriors and fearless sailors, and the sight of their raider-crewed longships inspire dread across the northern coasts of the Old World. Their ancestors, the Norsii, were one of the many tribes who inhabited what would later became the Empire, and were infamous even then as raiders, warmongers and Chaos worshippers; when Sigmar came to power and united the Teutogens, Jutones, Ostagoths and all the others in a single nation, the Norsii were cast out and forced to retreat into the north.

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The Norscans, also known as the Northmen or Norse, are the natives of the mountainous peninsula of Norsca, beyond Kislev and the Sea of Claws. They are fearsome warriors and fearless sailors, and the sight of their raider-crewed longships inspire dread across the northern coasts of the Old World. Their ancestors, the Norsii, were one of the many tribes who inhabited what would later became the Empire, and were infamous even then as raiders, warmongers and Chaos worshippers; when Sigmar came to power and united the Teutogens, Jutones, Ostagoths and all the others in a single nation, the Norsii were cast out and forced to retreat into the north.\\
\\
Major Norscan tribes include the Bjornlings, Skaelings, Sarls, Baersonlings, Aeslings, Vargs, and Graelings, in addition to the independent port of Skeggi on the Lustrian coast.



* ALighterShadeOfBlack: The Norscans are, at the end of the day, willing and eager servants of the Chaos Gods, and can be unspeakably savage barbarians and raiders. However, they are also depicted as the least far gone of the major Chaos tribal groups, and tend to retain interests other than just fighting, killing, and slaving -- Norse explorers are a recurring theme in the setting, and there is occasional mention of Norscans being willing to work as mercenaries and even traders.

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* ALighterShadeOfBlack: The Norscans are, at the end of the day, willing and eager servants of the Chaos Gods, and can be unspeakably savage barbarians and raiders. However, they are also depicted as the least far gone of the major Chaos tribal groups, and tend to retain interests other than just fighting, killing, and slaving -- Norse explorers are a recurring theme in the setting, and there is occasional mention of Norscans being willing to work as mercenaries and even traders. A distinction is sometimes drawn between the tribes of the southern coast, the Bjornlings, Skaelings, Sarls, and Baersonlings, who are the likeliest to be on speaking terms with the rest of humanity, and the northern coast's dwellers, the Aeslings, Vargs, and Graelings, who are as bad as any other Chaos host.




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* VikingsInAmerica: The first human explorers to reach Lustria, the setting's counterpart to South and Central America, were a Norscan crew of the Bjornling tribe under the command of the adventurer Losteriksson. Skeggi, the town founded where they landed, remains the largest human settlement in Lustria in the present day.



A steppe people that roam the eastern wastelands beyond the World's Edge Mountains, north of the Dark Lands and the Mountains of Mourn. The Kurgans war endlessly against one another to gain the Dark Gods' favors, occasionally riding out against the Kislevites, Chaos Dwarfs, and Ogres. They only join together rarely, when a mighty warlord can unite sufficient tribes to lead a full crusade against the forces of order. They are ancestral kin of the Gospodars, the ruling caste of Kislev, who share their tradition of horsemanship. They split apart long ago, when the shadow of Chaos first fell upon the steppes. Many tribes embraced Chaos, forsaking their ancient gods and spirits to follow the Ruinous Powers. Those that refused to do so were slaughtered, except for a confederation of tribes under the Khan-Queen Miska that instead fled east, settling in the lands north of the Empire and founding the Tzardom of Kislev.

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A steppe people that roam the eastern wastelands beyond the World's Edge Mountains, north of the Dark Lands and the Mountains of Mourn. The Kurgans war endlessly against one another to gain the Dark Gods' favors, occasionally riding out against the Kislevites, Chaos Dwarfs, and Ogres. They only join together rarely, when a mighty warlord can unite sufficient tribes to lead a full crusade against the forces of order. They are ancestral kin of the Gospodars, the ruling caste of Kislev, who share their tradition of horsemanship. They split apart long ago, when the shadow of Chaos first fell upon the steppes. Many tribes embraced Chaos, forsaking their ancient gods and spirits to follow the Ruinous Powers. Those that refused to do so were slaughtered, except for a confederation of tribes under the Khan-Queen Miska that instead fled east, settling in the lands north of the Empire and founding the Tzardom of Kislev.\\
\\
Major Kurgan tribes include the Avags, Dolgan, Gharhars, Hastlings, Khazags, Kvelligs, Kul, Tahmaks, Tokmars, and Yusak.



