Narrative Gameplay Supplement for Wormhole Daemons

In this guide, you will find additional gameplay elements, rules and stat changes that I believe would enhance your OPR narrative gaming experience, mainly involving Daemons. I do not think this should replace the core gameplay rules provided by Gaetano Ferrara in OPR, since it may prove to be too imbalanced for competitive play, or far less ‘flow’ compared to the standard OPR gameplay. Think of this guide as a tool for you to create a thrilling, more intense and more dark setting to your campaign. I want the Daemons to feel like a more insidious force of nature, like a hurricane that chases after you; almost unstoppable and all your army can do is weather it until it goes away. The inspiration of these rules comes mainly from two books: Warhammer Fantasy Battles’ 1988 Slaves to Darkness and 1990 The Lost and The Damned. I thought the gameplay rules showcased in those books were far too cool to just let go off, especially considering what happened to Chaos Daemons in 8th edition 40K.

Wormhole Daemons are able to traverse to real space from their Havoc realms mainly through wicked and heinous rituals done worshippers of the Havoc gods. On a rare occasion, the ritual may be successful and the leader of the cult would be possessed by a daemon. However this can be a very time, material and life-consuming process. The alternative way for Daemons to materialise in real space is through the mind and body of psychics, though this can be a very brief, albeit brutal event. The presence of a psychic creates a very rare, but very real danger of a Daemonic intrusion. Boundaries between the Havoc realm and real space becomes thin, potentially resulting in an overlap and the materialisation of daemons. Every psychic spell casted is another chance for a Daemon to slip through to wreck havoc. It’s not just psychics that needs to worry about daemons; rumour has it that teleportation attempts are actually vulnerable to Daemonic Intrusions.

It cannot be stressed enough how dangerous even a single daemon is: they are nigh immune to most weapons as they are creatures that do not follow the physical rules of real-space, and their own attacks spell guaranteed death to all those that do not have the means to banish them, or too slow to get out of the way.

narrative gameplay for wormhole daemons.pdf (107.3 KB)

New Special Rules

  1. Warp. A weapon with this special rule gives the user the ‘Warp Charge’ psychic ability. As such, it is not as useful of a weapon for non-psychics.
  2. Warp Charge (4+): This Warp weapon is fully charged with psychic energy, successful Quality rolls against daemons in melee banishes a single Daemon model; no Defence rolls can be made by the Daemon. This effect only lasts for 1 round.
  3. Anti-Daemon. A weapon with this special rule would automatically banish a Daemon model with every successful attack; no Defence rolls can be made by the Daemon.

The Changes for all Wormhole Daemon units

  1. All Daemons are made of Havoc-stuff, and as such they are almost invulnerable to all attacks. This gives them an AP-unmodifiable Defence roll of 2+. However, there are exceptions which force them to use their normal defence roll in their stats, or no defence roll at all!
    i. Psychic attacks (use normal defence roll, affected by AP)
    ii. ‘Fire’-based or ‘flame’-based attacks (use normal defence roll, affected by AP)
    iii. Attacks from a charged ‘Warp’ weapon (no defence roll allowed)
    iv. Attacks from ‘Anti-Daemon’ weapons (no defence roll allowed)
    v. Attacks from Battle Sisters, Sisters from Custodian Brothers and the Terror Assassin from Human Inquisition (use normal defence roll, affected by AP, this is for any attacks that’s not covered by points i, ii, iii and iv)
    vi. Attacks from other Daemons (use normal defence roll, affected by AP)…
  2. Demons are unnaturally resistant to physical harm. All Daemon units that do not have the Tough (X) special rule gains Tough (3), while Daemon units that has Tough (X) to begin with gets the value multiplied by 2.
  3. Melee attacks made by Daemons do not obey the physical laws of real space; Defence rolls cannot be made against Daemon melee attacks. Only other Daemons can make Defence rolls against Daemon melee attacks.
  4. Daemons are truly fearless; the Fear special rule cannot affect them. In addition, Daemons do not need to take any morale tests, the are assumed to automatically pass them.
  5. Daemons are the fears of all living being made manifest. All Daemons that do not have the Fear special rule now has them. Daemon units that already has the Fear special rule would count as having dealt +3 wounds for purposes of morale, instead of +D3 wounds. You could mark this down as Fear (+D3) and Fear (+3) respectively.
  6. All Daemon units are unaffected by terrain effects, with the exception of impassable terrain (unless the GM allows this).
  7. All Daemons are subject to Daemonic Instability. At the start of each round, roll a D6 for every Daemon unit on the table.
    i. On a result of 1, the source channel from the Havoc realm has been cut off and this Daemon unit returns back to the Havoc realm; remove the unit from play.
    ii. On a result of 2, a terrible schism has happened between real-space and the Havoc realm, causing the Daemon unit to suffer one wound and cannot be activated in this round.
    iii. On a 3, boundaries between real-space and the Havoc realm widens; the Daemon unit suffers one wound.
    iv. On a result of 4- 5 , a stead streams of energy spills forth from the Havoc realm; the Daemon unit restores one wound.
    v. On a result of 6 , a massive burst of energy spills forth from the Havoc realm; the Daemon unit restores one wound and becomes invincible in this round.

