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Warriors of Chaos - Ejercito Miki - (1500 pts)

Main Force (Warriors of Chaos) (1500 pts)

Characters (510 pts)


Sorcerer Lord (1) • Sorcerer Lord: General, Chaos Dragon, Mark of Chaos Undivided, Daemonology, Wizard Level 4
(510 pts)
Model: Chaos Dragon, Sorcerer Lord
Weapon: Fumes of Contagion, Wicked Claws
Weapon: Dark Fire of Chaos, Hand Weapon
Armour: Chaos Armour (X+) (5+), Full Plate Armour, Heavy Armour
Base: Base[1], Base[2]
Spell: The Summoning, Steed of Shadows, Gathering Darkness, Daemonic Familiars, Daemonic Vessel,
Vortex of Chaos, Daemonic Vigour
Unit: Sorcerer Lord
Special Rule: Close Order, Ensorcelled Weapons, Fly (10), Gaze of the Gods, General, Large Target, Lore of
Chaos, Mark of Chaos Undivided, Stomp Attacks (D6), Swiftstride, Terror, Two-Headed Dragon

Core (880 pts)


Chaos Knights (6) Champion, Standard Bearer, Musician
(192 pts) • Musician
• Standard Bearer
• Champion
• 6x Chaos Knight: Mark of Chaos Undivided, Lance

Model: Champion[1], Chaos Knight, Chaos Steed


Weapon: Hand Weapon, Lance
Armour: Barding, Heavy Armour, Shield
Base: Base[3]
Command: Champion, Musician, Standard Bearer
Unit: Chaos Knights
Special Rule: Close Order, Ensorcelled Weapons, First Charge, Mark of Chaos Undivided, Swiftstride

Chaos Marauders (18) Close Order, Musician, Standard Bearer, Marauder Chieftain
(161 pts) • Marauder Chieftain
• Standard Bearer
• Musician
• 18x Chaos Marauder: Mark of Khorne, Flail

Model: Chaos Marauder, Marauder Chieftain


Weapon: Flail, Hand Weapon
Base: Base[4]
Command: Champion, Musician, Standard Bearer
Unit: Chaos Marauders
Special Rule: Close Order, Mark of Khorne, Shieldwall, Warband

Chaos Warriors (14) Standard Bearer, Champion


(250 pts) • Champion
• Standard Bearer
• 14x Chaos Warrior: Mark of Tzeentch, Halberd, Shield

Model: Champion[2], Chaos Warrior


Weapon: Halberd, Hand Weapon
Armour: Heavy Armour, Shield
Base: Base[1]
Command: Champion, Standard Bearer
Unit: Chaos Warriors
Special Rule: Close Order, Ensorcelled Weapons, Mark of Chaos Undivided, Mark of Tzeentch

Forsaken (5) • 5x Forsaken: Forsaken by Khorne


(95 pts)
Model: Forsaken
Weapon: Hand Weapon
Armour: Chaos Armour (X+) (5+), Heavy Armour
Base: Base[1]
Unit: Forsaken
Special Rule: Ensorcelled Weapons, Forsaken by Khorne, Furious Charge, Immune To Psychology,
Impetuous, Loner, Open Order, Rampant Mutation, Random Attacks, Stubborn
Marauder Horsemen (6) Marauder Horsemaster
(91 pts) • Marauder Horsemaster
• 6x Marauder Horsemen: Mark of Slaneesh, Cavalry Spear

Model: Marauder Horsemaster, Marauder Horsemen, Warhorse


Weapon: Cavalry spear, Hand Weapon
Armour: Light Armour
Base: Base[1], Base[3]
Command: Champion
Unit: Marauder Horsemen
Special Rule: Fast Cavalry, Fire & Flee, Mark of Chaos Undivided, Mark of Slaanesh, Open Order,
Skirmishers, Swiftstride, Warband

Marauder Horsemen (6) Marauder Horsemaster


(91 pts) • Marauder Horsemaster
• 6x Marauder Horsemen: Mark of Slaneesh, Cavalry Spear

Model: Marauder Horsemaster, Marauder Horsemen, Warhorse


Weapon: Cavalry spear, Hand Weapon
Armour: Light Armour
Base: Base[1], Base[3]
Command: Champion
Unit: Marauder Horsemen
Special Rule: Fast Cavalry, Fire & Flee, Mark of Chaos Undivided, Mark of Slaanesh, Open Order,
Skirmishers, Swiftstride, Warband

