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Carnival of Chaos
By Steve Hambrook
as appeared in Empire in Flames.
PDF at
Downloads!
No one knows from whence it came, the dreaded Carnival of Chaos. Some have
rumored that it was once a gypsy caravan from the east of the Empire, wandering
folk that brought their colorful fare from village to village entertaining the
poor rural folk of the Empire with their lavish shows and stage plays. If this
past is the truth then what it has become in the present is far more sinister
and deadly. Still it wanders the rural backwaters of the Empire, in a colorful
cavalcade of wagons, its folk dressed in the colorful finery of traveling
players, bringing sonnet and song to excitable villagers and peasants.
Upon reaching a new settlement, these outlandish showmen erect their stage
and entertain the poor rural folk with songs and plays of the dark days of the
Empire. Tales such as: ‘The Emperor’s True Face’, ‘Orfeo and Pustulate’, ‘Papa
Noigul’s Festering Children’ and ‘A Midsummer Nightmare’ wow the enraptured
throng.
Strongmen perform feats of incredible prowess to the adoration of the crowd,
whilst players in garish, grinning masks juggle balls, knives and flaming
brands. As the crowd’s numbers increase, a fool in bright jester’s garb with an
inflated pig’s bladder on a stick leaps from one enthralled watcher to the next
joking and cackling, poking and prodding.
It is only when the show reaches its blasphemous climax, as the sun begins to
set, that the truth of the Carnival of Chaos is revealed in all its putrid,
festering glory. For these are no mere wandering thespians and entertainers.
When the players perform their final act, known as the ‘Dance of Death’, the
enchantments covering their true visages slowly slip away revealing them to
their blissfully ignorant audience for they are cavorting, cyclopean daemons
with rotting flesh hanging from yellowing bones. What were originally considered
intricately decorated masks and cleverly applied make-up is soon revealed as the
players’ true horribly mutated faces, covered in pustules and pox-ridden
lesions. As the villagers’ expressions turn from those of elation to abject
terror at the sight of these horrific visions the slaughter begins. By now most
of the folk who made up the cheering audience would have already succumbed to
the virulent diseases spread by these malevolent players. The insidious Carnival
Master, accompanied by his cackling fool, rounds up those unfortunate women and
children that remain alive, taking a finger from each of his new brides,
exclaiming “You’re my wife now!”. The survivors are then led away to an unknown
fate and the village is left deserted, its inhabitants and livestock killed by
innumerable diseases and plague.
The Carnival of Chaos is the sick joke of the Great Lord of Decay, the Chaos
god known as Nurgle. Thrice cursed Nurgle is also known as the unspeakable
Master of Plague and Pestilence and the players in the Carnival are his corrupt
followers and worshippers. They are those who have sold their souls for a
twisted form of immortality through embracing death, destruction and decay –
learning to love Nurgle’s many and varied gifts. It is not known how many
Carnivals of Chaos there are or if the handful of reports from the lips of
petrified witnesses all refer to the same warband.
The leader of the Carnival of Chaos is known as the Carnival Master and is
reputed to be a sorcerer of great power, wielding the unclean magic of his lord
to cause suffering and death through disease and decay. Through dark ritual and
sacrifice, the Carnival Master summons forth the cackling, decaying Daemons of
his patron god to take part in the twisted masquerade. His mortal followers
carefully nurture their newly acquired diseases, blessings of their gregarious
deity and vie for power and advancement under his watchful gaze. The most
blessed of these twisted, insane creatures are those known as the Tainted Ones.
These are often the right-hand ‘men’ of the Carnival Master and their bodies are
wracked with a multitude of foul diseases and mutation. The Carnival of Chaos is
justly hunted by the many bands of zealous Witch Hunters that traverse the lands
but always seems to be just one step ahead of the Sigmarites and continues to
follow its merry path, bringing the blessings of Nurgle to all.
Special Rules:
Dangerous to Know: Because of its rather diseased nature a Carnival of
Chaos warband would find it very hard to keep any Hired Swords alive! Therefore,
a Carnival of Chaos may never hire any type of Hired Sword.
Choice of Warriors:
A Carnival of Chaos warband must include a minimum of three models. You have
500 Gold Crowns to recruit your initial warband. The maximum number of warriors
in the warband may never exceed 15.
