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WARHAMMER ARMIES:

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
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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.

2. PINK FIRE OF TZEENTCH Cast on 8+ 6. INFERNAL GATEWAY Cast on 16+


Pink Fire of Tzeentch is a direct damage spell. Place Infernal Gateway is a direct damage spell with a range
the teardrop-shaped template with its narrow end of 24". The target suffers 2D6 Strength 2D6 hits with
touching the front of the Wizard's base and the large the Flaming Attacks special rule. Roll for the Strength
end aimed at the target. Roll 2D6 and move the first. If an 11 or 12 is rolled when determining the
template directly forwards the number of inches spell's Strength value, the hits are resolved at Strength
indicated. All models underneath the template suffer a 10, and the unit suffers 3D6 hits rather than 2D6.
Strength D6+1 hit with the Flaming Attacks special
rule (roll once for the Strength and use that value for all
hits).

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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.

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 they do so, the
casting value is increased to 25+.

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.

DAEMONIC ARROGANCE 30 points DIABOLIC SPLENDOUR 15 points


The Daemon gains the Stubborn special rule. The Daemon may re-roll failed Ward saves from the
Daemonic special rule.
CHAOS DISRUPTION 30 points
Any missile attack targeting the Daemon or the unit it INCORPOREAL STRIKE 15 points
is with suffers an additional -1 to Hit penalty. Enemies Wounded by this Daemon must re-roll
successful armour saves.
NOXIOUS BREATH 30 points
The Daemon has a Strength 2 Breath Weapon with the SKILL SWALLOWER 15 points
Ignores Armour saves special rule. Whenever the Daemon slays an enemy character, it
immediately increases one characteristic, of your
SOULEATER 30 points choice, by one point.
At the end of any phase in which the Daemon causes
one or more unsaved Wounds in close combat, it UNBREAKABLE SKIN 15 points
regains a single lost Wound. The Daemon gains the Natural Armour (5+) special
rule.
SOUL HUNGER 30 points
The Daemon may re-roll failed rolls To Hit and To UNHOLY FLURRY 15 points
Wound in the first round of any combat. The Daemon has +1 Attacks.

IMPENETRABLE HIDE 20 points DARK BLESSING 10 points


The Daemon gains +1 Toughness. The Daemon gains a Ward save (2+) against the first
Wound it suffers in the battle.

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.

DARK INSANITY 50 points TZEENTCH'S WILL 60 points


Bloodthirster only. The Daemon replaces its normal The Daemon may re-roll a single D6 once per player
Attacks with the Random Attacks (2D6+2) special rule. turn that directly affects it.

SLAUGHTERBORN 30 points TWIN HEADS 55 points


The Daemon gains +D3 Attacks in close combat. The Daemon gains +2 to all casting rolls.

SPELL DESTROYER 25 points LORD OF FLUX 35 points


If an enemy spell is successfully cast on a model with At the beginning of each round of close combat, all
this Gift, or the unit it is in, roll a D6. On a 4+, the spell enemy models in base contact with the Daemon must
is destroyed after it has been resolved, and the enemy roll a D6, on a 4+ they suffer 1 Wound which Ignores
must discard the spell for the rest of the game. Armour saves.

SPELL BREAKER 25 points MASTER OF SORCERY 30 points


One use only. When an enemy spell has been cast, a The Daemon gains the Loremaster special rule. In
Daemon with this Gift can use it instead of attempting addition, it can use any of the lores of Magic from the
to dispel the spell by using dispel dice. This gives them Warhammer rulebook instead of its normal Lore.
6 free dice to attempt to dispel the spell, which cannot
be combined with any other dispel dice. This may also POWER VORTEX 30 points
be used to dispel spells that Remains in Play. This Daemon adds an extra Power dice to the pool in
each of the controlling player's Magic phases.
IMMORTAL FURY 25 points
The Daemon gains the Hatred special rule, which ASPECT OF TZEENTCH 25 points
applies in all rounds of close combat. However, it must Every time this Daemon uses a Power or Dispel dice,
always pursue fleeing enemies. roll a D6. On a 6, they may use this dice again this
phase. These additional dice cannot not generate new
MASSIVE MIGHT 20 points dice.
The Daemon may re-roll failed rolls To Wound in close
combat. DARK MAGISTER 25 points
The Daemon ignores the result of his first Miscast.
BATTLEMASTER 20 points
The Daemon receives +1 To Hit in close combat. WELLSPRING OF ARCANE MIGHT 25 points
The Daemon gains a +1 bonus when channeling Power
MIGHT OF KHORNE 20 points dice.
The Daemon gains the Heroic Killing Blow special
rule. CURSED ICHOR 20 points
Roll a D6 every time the Daemon suffers an unsaved
ASPECT OF DEATH 15 points Wound; on a 5+, the model that struck the blow suffers
Enemy units in base contact with the Daemon suffer an a Wound which Ignores Armour saves themselves.
additional -D3 to their Leadership when taking Break
tests. FLAMES OF TZEENTCH 20 points
The Daemon gains the Flames of Tzeentch special rule.
UNRIVALLED BATTLE-LUST 15 points
The Daemon may re-roll failed charge distances. IRIDESCENT CORONA 20 points
Enemy models in base contact with the Daemon at the
ARCH-SLAUGHTERER 10 points start of any close combat phase suffer a Strength 3 Hit
The Daemon doubles the amount of combat resolution with the Flaming Attacks special rule. Any wounds
it receives for Wounds caused in a challenge. caused count towards combat resolution.

RAGE UNCHAINED 10 points ALL-SEEING EYE 15 points


The Daemon gains the Frenzy special rule. At the start of each of your Magic Phases, you may
pick one enemy unit within 24" of the Daemon. That
DEVASTATING BLOW 10 points unit must reveal all Magic Items and Hidden units in it.
The Daemon may replace its normal Attacks for a
special attack. If this special attack Hits, it MARK OF THE CONJURER 10 points
automatically Wounds with the Multiple Wounds (D6) The Daemon gain a +1 bonus to all Fires of Change
special rule. rolls (see Lore 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.

