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WARHAMMER:

DAEMONS OF
CHAOS

By: Mathias Eliasson

DAEMONS OF CHAOS 1
ARMY SPECIAL RULES
DAEMONIC ALIGNMENT Double 1 Reality Blinks: All Wounds suffered by the
Most Daemons (even chariots) are bound to one of the unit this Close Combat phase, including any Wounds
Chaos Gods. Only Daemonic characters can join units suffered by characters that have joined it, are restored,
of Daemons. Furthermore, Daemonic characters can and any models removed as casualties in this phase
only join units that are solely composed of Daemons immediately return to play in their earlier positions.
with the same allegiance as themselves. In addition, Wounds restored in this manner still count as having
Daemons receive no benefit from the Inspiring been inflicted for the purposes of combat results.
Presence or Hold "Your Ground! special rules, unless
both they and the model with those rules are Daemons Double 6 Banished! Remove the unit from play as a
of the same allegiance. casualty.

Daemons of Khorne: Daemons of Khorne have the 3) Now (assuming the unit has not been wiped out
Hatred (Daemons of Slaanesh) special rule. In addition, when resolving a double 6) apply the difference in
on a turn in which a model with this special rule makes combat results as a penalty to the Daemons’
a successful charge, it has a +1 bonus to its Strength for Leadership. For every point by which the 2D6 roll
the rest of the turn. exceeds this modified Leadership value, the unit
suffers one additional Wound, with no saves of any
Daemons of Tzeentch: Daemons of Tzeentch have the kind allowed.
Hatred (Daemons of Nurgle) special rule, and re-roll
ward save results of 1. Wizards with the Daemon of If characters are present in the unit, the controlling
Tzeentch special rule can also re-roll channelling player first allocates Wounds to the unit (up to their
results of 1. current Wounds), then divides remaining Wounds as
equally as possible amongst any characters. Once all
Daemons of Nurgle: Daemons of Nurgle have the Wounds have been allocated, the penalty to the
Hatred (Daemons of Tzeentch) special rule. Enemy Daemons’ Leadership is discounted. Note that
models in base contact with a Daemon of Nurgle suffer Daemonic Instability tests do not benefit from Insane
a -1 penalty to their Weapon Skill. Courage. They can, however, be rerolled if the battle
standard is within 12", use the General’s Inspiring
Daemons of Slaanesh: Daemons of Slaanesh have Presence rule, and/or be tested on unmodified
wicked claws that cut deep. Daemons of Slaanesh have Leadership if the unit is Stubborn/Steadfast. If a
the Armour Piercing and Hatred (Daemons of Khorne) Daemonic unit somehow has the Unbreakable special
special rules. rule, it takes no Daemonic Instability test.

DAEMONIC REIGN OF CHAOS


All models with the Daemonic special rule have the Whenever you roll for the Winds of Magic, total the
Fear and Immune to Psychology special rules as two highest dice scores (in most games you only roll
described in the Warhammer rulebook. In addition, two dice for the Winds of Magic, so simply total
they are also subject to the following special rules: these) and immediately resolve the result shown
below:
Daemonic Attacks: A Daemon’s attacks are magical. 2 The Winds Recede: All units with the
This includes any special, ranged or Stomp attacks they Daemonic Instability special rule (friend or
make. foe) must immediately take a Daemonic
Instability test on their unmodified Leadership.
Daemonic Aura: All Daemons enjoy the physical and 3 Punished by the Gods: Randomly select one
mystical protection that fluctuates with the Winds of character with the Daemonic Instability special
Magic. At the start of the game, Daemons have a 5+ rule (friend or foe. If there are no characters
ward save. with the Daemonic Instability special rule
currently on the board, count this as The Eye of
Daemonic Instability: When a unit of Daemons loses the Storm instead). The selected character must
a combat it must take a special kind of Break test called immediately take a Leadership test, losing 1
a Daemonic Instability test, instead of taking a normal Wound (with no saves of any kind allowed) for
Break test. To do this, use the following procedure: each point by which the test is failed.
4 Chaotic Ebb: All models with the Daemonic
1) Calculate combat result as normal and roll 2D6. Instability special rule friend or foe) suffer a -1
penalty to their ward saves (which will
2) If the dice roll is a double 1 or double 6, something therefore normally be reduced to 6+) until you
unexpected happens: next roll for the Winds of Magic.

2 DAEMONS OF CHAOS
5 Storm of Fire: Roll a D6 for each enemy unit anywhere within 6" of the slain model that is
and each friendly unit that contains one or more than 1" from all units and impassable
more Daemons of Nurgle, or models with the terrain. If you chose a Herald of Tzeentch,
Mark of Nurgle, on the board. Do not roll for generate its spell immediately. This Herald can
units that are engaged in close combat. On the act normally in the turn it is created. This
roll of a 6, place a small round template centred model do not have any upgrades or award
directly over the centre of the unit this then victory points. If you do not have a spare
scatters D6". Any models wholly or partially Herald of Chaos model, or if one cannot be
beneath the template's final position suffer a placed on the board according to the
single Magical Strength 4 hit with the Flaming aforementioned restrictions, the selected
Attacks special rule. Wizard is removed as a casualty but no Herald
6 Rot, Glorious Rot: Roll a D6 for each enemy is placed.
unit and each friendly unit that contains one or 12 Summoned from Beyond: Place a new unit
more Daemons of Tzeentch, or models with the consisting of 2D6+3 Bloodletters, Pink
Mark of Tzeentch, on the board. Do not roll for Horrors, Plaguebearers or Daemonettes (you
units engaged in close combat. On the roll of a choose). When placing this unit, it can be
6, that unit suffers D6+3 Magical Strength 3 placed anywhere on the battlefield at least 1"
hits, with no armour saves allowed. away from all units, buildings and impassable
7 The Eye of the Storm: The roiling tide of terrain. It can be placed in any legal formation,
Chaos slows for a moment. Nothing happens, so long as the unit's front rank contains at least
this time... five models. This unit do not have any
8 The Dark Prince Thirsts: Roll a D6 for each upgrades or award victory points. If the
enemy unit and each friendly unit that contains summoned unit cannot be placed (because
one or more Daemons of Khorne, or models there is not enough room or you do not have
with the Mark of Khorne, on the board. Do not enough models), the unit does not enter play at
roll for units that are engaged in close combat. all.
On the roll of a 6, that unit must take a
Leadership test on 3D6, adding the results DAEMON PRINCE:
together. If the test is passed, nothing happens. UPGRADES:
Otherwise, for each point by which the unit Daemonic Flight: The Daemon has the Fly special
failed the test, it suffers a Wound, with no rule.
armour saves allowed. This is a Magical attack.
9 Khorne's Wrath: Roll a D6 for each enemy
unit and each friendly unit that contains one or
HERALD OF KHORNE:
more Daemons of Slaanesh, or models with the Locus of Khorne: This model, and all models in his
M ark of Slaanesh, on the board. Do not roll unit, have the Hatred special rule.
for units that are engaged in close combat. On
the roll of a 6, place a small round template BLOODLETTERS:
centred directly over the centre of the unit. This Hellblade: Magic Weapon. Attacks made with a
then scatters 3D6". Resolve damage as you Hellblade have the Killing Blow special rule.
would from a stone thrower shot, with the
model under the centre of the template JUGGERNAUTS:
suffering a Strength 9 hit with the Multiple Brass Behemoth: A Juggernaut improves its rider’s
Wounds (D6) special rule, and all other models armour saving throw by +2, rather than the usual +1 for
wholly or partially under the template suffering monstrous cavalry mounts.
a Magical Strength 3 hit.
10 Chaotic Surge: All models with the Daemonic
Instability special rule (friend and foe) gain a
SKULL CANNON:
+1 bonus to their ward saves (which will Skull Cannon: Fire the skull cannon in the same way
therefore normally be increased to 4+) until as a normal cannon, using the following profile:
you next roll for the Winds of Magic.
11 Daemonic Possession: Randomly select one Range: Strength: Special Rules:
enemy Wizard on the board who does not have 48" 10 Flaming Attacks,
the Daemonic Instability special rule (if there Multiple Wounds (D6)
are no eligible enemy Wizards currently on the
board, count this as The Eye of the Storm Implacable Advance: This model can move (not
instead). The selected Wizard must pass a march) and still shoot any one of its weapons.
Leadership test or be removed as a casualty
with no saves of any kind allowed. If the Daemon Engine: Unlike other chariots, a Daemon
Leadership test is failed then before removing Engine is not pulled by beasts, but is instead propelled
the Wizard, place a Herald of Khorne, by a combination of machinery and dark enchantment -
Tzeentch, Nurgle or Slaanesh (your choice) treat the profile as a combination of chassis and beast.

