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BY WHICH THE DAEMONS OF CH. deseribes the different units in This section of the book ese ae Daemons of Chios army, along v snedel as aspecal rule that is explained in the Warhammer rulebook, only the nam of that rule is given. Ifa model has @ special rule thats unique toi, that rue is detailed alongs its description. However, there are a number of commonly trring ‘amy’ special rules’ that apply to several Dasmons ‘Chios units, and these are detailed below Most Daemons (even chariots) are botind fo one of the tings Gods. Only Dacmonic characters can join units of Dacinons. Furthermor Daemonic eh ters can only dfnits that are solely composed of Daemons with the pine allegii as themselves, In addition, Daemons P teceive no benefit from the Inspiring Presence or Hold Your Ground! special rules, unless both they and the model Bwithithose rules are Daemons of the same allegiance, Daemons of Khorne /nngert0 sil blot and clin sul B Daemons of Khorne have the Hatred (Dacmons of adcition, ona tur in which a del with this special rule makes a successful charge, 41-1 bonus to its Strength for the rest ofthe turn. on of Tacenteh ure anpossered by Teeenich's ipslatiens. Dacrnons of Tzcentch have the Hatred ons of Nurgle) special rule, and re-oll ward save ts of 1, Wizards with the Daemon of zeentch Pecial rule can also re-rll channelling results of 1 ‘of Nurgle are concealed by clouds of ls. ‘Phemons of Nurgle have the Hatred (Daemons of ‘Treentch) special rule, Inemy models targeting » Daemon GFNune in clove combat suflera 1 penalty To Hit EDacmons of Slannesh have svickud claves that eat dep, eet Sec have the Armour Fin ant rel (Dacmons of Khorne) special rules. ivare the Daemons’ equivalent of magic F They are chosen differently to magic items (see "page 61), but otherwise fillow the rules for magic items models in the Dacmons of Chaos army can ‘There are three tiers of locus. to srongest these are; Lesser, bd Poalted. If unt a fected : dae ones he ieee en. — slain, the effect of GA a ARMY SPECIAL RULES [AOS SHALT DO THINE BIDDING DAEMONIC Jy with the Daemoni Psychology special rules as d Jition, they are alsc pecial rule h All mode H and Immune ammer rolebook. In add following special rule 101 cks Dimon Ack are magical This ncuss a Dacmonic Aura Ail Daemons enjoy the physical and mystical pro h the Winds of Magic, At the start of ; Fe oars (ou is nigh ‘change as a result of the Reign of C ‘haos table ) Dacmonic Instability When a unit of Daemons Toses a combat it must take a special kind of Break test called a Daemonic Instability tes jnstead oftaking a normal Break test, To do this, use following procedure 1) Caleutate combat result as normal and! roll 20> 2) Ifthe dice roll isa double 1 or double 6, something unexpected happens: Double 1 Reality Blinks. Tine fi the lain. All Woundls suffered by the unit this Close Combat phase, including any Wounds suffered by characters that hay restored, ind any models removed as casuakies in this phase immediately return to play in their earlier positions. Wounds restored in th manner still countas having been inflicted for Double 6 Banished! Wits an inrush of air anda dam ‘pop! the Daemons are stcked back int the Reabn of Chaos, Remove the unit from play as a casualty 3) Now (assuming the unit has not been wiped out when resolving a double 6) apply the difference in combat results ta penalty tothe Daemons’ Leadership. For every point by which the 21D6 roll exceeds this modified Leadership value, the unit suffers one additional Wound, with no saves of any kind allowed. Tfcharacters ate present in the unit, the controlling player first allocates Wounds to the unit (up to their current Wounds), then divides remaining Wounds as equally «5 Ppossibleamongstany characters. Once all Wounds have been allocated, the penalty to the Daemons’ Leadership is discounted. Note that Daemonic Instability tests do not benefit from Insane Courage. They can, however, be re rolled ifthe battle standard is within 12°, use the General's Anspiring Prescice rule, and/or be tested on unmoxifis poet pie unit is Stubborn/Steadfast. If a Daemonic ‘Somehow has the Unbreakable special rule, it takes "¢ Dacmonic Lnstability test : ever you roll lpvo highest dic dice for the Win peciatly rese 3 The Winds Rec mawing the Da Palm. All unit rule (friend or f Instability test Punished by the ¢ anid went their an Select one cha ial rule (frie the Daemor Pe kind allowed) 46 Daetnons' pres ” alan > models with the Daemon abil WGiend or foe) suffer a -1 penal 1 (which will therefore normally be reduced to ¢ © you next roll for the Winds of Mag otic El ~ Storm of Fir “Beentch makes his presence kun, Roll fenemy unit ancl each friendly unit that cc 16 for each ains One or J more Daem« Nur h the Mark Of Nurgle, on the board. Do not roll for units that “engaged in close combat. O} round template centred directly aver the centre of the >this then scatters D6". Any models wholly or partially beneath the template’s final position suffer a single ngth 4 hit with the Flaming Attacks spectal rule Rot, Glorious Rot": Nury!e gu/fitos with joy Roll a D6 for each enemy unit and each friendly ais one or more Daemons of Tzcenteh, h the Mark of Tzeentch, on the board, aged in close combat, On the hat unit suflers D6+3 Strength 3 hits, with ‘no armour saves allowed. i [7 The Bye of the Storm: fie ring sl of Ch f fora moment. Nothing happens, this time whe Dark Prince ts: Slaanesh’s seductive song hoes mournfully around the batelefield, ensnaring the souls @ll who hear it. Roll a D6 for each enemy unit and +h friendly unit that contains one or more Daemons horne, or models with the Mark of Khorne, on “the board, Do not roll for units that are engaged in combat. On the roll of a 6, that unit must take dership test on 3196, adding the results together. the test is passed, nothing happens. Otherwise, for €ach point by which the unit failed the test, it suffers _ Wound, with no armour saves allowed. each enemy unit on or more Daew enemy Wizards currently on thet The Eye of the Storm instead). The selected Wizard must pass a Leadership test or be removed as a casual ffany kind allowed, If the Leaders! tis failed then before removing the Wiz 1 Herald of Khorne, Tzeentch, Nurgle ot your choice) anywhere within 6” of the slain model that is more than I" from all units and impassable terrain. If you chose a Herald of Tzeentch, generate its spell immediately. This Herald can act normally in the it is created. IF you do nat have a spare Herald of Chaos model, or if one cannot be placed on the board according the aforementioned restrictions, the selected Wizard is removed asa casualty but no Herald is placed. 