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BLADES OF KHORNE: DAEMONS

Summoned forth from the Realm of Chaos by supreme acts of butchery, the Daemons of Khorne are avatars of
merciless slaughter with brazen skin and vicious, flesh-tearing fangs. Their only drive is to ensure that a river of
blood flows eternally to the throne of their dreadful master – a task they carry out with unbridled aggression.

DAEMONS OF KHORNE ABILITIES

[Reaction] Khorne’s Due: A fighter can


make this reaction after they are targeted
by a melee attack action but before the hit
rolls are made. For each hit roll from that
attack action that misses, allocate 2 damage
points to the attacking fighter. For each
critical hit from that attack action, allocate
1 additional damage point to this fighter.

[Double] Blood for the Blood God: A


fighter can only use this ability if an enemy
fighter has been taken down by an attack
action made by them this activation. This
fighter makes a bonus move action or a
bonus attack action.

[Double] Decapitating Strike: Until the


end of this fighter’s activation, add half the
value of this ability (rounding up) to the
damage points allocated to enemy fighters
by each critical hit from melee attack
actions made by this fighter.

[Double] Hungry for Flesh: A fighter can


only use this ability if there is a visible
enemy fighter within 6" of them. This
fighter makes a bonus move action and
must finish closer to the closest visible
enemy fighter than they were at the start of
that move action.

[Triple] Locus of Fury: A fighter can only


use this ability if an enemy fighter has
been taken down by an attack action made
by them this activation. Until the end
of the battle round, add 1 to the Attacks
characteristic of melee attack actions made
by visible friendly fighters while they are
within 6" of this fighter.

[Triple] Murderous Charge: Until the end


of this fighter’s activation, the next time
this fighter finishes a move action within
1" of an enemy fighter, pick a visible enemy
fighter within 1" of this fighter. Allocate a
number of damage points to that fighter
equal to the value of this ability.

[Quad] Burning Roar: Pick a visible


enemy fighter within 8" of this fighter and
roll a number of dice equal to the value of
this ability. For each roll of 2+, allocate 2
damage points to that fighter.

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DAEMONS OF KHORNE BLOODSEEKERS
SKU LLMASTER ,
285 B L O OD L ETTER 80
HERALD OF KHORNE

1 5 4 3/5 1 4 4 1/4

6 5 35 4 3 10

BLO ODMASTER ,
165 FL ES H H O U N D 185
HERALD OF KHORNE

1 5 4 2/5 1 4 4 2/4

4 4 20 8 4 20

B LO O DRE A P E R 135 GORE H O U N D 240

1 5 4 2/4 1 5 4 2/5

4 3 15 8 4 25

B LO O DH UNTE R 230 B L O OD CRU S HER 170

1 5 4 2/5 1 4 4 2/4

6 4 30 6 4 25

B lo o d m a s te r, He r a ld o f Kh o r n e G o r e Ho u n d

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BLADES OF KHORNE:
BLOODBOUND
The cannibal hordes of the Khorne Bloodbound have left a gore-splattered trail of devastation across the Mortal
Realms. Flesh scored with runes and spittle flying from their mouths, they charge into battle without thought of
strategy or subtlety, tearing their foes limb from limb and piling their skulls high in honour of the Blood God.

KHORNE BLOODBOUND FIGHTER ABILITIES KHORNE BLOODBOUND HERO ABILITIES

[Reaction] Khorne’s Due: A fighter can


make this reaction after they are targeted [Double] Whipped to Fury: Pick a visible
by a melee attack action but before the hit friendly fighter with the Ferocious ( )
rolls are made. For each hit roll from that runemark within 4" of this fighter. That
attack action that misses, allocate 2 damage fighter makes a bonus attack action.
points to the attacking fighter. For each
critical hit from that attack action, allocate
1 additional damage point to this fighter.
[Double] Flesh Hound’s Blood-dark
[Double] Blood for the Blood God: A Claws: Pick a visible enemy fighter within
fighter can only use this ability if an enemy 1" of this fighter and roll 2 dice. For each
fighter has been taken down by an attack roll of 4-5, allocate D3 damage points to
action made by them this activation. This that fighter. For each roll of 6, allocate D6
fighter makes a bonus move action or a damage points to that fighter.
bonus attack action.