DAEMONS OF CHAOS 3
Any spells or special rules that affect a chariot’s beasts Miscast table. Instead, the unit suffers 2D6 Strength 10
have no effect at all on a Daemon Engine. hits.

Gorefeast: If this chariot’s Impact Hits cause unsaved Blue Horrors: When a model with this special rule is
Wounds, immediately roll a D6 for each Wound slain in close combat (not removed as a result of
caused. For each score of 4+, the chariot regains a Daemonic Instability), roll a D6. For each roll of a 4+
single Wound lost earlier in the game. the unit that caused the Wound suffers a Magical
Strength 2 hit (distributed as for shooting). Any
BLOOD THRONE: unsaved Wounds count towards combat results.
Totem of Endless Bloodletting: Any Daemon of
Khorne whose unit is within 6" of a Herald on a Blood FLAMERS:
Throne of Khorne benefits from the Herald’s locus, Flames of Tzeentch: This weapon has the following
exactly as if it were in the same unit. profile:

HERALD OF NURGLE: Range: Strength: Special Rules:


Locus of Nurgle: Poisoned Attacks made by this 18" 4 Flaming Attacks,
model, and all models in his unit, automatically wound Multiple Shots (D6)
on a To Hit roll of 5+.
SCREAMERS:
PLAGUEBEARERS: Slashing Attack: If a unit of Screamers moves over
Plaguesword: Magic Weapon. Attacks made with a one or more unengaged enemy units in the Remaining
Plaguesword have the Poisoned Attacks special rule. Moves sub-phase, choose one of those units – it suffers
D3 Strength 4 attacks per Screamer. These attacks hit
on a 4+ and are treated as shooting attacks.
HERALD OF SLAANESH:
Locus of Slaanesh: This model, and all models in her
unit, have the Always Strikes First special rule.
EXALTED FLAMER:
Exalted Fire of Tzeentch: During the Shooting phase,
the Exalted Flamer can shoot either Pink Fire or Blue
HELLFLAYER: Fire. These does not have the Move or Fire special
Soulscent: If a Hellflayer causes one or more unsaved rule.
Wounds with its Impact Hits, the Exalted Alluress
receives a number of bonus Attacks equal to the Pink Fire uses the rules for fire throwers and the
number of unsaved Wounds caused. This bonus lasts following profile:
until the end of the turn.
Range: Strength: Special Rules:
HERALD OF TZEENTCH: n/a D6 Flaming Attacks,
Locus of Tzeentch: This model, and all models in his Slow to Fire
unit, gain a +1 bonus to their Ward saves.
Blue Fire uses the rules for grapeshot and the following
PINK HORRORS: profile:
Magic: A unit of Pink Horrors is treated as a Level 1
Wizard that uses spells from the Lore of Tzeentch. It Range: Strength: Special Rules:
receives an additional +1 to cast for each rank of 5 or 12" D6+3 Flaming Attacks,
more models in the unit, after the first, to a maximum Slow to Fire
of +3. Each time the unit casts a spell (or is targeted by
a special rule that affects a Wizard), you must nominate If a misfire is rolled when resolving Pink Fire or Blue
one Pink Horror in the unit as the caster (or target) for Fire, the Exalted Flamer suffers D6 Strength D6 hits
the purposes of line of sight, range, etc. In the event of with the Flaming Attacks special rule.
a Pink Horror unit rolling a miscast, do not roll on the