12 Summoned from Beyond*s The durrirs between ‘s ser weakened, amd yet mare Place a new unit consisting of 21D6-+3 Bloodletters, Pink Horrors, Plaguebearers or Daemonettes (you choose ) ‘When placing this unit, it can be placed anywhere on the battlefield at least 1” away fron all units, buildings ancl impassable terrain, [tan be placed! in any legal formation, so long as the unit's front rank contains cat least five models, If the summoned unit cannot be vlace (because theres not enough room or you lo not have enough models), the unit does not enter play at all, + Hits and Wounds comsed by dhe esis are erated as having been made by magical attacks. #9 New units created by these results da wot have any upgrades ce aesweird victory pornits, but ave otherwise treated exactly as for other wnits of their type AES ae oe | BLOODTHIRSTERS ONE, DEATHBRINGERS OF KHORNE, BLOODI GUARDIANS OF THETHR other, the Daemon can-cauily flay tt are wielded with a hard as iron an slackens nor fades. TROOPTYPE: Monster (Character SPECIAL RULES: Daemon of Khorne, Daemonie, Ms Large Target, Magic Resistance (2), Terror. TERS OF KHORNE S TAKERS OF Skt eben Lica Pigrawamavanteare cerns Mass TW ALM Read ok 5 Piped alla ® P TROOP TYPE: Infantry (Character SPECIAL RULES: Daemon of Khome, Dacmonis, Magic Resistance (1), Sealy Skin (0+). DAEMONIC GIFTS: Heltblade (see wove) ee Abjuration: This moe) and al ipods ve the Magic Resistance @) pei ral JLoces of Purse This model, and all mates, ie, have the Frony special rule Baalted Locus of Went: This model, and all nat pgs uri, bave the Hare special rule RUSHERS OF KHOR} $< Oe ae HERS, FEET OF KHORNE, JUGGERS sfall Bloodletters are granted the hers, Blooderushers are ‘ombination of butle Phe mest favoured o becoming Bloodcrus shock cavalry deadly had the unstoppable crushing ” Trane: When the daemonic legions £0 © ease Roaderushers stampede 370s the Ses into unreoe war, bellowi . pattefeld, trampling Khome’s fo When butte begins, Blooderushers relentlessly hurl themsehes atthe strongest point of an enemy’s lines, Here they hack, mim and gore their way through the strongest troops the foe can muster, ext ng Khorne’s name with Savage jy foreach enemy sain, After this inital charge, the Bloodcrushers become totally overwhelmed by th need to daim yet more skulls for the Blood God. The Daemons often quarrel at this point, with both Bloodletter and Juggernaut trying to charge towards a different chosen fe: Such contests of wills are commonly brief: The need t0 spill blocd overwhelms any aterapt at rational selection sendk the Bloodcrashers rampaging towards the nex burning aretha Mowsns s+ Biocenter Bloodhunter Mliggernavt of Khorne TROOP TYPE: Monsirous Cavalr SPECIALRULES: Daemon of Khorne, : Magic Resistance (1), Sealy Skin (6+) Brass Behemoth: A Juggernaut impro ving throw by +2, rather than the us a DAEMONICGIFTS: Hellblade (Ride see page 29)- JUGGERNAUTS OF KHORNE Juggernauts, or Juguers, are massive armour ; that are part Daemon and part ensoreelled st They are mighty beasts of groaning iron and br: aman and possessed of crushing mass, The hide c js composed of rivetted and fused metal platin with icons of Khorne and stained with the dried lifeblood of isa beast of primordial r its mortal vietin ody in place of blood, its iron-shod f pulses through at spills choking throw sparks with each step and its br black steam into the air with every bre Occasionally; neis granted a Juggernaut i Such apairing is far deadlier than the sum ofits p. Shoulda foe survive the frenzied biting and ‘Juggernaut, they are likely to be crushed bene bod, or cut down by the Jugger's rider ticularly favoured Herald of Khi fo better pursue his master’s M wsBS ST W MpedermautofKhorne 97 5 0 S$ TROOP TYPE: Monstrous Beast joth (see above), Daemon SPECIALRULES: Brass Be of Khorne, Daemonie. ‘And te tell of the Juggernaut: tts like mighty sed of groan metal that sted taller than a man and reared with « thewsand, thousand dead. Its massive head was ps Aull, part the incarnate sel ef Head Ws we saw its countless eleve-rivetted pl und with rane of unearthly sy a te let all heart and turned, flecing te the night Liber Math rT Flesh Hounds reptilian and si flood-hunters, swordsman's strike ar ofthe same fluid mot Khorne favours his I Daemons in his serva ifts. All Flesh Houn: their sealed necks. the heat of the Bloo Skull Throne. T render Flesh Hot hostile magic, for Khe felled by the perfidiou Hounds also bear oth rivets, iron plates, bone common adorns warriors or hated fo Flesh Hour so that they clink and cl are Khe mortal or Daemon Flesh Hound: When a being God’s ire, he rises from the Skull asingle sonorous note on a great echoes through the mortal and daemonic r g Flesh Hi sing them upon the hunt. Few ¢: ese relentless c Wl of vengeance rouses the Blood peal of portentous thunder, rous their slumber and lc survive gory pursui arnivores, for Flesh Hounds are faultless and instinctive trackers, able to harry their quarry across fen, forest and stone without x the scent or tiring of the chase, Bloodletters commonly run and leap in the Flesh Hounds’ wake, ever cager to claim part of the spoils and sup the blood of the fallen. Once the hunt is complete and the prey is slaughtered, the Flesh Hounds return to Khorne’s throne room where they gnaw upon their vietim’s bones and wait impatiently for the call of the hunt to sound once again In battle, Flesh Hounds are unleashed against the enemy lines prior to the main attack. They bound towards the foe, hungry for the taste of living flesh, The ferocity of a Flesh Hound attack tears bloody rents in the foe’s formation, Ieaving the enemy all the more vulnerable to the coming assault by Bloodletters and Bloodcrushers. Only steely Merve and certain strike offers any defence against such an Onslaught ~ the primal consciousness of the Flesh Hound is utterly implacable and knows no fear — save for that of lorne himself — and it would fight on should even the Combined hosts of the world stand to bar its path. When the bile is won and the enemy broken and scattered, the Flesh Hotinds begin their savage pursuit once more, running the ting fe to the ground and tearing them to shreds with their blood-dark claws JNDS OF LOC )D TRACKERS. HOU KHORNE theta rita FR rp Daemon of Khorne, Dae Tonic, TROOP TypE 8 LRULES ily Skin (6+) DAEMONIC FTS: ells that the Skall Cannens © jn the furnaces: I the Blood Gots throne an isthe frecesat he ok Of Some ven Pe beaten into shape upon his mi c they might even have been forged by Khorme’s hand Beard “4 SFicient and callous are they. Like mires Juggernauts, the Skull Cannons are ‘monstrous fusions OF Faerie and hellionged machirery. Their twisted and Saeed eansburn withthe deste 10 she blood and crush Tones, to exult Khorne's praises with ey trampled foe. ‘A pair of Bloodleters ride at ‘rth rough joy and chanting KI vrrnoured seed rumbles cowards the enc re Daemons that oversaw its creation andl vs 27 en furerance of te Bod Gods unly ce thatthe Skull Cannon needs rnuch in the iy Fe epeouragement to maim and slay ~ the Dacmo® bound wrathfal and murderoUs 25 tn dee Idee, Sall Cannon more ticles weiland prowl than exc the wildest of Jaggeaus an don pat heed tothe snaring creatures of flesh that have Farnesed themselves to its mechanical glory: p the Sal Cannon, howling home's paises as their ‘These are the Fe the Skall Cannon grinds acrow the battlefield its Spike wheels and rllers mangle everthing ints path The fortunate foes are those that dive out ofits path or else NS OF ATIC 1¢ Skull Cannon the remains are wake of bone splint to beloved of Khorne — are retain endless and abidin blood and their slack jaws gi roiling cannon The skalls catch fire as they are booming laughter as they fly. Th like ninepin dead behin ¢ foe does not, ar spitting insults and threat smashing the skull can the enen butit is said that the warrior doomed to dreams of madn: Sal Cannon rs Bhodleter Crew j i or netoporryt TROOP TYPE: Chariot (Armour Say ). DAEMONIC GIFTS: Heliblade (Bloodletters on) see page 29). EQUIPMENT: Skull Cannon: Fire the skull cannon in ormal cannon, using the following prof Range _ Strength _ at 10 Flami Mult SPECIAL RULES: Daemon of Khorne, Daemon Engine (see page 33). Gorefeast Implacable Advance: This model can move (not ™ BAA isok any onc of ts weapons. In the shader Gel hest in @ oo that captured my a Jey ech fire and gore al the li Oe fairer dence, ms oo cauld lng endure such a fusllade, cerca asthe defenders withdres, leaving the their fellows te the enemy's scant merc mi he besieged M