Carnival Master: The Carnival of Chaos must have one Master to lead it –
no more, no less.
Brutes: Your warband may include up to two Brutes.
Tainted Ones: Your warband may include up to two Tainted Ones.
Plague Bearers: Your warband may include up to two Plague Bearers.
Brethren: Your warband may include any number of Brethren.
Nurglings: Your warband may include any number of Nurglings.
Starting Experience:
Carnival Master starts with 20 Experience.
Brutes starts with 8 Experience.
Tainted Ones starts with 0 experience.
Henchmen starts with 0 experience.
Maximum Characteristics
With the exception of the Plague Bearers and Nurglings which do not accrue
experience all other members of the Carnival of Chaos use the maximum
characteristics for Humans.
Carnival of Chaos' Skill Tables
Carnival Master may choose from the Combat, Shooting, Academic, Strength
or Speed.
Brutes may choose from the Combat, Strength or Speed.
Tainted Ones may choose from the Combat or Speed.
Carnival of Chaos' Equipment List
Carnival of Chaos
Brute
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Double Handed Weapon
15 gc
Hammer/Mace
3 gc
Flail
10 gc
Axe
5 gc
Sword
10 gc
Double Handed Weapon
15 gc
Spear
10 gc
Halberd
10 gc
Morning Star
15 gc
Missile Weapons
Missile Weapons
Bow
15 gc
None
Short Bow
10 gc
Pistol
15 gc
Pistol, Brace
30 gc
Armor
Armor
Light Armor
20 gc
None
Heavy Armor
50 gc
Shield
5 gc
Helmet
10 gc
Heroes
1 Carnival Master; 70 Gold Crowns to hire
These lead the diabolical Carnivals of Chaos. They are the chosen of Nurgle
and wield sorcerous powers gifted to them by their pestilential god. The Master
is a power-crazed individual that leads his coven of Daemonic entertainers
throughout the backwaters of the Empire, tainting villages and settlements with
disease. To the backward peasantry of the Empire’s rural settlements, the Master
comes across as an exotic and charismatic showman bringing outlandish
entertainment into their otherwise dreary lives. It is the Carnival Master’s
cunning and clever enchantments that help to keep his minions one step ahead of
the patrols of the many Witch Hunter bands that rove the land.
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4
4
4
3
3
1
3
1
8
Weapons/Armor: The Master may be equipped with weapons and armor
chosen from the Carnival of Chaos Equipment list.
Special Rules:
Leader: Any models in the warband within 6" of the Master may use
his Leadership instead of their own.
Wizard: The Master is a wizard and uses Nurgle Rituals. See the
Magic section below for details.
0-2 Brutes; 60 Gold Crowns to hire
These are a very specific type of mutant that have had their constitution
bolstered by the unnatural vitality of the Lord of Decay. Nurgle’s foul
attention has transformed what were once men into massive, statuesque creatures
rippling with diseased muscles and a supernatural vigor. Brutes are immensely
strong individuals and their part in the masquerade that is the Carnival of
Chaos is as strongmen performing feats of strength to entertain the crowds. They
are nearly always hooded in the nature of executioners for although their bodies
appear outwardly strong and healthy, their faces are often riddled with disease
and are half-decayed. In battle, they wield huge hammers and flails with
reckless abandon, whirling them around their heads like children’s toys. Gor are the largest type of Beastmen, the great horned warriors of the
Beastman Warbands. They are massive creatures with an inhuman resistance of
pain.
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Ld
4
4
0
4
4
1
2
2
7
Weapons/Armor: Brutes may be equipped with weapons and armor chosen
from the Brute Equipment list.
Special Rules:
Unnatural Strength: Brutes start the game with the Strongman
skill from the Strength skill list in the Mordheim rulebook.
0-2 Tainted Ones; 25 Gold Crowns to hire + Cost
of Blessings of Nurgle
The Tainted Ones are those that are most blessed and favored of Father
Nurgle. They hold a position of great importance within the hierarchy of the
Carnival. They are often heavily robed and protected by powerful enchantments,
for beneath their robes are unspeakable horrors. The bodies of the Tainted Ones
are so wracked with disease and mutation that it is unsafe for even the other
mortal members of the warband to touch their bare skin. Ironically, they take
the most prestigious role in the Carnival – the fool. The Tainted Ones leap and
prance about the audience, dressed as jesters, when the Carnival is performing,
laughing and joking with the gathered throng infecting them with their multitude
of horrendous maladies. These twisted creatures are exceptionally dangerous
opponents in combat too, for it is said that they carry the dreaded and
incurable Nurgle’s Rot.
