Professional Documents
Culture Documents
DAEMONS OF
CHAOS
By Mathias Eliasson
v.1.62
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 4 Brimstone Horrors ............................................. 30
THE LORE OF TZEENTCH ......................................... 5 Screamers .......................................................... 31
THE LORE OF NURGLE ...............................................6 TZEENTCH SPECIAL UNITS ...................................32
THE LORE OF SLAANESH ......................................... 7 Flamers .............................................................. 32
Firewyrm ........................................................... 32
DAEMONIC GIFTS .......................................................... 8
TZEENTCH RARE UNITS .......................................... 33
UNDIVIDED MAGIC ITEMS ..................................... 11
Changebringers .................................................. 33
KHORNE MAGIC ITEMS ............................................12 Burning Chariot ................................................. 33
TZEENTCH MAGIC ITEMS ...................................... 13 NURGLE LORDS ............................................................ 34
NURGLE MAGIC ITEMS ............................................ 14 Great Unclean One ............................................ 34
SLAANESH MAGIC ITEMS ...................................... 15 NURGLE HEROES ..........................................................35
UNDIVIDED LORDS ..................................................... 16 Poxbringer ......................................................... 35
Daemon Prince ...................................................16 Sloppity Bilepiper.............................................. 36
UNDIVIDED HEROES...................................................17 Spoilpox Scrivener ............................................ 36
Exalted Daemon .................................................17
NURGLE MOUNTS .......................................................37
UNDIVIDED CORE UNITS ....................................... 18 Palanquin ........................................................... 37
Plague Toad ....................................................... 37
Chaos Furies .......................................................18 Rot Fly ............................................................... 37
Imp Swarm .........................................................18
NURGLE CORE UNITS ............................................... 38
UNDIVIDED SPECIAL UNITS ................................. 19
Plaguebearers..................................................... 38
Daemon Brutes ...................................................19 Plague Toads ...................................................... 38
UNDIVIDED RARE UNITS......................................... 20 Nurglings ........................................................... 38
Soul Grinder .......................................................20 NURGLE SPECIAL UNITS ........................................ 39
KHORNE LORDS.............................................................21 Pox Riders ......................................................... 39
Bloodthirster.......................................................21 Beasts of Nurgle ................................................ 39
KHORNE HEROES ........................................................ 22 Plague Chariot ................................................... 40
NURGLE RARE UNITS ................................................. 41
Bloodmaster .......................................................22
KHORNE MOUNTS...................................................... 23 Plague Drones.................................................... 41
SLAANESH LORDS ...................................................... 42
Juggernaut ..........................................................23
Blood Throne .....................................................23 Keeper of Secrets............................................... 42
KHORNE CORE UNITS .............................................. 24 SLAANESH HEROES................................................... 43
Bloodletters ........................................................24 Viceleader .......................................................... 43
Flesh Hounds......................................................24 Infernal Enrapturess........................................... 43
KHORNE SPECIAL UNITS........................................ 25 SLAANESH MOUNTS ................................................ 44
Bloodcrushers.....................................................25 Steed of Slaanesh............................................... 44
Blood Chariot .....................................................25 Serpent of Slaanesh ........................................... 44
Bloodbeasts ........................................................25 SLAANESH CORE UNITS ........................................ 45
KHORNE RARE UNITS ...............................................26 Daemonettes ...................................................... 45
Skull Cannon ......................................................26 Seekers .............................................................. 45
TZEENTCH LORDS....................................................... 27 SLAANESH SPECIAL UNITS .................................. 46
Lord of Change ..................................................27 Pleasureseekers .................................................. 46
Gaunt Summoner ...............................................27 Seeker Chariot ................................................... 46
TZEENTCH HEROES ................................................... 28 Fiends ................................................................ 47
SLAANESH RARE UNITS .......................................... 48
Changecaster ......................................................28
Exalted Flamer ...................................................28 Exalted Seeker Chariot ...................................... 48
TZEENTCH MOUNTS ................................................. 29 Hellflayer ........................................................... 48
Contorted Epitome ............................................ 49
Disc of Tzeentch ................................................29 UNDIVIDED SPECIAL CHARACTERS
TZEENTCH CORE UNITS ......................................... 30 (LORDS)...............................................................................50
Pink Horrors .......................................................30 Be'lakor.............................................................. 50
2
KHORNE SPECIAL CHARACTERS (LORDS) . 51 Rotigus .............................................................. 56
Skarbrand ...........................................................51 NURGLE SPECIAL CHARACTERS (HEROES)
Mazarall the Butcher ..........................................51 ...................................................................................................57
KHORNE SPECIAL CHARACTERS (HEROES) Epidemus ........................................................... 57
.................................................................................................. 52 Horticulous Slimux............................................ 57
Skulltaker ...........................................................52 SLAANESH SPECIAL CHARACTERS (LORDS)
Karanak ..............................................................52 .................................................................................................. 58
Skaarac the Bloodborn .......................................53 N'Kari ................................................................ 58
TZEENTCH SPECIAL CHARACTERS (LORDS) Shalaxi Helbane ................................................. 58
..................................................................................................54 Azazel ................................................................ 59
Kairos Fateweaver ..............................................54 Syll'Esske .......................................................... 59
Amon 'Chakai.....................................................54 Dexcessa ............................................................ 60
Synessa .............................................................. 60
TZEENTCH SPECIAL CHARACTERS
(HEROES) ........................................................................... 55 SLAANESH SPECIAL CHARACTERS
(HEROES) ........................................................................... 61
The Blue Scribes ................................................55
The Changeling ..................................................55 The Masque of Slaanesh .................................... 61
NURGLE SPECIAL CHARACTERS (LORDS) . 56 REFERENCE ...................................................................... 62
Ku'gath Plaguefather ..........................................56
3
ARMY SPECIAL RULES
This section of the book describes the different units in DAEMONIC ALIGNMENT
a Daemons of Chaos army, along with their rules. Most Daemons are bound to one of the Chaos Gods.
Where a model has a special rule that is explained in Daemons belonging to different gods treat each other
the Warhammer rulebook, only the name of that rule is as Suspicious Allies. However, Daemons of Khorne
given. If a model has a special rule that is unique to it, and Slaanesh, or Tzeentch and Nurgle, treat each other
that rule is detailed alongside its description. However, as Desperate Allies, respectively. All of the rules below
there are a number of commonly recurring 'army also apply to mounts.
special rules' that apply to several Daemons of Chaos
units, and these are detailed below. Daemon of Khorne: Daemons of Khorne have the
Hatred (Daemons of Slaanesh), Magic Resistance (1)
DAEMONIC and Strength Bonus (1) special rules.
All models with the Daemonic special rule have the
Fear, Immunity (Poisoned Attacks, Psychology), Daemon of Tzeentch: Daemons of Tzeentch have the
Magical Attacks (including all weapons) and Ward save Hatred (Daemons of Nurgle) special rule, and re-roll
(5+) (except mounts) special rules. In addition, they are Ward save results of 1. Wizards with the Daemon of
also subject to the following special rule: Tzeentch special rule can also re-roll channelling
results of 1.
DAEMONIC INSTABILITY
Daemonic units are Unbreakable. However, when a Daemon of Nurgle: Daemons of Nurgle have the
unit of Daemons loses a combat it must take a Hatred (Daemons of Tzeentch) special rule. Enemy
Daemonic Instability test. This works like a normal units in base contact with a Daemon of Nurgle suffer a
Break test, except that for every point they fail the test -1 penalty to their Weapon Skill.
by, the unit suffers one additional Wound with no saves
allowed. Daemon of Slaanesh: Daemons of Slaanesh have the
Hatred (Daemons of Khorne) and Armour Piercing (1)
If characters are present in the unit, the controlling special rules. Each To Hit roll of 6 generates an
player first allocates Wounds to the unit (up to their additional Attack. These additional Attacks cannot
current Wounds), then divides remaining Wounds as generate further attacks.
equally as possible amongst any characters.
DAEMONIC ANIMOSITY
The Daemonic Instability test can be rerolled if the If there is a Daemonic unit within 6" of another
Battle Standard is within 12", use the General's Daemonic unit belonging to a different God those units
Inspiring Presence rule, and/or be tested on unmodified suffer a -1 Leadership penalty. However, Daemons of
Leadership if the unit is Stubborn or Steadfast. Khorne and Slaanesh, or Tzeentch and Nurgle,
respectively, suffer a -2 penalty to their Leadership if
within 6" of each other instead.
HELLBLADE
Magic Weapon. Attacks made with a Hellblade have
the Killing Blow special rule.