Special (110 pts)


Chaos Chariots (1) • Chaos Chariot: Mark of Chaos Undivided
(110 pts)
Model: Chaos Chariot, Chaos Steed (2), Chariot Charioteer (2)
Weapon: Halberd, Hand Weapon
Armour: Armor Value : 3+
Base: Base (2), Base[2]
Unit: Chaos Chariot
Special Rule: Close Order, Ensorcelled Weapons, First Charge, Impact Hits (D6+1), Mark of Chaos Undivided
Model M WS BS S T W I A Ld

Champion[1] - 5 3 4 4 1 4 2 8

Champion[2] 4 5 3 4 4 1 4 2 8

Chaos Chariot - - - 5 5 4 - - -

Chaos Dragon 6 6 - 7 (+1) (+6) 4 6 -

Chaos Knight - 5 3 4 4 1 4 1 8

Chaos Marauder 4 4 3 3 3 1 3 1 6

Chaos Steed 7 3 - 4 - - 3 1 -

Chaos Steed (2) 7 3 - 4 - - 3 1 -

Chaos Warrior 4 5 3 4 4 1 4 1 8

Chariot Charioteer (2) - 5 3 4 - - 4 1 8

Forsaken 5 5 0 4 4 1 3 D3 8

Marauder Chieftain 4 4 3 3 3 1 3 2 7

Marauder Horsemaster 4 4 3 3 3 1 3 2 7

Marauder Horsemen 4 4 3 3 3 1 3 1 6

Sorcerer Lord 4 5 3 4 4 3 4 3 8

Warhorse 8 3 - 3 - - 3 1 -

Weapon

Fumes of Contagion

S2 Breath Weapon, Magical Attacks. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted
as normal).

Wicked Claws

AP-2
Weapon R S AP

Cavalry spear Combat S+1 -1

Fight in Extra Rank

Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. A cavalry spear’s Strength and Armour Piercing modifiers apply only during a turn in which the
wielder charged. A model wielding a cavalry spear cannot make a supporting attack during a turn in which it charged.

Dark Fire of Chaos N/A 4 -1

Breath Weapon, Flaming Attacks, Magical Attacks

Flail Combat S+2 -2

Requires Two Hands

A flail’s Strength modifier applies only during the first round of combat.

Halberd Combat S+1 -1

Armour Bane (1), Requires Two Hands

Hand Weapon Combat S -

Unless specified otherwise, all models are assumed to be equipped with a hand weapon.

Lance Combat S+2 -2

Armour Bane (1)

Models whose troop type is ‘cavalry’ or ‘monster’ only. A lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the
wielder did not charge) the model must use its hand weapon instead.

Armour

Armor Value : 3+

Base Armour value

Barding

A model that rides a barded mount improves its armour value by 1. For example, a cavalry model equipped with heavy armour has an armour value of 5+.
Should that model’s mount be barded, its armour value would be improved by 1 by lowering the target number from 5+ to 4+.

Chaos Armour (X+) (5+)

A model with this special rule has a Ward save against any wound suffered. The armour value of this Ward save is shown in brackets after the name of this
special rule (X+). In addition, a Wizard with this special rile may wear armour without penalty.

Full Plate Armour

Armour Value 4+

Heavy Armour

Armour Value 5+

Light Armour

Armour Value 6+

Shield

A model that carries a shield improves its armour value by 1. For example, a model equipped with light armour has an armour value of 6+. Should that model
also carry a shield, its armour value would be improved by 1 by lowering the target number from 6+ to 5+.

Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also use a shield.
Base Base Size

Base (2) 30x60

Base[1] 30x30

Base[2] 60x100

Base[3] 30x60

Base[4] 25x25

Spell Number Type Casting Value Range

The Summoning - Magic Missile 9+ 18"

The target enemy unit suffers 2d6 Strength 4 hits, each with an AP of -1.

Steed of Shadows 1 Conveyance 9+ 15"

This spell can only target friendly models whose troop type is ‘infantry’. If the target friendly unit is not fleeing and has not already moved during this Movement
phase, it gains the Fly (12) special rule until your next Start of Turn sub-phase.