The Changes for all non-Wormhole Daemon psychics

  1. Psychics (or their equivalent) have their ‘Energy Sword’ or equivalent ‘CCW +5 points upgrade’ replaced with a ‘Warp Blade’ [A3, Warp]. The upgrade cost remains the same.
  2. All psychics that have access to a ‘Warp’ weapon have the ‘Warp Charge’ psychic spell.
  3. Warp Charge (4+): This Warp weapon is fully charged with psychic energy, successful Quality rolls against daemons in melee banishes a single Daemon model; no Defence rolls can be made by the Daemon. This effect only lasts for 1 round.

The Changes for Human Inquisition and Battle Sisters

  1. The Crusader’s Energy Sword gains the ‘Anti-Daemon’ special rule. Successful attacks from this weapon automatically banishes the Daemon models, no Defence rolls are needed. E.g. A Crusader attacks a unit of 5 Blood Warriors. The Crusader makes 2 successful D6 rolls, resulting in 3 Blood Warriors left.
  2. In the Battle Sister faction, The Greater High Sister’s Holy Energy Sword gains the ‘Anti-Daemon’ special rule.

The Changes for Knight Brothers from Battle Brother Detachments

  1. All weapons in the Knight Brothers faction arsenal gain the ‘Anti-Daemon’ special rule. Successful attacks against Daemons automatically banishes the Daemon models, no Defence rolls are needed.

Daemonic Intrusions through Psychic Spells

  1. Whenever a Psychic uses a psychic spell and rolls a natural 6 from the D6, a Daemon has taken notice of the great effort to extract psychic energy, and attempts to burst forth from the mind of the psychic. The psychic spell that it attempts to do originally still goes through. However the Psychic is physically stunned and is currently having a battle of its sanity against a Daemon! It must skip its next activation. I recommend executing your psychic unit in this or the next turn, or proceed below.
  2. After skipping its next activation, roll a D6 and add 1 for every Psychic level to the result. On a result of 7+, the Psychic has warded off the Daemon, and may continue being activated as usual. On a result of 1 to 6, a Daemon has materialised in real-space, bursting forth from the head of the Psychic in a shower of blood and grey matter!
  3. Randomly select a Wormhole Daemon unit (e.g. roll a D38 for GDF or D17 for GDF: F using an online dice tool). Once selected, that Daemon unit will burst forth from the body of the psychic. The Psychic is for all intents and purposes dead.
  4. At the start of each round, the Daemon activates first. It will always attack the closest unit from any player. If no units are in range, it will Rush the closest unit from any player.
  5. This intrusion cannot happen to a Wormhole Daemon player using psychic spells (a Daemonic being cannot manifest itself through the mind of another Daemon!), or a Daemon-Anathema faction.

Daemonic Intrusions through Teleportation

  1. Whenever a unit uses teleportation, it has a chance to be sent by the teleportation algorithm through the Havoc realm. It is during these critical moments that Daemons can take advantage to materialise in the physical universe.
  2. Whenever a unit uses its Ambush special rule to deploy itself on the battlefield, roll a D6. On a 1 or 2, place a Daemon unit 1” away from the deploying unit.
  3. Randomly select a Wormhole Daemon unit by rolling a D4 to determine what horrors have appeared alongside the teleported unit. A roll of 1 brings out a unit of Blood Warriors, 2 – Change Warriors, 3 – Plague Warriors, and 4 – Lust Warriors.
  4. At the start of each round, the Daemon activates first. It will always attack the closest unit from any player. If no units are in range, it will Rush the closest unit from any player.
  5. This intrusion cannot happen to a Wormhole Daemon player teleporting in (their units are already Daemons!), or a Daemon-Anathema faction.