PLAGUESWORD
Magic Weapon. Attacks made with a Plaguesword have
the Poisoned Attacks special rule.
4
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 friendly Daemon of Tzeentch unit within 12" Wounds (D3), Ignores Armour Saves and Flaming
of the caster, and roll a D6 for each Wound caused. For Attacks special rules, and then penetrates ranks in the
each result of 5+, add 1 Wound's worth of models to same manner as a shot from a bolt thrower.
the unit. Models are added, one at a time, to the back
rank. If the back rank is full at any point, or the unit has 4. GLEAN MAGIC Cast on 8+
a single rank of at least five models, the next model Glean Magic is a hex spell that targets a single enemy
starts a new back rank. Models that cannot be placed Wizard within 18". The caster and the target both roll a
(because there isn't enough room, or you do not have D6 and add their Wizard level to the score. If the
sufficient models) are lost. Models created in this way target's total is higher than the caster's, nothing
have no upgrades and do not award additional victory happens. Otherwise, the target suffers a Strength 4 hit
points. with the Flaming Attacks special rule, loses one Wizard
level (to a minimum of 0) including forgetting one
BLUE FIRE OF TZEENTCH Cast on 6+ randomly determined spell (this cannot be a bound
(Signature Spell) spell). If the caster does not already know this spell,
Blue Fire of Tzeentch is a magic missile with a range they immediately gain it and can cast it just like any of
of 24" that causes D6 Strength D6+1 hits with the his other spells. When casting a stolen spell, always
Flaming Attacks special rule. The Wizard can choose to substitute its lore attribute with the Lore of Tzeentch's
extend the range of the spell to 48". If they do so, the lore attribute.
casting value is increased to 8+.
5. TREASON OF TZEENTCH Cast on 14+
1. PANDEMONIUM Cast on 7+ Treason of Tzeentch is a hex spell with a range of 24".
Pandemonium is a hex spell with a range of 24". Until All models in the unit immediately make one close
the start of the caster’s next Magic phase, the target combat attack against the unit itself. Roll To Hit, To
unit must use the lowest Leadership value in the unit Wound and take saves as normal. The caster may
(including that of mounts) and cannot benefit from the choose which of the unit's weapons is used for these
Inspiring Presence or Hold Your Ground! abilities. The attacks, though any Parry or Dodge save does not
Wizard can choose to have this spell target all enemy apply, and neither does any special rules that only
units within 12". If they do so, the casting value is applies in the first round of close combat. This spell
increased to 14+. has no effect on single model units.
5
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
friendly Daemon of Nurgle unit within 12" of the Leper is an augment spell that increases the target
caster, and roll a D6 for each Wound caused. For each unit’s Toughness by D3 (to a maximum of 10) until the
result of 5+, add 1 Wound's worth of models to the start of the caster’s next Magic phase. If Curse of the
unit. Models are added, one at a time, to the back rank. Leper is cast on an enemy unit, it is a hex spell that
If the back rank is full at any point, or the unit has a reduces the target unit’s Toughness by D3 (to a
single rank of at least five models, the next model starts minimum of 1) until the start of the caster’s next Magic
a new back rank. Models that cannot be placed phase. The Wizard can choose to extend the range of
(because there isn't enough room, or you do not have this spell to 36". If they do so, the casting value is
sufficient models) are lost. Models created in this way increased to 13+.
have no upgrades and don't award additional victory
points. 4. RANCID VISITATIONS Cast on 10+
Rancid Visitations is a magic missile with a range of
STREAM OF CORRUPTION Cast on 7+ 18" that inflicts D6 Strength 5 hits. The target unit must
(Signature Spell) then immediately pass a Toughness test or suffer a
Stream of Corruption is a direct damage spell. The further D6 Strength 5 hits. The target must keep testing
caster makes a Breath Weapon Attack. This may be cast its Toughness in this manner until a test is passed, or
in close combat, following the normal rules for Breath the target is removed as a casualty.
Weapons. All models Hit must pass a Toughness test or
suffer a Wound with the Ignores Armour saves special 5. FLESHY ABUNDANCE Cast on 11+
rule. Fleshy Abundance is an augment spell with a range of
18". Until the start of the caster’s next Magic phase, the
1. MIASMA OF PESTILENCE Cast on 5+ target has the Regeneration (5+) special rule (to a
Miasma of Pestilence is an augment spell with a range maximum of a 3+ save for Daemons of Nurgle). The
of 18". Until the start of the caster’s next Magic phase, Wizard can choose to extend the range of this spell to
all enemy units in base contact with the target unit 36". If they do so, the casting value is increased to 14+.
reduce their Weapon Skill and Initiative by 1 (to a
minimum of 1). The Wizard can choose to cast a more 6. PLAGUE WIND Cast on 15+
powerful version of this spell that instead reduces the Remains in play. Plague Wind is a magical vortex that
Weapon Skill and Initiative of all enemy units in base uses the small round template. Once the template is
contact with the target unit by D3 (roll once and apply placed, the player then nominates the direction in
the result to all affected enemies). If they do so, the which the Plague Wind will move. To determine how
casting value is increased to 10+. many inches the template moves, roll an artillery dice
and multiply the result by the caster’s Wizard level. If
2. BLADES OF PUTREFACTION Cast on 8+
the result on the artillery dice is a misfire, centre the
Blades of Putrefaction is an augment spell with a template on the caster instead and roll a scatter dice;
range of 12". The target unit's close combat attacks the template moves a number of inches equal to the
gain the Poisoned Attacks special rule until the start of caster’s Wizard level, in the direction shown by the
the caster's next Magic phase. If a model targeted by scatter dice (if you roll a Hit!, the template remains
this spell already has Poisoned Attacks, its Attacks also where it is). Any model touched by the template must
Wound the target automatically on a To Hit roll of 6. pass a Toughness test or suffer a single automatic
Wound, with the Ignores Armour saves special rule.
6
THE LORE OF SLAANESH
BORN OF DAMNATION (Lore Attribute) 3. ACQUIESCENCE Cast on 9+
When a Daemon casts a spell from the Lore of Acquiescence is a hex spell with a range of 24". The
Slaanesh that causes one or more unsaved Wounds, target unit is subject to the Always Strikes Last and
choose a friendly Daemon of Slaanesh unit within 12" Random Movement (D6) special rules until the start of
of the caster, and roll a D6 for each Wound caused. For the caster’s next Magic phase. The Wizard can choose
each result of 5+, add 1 Wound's worth of models to to extend the range of this spell to 48". If they do, the
the unit. Models are added, one at a time, to the back casting value is increased to 11+.
rank. If the back rank is full at any point, or the unit has
a single rank of at least five models, the next model 4. SLICING SHARDS Cast on 10+
starts a new back rank. Models that cannot be placed Slicing Shards is a magic missile with a range of 24"
(because there isn't enough room, or you do not have that inflicts D6 Strength 4 hits with the Armour
sufficient models) are lost. Models created in this way Piercing (1) special rule. The target must then
have no upgrades and don't award additional victory immediately pass a Leadership test or suffer a further
points. D6 Strength 4 hits with the Armour Piercing (1) special
rule. The target must keep testing its Leadership in this
LASH OF SLAANESH Cast on 6+ manner until a test is passed, or the target is removed as
(Signature Spell) a casualty.
Lash of Slaanesh is a direct damage spell with a range
of 24". Extend a straight line 24" in length, within the 5. PHANTASMAGORIA Cast on 10+
caster's forward arc and directly from his base. Any Phantasmagoria is a hex spell with a range of 24".
model whose base falls under the line (determined using Until the start of the caster’s next Magic phase, the
the line template) suffers a Strength 4 hit with the target unit must roll an additional D6 whenever it takes
Armour Piercing (1) special rule. Any unit that suffers a Leadership test, discarding the lowest result rolled.
a casualty from this spell may not march in its next The caster can choose to have this spell target all
Movement phase. enemy units within 12". If they do so, the casting value
is increased to 20+.
1. PAVANE OF SLAANESH Cast on 8+
Pavane of Slaanesh is a direct damage spell with a 6. CACOPHONIC CHOIR Cast on 15+
range of 12" that targets a single enemy model (even a Cacophonic Choir is a hex spell with a range of 12".
character in a unit). If successfully cast, the target must The target unit takes 3D6 hits that wound on a 4+ with
pass a Leadership test on 3D6. If failed, the target the Ignores Armour saves special rule. If at least one
suffers 1 Wounds which Ignores Armour saves for unsaved Wound is caused, the target unit is subject to
every point they failed the test by. the Always Strikes Last and Random Movement (D6)
special rules until the start of the caster’s next Magic
2. HYSTERICAL FRENZY Cast on 8+ phase. The Wizard can choose to extend the range of
Remains in play. Hysterical Frenzy can be cast on any this spell to 24". If they do so, the casting value is
unit (friend or foe) within 24". If cast on a friendly unit, increased to 19+.