[Double] Gorefist: Pick a visible enemy [Double] Bloodbind: Pick a visible enemy
fighter within 1" of this fighter and roll a fighter within 8" of this fighter. That
dice. On a roll of 3+, allocate 3 damage enemy fighter makes a bonus move action
points to that fighter. directly towards this fighter, as if they were
jumping, a number of inches equal to the
[Double] Lashing Bone Tentacles: Pick value of this ability. When doing so, they
a visible enemy fighter within 6" of this can move away from enemy fighters within
fighter and roll 2 dice. For each roll of 4-5, 1" at the start of that move action.
allocate 1 damage point to that fighter. For
each roll of 6, allocate a number of damage
points to that fighter equal to the value of [Triple] Lord of Skulls: A fighter can only
this ability. use this ability if an enemy fighter has
been taken down by an attack action made
[Triple] Murderous Charge: Until the end by them this activation. Until the end
of this fighter’s activation, the next time of the battle round, add 1 to the Attacks
this fighter finishes a move action within characteristic of melee attack actions made
1" of an enemy fighter, pick a visible enemy by visible friendly fighters while they are
fighter within 1" of this fighter. Allocate a within 6" of this fighter.
number of damage points to that fighter
equal to the value of this ability.

[Triple] Daemon-forged Weapons: Until [Triple] Bloodboil: Pick a visible enemy


the end of this fighter’s activation, add the fighter within 8" of this fighter and roll a
value of this ability to the damage points number of dice equal to the value of this
allocated to enemy fighters by each critical ability. For each roll of 4+, allocate D3
hit from melee attack actions made by damage points to that fighter.
this fighter.

[Quad] Blood-fuelled Assault: This fighter


makes a bonus move action. Then, they can [Quad] Rage of Khorne: Until the end
make a bonus attack action. In addition, of the battle round, add 1 to the Attacks
until the end of this fighter’s activation, characteristic of melee attack actions made
add half the value of this ability (rounding by friendly fighters while they are within 8"
up) to the Strength characteristic of melee of this fighter.
attack actions made by this fighter.

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KHORNE BLOODBOUND WRATHBANDS
ASPIR ING S L AUG HTE R P R I E ST
DEAT H BRINGE R 165 W ITH B L O O D BATHE D A XE 195

1 4 4 2/4 2 3 4 3/5

4 5 25 4 4 30

E XALTE D D EAT H BR I N G ER S L AUG HTE R P R I E ST W ITH


W R ATH‑ HA MME R A N D
WITH IMPAL I N G SP EAR 185 HACK B L A D E 185

2 3 4 3/6 1 4 4 2/4

4 4 28 3 3 4 1/4 4 4 30

E XALTE D D EAT H BR I N G ER
WITH RUI N O U S AX E 185 B L O OD S ECRATOR 160

1 4 4 3/5 1 3 4 2/5

4 4 28 4 5 25

MI GHTY L ORD
SKU LL GR IND E R 180 OF  K H ORN E 215

2 2 5 3/6 1 5 4 2/5

4 5 28 4 5 32

Ex a l te d De a t h b r i n ge r S la u g h te r p r ie s t Aspir ing
with Ruinous Axe w i t h B lo o d b a t h e d A x e De a t h b r i n ge r
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MIGHTY L OR D OF K H OR N E
O N J UGG ER N AUT 280 S K U L L S EEK ER 160

1 5 4 2/6 1 4 4 2/4

6 6 38 4 4 25

B LO O D STOKE R 165 CHAO S CHAMP I ON 140

3 3 4 1/4 1 4 4 2/4

1 4 4 2/4 4 4 25 4 4 20

B L O OD REAV ER
SKU LLH U NTE R 260 CHI EFTAI N 120

1 5 4 2/5 1 5 3 2/4

6 6 35 5 3 15

WRATH M ASTE R 210

2 6 4 2/4

4 4 25

B lo o ds to k e r Mig h t y L o r d o f Kh o r n e Wr a t h m a s te r
o n Ju gge r n a u t
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B LO O DR E AV E R W IT H
RE AV ER B L AD E S 65 W RATHM ON GER 140

