Daemonic Mounts

By Elgrun, in Black Crusade House Rules

This is a requisition as opposed to a sharing of rules. While I realize that this will almost certainly brought up in new expansions, I can't help but feel it's appropriate to have them now.

There are Tzeentchian Sorcerers traveling on foot, Lords of Khorne walking into battle, and that just seems inherently wrong to me. Surely there must be someone who feels the same way?

I feel that I must throw some kind of suggestions out, so:

An extended Willpower test seems obvious, a -30 modifier for bending it to a purpose it wasn't suited for
A separate test based on the attribute of the particular god
Allignment being necessary, of course, a mark giving a positive modifier

And then the capabilities of the beast and its boons to you. Of course it has its own abilities, Screamers (Or discs, though that should be similar to creating a Daemon Weapon) being capable of flight, Juggernaughts and their rampant strength and violence, Beasts of Nurgle and their vile concoctions, etc.
How would one determine wether you are attacking mount or rider? Allocated by the attacker or the victim?

The Corruption, Infamy, and Experience requirements?

Their possiblitiy as Gifts of the Gods? Or is it too overpowered?
If it is listed, would the tests still apply? I believe they should, it would show the fickle nature of chaos, they gift you with the oppurtunity, if you're not strong enough to make use of it, then you deserve the punishment it dishes out.

Anyways, thoughts, input, all is appreciated

My suggestion is to use existing mechanics as much as possible.

For example, as far as mastery goes, we already have the Daemonic mastery table from the Ritual section. That will do just fine for taking control over daemonic mounts as for anything else. It already gives bonuses for appropriate alignment and marks. I'd probably also just design their summonings as rituals, possibly with the performance requirement of either being aligned to the appropriate god or having their mark, as preference dictates. Or, to help balance the fact that not all characters who want a mark are built for rituals, make it so that anyone may perform the ritual, but it's done to the intended rider, and it's their need to be aligned or marked that matters, and they who do the mastery test with all appropriate modifiers.

I'd also say the attacker decides if they attack the mount or the rider, as usual. I would, however, most likely apply the to hit penalty from running to the rider as well as the mount, and perhaps allow them to count as cover if they rider does something to utilize that.

I'd also not attach any experience, infamy or corruption requirements. If you have what is needed to break them, you can ride them. That's deterrent enough for the beginning character. I would, however, say that slapping them unto the God specific rewards table is a solid idea. Most likely, combine them with Daemon Weapon. If you roll it, you can choose either a mount or a weapon.

Thus, the only real "work" left is statting them up. Which, in the case of the Juggernaut, is already done. Discs could easily be extrapolated from Screamers. Personally, I'd slap on a bit of armor to represent their more metallic nature and replace their warp maws with something more akin to the ranged attack I vaguely recall discs having.

The Slaanesh and Nurgle mounts do require you to either port them from 2nd ed warhammer Fantasy or making them on your own. Either is too much work for me to do :P

Thanks for the input Reverend!

Reverend mort said:

The Slaanesh and Nurgle mounts do require you to either port them from 2nd ed warhammer Fantasy or making them on your own. Either is too much work for me to do :P

Lazy bastard ;) . Here you go. Modified a bit from the book for the Juggernaut I believe, and I separate Unnatural Speed and Agility still:

Daemonic Mount (Chaos Undivided)

WS BS S T Ag Int Per WP Fel
41 1 52 59 34 13 54 38 10

Movement: 12/24/36/72 Wounds: 15 Total TB: 9
Armour: Natural Armour (4 All)
Skills: Awareness +10, Athletics +10, Dodge +20
Weapons: Claws and Fangs (1d10+9 I, Pen 2)
Talents and Traits: Daemonic (4), Unnatural Strength (+4), Unnatural Speed (+4), Deadly Natural Weapons, Swift Attack, Dark Sight, Fear (2), From Beyond, Bestial, Quadruped, Size (Enormous), Natural Armour (4), Daemonic Presence (10m, -10), Unnatural Senses (5).