4 DAEMONS OF CHAOS
THE LORE OF NURGLE
CHILDREN OF NURGLE (Lore Attribute) 3. CURSE OF THE LEPER Cast on 10+
When a Daemon casts a spell from the Lore of Nurgle Curse of the Leper can be cast on any unit (friend or
that causes one or more unsaved Wounds, choose a foe) within 18". If cast on a friendly unit, Curse of the
unit of Plaguebearers or Nurglings within 12" of the Leper is an augment spell that increases the target
caster, and roll a D6 for each Wound caused. If it is a unit’s Toughness by D3 (to a maximum of 10) until the
unit of Plaguebearers, add 1 model to the unit for each start of the caster’s next Magic phase. If Curse of the
result of 5+. If it is a unit of Nurglings, add 1 base to Leper is cast on an enemy unit, it is a hex spell that
the unit for each result of 6. Models are added, one at a reduces the target unit’s Toughness by D3 (to a
time, to the back rank. If the back rank is full at any minimum of 1) until the start of the caster’s next Magic
point, or the unit has a single rank of at least five phase. The Wizard can choose to extend the range of
models, the next model starts a new back rank. Models this spell to 36". If he does so, the casting value is
that cannot be placed (because there isn’t enough room, increased to 13+.
or you do not have sufficient models) are lost. Models
created in this way have no upgrades and don’t award 4. RANCID VISITATIONS Cast on 10+
additional victory points. Rancid Visitations is a magic missile with a range of
18" that inflicts D6 Strength 5 hits. The target unit must
STREAM OF CORRUPTION Cast on 7+ then immediately pass a Toughness test or suffer a
(Signature Spell) further D6 Strength 5 hits. The target must keep testing
Stream of Corruption is a direct damage spell. Place its Toughness in this manner until a test is passed, or
the teardrop-shaped template with its narrow end the target is removed as a casualty.
touching the front of the Wizard’s base and the large
end over the target. All models underneath the template 5. FLESHY A BUNDANCE Cast on 11+
must pass a Toughness test or suffer a Wound with no Fleshy Abundance is an augment spell with a range of
armour saves allowed. 18". Until the start of the caster’s next Magic phase, the
target has the Regeneration (5+) special rule. If the
1. MIASMA OF PESTILENCE Cast on 5+ target already has the Regeneration special rule, it
Miasma of Pestilence is an augment spell with a range instead gains + 1 to all Regeneration saving throws (to
of 18". Until the start of the caster’s next Magic phase, a maximum of 2+) until the start of the caster’s next
all enemy units in base contact with the target unit Magic phase. The Wizard can choose to have this spell
reduce their Weapon Skill and Initiative by 1 (to a target all friendly units within 18". If he does so, the
minimum of 1). The Wizard can choose to cast a more casting value is increased to 22+.
powerful version of this spell that instead reduces the
Weapon Skill and Initiative of all enemy units in base 6. PLAGUE WIND Cast on 15+
contact with the target unit by D3 (roll once and apply Remains in play. Plague Wind is a magical vortex that
the result to all affected enemies). If he does so, the uses the small round template. Once the template is
casting value is increased to 10+. placed, the player then nominates the direction in
which the Plague Wind will move. To determine how
2. BLADES OF PUTREFACTION Cast on 8+ many inches the template moves, roll an artillery dice
Blades of Putrefaction is an augment spell with a and multiply the result by the caster’s Wizard level. If
range of 12". The target unit’s close combat attacks the result on the artillery dice is a misfire, centre the
gain the Poisoned Attacks special rule until the start of template on the caster instead and roll a scatter dice;
the caster’s next Magic phase. If a model targeted by the template moves a number of inches equal to the
this spell already has Poisoned Attacks, its Attacks caster’s Wizard level, in the direction shown by the
wound the target automatically on a To Hit roll of 5 as scatter dice (if you roll a Hit!, the template remains
well as 6. where it is). Any model touched by the template must
pass a Toughness test or suffer a single automatic
Wound, with no arm our saves allowed. In subsequent
turns, the Plague Wind travels in a random direction
and moves a number of inches equal to the roll of an
artillery dice (if a misfire is rolled, the Plague Wind
dissipates and is removed). The Wizard can infuse
Plague Wind with more power, so that it uses the large
round template instead. If he does so, the casting value
is increased to 25+.

DAEMONS OF CHAOS 5
THE LORE OF SLAANESH
BORN OF DAMNATION (Lore Attribute) 5. PHANTASMAGORIA Cast on 10+
When a Daemon casts a spell from the Lore of Phantasmagoria is a hex spell with a range of 24".
Slaanesh that causes one or more unsaved Wounds, Until the start of the caster’s next Magic phase, the
choose a unit of Daemonettes or Fiends of Slaanesh target unit must roll an additional D6 whenever it takes
within 12" of the caster, and roll a D6 for each Wound a Leadership test, discarding the lowest result rolled.
caused. If it is a unit of Daemonettes, add 1 model to The caster can choose to have this spell target all
the unit for each result of 5+. If it is a unit of Fiends, enemy units within 24". If he does so, the casting value
add 1 model to the unit for each result of 6. Models are is increased to 20+.
added, one at a time, to the back rank. I f the back rank
is full at any point, or the unit has a single rank of at 2. PAVANE OF SLAANESH Cast on 7+
least five models, the next model starts a new back Pavane of Slaanesh is a direct damage spell with a
rank. Models that cannot be placed (because there isn’t range of 24" that targets a single enemy model (even a
enough room, or you do not have sufficient models) are character in a unit). If successfully cast, the target must
lost. Models created in this way have no upgrades and pass a Leadership test on 3D6 or suffer a Wound with
don’t award additional victory points. no armour saves allowed. The Wizard can choose to
extend the range of this spell to 48". If he does, the
LASH OF SLAANESH Cast on 6+ casting value is increased to 10+.
(Signature Spell)
Lash of Slaanesh is a direct damage spell with a range 3. HYSTERICAL FRENZY Cast on 8+
of 24". Extend a straight line 24" in length, within the Remains in play. Hysterical Frenzy can be cast on any
caster’s forward arc and directly from his base. Any unit (friend or foe) within 24". If cast on a friendly unit,
model whose base falls under the line (determined as Hysterical Frenzy is an augment spell. If Hysterical
for a bouncing cannonball) suffers a Strength 3 hit with Frenzy is cast on an enemy unit, it is a hex spell. For
the Armour Piercing special rule. the duration of the spell, the target gains the Frenzy
special rule (which is not lost if the unit is defeated in
4. SLICING SHARDS Cast on 10+ close combat). If the target unit already has the Frenzy
Slicing Shards is a magic missile with a range of 24" special rule, that Frenzy grants + 2 Attacks instead of
that inflicts D6 Strength 4 hits with the Armour ju st + 1 . In addition, for the duration of the spell, the
Piercing special rule. The target must then immediately target of Hysterical Frenzy suffers D 6 Strength 3 hits
pass a Leadership test or suffer a further D6 Strength 4 at the end of each of the caster’s Magic phases.
hits with the Armour Piercing special rule. The target
must keep testing its Leadership in this manner until a 6. CACOPHONIC CHOIR Cast on 12+
test is passed, or the target is removed as a casualty. Cacophonic Choir is a hex spell with a range of 12".
The target unit takes 2D6 hits that wound on a 4+ with
1. ACQUIESCENCE Cast on 6+ no armour saves allowed. If at least one unsaved
Acquiescence is a hex spell with a range of 24". T h e Wound is caused, the target unit gains the Always
target unit has the Always Strikes Last and Random Strikes Last and Random Movement (D6) special rules
Movement (D6) special rules until the start of the until the start of the caster’s next Magic phase. The
caster’s next Magic phase. The Wizard can choose to Wizard can choose to have the spell target all enemy
extend the range of this spell to 48". If he does, the units within 12". If he does so, the casting value is
casting value is increased to 9+. increased to 24+.