Gathering Darkness 2 Hex 9+ 12"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its Initiative characteristic (to a minimum of 1), a -2 modifier to its
Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule. This spell may target an enemy unit engaged in
combat.

Daemonic Familiars 3 Assailment 8+ Combat

A single enemy unit the caster is engaged in combat with suffers 2D6 Strength 2 hits, with no armour saves permitted (Ward and Regeneration saves can be
attempted as normal).

Daemonic Vessel 4 Enchantment 10+ Self

Until the end of this turn, the caster, their mount and any unit they have joined, gain a +1 modifier to their Strength and Attacks characteristics (to a maximum
of 10), and improve the Armoir Piercing characteristic of their weapons by 1.

Vortex of Chaos 5 Magical Vortex 8+ 15"

Remains in Play. Place a small (3") blast template so that its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain.
The template moves D6" in a random direction during every Start of Turn sub-phase. Any unit (friend or foe) the moving template touches or moves over
suffers D6+1 Strength 3 hits, each with an AP of -.

Daemonic Vigour 6 Enchantment 9+ 15"

Until the end of this turn, the target friendly unit gains +1 modifier to its movement, Toughness and Initiative characteristics (to a maximum of 10).
Command

Champion

In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in base contact with a champion can direct attacks against that
champion if they wish. Champions can issue and accept challenges in the same manner as a character.

Musician

“Onwards To Victory!” If, once the combat result has been calculated, both sides have the exact same number of points each, the side that has a musician in
the front rank of one or more of its units may claim a bonus of +1 combat result point.

If, however, the opposing side has a musician also, the redoubled efforts (and almighty clamour) cancel each other out and neither side may claim this bonus.

Steadying Rhythm If a fleeing unit contains a musician, it may apply a +1 modifier to its Leadership characteristic whenever it attempts to rally, up to a
maximum of Leadership 10.

Quick Time Should a unit that contains a musician wish to march whilst within 8" of an enemy unit, it may apply a +1 modifier to its Leadership characteristic,
up to a maximum of Leadership 10, when making its Leadership test.

Musicians As Casualties If a musician model is slain, another rank and file model belonging to the same unit, but that is not a command group model, will
retrieve the fallen instrument and take their place. Therefore, a unit cannot lose its musician unless it, the standard bearer and the champion are the only
remaining models in the unit. This applies even if the musician is targeted by an attack that allows a specific model within a unit to be targeted, or finds
themselves lying underneath a template.

If the only other remaining models in a unit are the champion and standard bearer, the musician must be removed as a casualty before either.

Standard Bearer

If a unit includes a standard bearer, it may claim a bonus of +1 combat result point.

If a fleeing unit is run down by an enemy unit, or if a unit is destroyed in combat by an enemy unit, its standard is claimed as a trophy. Standards claimed in
this way are worth bonus Victory Points at the end of the battle. Once a standard has been lost in this way, it cannot be reclaimed.

Unit Troop Type Unit Size

Chaos Chariot Heavy Chariot 1

Chaos Knights Heavy Cavalry 4+

Chaos Marauders Regular infantry 5+

Chaos Warriors Heavy infantry 5+

Forsaken Heavy infantry 5+

Marauder Horsemen Light Cavalry 5+

Sorcerer Lord Heavy infantry 1


Special Rule

Close Order

A unit consisting of models with this special rule may adopt a Close Order formation, as described on page 100.

Ensorcelled Weapons

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Note that this special rule may only apply to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is
using two hand weapon or any other sort of weapon, this rule cease to apply.

Fast Cavalry

If all of the models (including characters) within a unit arrayed in an Open Order formation have this special rule, the unit may perform its Quick Turn (see page
183) even if it marched.

Fire & Flee

A unit with this special rule that is also armed with missile weapons may declare that it will ‘Fire & Flee’ as a charge reaction:

Fire & Flee: The unit launches a volley of weapons fire before turning to flee from the enemy. If a unit with this special rule is armed with missile weapons and
can draw a line of sight to the charging unit, it may declare that it will Fire & Flee. The unit will Stand & Shoot (as described on page 120) before turning tail
and fleeing from the charge. However, due to the time spent shooting at the charging foe, when making its Flee roll the unit rolls two D6 and discards the
lowest result. If both dice roll the same result, discard either.

