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WARRIORS OF
CHAOS
WARRIORS OF CHAOS
WARRIORS OF CHAOS
UNHOLY RESILIENCE:
The Chaos Champion gains +1 Toughness.
IRON SKIN:
The Chaos Champions gets the Natural
Armour (6+) special rule.
MURDEROUS MUTATION:
The Chaos Champion gains +1 Weapon Skill.
UNEARTHLY REFLEXES:
The Chaos Champion gains +1 Initiative.
9
Note that the Chaos Champion must cause the last
unsaved Wound on a model to claim the kill (if a
model suffered multiple Wounds simultaneously,
randomise between the sources to determine which
caused the final Wound).
EVIL EYEBALL:
DARK FURY:
The Chaos Champion gains +1 Attack.
10
SLAUGHTERER'S STRENGTH:
The Chaos Champion gains +1 Strength.
11
AURA OF CHAOS:
The Chaos Champion gains the Ward save (6+)
special rule.
12
DARK APOTHEOSIS:
The Chaos Champion must take a Leadership
test on his own, unmodified Leadership. This
test cannot be re-rolled for any reason. If the
test is failed, the Chaos Champion receives the
Divine Greatness reward (see below). If the test
is passed, the Chaos Champion instead receives
the Daemonhood reward (see below).
Divine Greatness: The Chaos Champion gains
the Stubborn special rule. If the Chaos
Champion already has the Stubborn special
rule, he instead gains +1 Leadership.
Daemonhood: If the Chaos Champion does
not already have a Mark of Chaos, he
immediately gains one from those normally
available to him (owning players choice).
Then, if you have a spare Daemon Prince
model, you can place it anywhere within 6" of
the Chaos Champion that is more than 1" from
any unit or impassable terrain. This Daemon
Prince will retain any equipment, Marks, Chaos
Mutations and Powers, magic items and any
other rewards from this table gained during its
former existence (if it had any). If the Chaos
Champion was your army General or Battle
Standard Bearer, the Daemon Prince remains
so. If the Chaos Champion was a Wizard, the
Daemon Prince retains his Wizard levels and
DAEMON PRINCE:
DAEMONIC:
Models with this special rule has the Fear and Magical
Attacks special rules. In additional, models that are not
Mounts also has the Ward save (5+) and Unstable
Special Rules.
MARKS OF CHAOS:
Many Warriors of Chaos characters and regiments
have, or can purchase, one of the four Marks of Chaos,
detailed below. A character with a Mark of Chaos
cannot join a unit that has a different Mark of Chaos. A
character with a Mark of Chaos cannot join a unit that
has already been joined by a character that has a
different Mark of Chaos.
Mark of Khorne: Models with this Mark have the
Frenzy special rule.
Mark of Nurgle: Models with this Mark add +1 to
their Toughness.
CHAOS CHOSEN:
The Rewards of Chaos: Immediately before rolling
off to see who gets the first turn, each unit of Chosen
must roll 2D6 and consult the Eye of the Gods table. If
a unit of Chosen does not deploy at the beginning of
the game, but deploys later, such as arriving as
Reinforcements, roll as soon as they are placed on the
battlefield. If the result rolled is Damned by Chaos, or
Dark Apotheosis, that result is immediately applied to
the units Chosen Champion (if the unit does not
contain a Chosen Champion, the result is instead
treated as a The Eye Opens result), otherwise the
result is applied to every model in the unit. Note that
the result does not apply to any characters that have
joined the Chosen unit.
WRATHMONGERS:
Range:
Combat
Special Rules:
Extra Attack,
Impact Hits (D3)
ENSORCELLED WEAPONS:
HELLSTRIDERS OF SLAANESH:
Range:
Combat
Strength:
+1
Special Rules:
Magical Attacks
CHAOS DRAGON:
Dark Fire of Chaos: A Chaos Dragon has a Strength 4
Breath Weapon that has the Flaming Attacks special
rule.
Fumes of Contagion: A Chaos Dragon has a Strength
2 Breath Weapon with the Ignores Armour Saves
special rule.
Bonus
Fuelled by Pain: Devastating Charge
Intoxicating Delirium: Stubborn
Insensible to Agony: Ward save (4+)
WARRIORS OF CHAOS
Strength:
As user
Special Rules:
+2 Initiative
JUGGERNAUTS:
Murderous Charge: On a turn in which a Juggernaut
of Khorne makes a successful charge, it has +1
Strength.
SOULFLAYERS:
Coven of Tzeentch: A unit of Soulflayers is
considered to be a Level 2 Wizard that knows the
spells Blue Fire of Tzeentch and Pink Fire of Tzeentch
from the Lore of Tzeentch. This doesnt prevent other
friendly Wizards from knowing the same spells. Each
time the unit casts a spell (or is targeted by a special
rule that affects a Wizard), you must nominate one
Soulflayer or Cataclyst as the caster for the purposes of
line of sight, range, etc. In the event of a Soulflayers
unit rolling a miscast, do not roll on the Miscast table.
Instead, the unit suffers D3 Wounds with no saves of
any kind allowed.
FORSAKEN:
Freakish Mutations: If a unit of Forsaken are in base
contact with one or more enemy units at the start of a
Close Combat phase, roll a D6 on the table below. The
effect lasts until the end of the Close Com bat phase.
D6
1
2
3
4
5
6
Result
Slug Brains: All Forsaken in the unit is
subject to the Always Strikes Last special rule
Razor Talons: All Forsaken in the unit have
the Armour Piercing (1) special rule.
Lashing Tentacles: All Forsaken in the unit
gain +2 to their Initiative.
Venomous Fangs: All Forsaken in the unit
have the Poisoned Attacks special rule.
Healing Flesh: All Forsaken in the unit have
the Regeneration (5+) special rule.
Decapitating Claws: All Forsaken in the unit
have the Killing Blow special rule.
UPGRADES:
Forsaken of Khorne: Forsaken of Khorne have the
Hatred special rule.
Forsaken of Tzeentch: Forsaken of Tzeentch have the
Ward save (6+) special rule.
Forsaken of Nurgle: Forsaken of Nurgle have the Fear
special rule.
Forsaken of Slaanesh: Forsaken of Slaanesh have the
Swiftstride special rule.
WARRIORS OF CHAOS
CHAOS SPAWN:
UPGRADES:
Spawn of Khorne: A Spawn of Khorne has +1
Strength.