6 DAEMONS OF CHAOS
THE LORE OF TZEENTCH
FIRES OF CHANGE (Lore Attribute) 3. BOLT OF CHANGE Cast on 8+
When a Daemon casts a spell from the Lore of Bolt of Change is a magic missile with a range of 24".
Tzeentch that causes one or more unsaved Wounds, It inflicts a single Strength D6+4 hit with the Multiple
choose a unit of Pink Horrors or Screamers within 12" Wounds (D3) and Flaming Attacks special rules, and
of the caster, and roll a D6 for each Wound caused. If it then penetrates ranks in the same manner as a shot
is a unit of Pink Horrors, add 1 model to the unit for from a bolt thrower. Armour saves are not permitted
each result of 5+. If it is a unit of Screamers, add 1 against Wounds caused by Bolt of Change.
model to the unit for each result of 6. Models are
added, one at a time, to the back rank. If the back rank 4. GLEAN MAGIC Cast on 8+
is full at any point, or the unit has a single rank of at Glean Magic is a direct damage spell that targets a
least five models, the next model starts a new back single enemy Wizard within 18". The caster and the
rank. Models that cannot be placed (because there isn’t target both roll a D6 and add their Wizard level to the
enough room, or you do not have sufficient models) are score. If the target’s total is higher than the caster’s,
lost. Models created in this way have no upgrades and nothing happens. Otherwise, the target suffers a
don’t award additional victory points. Strength 3 hit with the Flaming Attacks special rule,
loses one Wizard level (to a minimum of 0) and forgets
BLUE FIRE OF TZEENTCH Cast on 6+ one randomly determined spell (this cannot be a bound
(Signature Spell) spell). If the caster does not already know this spell, he
Blue Fire of Tzeentch is a magic missile with a range immediately gains it and can cast it just like any of his
of 24" that causes D6 Strength D6+1 hits with the other spells. When casting a stolen spell, always
Flaming Attacks special rule. The Wizard can choose substitute its lore attribute with the Lore of Tzeentch’s
to extend the range of the spell to 48". If he does so, the lore attribute.
casting value is increased to 8+.
5. TZEENTCH’S FIRESTORM Cast on 13+
1. TREASON OF TZEENTCH Cast on 7+ Tzeentch’s Firestorm is a direct damage spell. Place
Treason of Tzeentch is a hex spell with a range of 24". the small round template anywhere within 30" – it then
Until the start of the caster’s next Magic phase, the scatters D6". All models hit by the template suffer a
target unit must use the lowest Leadership value in the Strength D6+1 hit with the Flaming Attacks special
unit (instead of the highest as would normally be the rule (roll once for the Strength and use that value for all
case) and cannot benefit from the Inspiring Presence or hits). The Wizard can choose to create a larger
Hold Your Ground! Special rules. The Wizard can firestorm, using the large round template rather than
choose to extend the range of this spell to 48". If he the small one. If he does so, the casting value is
does so, the casting value is increased to 10+. increased to 16+ and the template scatters 2D6" rather
than D6".
2. PINK FIRE OF TZEENTCH Cast on 8+
Pink Fire of Tzeentch is a direct damage spell. Place 6. INFERNAL GATEWAY Cast on 16+
the teardrop-shaped template with its narrow end Infernal Gateway is a direct damage spell with a range
touching the front of the Wizard’s base and the large of 24". The target suffers 2D6 Strength 2D6 hits with
end aimed at the target. Roll the artillery dice and move the Flaming Attacks special rule. Roll for the Strength
the template directly forwards the number of inches first. If an 11 or 12 is rolled when determining the
indicated. All models underneath the template suffer a spell’s Strength value, the hits are resolved at Strength
Strength D6+1 hit with the Flaming Attacks special 10, and the unit suffers 3D6 hits rather than 2D6.
rule (roll once for the Strength and use that value for all
hits). If a misfire result is rolled, the template does not
move forwards and remains where it is.

DAEMONS OF CHAOS 7
DAEMONIC GIFTS
Characters may select one or more Gifts belonging to their Patron God. Multiples of the same Daemonic Gift
may not be taken for a single Daemon.

GIFTS OF KHORNE GIFTS OF SLAANESH


DARK INSANITY 55 points SPIRIT SWALLOWER 50 points
The Daemon gains the Random Attacks (2D6+2) Roll a D6 for each unsaved wound the Daemon causes
special rule. Roll at the start of each combat. in close combat. On a 4+, the Daemon regains one
wound lost earlier in the battle.
AWESOME STRENGTH 50 points
The Daemon gains +3 to his Strength. TEMPTATOR 30 points
At the beginning of a combat, one enemy character in
SPELL DESTROYER 50 points base contact with the Daemon must take a Leadership
Once per battle the Daemon may automatically dispel test. If the test is failed, the character will direct his
one enemy spell, exactly like a Dispel scroll. In attacks against friendly models or units chosen by the
addition, the spell is lost on the roll of a 4+. Daemon's controlling player. These wounds count
towards the Daemon's combat resolution. If there are
IMMORTAL FURY 25 points no suitable targets in base contact with the character, he
The Daemon may re-roll failed To Hit rolls in close or she does not attack at all this turn.
combat.
SOPORIFIC MUSK 25 points
SPELL BREAKER 25 points Models in base contact with this Daemon suffer a -1
Once per battle the Daemon may automatically dispel penalty to both Weapon Skill and Initiative, unless they
one enemy spell, exactly as if it had used a Dispel are Daemons of Slaanesh.
scroll.
ALLURE OF SLAANESH 20 points
GIFTS OF NURGLE Enemy models wishing to attack the Daemon must first
pass a Leadership test. If the test is passed, the Allure
has no effect. If the test is failed, the affected model
STREAM OF BILE 30 points
may not strike blows in that round of combat.
This is a Strength 4 Breath Weapon.
ENRUPTURING GAZE 20 points
NOXIOUS VAPOURS 25 points
Units in base contact with the Daemon must use their
All enemy models in base contact with this Daemon
own, unmodified Leadership value.
are subject to the Always Strikes Last special rule.

NUGRLE'S ROT 25 points


Enemy models in base contact with the Daemon at the GIFTS OF TZEENTCH
start of any Magic phase suffer a wound on the roll of a
6, with no armour saves allowed. TZEENTCH'S WILL 60 points
The Daemon may re-roll a single D6 once per player
PESTILENT MUCUS 25 points turn. This ability can be used to cause an Irresistible
When this Daemon suffers a wound, all enemy models force.
in base contact must pass a Toughness test for each
wound inflicted on the Daemon or themselves suffer a TWIN HEADS 55 points
wound, with no armour saves allowed. The Daemon gains +2 to all casting rolls.