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Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Tainted Ones may be equipped with weapons and armor
chosen from the Carnival of Chaos Equipment list.
Special Rules:
Nurgle’s Blessings: Tainted Ones must start the game with one or
more Blessings of Nurgle. See the Blessings of Nurgle that follow.
Henchmen
(In groups of 1-5)
0–2 Plague Bearers; 50 Gold Crowns to hire
Plague Bearers are daemons of the Chaos god Nurgle, also known as the Lord of
Decay. They can be identified by their cyclopean faces and horrifically decayed
bodies. Their entrails hang from tattered holes in their grey-green, pox ridden
flesh and the aura of death and decay surrounds them. They are sometimes known
as the Tallymen of Plagues or Maggotkin and are highly revered by the mortal
members of the warband. As with all Daemons they can never be killed or
destroyed for good so long as the power of their god prevails. However, their
presence in the mortal world is tenuous and can only be maintained for long
periods by Dark Magic and sacrifice. In the Carnival, the Plague Bearers revel
in their showy roles as stage actors and players, dressing in filth encrusted
but ostentatious doublet and hose.
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Ld
4
4
3
4
4
1
4
2
10
Weapons/Armor: None. Plague Bearers have huge filth encrusted claws,
which they use to tear and slash at their foes. They therefore neither need nor
use weapons and cannot wear armor.
Special Rules:
Cloud of Flies: Plague Bearers are surrounded by a cloud of
flies, which buzz around them and their combat opponent. They do not affect
the Plague Bearer but distract foes by buzzing into eyes, nostrils and
mouths. A Plague Bearer’s close combat opponent suffers a -1 to hit modifier
on all attacks.
Stream of Corruption: Plague Bearers can spew forth a grotesque
stream of maggots, entrails and filth. This is counted as a shooting attack
with a range of 6" and is resolved at Strength 3 with no saves for armor.
Demonic: Plague Bearers are Daemons of the lord of disease,
Nurgle, and are not made of living flesh but the eternal and unchanging
forces of Chaos. Therefore they never gain Experience.
Immune to Poison: Plague Bearers are the Daemonic embodiment of
disease and pestilence. They are totally immune to all poisons and diseases.
Immune to Psychology: Plague Bearers are Daemons and do not know
the concept of fear. They automatically pass any Leadership-based test they
are required to take.
Cause Fear: Plague Bearers are horrifying supernatural creatures
and therefore cause fear.
Daemonic Aura: Due to the magical, intangible nature of Daemons
they have a special Armor save of 5+. This is modified by the Strength of
the attack as normal and is completely negated by magic weapons and spells.
Plague Bearers’ attacks are considered as magical also.
Daemonic Instability: Plague Bearers are bound to the world by
Dark Sorcery that is highly volatile and unstable. If taken Out Of Action a
Plague Bearer is banished and effectively destroyed on a D6 roll of 1-3 (do
not roll for injury). In addition, if the warband routs then every Plague
Bearer in the warband must take an immediate Leadership test. If this test
is failed, then the Plague Bearer counts as destroyed.
0+ Nurglings; 15 Gold Crowns to hire
Nurglings are tiny Daemons of Nurgle and are viewed by other followers of the
pus god as akin to his beloved children. They are like rotten boils with legs
and razor sharp teeth, that pick and tear and infect their foes with
filth-encrusted claws. Nurglings are generally more of a nuisance in a fight
than any real threat but in sufficient numbers can overwhelm even the toughest
of warriors. Nurglings are mischievous little bundles of filth and pus and take
great delight in their part in the Carnival of Chaos, not only as musicians but
also as fools and slapstick comedians. Nurglings often befriend the children of
each village they visit, only revealing their foul identity to their terrified
victims at the final stage of ‘Nurgle’s Great Play’.
M
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Ld
4
3
0
3
2
1
3
1
10
Weapons/Armor: None. Nurglings do not use weapons or wear armor.