THE BOUNTIFUL SWARM 30 points SPIRIT SWALLOWER 50 points


At the start of each close combat phase, all enemy units Roll a D6 for each unsaved wound the Daemon causes
in base contact with the Daemon suffer D6 Hits. in close combat. On a 4+, the Daemon regains one
Models Hit must pass a Toughness test or suffer a wound lost earlier in the battle.
Wound which Ignores Armour saves. This has no effect
on Daemons of Nurgle. TEMPTATOR 30 points
At the beginning of a combat, one enemy character in
STREAM OF BILE 30 points base contact with the Daemon must take a Psychology
This is a Strength 4 Breath Weapon. It has no effect on test. If the test is failed, the character will direct his
Daemons of Nurgle. attacks against friendly models or units chosen by the
Daemon's controlling player. These wounds count
NURGLE'S ROT 25 points towards the Daemon's combat resolution. If there are
Enemy models in base contact with the Daemon at the no suitable targets in base contact with the character, he
start of any close combat phase suffer a Strength 2 Hit or she does not attack at all this turn.
with the Ignores Armour Saves special rule. This has
no effect on Daemons of Nurgle. SYMPHONIAC 30 points
At the beginning of each round of close combat, all
PESTILENT BREATH 25 points enemy models in base contact with the Daemon must
This is a Breath Weapon. Each model hit suffers a pass a Toughness test or suffer 1 Wound which Ignores
Wound on a 5+ which Ignores Armour saves. It has no Armour saves.
effect on Daemons of Nurgle.
INVIGORATED BY PAIN 25 points
PESTILENT MUCUS 25 points Roll a D6 each time the Daemon inflicts an unsaved
When this Daemon suffers a wound, all enemy models Wound in close combat. On a roll of 5+, the Daemon
in base contact must pass a Toughness test for each gains an additional Attack this round.
wound inflicted on the Daemon or themselves suffer a
wound, with the Ignores Armour Saves special rule. SIREN SONG 25 points
This has no effect on Daemons of Nurgle. This gift is used during the enemy turn, before charges
are declared. Nominate one enemy unit within their
NURGLING INFESTATION 25 points maximum charging distance and with Line of Sight to
Great Unclean One only. At the start of each of your the Daemon – this unit must be able to charge
turns, one unit of Nurglings within 6" of the Daemon according to the normal Warhammer rules. The target
automatically regains D6 Wounds lost earlier in the unit must pass a Psychology test or declare a charge
battle. against the Daemon (or the unit it is with).

NOXIOUS VAPOURS 25 points SOPORIFIC MUSK 25 points


All enemy models in base contact with this Daemon is Models in base contact with one or more models with
subject to the Always Strikes Last special rule in close this Gift suffer a -1 penalty to both Weapon Skill and
combat. This has no effect on Daemons of Nurgle. Initiative. This has no effect on Daemons of Slaanesh.

GIFT OF FEBRILE FRENZY 20 points UNNATURAL SWIFTNESS 25 points


Once per battle, at the start of any close combat phase, The Daemon has the Always Strikes First rule.
the Daemon can make the unit they are with subject to
the Frenzy special rule for the remainder of this turn. ALLURE OF SLAANESH 20 points
Enemy models in base contact with the Daemon must
TRAPPINGS OF NURGLE 15 points pass a Psychology test. If the test is failed, the affected
The Daemon gains the Natural Armour (5+) special model may not strike blows in that round of combat.
rule.
ENRAPTURING GAZE 20 points
THE ENDLESS GIFT 10 points Units in base contact with the Daemon must use their
The Daemon gains the Regeneration (6+) special rule. own Leadership value. This has no effect on models
with Immunity (Psychology).
SLIME TRAIL 10 points
Enemy units do not receive combat resolution bonuses TORMENTOR 20 points
for attacking the flank or rear of a Daemon with this Each unsaved Wound inflicted in close combat from
ability, or any unit he has joined. the Daemon counts as two Wounds for the purposes of
combat resolution. This has no effect on models with
Immunity (Psychology).

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.

THE PORTALGLYPH 25 points MAGIC STANDARDS


If your army contains the Portalglyph, you can choose
to keep a single unit in the Realm of Chaos instead of STANDARD OF CHAOS GLORY 60 points
deploying it at the start of the game. The Portalglyph
The Standard of Chaos Glory allows all friendly units
can be placed in any of your Remaining Moves sub-
of Daemons within 12" to roll 3D6 for their Daemonic
phases. If the bearer is slain, he must immediately
Instability tests and discard the highest result.
place the Portalglyph before being removed as a
casualty. In either case, place a counter or other GREAT STANDARD OF SUNDERING 50 points
suitable marker within 12" of the bearer and scatter it
All enemy Wizards within 12" of this banner suffer a -2
3D6" (6D6" if he was slain). If the counter ends up off
penalty to cast spells, and will miscast on the roll of a
the board, or within 1" of a unit or impassable terrain,
double 1's and 2's.
alter the scatter distance by the smallest amount
possible to ensure the counter is placed 1" before or GREAT ICON OF DESPAIR 40 points
beyond the obstruction.
All enemy units with Line of Sight to the Great Icon of
Despair suffer a -1 penalty to their Leadership. This
Once the Portalglyph has been placed, the unit in the
standard has no effect on models with Immunity
Realm of Chaos can enter play through the Portalglyph
(Psychology).
during the Remaining Moves sub-phase of any
subsequent friendly turn. When the unit does so, place
BANNER OF UNHOLY VICTORY 40 points
it facing any direction, provided that: the rear of the
back rank is in base contact with the counter, no model The unit carrying the Banner of Unholy Victory gains a
+D3 combat resolution bonus.
is more than 12" from the counter, and the unit is not
within 1" of another unit, impassable terrain or the
BANNER OF INFERNAL FIRE 35 points
board edge. The unit can then move normally (but not
march). Bound Spell, Power Level 5. The Banner of Infernal
Fire contains a direct damage spell that targets all
THE ROCK OF INEVITABILITY 25 points enemy units within 6" (including units in close
combat). The target units suffer D6 Strength 5 Hits
One use only. The bearer of the Rock of Inevitability
can use it at the end of any Movement phase. Place a with the Flaming Attacks special rule.
cursed bulwark (an obstacle that provides hard cover
up to 8" long) anywhere within 6" of the bearer. It
cannot be placed on top of (or within 1" of) a unit, or
placed on a terrain feature other than a hill. At the end
of each of your turns, roll a D6. On a score of 1-3
nothing happens. On a score of 4-5 place a further
cursed bulwark (this does not require the character to
be within 6"). On a score of 6 place a cursed tower (a
two story-building up to 6" in diameter).