Spawn of Tzeentch: A Spawn of Tzeentch has a
Strength 3 Breath Weapon that has the Flaming
Attacks special rule.
Spawn of Nurgle: A Spawn of Nurgle has the
Poisoned Attacks special rule.
Spawn of Slaanesh: A Spawn of Slaanesh gain +2 to
its Initiative.
CHAOS OGRES:
Ogre Charge: Chaos Ogres have the Impact Hits (1)
special rule. A unit of Chaos Ogres adds its current
Rank Bonus to the Strength of any Impact Hits they
inflict.
CHAOS TROLLS:
Troll Vomit: A unit of Chaos Trolls can make Vomit
Attacks instead of their ordinary Attacks in close
combat. Each Chaos Troll that can attack, including
those that can make supporting attacks, can make a
single Vomit Attack at Strength 5. A Vomit Attack hits
automatically with the Ignores Armour Saves special
rule.
DRAGON OGRES:
Storm Rage: Models with this special rule have the
Immunity (Lightning Attacks) special rule. If a model
with this special rule is ever hit by a lightning-based
attack or effect, they immediately gain the Frenzy
special rule.
HELLCANNON:
Caged Fury: The Hellcannon constantly strives to
break free of its bonds. At the beginning of your turn, if
the Hellcannon is not in combat, take a Leadership test.
If the test is failed, pivot the Hellcannon to face the
closest enemy unit. It is then subject to the Random
Movement (3D6) special rule until the beginning of the
next turn, except that it can only move forward.
Doomfire: Doomfire is fired exactly like a Stone
Thrower with the following profile:
Range:
12-60"
Strength:
5(10)
Special Rules:
Move or Fire,
Multiple Wounds (D6),
Slow to Fire
D6
1
4
5
Result
Free at last! The Daemon inside the
Hellcannon violently breaks its bonds. Every
unit within 3D6" takes D6 Strength 5 hits.
Then remove the Hellcannon and its crew
from play.
Schlurp: The Hellcannon sucks its own crew
into its furnace and spits them out in a shower
of gore and bone. Remove the crew from play.
Thzzzz: The Hellcannon fires great pulses of
raw magic. All Wizards within 24" must
immediately pass a Leadership test or suffer a
Miscast. Ignore any instructions to lose dice
from the pool. Any spells lost are determined
randomly.
Grrr: The enraged Daemon inside the
Hellcannon goes berserk. Remove D3 crew.
Blooood! The Hellcannon breaks its chains
and rushes forwards. Move the Hellcannon
3D6" directly forward as if it was subject to
the Random Movement special rule and it was
the Compulsory Movement sub-phase.
Boom! The Hellcannon fires a devastating
blast. Resolve the Doomfire shot as if it were a
direct hit, doubling the Strength of any hit. The
Hellcannon cannot fire for the rest of the
game.
CHAOS WARSHRINE:
Favour of the Ruinous Powers: If a friendly model is
within 12" of one or more Chaos Warshrines when he
rolls on the Eye of the Gods table, he rolls an
additional D6 and discards a single dice of his
choosing.
3
Giver of Glory: Innate bound spell (power level 6).
Giver of Glory is an augment spell that targets D3
friendly models with the Eye of the Gods special rule
within 12". The targets of the spell immediately roll on
the Eye of the Gods table.
SLAUGHTERBRUTE:
Runes of Binding: At the beginning of the game, you
must nominate a single friendly Lord or Hero and make
sure your opponent is aware which model you have
nominated this is the Slaughterbrutes master. If you
have more than one Slaughterbrute, you must nominate
a different Lord or Hero for each Slaughterbrute - if
you do not have enough Lords or Heroes for all your
Slaughterbrutes, the remainder start the game Unbound
(see Unbound, below). Whilst the Slaughterbrutes
master is alive, the Slaughterbrute uses that models
current Weapon Skill and Leadership instead of its own
(unless it would normally be higher).
Unbound: If, at the beginning of its Movement phase,
a Slaughterbrutes master has been slain (or if it started
the game without a master), it is Unbound. An
Unbound Slaughterbrute has the Random Movement
(2D6) and Frenzy special rules. An Unbound
Slaughterbrute can never lose its Frenzy, even if beaten
in close combat. In addition, an Unbound
Result
Hideous Disfigurements: The target must
take D6 Toughness tests, and gains the Fear
special rule for the rest of the game.
Trollbrains: The target must take D6
Toughness tests, and gains the Stupidity
special rule for the rest of the game.
Gift of Mutations: The target must take D6
Toughness tests. After resolving these tests,
one of the units characteristics (roll a D6 to
randomly select between WS, BS, S, T, I or A)
is increased by 1 (to a maximum of 10) and
one of their characteristics (roll another D6 to
randomly select between W S, BS, S, T, I or
A) is decreased by 1 (to a m inim um of 1) for
the rest of the game.
Tide of Transformation: The target must take
D6 Toughness tests. Once the tests have been
resolved, roll a D6: on a 3 or more, choose
another enemy unit within 6" of the initial
target - it must take D6 Toughness tests. Keep
rolling for further victims (each within 6" of
the last target struck), until the roll is less than
3 or there are no more viable targets. A unit
can only be the target of Tide of
Transformation once per casting.
Maelstrom of Change: Place the small round
template over the target and scatter it D6". If a
Hit! is rolled, the template does not scatter.
Every model underneath the template must
take a Toughness test.
Spawnchange: Every model in the target unit
must take a Toughness test. If the target
suffers one or more unsaved Wounds, you can
immediately place a new Chaos Spawn
WARRIORS OF CHAOS
CHAOS GIANT:
Fall Over: Giants are ungainly and frequently
befuddled, as a consequence of which they often fall
down. They are especially prone to this if they've been
raiding the local breweries, which isn't altogether
uncommon.
A Giant must test to see whether it falls over if any of
the following apply:
If it is beaten in close combat. Test once results are
established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle
is reached.
If the Giant decides to Jump Up and Down on an
enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the
Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a
scatter dice. Place the Fallen Giant template with its
feet at the model's base and its head in the direction of
the fall the Fallen Giant template is a special shaped
template, which otherwise uses all the template rules
from the Warhammer rulebook (so any models lying
completely or partially under it are automatically hit).
A model hit by a falling Giant takes a Strength 6 hit
that has the Multiple Wounds (D3) special rule. If the
unit is in combat and the Giant has fallen over whilst
attempting to Jump Up and Down, wounds inflicted by
a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound.
