5th/6th Additional Chaos God: Malal

By Poor Dick, in Chaos in the Old World

As with all things Warhammer, the niggling urge to insert my favorite Chaos god, Malal, grew overpowering.

For those unfamiliar with this Chaos God, his purview involves self-loathing (including the urge for Chaos to turn in on itself), empowering the disenfranchised to rise up against their oppressors, and undoing the plots of the other Chaos Gods. He was described as having very few (though potent) followers and gaining strength whenever his brethren rose in power.

Below are some of my musings on how to insert him. Everything below is subject to change. Comments and criticism are welcome.

Potential Names : the Lost God, the Outsider, Malice, Malal

Seating Order :

Malal always plays last and should be seated as such.

Setup :

Malal draws one, and only one, card from each of the other players' Chaos card decks to form his starting hand.

Draw Phase :

During the Draw phase, Malal must draw one Chaos Card from another player's hand and reset his power to "5".

Malal has a hand limit equal to that of Tzeentch.

If Malal ends up with a more cards in his hand than his hand limit allows, he must immediately discard cards at random until he reaches his hand limit.

Corruption Phase :

Malal's cultists do not generate any corruption on their own. Instead, each Lumpen may exchange a single corruption token of another god (if present in the Lumpen's region) with one of Malal's.

Dial Advancement Conditions :

Whenever Khorne attempts to (or does) kill one or more figures in a region containing one or more of Malal's figures, and Khorne fails to kill at least one of Malal's figures; Malal may move a dial advancement token from Khorne's dial to his own, once per region each phase.

Whenever Malal replaces two or more of Nurgle's corruption tokens with his own in a Populous region, he may move a dial advancement token from Nurgle's dial to his own.

Whenever Malal replaces two or more of Tzeentch's corruption tokens with his own in a region containing any combination of two or more magic symbols and/or Warpstone tokens, he may move a dial advancement token from Tzeentch's dial to his own.

Whenever Malal replaces one or more of Slaanesh's corruption tokens with his own in a region containing a Noble or Hero token, he may move a dial advancement token from Slaanesh's dial to his own.

Whenever Malal dominates a region containing one or more Skaven tokens and one or more figures belonging to the Horned Rat, he may move a dial advancement token from The Horned Rat's dial to his own.

(Malal's player may only gain tokens by moving them from other active players' dials. If a target god is absent from the game, or otherwise has no dial advancement tokens to take, Malal does not gain an advancement token.)

Threat Value :

If Malal's Threat Value is tied with another player's Threat, Malal's Threat is considered higher.

Threat Dial :

5 Start

9 Score 4 Victory Points

13 Upgrade Card

17 Place 1 Hero token

21 Score 4 Victory Points

25 Upgrade Card

29 Upgrade Card

32 Place 1 Hero token

34 Place 1 Hero token

Victory!

Units *

Greater Demon (x1): Shadowlord 3/4/4

Warrior (x3): Tallykeepers 2/2/2

Cultists (x4): Lumpen 1/0/1

*Any of the unit names could probably be replaced by Doomed One(s).

Upgrade Cards :

Cultist Upgrade (both sets): Lumpen gain the advantages of all other cultist upgrades currently in play, save lower summoning costs.

Warrior Upgrade (both sets): Tallykeepers gain the advantages of all other warrior upgrades currently in play, save lower summoning costs.

Greater Daemon Upgrade (both sets): Shadowlord gains the advantages of all other greater daemon upgrades in currently in play, save lower summoning costs.

Malal Upgrade (base set): When Malal recovers power points in the draw phase, he gains an additional number of points equal to the total number of bonus power points provided by all other power point upgrades currently in play.

Malal Upgrade (base set): During the Draw phase, Malal may draw an additional card from another player's hand.

Malal Upgrade (Morrslieb set): Once per turn, Malal can select another player's in-play, non-unit upgrade. This upgrade is not usable for the rest of the turn.

Malal Upgrade (Morrslieb set): Once per turn, Malal can select another player's in-play, non-unit upgrade. Malal may use this upgrade as his own for the rest of the turn. This does not block the original player's use of the upgrade.

Victory Conditions :

Malal represents the idea of Chaos turning upon itself, and loses if any other god wins. He cannot share a victory.

In game terms, if Malal's player is tied with any other player for winning after checking all other tie breaking conditions, Malal loses.

Cool!