ts terrible glory. J sf E BLOO CLANKING BOI The Blood Thror K a upon which the F jon Engine, arm shod wheels that cr iro path. Th ured by the ne bloody cart hokir from its exha' obsc billow out byt the grinding the Daemor f the BI esides atc as would an his chariot adv as he anticipal this, as it f certainly does of Bloodletters per] slaught Bloodletters and Her neither ear nor voice ‘The throne cand mest dey : even the rig RS ge Should the Herald st favour to resonate with a blessing ripples outward from the t of Khorne’s unbridled wrath be of nearby Daemons, lending fer them into a maddened frenzy foes whose skulls will ma > Brom stop his macabre throne, the Hi : most audaci | forward, howling with unspeakal Hellblade for the kill. Khorne blood flows — the death of a shame the Blood God just as surely as that of an honoui That said, whilst all blood is equal, the sk Rot. Those plundered from cowards are fe Throne’s baleful workings, consumed in fir emon Engine fresh vigour. Those take are claimed by the Herald and fused » lity of opposing Khorne. ne. So does ome infused withi When such enemies are sighted, the Herald spurs his t ught from w 1 coward offers prai: from the : ith the throne i : elf, to stand throughout eternity as grim monument to the -ONES OF K 3LOOD-So, AKED SPIR ‘ ES, DREAD: CADSKULL TOTE = -MS TROOP TYPE: Chariot ( Armour Save 3+), DAEMONIC GIFTS: Hellblade (Bloodletters only, c 9). sor dri ing SPECIAL RULES; Daemon of Khorne, Daemonic. other chariots, a Daemon propelled bya y and dark enchantment ~ treat the n of chassis and beast. hat affect a chariot’s beasts have Any spells or special rules fo effect at all on a Daemon Engine Gorefeast: If this chariot's Impact Hits cause unsaved Wounds, immediately D6 for each Wound caused. | iot regains a single Wound the Jiant F lost earlier in th Totem of Endless Bloodletting: Any Daemon of Khorne a of a Herald on a Blood Throne of whose unit is within 6” ot he Herald’s locus, exactly as tf it wens Khorne benefits from in the same unit Remember that fa units affected by to or more foci, rongest takes effect. only the st KHORNES CHAMPION. BLO! npion, 's immortal f Joodletters. When not roams The Stalkers the Blood Gols the greatest of all Khorne's chosen Blooc campaigning with his master's armies, Skulltake the Realm of Chaos at will atop his mighty Juggernaut i ronghold, Kubl'tyran, He appears before fortress and bellowing challenge after challenge to the g within until one of their number is foolish enough to mect him in single combat When a foe emerge kulltaker dismounts from his loyal steed, salutes the enemy with tiptarned blade and charges forward to claim another skull in the Blood God’s name. Such duels are brief and bloody, for Skulltaker is swifter than the last beat of'a shattered heart and knows every weakness ofevery enemy: Skulltaker does not slay his foes outright, but shatters their limbs, leaving them helpless. Skull clawed grasp settles upon his fallen opponent's head, magical fire gouts from his fingertips, searing away skin and sinew ‘until pale bone i-laid bare forall to sce. With a single perfect twist bare of long practice, Skulltaker breaks the naked skull free of its spine and tosses it into a coarse woven sack filled with trophies from previous victims. He then bellows his challenges at the fortress once more, striking down any further champions that emerge until no others present themselves or boredom sets in. Mounting Kuhl'tyran once fore, Skulltaker departs in search of fresh foes. litaker’s ~ SKULLTAKER ODED WANDERER, SLAYER OF KI! SSkulltaker is just as feared in the mort the courts of the Dark Gods. He is dra mour of mighty combat prowess and ru ge, History is littere some small challe his appearance before the gates of Bre feasthalls, Elf mansions, Nehekharan 1 » Ogre holds, each time demanding that an acc nd D sent forth to face him. Such encounters never end well for mo Jegends surrounding the Skulltaker ther that tells of anything other than his viet« the Empire, Skulltaker battles Sigmar i Mountains for three days without paus nought but defeat. Skulltaker still bears t} that day, and he takes great pleasure in r Sigmar’s inheritors at every opportunity long memories, and little desire to grant [ Over the millennia, Skulltaker's collect has become so massive as to be beyond coun Skulltaker collects skulls from all his victims of mighty individuals he truly cherishes, of the skull he inherits a portion of the Bost fis most prized slaulls, mementoes of close fi satisfactory battles all, onto his cloak. All others h ; the parapet of Khorne’s brass citadel to watch the approa he to the Blood God's lair, So itis thata Daemon that began existence as a Bloodletter has become something to command the respect of the Dark Gods themselves ‘ strength. He M WS EBS S T 9 5 TROOP TYPE: Infantry (Special Character) SPECIAL RULES: Daemon of Khorne, Dae Hatred, Lesser Locus of Abjuration (see p: Sealy Skin (6+). Skulls for the Skull Throne!: Siulltaker must always issue achallenge, or accept a challenge if one is offered DAEMONIC GIFTS: Cloak of Skulls: Forged from the claimec ictinss and heavy with dark enchantment, the Cloak of Ski offers formidable protection against te enciny's blows and spells nies of fawonr Magic Armour. This grants Skulltaker a (4+) armours of Khorne’ The Stayer Sword Chufedfrom a single shard of Kho ee boundless wrath, this blade Hazes with unholy wacanny ability to find the foe's weakest spot as a Magic Weapon, Attacks made with the Slayer Sword h* 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 spec! ™ 7” HOU! SHUN Karanak i Khorne's the Blood G warchful. F interlop Throne « hall, Shoul mercy. Not f Dat better to mons} K wif As the physic Karanak is Khorn God unleashe : his creed, or hav choice well mad able to follow t + Karan Hey track Karanak’s quasr can follow the tral through over plain, for bizarre to describe time, back into t that is, or forward to th The hunt be of his pre The second can follow the cent The final head tracks the quarry through his own thoughts, pursuing through dreamscapes and delusions. Of th three headsit is the last that is most dangerous, for the first two can be fooled by those with the wit to do so, but only the insane beyond the trace of their own mind. With the odour of his victim thick in his nostrils, Karanak begins to run, slowly at first and then faster as the prey grows closer and the blood scent grows stron untold fall away beneath his clawed feet, Karanak’s bestia howls echo through the void, drawing other Flesh Hounds to his presence, all eag he feast. The bestial chorus of Karanak’s hunt has long since become known as harbinger of dire fates, not only in the Realm of Chaos, but in the kingdoms of the Empire and Bretonnia, and a thousind athers besides. When mortal men hear that hav they lock theirdoors, bar their gates and pray that this evil fate is ‘meant for another As leagues, By the time Karanak reaches his prey ten score or more other Flesh Hounds follow the trail alongside him, each driven fo snarling madness by the glory of the hunt. None can Stand against such maddened ferocity — within moment arrival Karanak rears his victory and departs once more, tattered corpse of his victim clasped tight between his jaws The skull of the quarry goes to Khorne, as token of his will Obeyed. The remainder of the corpse — blood, flesh and bone Allee ig Karanak’s to next amongst an fest upon, For days Afferward the sound of breaking bones echoes about the Skul Throneas the three-headed hound devours the lst of his © Wickless prize NTER, TALON OF THE SKULL THRONE phate alana aed SPECIAL