Another nomadic tribe, the Hung roam the steppes of the farthest east, north of Cathay and Naggaroth. While they are as active and dangerous as their western kin, launching attacks on the Great Bastion and the Watchtowers of the Druchii as fearsome as any invasion of the Old World, few news of their doings make their way back to the Empire.

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Another nomadic tribe, the Hung roam the steppes of the farthest east, north of Cathay and Naggaroth. While they are as active and dangerous as their western kin, launching attacks on the Great Bastion and the Watchtowers of the Druchii as fearsome as any invasion of the Old World, few news of their doings make their way back to the Empire.\\
\\
Major Hung tribes include the Aghols, Chi-An, Dreaded Wo, Kuj, Man-Chu, Mung, Tu-Ka, Veh-Kung, Wei-Tu, and Yin.
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* AuthorityGrantsAsskicking: The leaders of Chaos tribes rise to, and maintain, leadership by challenging and defeating their peers and superiors, achieving fame and renown in battle against rival tribes and non-Chaotic enemies, and fending off claimants to their position.

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* DragonHoard: His was cursed to wake him up if even a single piece left the chamber where he slept, as King Thurgrim's Dwarfs found out the hard way.

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* DragonHoard: His was cursed to wake him up if even a single piece left the chamber where he slept, as King Thurgrim's Dwarfs found out the hard way.way when their teft of some of his gold woke him and drew him into their old, thus making an end to Karak Vlag.



* MagicKnight: Galrauch, or more precisely the Lord of Change possessing him, is a Level 4 Wizard in the lore of Tzeentch.

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* MagicKnight: Galrauch, or more precisely the Lord of Change possessing him, is a Level 4 Wizard in the lore of Tzeentch. Tzeentch in addition to being an exceptionally strong and tough giant monster.


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* RoaringRampageOfRevenge: His entry in ''White Dwarf'' #274 describes him utterly annihilating a Bretonnian city whose duke had slain one of Galrauch's offspring and mounted its skulls upon the city's gate, as the sight sent him made with a rage that calmed only when the city laid in rubble.
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* FightingFromTheInside: The spirit of Galrauch, the original dragon, is still in the body as well. The spirit sometimes resurfaces and fights the daemon, causing the dragon to attack itself. In-game, this is represented by his ''Spirit of Galrauch'' rule, which requires him to pass a Leadership test each turn; if he fails, then the original dragon's mind manages to seize control of one head, which means that he cannot take move, cast spells, or use his breath weapons for the turn, and automatically spends half of his attacks against himself.

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* FightingFromTheInside: The spirit of Galrauch, the original dragon, is still in the body as well. The spirit sometimes resurfaces and fights the daemon, causing the dragon to attack itself. In-game, this is represented by his ''Spirit of Galrauch'' rule, which requires him to pass a Leadership test each turn; if he fails, then the original dragon's mind manages to seize control of one head, which means that he cannot take move, cast spells, or use his breath weapons for the turn, and automatically spends half of his attacks against himself. In 6th Edition, if this test is failed on a natural 12, Galrauch's original mind takes full control and turns completely against the Chaos army until the daemon can regain control.
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* FightingFromTheInside: The spirit of Galrauch, the original dragon, is still in the body as well. The spirit sometimes resurfaces and fights the daemon, causing the dragon to attack itself.

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* FightingFromTheInside: The spirit of Galrauch, the original dragon, is still in the body as well. The spirit sometimes resurfaces and fights the daemon, causing the dragon to attack itself. In-game, this is represented by his ''Spirit of Galrauch'' rule, which requires him to pass a Leadership test each turn; if he fails, then the original dragon's mind manages to seize control of one head, which means that he cannot take move, cast spells, or use his breath weapons for the turn, and automatically spends half of his attacks against himself.
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Dead link, no Wayback archive.