Hysterical Frenzy is an augment spell. If Hysterical
Frenzy is cast on an enemy unit, it is a hex spell. For
the duration of the spell, the target gains the Frenzy
special rule (which is not lost if the unit is defeated in
close combat). If the target unit already has the Frenzy
special rule, that Frenzy grants +2 Attacks instead of
just +1. In addition, for the duration of the spell, the
target of Hysterical Frenzy suffers D6 Strength 3 hits at
the end of each of the caster’s Magic phases.
7
DAEMONIC GIFTS
Characters may select one or more Gifts from the list UNHOLY SACRIFICE 30 points
below as described in the army list. Each Gift may only This Daemon can choose to lose D3 Wounds (with no
be taken once per army. saves allowed) at the start of any of your Magic phases.
If it does so, add D3+1 dice to your power pool.
BRINGER OF THE SWARM 70 points
At the end of every Close Combat phase in which the WARD OF CHAOS 30 points
Daemon causes one or more unsaved Wounds, a unit of The Daemon has the Ward save (3+) special rule
Chaos Furies is created. The unit consists of one Chaos against missile attacks.
Fury for every unsaved Wound caused. The unit must
be placed wholly within 6" of the Daemon and cannot RADIANCE OF DARK GLORY 25 points
be placed with 1" of another unit or impassable terrain. The Daemon and any other Daemonic unit of the same
If any model cannot be placed because there isn’t allegiance within 12" suffers one less wound than
enough room, or you do not have sufficient models, it normal when taking Instability tests.
is lost. Units created in this way do not award victory
points. CLEAVING BLOW 20 points
The Daemon's close combat attacks have the Multiple
AURA OF DISRUPTION 60 points Wounds (2) special rule.
Any dispel attempt you make while this model is on
the table receives one extra ‘free’ dispel dice. WITHERING GAZE 20 points
This is a missile attack with a range of 12", Strength 6
SORCEROUS LODESTONE 55 points and the Quick to Fire special rule.
Whenever a spell is successfully cast by any Wizard,
roll a D6 – this Daemon regains a Wound lost earlier in AWESOME STRENGTH 15 points
the battle on a roll of 5+. Whenever a spell is miscast The Daemon gains +1 Strength.
by any Wizard, the Daemon instead suffers a Wound on
a roll of 4+. CORPULENCE 15 points
The Daemon gains +1 Wound.
MASSIVE STATURE 45 points
Monstrous Infantry only. The Daemon becomes a CRUSHING MASS 15 points
Monster. In addition, it gains +1 Wound. The Daemon gains the Impact Hits (D3) special rule.
8
GIFTS OF KHORNE GIFTS OF TZEENTCH
The following powers may only be taken by Daemons The following powers may only be taken by Daemons
of Khorne. of Tzeentch.
9
GIFTS OF NURGLE GIFTS OF SLAANESH
The following powers may only be taken by Daemons The following powers may only be taken by Daemons
of Nurgle. of Slaanesh.
10
UNDIVIDED MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Daemons of Chaos. These may be used in addition to the magic weapons found in the Warhammer
rulebook.
MAGIC WEAPONS
Cursed terrain features placed in this way must be
positioned touching an existing cursed terrain feature,
THE ETERNAL BLADE 65 points
and cannot be placed on top of a unit, or a terrain
Roll a D3 at the start of each round of combat – the
feature other than a hill or forest. If the terrain feature
bearer’s Weapon Skill, Strength, Initiative and Attacks
cannot be placed, or you don’t have the relevant terrain
are increased by this amount until the end of the phase.
feature, then nothing is placed. Any unit from the
Forces of Order within 6" of a cursed tower or cursed
ENCHANTED ITEMS bulwark suffers a -2 penalty to their Initiative.
11
KHORNE MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Daemons of Khorne. These may be used in addition to the magic weapons found in the Warhammer
rulebook.
12
TZEENTCH MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Daemons of Tzeentch. These may be used in addition to the magic weapons found in the Warhammer
rulebook.
13
NURGLE MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Daemons of Nurgle. These may be used in addition to the magic weapons found in the Warhammer
rulebook.
ARCANE ITEMS
MAGIC WEAPONS
STAFF OF NURGLE 35 points
BALESWORD 25 points Bound Spell, Power Level 5. The Staff of Nurgle
Attacks made with the Balesword have the Poisoned contains the Rancid Visitation spell from the Lore of
Attacks and Multiple Wounds (D3) special rules. Nurgle.
MAGIC STANDARDS
ICON OF ETERNAL VIRULENCE 25 points
Each unsaved wound caused by the unit when rolling
6's To Wound adds an extra point of Combat
Resolution.
14
SLAANESH MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Daemons of Slaanesh. These may be used in addition to the magic weapons found in the Warhammer
rulebook.
MAGIC STANDARDS
BANNER OF ECSTASY 25 points
The unit gains the Stubborn special rule.
15
UNDIVIDED LORDS
DAEMON PRINCE 240 points
Profile M WS BS S T W I A Ld
Daemon Prince 8 8 5 6 5 5 8 5 9
MAGIC: A Daemon Prince that is a Wizard uses spells from the Lore of Fire, Metal, Death or Shadow. If it is a
Daemon of Tzeentch, Nurgle or Slaanesh, it will use the Lore of Tzeentch, Nurgle or Slaanesh, respectively.
OPTIONS:
• May take up to four Wizard Levels (+35 points/level) unless they are a Daemon of Khorne.
• May wear light armour (+5 points) or medium armour (+15 points).
• May be upgraded with the Fly special rule (+25 points).
• May be upgraded to a Daemon of Khorne (+15 points), a Daemon of Tzeentch (+15 points), a Daemon of
Nurgle (+15 points) or a Daemon of Slaanesh (+5 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 100 points (a Daemon of Khorne may take up to
150 points).
16
UNDIVIDED HEROES
EXALTED DAEMON 170 points
Profile M WS BS S T W I A Ld
Exalted Daemon 6 7 5 5 5 4 7 4 8
MAGIC: An Exalted Daemon that is a Wizard uses spells from the Lore of Fire, Metal, Death or Shadow. If it is a
Daemon of Tzeentch, Nurgle or Slaanesh, it will use the Lore of Tzeentch, Nurgle or Slaanesh, respectively.
OPTIONS:
• May take up to two Wizard Levels (+35 points/level) unless they are a Daemon of Khorne.
• May wear light armour (+4 points) or medium armour (+12 points).
• May be upgraded with the Fly special rule (+25 points).
• May be upgraded to a Daemon of Khorne (+15 points), a Daemon of Tzeentch (+15 points), a Daemon of
Nurgle (+15 points) or a Daemon of Slaanesh (+5 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points (a Daemon of Khorne may take up to
75 points).
• One Exalted Daemon in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can
have a magic banner with no points limit. However, a model carrying a magic standard can only carry other
Magic Items and/or Daemonic Gifts up to a total of 25 points.
17
UNDIVIDED CORE UNITS
CHAOS FURIES 14 points per model
Profile M WS BS S T W I A Ld
Chaos Fury 4 3 0 3 3 1 4 2 6
UNIT SIZE: 5+
OPTIONS:
• May be upgraded to Daemons of Khorne (+2 points/model), Daemons of Tzeentch (+2 points/model),
Daemons of Nurgle (+2 points/model) or Daemons of Slaanesh (+1 points/model).
OPTIONS:
• May be upgraded to Daemons of Khorne (+6 points/model), Daemons of Tzeentch (+6 points/model),
Daemons of Nurgle (+6 points/model) or Daemons of Slaanesh (+3 points/model).
18
UNDIVIDED SPECIAL UNITS
DAEMON BRUTES 45 points per model
Profile M WS BS S T W I A Ld
Daemon Brute 6 4 0 5 4 3 5 3 7
UNIT SIZE: 3+
OPTIONS:
• May take additional hand weapons (+3 points/model) or great weapons (+6 points/model).
• May be upgraded to Daemons of Khorne (+6 points/model), Daemons of Tzeentch (+6 points/model),
Daemons of Nurgle (+6 points/model) or Daemons of Slaanesh (+3 points/model).
19
UNDIVIDED RARE UNITS
SOUL GRINDER 250 points
Profile M WS BS S T W I A Ld
Soul Grinder 8 3 3 6 7 6 3 4 7
UNIT SIZE: 1
OPTIONS:
• May be upgraded to a Daemon of Khorne (+15 points), Daemon of Tzeentch (+10 points), Daemon of Nurgle
(+10 points) or Daemon of Slaanesh (+5 points).