Note that, if the distance between this unit and the charging unit is less than the Movement characteristic of the charging unit, this unit must either Hold or
Flee.

First Charge

If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of
the Combat phase of that turn.

Fly (10)

A model with this special rule can Fly. Models that can Fly can choose wither to move normally on the ground (using their Movement characteristic), or to
move by flying. How many inches a model can Fly varies from model to model, and will be shown in brackets after the name of this special rule. Models tat
choose to move by flying:

- May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models,
units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

- May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or
within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and
vice versa.

Forsaken by Khorne

The unit has the [Hatred (all enemies)] special rule.

Furious Charge

During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic.

Gaze of the Gods

During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:

- 1: Damned by Chaos: The Champion is beset with visions of the Reals of Chaos. This model becomes subject to the Stupidity special rule for the reminder
of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a maximum of 2).

- 2: Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains +1 modifier to
their Initiative characteristic (to a maximum of 10).

- 3: Iron Skin: Beneath their baroque armour, the Champion's skin becomes like iron. Until your next Start of Turn sub-phase, this model gains +1 modifier to
their Toughness characteristic (to a maximum of 10).

- 4: Murderous Mutations: Long tentacles whip from beneath this Champion's armour to grasp at their enemies. For the reminder of the game, this model
gains +1 modifier to their Weapon Skill characteristic (to a maximum of 10).

- 5: Dark Fury: A terrible rage grips the Champion. For the reminder of the game, this model gains +1 modifier to their Attacks characteristic (to a maximum of
10).

- 6: Apotheosis: The Champion is blessed with Daemonic vitality. For the reminder of the game, this model gains +1 modifier to both their Strength and
Leadership chracteristics (to a maximum of 10).
General

Inspiring Presence: Warriors fight all the better under the stern gaze of their General. Unless your General is fleeing, all friendly units within their Command
range can use their Leadership characteristic instead of their own (so rally your General first!).

Immune To Psychology

If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However,
if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Impact Hits (D6+1)

The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by
the roll of a dice.

Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact hits are
attacks made in combat that always strike at Initiative 10 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of
the model.

Impetuous

If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a
D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal.

Large Target

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight
to a model with this special rule over or through other models, and vice versa.

Loner

A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a
character without this special rule.

Lore of Chaos

A Wizard with the 'Lore of Chaos' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either
the signature spell of their chosen Lore of Magic, or the spell that corresponds to their Mark of Chaos.

Mark of Chaos Undivided

Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.

Mark of Khorne

Models with the Mark of Khorne have the Frenzy special rule.

Mark of Slaanesh

Models with the Mark of Slaneesh have +1 Initiative during the first round of any combat. Additionally, if the majority of the models in a unit have the mark of
Slaneesh the unit automatically passes any Panic tests it is required to make.

Mark of Tzeentch

Models with the Mark of Tzeench have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has
joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave
this unit for any reason, or should the unit's Unit Strength fall below 10, this modifier is lost.

Open Order

A unit consisting of models with this special rule may adopt an Open Order formation, as described on page 182.

Rampant Mutation
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently
afflicted with:

1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned
Attacks special rule.

3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have
an Armour Piercing characteristic of -2.

5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow
special rule.

Random Attacks

Models with this special rule do not have a normal Attacks characteristic. Instead, a dice roll is given (D3+1, for example). Each time a model with this special
rule attacks in combat, roll the dice to determine the number of attacks it will make, then roll To Hit as normal. If a fighting rank contains more than one model
with this special rule, roll separately for each, unless specified otherwise.

Shieldwall

Once per game, during a turn in which it was charged, a unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and
chooses to use shields, may Give Ground rather than Fall Back in Good Order.

Skirmishers

A unit consisting of models with this special rule may adopt a Skirmish formation, as described on page 184.

Stomp Attacks (D6)

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by
the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat
that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Stubborn

The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of
the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A
Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn.

Swiftstride

A unit with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to
the result.

Terror

Models with this special rule cause Terror. Models that cause Terror also cause Fear, as described on page 168:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is
passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its
Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not
become immune to Terror when joined by a character that does.

Two-Headed Dragon

A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.

Warband

Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership
10. However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test. In addition, if the majority of the models in a
unit have this special rule, it may re-roll its Charge roll.

Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified
Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher.

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