* TheDreaded: Samael, originally a favored demon prince of Slaanesh, possibly even the most favored, was afraid to the point of panicking of Dechala's approach, and was possibly [[https://twitter.com/jmreynolds/status/599299567960588288 killed by her]]. Dechala also proves a challenge for Tyrion who, at the point of their duel, is a PhysicalGod. As a reminder, even as a mortal Tyrion could defeat Greater Daemons, and it's implied he wouldn't be able to defeat Dechala as a mortal.

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* TheDreaded: Samael, originally a favored demon prince of Slaanesh, possibly even the most favored, was afraid to the point of panicking of Dechala's approach, and was possibly [[https://twitter.com/jmreynolds/status/599299567960588288 killed by her]].her. Dechala also proves a challenge for Tyrion who, at the point of their duel, is a PhysicalGod. As a reminder, even as a mortal Tyrion could defeat Greater Daemons, and it's implied he wouldn't be able to defeat Dechala as a mortal.

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* BornInTheSaddle: The Kurgan and some tribes of Norsemen. Though the Kurgan are more intense about cavalry warfare being the best horse-archers in the world, whereas Norscans tend to see horses as merely a way to get from point A to point B faster. In game, Marauder Horsemen form units of light cavalry, having the ''Fast Cavalry'' rule, that can take some of the few shooting weapons available to the faction. Alternatively they can focus on charging the enemy.



* BowAndSwordInAccord: Kurgans, being a fantasy counterpart to the Turkish tribes (including Tatars), tend to favour the axe and bow.



* HorseArcher: The Kurgans are described as having something like this as a hat. However in game, Marauder Horsemen only get javelins or throwing axes as shooting weapons.



* HybridMonster: Dragon Ogres can fight alongside the Warriors of Chaos. Being centaur-like mixes of muscly humanoid down to their stomachs and scaled quadrupeds below that, Dragon Ogres are strange but powerful monsters who act as a LightningBruiser shock-troops with Movement 7, Strength 5 and Toughness 4.



* ShroudedInMyth: The Norscans (who make up the backbone of any Chaos incursion) are debated by Imperial theologians and historians as being half-breed spawn of men and daemons but they are simply a race of men who migrated south from the Chaos Wastes and briefly lived in the Reik Basin, raiding and slaughtering all the surrounding tribes in the name of Chaos before Sigmar united said tribes drove them back to the North. This act has left them with a grudge against the Empire so great it makes the hatred [[TabletopGame/{{Warhammer40000}} Chaos Space Marines have for the Imperium look like a tiny ember]] in comparison.



!Champions of the Gods
!!Champions of Chaos Undivided
[[folder:Archaon the Everchosen]]
!!Archaon, Lord of Chaos, the Everchosen
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/570px_archaon_book.jpg]]
[[caption-width-right:350:''I am the Anointed, the favoured Son of Chaos, the Scourge of the World.'']]

The chosen champion of all four Gods of Chaos. A legend in his own lifetime. As the champion of Chaos, Archaon shares many similarities with his less successful ''TabletopGame/Warhammer40000'' counterpart, Abaddon the Despoiler.

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!Champions [[folder:Northern Tribes]]
!!Norscans
The Norscans, also known as the Northmen or Norse, are the natives
of the Gods
!!Champions
mountainous peninsula of Chaos Undivided
[[folder:Archaon
Norsca, beyond Kislev and the Everchosen]]
!!Archaon, Lord
Sea of Chaos, Claws. They are fearsome warriors and fearless sailors, and the Everchosen
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/570px_archaon_book.jpg]]
[[caption-width-right:350:''I am
sight of their raider-crewed longships inspire dread across the Anointed, the favoured Son of Chaos, the Scourge northern coasts of the World.'']]