If the Giant is in combat then this wound counts
towards combat resolution.
Once on the ground (you may lie the model down if
you wish) a Giant may get up in his following
Movement phase, but may not move that turn. Whilst
on the ground a Giant may not attack, but he can still
defend himself after a fashion so the enemy must still
roll to score hits on him. If forced to flee whilst on the
ground the Giant is slain the enemy swarm over him
and cut him to pieces. If the Giant gets the opportunity
to pursue his foes whilst he's on the ground he stands
up instead. A Giant may attack in close combat as
usual on the turn he stands up.
Giant Special Attacks: Giants do not attack in the
same way as other creatures. They are far too large and
fractious to take orders and much too scatter-brained to
have any sort of coherent plan. To determine what
WARRIORS OF CHAOS
Result
Yell and Bawl
Thump with Club
'Eadbutt
Result
Yell and Bawl
Jump Up and Down
Pick Up and...
Swing with Club
UPGRADES:
D6
1
Result
Stuff into Bag. The Giant stuffs the victim
into his bag along with sheep, cows and other
plunder. The model is removed as a casualty.
Throw Back into Combat. The victim is
hurled into his own unit like a living missile.
The victim is removed as a casualty, and D6
Strength 3 hits are inflicted on the unit (save as
normal).
Hurl. The victim is hurled into an enemy unit
within 12" of the Giant randomly determine
which. The victim is removed as a casualty,
and the unit takes D6 Strength 3 hits (save as
normal). Unsaved Wounds from these hits
count towards the Giant's combat result. If no
enemy units are in range, treat this as a Throw
Back into Combat result instead.
Squash. This doesn't really bear thinking
about. Suffice to say the model is removed as a
casualty.
Eat. The Giant gobbles his victim up,
swallowing him whole. The model is removed
as a casualty.
Pick Another. The Giant hurriedly stuffs the
victim into his bag or under his shirt (or down
his trousers if they're really unlucky). Treat the
attack as if the Giant had rolled the Stuff into
Bag result, above, and then choose another
victim. The second victim makes a single
attack as usual to avoid being picked up if
he fails, roll again on this table to see what the
Giant does with him.
WARRIORS OF CHAOS
D6
1-2
3-4
Result
Throw back into combat: The victim is
hurled back into their own unit like a
missile. This causes D6 wounds on the
grabbed model with no armour saving
throws allowed, and 2D6 Strength 4 hits
(saves as normal) on the enemy unit. If the
thrown model survives, place it back in the
unit where it may carry on as normal.
Hurl: This works as per the Throw back
into combat result above except that the
target unit may be any chosen enemy unit
within 18" If no such unit is available, treat
this as a Throw back into combat result
instead. In either case should the hurled
victim survive, it is placed in the back rank
of the impacted unit.
Eat: The Mammoth swings the victim into
its maw and bites down. The victim model
is removed as a casualty, and the Mammoth
may immediately recover a single wound it
has lost previously in the game.
Squash and grab another: The
Mammoth's trunk constricts around the
target, crushing their bones to splinters. The
model is removed as a casualty and the
Mammoth then picks another victim. Roll
again on the Pick up and... chart-to see
what happens.
WARRIORS OF CHAOS
1. MIASMA OF PESTILENCE
Cast on 5+
Cast on 10+
4. RANCID VISITATIONS
Cast on 10+
5. FLESHY A BUNDANCE
Cast on 11+
6. PLAGUE WIND
Cast on 15+
WARRIORS OF CHAOS
LASH OF SLAANESH
Cast on 6+
(Signature Spell)
Lash of Slaanesh is a direct damage spell with a range
of 24". Extend a straight line 24" in length, within the
casters forward arc and directly from his base. Any
model whose base falls under the line (determined as
for a bouncing cannonball) suffers a Strength 3 hit with
the Armour Piercing (1) special rule.
1. ACQUIESCENCE
Cast on 6+
2. PAVANE OF SLAANESH
Cast on 7+
3. HYSTERICAL FRENZY
Cast on 8+
10
WARRIORS OF CHAOS
4. SLICING SHARDS
Cast on 10+
5. PHANTASMAGORIA
Cast on 10+
6. CACOPHONIC CHOIR
Cast on 12+
3. BOLT OF CHANGE
4. GLEAN MAGIC
BLUE FIRE OF TZEENTCH
Cast on 6+
(Signature Spell)
Blue Fire of Tzeentch is a magic missile with a range
of 24" that causes D6 Strength D6+1 hits with the
Flaming Attacks special rule. The Wizard can choose
to extend the range of the spell to 48". If he does so, the
casting value is increased to 8+.
Cast on 8+
Cast on 8+
6. INFERNAL GATEWAY
Cast on 16+
WARRIORS OF CHAOS
11
COLLAR OF KHORNE
30 Points
Talisman.
Daemon of Khorne or model with Mark of Khorne
only. The character has the Magic Resistance (3)
special rule.
DAEMONBLADE
25 Points
Magic Weapon
The wielder of a Daemonblade has the Random
Attacks (D3) special rule in addition to his normal
Attacks. However, every To Hit roll of a 1 made by
this character in close combat is resolved against
himself; the character can never re-roll a To Hit roll of
a 1.
CHAOS FAMILIAR
25 Points
Arcane Item
The character adds +1 to all of his channelling attempts
and knows one extra spell than normal for his level.
ALLURE OF SLAANESH
POISONOUS SLIME
20 Points
ACID ICHOR
15 Points
SOUL FEEDER
15 Points
SCALED SKIN
15 Points
12
WARRIORS OF CHAOS
10 Points
10 Points
10 Points
BURNING BODY
FLAMING BREATH
10 Points
10 Points
NURGLE'S ROT
10 Points
HIDEOUS VISAGE
10 Points
MAGIC ITEMS
HELLFIRE SWORD
65 points
Magic Weapon
Close combat attacks made with the Hellfire Sword
have the Flaming Attacks, Multiple Wounds (D3) and
Ignores Armour Saves special rules. After all close
combat blows have been struck, roll a D6 for every foe
slain by the Hellfire Sword - on the roll of a 6, the slain
foes body explodes, inflicting an additional D6
Strength 4 hits on the enemy unit with the Flaming
Attacks special rule. Unsaved Wounds inflicted in this
way count towards the combat result. At the end of
each of the wielders turns, roll a D6; on the roll of a 1,
he suffers one Wound with the Ignores Armour Saves
special rule.