Special Rules:
Cloud of Flies: Nurglings are surrounded by a cloud of flies,
which buzz around them and their combat opponent. They do not affect the
Nurglings but distract foes by buzzing into eyes, nostrils and mouths. A
Nurgling’s close combat opponent suffers a -1 to hit modifier on all
attacks.
Swarm: You may summon as many Nurglings as you wish (i.e. you may
have more than five Nurglings in a Henchman group).
Daemonic: Nurglings are Daemons of the diseased Lord Nurgle and
are not made of living flesh but the eternal and unchanging forces of Chaos.
Therefore they never gain Experience.
Immune to Poison: Nurglings are the Daemonic embodiment of
disease and pestilence. They are totally immune to all poisons and diseases.
Immune to Psychology: Nurglings are Daemons and do not know the
concept of fear. They automatically pass any Leadership-based test they are
required to take.
Daemonic Aura: Due to the magical, intangible nature of Daemons
they have a special Armor save of 5+. This is modified by the Strength of
the attack as normal and is completely negated by magic weapons and spells.
Nurglings’ attacks are also considered as magical.
Daemonic Instability: Nurglings are bound to the world by Dark
Sorcery that is highly volatile and unstable. If taken Out Of Action a
Nurgling is banished and effectively destroyed on a D6 roll of 1-3 (do not
roll for injury). In addition, if the warband routs then every Nurgling in
the warband must take an immediate Leadership test. If this test is failed,
then Nurgling counts as destroyed.
0+ Brethren; 25 Gold Crowns to hire
Brethren are the crazed and devoted followers of Nurgle the Lord of Decay.
They have totally embraced the philosophy of the great Lord of Decay and the
path of damnation is the road that they have chosen. Most brethren are infected
with foul diseases and some have even started to decay. Their faces are covered
in warts and boils and other lesser gifts of their lord. In the Carnival, the
Brethren take on all of the minor roles: stagehands, puppeteers, etc.
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4
3
3
3
3
1
3
1
7
Weapons/Armor: Brethren may be equipped with weapons and armor
chosen from the Carnival of Chaos Equipment list.
0–1 Plague Cart; 120 Gold Crowns to hire
The Plague Cart is the embodiment of Nurgle and the core of the Carnival of
Chaos. Bedecked in the colorful, garish finery of the coaches of traveling
players and thespians, the Cart easily draws the eyes of the dull and bland
peasantry of the villages. However, the canvas is tattered and rotten, the frame
splintered and bent, the metalwork pitted and rusted and the steeds rotted and
dank. Few mortals have ever seen the interior of one of these most sinister of
vehicles for it is only the Carnival Master and his Daemonic minions that are
permitted entry. It is rumored that these ramshackle wagons contain a pentagram
daubed with dark runes of incredible potency that actually creates a portal to
the realms of Chaos and the dwelling place of great Nurgle himself.
Profile
M
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A
Ld
Cart
-
-
-
-
8
4
-
-
-
Wheel
-
-
-
-
6
1
-
-
-
Horse
8
-
-
3
3
1
3
-
-
Guardian
-
3
-
3
3
-
3
1
-
Weapons/Armor: None. The Plague Cart’s Guardian does not use or need
weapons but suffers no penalties for fighting unarmed. Therefore it cannot use
weapons and cannot wear armor.
Special Rules:
Plague Cart: The Daemonic nature of the Plague Cart fills both
the Daemons and mortals of the Carnival of Chaos with vigor. The maximum
number of warriors allowed in the warband is increased by +2. In addition,
the Daemonic Instability of the Daemons within the warband is slightly
offset. Plague Bearers and Nurglings may re-roll Leadership tests for
Instability and may +1 to their Injury tests if taken Out Of Action.
Guardian: The Guardian comes as part of the Plague Cart. In fact,
more often than not he is physically bonded to the cart in some twisted
nightmare of flesh and wood. He may therefore never dismount from the cart
or leave under any circumstances. In addition, as he is part of the Cart he
cannot be injured unless the Cart is destroyed in which case so is he. The
Guardian is considered a Daemonic creature and so never gains any
Experience. Attacks from the Guardian cause Nurgle’s Rot (see below).
Immune to Psychology: The Plague Cart and Guardian are considered
Daemonic and don’t know the concept of Fear. The Plague Cart
automatically passes any Leadership-based test it is required to take.