• May take a Daemonbone Claw (+25 points).
• May replace the Harvester Cannon with Baleful Torrent (+25 points), Phlegm Bombardmen (+25 points), or
Warp Gaze (+15 points).
UPGRADES:
• Baleful Torrent: This follows the rules for a Fire Thrower. If a misfire is rolled on the artillery dice, the
Soulgrinder suffers a wound with no saves of any kind allowed instead of rolling on the chart.
• Daemonbone Claw: If a Soulgrinder has a Daemonbone Claw it can exchange all of its Attacks for a single
special Attack – this is declared after the Caught by the Iron Claw rules is resolved. This Attack is resolved at
Strength 10 and has the Multiple Wounds (D6) special rule.
• Phlegm Bombardment: This shooting attack is fired according to the rules for a Strength 3 Stone Thrower
which does not have Multiple Wounds (D6). If a misfire is rolled on the artillery dice, the Soulgrinder suffers a
wound with no saves of any kind allowed instead of rolling on the chart.
• Warp Gaze: This shooting attack is fired according to the rules for a Bolt Thrower.
20
KHORNE LORDS
BLOODTHIRSTER 430 points
Profile M WS BS S T W I A Ld
Bloodthirster 8 9 5 6 6 6 8 6 9
OPTIONS:
• May replace hand weapons with great weapon (+7 points).
• May take Hellfire (+35 points) and/or Relentless Hunter (+15 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 150 points.
SPECIAL RULES: Daemonic, Daemon of Khorne, Fly (8), Killing Blow, Magic Resistance (1).
• Aura of Fury: All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain
the Fight in Extra Ranks (1) special rule.
UPGRADES:
• Hellfire: The Bloodthirster gains a Strength 5 Breath Weapon with the Flaming Attacks special rule.
• Relentless Hunter: The Bloodthirster gains the Hatred (Characters) special rule and gains 3" to its charge
range when charging a unit containing any characters.
21
KHORNE HEROES
BLOODMASTER 110 points
Profile M WS BS S T W I A Ld
Bloodmaster 5 7 5 5 4 2 6 3 8
EQUIPMENT: Hellblade.
OPTIONS:
• May wear light armour (+2 points).
• May be mounted on a Juggernaut (+50 points) or a Blood Throne (+150 points).
• May take Locus of Adjuration (+20 points), Locus of Fury (+40 points) or Locus of Wrath (+40 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 75 points.
• One Bloodmaster in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can
have a magic banner with no points limit. However, a model carrying a magic standard can only carry other
Magic Items and/or Daemonic Gifts up to a total of 50 points.
UPGRADES:
• Locus of Abjuration: This model, and all models in his unit, have the Magic Resistance (2) special rule.
• Locus of Fury: This model, and all models in his unit, have the Frenzy special rule (note that this Frenzy is
not lost if the unit loses a round of combat).
• Locus of Wrath: This model, and all models in his unit, have the Hatred special rule.
22
KHORNE MOUNTS
JUGGERNAUT
Profile M WS BS S T W I A Ld
Juggernaut 7 4 0 5 4 3 2 3 7
BLOOD THRONE
Profile M WS BS S T W I A Ld
Blood Throne 6 5 - 5 5 4 2 3 -
Bloodletter - 5 5 4 - - 4 1 7
EQUIPMENT: Scythes.
23
KHORNE CORE UNITS
BLOODLETTERS 13 points per model
Profile M WS BS S T W I A Ld
Bloodletter 5 5 5 4 3 1 4 1 7
Bloodreaper 5 5 5 4 3 1 4 2 7
OPTIONS:
• May upgrade one Bloodletter to a Bloodreaper (+10 points).
• May upgrade one Bloodletter to a Musician (+10 points).
• May upgrade one Bloodletter to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.
UNIT SIZE: 5+
MAGIC ITEMS:
• Collar of Khorne: Talisman. The model gains the Magic Resistance (2) special rule.
OPTIONS:
• May upgrade one Flesh Hound to a Gore Hound (+10 points).
SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).
24
KHORNE SPECIAL UNITS
BLOODCRUSHERS 60 points per model
Profile M WS BS S T W I A Ld
Bloodcrusher 5 5 5 4 3 1 4 1 7
Bloodhunter 5 5 5 4 3 1 4 2 7
Juggernaut 7 4 0 5 4 3 2 3 7
UNIT SIZE: 3+
OPTIONS:
• May upgrade one Bloodcrusher to a Bloodhunter (+10 points).
• May upgrade one Bloodcrusher to a Musician (+10 points).
• May upgrade one Bloodcrusher to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.
EQUIPMENT: Scythes.
UNIT SIZE: 1+
EQUIPMENT: Scythes.
26
TZEENTCH LORDS
LORD OF CHANGE 430 points
Profile M WS BS S T W I A Ld
Lord of Change 8 6 5 6 6 6 6 5 9
MAGIC: A Lord of Change is a Level 2 Wizard who uses spells from the Lore of Tzeentch.
OPTIONS:
• May take up to two Wizard Levels (+35 points/level).
• May take Magic Items and/or Daemonic Gifts up to a total of 100 points.
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Fly (8).
• Barrage of Knowledge: All enemy units within 8" of a Lord of Change suffer a -1 penalty to their Weapon
Skill and Ballistics Skill. This has no effect on Daemons of Tzeentch.
MAGIC: Gaunt Summoners are Level 3 Wizards who use spells from the Lore of Tzeentch.
MAGIC ITEMS:
• Warptongue Blade: Magic Weapon. If a Warptongue Blade causes an unsaved Wound in close combat, the
target must pass a Leadership test or be removed as casualty, with no saves allowed.
OPTIONS:
• May be upgraded to a Level 4 Wizard (+35 points).
• May be mounted on a Disc of Tzeentch (+25 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 100 points.
SPECIAL RULES: Daemonic, Daemon of Tzeentch.
• Summon Daemons: Innate Bound spell (power level 8). Summon Daemons is an augment spell with a range
of 18" that can target units of Pink Horrors, Screamers or Flamers. The target unit immediately gains D6
Wounds worth of models added to the unit.
27
TZEENTCH HEROES
CHANGECASTER 110 points
Profile M WS BS S T W I A Ld
Changecaster 4 3 3 4 4 2 3 2 8
MAGIC: A Changecaster is a Level 1 Wizard uses spells from the Lore of Tzeentch.
OPTIONS:
• May be upgraded to a Level 2 Wizard (+35 points).
• May be mounted on a Disc of Tzeentch (+25 points) or a Burning Chariot (+70 points) replacing the crew.
• May take Locus of Transmogrification (+25 points), Locus of Change (+25 points) or Locus of Conjuration
(+40 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points.
• One Changecaster in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can
have a magic banner with no points limit. However, a model carrying a magic standard can only carry other
Magic Items and/or Daemonic Gifts up to a total of 25 points.
UPGRADES:
• Locus of Transmogrification: When a model with the Split special rule in this model's unit is slain, you may
re-roll dice results of 1-3 to see if it turns into two Blue Horrors.
• Locus of Change: At the start of the turn, roll a D6. This model, and all models in his unit, have a Strength
value equal to the result until you roll again.
• Locus of Conjuration: Spells cast by this model, and any models in his unit, are resolved at +1 Strength.
OPTIONS:
• May be mounted on a Burning Chariot (+70 points) replacing the crew.
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Flaming Attacks, Strider.
• Exalted Fire of Tzeentch: During the Shooting phase, the Exalted Flamer can shoot either Pink Fire or Blue
Fire. If a misfire is rolled when resolving Pink Fire or Blue Fire, the Exalted Flamer suffers D6 Strength D6
hits with the Flaming Attacks special rule.
- Pink Fire uses the rules for fire throwers. It has range n/a, Strength D6, Flaming Attacks and Slow to Fire
special rules.
- Blue Fire uses the rules for grapeshot. It has range 12", Strength D3+3, Flaming Attacks and Slow to Fire
special rules.
28
TZEENTCH MOUNTS
DISC OF TZEENTCH
Profile M WS BS S T W I A Ld
Disc of Tzeentch 0 3 0 4 4 1 4 2 7
29
TZEENTCH CORE UNITS
PINK HORRORS 12 points per model
Profile M WS BS S T W I A Ld
Pink Horror 4 3 3 3 3 1 3 1 7
Blue Horror 4 3 3 2 3 1 3 1 7
Iridescent Horror 4 3 3 3 3 1 3 2 7
MAGIC: A unit of Pink Horrors is treated as a Level 1 Wizard that uses spells from the Lore of Tzeentch. It receives
an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the
unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Pink Horror in the unit
as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Pink Horror unit rolling a miscast,
do not roll on the Miscast table. Instead, the unit suffers D6 Wounds which Ignores Armour saves.
