Professional Documents
Culture Documents
Sorcerer Lord (1) • Sorcerer Lord: Mark of Tzeentch, Daemonology, Wizard Level 4
(235 pts)
Model: Sorcerer Lord
Weapon: Hand Weapon
Armour: Chaos Armour (X+) (5+), Heavy Armour
Base: Base[1]
Spell: The Summoning, Steed of Shadows, Gathering Darkness, Daemonic Familiars, Daemonic Vessel,
Vortex of Chaos, Daemonic Vigour
Unit: Sorcerer Lord
Special Rule: Ensorcelled Weapons, Gaze of the Gods, Lore of Chaos, Mark of Tzeentch
Chaos Marauders (18) Close Order, Musician, Standard Bearer, Marauder Chieftain
(143 pts) • Marauder Chieftain
• Standard Bearer
• Musician
• 18x Chaos Marauder: Mark of Chaos Undivided, Flail
Marauder Horsemen (6) • 6x Marauder Horsemen: Mark of Chaos Undivided, Cavalry Spear
(72 pts)
Model: Marauder Horsemen, Warhorse
Weapon: Cavalry spear, Hand Weapon
Armour: Light Armour
Base: Base[1], Base[3]
Unit: Marauder Horsemen
Special Rule: Fast Cavalry, Fire & Flee, Mark of Chaos Undivided, Open Order, Skirmishers, Swiftstride,
Warband
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 Knight - 5 3 4 4 1 4 1 8
Chaos Lord 4 7 3 5 5 4 6 5 9
Chaos Marauder 4 4 3 3 3 1 3 1 6
Chaos Steed 7 3 - 4 - - 3 1 -
Chaos Warrior 4 5 3 4 4 1 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 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 -
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.
A flail’s Strength modifier applies only during the first round of combat.
Unless specified otherwise, all models are assumed to be equipped with a hand weapon.
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+
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+.
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.
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[1] 30x30
Base[2] 60x100
Base[3] 30x60
Base[4] 25x25
Spell Number Type Casting Value Range
The target enemy unit suffers 2d6 Strength 4 hits, each with an AP of -1.
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.
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.
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).
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.
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 -.
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.
Enchanted Items
Single use. The bearer of a Favour of the Gos may re-roll the D6 when rolling on the Gaze of the Gods table.
Potion of Strength
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3
modifier to its Strength characteristic (to a maximum of 10).
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.
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.
Forsaken by Khorne
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.
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.
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.
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.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.
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.
Rallying Cry
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single fleeing friendly unit that is within their
Command range. The nominated unit immediately makes a Rally test. If this test is failed, the unit may attempt to rally again as normal during the Rally
sub-phase.
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.
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.
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.