SWORD OF CHANGE
30 points
Magic Weapon
Model with Mark of Nurgle only. Close combat attacks
made with the Filth Mace have the Poisoned Attacks
special rule. Once the wielder has killed an enemy
model in close combat, he immediately gains the
Terror special rule and, from the start of the next Close
Combat phase (friend or foe), all subsequent Attacks
made with the Filth Mace that result in a successful
Poisoned Attack have the Multiple Wounds (D3)
special rule.
ARMOUR OF DAMNATION
30 Points
Magic Armour
Full plate armour. Any model striking the wearer in
close combat must re-roll successful rolls to hit.
10 points
Magic Armour
6+ armour save. The wearer gains the Always Strikes
First and Stupidity special rules.
SKULL OF KATAM
CHALICE OF CHAOS
15 points
Arcane Item
The bearer of the Skull of Katam can choose to consult
it before attempting to channel power dice. If he does
so, roll 2 extra dice. If the bearer consulted the Skull of
Katam, he suffers a -1 Leadership penalty for the rest
of the game for every result of 1 rolled when
channelling if it is ever reduced to 0, he is
immediately removed as a casualty. A Wizard with the
10 points
Enchanted Item
One use only. The bearer of the Chalice of Chaos may
drink from it at the start of any phase. If he chooses to
do so, roll a D6 and consult the table below.
D6
1
30 points
Magic Weapon
Model with Mark of Tzeentch only. If an enemy
character or monster is slain by the Sword of Change in
close combat, roll a D6. On the roll of a 4+, the model
is transformed into a Chaos Spawn under the control of
the owner of the Sword of Change, exactly as if the
enemy model were a Chaos Cham pion that had
suffered a Spawndom result on the Eye of the Gods
table.
FILTH MACE
4
5
Result
Unworthy Fool: The imbiber immediately
suffers a Wound, with no saves of any kind
allowed.
Inhuman Speed: The imbiber gains the
Always Strikes First special rule until the end
of the turn.
Regenerating Flesh: The imbiber gains the
Regeneration (4+) special rule until the end of
the turn.
Dark Fortune: The imbiber gains the Ward
save (5+) special rule until the end of the turn.
Daemonic Strength: The imbiber gains the
Killing Blow special rule until the end of the
turn.
Final Transformation: If the imbiber is
already a Daemon Prince, he instead treats this
result as Unworthy Fool. Otherwise, he must
immediately take a Leadership test. If passed,
he is gifted with Daemonhood, as described on
the Eye of the Gods table. If failed, he is gifted
with Spawndom, as described on the same
table.
PENDANT OF SLAANESH
35 points
Enchanted Item
Model with Mark of Slaanesh only. The bearer of the
Pendant of Slaanesh can only join units that have the
Mark of Slaanesh. No other character may join the
same unit as the bearer and he cannot join units that
already contain a character. Whenever the bearer, or his
unit, take a Break test, it is taken on one less dice than
usual (note that a Break test cannot be passed with
Insane Courage on a single D6). In addition, for each
unsaved Wound the bearer suffers, he gains +1 Attack
for the rest of the battle.
BLASTED STANDARD
25 points
Magic Standard
Units with Mark of Tzeentch only. Each time the
bearer, or his unit, suffer a hit from a shooting attack,
roll a D6 immediately before rolling To Wound. On the
roll of 2+, the Strength of that hit is halved. However,
if the result is a 1, the Strength of that hit is instead
doubled. Attacks that do not roll To Wound, or that
wound automatically, are not affected by the Blasted
Standard.
WARRIORS OF CHAOS
13
BANNER OF RAGE
20 points
Magic Standard
Units with Mark of Khorne only. The bearer of the
Banner of Rage can only join units that are completely
comprised of models with the Mark of Khorne. Only
characters that have the Mark of Khorne may join the
14
WARRIORS OF CHAOS
LORDS
CHAOS LORD
Profile
Chaos Lord
185 points
M WS BS S T W I A Ld
4 8
5 5 5 3 7 5 9
Equipment:
Special Rules:
Hand weapon
Eye of the Gods
Full plate armour
Troop Type
Infantry (Character)
Options:
May be armed with one of the following:
- Additional hand weapon..5 points
- Halberd..10 points
- Flail10 points
- Great weapon.10 points
- Lance.10 points
May take a shield.3 points
May take one of the following:
- Mark of Khorne15 points
- Mark of Nurgle.20 points
- Mark of Slaanesh5 points
- Mark of Tzeentch..15 points
May be mounted upon one of the following:
- Barded Chaos Steed...27 points
- Daemonic Mount...35 points
May be upgraded to have barding...6 points
- Juggernaut of Khorne (Mark of Khorne only)..55 points
- Rot Beast of Nurgle (Mark of Nurgle only)..40 points
- Steed of Slaanesh (Mark of Slaanesh only)...25 points
- Disc of Tzeentch (Mark of Tzeentch only)...30 points
- Chaos Chariot (replacing one of the crew)..110 points
May replace Chaos Steeds with Gorebeast...20 points
- Manticore.150 points
May be upgraded to have Iron-hard Skin..15 points
May be upgraded to have Venom Tail..10 points
- Chaos Dragon..330 points
May take Chaos Mutations and Powers up to a total of..100 points
May take magic items up to a total of.100 points
DAEMON PRINCE
Profile
Daemon Prince
Equipment:
Hand weapon
250 points
M WS BS S T W I A Ld
8 9
5 6 5 4 8 5 9
Troop Type
Monster (Character)
Special Rules:
Daemonic
Options:
May take up to four Wizard Levels (except Daemons of
Khorne)35 points/level
Magic:
May wear one of the following:
A Daemon Prince that is a Wizard uses spells
- Light armour...4 points
from the Lore of Tzeentch or the Lore of Metal
- Medium armour..8 points
if it is a Daemon of Tzeentch, the Lore of
May take Daemonic Flight...25 points
Nurgle or the Lore of Death if it is a Daemon
Must take one of the following:
of Nurgle, and the Lore of Slaanesh or the Lore
- Daemon of Khorne...25 points
of Shadow if it is a Daemon of Slaanesh.