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.

MAGIC WEAPONS TALISMANS


AXE OF KHORNE 30 points THE BLOODY SHACKLE 15 points
The wielder receives +1 Attack for each enemy model One use only. The Bloody Shackle may be used at the
he is in base contact with, to a maximum of +3 Attacks. start of any phase. Until the end of that turn, the wearer
gains the Regeneration (4+) special rule.
FIRESTORM BLADE 25 points
The Firestorm Blade gives the wielder the Flaming CRIMSON SOULSTONE 10 points
Attacks special rule and allows them to re-roll failed The bearer regains 1 Wound lost earlier during the
rolls To Wound. game each time they slay an enemy character in close
combat.
DEATHDEALER 20 points
Every time a model with this weapon causes an ENCHANTED ITEMS
unsaved Wound, the enemy model must pass a
Toughness test or suffer an additional Wound with no BLOODSTONE 50 points
saves allowed.
One use only. Keep a tally of the number of models
BLADE OF BLOOD 15 points slain by the bearer in close combat during the game. At
the start of any of your Magic phases, you may choose
Attacks made with the Blade of Blood are resolved at
to use the Bloodstone. When you do so, you may
+1 Strength and have the Killing Blow special rule.
summon a unit of Bloodletters equal in size to the
number of models slain by the bearer anywhere within
AR'GATH, THE KING OF BLADES 15 points
12", facing in a direction of your choice. This unit does
The wielder of this weapon always Hits enemy not have any upgrades, and do not award any Victory
characters on a 2+. Points.
BEHEMOTH'S BANE 15 points MARK OF THE SLAYER 30 points
The wielder of this weapon may re-roll failed rolls To The bearer and any unit they join may re-roll 1's To Hit
Wound and get the Multiple Wounds (D3) special rule in close combat. In addition, they may re-roll 1's To
against Monsters. Wound in close combat during turns that they charge.
HARVESTER OF SKULLS 15 points THE CRIMSON CROWN 10 points
This weapon makes the model's Killing Blow special
For each To Hit roll of 6 they make in close combat,
rule take effect on a 5+. the wearer gets to make an additional Attack. These
additional attacks do not generate further attacks.
KHARTOTH THE BLOODHUNGER 10 points
If a model with this special rule suffers an unsaved MARK OF THE BLOODREAPER 15 points
Wound against this weapon, that model is subject to the
Each close combat phase that the bearer inflicts 3 or
Always Strikes Last special rule for the remainder of more unsaved Wounds, they gain +D3 to their close
the close combat phase. combat resolution.

MAGIC ARMOUR MAGIC STANDARDS


ARMOUR OF KHORNE 25 points ICON OF ENDLESS WAR 25 points
Medium armour. Magic weapons carried by enemy
The unit adds D3" to its charge move.
models lose all their magical abilities whilst the bearer
remains in contact with the Daemon. SKULL TOTEM 15 points
The unit carrying the Skull Totem gain +1 to its
ARMOUR OF SCORN 15 points
Movement when they make March moves and do not
Light armour. The wearer gains a Ward save (6+)
need to test to be able to March due to nearby enemies.
against non-magical attacks.

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.

MAGIC WEAPONS WAND OF WHIMSY 30 points


Whenever the bearer successfully casts or dispels a
STAFF OF CHANGE 50 points spell, roll a D6 – the Wand of Whimsy gains a charge
token on a roll of 5+. The Wand of Whimsy grants the
Any character or monster that suffers one or more
bearer a bonus to both Strength and Attacks equal to
unsaved Wounds from the Staff of Change must
the number of charge tokens for the remainder of the
immediately pass a Toughness test or suffer an
game.
additional D6 Wounds with the Ignores Armour Saves
special rule. If such a model loses its last Wound to the THE CHROMATIC TOME 25 points
Staff of Change, it explodes! All models within D6"
You can choose to re-roll the Winds of Magic dice in
immediately suffer a single Strength 5 hit.
your turn. However, if you do so, your opponent can
BLADE OF FATE 10 points also re-roll the Winds of Magic dice in their next turn if
they wish. In either case, all of the Winds of Magic
For every 6 rolled when rolling To Hit, the wielder may
dice must be re-rolled.
re-roll a failed To Hit, To Wound or Ward save roll of
their choosing this close combat phase.
ENCHANTED ITEMS
PYROFYRE STAVE 10 points
If a Wizard suffers one or more unsaved Wounds BEACON OF MUTABILITY 40 points
against this weapon, they cannot channel Power or The Daemon any friendly unit that they join gain +1 To
Dispel dice for the rest of the game. Wound in close combat.