RULE. Daemonic, Greater Sealy Skin (6+), Ambushers, Daemon of khorne, Locus of F jury . Hatred, Prey of the Blood God: DAEMONIC GIFTS. Brass Collar of Bloody Vengeance: k ~~ SKARBRAND ha THE EXILED ONE. WRATHFUL REAPER, DRINKER OF BLOOD TROOPTYPE: Monster (Special C SPECIAL RULES: Daemon of Khorne, Dacmonic Frenzy, Hatred, Large Target, Magic Resistance (2), Terror, Bellow of Endless Fury: T Sure Bi Weay scribe Wark DAEMONIC GIFTS. Slaughter and Carnage: 4 Blonds } co MWSES S T Wid AL Bord of Change 6-6 eas 6 TROOP TYPE: M. MAGIC: I Wee Bac SPECIAL RULES: Daemon of Tzeentch, Daemonic, Fly, Large Target, Terror. a a te ge ll Ld lp itself but Ne aed he mere we conversed, i” uhle fact: I weadd gain wg wtddew bere, The ined wots a Labyrinth af deceptions. Truth mas trommeled at the heart of that mare ad far beyend: my meagre reach. PINK HORRORS OF TZ twos WHIRLING DESTROYERS, SQUEALERS. HERALDS OFT: “ENTCH Pink Horrors are identified by their 1i escent pink rai ig the mugieally fashioned slaves of Treent and their squeals of high-pitched lau Spellcasting™ considered autom to be expended as pu Pink Horrors with joy and they emit especial merriment srrought plan. Should a set of greater j : a elditch energy serecchs from their praise _ Toeentch will create a Herald, a more stal When wounded, a Pink Horror exhales a final - Mecnireated ud hue as Pr cackle before rapidly decomposing into an cctoy do not morph into a pair of Blue Horrors w1 1 of gyrating magic, which swiftly alters colour livides Sea hipeeo ee tigte bo diz ' into qwo Blue Horrors — diminutive ae kind without ¢ fro hoor Nn wemon, Blue Horrors are sul icious, like € Kind wii iy soreeryagainat T2ceteh tempered children, and sneer and their dist arr Herd of Tzeentch da s battle, Once spawned, they add a deeper whint rhe abilities of neurby Daemons, mutating th to the incessant chortling of the group as they attempt to te ne ra Miron wecing their magi hd irrapple with enemies andl squeeze the life from them, befor bly- wandering off in search of fresh entertainment im MWS HS 8 1 a i i Wes T Herald of Treentch fa Pink Horror Sitka ! Tnidescent Horror Hees Se TROOP TYPE: Infantry (Character) OE SPECIAL RULES: Daemon of Tzeentch, Dacmonie, MAGIC: A unit of Pink Horrors is treated as a Level i ses spells fr of Tzeentch. It MAGIC; Heralds of Tzeentch are Wizarels wh pel er oratinoea ats from the Lore of Tzeentch or the Lore of Met receives an additional +1 to c h rank of § or more models in the unit, after the first, time the unit casts a spell (or is targetec affects. a Wizard), you must nominate one Pin! the unitas 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 2D6 Strength 10 hits with no armour saves allowed. k Horror in SPECIAL RULES: Daemon of Tzeenteh, Daemonic. Blue Horrors: When a mode! with this special rule is slain in close combat (not removed as a result of Daemonis Instability), place two counters next to its unit. After all attacks have been made, but before the combat result is calculated, choose one enemy unit in base contact with the unit and roll a number of 196 equal to the number of counters (even if the Pink Horror unit was wiped out), For each roll of a4+ the nominated unit suffers a Strength 2 hit (distriluted as for shooting). Any unsaved Wounds count towards combat results. The counters are then removed, RADES: Locus of Transmogeification: When a model uration: Spells cast by this model, in bis rit, aremesolved at +1 Strength, ey RP ir ; > OF TZEENTCH SPOL lamers ichor throu Jeap ac A Flamer at the foe. T oud of ¢ A Flan collapsing. t aerrmeeepatincs TROOP TYPE SPECIAL RULE Daemon Skirmishers, Wai ic Str Pa hh Ly en ‘At firt I leok TERS, FLAMIN > WHIRLWINDS SCREAMERS & DISCS OF TZEENTCH SKY-SHARKS OF TZEENTCH, SWOOPERS, SHRIEKING SKYRAYS. Winds of Magic as. bird glides upon they \ the tides of magic, preying upon the shad ephemera. Once the Screamers catch their d tom to pieces in an eye-blink, the gossamer shi stuff offered up as a gift to Tzeentch ighly sought iftly proves So swift and agile are Screamers that they an after as steeds, however their i nature ‘ous should their controllers attention wander. As Screamer has tobe transmuted into a new form before afely be used as a mount. These Discs of Taeentch fetain the flattened and manta-like shape of the Screamer, but their magical bodies formed into unlikely shapes and ritual. As a result, some Discs Aspects as part of the bind Of Pzeentch are covered in eyes, whilst others are sheathed > in living metal, feathers, scales or any one of a thousand, | 17 thousand possible combinations Sercamer Dic of Taceatch a) TROOP TYPE: War Beas ‘SPECIAL RULES: Daemon of Tzeenteh, Dacmonie, Fly. Lamprey’s Bite (Sereamers only): Close com a Sereamer make: special rule have the Multiple Wounds (D3) special rule a model with the Large Target Slashing Attuck (Screamers only): Ifa unit of Screamers moves over ne or more unengaged enemy urits in the Remaining Moves sub-phase, choose one of those uniting it sflers D3 Strength + attacks per Screamer. These aks = hiton 24+ and are treated as shooting attacks BURNING C WARPFLAME REAY ERS, Burning Chariots of Tzeentch hurtle across the Realm of Chaos like inc ndescent meteors, bringing the Great Sorcerer's chasen © oer they blaze through the heavens of the mortal world, Chariots ‘of Treentch are commonly mistaken for comets, which are in tum interpreted as omens of great ev and terrible w jssaries to every Conner $ ‘lamers who ride atop the Burning Chariots are sr extent than theit rate p great billowing sheets of us change that make the The Exalted able to channel magical flame to Jesser brethren, and can conjure i Warp-magic, or hurl bolts of sorce very air size with their passing, Por their part, the Dises and Screamers that make up the bizarre chariot are drawn to faw magic ike moths to aflame, and therefore tothe Exalt d Flamers, who exude tasty sorcery from every pore and wrinkle of their fungoid flesh Sometimes, a Burning Chariot will even be accompanied by a handfal of surly Blue Horrors, The diminutive Daemons are always ready to associate with anyone other than the inritaringly and incessantly cheerful Pink Horrors, and furthermore sce the Burning Chariot as an excellent vehicle fromwhich to sow their own particular brand of sullen imschief—this normally takes the form of crude insults, but they're also content to gloomily club or throttle anyone who comes near, HARIOTS OF TZEEN’ FIREGLIDERS, BL. HN AZING SKY-STRIDERS More unusual are those Burning Chariot to Heralds of Tzeenteh. These are normal trickery = Heralds have little patience at th ind none at all in training Screamers and 1 therefore consider borrowing’ a chariot f ver to be entirely’ in Keeping with their feat requires great cunning ndeed if the He wishes to escape the F s wrath. Indec or bear the scars f yntests, and craf wards to forewarn them when their chariot comes to reclaim his property: However, al : tribulations seem as naught once the H and dive across the batilefic 1d on his madly-as he unleashes his fea vl enemies of his 5 Bunting Chariot Paalted Flamer Screamer TROOP TYPE: Chariot (Armour Save SPECIAL RULES: Daemon of Tzcenteh, Daemonie, Fly, Warpflame (Ixalted Flamer only), Exalted Fire of Tzeenteh: During the Shooting phase, the Flamer can shoot either Pink Fire or Blue Fire. This can t done even ifthe Burning Chariot moved in the preceding Movement phase. Pink Fire uses the ri Blue Fire uses the rules for grapeshot Range Name __ rength Special Fink Fire Dé Slow to Fire, Warpflame Blue Fire D6+3 Slow to Fire, Warpflans Ifa misfire is rolled when resolving Pink Fire or Blue Fire, the