SLIME TRAIL 10 points POWER VORTEX 30 points


Enemy units do not receive combat resolution bonuses This Daemon adds an extra Power dice to the pool in
for attacking the flank or rear of a Daemon with this each of the controlling player's Magic phases.
ability, or any unit he has joined.
MASTER OF SORCERY 30 points
The Daemon gains the Loremaster special rule. In
addition, it can use any of the lores of Magic from the
Warhammer rulebook instead of its normal Lore.

FLAMES OF TZEENTCH 20 points


The Daemon gains the Flames of Tzeentch special rule.

8 DAEMONS OF CHAOS
MAGIC ITEMS
AXE OF KHORNE 35 points LASH OF DESPAIR 50 points
Magic Weapon Magic Weapon
Daemon of Khorne only. The wielder receives +1 Daemon of Slaanesh only. The Lash of Despair uses
Attacks for each enemy model he is in base contact the following profile:
with, to a maximum of +3 Attacks.
Range: Strength: Special Rules:
ARMOUR OF KHORNE 20 points 12" As user Quick to Fire,
Magic Armour Multiple Shots (2D6)
Daemon of Khorne only. Heavy armour. In addition,
magic weapons carried by enemy models lose all their WITSTEALER SWORD 25 points
magical abilities whilst the bearer remains in contact Magic Weapon
with the Daemon. Daemon of Slaanesh only. Any character or monster
that suffers one or more unsaved Wounds from the
COLLAR OF KHORNE 15 points Witstealer Sword must immediately pass an Initiative
Talisman test or suffer another Wound with no armour saves
Daemon of Khorne only. The Daemon has Magic allowed.
Resistance (3).
ETHERBLADE 35 points
BALESWORD 25 points Magic Weapon
Magic Weapon Daemon of Slaanesh only. Armour saves may not be
Daemon of Nurgle only. Attacks made with the taken against close combat attacks made by this
Balesword have the Poisoned Attacks and Multiple Daemon.
Wounds (D3) special rules.
STAFF OF CHANGE 50 points
PLAGUE FLAIL 25 points Magic Weapon
Magic Weapon Daemon of Tzeentch only. Any character or monster
Daemon of Nurgle only. Flail. Any character or that suffers one or more unsaved Wounds from the
monster that suffers one or more unsaved Wounds Staff of Change must immediately pass a Toughness
from the Plague Flail must immediately pass a test or suffer an additional D6 Wounds with no armour
Toughness test or suffer another Wound with no saves allowed. If such a model loses its last Wound to
armour saves allowed. the Staff of Change, it explodes! All models within
D6" immediately suffer a single Strength 5 hit.
TRAPPINGS OF NURGLE 10 points
Magic Armour WAND OF WHIMSY 25 points
Daemon of Nurgle only. The Daemon has the Magic Weapon
Regeneration special rule. Daemon of Tzeentch only. Whenever the bearer
successfully casts or dispels a spell, roll a D6 – the
Wand of Whimsy gains a charge on a roll of 5+. The
Wand of Whimsy grants the bearer a bonus to both
Strength and Attacks equal to the number of charges.

DAEMONIC ROBES 20 points


Talisman
Daemon of Tzeentch only. The Daemon can never be
wounded on better than a 3+.

DAEMONS OF CHAOS 9
LORDS
BLOODTHIRSTER 400 points
Profile M WS BS S T W I A Ld Troop Type
Bloodthirster 8 10 5 6 6 5 8 6 9 Monster (Character)

Equipment: Special Rules: Options:


 Two hand weapons  Daemonic  May take Daemonic Gifts and magic items up to a total
 Heavy armour  Daemon of Khorne of………………………………………………………..100 points
 Fly
 Large Target
 Magic Resistance (2)
 Terror

GREAT UNCLEAN ONE 375 points


Profile M WS BS S T W I A Ld Troop Type
Great Unclean One 6 6 3 6 7 6 4 5 9 Monster (Character)

Equipment: Special Rules: Options:


 Hand weapon  Daemonic  May take up to three Wizard Levels……………….35 points/level
 Daemon of Nurgle  May take Daemonic Gifts and magic items up to a total
Magic:  Large Target of………………………………………………………..100 points
A Great Unclean One  Poisoned Attacks
is a Level 1 Wizard  Terror
who uses spells from
the Lore of Death or
Nurgle.

KEEPER OF SECRETS 375 points


Profile M WS BS S T W I A Ld Troop Type
Keeper of Secrets 10 9 6 6 6 5 9 6 9 Monster (Character)

Equipment: Special Rules: Options:


 Hand weapon  Daemonic  May take up to three Wizard Levels……………….35 points/level
 Daemon of Slaanesh  May take Daemonic Gifts and magic items up to a total
Magic:  Large Target of………………………………………………………..100 points
A Keeper of Secrets  Terror
is a Level 1 Wizard
who uses spells from
the Lore of Slaanesh
or Shadow.

LORD OF CHANGE 400 points


Profile M WS BS S T W I A Ld Troop Type
Lord of Change 8 6 6 6 6 5 6 5 9 Monster (Character)

Equipment: Special Rules: Options:


 Hand weapon  Daemonic  May take up to two Wizard Levels………………...35 points/level
 Daemon of Tzeentch  May take Daemonic Gifts and magic items up to a total
Magic:  Fly of………………………………………………………..100 points
A Lord is a Level 2  Large Target
Wizard who uses  Terror
spells from the Lore
of Tzeentch or Metal.

10 DAEMONS OF CHAOS
LORDS
DAEMON PRINCE 250 points
Profile M WS BS S T W I A Ld Troop Type
Daemon Prince 8 9 5 6 5 4 8 5 9 Monster (Character)

Equipment: Special Rules: Options:


 Hand weapon  Daemonic  May take up to four Wizard Levels (except Daemon Princes of
 Terror Khorne)………………………………………………35 points/level
 May wear one of the following:
Magic: - Light armour……………………………………………...4 points
A Daemon Prince that is a Wizard uses spells - Heavy armour…………………………………………….8 points
from the Lore of Tzeentch or the Lore of Metal  May take Daemonic Flight………………………………...25 points
if it is a Daemon of Tzeentch, the Lore of  Must take one of the following:
Nurgle or the Lore of Death if it is a Daemon - Daemon of Khorne……………………………………….5 points
of Nurgle, and the Lore of Slaanesh or the Lore - Daemon of Nurgle………………………………………..5 points
of Shadow if it is a Daemon of Slaanesh. - Daemon of Slaanesh……………………………………...5 points
- Daemon of Tzeentch……………………………………10 points
 May take Daemonic Gifts and magic items up to a total
of………………………………………………………….100 points