WARPFIRE BLADE 10 points THE ETERNAL SHROUD 15 points


If the wielder of this weapon rolls a 6's To Hit, that The wearer can add or subtract 1 from any dice roll that
Attack automatically Wounds with the Multiple directly affects it once per turn.
Wounds (2) and Flaming Attacks special rules.
MAGIC STANDARDS
TALISMANS
BANNER OF CHANGE 25 points
DAEMONIC ROBES 20 points Bound Spell, Power Level 4. The Banner of Change
The Daemon can never be wounded on better than a contains a direct damage spell that targets all enemy
3+. units in base contact. The target units suffer 2D6
Strength 3 Hits.
ARCANE ITEMS ICON OF SORCERY 25 points
NINE-EYED TOME 30 points The unit carrying the Icon of Sorcery gains a +1 bonus
to the result of their spell casting attempts.
The bearer can re-roll one casting or dispel attempt
each Magic phase.

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.

PLAGUE FLAIL 25 points TOME OF A THOUSAND POXES 20 points


Flail. Any character or monster that suffers one or more The Wizard gains +1 to cast spells.
unsaved Wounds from the Plague Flail must
immediately pass a Toughness test or suffer another ENCHANTED ITEMS
Wound with the Ignores Armour Saves special rule.
FLESH PEELER 30 points
NURGLE'S NAIL 20 points
The Flesh Peeler may be used at the start of your
At the end of each round of close combat, roll 2D6 for
shooting phase as long as the wearer is not in close
each enemy model that has suffered one or more
combat. When used, all enemy units within 12" take
unsaved Wounds from this weapon. If the result is
D6 Hits. Each Hit automatically Wounds on a 5+ which
exactly 7, that model is slain with no saves of any kind
Ignores Armour saves.
allowed.
THE WITHERSTAVE 25 points
THE VIRULENT BLADE 15 points
Enemy units in base contact with the bearer of this item
If the wielder of this weapon rolls a 5+ To Wound, that
must re-roll 6's To Hit in close combat.
Attack has the Multiple Wounds (D6) special rule.

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.

STANDARD OF SEEPING DECAY 25 points


The unit carrying the Standard of Seeping Decay re-
roll failed rolls To Wound.

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 WEAPONS ENCHANTED ITEMS


ETHERBLADE 25 points ENRAPTURING CIRCLET 40 points
The Etherblade gives the wielder the Ignores Armour All enemy models in base contact with the bearer of
Saves special rule. In addition, enemy models this item suffer -1 to their Attacks. In addition, any unit
Wounded by it must re-roll successful Ward saves. in base contact with the bearer suffer -2 to any Flee
rolls they make.
LASH OF DESPAIR 25 points
The Lash of Despair uses the following profile: THRENODY VOICEBOX 35 points
Any enemy unit in base contact with the bearer of this
Range: Strength: Special Rules: item is subject to the Always Strikes Last special rule.
12" As user Quick to Fire,
Multiple Shots (D6) FALLACIOUS GIFT 20 points
At the start of the game, after deployment, nominate
WITSTEALER SWORD 25 points one enemy Character on the table. That Character
Any character or monster that suffers one or more suffers a Strength 4 Hit at the end of each close combat
unsaved Wounds from the Witstealer Sword must phase in which they have made one or more Attacks.
immediately pass an Initiative test or suffer another
Wound with the Ignores Armour Saves special rule. GIRDLE OF THE REALM-RACER 15 points
Mounted model only. The wearer gains the Fly (5) and
TORMENT BLADE 10 points Strider special rules.
A model that suffers one or more unsaved wound from
the Torment Blade must pass a Leadership test. If MASK OF SPITEFUL BEAUTY 15 points
failed, they may not attack that close combat phase. Any enemy unit in base contact with the bearer of this
item suffer -1 to their Leadership.

MAGIC STANDARDS
BANNER OF ECSTASY 25 points
The unit gains the Stubborn special rule.

SIREN STANDARD 25 points


Any enemy unit charged by the unit carrying the Siren
Standard can only choose Hold as a charge reaction.
This standard has no effect on models with the
Immunity (Psychology) 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

TROOP TYPE: Monstrous Infantry (Character, Daemon).

EQUIPMENT: Hand weapon.

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).

SPECIAL RULES: Daemonic, Terror.

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

TROOP TYPE: Monstrous Infantry (Character, Daemon).

EQUIPMENT: Hand weapon.

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.

SPECIAL RULES: Daemonic, Terror.

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+

TROOP TYPE: Infantry (Daemon).

EQUIPMENT: Hand weapon.

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).

SPECIAL RULES: Daemonic, Expendable, Fly (10).

IMP SWARM 35 points per model


Profile M WS BS S T W I A Ld
Imp Swarm 4 3 0 2 2 6 3 6 5

UNIT SIZE: 3-10

TROOP TYPE: Swarm (Daemon).

EQUIPMENT: Hand weapon.

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).

SPECIAL RULES: Daemonic, Fly (5).

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+

TROOP TYPE: Monstrous Infantry (Daemon).

EQUIPMENT: Hand weapon.

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).

SPECIAL RULES: Daemonic.

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

TROOP TYPE: Monster (Daemon).

EQUIPMENT: Hand weapon, harvester cannon.

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).

SPECIAL RULES: Daemonic, Natural Armour (4+).


• Caught by the Iron Claw: Immediately before the Soulgrinder makes its Attacks, nominate one model in base
contact with the Soulgrinder. That model must pass an Initiative test. If failed, all other attacks the Soulgrinder
makes against that model this turn hit automatically.
• Harvester Cannon: This allows the Soulgrinder to fire Grapeshot. If a misfire is rolled on the artillery dice,
the Soulgrinder instead suffers a wound with no saves of any kind allowed.

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

TROOP TYPE: Monster (Character, Daemon).