Burning Chariot suffers Dé Strength De hits with the Wirpflame special rule, Armour saves cannot be taken against Wounds caused by these hits Warpflame: At the end ofeach phase, any unit that sufle one or more unsaved Wounds from an attack rule (or from an attack made by rule) during that phase must take test is failed, the unit immediately suffers 3 Wounds with AO armour saves allowed. If the test is passed, all models in that unit gain the Regeneration (6+ ) special rule for the rest of the gi me Any models in the unit that already have the Regeneration special rule instead gain +! to all Regeneration saving throws for the rest of the game, Chaos is fickle! this special model with this special Toughness test. If th UPGRADES: eer Crew: All enemy units withi re Burning Chariots with this upgrade suffer a -! Penalty to their Leadership, ee of one AZURE NDERING WIzari Bone say ther ‘G WIZARDS, TZEENTCH'S QUAESTORS ofall the Chi ihe Endless Mo The resultin thousand pi across infini forever dimini inmany legen hifi t quickly multi i throughou of Tzeentch aware of th To this end Xirat’p, task Blue Horrors in form required these Blu ; of their kind. f this intelligence ia teevaces gillables of any sp ; Xi can read his brother's scr a them, Judging his work Great Sorcerer his creations out into ex let th i The Blue Scribe eternal an: of their scrawls frantically with a quill craf Change’s pinfeather. Xirat’p reads the written words to check TROOP TYPE: Cavalry (Special Character ‘on any wn y: The Blue Scribes’ | mission often dra Js, where st SPECIAL RULES: Daemon of Tzeentch, destructive and p sed. If threatened, Dacmonie, Fly Xirat’p starts reading at random from the accumulate trusting to the hand of fate, his maste scroll Spell Syphon: Whenever an enemy suece tothecorrect scroll for ea spectacular and bizarre results, struck by multicoloured I his own personal thunderstorm or tran the Blue Scribes can make uted to J. counter: Once the Blue Scribes. remove all counters from them. In truth, the Blue Scribes can never complete the ‘magic has multiplied in the service of mortals. This is well DAEMONIC GIFTS: for Xirat'p and P'tarix and for existence itself. Should the Blue Seribes complete their task, Tzcentch would swallow bing them, reuniting the lost fragments of his being and the exira power born along the way Itis doubtful that any Arcane Item, The Blue Scribes can cast one spell from one of the ight Lores of Batle Magi in the Warhammer rulebook UJuring cach af his own Magic phases. You can choose which 1 Daemon, w lore the spell fe magic lore o see which spell is cast(the Blue in therefore never cast signature spell). If theres jable target or you choose not to cast the spell that ig the Blac Scribes do not casta spell that em Spells east by the Blue Srites are treated as bound spells wer levelequal to their casting value, ok Mowsny 5 he Blue Scribes 3 Disc of Pzeentch Gs. 0 Tie BluaScribes are treated as a ssngte moxel oith the profile Do teen ah re ae a GELING \ IG HORROR, TZEENTCH'S TRICKS THE CHA PERPLEXING PRANKSTER. DECEIVIN was already elsewhere — steal m Flesh Hounds and melting as of the Blood God's gr The Changelt ‘of Khorne fr ste brass dior entch’s psyche +. He ean take The Changeling personifies the part of Tzee that is the meddler, the deceiver, the trickste the form of other beings, from the tiniest of insects t0 the fc most massive of Greater Daemons. None, save perhaps Be iieariing rand vt Tzeentch himself; know the Changeling’s true form, for he Seria. Tras he who « goes cowled and cloaked when in his own shape — perhaps Be eaieeent and Gem iv even the Changing hime has Forgotten No" 0) Tueentch presented to the mortal champion 1 the Changeling mirror the form of another, ae oe she Bee erect Changeling wie cal mannerisms and personalities in so flawless a fashion that de iB ; Dark God vithere __ Khiome’s citadel while he was away campai even the Dark Gods can be deccived. In all of creatic is only one entity that the Changeling cannot duplicat Great God Tzeentch himself, The Grand Schemer will not suffer any being to steal his identity, even for a moment Blood Gott to shatter his own proud gate The Changeling’s handiwork is always obviou fact — indeed, part of the prank is to make of his deceiver, but impotent to act against him : surprise then that Tzeentch’s brother to destroy the Changeling, to tear him limb fr : seatter his parts and pieces across t te: the Afflicted as he is with a low tolerance for boredom, the Changeling exists to play malicious tricks upon all about him On one such occasion, taking the shape of a Daemonette, he stole the silver apples of knowledge from Slaanesh’s palace On the edge of the Dark Prince’s territory he then assumed the form of a Plaguebearer and slipped into Nurgle’s garden, only to grow tired of the game and abandon the apples to rot amidst the decaying fronds. When Slaanesh discovered the always evades capture hh Tzeentch loves to take credit for the Ch: ng’s only a handful of the Daemo at his patron's direction, The Great Sci: roam wild thro Thou schen carried ou content to let the Changelin 's adventures are theft, he Hew into a rage and sent his armies to retrieve the Jost treasures, So did Slaanesh and Nurgle come to blows, the former believing the latter to be a thief, and the latter cénvinced the former had engineered a pretext for invasion causing havoe where he may. Bach meddling opens up mor the Great Game, and Tzeentch hes with amusement as the Changeling weaves his uneven tapestry of possibilities disruption. That'so many of his pranks have caused wars is of no concern to the Changeling. He loves discord of conflict, for it breeds opportunit dismay like nothing else. His enjoyment be deceive and ins even before armies clash: impersonating messengers and generals to disrupt strategy wherever possible. When b , the Changeling is wont to adopt the shape and skill of the most powerful foe, pounding the enemy to pieces with malicious enthusiasm and borrowed muscle M WS BS S T The Changeling Mee 3 TROOP TYPE: Infantry (Speci Character). MAGIC: The Changeling is a Level | Wizard wh spells from the Lore of Tzeentch SPECIAL RULES: Daemon of Tzeentch, Daemoni Lesser Locus of Transmogrification (see page 38)- 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 Sk Strength, Toughness, Initiative and Attacks c to match those of the chosen enemy model ur that phase, If the chosen model has more than one val 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 ina challenge, unless the Changeling is fighting the same challenge. a, a. acteristics il the end of — ORACLE O} Even Tzeentch vast ecepac MAGIC Fortress. The Gi bbe sure of sur he Well of Et fori is the one p Hi Life, Mi annot k into the forebodi : Sorcerer was n ae - . k venture, he had r ig this tur servants in suc oe i LES: Daemon of T Fs Lar Target, Teron, tet Peemani A Oracle of Eternity: Kairos Fa Since he clawe uncounted withi are hidden even to T fre DAEMONIC GIFTS lth mrs Saif of Tomorrow: k , patye d ; pubs the shrivelled i : through the Wel. Valuable as this vision is it come oat Heavy cost. Both of Kairos’ heads ae bl in cannot see time Whose time has already laps : Kairos now sits at Tzeentch’s rij depths of the Well a hhecan see. Nine tir insights with quills with Tzeentch’s blood. Each scribe jealously gi face secrets he hears ~ e tool in the unendin; court. For h of his minio transcribed by a Lord of Chang forever and his understanding of eterity comes ever cleset and coll ‘zeentch cares not about the sche: e knows all that they k Kairos’ blindness tothe present makes him vulnerabl physical attack ~ the future enough to predict battle'stoand fro. Ne fos" unique vision allows him to st adversaries, pitting various assailants oes not reveal itself swiftly another in Kairos idling duels, In thea is unstoppable. He knows every spel in ex sigil, sign and quirk of mystical power; thou annot marshal them all without a modicum ofp Such ability makes him Tze oured agent. On the occasions Fateweaver leaves the Impossible Fortress it is always in the service ofa dire task, be itthe recovery of A magical artefact, the predestined cru some other i le purpose. MwsBs Ss T est 0, Shs gh TROOP TYPE: Monster (Special Character) an Ones or Plage Lords Hin tems of The corpulent Great Une the Greater Daemons of Nurgk. Pach is m facsimile of Nurgle himself, both physically and in terms of their personality, Indeed, a Great Unclean One is sometime referred to.as Nurgle or Father Nurgle by his underlings, although of course cach also has his own daemonic name. A Great Unclean Oneis invariably a gigantic figure bloated with decay, disease and all imaginable kinds of physical orruption. The Daemon's skins a necrose and leathery surface covered with pockmarks, sores and other signs of loathsome infestation. His inner organs, rank with decay, spill trough the ruptured skin and hang like rotting drapes about an immense girth. From these organs burst tiny pustulant creatures called Nurglings, which chew and suck upon the nauseous juices within. Such foulness echoes the fandsmental truth of the universe: whilst there is life, there will be ruin and decay, even unto the end of al things. In perverse contrast to his horrific appearance, the Great Unclean One is neither morbid aor consumed with despair =f anything the opposite istrue. Great Unclean Onesare ‘exuberentin the pursuit oftheir enthusiasms. Great Unclean ‘Onesare invariably chullient and obstreperous, full of ‘atural will to organise and achieve. Indeed, its not iincommon for Great Unclean Ones to compete amongst GREAT UNCLEAN ONES FLY MASTERS, STENCH LORDS. NURGLE'S PLAGUEFATHE} themselves in the matter of spreadi blessings across the world, Grega sentimental, Great Unclean One dearand even refer to them as their ‘Ch great patriarchal pride in the achiever . proclaiming vociferously th ed by those arox ind sores evil pores vith hearty laughter in re in Nurgle’s name. When a Great Unclean One addres. he expostulates in a manner immediate ider he is, chivoying and d the great minions with a paternal indulgence at od ust as this I creations brings the Great Unclean One filled with rage when the petty-minded en f try tothwart Nurgle’s grand designs. Su italy manifests as a thunderous and adjective-laden orator declaiming those who question Ni monstrous appearance. Ye nehat jovial, viok descends into brutal, if still son heretic isrit to be cowed by words alon When roused to battle, a Great Unclean One is a trl horrifying entity. He bellows ribald joy across ¢ instentorian tones, brimming with the jollity of one fulfilling divine commandment, and pauses only to unleas his formidable sorceries against targets ripe for Nurgle’s blessings. Made ponderous by his colossal bulk, a Grea Unclean One is slow to advance upon the enemy, but is all but unstoppable once he has reached his target. Any foe foolish enough to stray into his path swiftly discovers the immense strength concealed by the Greater Daemor's ‘corpulent form. Whether a Plague Lord batters his enemy with an iron sword dripping with virulent fluid or a plague ridden flail matters litle, for the result is the same indescribable mess of blood and bone, alrea Nargle’s choicest festering pestilences. y teeming with M ws BSS GreatUndeanOne 6 «6 «3 6 TROOP TYPE: Monster (Character). MAGIC: Great Unclean Ones are Wizards who use spells from the Lore of Nurgle or the Lore of Death Daemon of Nurgle, Daemonic, Larte Sel Alecks, Terror le sD haarnlt Until 1 lected close, theught his Li Then I sar dezens of tiny Dacmers h Gianing o his bencs aad suckling wpe rer was belied by the east cultured v 46 a lng-lst sem even as I fell retching te my kxces Plagu crafted from th by Nu rt can be seen bene ed with supp uously from je’s Rot. Bands of Pla; of Daemons upor eternal role to he well as keep s1 to each new ¥ a naturally chaotic hord: Plague Units of Plaguebear This th of plump Daemons a requirements once produces a sound so sonor is enough itself to make all but impos though this in no wa their efforts. The creatures to impose TROOP TYPE: Infantry SPECIAL RULES: Daemon of Nurgle, Daemonic. DAEMONIC GIFTS: Plaguesword: These corraded ime whose touch brings disease and 2 and necrotic Magic Weapon. Attacks made with a Plaguesword have the Poisoned Attacks special rule Poisoned Attacks made ‘odel, and all models in his unit, automatically ona 'Td Hit roll of 5+ Locus of Fecundity: This model, and all models Unit, have the Regeneration special rule. Locus of Contagion: If this model, or any A his unit, scores a 6 To Hit with a Poisoned Bok, the target immediately suffers an additional hit resolved at Strength + HERALDS OF NURGLE Though they re many loathsome features, Plaguebearers identical in appearance and ability, for ¢t variable in its virulence and victim can endure against Nurgle’s 2 Plaguelord’s sight the resulting Daemon From the souls of such hardy individuals are shaped the repulsive Heralds rgle who march in the daemonic legions as proof positive that even the strongest and ablest cannot indefinitely defy disease. Heralds of Nurgle possess a strength and hardiness that belies their rotten frames, as well as a jovial nature somewhat at odds with the world-weary aspect of their droning minions. incuba Rot, th TROOP TYPE: Infantry (Character). MACIC: A Herald of Nurgle that is upgraded to a Wizard uses spells from the Lore of Nurgle or the Lore of Death SPECIAL RULES: Daemon of Nurgle, Deconsiing DAEMONIC GIFTS: Plaguesword (see she) PLAGUE DRONES ¢ OF NURGL! RLIGHTED SWARMERS, FESTERWIN> S, BUBONIC BUZZERS TROOP TYPE: Mo: SPECIAL RULES; Daemon of Nurgle, Dacmonic, Hover. DAEMONIC GIFTS: Plaguesword (1 UPGRADES: Death's Heads: These have __Strength iz” a oll it Seraratcly; if this hits, TROOP TYPE: SPECIAL RULES: Daem Poisoned Atacks, Random Regeneration Attention NURGLINGS & PALANQUINS PUS SPORES. MITES OF NURGLE. SORE-PICKERS TROOP TYPE: Nursing: ae Searos. Psogeins ans Monstrous Beas ‘SPECIALRULES: Daemon of Nurge, Daemonioy Scouts (Nacglings 60> A FPIDEMIUS , RECKONER © : THE MAGGOTKING. PLAGUED PANJANDRUM R TL Fidemius’ path through th sa gles cen Tallman 076 Ps an unpredictable one, fc pina Neem imei pre ni seven Fr jgeaes poem’ tsk 82” Leiain hi power is strong, for the Ni Ca sa eat cl oP i Fhestricably linked to the ¢ and ingens ~and to more easily force ; ae Panes Pea To daee NBM. nmcoble teases tate MB ‘a path throug! e ey oe, prong the asc eatian, itt alo pree ae pnd te aly is head abacus, excreting the ik ee tte P ull ead ven defending Epes OP harm should ; Ffoolsh enemy venture to close, Of greatest interest to F if onfiom hishelpers behaviours afflicting determ: fe ideas brooks o idleness disric cankerous plagues do not mere us Ni main deathly silent est ae el hi he they aio run virulent an a‘ ee dems Bvorsayhingtat dimes Sevroving i self i bee \ ee eseronnmanersoffeandideath Theonl) sounds they comupt his fevered bo o | eee ees N, merlin sevitmuss nes Ieavethe paangain oleate : and crumbled trail of soul. ris quil as he secks to keep his records up tee en "Epidemius surveys the thrift and Splendour of Nergle’ cretion, making note of casuals Feaisfecton rates aswell s secondary symptoms such a> tonmal edouraons and odours, This