OPTIONS:
• May upgrade one Pink Horror to a Iridescent Horror (+10 points).
• May upgrade one Pink Horror to a Musician (+10 points).
• May upgrade one Pink Horror to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.
30
TZEENTCH CORE UNITS
SCREAMERS 32 points per model
Profile M WS BS S T W I A Ld
Screamer 1 3 0 4 4 2 4 2 7
UNIT SIZE: 3+
31
TZEENTCH SPECIAL UNITS
FLAMERS 32 points per model
Profile M WS BS S T W I A Ld
Flamer 6 2 4 4 4 2 4 2 7
Pyrocaster 6 2 5 4 4 2 4 2 7
OPTIONS:
• May upgrade one Flamer to a Pyrocaster (+10 points).
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Flaming Attacks, Skirmishers, Strider.
• Flames of Tzeentch: Flames of Tzeentch have a range of 18", Strength 4, Flaming Attacks and the Multiple
Shots (D6) special rules.
UNIT SIZE: 1+
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Random Movement (3D6), Random Attacks (D6).
• Exalted Flames of Tzeentch: Exalted Flames of Tzeentch have a range of 18", Strength 4, Flaming Attacks
and the Multiple Shots (2D6) special rules.
32
TZEENTCH RARE UNITS
CHANGEBRINGERS 45 points per model
Profile M WS BS S T W I A Ld
Changebringer 6 2 4 4 4 2 4 2 7
Pyrocaster 6 2 5 4 4 2 4 2 7
Disc of Tzeentch 0 3 0 4 4 1 4 2 7
OPTIONS:
• May upgrade one Changebringer to a Pyrocaster (+10 points).
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Flames of Tzeentch, Flaming Attacks, Fly (9).
UNIT SIZE: 1 Burning Chariot crewed by 1 Exalted Flamer and drawn by 2 Screamers.
EQUIPMENT: Scythes.
OPTIONS:
• May take 3 Blue Horror crew (+6 points).
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Exalted Fire of Tzeentch (Exalted Flamer only), Fly (8),
Flaming Attacks (Exalted Flamer only), Slashing Attack.
33
NURGLE LORDS
GREAT UNCLEAN ONE 430 points
Profile M WS BS S T W I A Ld
Great Unclean One 6 6 3 6 7 7 4 5 9
MAGIC: A Great Unclean One is a Level 1 Wizard who uses spells from the Lore of Nurgle.
OPTIONS:
• May take up to three Wizard Levels (+35 points/level).
• May take an additional hand weapon (+20 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 100 points.
SPECIAL RULES: Daemonic, Daemon of Nurgle, Poisoned Attacks.
• Extreme Contagion: Enemy models in base contact with the Great Unclean One at the start of any close
combat phase suffer a Wound on the roll of a 5+ which Ignores Armour saves. This has no effect on Daemons
of Nurgle.
34
NURGLE HEROES
POXBRINGER 110 points
Profile M WS BS S T W I A Ld
Poxbringer 4 5 5 5 5 2 4 3 8
MAGIC: A Poxbringer who is a Wizard uses spells from the Lore of Nurgle.
OPTIONS:
• May take up to two Wizard Levels (+35 points/level).
• May be mounted on a Palanquin (+25 points), a Plague Toad (+35 points) or a Rot Fly (+45 points).
• May take Locus of Virulence (+25 points), Locus of Fecundity (+25 points) or Locus of Contagion (+50
points).
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points.
• One Poxbringer in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have
a magic banner with no points limit. However, a model carrying a magic standard can only carry other Magic
Items and/or Daemonic Gifts up to a total of 25 points.
UPGRADES:
• Locus of Virulence: This model, and all models in his unit, automatically wound in close combat on a To Hit
roll of 6.
• Locus of Fecundity: This model, and all models in his unit, have the Regeneration (6+) special rule.
• Locus of Contagion: If this model, or any model in his unit, scores a 6 To Hit in close combat, the target
immediately suffers an additional automatic hit resolved at Strength 4.
35
NURGLE HEROES
SLOPPITY BILEPIPER 95 points
Profile M WS BS S T W I A Ld
Sloppity Bilepiper 4 4 4 4 5 2 4 2 8
OPTIONS:
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points.
SPECIAL RULES: Daemonic, Daemon of Nurgle.
• Jolly Gutpipes: At the start of each close combat phase the Sloppity Bilepiper can play one of the following
tunes which affects the unit they are with. The effect of that tune lasts until the end of that phase. A unit can
only benefit from one tune once per phase.
- A Stabbing We Will Go!: All models in the unit may re-roll failed rolls To Wound.
- Early One Evening My Pustule Was Seeping: All models in the unit gain the Multiple Wounds (2)
special rule.
- My Love Is Like a Ripe, Ripe Fart: All enemy units in base contact with the Sloppity Bilepiper suffer -1
To Hit.
OPTIONS:
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points.
SPECIAL RULES: Daemonic, Daemon of Nurgle.
• Keep Counting, I'm Watching You: At the start of each close combat phase the Spoilpox Scrivener can use
one of the following counts which affects the unit they are with. The effect of each counts lasts until the end of
that phase. A unit can only benefit from one count once per phase.
- Tally of Blows: All models in the unit gain +1 Attack.
- Studied Lacerations: All models in the unit gain the Armour Piercing (1) special rule.
- Recorded Stamina: Enemies must re-roll To Wound rolls of 6 against all models in the unit.
36
NURGLE MOUNTS
PALANQUIN
Profile M WS BS S T W I A Ld
Palanquin 4 2 2 2 - - 3 8 7
NOTES:
• A Palanquin adds +3 Unit Strength to the rider.
PLAGUE TOAD
Profile M WS BS S T W I A Ld
Plague Toad 6 3 0 4 4 3 1 3 7
ROT FLY
Profile M WS BS S T W I A Ld
Rot Fly 1 3 0 4 5 3 2 3 7
37
NURGLE CORE UNITS
PLAGUEBEARERS 12 points per model
Profile M WS BS S T W I A Ld
Plaguebearer 4 3 3 4 4 1 2 1 7
Plagueridden 4 3 3 4 4 1 2 2 7
OPTIONS:
• May upgrade one Plaguebearer to a Plagueridden (+10 points).
• May upgrade one Plaguebearer to a Musician (+10 points).
• May upgrade one Plaguebearer to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.
UNIT SIZE: 3+
UNIT SIZE: 3+
38
NURGLE SPECIAL UNITS
POX RIDERS 35 points per model
Profile M WS BS S T W I A Ld
Pox Rider 4 3 3 4 4 1 2 1 7
Plague Leaper 4 3 3 4 4 1 2 2 7
Plague Toad 6 3 0 4 4 3 1 3 7
OPTIONS:
• May upgrade one Pox Rider to a Plague Leaper (+10 points).
• May upgrade one Pox Rider to a Musician (+10 points).
• May upgrade one Pox Rider to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.
SPECIAL RULES: Daemonic, Daemon of Nurgle, Marsh Strider, Poisoned Attacks (Plague Toad only).
UNIT SIZE: 1+
SPECIAL RULES: Daemonic, Daemon of Nurgle, Poisoned Attacks, *Random Attacks (D6+1), Regeneration
(6+).
• Attention Seeker: Beasts of Nurgle can issue and accept challenges as if they were Characters.
• Slime Trail: Enemy units do not receive combat result bonuses for attacking the flank or rear of models with
this special rule.
39
NURGLE SPECIAL UNITS
PLAGUE CHARIOT 145 points
Profile M WS BS S T W I A Ld
Plague Chariot 5 - - 5 5 5 - - -
Plaguebearer - 3 3 4 - - 2 1 7
Beast of Nurgle - 3 0 4 - - 2 * 7
UNIT SIZE: 1 Plague Chariot crewed by 2 Plaguebearers and drawn by 1 Beast of Nurgle.
SPECIAL RULES: Daemonic, Daemon of Nurgle, Poisoned Attacks (Beast of Nurgle only), *Random Attacks
(D6+1) (Beast of Nurgle only), Regeneration (6+), Slime Trail.
40
NURGLE RARE UNITS
PLAGUE DRONES 50 points per model
Profile M WS BS S T W I A Ld
Plaguebearer 4 3 3 4 4 1 2 1 7
Plaguebringer 4 3 3 4 4 1 2 2 7
Rot Fly 1 3 0 4 5 3 2 3 7
UNIT SIZE: 3+
OPTIONS:
• May take Death Heads (+7 points/model).