1 4 3 1/3 2 5 4 1/4

5 3 10 4 4 20

B LO O DR E AV E R W IT H
M E ATR I P P E R AX E 65 K H ORGORATH 205

1 3 4 1/3 1 3 5 4/8

5 3 10 4 4 30

BLO O D WARR I OR W IT H MI G HTY S K U L L CR US HE R


GO RE AX E AN D G OR EF I ST 100 W ITH E N S O RCE L L E D A X E 210

1 3 4 2/4 1 4 4 2/5

4 4 15 6 6 30

B LO O D WAR R I O R W IT H MI GHTY SKU LLCRU S HE R


PA IR O F G O R E AX E S 110 WITH BLO OD GLAI VE 210

1 4 4 2/4 2 3 5 2/6

4 4 15 6 6 30

BLOOD WARRIOR
WITH GOREGLAIVE 110 FLESH HOUND 180

1 3 5 2/5 1 4 4 2/4

4 4 15 8 4 20

SKU LL R E A P E R 130

1 4 4 2/4

4 4 20

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DISCIPLES OF TZEENTCH:
DAEMONS
The Daemons of Tzeentch are as bizarre and unpredictable as the god from whom they were spawned. Capering
across the battlefield in a riot of colour and magic, they overwhelm their foes with sizzling spell-bolts, lashing
talons and gouts of blistering wyrdflame, exulting as their hapless victims are consumed by the fires of change.

DAEMONS OF TZEENTCH FIGHTER ABILITIES DAEMONS OF TZEENTCH HERO ABILITIES

[Reaction] Twist of Fate: A fighter can [Double] Blue Fire: Pick a visible enemy
make this reaction after they are targeted fighter within 9" of this fighter and roll
by an attack action but before the hit rolls 2 dice. For each roll of 4-5, allocate 1
are made. Pick one of the hit rolls, and damage point to that fighter. For each
change the value of one of your [doubles] roll of 6, allocate a number of damage
to that value. points to that fighter equal to the value of
this ability.

[Reaction] Split: A fighter can make this [Triple] Master of Destiny: Until the end
reaction when they are targeted by an of the battle round, add the value of this
attack action, after the damage is totalled ability to the value of other abilities (to a
but before it is allocated to this fighter. Set maximum of 6) used by friendly fighters
up 2 new fighters with the Disciples of within 12" of this fighter.
Tzeentch: Daemons ( ) faction runemark
and the Warrior ( ) runemark on the
battlefield within 3" of this fighter. Then, [Triple] Pink Fire: Pick a visible enemy
this fighter is taken down. In a campaign fighter within 9" of this fighter and roll 9
battle, do not make an injury roll for dice. For each roll of 4+, allocate 1 damage
this fighter. point to that fighter.

[Reaction] Split Again: A fighter can make


this reaction when they are targeted by an
attack action, after the damage is totalled
but before it is allocated to this fighter.
Set up 1 new fighter with the Disciples of
Tzeentch: Daemons ( ) faction runemark
and the Minion ( ) runemark on the
battlefield within 3" of this fighter. Then,
this fighter is taken down. In a campaign
battle, do not make an injury roll for
this fighter.

[Double] Locus of Sorcery: Add half the


value of this ability (rounding up) to the
Strength characteristic of the next missile
attack action made by this fighter in
this activation.

[Triple] Latching Bite: Add half the value


of this ability (rounding up) to the Strength
characteristic of the next attack action
made by this fighter in this activation. In
addition, until the end of the battle round,
the target fighter cannot make move or
disengage actions.

[Quad] Capricious Warpflame: Allocate


a number of damage points equal to the
value of this ability to all visible enemy
fighters within 3" of this fighter. Ir ide s c e n t Ho r r o r C h a n ge c a s te r w i t h
S ta f f o f C h a n ge

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DAEMONS OF TZEENTCH FATETWISTER BANDS
FLUX MASTE R WITH S CREAMER OF
STAFF OF CH A NGE 240 TZ EEN TCH 210

3-15 2 3 3/6 1 4 4 2/4

2 3 4 2/5 12 3 25 12 3 18

FLUX MASTE R WITH P I N K H ORROR


RIT UAL DAGGE R 240 135

3-15 2 3 3/6 3-10 2 3 1/4

1 4 4 2/4 12 3 25 1 3 3 1/4 4 3 12

C H A NG E CAST E R W IT H
STA F F O F C H AN G E 160 B LU E H ORROR 90

3-15 2 3 3/6 3-10 2 3 1/3

2 2 4 2/5 4 3 20 1 3 3 1/3 4 3 8

C H A NG E CAST E R W IT H B RI MSTON E
RITU A L DAG G E R 160 H ORRORS 65

3-15 2 3 3/6 3-10 2 3 1/2

1 3 4 2/4 4 3 20 1 3 3 1/2 4 3 6

I RIDES CE NT FL AMER OF
H O RROR 170 TZ EEN TCH 165

3-10 2 3 1/4 3-15 3 3 2/4

1 4 3 2/4 4 3 16 1 2 3 2/4 8 3 15

EXALTED FL AMER
PYRO CASTE R 205 OF TZ EEN TCH 220

3-15 4 3 2/4 3-15 4 3 2/5

1 2 3 2/4 8 3 20 1 2 3 2/4 8 3 25

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DISCIPLES OF TZEENTCH:
ARCANITES
From the shadows of civilisation, the Arcanite cabals weave sinister plots and twist the strands of fate according
to the desires of their master, Tzeentch. When called to war, throngs of sorcerous cultists fight alongside trilling
beastkin and mutated mortal champions, stoking the flames of change through their arcane mastery.

