SOLDIERS OF
THE GORRUM EMPIRE

Warhammer: The Gorrum Empire
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On this page are listed the Warriors of the Gorrum Empire.  The Warriors of the Gorrum Empire include a number of trained warriors from many different and distinct races, using all manner of weaponry and war machines.
GORRUM

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Gorrum Warlords are most often seen commanding the armies of the Gorrum Empire, leading its troops into battle.

M WS BS S T W I A Ld

Gorrum 4 3 3 3 4 1 3 1 7
Gorrum Hero 4 5 4 4 5 2 5 3 8
Gorrum Warlord 4 6 4 4 5 3 6 4 9

 

GORRUM CHI

The Gorrum Chi are huge muscular beings.  They are brown-skinned with black eyes and hair and tend to wear long drooping mustaches.  They stand over seven feet tall, and they are wide and bulky of build.

Sometimes a Gorrum Empire army is led to war by one of the mightiest leaders of the Gorrum Chi, a Warmaster.  This is a rare event, usually only occuring when the entire Empire is threatened.

M WS BS S T W I A Ld

Gorrum Chi 4 4 3 4 4 1 3 1 8
Gorrum Chi Hero 4 6 4 5 5 2 5 3 9
Gorrum Chi Warmaster 4 7 4 5 5 3 6 4 10

Special Rules:

Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.

 

GORRUL

The Gorrul are wiry, slim beings with brown skin, dark eyes and hair.  They don't have the massive muscles of their cousins, but they make up for it with agility and speed.

M WS BS S T W I A Ld

Gorrul 4 3 3 3 3 1 4 1 7
Gorrul Hero 4 5 3 4 4 2 5 3 8

 

GORRBA


The Gorrbas are small of stature, and lightly built.  They are more rustic than the other races of the Empire, living in the deep forest and in mountain caves and tunnels underground.  Some are foresters, while others are miners in the mines of the Empire.   They have dark brown skin, and they tend to wear clothing of earth colours.

M WS BS S T W I A Ld

Gorrba 4 2 3 3 3 1 2 1 6
Gorrba Hero 4 4 3 4 4 2 3 3 7

Special Rules:

Hate Chaos Dwarfs: Gorrba hate Chaos Dwarfs so intensely that they will often fight to the death rather than run away or let themselves be enslaved by them.  When fighting Chaos Dwarfs Gorrba are affected by the rules for hatred as described in the Warhammer rulebook.

 

GORRUL ASSASSIN

Gorrul Assassins are priests of the goddess Kari, and they are trained to kill silently and to eliminate any threat to the Empire or Kari.  These are the death dealers, the shadows, the spiders, who strike without warning.

M WS BS S T W I A Ld

Gorrul Assassin 5 6 4 4 4 2 7 3 8

Special Rules:

Poisons: The Assassin carries an assortment of poisons and toxins that he coats his weapons with.  This gives the Assassin's weapons an additional +2 Strength.

Spider Hole: The Assassin may set up anywhere on the battlefield, including the enemy's deployment area, hidden in a 'spider hole' (this is a hole with a trap door covering it camouflaged to look like the existing terrain).  In game terms this means that the Assassin is not actually set up on the table at the start of the game and the controlling player may place him on the table at any point he wishes during the game.  This can be within charge reach of an enemy character or unit and he may immediately charge the opponent.

Independent: The Assassin is an independent character and may never join or lead a unit.

Dodge: The Assassin has a special save of 5+ for his incredible agility and skill at dodging out of danger.  This is an unmodified special save.

Psychology: The Assassin is immune to all psychology and never has to take a Break test.  If he is called upon to make any Leadership roll, no dice are actually rolled, as he will automatically pass.

 

GORRUM MAGI

Some Gorrum are born with a proclivity toward magic, alchemy, and astronomy, and these become the Magi, Alchemists, and Seers of the Empire.  Gorrum Magi Lords are the masters of magic within the Gorrum Empire, weaving the winds of magic to do their bidding.

M WS BS S T W I A Ld

Gorrum Magi 4 3 3 3 4 2 3 1 8
Gorrum Magi Lord 4 3 3 4 4 3 3 1 9

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

 

GORRBA SHAMANS

The Gorrba Shamans are the magic users of the Gorrba race.  They use ancient rituals to pull the winds of magic to themselves and cast spells.  The Gorrba Shaman Lords represent the highest of the Gorrba magic users.

M WS BS S T W I A Ld

Gorrba Shaman Lord 4 2 3 3 4 3 3 1 7

Special Rules:

Hate Chaos Dwarfs: Gorrba hate Chaos Dwarfs so intensely that they will often fight to the death rather than run away or let themselves be enslaved by them.  When fighting Chaos Dwarfs Gorrba are affected by the rules for hatred as described in the Warhammer rulebook.