• May upgrade one Plaguebearer to a Plaguebringer (+10 points).
• May upgrade one Plaguebearer to a Musician (+10 points).
• May upgrade one Plaguebearer to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.
SPECIAL RULES: Daemonic, Daemon of Nurgle, Fly (6), Poisoned Attacks (Rot Fly only).
UPGRADES:
• Death Heads: Death Heads have a range of 12", Strength 4, Multiple Wounds (D3), Poisoned Attacks and
Quick to Fire special rules.
41
SLAANESH LORDS
KEEPER OF SECRETS 430 points
Profile M WS BS S T W I A Ld
Keeper of Secrets 10 8 5 6 6 6 9 6 9
MAGIC: A Keeper of Secrets is a Level 1 Wizard who uses spells from the Lore of Slaanesh.
OPTIONS:
• May take up to three Wizard Levels (+35 points/level).
• May take a shield (+20 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 100 points.
SPECIAL RULES: Daemon of Slaanesh, Daemonic.
• Sensual Barrage: All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their Weapon Skill
and Initiative. This has no effect on Daemons of Slaanesh.
42
SLAANESH HEROES
VICELEADER 110 points
Profile M WS BS S T W I A Ld
Viceleader 6 7 6 4 3 2 7 4 8
MAGIC: A Viceleader who is Wizard uses spells from the Lore of Slaanesh.
OPTIONS:
• May take up to two Wizard Levels (+35 points/level).
• May be mounted on a Steed of Slaanesh (+25 points), a Serpent of Slaanesh (+40 points) or an Exalted Chariot
(+190 points) replacing one of the crew.
• May take Locus of Grace (+20 points), Locus of Swiftness (+50 points) or Locus of Beguilement (+50 points).
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points.
• One Viceleader in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have
a magic banner with no points limit. However, a model carrying a magic standard can only carry other Magic
Items and/or Daemonic Gifts up to a total of 25 points.
UPGRADES:
• Locus of Grace: This model, and all models in her unit, automatically pass Dangerous Terrain tests, "Look
Out Sir!" tests and characteristic tests (but not Leadership tests).
• Locus of Swiftness: This model, and all models in her unit, have the Always Strikes First special rule.
• Locus of Beguilement: Any enemy unit in base contact with this model, or a model in her unit, are subject to
the Always Strikes Last special rule.
OPTIONS:
• May take Magic Items and/or Daemonic Gifts up to a total of 50 points.
SPECIAL RULES: Daemonic, Daemon of Slaanesh.
• Discordant Disruption: All enemy Wizards within 18" of an Infernal Enrapturess whose casting roll contains
any double suffers a Strength 4 Hit for each double rolled.
• Harmonic Alignment: All friendly Daemons of Slaanesh within 6" of an Infernal Enrapturess may re-roll
failed Ward saves.
• Versatile Instrument: During the Shooting phase, the Infernal Enrapturess can play either Cacophonous
Melody or Euphonic Blast. These are missile attacks.
- Cacophonous Melody has a range of 18", Strength 4 and the Multiple Shots (2D6) special rule.
- Euphonic Blast has a range of 24", Strength 6 and the Multiple Wounds (D3)special rule.
43
SLAANESH MOUNTS
STEED OF SLAANESH
Profile M WS BS S T W I A Ld
Steed of Slaanesh 10 3 0 3 3 1 5 1 7
SERPENT OF SLAANESH
Profile M WS BS S T W I A Ld
Serpent of Slaanesh 10 4 0 4 4 3 5 3 7
44
SLAANESH CORE UNITS
DAEMONETTES 12 points per model
Profile M WS BS S T W I A Ld
Daemonette 6 5 4 3 3 1 5 2 7
Alluress 6 5 4 3 3 1 5 3 7
OPTIONS:
• May upgrade one Daemonette to a Alluress (+10 points).
• May upgrade one Daemonette to a Musician (+10 points).
• May upgrade one Daemonette to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.
UNIT SIZE: 5+
OPTIONS:
• May upgrade one Seeker to a Heartseeker (+10 points).
• May upgrade one Seeker to a Musician (+10 points).
• May upgrade one Seeker to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.
SPECIAL RULES: Daemonic, Daemon of Slaanesh, Fast Cavalry, Poisoned Attacks (Steed of Slaanesh only).
45
SLAANESH SPECIAL UNITS
PLEASURESEEKERS 60 points per model
Profile M WS BS S T W I A Ld
Pleasureseeker 6 5 4 3 3 1 5 2 7
Heartseeker 6 5 4 3 3 1 5 3 7
Serpent of Slaanesh 10 4 0 4 4 3 5 3 7
UNIT SIZE: 3+
OPTIONS:
• May upgrade one Pleasureseeker to a Heartseeker (+10 points).
• May upgrade one Pleasureseeker to a Musician (+10 points).
• May upgrade one Pleasureseeker to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.
SPECIAL RULES: Daemonic, Daemon of Slaanesh, Poisoned Attacks (Serpent of Slaanesh only).
UNIT SIZE: 1 Seeker Chariot crewed by 1 Daemonette, 1 Alluress and drawn by 2 Steeds of Slaanesh.
EQUIPMENT: Scythes.
SPECIAL RULES: Daemonic, Daemon of Slaanesh, Poisoned Attacks (Steed of Slaanesh only).
46
SLAANESH SPECIAL UNITS
FIENDS 55 points per model
Profile M WS BS S T W I A Ld
Fiend 10 4 0 4 4 3 6 3 7
Blissbringer 10 4 0 4 4 3 6 4 7
UNIT SIZE: 1+
OPTIONS:
• May upgrade one Fiend to a Blissbringer (+10 points).
SPECIAL RULES: Daemonic, Daemon of Slaanesh.
• Soporific Musk: Units in base contact with one or more Fiends of Slaanesh suffer a -1 penalty to both Weapon
Skill and Initiative. This has no effect on Daemons of Slaanesh.
47
SLAANESH RARE UNITS
EXALTED SEEKER CHARIOT 210 points
Profile M WS BS S T W I A Ld
Exalted Chariot 9 - - 4 4 8 - - -
Daemonette - 5 4 3 - - 5 2 7
Alluress - 5 4 3 - - 5 3 7
Steed of Slaanesh - 3 0 3 - - 5 1 -
UNIT SIZE: 1 Seeker Chariot crewed by 3 Daemonettes, 1 Alluress and drawn by 4 Steeds of Slaanesh.
EQUIPMENT: Scythes.
SPECIAL RULES: Daemonic, Daemon of Slaanesh, Impact Hits (3D6), Poisoned Attacks (Steed of Slaanesh
only).
• Totem of Endless Pleasure: Any Daemon of Slaanesh whose unit is within 6" of a Viceleader on an Exalted
Chariot benefits from the Viceleader's Locus, exactly as if it were in the same unit.
UNIT SIZE: 1 Seeker Chariot crewed by 2 Daemonettes, 1 Alluress and drawn by 2 Steeds of Slaanesh.
EQUIPMENT: Scythes.
SPECIAL RULES: Daemonic, Daemon of Slaanesh, Impact Hits (2D6), Poisoned Attacks (Steed of Slaanesh
only).
• Soulscent: If a Hellflayer causes one or more unsaved Wounds with its Impact Hits, the Alluress receives a
number of bonus Attacks equal to the number of unsaved Wounds caused. This bonus lasts until the end of the
turn.
48
SLAANESH RARE UNITS
CONTORTED EPITOME 175 points
Profile M WS BS S T W I A Ld
Contorted Epitome 6 5 0 4 4 4 5 4 -
Alluress 6 5 4 3 - - 5 3 7
49
UNDIVIDED SPECIAL
CHARACTERS (LORDS)
BE'LAKOR 520 points
The Dark Master
Profile M WS BS S T W I A Ld
Be'lakor 8 9 5 6 5 5 8 5 10
MAGIC: Be'Lakor is a Level 4 Wizard who knows the spells Bolt of Dark Light, Nightmare, Curse of the Dark
Master, Fog of Death, and Coils of the Serpent.
• Bolt of Dark Light: Cast on 6+. Bolt of Dark Light is a magic missile with a range of 18" and causes D6
Strength 5 hits.
• Nightmare: Cast on 6+. Nightmare is a hex spell with a range of 24". The unit immediately must take a Panic
test. This has no effect on models already in close combat.
• Curse of the Dark Master: Cast on 7+. Curse of the Dark Master is a hex spell with a range of 24". Until the
start of Be'lakor's next magic phase, the target unit suffer a -1 To Hit penalty with both shooting and close
combat attacks.