- Daemon of Nurgle25 points
- Daemon of Slaanesh.25 points
- Daemon of Tzeentch25 points
May take Chaos Mutations and Powers up to a total of.100 points
May take magic items up to a total of...50 points
WARRIORS OF CHAOS
15
LORDS
CHAOS SORCERER LORD
Profile
Chaos Sorcerer Lord
Equipment:
Hand weapon
225 points
M WS BS S T W I A Ld
4 5
3 4 4 3 4 3 8
Troop Type
Infantry (Character)
Special Rules:
Eye of the Gods
Options:
May be upgraded to Level 4 Wizard35 points
May wear one of the following:
Magic:
- Light armour...3 points
A Chaos Sorcerer Lord is a Level 3 Wizard
- Medium armour..6 points
who uses spells from the Lore of Fire, Metal,
- Heavy armour.9 points
Shadow or Death. A Chaos Sorcerer Lord with
- Full plate armour..12 points
the Mark of Tzeentch, Nurgle or Slaanesh must May take one of the following:
use either the Lore of Tzeentch or the Lore of
- Mark of Nurgle.20 points
Metal, the Lore of Nurgle or the Lore of Death,
- Mark of Slaanesh5 points
or the Lore of Slaanesh or the Lore of Shadow,
- Mark of Tzeentch.15 points
respectively.
May be mounted upon one of the following:
- Barded Chaos Steed..27 points
- Daemonic Mount..35 points
May be upgraded to have barding...6 points
- Palanquin of Nurgle (Mark of Nurgle only).40 points
- Steed of Slaanesh (Mark of Slaanesh only)..25 points
- Disc of Tzeentch (Mark of Tzeentch only)...30 points
- Chaos Chariot (replacing one of the crew).110 points
May replace Chaos Steeds with Gorebeast...20 points
- Manticore150 points
May be upgraded to have Iron-hard Skin.15 points
May be upgraded to have Venom Tail..10 points
- Chaos Dragon.330 points
May take Chaos Mutations and Powers up to a total of...50 points
May take magic items up to a total of.100 points
CHARACTER MOUNTS
Profile
Warhorse
Chaos Steed
Daemonic Mount
Juggernaut of Khorne
Rot Beast of Nurgle
Palanquin of Nurgle
Steed of Slaanesh
Disc of Tzeentch
Manticore
Chaos Dragon
M
8
8
8
7
7
4
10
1
6
6
WS BS S T W I A Ld
3
0 3 3 1 3 1 5
3
0 4 3 1 3 1 5
4
0 4 4 1 2 2 8
5
0 5 4 3 2 4 7
2
0 4 4 3 2 2 7
3
0 3 - - 3 6 7
3
0 3 3 1 5 1 7
3
0 4 4 1 4 2 7
5
0 5 5 4 5 3 5
6
0 6 6 6 3 6 8
Troop Type
War Beast
War Beast
Monstrous Beast
Monstrous Beast
Monstrous Beast
War Beast
War Beast
Monster
Monster
Special Rules:
Daemonic Mount: Daemonic.
Juggernaut of Khorne: Daemonic, Brass Behemoth, Murderous Charge.
Rot Beast of Nurgle: Daemonic, Poisoned Attacks.
Palanquin of Nurgle: Daemonic, Poisoned Attacks.
Steed of Slaanesh: Daemonic, Armour Piercing (1), Poisoned Attacks.
Disc of Tzeentch: Daemonic, Fly.
Manticore: Fly, Frenzy, Killing Blow.
Chaos Dragon: Fly, Natural Armour (3+), Dark Fire of Chaos, Fumes of Contagion
16
WARRIORS OF CHAOS
HEROES
EXALTED HERO
Profile
Exalted Hero
110 points
M WS BS S T W I A Ld
4 7
3 5 4 2 6 4 8
Equipment:
Special Rules:
Hand weapon
Eye of the Gods
Full plate armour
Troop Type
Infantry (Character)
Options:
May be armed with one of the following:
- Additional hand weapon..4 points
- Halberd8 points
- Flail..8 points
- Great weapon...8 points
- Lance...8 points
May take a shield.2 points
May take one of the following:
- Mark of Khorne15 points
- Mark of Nurgle.20 points
- Mark of Slaanesh5 points
- Mark of Tzeentch..15 points
May be mounted upon one of the following:
- Barded Chaos Steed...20 points
- Daemonic Mount...35 points
May be upgraded to have barding...6 points
- Juggernaut of Khorne (Mark of Khorne only)..55 points
- Rot Beast of Nurgle (Mark of Nurgle only)..40 points
- Steed of Slaanesh (Mark of Slaanesh only)...25 points
- Disc of Tzeentch (Mark of Tzeentch only)...30 points
- Chaos Chariot (replacing one of the crew)..110 points
May replace Chaos Steeds with Gorebeast...20 points
- Manticore.150 points
May be upgraded to have Iron-hard Skin..15 points
May be upgraded to have Venom Tail..10 points
May take Chaos Mutations and Powers up to a total of50 points
May take magic items up to a total of...50 points
CHAOS SORCERER
Profile
Chaos Sorcerer
Equipment:
Hand weapon
120 points
M WS BS S T W I A Ld
4 5
3 4 4 2 4 2 8
Troop Type
Infantry (Character)
Special Rules:
Eye of the Gods
Options:
May be upgraded to Level 2 Wizard35 points
May wear one of the following:
Magic:
- Light armour...2 points
A Chaos Sorcerer is a Level 1 Wizard who
- Medium armour..4 points
uses spells from the Lore of Fire, Metal,
- Heavy armour.6 points
Shadow or Death. A Chaos Sorcerer with the
- Full plate armour....8 points
Mark of Tzeentch, Nurgle or Slaanesh must
May take one of the following:
use either the Lore of Tzeentch or the Lore of
- Mark of Nurgle.20 points
Metal, the Lore of Nurgle or the Lore of Death,
- Mark of Slaanesh5 points
or the Lore of Slaanesh or the Lore of Shadow,
- Mark of Tzeentch.15 points
respectively.