 

GORRUM CHARIOT

The Gorrum Empire employs a number of Gorrum and Gorrum Chi warriors riding in chariots.

M WS BS S T W I A Ld

Chariot - - - 5 5 4 - - -
Gorrum - 3 3 3 - - 3 1 7
Gorrum Chi - 4 3 4 - - 3 1 8
Boar 7 4 - 3 - - 3 1 -

Special Rules:

Chariots

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.

 

CAVALRY OF THE GORRUM EMPIRE

Gorrba, Gorrul, Gorrum, and Gorrum Chi warriors often ride to battle on wolves, boars and dragonnels.  Dragonnels are large reptilian beasts which are captured and then used as mounts in battle by the Gorrum Chi.

M WS BS S T W I A Ld

Gorrum Chi Dragonnel Rider 4 4 3 4 4 1 3 1 8
Gorrum Boar Rider 4 4 3 3 4 1 3 1 7
Gorrba Wolf Riders 4 2 3 3 3 1 2 1 6
Gorrul Wolf Riders 4 3 3 3 3 1 4 1 7
Dragonnel 8 3 0 4 4 1 1 2 3
Boar 7 4 0 3 4 1 3 1 3
Giant Wolves 9 4 0 3 3 1 3 1 3

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.

Fear: Dragonnels are large and frightening monsters with scaly skins and hideously sharp teeth Dragonnels and troops riding Dragonnels therefore cause fear as described in the Warhammer rules.

Stupidity: Dragonnels are not very bright creatures and sometimes become confused or go inexplicably wild. In battle they are inclined to be lazy and sluggish until they have tasted blood, needing to be goaded into their first action. They are therefore subject to stupidity as described in the Warhammer rulebook until they have fought a round of hand-to-hand combat. This means a Stupidity test must be taken at the start of each turn, using the Ld value Of the Dragonnel's rider. Once a Dragonnel has become involved in a round of hand-to-hand combat (either on its own or as part of a Unit ) it is no longer subject to stupidity and may be used normally for the rest of the battle.

Save: Dragonnels are large, thick-skinned and very difficult to kill. They are Cold-blooded creatures and hardly seem to be affected at all by wounds that would cause a warm-blooded creature to writhe in agony. A Dragonnel rider therefore receives an extra bonus onto his armour saving roll, +2 rather than +1 for other mounts such as horses. So, for example, a Gorrum rider wearing light armour and a shield has an armour save of 3+ compared to 4+ for a Gorrum wearing the same armour and riding a horse, and 5+ for the same Gorrum fighting on foot.

Light Cavalry. Gorrul and Gorrba Wolf Riders are Light Cavalry.

Hate Chaos Dwarfs. Gorrba hate Chaos Dwarfs so intensely that they will often fight to the death rather than run away or let themselves be enslaved by them.  When fighting Chaos Dwarfs Gorrba are affected by the rules for hatred as described in the Warhammer rulebook.

 

GORRUM ASSAULT WARRIORS

Assault Warriors are trained and equipped to fight in a variety of situations, able to perform assaults, defensive stands, and ranged attacks.

M WS BS S T W I A Ld

Gorrum Assault Warrior 4 4 3 3 4 1 3 1 7

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

 

GORRUL THUGGES

The Thugges are followers of the goddess Kari, and they worship her aspect as the destroyer of Life.  They are trained assassins who hunt down and slay the enemies of their goddess and their Emperor.

M WS BS S T W I A Ld

Gorrul Thugge 4 3 3 3 3 1 4 1 7

Special Rules:

Scouts: Gorrul Thugges may use the Scouts rules described in the Warhammer rulebook.

Skirmishers.  Gorrul Thugges may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.

Poisoned Attacks: Gorrul Thugges used poisoned blades, and thus count as having Poisoned Attacks.  See the Warhammer rulebook for the rules for Poisoned Attacks.

 

SWORDMASTERS

Swordmasters dedicate themselves to mastering the sword in all its different variations.  They train for hours daily to perfect their skills with the blade.  Most are guards and attendants upon the Temples of Parjanya.

Gorrba Swordmasters are a part of the Emperor's personal guard.  The Emperor often sends out detachments of his guard to act as a guard for the generals of his army.

M WS BS S T W I A Ld

Gorrba Swordmaster Hero 4 5 3 4 4 2 5 3 8
Gorrum Swordmaster 4 6 3 4 5 2 5 3 8
Gorrum Chi Swordmaster 4 7 3 5 5 2 5 3 9
Gorrba Swordmaster 4 3 3 3 3 1 3 1 6

Special Rules:

Swordmasters: Swordmasters may strike at their Initiative with greatswords, they do not automatically strike last.

Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.  Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Hate Chaos Dwarfs: Gorrba hate Chaos Dwarfs so intensely that they will often fight to the death rather than run away or let themselves be enslaved by them.  When fighting Chaos Dwarfs Gorrba are affected by the rules for hatred as described in the Warhammer rulebook.

 

GROLLACS

The Grollac are the strangest of all the races of the Empire. They live alone or in small tribal groups deep in the mountains subsisting from hunting and foraging. They are huge four-armed beings who tower over the Gorrum Chi, and it is lucky for the ruling classes that they are so few and that they are generally peaceful until the bloodlust takes them in battle. With the scent of battle and the bloodlust in their hearts, they become raging terrors and machines of death and destruction.

M WS BS S T W I A Ld

Grollac 6 3 2 4 4 3 2 3 7

Special Rules:

Fear: Grollacs are large and extremely threatening monsters, and cause fear as described in the Psychology section of the Warhammer rulebook.

 

WAR ELEPHANTS

Elephants are large creatures imported from the Indus, and use for war and for beasts of burden. War Elephants are specially trained for use in war. The Gorrum equip them with a Howdah carrying an armed crew of troops armed with missiles and long handled halberd weapons. The usual crew will be made up of twelve armed troops, plus the mahut, who rides astride the Elephant's neck. The mahut carries a large spike to drive into the head of the Elephant if it goes on a rampage. The howdah can also be equipped with a single ballista.

M WS BS S T W I A Ld

War Elephant 6 3 0 6 6 6 2 2 6
Gorrba Crew 4 2 3 3 3 1 2 1 5
Gorrul Crew 4 3 3 3 3 1 4 1 7
Howdah - - - - 7 3 - - -

Special Rules:

Howdah. The crew rides in an ornate howdah decorated in the colours of their Lord. The crew is armed with missile weapons and long handled halberds. The mahut carries only a hand weapon, a big spike, and a shortbow.

Tough Hide. Elephants have a very thick, tough hide that gives them an armour save of 5+ that can never be modified to worse than 6+.

Elephant Rampage. Elephants may rampage if they are wounded. The mahut must immediately make a Ld roll, and then make a d6 roll if the Ld roll is failed, and on a 6 the Elephant will rampage 2d6" in a random direction. Roll the scatter dice for the direction, and 2d6 for the distance. The Elephant will trample any troops that it contacts. If the elephant makes contact with friendly troops, roll combat results for the Elephant alone, and have your opponent make the dice rolls. If the Elephant makes contact with an enemy unit, the crew may also fight. This will be worked out immediately as soon as the Elephant has taken any wound.

After an Elephant rampages, the mahut may take an additional Ld test, and if he passes this test, he will drive a spike through the Elephant's brain, and the Elephant will stop in its tracks, falling to the ground dead.

Death of an Elephant. If an Elephant is killed, the mahut and crew will form an infantry unit, and will be subject to all normal rules for unit cohesion, leadership, etc.. The mahut and crew will be subject to the rules for hatred toward the character and/or unit that caused the death of the Elephant.

Ballista. If a Ballista is mounted in the howdah, it may only fire across the front 90 degree arc, and it will use the BS of the crew. It will not have its own separate crew, it will be fired by the normal crew of the howdah. It uses the same rules as all other bolt throwers.

Charge Bonus. The crew and the Elephant get normal charge bonuses.

Shooting at the Elephant and Crew. Any shots at the Elephant and crew will be randomised as follows:

D6 Hit Location
1-2 Howdah
3-5 Elephant
6 Crew

Hand to Hand Combat. Hand to Hand combat against the Elephant and crew is also randomised, but as there is a better chance to hit the crew in hand to hand, it is randomised on the following chart:

D6 Hit Location
1 Howdah
2-4 Elephant
5-6 Crew

No Crew Left. If all the crew are slain, refer to the Monster Reaction Table in the Warhammer Rulebook to see what the Elephant does.

Causes Fear. Elephants cause fear as per the rules for psychology in the Warhammer Rulebook.

They also cause terror in all horses, including those ridden by troops that are normally immune to psychology, so all mounted troops on horses are subject to the rules for terror as per the rules for psychology in the Warhammer Rulebook. This does not effect the mounts of troops in the army which contains the Elephants, as they are accustomed to them. They also only cause fear in mounted troops of opposing armies that contain Elephants.

 

ARTILLERY OF THE GORRUM EMPIRE

Sometimes when the armies of the Gorrum Empire march off to war they bring machines of destruction with them for battering down city walls or smashing their enemies' battle lines.  The Stone Thrower and Bolt Thrower are two such machines.