TZEENTCH ARCANITES FIGHTER ABILITIES TZEENTCH ARCANITES HERO ABILITIES

[Reaction] Twist of Fate: A fighter can


make this reaction after they are targeted [Double] Locus of Sorcery: Add half
by an attack action but before the hit rolls the value of this ability (rounding up) to
are made. Pick one of the hit rolls, and the Strength characteristic of the next
change the value of one of your [doubles] missile attack action made by this fighter
to that value. in this activation.

[Double] Uttered Words of Arcane


Power: Add 1 to the Attacks and
Strength characteristics of the next melee [Double] Brutal Rage: A fighter can only
attack action made by this fighter in use this ability if 15 or more damage
this activation. points have been allocated to them. Until
the end of the battle, add 1 to the Attacks
characteristic of melee attack actions made
by this fighter.

[Double] Vicious Beak: Pick a visible


enemy fighter within 1" of this fighter and
roll a number of dice equal to the value of
this ability. For each roll of 4+, allocate 1
damage point to that fighter. [Triple] Master of Destiny: Until the end
of the battle round, add the value of this
ability to the value of other abilities (to a
maximum of 6) used by friendly fighters
within 12" of this fighter.
[Double] Vulcharc: Pick an enemy fighter
within 20" of this fighter. Until the end of
the battle round, that fighter cannot make
disengage actions.
[Triple] Warptongue Blade: Pick a visible
enemy fighter within 1" of this fighter and
[Triple] Guided by the Future: Add roll a number of dice equal to the value of
half the value of this ability (rounding this ability. For each roll of 2-5, allocate
up) to the damage points allocated to 1 damage point to that fighter. For each
enemy fighters by each hit and critical hit roll of 6, allocate 3 damage points to
from the next attack action made by this that fighter.
fighter in this activation that targets an
enemy fighter that has not activated this
battle round.

[Triple] Guided by the Past: Add the [Quad] Lord of Fate: Until the end of
value of this ability to the damage points the battle round, add 1 to the Attacks
allocated to enemy fighters by each hit characteristic of melee attack actions made
and critical hit from the next melee by visible friendly fighters while they are
attack action made by this fighter in this within 9" of this fighter.
activation that targets an enemy fighter
that has activated this battle round.

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TZEENTCH ARCANITE COVENS
MAG I STE R ON DIS C GAU NT S U MM ONE R ON
O F T ZE E NTCH 245 D I S C O F TZE E NTCH 255

3-15 2 3 3/6 3-15 2 3 3/6

1 4 4 2/4 10 4 25 1 4 4 2/4 10 4 28

MAG I STE R GAU N T S U MM ON ER


155 OF TZ EEN TCH 165

3-15 2 3 3/6 3-15 2 3 3/6

1 3 4 1/4 4 3 20 1 3 4 1/4 4 3 22

T ZAANGOR CU RS EL I N G,
S HAM AN 250 EY E OF TZ EEN TCH 205

3-15 2 3 3/6 3-7 2 3 3/6

1 4 4 2/4 10 4 28 2 4 4 2/5 4 5 28

O G ROID
T HAU M ATU RGE 225

3-15 2 3 3/6

2 4 5 2/5 4 4 32

C u r s e l i n g , E y e o f T z e e n tc h G a u n t S u m m o n e r o f T z e e n tc h Tzaangor Shaman

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EN L I GHTEN ED
FAT EM ASTE R 255 AV I ARCH 200

2 4 4 2/5 2 5 4 2/4

10 4 25 5 4 22

E NLI GHTE NE D AVI ARCH


KAIRIC A D E PT 130 ON D I S C OF TZE E NTCH 275

3-15 3 3 1/3 2 5 4 2/4

2 2 3 1/4 4 4 15 10 4 26

T WISTBR AY 140 SKYFIRE AVIARCH 290

1 3 4 2/4 3-20 3 4 2/5

5 4 20 1 4 4 2/4 10 4 22

S k y f i r e Av ia r c h E n lig h te n e d Av ia r c h o n T z a a n g o r E n lig h te n e d o n
D is c o f T z e e n tc h D is c o f T z e e n tc h
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TZA A N G O R W IT H PAI R KAI RI C AC O LY TE WITH
O F S AVAG E B L AD E S 75 PAI RE D CU RSE D BLAD E S 90