May be mounted upon one of the following:
- Barded Chaos Steed..27 points
- Daemonic Mount..35 points
May be upgraded to have barding...6 points
- Palanquin of Nurgle (Mark of Nurgle only).40 points
- Steed of Slaanesh (Mark of Slaanesh only)..25 points
- Disc of Tzeentch (Mark of Tzeentch only)...30 points
May take Chaos Mutations and Powers up to a total of...25 points
May take magic items up to a total of...50 points
WARRIORS OF CHAOS
17
HEROES
MARAUDER CHIEFTAIN
Profile
Marauder Chieftain
55 points
M WS BS S T W I A Ld
4 6
3 4 4 2 5 3 8
Troop Type
Infantry (Character)
18
Special Rules:
Eye of the Gods
WARRIORS OF CHAOS
Options:
May be armed with one of the following:
- Additional hand weapon2 points
- Spear..3 points
- Flail6 points
- Great weapon.6 points
May take a shield...2 points
May take one of the following:
- Mark of Khorne...15 points
- Mark of Nurgle20 points
- Mark of Slaanesh...5 points
- Mark of Tzeentch.15 points
May be mounted on a Warhorse..14 points
May take Chaos Mutations and Powers up to a total of...25 points
May take magic items up to a total of..50 points
CORE UNITS
CHAOS WARRIORS
Profile
Chaos Warrior
Aspiring Champion
Unit Size: 10+
Special Rules:
Eye of the Gods
Equipment:
Hand weapon
Full plate
armour
Options:
One Chaos Warrior may be upgraded to an Aspiring Champion...10 points
One Chaos Warrior may be upgraded to a musician..10 points
One Chaos Warrior may be upgraded to a standard bearer10 points
- May have a magic standard worth up to..25 points
The entire unit may take one of the following:
- Mark of Khorne2 points per model
- Mark of Nurgle.2 points per model
- Mark of Slaanesh...1 point per model
- Mark of Tzeentch.2 points per model
The entire unit must take one of the following:
- Shields1 point per model
- Additional hand weapons.2 points per model
- Great weapons..3 points per model
- Halberds3 points per model
CHAOS KNIGHTS
Profile
Chaos Knight
Doom Knight
Chaos Steed
Unit Size: 5+
Equipment:
Hand weapon
Full plate
armour
Shield
Barding
Special Rules:
Eye of the Gods
Mount:
Chaos Steed
Unit Size: 1
Crew:
2 Chaos Charioteers
Drawn by:
2 Chaos Steeds
Troop Type
Cavalry
Cavalry
-
Options:
One Chaos Knight may be upgraded to a Doom Knight10 points
One Chaos Knight may be upgraded to a musician10 points
One Chaos Knight may be upgraded to a standard bearer..10 points
- May have a magic standard worth up to..50 points
The entire unit may take one of the following:
- Mark of Khorne2 points per model
- Mark of Nurgle.2 points per model
- Mark of Slaanesh..1 points per model
- Mark of Tzeentch.2 points per model
The entire unit may take one of the following:
- Lances...2 points per model
- Ensorcelled weapons3 points per model
CHAOS CHARIOT
Profile
Chaos Chariot
Chaos Charioteer
Chaos Steed
Gorebeast
Troop Type
Infantry
Infantry
110 points
M WS BS S T W I A Ld
- 5 5 4 - - 4 5
3 4 - - 4 2 8
8 3
0 4 - - 3 1 5
6 4
0 5 - - 2 3 5
Equipment:
Halberd
Scythes
Special Rules (Gorebeast):
Fear
Troop Type
Chariot (Armour save 3+)
-
Options:
May take one of the following:
- Mark of Khorne5 points
- Mark of Nurgle...15 points
- Mark of Slaanesh.5 points
- Mark of Tzeentch...15 points
May replace Chaos Steeds with a Gorebeast.20 points
WARRIORS OF CHAOS
19
CORE UNITS
CHAOS MARAUDERS
Profile
Marauder
Warleader
Unit Size: 10+
Special Rules:
Eye of the Gods
Equipment:
Hand weapon
Troop Type
Infantry
Infantry
Options:
One Marauder may be upgraded to a Warleader10 points
One Marauder may be upgraded to a musician..10 points
One Chaos Marauder may be upgraded to a standard bearer.10 points
The entire unit may take one of the following:
- Mark of Khorne2 points per model
- Mark of Nurgle.2 points per model
- Mark of Slaanesh...1 point per model
- Mark of Tzeentch...1 point per model
The entire unit must take one of the following:
- Shields1 point per model
- Flails..1,5 points per model
- Great weapons..2 points per model
The entire unit may take one of the following:
- Throwing axes1 point per model
- Javelins..1points per model
The entire unit may wear light armour..1 point per model
MARAUDER HORSEMEN
Profile
Marauder Horseman
Marauder Horsemaster
Warhorse
Unit Size: 10+
Equipment:
Hand weapon
Special Rules:
Eye of the Gods
Fast Cavalry
Mount:
Warhorse
20
WARRIORS OF CHAOS
Troop Type
Infantry
Infantry
-
Options:
One Marauder Horseman may be upgraded to a Marauder
Horsemaster10 points
One Marauder Horseman may be upgraded to a musician.10 points
One Marauder Horseman may be upgraded to a standard bearer...10 points
The entire unit may take one of the following:
- Mark of Khorne2 points per model
- Mark of Nurgle.2 points per model
- Mark of Slaanesh..2 points per model
- Mark of Tzeentch.2 points per model
The entire unit must take one of the following:
- Spears.1 point per model
- Flails.2 points per model
The entire unit may take one of the following:
- Throwing axes1 point per model
- Javelins..1,5 points per model
The entire unit may take shields..1 points per model
The entire unit may wear light armour1 points per model
CORE UNITS
FORSAKEN
Profile
Forsaken
Unit Size: 5+
Equipment:
Hand weapon
Heavy armour
M WS BS S T W I A Ld
6
4
0 4 4 1 4 D3 8
Special Rules:
Frenzy
Immune to Psychology
Random Attacks (D3)
Skirmishers
Freakish Mutations
Troop Type
Infantry
Options
The entire unit may take one of the following:
- Mark of Khorne..1 points per model