The chosen champion of all four Gods of Chaos. A legend in his own lifetime. As
Old World. Their ancestors, the champion Norsii, were one of Chaos, Archaon shares the many similarities with his less successful ''TabletopGame/Warhammer40000'' counterpart, Abaddon tribes who inhabited what would later became the Despoiler.Empire, and were infamous even then as raiders, warmongers and Chaos worshippers; when Sigmar came to power and united the Teutogens, Jutones, Ostagoths and all the others in a single nation, the Norsii were cast out and forced to retreat into the north.


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* BoldExplorer: The Norscans are among the best navigators in the world, and have travelled to, raided, and established settlements all the way from the deserts of Araby and the jungles of Lustria. In many cases, they were the first Old Worlders to ever set eyes on these places.
* BornUnderTheSail: The Norscans are exceptionally good sailors, and take a great deal of pride in this. Their ships range farther than any other Old World group's, often reaching to the shores of Lustria, and they are also deeply feared for their adeptness at both lightning raids from the sea and for ship-to-ship combat.
* HornyVikings: The Norscans are fantasy Vikings in imposing heavy plate and intimidating horned helmets who worship the Chaos Gods. They love battle, slaughter and warfare like the French love their wine. They also have a penchant for being marked by the Chaos Gods in various ways.
* ALighterShadeOfBlack: The Norscans are, at the end of the day, willing and eager servants of the Chaos Gods, and can be unspeakably savage barbarians and raiders. However, they are also depicted as the least far gone of the major Chaos tribal groups, and tend to retain interests other than just fighting, killing, and slaving -- Norse explorers are a recurring theme in the setting, and there is occasional mention of Norscans being willing to work as mercenaries and even traders.
* ShroudedInMyth: The Norscans are debated by Imperial theologians and historians as being half-breed spawn of men and daemons but they are simply a race of men who migrated south from the Chaos Wastes and briefly lived in the Reik Basin, raiding and slaughtering all the surrounding tribes in the name of Chaos before Sigmar united said tribes drove them back to the North.

!!Kurgans
A steppe people that roam the eastern wastelands beyond the World's Edge Mountains, north of the Dark Lands and the Mountains of Mourn. The Kurgans war endlessly against one another to gain the Dark Gods' favors, occasionally riding out against the Kislevites, Chaos Dwarfs, and Ogres. They only join together rarely, when a mighty warlord can unite sufficient tribes to lead a full crusade against the forces of order. They are ancestral kin of the Gospodars, the ruling caste of Kislev, who share their tradition of horsemanship. They split apart long ago, when the shadow of Chaos first fell upon the steppes. Many tribes embraced Chaos, forsaking their ancient gods and spirits to follow the Ruinous Powers. Those that refused to do so were slaughtered, except for a confederation of tribes under the Khan-Queen Miska that instead fled east, settling in the lands north of the Empire and founding the Tzardom of Kislev.
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* BornInTheSaddle: The Kurgans are excellent horseman and horse archers, and spend most of their lives wandering nomadically from battle to battle on the backs of their fearsome Chaos steeds.
* BowAndSwordInAccord: Kurgans, being a fantasy counterpart to the Turkish tribes, tend to favour the axe and bow combination.
* HordesFromTheEast: They are nomads of the eastern steppes and wastelands, and usually alternate between raiding and pillaging Kislev and the Cathayans when they aren't fighting one another. They mostly operate in scattered bands and independent raiders but, when a major warlord rises, they invade Kislev and the Empire in full force, streaming through the northern passes of the World's Edge Mountains to raze and despoil everything in their path.
* HorseArcher: The Kurgans are described as being fearsome horse-mounted archers. However in game, Marauder Horsemen only get javelins or throwing axes as shooting weapons.
* WarElephants: While all Chaos tribes make use of war mammoths from time to time, Kurgan tribes such as the Dolgan are the most adept at catching, breaking, and training these beasts, jealously guard the methods by which they do so, and use them more commonly than anyone else.