CHARACTER MOUNTS
Profile M WS BS S T W I A Ld Troop Type
Juggernaut of Khorne 7 5 0 5 4 3 2 4 7 Monstrous Beast
Plague Toad of Nurgle 6 3 0 4 4 3 1 2 7 Monstrous Beast
Palanquin of Nurgle 4 3 0 3 - - 3 6 7 -
Steed of Slaanesh 10 3 0 3 3 1 5 1 7 War Beast
Fiend of Slaanesh 10 4 0 4 4 3 6 3 7 Monstrous Beast
Disc of Tzeentch 1 3 0 4 4 1 4 2 7 War Beast

Special Rules:
 Juggernaut of Khorne: Daemonic, Daemon of Khorne, Brass Behemoth.
 Plague Toad of Nurgle: Daemonic, Daemon of Nurgle, Poisoned Attacks.
 Palanquin of Nurgle: Daemonic, Daemon of Nurgle, Poisoned Attacks.
 Steed of Slaanesh: Daemonic, Daemon of Slaanesh, Poisoned Attacks.
 Fiend of Slaanesh: Daemonic, Daemon of Slaanesh.
 Disc of Tzeentch: Daemonic, Daemon of Tzeentch, Fly.

BLOOD THRONE OF KHORNE


Profile M WS BS S T W I A Ld Troop Type
Blood Throne 7 5 - 5 5 4 2 3 - Chariot (Armour save 4+)
Bloodletter - 5 5 4 - - 4 1 7 -

Unit Size: 1 Equipment: Special Rules:


 Hellblade  Daemonic
Crew: 2 Bloodletters  Daemon of Khorne
 Daemon Engine
 Gorefeast
 Totem of Endless Bloodletting

DAEMONS OF CHAOS 11
HEROES
HERALD OF KHORNE 150 points
Profile M WS BS S T W I A Ld Troop Type
Herald of Khorne 5 7 5 5 4 2 6 3 8 Infantry (Character)

Equipment: Special Rules: Options:


 Hellblade  Daemonic  May be mounted upon one of the following:
 Daemon of Khorne - Juggernaut of Khorne……………………………………..50 points
 Magic Resistance (1) - Blood Throne of Khorne………………………………...160 points
 Locus of Khorne - Blood Chariot of Khorne (replacing one of the crew)…...105 points
 May take Daemonic Gifts and magic items up to a total of…50 points

HERALD OF NURGLE 150 points


Profile M WS BS S T W I A Ld Troop Type
Herald of Nurgle 4 5 5 5 5 2 4 3 8 Infantry (Character)

Equipment: Special Rules: Options:


 Plaguesword  Daemonic  May be upgraded to a Level 1 Wizard………………………35 points
 Daemon of Nurgle  May be mounted upon one of the following:
Magic:  Locus of Nurgle - Palanquin of Nurgle ………………………………………50 points
A Herald of Nurgle - Plague Toad of Nurgle…………………………………….35 points
that is a Wizard uses - Plague Cart of Nurgle (replacing one of the crew)………..90 points
spells from the Lore  May take Daemonic Gifts and magic items up to a total of…50 points
of Death or Nurgle.

HERALD OF SLAANESH 140 points


Profile M WS BS S T W I A Ld Troop Type
Herald of Slaanesh 6 7 6 4 4 3 7 4 9 Infantry (Character)

Equipment: Special Rules: Options:


 Hand weapon  Daemonic  May be upgraded to a Level 1 Wizard………………………35 points
 Daemon of  May be mounted upon one of the following:
Magic: Slaanesh - Steed of Slaanesh………………………………………….25 points
A Herald of Slaanesh  Locus of - Fiend of Slaanesh…………………………………………65 points
that is a Wizard uses Slaanesh - Seeker Chariot of Slaanesh (replacing one of the crew)….85 points
spells from the Lore of  May be upgraded to an Exalted Seeker Chariot……….105 points
Shadow or Slaanesh.  May take Daemonic Gifts and magic items up to a total of…50 points

HERALD OF TZEENTCH 140 points


Profile M WS BS S T W I A Ld Troop Type
Herald of Tzeentch 4 3 4 3 3 2 3 2 8 Infantry (Character)

Equipment: Special Rules: Options:


 Hand weapon  Daemonic  May be upgraded to a Level 2 Wizard………………………35 points
 Daemon of  May be mounted upon one of the following:
Magic: Tzeentch - Disc of Tzeentch…………………………………………..30 points
A Herald of Tzeentch is  Locus of - Burning Chariot of Tzeentch (replacing the crew)………..70 points
a Level 1 Wizard uses Tzeentch  May take Daemonic Gifts and magic items up to a total of…50 points
spells from the Lore of
Metal or Tzeentch.

ARMY BATTLE STANDARD


One Herald in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have a magic
banner (no points limit). A model carrying a magic standard cannot carry any other magic items.

12 DAEMONS OF CHAOS
CORE UNITS
BLOODLETTERS OF KHORNE 13 points per model
Profile M WS BS S T W I A Ld Troop Type
Bloodletter 5 5 5 4 3 1 4 1 7 Infantry
Bloodreaper 5 5 5 4 3 1 4 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Daemonic  One Bloodletter may be upgraded to a Bloodreaper……………10 points
Equipment:  Daemon of Khorne  One Bloodletter may be upgraded to a musician……………….10 points
 Hellblade  Magic Resistance (1)  One Bloodletter may be upgraded to a standard bearer………...10 points
- May have a magic standard worth up to……………………...25 points

PLAGUEBEARERS OF NURGLE 13 points per model


Profile M WS BS S T W I A Ld Troop Type
Plaguebearer 4 3 3 4 4 1 2 1 7 Infantry
Plagueridden 4 3 3 4 4 1 2 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Daemonic  One Plaguebearer may be upgraded to a Plagueridden…………10 points
Equipment:  Daemon of Nurgle  One Plaguebearer may be upgraded to a musician……………..10 points
 Plaguesword  One Plaguebearer may be upgraded to a standard bearer………10 points
- May have a magic standard worth up to……………………...25 points

DAEMONETTES OF SLAANESH 13 points per model


Profile M WS BS S T W I A Ld Troop Type
Daemonette 6 5 4 3 3 1 5 2 7 Infantry
Alluress 6 5 4 3 3 1 5 3 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Daemonic  One Daemonette may be upgraded to an Alluress……………...10 points
 Daemon of Slaanesh  One Daemonette may be upgraded to a musician………………10 points
 One Daemonette may be upgraded to a standard bearer………..10 points
- May have a magic standard worth up to……………………...25 points