EQUIPMENT: Two hand weapons, medium armour.

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

TROOP TYPE: Infantry (Character, Daemon).

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.

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).

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

TROOP TYPE: Monstrous Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).

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

UNIT SIZE: 1 Blood Throne crewed by 2 Bloodletters.

TROOP TYPE: Chariot (Armour Save 4+, Daemon).

EQUIPMENT: Scythes.

MAGIC ITEMS: Hellblade.

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).


• Gorefeast: If this chariot's Impact Hits cause unsaved Wounds, immediately roll a D6 for each Wound caused.
For each score of 4+, the chariot regains a single Wound lost earlier in the game.
• Totem of Endless Bloodletting: Any Daemon of Khorne whose unit is within 6" of a Bloodmaster on a Blood
Throne benefits from the Bloodmaster's Locus, exactly as if it were in the same unit.

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

UNIT SIZE: 10+

TROOP TYPE: Infantry (Daemon).

MAGIC ITEMS: Hellblade.

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.

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).

FLESH HOUNDS 21 points per model


Profile M WS BS S T W I A Ld
Flesh Hound 8 4 0 4 4 1 4 2 7
Gore Hound 8 4 0 4 4 1 4 3 7

UNIT SIZE: 5+

TROOP TYPE: War Beast (Daemon).

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+

TROOP TYPE: Monstrous Cavalry (Daemon).

MAGIC ITEMS: Hellblade.

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (5+).

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.

BLOOD CHARIOT 150 points


Profile M WS BS S T W I A Ld
Blood Chariot 6 - - 5 5 5 - - -
Bloodletter - 5 5 4 - - 4 1 7
Juggernaut - 4 0 5 - - 2 3 7

UNIT SIZE: 1 Blood Chariot crewed by 2 Bloodletters and drawn by 1 Juggernaut.

TROOP TYPE: Chariot (Armour Save 4+, Daemon).

EQUIPMENT: Scythes.

MAGIC ITEMS: Hellblade.

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (5+).

BLOODBEASTS 55 points per model


Profile M WS BS S T W I A Ld
Bloodbeast 7 4 0 5 4 3 4 4 7

UNIT SIZE: 1+

TROOP TYPE: Monstrous Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).


25
KHORNE RARE UNITS
SKULL CANNON 240 points
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

UNIT SIZE: 1 Skull Cannon crewed by 2 Bloodletters.

TROOP TYPE: Chariot (Armour Save 4+, Daemon).

EQUIPMENT: Scythes.

MAGIC ITEMS: Hellblade.

SPECIAL RULES: Daemonic, Daemon of Khorne, Gorefeast, Natural Armour (6+).


• Skull Cannon: Skull Cannons and fired in the same way as a normal cannon. They have a range of 12-48",
Strength 10, Flaming Attacks, Multiple Wounds (D6), and Slow to Fire special rules.

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

TROOP TYPE: Monster (Character, Daemon).

MAGIC: A Lord of Change is a Level 2 Wizard who uses spells from the Lore of Tzeentch.

EQUIPMENT: Hand weapon.

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.

GAUNT SUMMONER 245 points


Profile M WS BS S T W I A Ld
Gaunt Summoner 4 3 3 4 4 3 3 2 8

TROOP TYPE: Infantry (Character, Daemon).

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

TROOP TYPE: Infantry (Character, Daemon).

MAGIC: A Changecaster is a Level 1 Wizard uses spells from the Lore of Tzeentch.

EQUIPMENT: Hand weapon.

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.

SPECIAL RULES: Daemonic, Daemon of Tzeentch.

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.

EXALTED FLAMER 70 points


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

TROOP TYPE: Infantry (Character, Daemon).

EQUIPMENT: Hand weapon.

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

TROOP TYPE: War Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Tzeentch, Fly (9).

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

UNIT SIZE: 10+

TROOP TYPE: Infantry (Daemon).

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.

SPECIAL RULES: Daemonic, Daemon of Tzeentch.


• Split: When a Pink Horror is slain in close combat (not removed as a result of Daemonic Instability). Roll a
D6; on the result of 1-3, the Pink Horror will explode, inflicting an automatic Strength 3 on the unit that
inflicted the Wound, distributed as a missile attack. On the roll of a 4-6, the Pink Horror will split into two
Blue Horrors instead; replace the slain Pink Horror with two Blue Horror models at the back of the unit. If you
do not have access to enough Blue Horrors, treat the result as having rolled a 1-3 instead. When resolving
attacks against a unit with both Pink and Blue Horrors present, the Blue Horrors are targeted and removed as
casualties first.

BRIMSTONE HORRORS 12 points per base


Profile M WS BS S T W I A Ld
Brimstone Horrors 4 2 3 2 2 2 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Swarm (Daemon).

EQUIPMENT: Throwing weapons.

SPECIAL RULES: Daemonic, Daemon of Tzeentch, Flaming Attacks.

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+

TROOP TYPE: War Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Tzeentch, Fly (9).


• Lamprey's Bite: Screamers have the Multiple Wounds (D3) special rule against Monsters.
• Slashing Attack: If a unit of Screamers moves over one or more unengaged enemy units in the Remaining
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.

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

UNIT SIZE: 3-6

TROOP TYPE: Infantry (Daemon).

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.

FIREWYRM 55 points per model


Profile M WS BS S T W I A Ld
Firewyrm * 3 4 4 4 3 4 * 7

UNIT SIZE: 1+

TROOP TYPE: Monstrous Beast (Daemon).

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

UNIT SIZE: 3-6

TROOP TYPE: Cavalry (Daemon).

OPTIONS:
• May upgrade one Changebringer to a Pyrocaster (+10 points).
SPECIAL RULES: Daemonic, Daemon of Tzeentch, Flames of Tzeentch, Flaming Attacks, Fly (9).