• Fog of Death: Cast on 9+: Fog of Death is a direct damage spell that targets all enemy units within 18". Each
unit suffers D6 Strength 3 hits.
• Coils of the Serpent: Cast on 12+. Coils of the Serpent is a direct damage spell with a range of 12" that
targets a single model (even a character in a unit). The target must pass a Toughness test. If failed, the model is
crushed to death and is removed from play, with no saves allowed.
MAGIC ITEMS:
• The Blade of Shadows: Magic Weapon. The Blade of Shadows has the Ignores Armour Saves special rule.
SPECIAL RULES: Daemonic, Fly (8), Terror.
• The Dark Master: All enemy units within 12" of Be'lakor suffer -1 to their Leadership.
• Lord of Torment: If one or more enemy units failed a Panic or Break test during the previous turn (after any
re-rolls for special rules such as a Battle Standard Bearer's Hold Your Ground! rule), Be'lakor receives D3
additional power dice in the Magic phase, which only he can make use of. Any unused power dice are
discarded at the end of the Magic phase as normal.
• Shadow Form: Be'lakor has a Ward save (6+), and any missile attacks targeting him have a -2 To Hit modifier.
50
KHORNE SPECIAL
CHARACTERS (LORDS)
SKARBRAND 510 points
The Exiled One
Profile M WS BS S T W I A Ld
Skarbrand 8 10 5 6 6 6 9 6 9
MAGIC ITEMS:
• Slaughter and Carnage: Magic Weapon. Two hand weapons. Attacks made with these weapons have the
Ignores Armour saves special rule.
SPECIAL RULES: Aura of Fury, Daemonic, Daemon of Khorne, Frenzy, Hatred, Killing Blow, Magic
Resistance (1).
• Bellow of Endless Fury: This is a Strength 5 Breath Weapon as described in the Warhammer rulebook.
• Rage Embodied: Skarbrand can never lose his Frenzy. In addition, while Skarbrand is alive, all units within
12" (friendly and enemy) of him are subject to the rules for Hatred.
MAGIC ITEMS:
• Harrow Meat: Magic Weapon. Roll a D6 for each model slain with Harrow Meat at the end of each round of
close combat. For each 6 rolled, Mazarall gains +1 Attack for the remainder of the game.
• The Ancyte Shield: Magic Armour. Shield. The Ancyte Shield gives Mazarall the Magic Resistance (3)
special rule. In addition, it has a missile attack with range 12", Strength 4 and the Multiple Shots (D6) special
rule.
51
KHORNE SPECIAL
CHARACTERS (HEROES)
SKULLTAKER 215 points
Khorne's Champion
Profile M WS BS S T W I A Ld
Skulltaker 5 8 5 5 4 2 7 4 8
MAGIC ITEMS:
• The Slayer Sword: Magic Weapon. Attacks made with the Slayer Sword have the Flaming Attacks and
Killing Blow special rules. If Skulltaker is fighting in a challenge, attacks made with the Slayer Sword also
gain the Heroic Killing Blow special rule.
• Cloak of Skulls: Magic Armour. The Cloak of Skulls grants Skulltaker the Natural Armour (3+) and Magic
Resistance (1) special rules.
OPTIONS:
• May be mounted on a Juggernaut (+50 points) or a Blood Throne (+150 points).
SPECIAL RULES: Daemon of Khorne, Daemonic, Locus of Wrath, Natural Armour (6+).
• Skulls for the Skull Throne!: Skulltaker must always issue a challenge, or accept a challenge if one is offered.
SPECIAL RULES: Daemonic, Daemon of Khorne, Hatred, Locus of Fury, Natural Armour (6+).
• Prey of the Blood God: At the start of the game, before deployment, nominate one character in the enemy
army – this is the quarry of Khorne that Karanak has come to claim. Karanak re-rolls failed To Hit and To
Wound rolls against the chosen character.
DAEMONIC GIFTS:
• Brass Collar of Bloody Vengeance: Talisman. Karanak's collar grants the Magic Resistance (2) special rule.
In addition, any enemy Wizard that suffers a miscast within 12" of Karanak takes a Strength 10 hit
immediately before the miscast is resolved.
NOTES:
• Karanak may not be the army's General, but may join units of Flesh Hounds.
52
KHORNE SPECIAL
CHARACTERS (HEROES)
SKAARAC THE BLOODBORN 280 points
Great Bloodbeast of Khorne
Profile M WS BS S T W I A Ld
Scaarac 7 5 0 6 6 6 4 6 7
NOTES:
• Skaarac may never be the Army General.
53
TZEENTCH SPECIAL
CHARACTERS (LORDS)
KAIROS FATEWEAVER 445 points
Oracle of Tzeentch
Profile M WS BS S T W I A Ld
Kairos Fateweaver 8 1 0 5 5 6 1 1 9
MAGIC: Kairos Fateweaver is a Level 4 Wizard who generates spells in the following unique way. When Kairos
chooses spells, his left head may choose a total of four spells from the Lores of Life, Metal, Light and Heavens. His
right head may then choose a total of four spells from the Lores of Death, Beasts, Shadow and Fire. Both heads always
know all spells from the Lore of Tzeentch. At the start of each Magic phase, decide which head Kairos is using this turn.
He may only cast spells known to that head during this turn.
MAGIC ITEMS:
• Staff of Tomorrow: Arcane Item. Kairos allows you to re-roll a single D6 of your choice once per turn –
declare before you make the re-roll. If this is used to re-roll a single dice from a batch of 2D6, 3D6 etc, the
other dice in that batch cannot be re-rolled.
SPECIAL RULES: Barrage of Knowledge, Daemonic, Daemon of Tzeentch, Fly (8), Ward save (6+).
MAGIC: Amon 'Chakai is a Level 4 Wizard who uses spells from the Lore of Tzeentch.
54
TZEENTCH SPECIAL
CHARACTERS (HEROES)
THE BLUE SCRIBES 80 points
Azure Arcanologists
Profile M WS BS S T W I A Ld
The Blue Scribes - 3 3 3 3 2 3 2 7
Disc of Tzeentch 0 3 0 4 4 1 4 2 7
MAGIC ITEMS:
• Scrolls of Sorcery: Arcane Item. The Blue Scribes can cast one spell from one of the eight Lores of Battle
Magic in the Warhammer rulebook during each of his own Magic phases. You can choose which lore the spell
is to be cast from, but must roll a D6 and consult the magic lore to see which spell is cast (the Blue Scribes can
therefore never cast a signature spell). If there is no viable target or you choose not to cast the spell that has
been rolled, the Blue Scribes do not cast a spell that turn. Spells cast by the Blue Scribes are treated as innate
bound spells with a power level equal to their casting value.
NOTES:
• The Blue Scribes have a Unit Strength of 3.
MAGIC: The Changeling is a Level 1 Wizard who uses spells from the Lore of Tzeentch.
55
NURGLE SPECIAL
CHARACTERS (LORDS)
KU'GATH PLAGUEFATHER 510 points
Fetid Brewmaster
Profile M WS BS S T W I A Ld
Ku'gath Plaguefather 4 6 3 6 7 7 4 6 9
Palanquin of Nurgle 4 2 2 2 - - 3 8 7
MAGIC: Ku'gath is a Level 1 Wizard who uses spells from the Lore of Nurgle.
DAEMONIC GIFTS: Nurgling Infestation, Slime Trail (see Daemonic Gifts section), Poisoned Attacks.
MAGIC ITEMS:
• Necrotic Missiles: Magic Weapon. This missile attack is fired according to the rules for a stone thrower, except
Ku'gath may move and fire. It has a range of 12-36", Strength 5, Ignores Armour Saves and Slow to Fire
special rules. In the event of a misfire, Ku'gath has accidentally squashed the Nurgling and the shot has no
effect.
MAGIC: Rotigus is a Level 3 Wizard who use spells from the Lore of Nurgle.
MAGIC ITEMS:
• Gnarlrod of Nurgle: Arcane Item. Bound Spell, Power Level 4. The Gnarlrod of Nurgle contains a direct
damage spell with a range of 24". When cast, roll a D6; this is the number of enemy units affected by the spell,
chosen by Rotigus. Each affected unit suffers D6 Strength 3 Hits which Ignores Armour Saves.
SPECIAL RULES: Daemonic, Daemon of Nurgle, Extreme Contagion, Poisoned Attacks, Regeneration (6+).
• Blubber and Bile: For each Wound Rotigus successfully Regenerates in close combat, he inflicts a Strength 4
Hit on the model which caused the Wound.