information, properly © fallated and dsiled is ofincredible value to Father Nurgle Tut must be recorded with absolute precision and in a timely gleaning all manner of knowledg the spint’s strength to his. As an c entourage strike he d gongs wh he tainted spirit in race. What happens t succumbs, usherin, say — least of all Epidem along with its physical shell. Happily, there are always f Victims to investigate. M WS BSS T Wiau Epidemius 2 Palanguin of Nurgle 4 | | TROOP TYPE: Monstrous Cavalry (Special Character SPECIAL RULES: Daemon of Nurgle, Daemonic, Lesser Locus of Virulence (see paze 45). ‘The Tally of Pestilence: Whilst Epidemius is liv count ofall unsaved Wounds caused by Daemon: (friend or foc) and by spells from the Lore of Nurgle Atthe start of each of your turns, consult the tab determine the effect of the Tally of Pestilence. N¢ effects are cumulative. If Epidemius is killed, these are immediately lost Wounds Effect 0-6 Nocffect T+ All Daemons of Nurgle (friend and foe) gain +1 Strength 14+ All Daemons of Nurgle (friend and foe) gain +1 Toughness 21+ All Daemons of Nurgle (friend and fo) gain the Killing Blow special rule 284 All Daemons of Nurgle (friend or f°) re-roll failed ward saves DAEMONICCIFTS: Plaguesword (8 82°" PII *. arpet of by countless « aches vats. Ku'gath's Nurgli = ire a them in he ene on impact, drenchir Ku'gath Should the Of enter the plague- blood can turn a quiescent pox into a Ku’gath has discovered that ground Sk. lence of Red Pt mentation cxampl reases Thus, in the cause of expe point of acquiring fresh sp mortal worlds. Indeed, the Plaguefa specimens, mortal and D. among the sagging raft that he always has a suit mon, caged Itisduring forays into the has encountered the one rac Scientific detachment to kindle his rage professional level, the Plaguefather h: their resilience to disease; on a personal bya truly ignominious defeat beneath Karak. Either way, there is no doubt in Ku the first test subjects when his perfect plague is Begath Prag ctather Wpath and his Palanguin are treated as a single madel with the Biven above. B TROOP TYPE: Monster (Special Character) LAGUEFATHER AGUEWEAVER ROTTING Gr Gan y. Py Sok a POXMAKER MAGIC: Ku’ the Lore of Nurgle isa Level | Wizard who uses spells from SPECIAL RULES: Daemon of Nurile, Daemonic, Hatred (Dwarfs), Large Target, Poisoned Att Trail (sce page 47), Terror. Nurgling Infestation: Ar the start of each of your turns, one Nurgling base within 6” of Ku’ gath automatic: | earlier in the battle. If there are g bases within 6", then nothing happens. DAEMONIC GIFTS: issibess Plagne-ridden Nunglings constandly burst from Keu'gat's body like footie hatching Magic Weapon. This shooting attack is fired according to the rules for a stone thrower, except Ku'gath may move, but not march, and fire. It has the following profile: Strength Speciul Rules 1236 505) Tynores Armour Saves, a ‘Show to Fire event of a misfire, don't roll on the Stone Thraiag i Table; Ku'gath has accidentally squashed the Nurgling and the shor has no effect, A Keeper of Secrets faith and a har the corruption of ot tnortl might sup fine wines and ret Secrets far and ust are th on cle pay montal rapture provides sustenance — Tm aa be propa rom the height of oe to the a ings moe delectable 2 Keeper ron sin and exo To Keeper of f dishes, but larly if th at ct of snatching a prideful porinay fom rer, ceomning bin tack terror, thes OST exc BE . Pe ainded and wallowing in is own ivolus0y Ga 2 et the mockery ofthe commides Who ance roared is Drs salem ome No two Keepers of Secrets possess identical feature indeed, Keeper of Secrets is an Hk eet appenance of exh 8 the ey ith pass of dark whispers of gk the Liber Malefic claims sprung from Shanesh's capricious W Daemon's manifestation, Certainly there isa eee aween these Greater Datmons. Some ae endowed Terr adeededly bovine aspect, whist hershave a beguiling God androgenons facial structure tat belies a corrupt and debauched hean, All are many-limbed an f tensuous in movement and brutal indeed par ofhear by many seductive enchantment th and deadea the senses, Many heroes t : im atthe time of the reat deal of their w delights in usin ho would face up nd jewel-ved, ghting in AB Kemper of Secrets iv terrifying foe to face, dele tile pin the earescofclaw through skinani muscle, resist heir own prial urges an bone and organ Its enormous razor-edged claws can tear Daemon of Slaanesh toys with them, disr with exhilarating delicacy and precision : Keepers of Secrets have no fear of pain or ; and every sensation, be it painful or pleasurable, pn from it only exhilarated squeals and cr the senses, but also the fundamental pillars of Keepers of Secrets consume the souls of th delicate dainties that further empower S but also tempt eternal dam es foerers favour th vata that ofall other races ~ why this sh i no reali suffers as great Si Daemons as does the isle o come ih heh Mwsns Ss TW IAM Mees 097 6 66 5 TROOP TYPE: Monster (Character) MAGIC: Keepers of Secrets are Wizard from the Lore of Slaanesh or the Lore of Shado SPECIAL RULES: Daemon of Slaanesh, Daemonicy Large Target, Terror. oD : Ut granted me all 1 desived; but taek from me all L weald give anything te leek upon its beauly once 4 Lier Ml Serie tenenen ania eneemcacecaeeanialll up a S | OF SLAANESH 3 DEGRADATION, DECADENT SEEKERS YOUNG OF Daem remain, my seu heart to their pite nly by a serrew I cu Liber Mole I MWS BS 8 T WHA Ld Dacmonctre ‘ ‘ 1 Alluress ; ; TROOP TYPE: Infantry (Character). MAGIC: A Herald of Slaanesh th 5 upgraded toa Wizard or the Lore: of Shadow TROOP TYPE: Infantry es SPECIAL RULES: Daemon of Slaanesh, Duemonie. SPECIAL RULES: Daemon of Slaanesh, Daemonic. HERALDS OF SLAANESH Heralds of Slaanesh not only attend to Slaanesh’s whimsical Lester Locus of Grace: This model, and all models, desires, but m , plot his campaigns (Slaanesh inher unit, automatically pass Dangerous Terrain tests, is easily bored by the minutiae of war) and carry his creed Look Ou! Sir!” tests and characteristic tests (but not to the mortal realm, returning to bring morsels of courtly Leadership tests ). intrigue to Slaanesh's cars. Such scraps can lead to the COrmupting of a mortal ruler and the Dark Prince is always carefully attentive Greater Locus of Swiftness: ‘This model, and all models her unit, have the Always Strikes First special rule, Kaahed Locus of Beguilement: Challenges issued by this At other times, the Heralds carry their master’s word to Specific followers singled out for divine notice. Not all such Misitations are welcomed by those who receive them, for Mf nesh is nothing if not effusive in his tempers, but the 9) toming of Herald of Slaanesh has nevertheless become an men of great import. Bhenetuy accepts, Also, any enemy j model or a:model in her unit, has SES of 1) until the end of the phase. os ie SEEKERS OF SLAANESH Re A RCLING DEL ; SADENCE. DARKLING DI 2 SLAANESH. DISCIPLES OF DEC “ADI RIDERS OF SLAAS ‘Such hunts can coating Form Seokers gaading the me © pirsialendursnce. Only when the quarry and be willingly succumbs to 4 cd the hunt and dra With his surrende torment in the Pala TROOP TYPE: Cavalry SPECIALRULES: Dacmoa of S = . Pace “Wiker 1 fost encmictred the wild butreves, ‘bow the herrer thar cans andthe sce spe of her teed that fren ff my wel. Thus e 1 cae see siden wy mind oe sry ange, ba the batreve ethrmerily sing stil eches Uarengh my ss. sa at he seme tine ath ering san” sends, psc of cx eared hay tht i eyed ayy its TROOP TYPE: War Beas: SPECIAL RULES: Daemon of Slaanesh, Dactv Fast Cavalry, Poisoned Attacks. = TS OF SLAANESH OOMRIDE ID VANCUARDS TROOP TYPE c SPECIAL RULES: Daemon