BURNING CHARIOT 140 points


Profile M WS BS S T W I A Ld
Burning Chariot - - - 4 4 4 - - -
Exalted Flamer - 4 4 4 4 2 4 3 7
Blue Horror - 3 3 2 - - 3 1 7
Screamer 1 3 0 4 - - 4 2 -

UNIT SIZE: 1 Burning Chariot crewed by 1 Exalted Flamer and drawn by 2 Screamers.

TROOP TYPE: Chariot (Daemon).

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

TROOP TYPE: Monster (Character, Daemon).

MAGIC: A Great Unclean One is a Level 1 Wizard who uses spells from the Lore of Nurgle.

EQUIPMENT: Hand weapon.

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

TROOP TYPE: Infantry (Character, Daemon).

MAGIC: A Poxbringer who is a Wizard uses spells from the Lore of Nurgle.

MAGIC ITEMS: Plaguesword.

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.

SPECIAL RULES: Daemonic, Daemon of Nurgle.

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

TROOP TYPE: Infantry (Character, Daemon).

MAGIC ITEMS: Plaguesword.

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.

SPOILPOX SCRIVENER 95 points


Profile M WS BS S T W I A Ld
Spoilpox Scrivener 4 4 4 4 5 2 4 2 8

TROOP TYPE: Infantry (Character, Daemon).

MAGIC ITEMS: Plaguesword.

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

TROOP TYPE: Infantry (Daemon).

SPECIAL RULES: Daemonic, Daemon of Nurgle, Large Target (2).

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

TROOP TYPE: Monstrous Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Nurgle, Poisoned Attacks.

ROT FLY
Profile M WS BS S T W I A Ld
Rot Fly 1 3 0 4 5 3 2 3 7

TROOP TYPE: Monstrous Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Nurgle, Fly (6), Poisoned Attacks.

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

UNIT SIZE: 10+

TROOP TYPE: Infantry (Daemon).

MAGIC ITEMS: Plaguesword.

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.

SPECIAL RULES: Daemonic, Daemon of Nurgle.

PLAGUE TOADS 31 points per model


Profile M WS BS S T W I A Ld
Plague Toad 6 3 0 4 4 3 1 3 7

UNIT SIZE: 3+

TROOP TYPE: Monstrous Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Nurgle, Marsh Strider, Poisoned Attacks.

NURGLINGS 40 points per model


Profile M WS BS S T W I A Ld
Nurglings 4 2 2 2 2 6 3 6 7

UNIT SIZE: 3+

TROOP TYPE: Swarm (Daemon).

SPECIAL RULES: Daemonic, Daemon of Nurgle, Large Target (1).

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

UNIT SIZE: 10+

TROOP TYPE: Monstrous Cavalry (Daemon).

MAGIC ITEMS: Plaguesword.

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).

BEASTS OF NURGLE 60 points per model


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

UNIT SIZE: 1+

TROOP TYPE: Monstrous Beast (Daemon).

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.

TROOP TYPE: Chariot (Armour Save 5+, Daemon).

MAGIC ITEMS: Plaguesword.

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+

TROOP TYPE: Monstrous Cavalry (Daemon).

MAGIC ITEMS: Plaguesword.

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

TROOP TYPE: Monster (Character, Daemon).

MAGIC: A Keeper of Secrets is a Level 1 Wizard who uses spells from the Lore of Slaanesh.

EQUIPMENT: Hand weapon.

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

TROOP TYPE: Infantry (Character, Daemon).

MAGIC: A Viceleader who is Wizard uses spells from the Lore of Slaanesh.

EQUIPMENT: Hand weapon.

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.

SPECIAL RULES: Daemonic, Daemon of Slaanesh.

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.

INFERNAL ENRAPTURESS 135 points


Profile M WS BS S T W I A Ld
Infernal Enrapturess 6 6 6 4 3 2 6 3 8

TROOP TYPE: Infantry (Character, Daemon).

EQUIPMENT: Hand weapon.

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

TROOP TYPE: War Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Slaanesh, Poisoned Attacks.

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

TROOP TYPE: Monstrous Beast (Daemon).

SPECIAL RULES: Daemonic, Daemon of Slaanesh, Poisoned Attacks.

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

UNIT SIZE: 10+

TROOP TYPE: Infantry (Daemon).

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.

SPECIAL RULES: Daemonic, Daemon of Slaanesh.

SEEKERS 22 points per model


Profile M WS BS S T W I A Ld
Seeker 6 5 4 3 3 1 5 2 7
Heartseeker 6 5 4 3 3 1 5 3 7
Steed of Slaanesh 10 3 0 3 3 1 5 1 7

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Daemon).

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+

TROOP TYPE: Monstrous Cavalry (Daemon).

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).

SEEKER CHARIOT 80 points


Profile M WS BS S T W I A Ld
Seeker Chariot 9 - - 4 4 4 - - -
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 1 Daemonette, 1 Alluress and drawn by 2 Steeds of Slaanesh.

TROOP TYPE: Chariot (Armour Save 6+, Daemon).

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+

TROOP TYPE: Monstrous Beast (Daemon).

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.

TROOP TYPE: Chariot (Armour Save 6+, Daemon).

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.

HELLFLAYER 120 points


Profile M WS BS S T W I A Ld
Exalted Chariot 9 - - 4 4 4 - - -
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 2 Daemonettes, 1 Alluress and drawn by 2 Steeds of Slaanesh.

TROOP TYPE: Chariot (Armour Save 6+, Daemon).

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

UNIT SIZE: 1 Contorted Epitome crewed by 2 Alluresses.

TROOP TYPE: Shrine (Daemon).

SPECIAL RULES: Daemonic, Daemon of Slaanesh.