- Mark of Nurgle...1 points per model
- Mark of Slaanesh1 points per model
- Mark of Tzeentch...1 points per model
CHAOS CULTISTS
Profile
Cultist
Cult Leader
Unit Size: 20+
Special Rules:
Eye of the Gods
Equipment:
Hand weapon
Troop Type
Infantry
Infantry
Options:
One Cultist may be upgraded to a Cult Leader...10 points
One Cultist may be upgraded to a musician...10 points
One Cultist may be upgraded to a standard bearer.10 points
The entire unit may take one of the following:
- Mark of Khorne2 points per model
- Mark of Nurgle.2 points per model
- Mark of Slaanesh...1 point per model
- Mark of Tzeentch...1 point per model
The entire unit may take one of the following:
- Additional hand weapons...1 point per model
- Flails.2 points per model
The entire unit may take throwing weapons point per model
The entire unit may be upgraded to Ambushers..free
CHAOS WARHOUNDS
Profile
Chaos Warhound
Unit Size: 5+
Special Rules:
Vanguard
Troop Type
War Beast
Options:
The entire unit may take any of the following:
- Natural Armour (6+)..1 point per model
- Poisoned Attacks..1 points per model
WARRIORS OF CHAOS
21
SPECIAL UNITS
CHAOS CHOSEN
Profile
Chosen
Chosen Champion
Unit Size: 10+
Equipment:
Hand weapon
Full plate
armour
Special Rules:
Eye of the Gods
The Rewards of
Chaos
Options:
One Chosen may be upgraded to a Chosen Champion...10 points
One Chosen may be upgraded to a musician..10 points
One Chosen may be upgraded to a standard bearer10 points
- May have a magic standard worth up to..50 points
The entire unit may take one of the following:
- Mark of Khorne2 points per model
- Mark of Nurgle.2 points per model
- Mark of Slaanesh...1 point per model
- Mark of Tzeentch.2 points per model
The entire unit must take one of the following:
- Shields1 point per model
- Additional hand weapons.2 points per model
- Great weapons..3 points per model
- Halberds3 points per model
SKULLREAPERS
Profile
Skullreaper
Skullreaper Champion
Wrathmonger
Wrathmonger Champion
Unit Size: 5+
Equipment:
Two hand weapons
(Skullreapers only)
Wrath-flails
(Wrathmongers only)
Heavy armour
M WS BS S T W I A Ld
4 6
3 4 4 2 5 3 8
4 6
3 4 4 2 5 4 8
4 6
3 5 4 2 5 3 8
4 6
3 5 4 2 5 4 8
Special Rules:
Eye of the Gods
Mark of Khorne
Profile
Putrid Blightking
Putrid Blightking Champion
Equipment:
Two hand
weapons
Great weapon
Shield
Heavy armour
22
Special Rules:
Eye of the Gods
Mark of Nurgle
WARRIORS OF CHAOS
Troop Type
Infantry
Infantry
Infantry
Infantry
Options:
One Skullreaper may be upgraded to a Skullreaper
Champion...10 points
One Skullreaper may be upgraded to a standard bearer.10 points
- May have a magic standard worth up to.50 points
The entire unit may replace both their hand weapons with a pair of
ensorcelled weapons5 points per model
The entire unit may be upgraded to
Wrathmongers...10 points per model
PUTRID BLIGHTKINGS
Unit Size: 5+
Troop Type
Infantry
Infantry
Troop Type
Infantry
Infantry
Options:
One Putrid Blightking may be upgraded to a Putrid Blightking
Champion10 points
One Putrid Blightking may be upgraded to a musician..10 points
One Putrid Blightking may be upgraded to a standard bearer10 points
- May have a magic standard worth up to..50 points
SPECIAL UNITS
SKULLCRUSHERS
Profile
Skullcrusher
Skullhunter
Juggernaut of Khorne
Unit Size: 3+
Equipment:
Hand weapon
Full plate
armour
Shield
Special Rules:
Eye of the Gods
Mark of Khorne
Daemonic
(Juggernaut only)
Natural Armour (6+)
Murderous Charge
Troop Type
Monstrous Cavalry
Monstrous Cavalry
-
Options:
One Skullcrusher may be upgraded to a Hell Knight10 points
One Skullcrusher may be upgraded to a musician.10 points
One Skullcrusher may be upgraded to a standard bearer...10 points
- May have a magic standard worth up to.50 points
The entire unit may take one of the following:
- Lances..2 points per model
- Ensorcelled weapons3 points per model
Mount:
Juggernaut of Khorne
HELLSTRIDERS OF SLAANESH
Profile
Hellstrider
Hellreaver
Steed of Slaanesh
Unit Size: 5+
Equipment:
Spear
Shield
M WS BS S T W I A Ld
4 4
3 3 3 1 4 1 7
4 4
3 3 3 1 4 2 7
10 3
0 3 3 1 5 1 7
Special Rules:
Eye of the Gods
Mark of Slaanesh
Fast Cavalry
Daemonic
(Steed of Slaanesh only)
Armour Piercing (1)
(Steed of Slaanesh only)
Poisoned Attacks
(Steed of Slaanesh only)
Soul Hunters
Troop Type
Cavalry
Cavalry
-
Options:
One Hellstrider may be upgraded to a Hellreaver...10 points
One Hellstrider may be upgraded to a musician..10 points
One Hellstrider may be upgraded to a standard bearer...10 points
- May have a magic standard worth up to..25 points
The entire unit may replace their spears with
hellscourges1 point per model
Mount:
Steed of Slaanesh
FLAYERKIN
Profile
Flayerkin
Wallcreeper
Unit Size: 5+
Equipment:
Two hand weapons
Troop Type
Infantry
Infantry
Options:
One Flayerkin may be upgraded to a Wallcreeper.10 points
WARRIORS OF CHAOS
23
SPECIAL UNITS
ROT KNIGHTS
Profile
Rot Knight
Rot Lord
Rotbeast of Nurgle
Unit Size: 3+
Equipment:
Hand weapon
Full plate
armour
Shield
M WS BS S T W I A Ld
4 5
3 4 4 1 4 2 8
4 5
3 4 4 1 4 3 8
7 2
0 4 4 3 2 2 7
Special Rules:
Eye of the Gods
Mark of Nurgle
Regeneration (5+)
Daemonic
(Rotbeast only)
Poisoned Attacks
(Rotbeast only)
Troop Type
Monstrous Cavalry
Monstrous Cavalry
-
Options:
One Rot Knight may be upgraded to a Rot Lord.10 points
One Rot Knight may be upgraded to a musician.10 points
One Rot Knight may be upgraded to a standard bearer...10 points