1 3 3 1/4 3-15 2 3 1/3

5 3 15 1 4 3 1/3 4 3 10

TZAANG OR W IT H KAI RI C AC O LY TE WITH


SAVAGE BL AD E AN D
ARCANIT E  S H I EL D 80 S CRO LL OF DARK ARTS 95

1 2 3 1/4 3-15 2 4 1/4

5 4 15 1 2 3 1/3 4 4 10

TZAANGOR WITH K AI RI C AC O LY TE
SAVAGE GREATBLADE 105 WITH V U L CHARC 90

1 3 4 2/5 3-15 2 3 1/3

5 3 15 1 3 3 1/3 4 3 10

T ZAA NGOR TZ AAN GOR


MUTA NT 85 EN L I GHTEN ED 150

1 4 3 1/4 2 4 4 2/4

5 3 15 5 4 18

KAIRIC AC O LYT E W IT H TZ A A N G O R E N L I G HTE N E D


CURSE D BL AD E AN D
ARCANIT E S H I EL D 95 O N D I S C O F TZ E E N TCH 220

3-15 2 3 1/3 2 4 4 2/4

1 3 3 1/3 4 4 10 10 4 22

KAIRIC AC O LYT E W IT H TZ AAN GOR


CURSE D G L AI V E AN D
ARCANIT E S H I EL D 95 S K Y FI RE 225

3-15 2 3 1/3 3-20 2 4 2/5

2 2 3 1/4 4 4 10 1 4 4 2/4 10 4 18

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MAGGOTKIN OF NURGLE:
DAEMONS
The daemons of Nurgle trudge to battle amidst the sounds of gloomy droning, buzzing flies and clanging bells.
From the lowliest Nurgling to the lolloping Beasts of Nurgle, they are frightening propositions in battle, for they
are nearly impossible to slay and even the merest scratch from their pestilent weapons can prove fatal.

DAEMONS OF NURGLE DAEMONS OF NURGLE


FIGHTER ABILITIES HERO ABILITIES

[Reaction] Impossible to Wound: A [Double] Jolly Gutpipes: Until the end


fighter can make this reaction when they of the battle round, add 1 to the Move
are targeted by a melee attack action but characteristic of friendly fighters while
before the hit rolls are made. Subtract 1 they make a move action that starts within
from the damage points allocated to this 7" of this fighter.
fighter by each hit from that attack action
(to a minimum of 1).

[Triple] Disgusting Sneeze: Pick a visible


enemy fighter within 7" of this fighter and
[Double] Disgustingly Resilient: Roll a roll a number of dice equal to the value of
number of dice equal to the value of this this ability. For each roll of 2+, allocate 1
ability. For each roll of 3+, remove up to 1 damage point to that fighter.
damage point allocated to this fighter.

[Triple] Grandfather’s Blessing: Until


the end of the battle round, add 1 to the
Strength characteristic of melee attack
[Double] Acidic Slime Trail: Pick a visible actions made by visible friendly fighters
enemy fighter within 1" of this fighter. while they are within 7" of this fighter.
This fighter makes a bonus disengage
action. Then, allocate a number of damage
points to that fighter equal to the value of
this ability. [Quad] Menacing Overseer: Until the end
of the battle round, add 1 to the Attacks
characteristic of melee attack actions made
by visible friendly fighters while they are
[Double] Venomous Sting: Pick a visible within 9" of this fighter.
enemy fighter within 1" of this fighter and
roll a dice. On a roll of 2+, until the end of
this battle round, that fighter cannot make
move actions or disengage actions.

[Triple] Cloud of Flies: Until the end


of the battle round, subtract 1 from the
Attacks characteristic (to a minimum of 1)
of attack actions that target this fighter.

[Quad] Endless Swarm: Remove a number


of damage points allocated to this fighter
up to double the value of this ability.