• Acquiescence: Innate Bound Spell, Power Level 5. The Contorted Epitome contains the Acquiescence spell
from the Lore of Slaanesh.
• Gift of Power: For each friendly Contorted Epitome on the battlefield at the start of your Magic phase, add
one dice to your power pool.
• Horrible Fascination: At the start of the enemy's turn, each enemy unit that is within 12" of one or more
Contorted Epitomes and has Line of Sight to it must pass a Psychology test. If failed, that unit may not move in
the Movement phase this turn.
• Swallow Energy: A Contorted Epitome's Ward Save is increased by +1 for every point of Strength above 3
that every Attack targeting it has. So, against a Strength 4 Attack it has Ward Save (4+), against Strength 5 it
has Ward Save (3+) and so on.

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

TROOP TYPE: Monster (Special Character, Daemon).

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

TROOP TYPE: Monster (Special Character, Daemon).

EQIPMENT: Medium armour.

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.

MAZARALL THE BUTCHER 430 points


Daemon Prince of Khorne
Profile M WS BS S T W I A Ld
Mazarall the Butcher 8 8 5 7 6 6 8 6 9

TROOP TYPE: Monster (Special Character, Daemon).

EQIPMENT: Light armour.

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.

SPECIAL RULES: Daemonic, Daemon of Khorne, Impact Hits (D3).


• The Butcher's Due: At the start of each of your close combat phases, choose one friendly Daemon of Khorne
unit within 12". The target unit may re-roll failed To Wound rolls of 1's until the start of your next close combat
phase.

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

TROOP TYPE: Infantry (Special Character, Daemon).

EQIPMENT: Light armour.

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.

KARANAK 230 points


Hound of Vengeance
Profile M WS BS S T W I A Ld
Karanak 8 7 0 5 5 2 6 4 8

TROOP TYPE: War Beast (Special Character, Daemon).

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

TROOP TYPE: Monster (Special Character, Daemon).

EQIPMENT: Light armour.

SPECIAL RULES: Daemonic, Daemon of Khorne, Natural Armour (6+).


• Burning Blood: Scaarac has a Breath Weapon Attack with Strength 4 and the Ignores Armour Saves
special rule.
• Life Eater: Roll a D6 for each Wound inflicted by Skaarac in close combat. For each result of a 6, he
may restore one Wound previously lost during the battle.
• Infernal Iron: All Wizards within 12" of Skaarac suffer a -1 penalty when casting spells.
• Undying Hate: If this model is slain, before removing it, all models in base contact suffers a Strength 5
Hit which Ignores Armour saves.
• Call of the Skull Throne: All friendly Daemons of Khorne within 12" of Skaarac may re-roll failed
charge distances.

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

TROOP TYPE: Monster (Special Character, Daemon).

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.

EQUIPMENT: Hand weapon.

DAEMONIC GIFTS: Twin Heads.

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+).

AMON 'CHAKAI 600 points


Lord of Change
Profile M WS BS S T W I A Ld
Amon 'Chakai 8 6 5 6 6 6 6 5 9

TROOP TYPE: Monster (Special Character, Daemon).

MAGIC: Amon 'Chakai is a Level 4 Wizard who uses spells from the Lore of Tzeentch.

EQUIPMENT: Hand weapon.

DAEMONIC GIFTS: All-Seeing Eye, Master of Sorcery.

SPECIAL RULES: Barrage of Knowledge, Daemonic, Daemon of Tzeentch, Fly (8).


• Daemonic Aura: Amon 'Chakai's Ward Save is increased to a 3+ against non-Magical Attacks.
• The Hand of Destiny: One enemy model, chosen by the Daemon player, is doomed to perish by Amon
'Chakai. All close combat and shooting attacks against this model will automatically hit. This lasts until the end
of the battle, even if Amon 'Chakai is killed.

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

TROOP TYPE: Cavalry (Special Character, Daemon).

EQUIPMENT: Hand weapon.

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.

SPECIAL RULES: Daemonic, Daemon of Tzeentch, Fly (9).


• Spell Syphon: Whenever an enemy successfully casts a spell (including bound spells, etc.), place a counter
next to the Blue Scribes. At the start of your next Magic phase, the Blue Scribes can make a channelling
attempt for each counter. Once the Blue Scribes have attempted to channel, remove all counters from them.

NOTES:
• The Blue Scribes have a Unit Strength of 3.

THE CHANGELING 155 points


Tzeentch's Trickster
Profile M WS BS S T W I A Ld
The Changeling 4 3 4 3 3 2 3 1 8

TROOP TYPE: Infantry (Special Character, Daemon).

EQUIPMENT: Hand weapon.

MAGIC: The Changeling is a Level 1 Wizard who uses spells from the Lore of Tzeentch.

SPECIAL RULES: Daemonic, Daemon of Tzeentch, Locus of Transmogrification.


• Formless Horror: At the start of each Close Combat phase, choose an enemy model in base contact with the
Changeling. The Changeling may increase any or all of his Weapon Skill, Strength, Toughness, Initiative and
Attacks characteristics to match those of the chosen enemy model until the end of that phase. If the chosen
model has more than one value for a characteristic (as is the case with a mounted model), the Changeling may
always choose the higher value. The Changeling cannot match the characteristics of an enemy that is fighting
in a challenge, unless the Changeling is fighting in the same challenge.

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

TROOP TYPE: Monster (Special Character, Daemon).

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.

SPECIAL RULES: Daemonic, Daemon of Nurgle, Extreme Contagion, Hatred (Dwarfs).

ROTIGUS 600 points


The Generous One
Profile M WS BS S T W I A Ld
Rotigus 6 6 3 6 7 7 4 5 9

TROOP TYPE: Monster (Special Character, Daemon).

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

TROOP TYPE: Infantry (Special Character, Daemon).

MAGIC ITEMS: Plaguesword.

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.