PINK HORRORS OF TZEENTCH 13 points per model


Profile M WS BS S T W I A Ld Troop Type
Pink Horror 4 3 3 3 3 1 3 1 7 Infantry
Iridescent Horror 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Daemonic  One Pink Horror may be upgraded to an Iridescent Horror…….10 points
 Daemon of Tzeentch  One Pink Horror may be upgraded to a musician………………10 points
 Blue Horrors  One Pink Horror may be upgraded to a standard bearer………..10 points
- May have a magic standard worth up to……………………...25 points

CHAOS FURIES 16 points per model


Profile M WS BS S T W I A Ld Troop Type
Chaos Fury 4 3 0 4 3 1 4 2 2 Infantry

Unit Size: 5+ Special Rules:


 Daemonic
 Fly

DAEMONS OF CHAOS 13
CORE UNITS
FLESH HOUNDS OF KHORNE 21 points per model
Profile M WS BS S T W I A Ld Troop Type
Flesh Hound 8 5 0 4 4 1 4 2 7 War Beast

Unit Size: 5+ Special Rules:


 Daemonic
Equipment:  Daemon of Khorne
 Collar of Khorne  Scaly Skin (6+)
 Vanguard

NURGLINGS 40 points per base


Profile M WS BS S T W I A Ld Troop Type
Nurglings 4 3 3 3 3 4 3 4 7 Swarm

Unit Size: 2-12 bases Special Rules:


 Daemonic
 Daemon of Nurgle
 Scouts

SEEKERS OF SLAANESH 22 points per model


Profile M WS BS S T W I A Ld Troop Type
Seeker 6 5 3 3 3 1 5 2 7 Cavalry
Heartseeker 6 5 3 3 3 1 5 3 7 Cavalry
Steed of Slaanesh 10 3 0 3 3 1 5 1 7 -

Unit Size: 5+ Special Rules: Options:


 Daemonic  One Seeker may be upgraded to a Heartseeker…………...10 points
 Daemon of Slaanesh  One Seeker may be upgraded to a musician………………10 points
 Fast Cavalry  One Seeker may be upgraded to a standard bearer………..10 points
 Poisoned Attacks - May have a magic standard worth up to………………..25 points
(Steed of Slaanesh only)

Mount:
 Steed of Slaanesh

SCREAMERS OF TZEENTCH 32 points per model


Profile M WS BS S T W I A Ld Troop Type
Screamer 1 3 0 4 4 2 4 2 7 War Beast

Unit Size: 3+ Special Rules:


 Daemonic
 Daemon of Tzeentch
 Fly
 Slashing Attacks

14 DAEMONS OF CHAOS
SPECIAL UNITS
BLOODCRUSHERS OF KHORNE 60 points per model
Profile M WS BS S T W I A Ld Troop Type
Bloodletter 5 5 5 4 3 1 4 1 7 Monstrous Cavalry
Bloodhunter 5 5 5 4 3 1 4 1 7 Monstrous Cavalry
Juggernaut of Khorne 7 5 0 5 4 3 2 3 7 -

Unit Size: 3+ Special Rules: Options:


 Daemonic  One Bloodletter may be upgraded to a Bloodhunter………..10 points
Equipment:  Daemon of Khorne  One Bloodletter may be upgraded to a musician……………10 points
 Hellblade  Magic Resistance (1)  One Bloodletter may be upgraded to a standard bearer…….10 points
 Brass Behemoth - May have a magic standard worth up to………………….50 points

Mount:
Juggernaut of Khorne

POX RIDERS OF NURGLE 45 points per model


Profile M WS BS S T W I A Ld Troop Type
Plaguebearer 4 3 3 4 4 1 2 1 7 Monstrous Cavalry
Plagueleaper 4 3 3 4 4 1 2 1 7 Monstrous Cavalry
Plague Toad 6 3 0 4 4 3 1 2 7 -

Unit Size: 3+ Special Rules: Options:


 Daemonic  One Plaguebearer may be upgraded to a Plagueleaper……..10 points
Equipment:  Daemon of Nurgle  One Plaguebearer may be upgraded to a musician………….10 points
 Plaguesword  Poisoned Attacks  One Plaguebearer may be upgraded to a standard bearer…...10 points
- May have a magic standard worth up to………………….50 points
Mount:
Plague Toad of Nurgle

PLEASURESEEKERS OF SLAANESH 60 points per model


Profile M WS BS S T W I A Ld Troop Type
Daemonette 6 5 4 3 3 1 5 2 7 Monstrous Cavalry
Heartseeker 6 5 4 3 3 1 5 3 7 Monstrous Cavalry
Fiend of Slaanesh 10 4 0 4 4 3 6 3 7 -

Unit Size: 3+ Special Rules: Options:


 Daemonic  One Daemonette may be upgraded to a Heartseeker………..10 points
Mount:  Daemon of  One Daemonette may be upgraded to a musician…………..10 points
Fiend of Slaanesh Slaanesh  One Daemonette may be upgraded to a standard bearer……10 points
 Soporific Musk - May have a magic standard worth up to………………….50 points

CHANGEBRINGERS OF TZEENTCH 50 points per model


Profile M WS BS S T W I A Ld Troop Type
Flamer 6 2 4 4 4 2 4 2 7 Cavalry
Pyrocaster 6 2 4 4 4 2 4 2 7 Cavalry
Disc of Tzeentch 1 3 0 4 4 1 4 2 7 -

Unit Size: 3+ Special Rules: Options:


 Daemonic  One Flamer may be upgraded to a Pyrocaster………………10 points
Mount:  Daemon of Tzeentch  One Flamer may be upgraded to a musician………………..10 points
Disc of Tzeentch  Fly  One Flamer may be upgraded to a standard bearer…………10 points
 Flames of Tzeentch - May have a magic standard worth up to………………….50 points

DAEMONS OF CHAOS 15
SPECIAL UNITS
BLOOD CHARIOT OF KHORNE 130 points
Profile M WS BS S T W I A Ld Troop Type
Blood Chariot - - - 5 5 4 - - - Chariot (Armour save 4+)
Bloodletter 5 5 5 4 - - 4 1 7 -
Juggernaut of Khorne 7 5 0 5 - - 2 3 7 -

Unit Size: 1 Equipment: Special Rules:


 Hellblade  Daemonic
Crew: 2 Bloodletters  Scythes  Daemon of Khorne
 Magic Resistance (1)
Drawn by: 1 Juggernaut  Brass Behemoth