- May have a magic standard worth up to...50 points
The entire unit may take one of the following:
- Lances2 points per model
- Ensorcelled weapons.3 points per model
Mount:
Rotbeast of Nurgle
SOULFLAYERS
Profile
Soulflayer
Cataclyst
Disc of Tzeentch
Unit Size: 3+
Equipment:
Hand weapon
Spear
Full plate
armour
Shield
M WS BS S T W I A Ld
4 5
3 4 4 1 4 2 8
4 5
3 4 4 1 4 3 8
1 3
0 4 4 1 4 2 7
Special Rules:
Eye of the Gods
Mark of Tzeentch
Daemonic
(Disc only)
Coven of Tzeentch
Options:
One Soulflayer may be upgraded to a Cataclyst..10 points
One Soulflayer may be upgraded to a musician...10 points
One Soulflayer may be upgraded to a standard bearer....10 points
- May have a magic standard worth up to...50 points
Mount:
Disc of Tzeentch
CHAOS WARSHRINE
Profile
Chaos Warshrine
Chaos Shrinemaster
Chaos Shrine Bearers
Unit Size: 1
Crew: 1 Chaos
Shrinemaster
Drawn by:
Chaos Shrine Bearers
24
Troop Type
Cavalry
Cavalry
-
Equipment (Crew):
Hand weapon
Special Rules:
Fear
Random Attacks (D6+2)
(Chaos Shrine Bearers only)
Ward save (4+)
Favour of the Ruinous Powers
Giver of Glory
WARRIORS OF CHAOS
Troop Type
Shrine (Armour save 3+)
-
Options:
May take one of the following:
- Mark of Khorne.5 points
- Mark of Nurgle....15 points
- Mark of Slaanesh...5 points
- Mark of Tzeentch15 points
SPECIAL UNITS
CHAOS OGRES
Profile
Chaos Ogre
Ogre Mutant
Unit Size: 3+
Equipment:
Hand weapon
Medium armour
Special Rules:
Eye of the Gods
Ogre Charge
Options:
One Chaos Ogre may be upgraded to an Ogre Mutant...10 points
One Chaos Ogre may be upgraded to a musician...10 points
One Chaos Ogre may be upgraded to a standard bearer.10 points
The entire unit may take one of the following:
- Mark of Khorne4 points per model
- Mark of Nurgle.4 points per model
- Mark of Slaanesh..2 points per model
- Mark of Tzeentch.4 points per model
The entire unit may take one of the following:
- Additional hand weapons.3 points per model
- Great weapons..6 points per model
DRAGON OGRES
Profile
Dragon Ogre
Dragon Ogre Shartak
Unit Size: 3+
Equipment:
Hand weapon
Light armour
Special Rules:
Natural Armour (5+)
Storm Rage
Unit Size: 3+
Equipment:
Hand weapon
Special Rules:
Regeneration (4+)
Stupidity
Troll Vomit
Troop Type
Monstrous Beast
Monstrous Beast
Options:
One Dragon Ogre may be upgraded to a Dragon Ogre
Shartak...10 points
The entire unit may take one of the following:
- Additional hand weapons4 points per model
- Halberds..6 points per model
- Great weapons.6 points per model
CHAOS TROLLS
Profile
Chaos Troll
Troop Type
Monstrous Infantry
Monstrous Infantry
Troop Type
Monstrous Infantry
Options:
The entire unit may take one of the following:
- Mark of Khorne.4 points per model
- Mark of Nurgle..4 points per model
- Mark of Slaanesh...2 points per model
- Mark of Tzeentch...4 points per model
The entire unit may take one of the following:
- Additional hand weapons..3 points per model
- Great weapons...6 points per model
CHAOS SPAWN
Profile
Chaos Spawn
Unit Size: 1
Equipment:
Hand weapon
50 points
M WS BS S T W I A Ld
3D6 3
0 4 5 3 2 * 10
Special Rules:
Random Attacks (D6+1)
Random Movement (3D6)
Unbreakable
Troop Type
Monstrous Beast
Options:
May take one of the following:
- Spawn of Khorne15 points
- Spawn of Nurgle.10 points
- Spawn of Slaanesh..20 points
- Spawn of Tzeentch..15 points
WARRIORS OF CHAOS
25
RARE UNITS
CHIMERA
200 points
Profile
Chimera
M WS BS S T W I A Ld
6 4
0 6 5 4 2 6 5
Unit Size: 1
Special Rules:
Fly
Equipment:
Hand weapon
Troop Type
Monster
Options:
May take one of the following:
- Iron-hard Skin.15 points
- Venomous Ooze..10 points
- Flaming Breath25 points
225 points
M WS BS S T W I A Ld
7 6
0 6 5 6 4 5 9
Special Rules:
Immunity (Psychology)
Natural Armour (5+)
Storm Rage
Troop Type
Monster
Options:
May take one of the following:
- Additional hand weapon.10 points
- Great weapon..15 points
CHAOS GIANT
175 points
Profile
Chaos Giant
Unit Size: 1
Equipment:
Hand weapon
M WS BS S T W I A Ld
6 3
3 6 5 6 3 S 10
Special Rules:
Stubborn
Fall Over
Giant Special Attacks
Troop Type
Monster
Options:
May take one of the following:
- Giant of Khorne..20 points
- Giant of Nurgle...25 points
- Giant of Slaanesh..5 points
- Giant of Tzeentch20 points
26
M WS BS S T W I A Ld
7 3
3 6 5 5 3 6 8
Special Rules:
Regeneration (5+)
Swiftstride
WARRIORS OF CHAOS
220 points
Troop Type
Monster
RARE UNITS
SLAUGHTERBRUTE
Profile
Slaughterbrute
220 points
M WS BS S T W I A Ld
6 3
0 7 5 5 3 5 10
Unit Size: 1
Troop Type
Monster
Special Rules:
Natural Armour (4+)
Rune of Binding
Unbound
240 points
M WS BS S T W I A Ld
6 3
0 5 5 5 3 * 8
Unit Size: 1
Troop Type
Monster
Special Rules:
Natural Armour (4+)
Random Attacks (D6+2)
Regeneration (5+)
Aura of Mutation
HELLCANNON
Profile
Hellcannon
Chaos Dwarf Handlers
Unit Size:
1 Hell Cannon and 3 Chaos
Dwarf Handlers
Equipment (Chaos Dwarfs:
Hand weapon
Light armour
210 points
M WS BS S T W I A Ld
3 4
3 5 6 5 1 5 4
3 4
3 3 4 1 2 1 9
Special Rules:
Magical Attacks (Hellcannon only)
Monsters and Handlers
Natural Armour (4+)
Unbreakable
Ward save (5+)
Daemonic Construction
Doomfire
Troop Type
Monster
-
M WS BS S T W I A Ld
8 3
0 7 6 7 1 * 5
4 4
3 3 - - 3 1 7
Equipment (Crew):
Hand weapon
Light armour
Javelin
Troop Type
Monster
-
Special Rules:
Immunity (Psychology)
Impact Hits (D6+1)
Natural Armour (5+)
Howdah Crew
Mammoth Attacks
WARRIORS OF CHAOS
27