HORTICULOUS SLIMUX 300 points


The Grand Cultivator
Profile M WS BS S T W I A Ld
Horticulous 4 5 5 5 5 2 4 3 8
Mulch 4 3 0 5 5 4 1 4 7

TROOP TYPE: Monstrous Cavalry (Special Character).

EQUIPMENT: Great weapon.

DAEMONIC GIFTS: Slime Trail.

SPECIAL RULES: Daemonic, Daemon of Nurgle, Locus of Fecundity.


• Beast Handler: Friendly Beasts of Nurgle within 8" of Horticulous Slimux re-roll failed charge rolls and To
Hit rolls of 1.
• In Death There is Life: All friendly Daemons of Nurgle get the Regeneration (6+) special rule while they are
within 8" of Horticulous Slimux.
• Cultivating the Garden of Nurgle: Once during the battle, at the start of your turns, you can set up a Venom
Thicket (see the Warhammer Rulebook) within 3" of Horticulous Slimux and more than 1" away from any
other model or terrain feature.

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

TROOP TYPE: Monster (Special Character, Daemon).

MAGIC: N'Kari is a level 4 Wizard who use spells from the Lore of Slaanesh.

DAEMONIC GIFTS: Allure of Slaanesh, Spirit Swallower.

MAGIC ITEMS: Witstealer Sword (see Slaanesh Magic Items).

SPECIAL RULES: Daemonic, Daemon of Slaanesh, Sensual Barrage.


• Willing Prey: Enemy units in base contact with N'Kari are at +1 to be Hit in close combat.
NOTES:
• If N'Kari is included in your army, no other model may be given the Witstealer Sword.

SHALAXI HELBANE 555 points


Monarch of the Hunt
Profile M WS BS S T W I A Ld
Shalaxi Helbane 10 9 5 6 6 6 10 6 9

TROOP TYPE: Monster (Special Character, Daemon).


MAGIC: Shalaxi Helbane is a Level 2 Wizard who uses spells from the Lore of Slaanesh.
SPECIAL RULES: Daemonic, Daemon of Slaanesh, Sensual Barrage.
• Irresistible Challenge: Enemy characters who refuses a Challenge from Shalaxi Helbane suffer D3 Strength 5
Hits which Ignores Armour saves.

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

TROOP TYPE: Monstrous Infantry (Special Character, Daemon).

MAGIC: Azazel is a Level 2 Wizard who uses spells from the Lore of Slaanesh.

DAEMONIC GIFTS: Soporific Musk, Temptator.

MAGIC ITEMS:
• Daemonblade: Magic Weapon. All attacks made with the Daemonblade have the Ignores Armour Saves
special rule.

SPECIAL RULES: Daemon of Slaanesh, Daemonic, Fly (8), Terror.


• Aura of Slaanesh: Any enemy unit in base contact with Azazel suffers a -1 penalty to its Leadership value.
• Dark Halo: Azazel may re-roll failed Ward saves.

SYLL'ESSKE 350 points


The Vengeful Allegiance
Profile M WS BS S T W I A Ld
Syll - 7 6 4 - - 8 4 8
Esske 8 8 5 6 5 5 8 5 9

TROOP TYPE: Monstrous Infantry (Special Character).

EQUIPMENT: Light armour.

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.

SPECIAL RULES: Daemon of Slaanesh, Daemonic, Large Target (3), Terror.


• Deadly Symbiosis: For each successful To Hit roll by Syll, Esske may re-roll one failed To Hit roll the same
phase.
• Lithe and Swift: Syll'Esske may re-roll failed charge and pursuit rolls.
• Subvert: At the start of each of your turns, one enemy Character within 12" and Line of Sight of Syll'Esske
must take a Psychology test. If failed, no units can use that model's Leadership until the start of your next turn.
• Regal Authority: All friendly Daemons of Slaanesh within 18" of Syll'Esske may re-roll 1's To Hit in close
combat.

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

TROOP TYPE: Monster (Special Character, Daemon).

MAGIC ITEMS:
• Sceptre of Slaanesh: Enchanted Item. All friendly Daemons of Slaanesh units within 12" of Dexcessa may re-
roll Daemonic Instability tests.

SPECIAL RULES: Daemon of Slaanesh, Daemonic, Fly (8).


• Fleeting Dance of Death: At the end of each round of close combat, Dexcessa can choose to disengage from
the combat (before any Break tests are taken). If they do so, they may make a Random Move of 3D6",
discarding the highest result. Dexcessa will stop within 1" of any units or impassable terrain, and may turn to
face any direction of her choosing at the end of the move.
• Joyous Battle Fury: Dexcessa receive +1 Attack for each round of close combat after the first, for as a long as
they remain in close combat (to a maximum of 10 Attacks total).
• Mesmerising Lepidoptera: All enemy attacks targeting Dexcessa suffer a -1 penalty To Hit.

SYNESSA 495 points


The Voice of Slaanesh
Profile M WS BS S T W I A Ld
Synessa 8 6 5 5 5 5 7 3 9

TROOP TYPE: Monster (Special Character, Daemon).

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

TROOP TYPE: Infantry (Special Character, Daemon).

EQUIPMENT: Hand weapon.

SPECIAL RULES: Daemon of Slaanesh, Daemonic, Ward save (3+).


• The Eternal Dance: At the start of each of the controlling player's Close Combat phases, the Masque must
choose one dance to perform from the list given below. These abilities target one enemy unit (which may be in
combat). Each dance has a range of 12" and does not require line of sight. Until the end of the phase, the target
suffers a penalty to the characteristic stated (to a minimum of 1).
- The Fleshspasm Polka: All models in the unit suffer -1 Strength.
- The Waltz of Lethargy: All models in the unit suffer -D3 Initiative.
- The Dance of Dreaming: All models in the unit suffer -D3 Leadership.

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

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