The Engineers of the Gorrum Empire have been able to construct cannons of intense power that rival even the Great Cannons of the Empire.

The Celestial Fire Rocket carries an explosive charge, but due to its unpredictable nature it does not always explode when the rocket lands. Sometimes the rocket will smash into the ground and simply bury itself without exploding. On other occasions the rocket will hit the ground and spin round madly before its propellant splutters into life once more carrying the rocket off in a new direction. A rocket that goes wild in this way can sometimes hop and skip across the battlefield, changing direction several times before it explodes.

M WS BS S T W I A Ld

Gorrum Crew 4 3 3 3 4 1 3 1 7
Gorrul Crew 4 3 3 3 3 1 4 1 7
Stone Thrower - - - - 7 3 - - -
Celestial Fire Rocket - - - - 7 3 - - -

Special Rules:

Stone Thrower.  Stone Throwers are stone throwers and complete rules can be found in the Warhammer rulebook (pages 120-121).

Cannon.  Cannons are cannons and complete rules can be found in the Warhammer rulebook (pages 122-123).

Bolt Thrower.  Bolt Throwers are, naturally, bolt throwers and complete rules can be found in the Warhammer rulebook (pages 124-125).

Celestial Fire Rocket.  The Celestial Fire Rocket's shots are worked out in the same way as shots from a stone thrower. First pivot the launcher so that it is pointing in the direction you wish to fire, then declare how far you want to fire the rocket, guessing the range as accurately as you can. The maximum range you are permitted to guess is 48". Once you have made your guess place the missile template directly over the spot you have guessed.

To see where the rocket lands roll both the scatter and artillery dice. If the scatter dice rolls, a HIT then the rocket Is where you have aimed it. If you roll an arrow then the rocket veers off course and lands in the direction indicated.

If the artillery dice rolls a MISFIRE then something has gone wrong - roll a D6 and consult the Celestial Fire Rocket fire Chart opposite. If you roll a number on the artillery dice then this is the distance in inches the shell veers off target as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT on the scatter dice then a number score on the artillery dice is ignored (a number simply indicates that the shot has not misfired).

DAMAGE

The rocket only causes damage when it explodes; it inflicts no damage if it merely strikes the ground and shoots off in another direction. Once you have established where the rocket explodes damage can be worked out. Any model that lies directly under the hole in the template is hit automatically. Note that only one model can lie within the hole and if there is any doubt it is the model which lies under the exact center which is hit. As with stone throwers models whose bases lie under the rest of the template are hit on the D6 roll of a 4+.

Once you have worked out which models have been struck by the exploding shell work out damage in the normal way. Roll for each target to determine if you have caused damage The exploding shell has a Strength of 5. A damaging hit from a Celestial Fire Rocket causes D3 wounds, but as most creatures have only one wound it is not always necessary to make this dice roll.

Maximum Range you may guess

Strength

Wounds

Save

48"

5

D3

-2 Modifier

The rocket launcher itself is solidly built and difficult to damage. It has a profile as shown below and has 3 wounds. However, because of the explosive nature of the rockets, every time a wound is suffered roll a D6. On the score of a 6 the launcher explodes and is destroyed together with its crew.

Move

Toughness

Wounds

3"

7

3

A Celestial Fire Rocket launcher can be moved by its crew at 3" per turn so long as it has a full crew of two. If one crew member is slain movement is reduced proportionally (ie, halved). The Celestial Fire Rocket cannot move and fire during the same turn, other than to pivot on the spot to aim at its target.

If one crewman is slain the weapon may continue to fire normally. Should both crew be slain the weapon is useless and may not fire.

CELESTIAL FIRE ROCKET MISFIRE CHART

D6 Roll
1-2 Boom! The rocket explodes as it is being loaded. The machine is destroyed and the crew slain.
3-4 The fuse fizzles out and the rocket fails to fire. It takes a complete turn to replace the rocket and prepare to fire, so you not only fail to shoot this turn but you cannot shoot again next turn either.
5-6 The rocket goes out of control and lands 4D6" in the direction you have aimed it. Place a small token, dice, or other convenient marker on the spot and roll a D6.
1, 2 or 3 - The rocket explodes. Place the template where the rocket lands and work out damage as normal.
4, 5 or 6 - The rocket strikes the ground and spins like crazy before relaunching itself into the air. The rocket lurches a further 4D6" through the air in a random direction (use scatter dice). Mark where the rocket lands and roll another D6 on this chart (1-3 explodes, 4-6 spins off randomly 4D6''). Continue rolling until the rocket explodes.
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