PLAGUE CART OF NURGLE 115 points


Profile M WS BS S T W I A Ld Troop Type
Plague Cart - - - 5 5 4 - - - Chariot (Armour save 5+)
Plaguebearer 4 3 3 4 - - 2 1 7 -
Beast of Nurgle 6 3 0 4 - - 2 D6 7 -

Unit Size: 1 Equipment: Special Rules:


 Plague Sword  Daemonic
Crew: 2 Plaguebearers  Daemon of Nurgle
 Poisoned Attacks
Drawn by: 1 Beast of Nurgle  Random Attacks (D6) (Beast of Nurgle only)

SEEKERS CHARIOT OF SLAANESH 110 points


Profile M WS BS S T W I A Ld Troop Type
Seeker Chariot - - - 4 4 4 - - - Chariot (Armour save 6+)
Exalted Seeker Chariot - - - 4 4 8 - - - Chariot (Armour save 6+)
Daemonette 6 5 4 3 - - 5 2 7 -
Steed of Slaanesh 10 3 0 3 - - 5 1 7 -

Unit Size: 1 Equipment: Options:


 Scythes  May be upgraded to an Exalted Seeker
Crew: 2 Daemonettes Chariot*…………………………………….110 points
Special Rules:
Drawn by:  Daemonic *An Exalted Seeker Chariot is crewed by 4 Daemonettes
2 Steeds of Slaanesh  Daemon of Slaanesh and drawn by 4 Steeds of Slaanesh.
 Impact Hits (2D6) (Exalted
Seeker Chariot only)
 Poisoned Attacks
(Steed of Slaanesh only)

BURNING CHARIOT OF TZEENTCH 120 points


Profile M WS BS S T W I A Ld Troop Type
Burning Chariot - - - 4 4 4 - - - Chariot (Armour save -)
Flamer 6 2 4 4 - - 4 2 7 -
Screamer 1 3 0 4 4 2 4 3 7 -

Unit Size: 1 Equipment: Special Rules:


 Scythes  Daemonic
Crew: 2 Flamers  Daemon of Tzeentch
 Fly
Drawn by: 2 Screamers of Tzeentch

16 DAEMONS OF CHAOS
SPECIAL UNITS
BLOODBEAST OF KHORNE 65 points
Profile M WS BS S T W I A Ld Troop Type
Bloodbeast 8 4 0 5 5 3 4 4 7 Monstrous Beast

Unit Size: 1+ Special Rules:


 Daemonic
 Daemon of Khorne
 Magic Resistance (2)
 Scaly Skin (5+)

BEAST OF NURGLE 60 points


Profile M WS BS S T W I A Ld Troop Type
Beast of Nurgle 6 3 0 4 5 4 2 D6 7 Monstrous Beast

Unit Size: 1+ Special Rules:


 Daemonic
 Daemon of Nurgle
 Poisoned Attacks
 Random Attacks (D6)
 Regeneration
 Slime Trail

FIEND OF SLAANESH 55 points


Profile M WS BS S T W I A Ld Troop Type
Fiend of Slaanesh 10 4 0 4 4 3 6 3 7 Monstrous Beast

Unit Size: 1+ Special Rules:


 Daemonic
 Daemon of Slaanesh
 Soporific Musk

FIREWYRM OF TZEENTCH 55 points


Profile M WS BS S T W I A Ld Troop Type
Firewyrm of Tzeentch 3D6 3 0 4 4 3 3 D6 7 Monstrous Beast

Unit Size: 1+ Special Rules:


 Daemonic
 Daemon of Tzeentch
 Random Attacks (D6)
 Random Movement (3D6)
 Flames of Tzeentch

FLAMERS OF TZEENTCH 32 points per model


Profile M WS BS S T W I A Ld Troop Type
Flamer 6 2 4 4 4 2 4 2 7 Infantry
Pyrocaster 6 2 5 4 4 2 4 2 7 Infantry

Unit Size: 3-6 Special Rules: Options:


 Daemonic  One Flamer may be upgraded to a Pyrocaster………………….10 points
 Daemon of Tzeentch
 Skirmishers
 Flames of Tzeentch

DAEMONS OF CHAOS 17
RARE UNITS
SKULL CANNON OF KHORNE 240 points
Profile M WS BS S T W I A Ld Troop Type
Skull Cannon 7 5 - 5 5 4 2 3 - Chariot (Armour save 4+)
Bloodletter Crew 5 5 5 4 - - 4 1 7 -

Unit Size: 1 Equipment: Special Rules:


 Hellblade  Daemonic
Crew: 2 Bloodletters  Scythes  Daemon of Khorne
 Skull Cannon  Daemon Engine
 Gorefeast
 Implacable Advance

PLAGUE DRONES OF NURGLE 58 points per model


Profile M WS BS S T W I A Ld Troop Type
Plaguebearer 4 3 3 4 4 1 2 1 7 Monstrous Cavalry
Plaguebringer 4 3 3 4 4 1 2 1 7 Monstrous Cavalry
Rot Fly 1 3 3 4 5 3 2 3 7 -

Unit Size: 3+ Special Rules: Options:


 Daemonic  One Plaguebearer may be upgraded to a Plaguebringer…….10 points
Equipment:  Daemon of Nurgle  One Plaguebearer may be upgraded to a musician………….10 points
 Plaguesword  Hover  One Plaguebearer may be upgraded to a standard bearer…...10 points
 Poisoned Attacks - May have a magic standard worth up to………………….50 points

Mount:
Rot Fly of Nurgle

HELLFLAYER OF SLAANESH 130 points


Profile M WS BS S T W I A Ld Troop Type
Hellflayer - - - 5 5 4 - - - Chariot (Armour save 6+)
Daemonette 6 5 4 3 3 1 5 2 7 -
Alluress 6 5 4 3 3 1 5 2 7
Steed of Slaanesh 10 3 0 3 3 1 5 1 7 -

Unit Size: 1 Equipment: Special Rules:


 Scythes  Daemonic
Crew: 2 Daemonettes  Daemon of Slaanesh
and 1 Alluress  Poisoned Attacks (Steed of Slaanesh only)
 Soulscent
Drawn by:
2 Steeds of Slaanesh

EXALTED FLAMER OF TZEENTCH 90 points


Profile M WS BS S T W I A Ld Troop Type
Exalted Flamer 6 4 6 4 4 3 4 3 7 Monstrous Infantry

Unit Size: 1 Special Rules: Options:


 Daemonic  May be Mounted on a Burning Chariot of Tzeentch (replacing both
 Daemon of Tzeentch crew……………………………………………………….60 points
 Exalted Fire of Tzeentch

18 DAEMONS OF CHAOS

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