!!Hung
Another nomadic tribe, the Hung roam the steppes of the farthest east, north of Cathay and Naggaroth. While they are as active and dangerous as their western kin, launching attacks on the Great Bastion and the Watchtowers of the Druchii as fearsome as any invasion of the Old World, few news of their doings make their way back to the Empire.
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* ChronicBackstabbingDisorder: They are infamous for their faithlessness and treachery, and make no pacts that they don't intend to break in short order.
* FantasyCounterpartCulture: They chiefly mirror the Huns and Xiongnu in style and dress and mostly war against Cathay and the Dark Elves, being seen in the Old World only very rarely.
* VillainOfAnotherStory: They are fully in the service of Chaos and would see all order and structure in the world torn down as gladly as all other Chaos Warriors. However, their immense distance from the primary setting means that they are functionally never seen among the Chaos hordes that invade the Old World. Instead, they war primarily against Cathay and the Dark Elves, creating campaigns as great as any Kurgan or Norse invasion of the Empire but which are simply not discussed in published work.
[[/folder]]

[[folder:Dragon Ogres]]
[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/dragon_ogre.png]]

Dragon Ogres are an ancient race of monstrous centaur-like beings, with horned, humanoid torsos on the bodies of giant four-legged reptiles. They are some of the very few beings to persist from the nearly-forgotten times before the Old Ones came to the world, and survived to the present days by selling their souls to Chaos for immortality and power at the price of sterility. No new Dragon Ogres have been born since prehistory; the eldest of their kind, called Shaggoths, are some of the oldest living things in the world. Despite their name, they are neither true Dragons nor true Ogres, and in fact are on very bad terms with both races.
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* TheAgeless: Part of their bargain with Chaos was that they never age or weaken, and simply grow stronger and larger as the ages pass, although sufficient violence can still put them down for good.
* DraconicHumanoid: The Dragon Ogres are different from the usual fusion, since they're a centaur-like combination of an [[OurOgresAreHungrier ogre]] torso on a dragon's lower body. They're some of the most powerful and ancient of all creatures, as well as followers of the Dark Gods, but they share full dragons' tendency to spend centuries sleeping.
* DyingRace: Dragon Ogres cannot reproduce, and none have been born since they sold their souls to Chaos in the distant past. They are effectively immortal and extremely difficult to kill, but their numbers have slowly dwindled over the long ages as individual Dragon Ogres have died to battle or misfortune.
* EnergyAbsorption: Dragon Ogres are invigorated by lightning and electricity in general. Direct exposure to it refreshes them, heals their injuries, and fills them with strength.
* FantasticRacism: Despite their name, Dragon Ogres have had historically very poor relations with both true Dragons and Ogres. The fought open wars with Dragons in the times before the Old Ones, when they contested for rulership of what became the Old World. In later times, they developed an almost instant enmity with Ogres, resulting in further violence that drove them out of the mountains that the Ogres claimed as their homelands.
* HybridMonster: They are essentially centaurs with ogre instead of human and wingless dragon instead of horse.
* ImmortalProcreationClause: Invoked. The ancient Dragon Ogres asked the Lord of Change for immortality. He granted it, but also rendered them sterile. Most of the still-living Dragon Ogres consider this to be Tzeench's idea of a joke.
* OurCentaursAreDifferent: Dragon Ogres resemble giant (some can look over city walls, and the oldest one is often mistaken for a mountain) horned humanoids from the waist up and wingless dragons from the waist down.
* OurOgresAreDifferent: Dragon Ogres are Chaos-aligned monsters resembling monstrous centaurs, with the body of a horned Ogre atop that of a wingless dragon-like beast. They are one of the oldest races in the setting, and perhaps the most dangerous Chaos minions. They aren't related to actual Ogres, as Dragon Ogres predate the arrival of the Old Ones while true Ogres were the last of the Old Ones' creations, and the two races have no fondness for one another. When they first met they instantly became enemies, and have fought many vicious wars over the ages, which culminated in the Dragon Ogres being driven out of the Mountains of Mourn where the Ogres live.
* StrongerWithAge: Dragon Ogres grow larger as they age. The youngest, who are still order than any human nation, are in the same size range as elephants. The true elders, who were ancient when the Old Ones came to the world, are immense. Kholek Suneater can look over city walls, and his father Krakanrok the Black was mistaken for a mountain at first (and even Archaon chose to sneak away from him rather than risk waking him up).
[[/folder]]

!Champions of the Gods
!!Champions of Chaos Undivided
[[folder:Archaon the Everchosen]]
!!Archaon, Lord of Chaos, the Everchosen
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/570px_archaon_book.jpg]]
[[caption-width-right:350:''I am the Anointed, the favoured Son of Chaos, the Scourge of the World.'']]