• Streams of Brackish Filth: At the start of each of your Shooting phases, all enemy units within 6" of Rotigus
suffer D3 Strength 4 Hits.
56
NURGLE SPECIAL
CHARACTERS (HEROES)
EPIDEMUS 150 points
Nurgle's Tallyman
Profile M WS BS S T W I A Ld
Epidemius 4 5 5 5 5 2 4 3 8
Palanquin of Nurgle 4 2 2 2 - - 3 8 7
SPECIAL RULES: Daemonic, Daemon of Nurgle, Large Target (2), Locus of Virulence.
• The Tally of Pestilence: Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by any unit he
is with in close combat. At the start of each of your turns, consult the table below to determine the effect of the
Tally of Pestilence. Note that these effects are cumulative. If Epidemius is killed or leaves the unit, these
effects are immediately lost.
Wounds Effect
0-6 No effect.
7+ All models in the unit gain +1 Strength.
14+ All models in the unit gain +1 Toughness.
21+ All models in the unit gain the Killing Blow special rule.
28+ All models in the unit re-roll failed ward saves.
57
SLAANESH SPECIAL
CHARACTERS (LORDS)
N'KARI 630 points
The Arch-tempter
Profile M WS BS S T W I A Ld
N'Kari 10 8 5 6 6 6 9 6 9
MAGIC: N'Kari is a level 4 Wizard who use spells from the Lore of Slaanesh.
MAGIC ITEMS:
• Soulpiercer: Magic Weapon. Spear. When fighting in a Challenge, Shalaxi Helbane has the Heroic Killing
Blow special rule.
• Shining Aegis: Magic Armour. Shield. This shield gives Shalaxi Helbane the Magic Resistance (1) special
rule.
• Cloak of Constriction: Talisman. All models attempting to strike Shalaxi Helbane in close combat must pass a
Strength test or lose 1 Attack.
58
SLAANESH SPECIAL
CHARACTERS (LORDS)
AZAZEL 425 points
Prince of Damnation
Profile M WS BS S T W I A Ld
Azazel 8 8 5 6 5 5 9 5 10
MAGIC: Azazel is a Level 2 Wizard who uses spells from the Lore of Slaanesh.
MAGIC ITEMS:
• Daemonblade: Magic Weapon. All attacks made with the Daemonblade have the Ignores Armour Saves
special rule.
MAGIC ITEMS:
• Axe of Dominion: Magic Weapon. Great weapon. All attacks made by Esske automatically Wound with the
Ignores Armour saves special rule.
• Scourging Whip: Magic Weapon. All models in base contact with Syll'Esske lose 1 Attack.
NOTES:
• Syll'Esske has a Unit Strength of 4.
59
SLAANESH SPECIAL
CHARACTERS (LORDS)
DEXCESSA 385 points
The Talon of Slaanesh
Profile M WS BS S T W I A Ld
Dexcessa 8 9 5 6 5 5 8 5 9
MAGIC ITEMS:
• Sceptre of Slaanesh: Enchanted Item. All friendly Daemons of Slaanesh units within 12" of Dexcessa may re-
roll Daemonic Instability tests.
MAGIC: Synessa are a Level 4 Wizard who uses spells from the Lore of Slaanesh. In addition to their other spells,
they also know the following spell:
• Whispers of Doubt: Cast on 5+. Whispers of Doubt is a hex spell with a range of 12" that targets a single
model. The target must take a Leadership test using 3D6; if failed, all close combat attacks targeting that
character gain +1 To Hit until the start of your next Magic phase.
MAGIC ITEMS:
• Staff of Slaanesh: Arcane Item. The Staff of Slaanesh contains a Bound Spell, Power Level 4. This is a direct
damage spell with a range of 18". The target unit takes 2D6 Wounds. Saves are taken as normal.
SPECIAL RULES: Daemon of Slaanesh, Daemonic, Fly (8), Loremaster (Lore of Slaanesh).
• Mesmerising Lepidoptera: All enemy attacks targeting Synessa suffer a -1 penalty To Hit.
• The Voice of Slaanesh: All friendly models within Line of Sight of Synessa may use their Leadership. In
addition, any spells that Synessa casts can be targeted at any enemy unit within Line of Sight, regardless of
range.
60
SLAANESH SPECIAL
CHARACTERS (HEROES)
THE MASQUE OF SLAANESH 160 points
Eternal Dancer
Profile M WS BS S T W I A Ld
Masque of Slaanesh 10 7 6 4 3 2 7 5 8
61
REFERENCE
UNIT NAME TROOP LINE OF UNIT BASE SIZE
TYPE SIGHT STRENGTH (mm)
Amon 'Chakai Monster 5 6 50x50 or 100x50
Azazel Monstrous Infantry 2 3 50x50
Beast of Nurgle Monstrous Beast 2 3 50x50
Be'lakor Monster 5 5 50x50 or 100x50
Blood Chariot Chariot 2 5 50x100
Bloodmaster Infantry 1 1 25x25
Blood Throne Chariot 2 4 50x100
Bloodbeasts Monstrous Beast 2 4 50x50
Bloodcrushers Monstrous Cavalry 3 5 50x50 or 50x75
Bloodletters Infantry 1 2 25x25
Bloodthirster Monster 5 6 50x50 or 100x50
Brimstone Horrors Swarm 0 3 25x25
Burning Chariot Chariot 2 4 50x100
Changebringers Cavalry 2 2 40x40
Changecaster Infantry 1 1 25x25
Chaos Fury Infantry 1 1 25x25
Contorted Epitome Shrine 2 4 75x50
Daemon Brute Monstrous Infantry 2 3 40x40
Daemon Prince Monstrous Infantry 2 3 50x50
Daemonette Infantry 1 1 25x25
Dexcessa Monster 5 5 100x50
Disc of Tzeentch War Beast 1 1 40x40
Epidemius Infantry 2 4 50x50
Exalted Daemon Monstrous Infantry 2 3 40x40
Exalted Flamer Monstrous Infantry 2 3 50x50
Exalted Seeker Chariot Chariot 2 4 100x150
Fiend of Slaanesh Monstrous Beast 2 3 50x50
Firewyrm of Tzeentch Monstrous Beast 2 3 50x50
Flamer of Tzeentch Infantry 1 1 25x25
Flesh Hound War Beast 1 1 25x50
Gaunt Summoner Infantry 1 1 25x25
Great Unclean One Monster 5 10 50x50 or 100x50
Hellflayer Chariot 2 7 50x100
Horticulous Slimux Monstrous Cavalry 3 4 50x100
Imp Swarm Swarm 0 3 40x40
Infernal Enrapturess Infantry 1 1 25x50
Juggernaut of Khorne Monstrous Beast 2 3 50x50 or 50x75
Kairos Fateweaver Monster 5 6 50x50 or 100x50
Karanak War Beast 1 1 25x50
Keeper of Secrets Monster 5 6 50x50 or 100x50
Ku'gath Plaguefather Monster 5 7 50x50 or 100x50
Lord of Change Monster 5 6 50x50 or 100x50
Mazarall the Butcher Monster 5 5 100x50
N'Kari Monster 5 6 100x50
Nurglings Swarm 1 3 40x40
Palanquin Infantry 2 3 50x50
Pink Horrors Infantry 1 1 25x25
Plague Chariot Chariot 2 5 50x100
Plague Drones Monstrous Cavalry 3 4 50x75
Plague Toad Monstrous Beast 2 3 50x50
Plaguebearer Infantry 2 1 25x25
Pleasureseeker Monstrous Cavalry 1 4 50x50
Poxbringer Infantry 1 1 25x25
Pox Rider Monstrous Cavalry 1 4 50x50
Rotigus Monster 2 7 100x50
Screamer War Beast 1 1 40x40
Seeker Chariot Chariot 2 4 50x100
Seekers Cavalry 2 2 25x50
Serpent of Slaanesh Monstrous Beast 2 3 25x50
Shalaxi Helbane Monster 5 6 100x50
Skaarac the Bloodborn Monster 5 6 100x50
Skarbrand Monster 5 6 100x50
Skull Cannon Chariot 2 4 50x100
62
Skulltaker Infantry 1 1 25x25
Sloppity Bilepiper Infantry 1 1 25x25
Soulgrinder Monster 5 5 150x100
Spoilpox Scrivener Infantry 1 1 25x25
Steed of Slaanesh War Beast 1 1 25x50
Syll'Esske Monstrous Infantry 3 4 50x50
Synessa Monster 5 5 100x50
The Blue Scribes Cavalry 2 3 50x50
The Changeling Infantry 1 1 25x25
The Masque of Slaanesh Infantry 1 1 25x25
Viceleader Infantry 1 1 25x25
63