Juggernaut of Khorne


WS BS S T Ag Int Per WP Fel
50 1 55 58 24 15 28 40 15

Movement: 6/12/18/36 Wounds: 20 Total TB: 10
Armour: Natural Armour (6 All)
Skills: Awareness +20, Athletics +10
Weapons: Horn and Hoof (1d10+10 I, Pen 2, Concussive (2))
Talents and Traits: Daemonic (5), Unnatural Strength (+5) Deadly Natural Weapons, Swift Attack, Lightning Attack, Dark Sight, Fear (3), From Beyond, Bestial, Quadruped, Size (Enormous), Natural Armour (4), Daemonic Presence (10m, -10), Berserk Charge, Brutal Charge (5), Frenzy, Resistance (Psychic Powers), Blood God's Contempt, Furious Impact.


Plague Beast

WS BS S T Ag Int Per WP Fel
30 1 36 67 18 10 64 58 5


Movement: 8/16/24/48 Wounds: 25 Total TB: 14
Armour: Natural Armour (5 All)
Skills: Awareness +20, Athletics +0
Weapons: Tentacles (1d10+6 I, Pen 2, Toxic (2))
Talents and Traits: Daemonic (4), Unnatural Strength (+3), Unnatural Speed (+4), Unnatural Toughness (+4), Deadly Natural Weapons, Dark Sight, Fear (3), From Beyond, Bestial, Quadruped, Size (Enormous), Natural Armour (5), Daemonic Presence (10m, -10), Unnatural Senses (5), True Grit, The Stuff of Nightmares, Embodiment of Decay (as the Daemon Weapon property).


Disc of Tzeentch


WS BS S T Ag Int Per WP Fel
35 1 51 56 44 44 34 58 5

Movement: 10/20/30/60 Wounds: 15 Total TB: 9
Armour: Natural Armour (4 All)
Skills: Awareness +20, Athletics +10, Dodge +10, Forbidden Lore (Warp, Daemonology, Psykers) +20, Linguistics (Black Tongue) +10, Stealth +10

Weapons: Bite (1d10+9 I, Pen 2, Shocking)
Talents and Traits: Daemonic (4), Unnatural Strength (+4), Flyer (10), Deadly Natural Weapons, Dark Sight, Fear (3), From Beyond, Size (Enormous), Natural Armour (4), Daemonic Presence (10m, -10), Unnatural Senses (10), Fateweaver (granted to its rider, as the Daemon Weapon property).


Steed of Slaanesh

WS BS S T Ag Int Per WP Fel
43 1 41 48 51 12 72 51 20

Movement: 16/32/48/96 Wounds: 20 Total TB: 8
Armour: Natural Armour (4 All)
Skills: Awareness +20, Athletics +0, Dodge +30
Weapons: Tongue (1d10+8 I, Pen 2, Hallucinogenic (2))
Talents and Traits: Daemonic (4), Unnatural Strength (+4), Unnatural Speed (+4), Unnatural Agility (+4), Deadly Natural Weapons, Dark Sight, Fear (2), From Beyond, Bestial, Quadruped, Size (Enormous), Natural Armour (4), Daemonic Presence (10m, -10 Willpower, Perception and Agility), Unnatural Senses (10), Fearless, Hard Target.

Looks pretty nice. However, is the Disc of Tzeentch really meant to be that smart? And also, with Daemonic presence, a sorcerer on a disc is... less good a sorcerer due to the WP penalty. Just something I noticed. Then again, minus willpower, Sorcerer with Host of Fiends AND riding on something with a fear rating... corruption pain to mooks!

Yes they are. According to the Tome of Corruption from Warhammer V2 and the Liber Chaotica, anyway. They also can enter the Warp at will (with their rider!) being projections of Tzeentch's toughts into the Empyrean, granted to his champions and maintained in the material world by his will only (as I understand it), but I don't really know how to represent that (except that should the rider die, it will suffer Warp Instability) ; maybe some kind of divination or flicker ersatz (with Corruption points added!).

Personally, I'd probably go one step further, though it would no doubt be a potent ability, which should have equally significant risks: full on warp travel. A Sorcerer on a Disc can physically and totally enter the warp, covering vast distances in amazing time, albeit without much precision in re-emerging and at the mercy of the warp's somewhat hostile relationship to linear time.

Personally, I'd keep long distance travel with this primarily a narrative ability. Sorcerers move quickly on discs. For shorter distances, I'd probably treat it as a form of teleportation, albeit with some heavy risks, and less than perfect accuracy on arrival time and location. 1d10 meter scatter and a two round delay upon a 9 meter scatter, maybe?