The chosen champion of all four Gods of Chaos. A legend in his own lifetime. As the champion of Chaos, Archaon shares many similarities with his less successful ''TabletopGame/Warhammer40000'' counterpart, Abaddon the Despoiler.
----
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* AuthorityGrantsAsskicking: Norscan Jarls and are almost always Chaos Champions. As are Kurgan Zars and Tong Khagans.

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* AuthorityGrantsAsskicking: Norscan Jarls and are almost always The leaders of Chaos Champions. As are Kurgan Zars tribes rise to, and Tong Khagans.maintain, leadership by challenging and defeating their peers and superiors, achieving fame and renown in battle against rival tribes and non-Chaotic enemies, and fending off claimants to their position.



** The '''Norscans''', as you can probably tell, are daemonic Vikings, with the Vikings' bloodthirst and war-like nature and general badassery dialed up, with some Anglo-Saxon thrown in there as well. They are the fiercest and most devout of Chaos. And they often lead the Chaos Hordes into battle because of that. Khorne is seen as an Odin-like figure among the Norse who presides over a warrior afterlife. The Norse thus tend to be Khorne's greatest and most numerous followers due to this. The Norscans also have some Scottish influence.

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** The '''Norscans''', as you can probably tell, are daemonic Vikings, with the Vikings' bloodthirst and war-like nature and general badassery dialed up, with some Anglo-Saxon thrown in there as well. They are the fiercest and most devout of Chaos. And Chaos, and they often lead the Chaos Hordes into battle because of that. Khorne is seen as an Odin-like figure among the Norse who presides over a warrior afterlife. The Norse thus tend to be Khorne's greatest and most numerous followers due to this. The Norscans also have some Scottish influence.

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[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/aekold_hellbrass.jpg]]



* RandomNumberGod: Fittingly for an early edition Champion of Tzeentch, his Windblade cycled randomly through three different powers; granting Aekold the ability to fly, allowing Aekold to always strike first, and being able to be thrown through the air to hit a foe before returning like a boomerang.

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* RandomNumberGod: Fittingly for an early edition early-edition Champion of Tzeentch, his Windblade cycled randomly through three different powers; granting Aekold him the ability to fly, allowing Aekold him to always strike first, and being able to be thrown through the air to hit a foe before returning like a boomerang.

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* EqualOpportunityEvil: Chaos welcomes anyone willing to damn themselves for power, and the Warriors of Chaos reflect the diversity of its mortal servants. Thus, alongside the human Marauders, one can witness Ogres, Dragon Ogres, Giants, Trolls, Dragons and other creatures who all either serve Chaos of their own volition or were broken by the Dark Gods' power to become beasts of war.
** This aspect is at its strongest in the original "Realms of Chaos" army books for 3rd edition, when not only could Chaos Champions have orc, goblin, skaven, dwarf, elf and gnome followers, but there were also rules to play beastman, minotaur, centaur and dragon ogre Chaos Champions.

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* EqualOpportunityEvil: Chaos welcomes anyone willing to damn themselves for power, and the Warriors of Chaos reflect the diversity of its mortal servants. Thus, alongside the human Marauders, one can witness Ogres, Dragon Ogres, Giants, Trolls, Dragons and other creatures who all either serve Chaos of their own volition or were broken by the Dark Gods' power to become beasts of war.
**
war. This aspect is at its strongest in the original "Realms of Chaos" army books for 3rd edition, when not only could Chaos Champions have orc, goblin, skaven, dwarf, elf and gnome followers, but there were also rules to play beastman, minotaur, centaur and dragon ogre Chaos Champions.

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