S p o il p ox S c r i ve n e r

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DAEMONS OF NURGLE BEFOULED BANDS
POX B RINGE R 130 B EAST OF N U RGL E 150

3-7 2 3 3/6 1 4 4 2/4

1 4 4 2/5 3 4 20 4 4 30

SPO I LP OX P L AGU E D RON E


S CRIVE NE R 135 205

2 2 5 3/5 1 4 4 2/4

3 4 22 6 4 30

S LO P P ITY
130 N U RGL I N GS 105
B ILEPIP E R

1 3 4 2/4 1 6 3 1/3

4 4 20 5 3 20

PLAG UE R ID D E N 90

1 4 3 2/4

3 4 15

PLAG UE BR INGE R 255

1 5 4 2/4

6 4 35

PLAG UE BE AR E R 50

1 3 3 1/4

3 4 10

S lo p p i t y B ile p i p e r

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MAGGOTKIN OF NURGLE:
ROTBRINGERS
Only the foulest warriors can hope to gain the pestilent favour of Nurgle. Their bodies are swollen and distended by
ravaging plagues; their weapons are covered in disease-ridden filth that can slay a warrior as surely as any poison.
They advance into battle at a slow but unstoppable pace, chortling as they spread their Grandfather’s gifts.

NURGLE ROTBRINGERS FIGHTER ABILITIES NURGLE ROTBRINGERS HERO ABILITIES

[Reaction] Impossible to Wound: A [Double] Thrice-ripened Death’s Head:


fighter can make this reaction when they Pick a visible enemy fighter within 7" of
are targeted by a melee attack action but this fighter and roll 2 dice. For each roll of
before the hit rolls are made. Subtract 1 4-5, allocate 1 damage point to that fighter.
from the damage points allocated to this For each roll of 6, allocate a number of
fighter by each hit from that attack action damage points to that fighter equal to the
(to a minimum of 1). value of this ability.

[Triple] Stream of Corruption: Pick a


visible enemy fighter within 7" of this
[Double] Virulent Discharge: Pick a fighter and roll 3 dice. For each roll of 5+,
visible enemy fighter within 1" of this allocate 1 damage point to that fighter
fighter and roll a number of dice equal to and, until the end of the battle round,
the value of this ability. For each roll of 4+, subtract 1 from that fighter’s Toughness
allocate 1 damage point to that fighter. characteristic (to a minimum of 1).

[Triple] Grandfather’s Blessing: Until


the end of the battle round, add 1 to the
[Double] Venomous Sting: Pick a visible Strength characteristic of melee attack
enemy fighter within 1" of this fighter and actions made by visible friendly fighters
roll a dice. On a roll of 2+, until the end of while they are within 7" of this fighter.
this battle round, that fighter cannot make
move actions or disengage actions.
[Triple] Rotsword Stab: This fighter can
make a bonus melee attack action. If that
bonus attack action scores any critical
hits, roll a dice. On a roll of 4+, until the
[Double] Toll the Sonorous Tocsin: Until end of the battle, subtract 1 from the
the end of the battle round, add 1 to the Move characteristic (to a minimum of 1)
Move characteristic of friendly fighters of the target fighter.
while they make a move action that starts
within 7" of this fighter.

[Triple] Blighted Icon: Until the end of


the battle round, add 1 to the Toughness
characteristic of visible friendly fighters
while they are within 7" of this fighter.

[Triple] Unnatural Regeneration: A


fighter can only use this ability if there are
no enemy fighters within 1" of this fighter.
Remove a number of damage points
allocated to this fighter up to double the
value of this ability.

R o t b r i n ge r S o r c e r e r L o r d o f Pla g u e s

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NURGLE ROTBRINGERS GALLOWBANDS
P UTR I D B L I G HTK I N G W ITH
LO RD OF P LAGUE S 170 B L I G HTE D W E A P O N 110

1 3 5 3/5 1 3 4 2/4

3 4 32 3 4 25

P UTR I D B L I G HTK I N G W ITH


LO RD OF BLIGH TS 170 F I LTH‑ E N CR USTE D S HI E L D 110

1 3 4 2/5 1 2 4 2/4

3 5 32 3 5 25

LO RD OF P UTR I D B L I G HTK I N G W ITH


AF F LICTIONS 320 S O N O RO US TO CS I N 120

2 4 5 3/5 2 4 4 1/4

6 4 42 3 4 25

ROT B R INGE R PUTRID BLIGHTKING


S O RC ER E R 125 IC ON BEARER 115

3-7 2 3 3/6 1 3 4 2/4

2 3 3 1/4 3 3 22 3 4 25

HARB INGE R OF P U S GOY L E


DECAY 195 B L I GHTL ORD 260

2 4 4 2/4 2 4 5 2/5

6 4 25 6 4 38

PUT RID BLIGH TKING


B LIG H TLORD 145

1 3 4 2/5

3 4 30

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