Magic: Nurgle Rituals
The Carnival Master uses the rituals of Nurgle to pervert and corrupt nature,
inflicting hideous diseases for which there are no known cures. Roll a D6.
Daemonic Vigor: The Master imbues his Daemonic minions with
supernatural power.
Any Plague Bearers or Nurglings within 8" of the Master increase their
Daemonic
Aura save from 5+ to 4+ until the beginning of their next turn. Difficulty 8
Buboes: The Master bestows the gift of pus-filled buboes upon his
enemies.
This spell has a range of 8" and affects a single enemy warrior. The warrior
must
pass a Toughness test or lose a Wound. No Armor saves are allowed.
Difficulty 7
Stench of Nurgle: The Master spews forth a foul, stinking mist
that chokes his foes.
This spell has a range of 6" and affects all living creatures – friend or
foe. Each
enemy warrior in range must pass a Toughness test or lose an Attack until
their
next turn. Difficulty 8
Pestilence: The Master inflicts horrible diseases upon the
unbelievers.
All enemy models within 12" of the Master suffer a Strength 3 hit. No Armor
saves are allowed. Difficulty 10
Scabrous Hide: The Master’s skin becomes tough and leathery like
that of his patron god.
The Master has an armor save of 2+ which replaces any normal Armor save.
The Scabrous Hide lasts until the beginning of his next Shooting phase.
Difficulty 8
Nurgle’s Rot: The Master bestows the blessing of the Plague God
upon his foe.
All enemy models in base contact with the Master must immediately test
against
their Toughness or contract Nurgle’s Rot (see Nurgle’s Rot below).
Difficulty 9
Blessings of Nurgle
Those that worship at the fetid altar of the Lord of Decay suffer from
terrible diseases and decay, which are known as Blessings of Nurgle. Blessings
of Nurgle may be bought for Tainted Ones only when they are recruited; you may
not buy new Blessings for a model after recruitment. Any Tainted may have one or
more Blessings. The first Blessing is bought at the price indicated, but second
and subsequent Blessings cost double.
Stream of Corruption: The Tainted One can spew forth a grotesque
stream of maggots, entrails and filth. This is counted as a shooting attack
with a range of 6" and is resolved at Strength 3 with no saves for armor.
Cost: 25 Gold Crowns
Nurgle’s Rot: The Tainted One is infected with the deadly
pestilence of its lord – Nurgle’s Rot. In addition, the Tainted One is
immune to all poisons. Nurgle’s Rot is a deadly contagion for which there is
no known cure. This virulent disease can be passed on in hand-to-hand
combat. If the Tainted One makes a successful to hit roll of 6 this will
result in the target model contracting the Rot (note: Nurgle’s Rot only
affects the living, so Undead, Daemons and the Possessed are unaffected).
Once a warrior has contracted the Rot, mark this on the warband roster.
Rather than killing the victim immediately, the Rot can take some time to
set in. From now on, before the start of each battle, the warrior must pass
a Toughness test. If successful, his constitution has managed to stave off
the Rot’s effects. If unsuccessful, the warrior loses one point of Toughness
permanently (if he reaches zero, he has succumbed to the Rot and died,
remove him from the roster). In addition, if a 6 is rolled for the Toughness
test then he has unwittingly passed the Rot on to another member of the
warband (randomly allocate a warband member and mark this on the roster).
Cost: 50 Gold Crowns
Cloud of Flies: The Tainted One is surrounded by a cloud of
flies, which buzz around him and his combat opponent. They do not affect the
Tainted One but distract foes by buzzing into eyes, nostrils and mouths. The
Tainted One’s close combat opponent suffers a -1 to hit modifier on all
attacks. Cost: 25 Gold Crowns
Bloated Foulness: The Tainted One is a huge, disgusting mass of
diseased, flabby folds. It gains +1 Wound and +1 Toughness but has its
Movement reduced by -1. Cost: 40 Gold Crowns
Mark of Nurgle: The Tainted One is burned with the great mark of
Nurgle, the three spheres, that weep foul pus constantly. It gains +1 Wound
and is immune to all poisons. Cost: 35 Gold Crowns
Hideous: The Tainted One is so disgusting that its flesh hangs in
tatters from its body and its entrails are rotten and exposed. It causes
Fear. Cost: 40 Gold Crowns