Daemonic Possession through Ritual

  1. This can only be used units from Havoc Brothers, Havoc Brother Disciples, Infected Colonies, Ratmen Clans, Rebel Guerrillas and the Cult Gang from Gangs of Hive City.
  2. This can only be used in Campaigns, as the XP system is necessary.
  3. Only Hero units can be possessed.
  4. There are three ritual methods for your hero to be possessed by a daemon.
  5. Method #1, your Hero must kill six of your own units that has at least 5 xp in one gladiatorial combat session. The sacrificial units need not fight back against your hero, but they may do so at your or the GM’s discretion. Alternatively, roll a D6, on a 2+ the sacrificial units fight back.
  6. Method #2, your Hero must kill one of your own unit that has the full 30 xp in one gladiatorial combat session. The sacrificial units need not fight back against your hero, but they may do so at your or the GM’s discretion. Alternatively, roll a D6, on a 2+ the sacrificial units fight back.
  7. Method #3, your Hero must kill at least 100 enemy units. Since this is a huge amount, make sure to track your Hero’s progress.
  8. Methods #1 and #2 cannot be done in the battlefield when fighting against your opponent’s army. It must be done in a separate, gladiatorial style combat similar to the Random Event #66 of the campaign rules. Your opponent or the GM or an AI will control the sacrificial units should they decide to fight back.
  9. Once the ritual is complete, roll a D4. This is to select which Daemon Champion/Champion* stats your hero will amalgamate. 1 is War, 2 is Change, 3 is Plague and 4 is Lust. To roll a D4, roll a D6, ignoring results of 5 and 6.
  10. For Grimdark Future, select the Daemon Champions. For Firefight, select the Champions.
  11. Your Hero has successfully become a Daemon-Possessed Hero!

Daemon-Possessed Heroes

  1. The changes for Wormhole Daemon units listed above in this guide do not apply to the Daemon-possessed hero.
  2. For GDF, a Daemon-possessed hero will adopt the standard Equipment and standard Special Rules of the chosen Daemon Champion. For Firefight, the hero will become the selected Champion. Discard the previous character’s base stats and item upgrades and adopt the new base stats, but the previous XP and XP upgrades are still retained.
  3. The Hero will gain the Fear special rule if it does not have it originally. If it does, then upgrade the Fear to Fear (+3), where it is considered as having done 3 extra damage in melee for purpose of morale tests.
  4. The Hero can no longer be possessed by any Daemon, so it does not have to roll for Daemonic Intrusions. Rituals no longer work for this Hero in either GDF and Firefight.
  5. If the Hero is reduced to 0 wound, lay it down on its side. On the next turn, the Hero regenerates 1 wound and cannot be activated. This process continues until the Hero restores all its wounds where it can finally be activated. The Hero can be attacked as usual during the regeneration, though reducing its wound to 0 again does not mean it is knocked out. If the Hero was harmed by a psychic spell, a fire or flame-based weapon, a Warp weapon, an anti-Daemon weapon or a Daemonic attack while it is still regenerating, the Hero is knocked out.

Affinity for Daemons

  1. Some factions are more prone to having Daemonic intrusions happening, others less so. They can also affect how well a Daemon retains their existence in real-space. These modifiers affect the D6 roll result for Intrusions and Instability.
  2. Also, whenever a Daemon rolls for Daemonic Instability, the presence of the faction mentioned below can affect the D6 result.
  3. The relevant rules are rule #2 in the ‘Daemonic Intrusions through Psychic Spell’ topic, rule #2 in the ‘Daemonic Intrusions through Teleportation’ topic, and Rule #7 in ‘The Changes for all Wormhole Daemon Units’.
  4. Daemon-prone Factions (-1 to D6 result for Daemonic Intrusions, +1 to Daemonic Instability results):
    i. Havoc Brother Disciples
    ii. Havoc Brothers
    iii. Infected Colonies
    iv. Ratmen Clans
    v. Rebel Guerrillas
    vi. Cult Gang (from Gangs of Hive City)
  5. Daemon-resistant Factions (+1 to D6 result for Daemonic Intrusions, -1 to Daemonic Instability results):
    i. Battle Sisters
    ii. Dark Elf Raiders
    iii. Dwarf Guilds
    iv. Elven Jesters
    v. High Elf Fleets
    vi. Human Inquisition
    vii. Machine Cult
    viii. Orc Marauders
    ix. Soul-Snatcher Cults
    x. Tao Coalition
  6. Daemon-anathema Factions (Never subjected to Daemonic Intrusions, -2 to Daemonic Instability results):
    i. Alien Hives
    ii. Custodian Brothers from Battle Brother Detachments
    iii. Knight Brothers from Battle Brother Detachments
    iv. Robot Legions
  7. Wormhole Daemons are never subjected to Daemonic Intrusions, and their presence have no modifiers to Daemonic Instability results.

narrative gameplay for wormhole daemons.pdf (107.3 KB)

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I didn’t realised there was a Fan-Made Content section. Sorry!

Wow this is a lot of content :slight_smile:
I’ve never played or played against deamonic forces but will look into it!

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Thank you for looking into it! Do let me know if there are inconsistencies or if the rules need clarification.