of Slaanesh, Dacmonic FIENDS OF SLAANESH RAMS OF SLAANESH. CHIMERIAL LEAPERS, FIENDS OF EXALTANT EXCESS TROOP TYPE: Monstrous Bewst SPECIAL RULES: Daemon of Shaanesh, Daemonic, Sh numbing the ——— ll—~—S HELLFLAYERS OF SLAANES XY SCENTED HARVESTERS. DECADE! corpses proved just as keen wi Muses TWIAL TROOP TYPE: Chariot (Armour Save SPECIAL RULES: Daemon of Slaanesh, Daemonic, Poisoned Attacks (Siced of Slaanesh Soulscent: Ifa Hellfayer cause Wounds with its Impact I 4 number of bonus Attacks equal to the Wounds caused. This bonus lasts until E OF SLAANESH a Dance Penalised Characteristic Unnatural Reflexes: Mi Ss Tin and death around then agony ofa body pushed Ahewhere, the Masque dan - A” = DAEMON PRINCES DARK PRINCELINGS, DEATHBRING ERNAL BLASPHEMII val for mortals who tread the Chios Dacmonhood is the ultimate gc path of Chaos, It is the reward for dedic af ue towing immortality, unimaginable streng forbidden power are little that the battlefield has | slaughter in their ves, Others Many Daemon Princes ca changed ~ they continue {0 rampage god's pame just as they did in their pr helieve themselves to have escaped the re their eyes set upon becoming master of the They do not realise that to transcend a level Game merely binds them tighter (0 eterni The crowns of the gods are not for mertal of pawn, and have calm of Chaos the Great ition M WS BSS TROOP TYPE; Monster (Character). we SPECIAL RULES; Demonic, Large Tundet, Terror, | Dacinon Prince is also always a Daem Khore, » Daemon of Tzeenteh, « Dacmon af Nurgle or « Daemon of Slaanesh. a 44 MAGIC; A Daemon Prince that is upgraded to a Wizard J uunes spells from the Lore of Tzeentch (see page 5A) or the Lore of Metal if it is a Daemon of Tzeenteh, the Lore of Nurgle (see page 59) or the Lore of Death if it is a Daemon of Nurgle, and the Lore of Slaanesh (see page 60) or the Lore of Shadow if itis « Daemon of Slaawesh. ARADES: Aerating #8 Armour; A Daemon Mrince with this upgrade has 1 bien wot what hervifieal me mere: the AMOUY suve Hlayphemons glory, or the fact Chaat in iti pre the wkaly Hesstug it hacd recctved ¢ Flight: A Dacmon Prince with this upgrade Fly special rule, Liber Malef Be I Pre S C e GOTT EPH EF ith eth nine | CHAOS FURIES CHAOS SHRIKES, CARGOYLES, CROWS OF CHAOS Furies are yowling shards of malevolent energy ~ C } have in its purest form, With litte in the way of elles me, Mie - utterly subservient tn the whims of the Dark Gods and ifn De and paver 1 the balance of the dark pantheon y are easily subjupated by other Dae : z ee oe ae ath # Daemons, whom TROOP TYPE Infantry ec a cacs, SPECIAL RULES: f ear avoiding the thick eae if they can, Only when they sight vulnerable victin a walling eras from which there an ih th Mwah & FT Wor A ld witht dsr tet et inherit nt tthe ace Fisry ed 0 heat Jeb) ON RFT PTE nie, Fly, " - i yt lentes Abt 1 walehe ay the Furies picked ever the é be no escape, The only true defence vonpie is (0 stand your ground, fending the Haemy such an attack tongcs as they argue ever the jutciesl morsels from 4 2 one off until th maggie shat binds ther w tbe mar ie: he es Te TE AR CIF ET EPI SET RVESTERS OF SOULS, CLINKERSPAWA When D: LINKERSPAWN his frag nam hi sealed, the D he Warpmetal he Farge of olook upon. the Dacmon! by Hirely Th jo thareven i fi ” h TROOP TYPE: \1 SPECIAL RULES: toy EQUIPMENT. Harvester Cannons Thi "a" (his flows the rule Fora fire thaipwer Hf x miistire ie ried ca the arrilery digg, the Soul Griniter Tietead suticrs a Wound with vor saves of any kind allowed pamanbone Claws A Soul Grinder wih shis upgrade San ees hiariue al of ite Attucks fir 4 sveyahe dl Attach hor aftr the Caught by he Fron Clave rule molest. Vis Attack i reached ot Stmngsh Hana hie the Midi Wrosnse (196) special rue Phiten Bownbursinents Thi shorting stack is few Raconding ithe rules fox + stone themes. Fs misting Baagolled onthe arilery dice, the Soul Conver Wile a» Wend with po ssvesco any kind allowed “ Ter Vis shooting auask is fired wcconding i ies fea hole hrinmer, FIRES OF CHANGE When a Daemon easts 2 spe eased Wound, choose anil 2 ‘of the easter, and roll a D6 for each Wound THE LORE OF TZEENTCH back rank, Mo do. BLUE FIRE OF TZEENTCH Gast on St (Sigaature Spell) Avthe wid recat hs haxds ite ‘ar consumed vant coruscating in adies ofhisenemi Blac Fie of Pzcentch 's 2 magi misile with a range 0 that causes D6 Strength Dé hits with the Warplame speci rule. The Wizard can choose to extend the range of the spell t0 48 If he does so , the casting v2 Ce ne aman 1. TREASON OF TZEENTCH Cast on 7+ The wizard reaches his touche ito the minds of as ‘tis, attering subtle whispers that stake he fre of ssrust sand treachery. Treason of Tazenich is ae spell with a rnge of 24". Until the start ofthe caster's next Magic phase, usethe lowest Leadership value in the unit (instead of the highest as would normally be the case) and cannot benefit from the Inspiring Presence or Hold Your Ground! special rules. The Wizard can choose to extend the range of Cast on 8+ ling sde of decent energy fires from the cater's hand, veloping hiss in cone of magical fame. mi int ama 7 Pah He Battle Standard Bearer Que He: TWiAtd MWS BSS TWH Ald Troop Trpe as Beast Chew Sa IDLETTERS OF KHORNE 1A points MWS HSS TWP ATE Hoon bow ‘ mo rT 4 oY 1 4 ate a res 1 tntintry regs Tnianty Speolal Rute: Optlor © May hth nih iene tein hiatal Aad en IK HORRORS OF TZEENTCH J point Protile MWS mss PW ATA Troop pe Pink Horror mas Ie Tntntry Tridlescent Horror Paes | Tatantry Unit Siaei 10+ Npecial Rulon © Alue Morran Maaion * 14 Teoenteh A Tak Horror anit ica * Dae Nhat thst ksh td hts ten ett eh Acre ttaftne.s% sth BA Stine ne! a Ree hARaGS OF NURGLE 13 points per model r MWHISS TWH ATA Troop Type jelivarer ee eee Tl hae Tatantry ridden, oa | og 7 Titan Option + May + May « May upg nan Muy tabe a tl pt Plagued : Unit Sines i Dacmonio Glia: © Plapvieewordd thom mht thet heheh pont oh mh Athena sna takes A od RAs me AEMONETTES OF SLAANESH ie. MWSDS 8S TW Ata troop Ipe 7S Qe reg diners athe 11 points per model anonel to yay Tnfantey Iitantey _SPECIAL ‘UNITS OF KHORNE MWSESS TW ata MWSHSS TWAS Troop Type War Beast + Lamprey’s Bite * Slashing Arack "Daemon of Nurgle * Daemonic Troop Type 60 poinis ile MWSBSS TW I Ald tof Nurgle 63.04 5 + 2p6u Monstrous Beast } Unit Size: 1+ % + Regeneration 20 points per model MWS BSS TW1 ALE ‘Toop bre Fee PS it egconly seeker 615 4°33 | Je ‘Cavalry J se of Slaanesh 105 0.3.3 1% em Unit Size: 5+ Special Rules: Options: “se of Slaanesh * May upgrade one Seeker to a Heartsecker z + Bar conly Beta oie ets ou 65 points per model ATA Troop Tyre 37 peel) Monstrous Beast Unit Size: 3+ ‘Special Rules: * Daemon of Shanes + Dacmonic + Soporific Musk Drawn LL CANNON OF KHORNE file: M WS BS ill Cannon ps loodletter Crew pores ad Daemonic Gifts: * Hellblade Crew: 2 Bloodletters —* Skull cannon (Bloodletters only ep * Daemon * Gorefeast © Implacable Advance RNING CHARIOT OF TZEENTCH MWSBS S TW I Ald Troop Type ’Burning Chariot oe ee Chariot (Armour Save Exalted Flamer eee - 4am E er To 0: ae -* -, ee eee Unit Size: | Equipment: Options: * Scythes * May take Blue Horror Crew ‘Crew: | Exalted Flamer Ke Special Rules: Drawn by: 2 Screamers * Daemon of Tzeentch * Dacmor ! 250 points ‘ MWSBSS TWIT ALd © Troop lye : fess bee} 447 Monster Unit Size: | Special Rules: Options: * Caught by the Iron Claw ° Must be upgraded to one of the following Equipment: * Daemonic Daemon of Khorn * Hand weapon * Implacable Advance — Daemon of Tzeen * Harvester cannon © Lange Target Dacmon of Nurgle 5 poi * Natural Armour (4+) Daemon of Slaanesh * Terror + May take Daemor one Claw * May take one of — Baleful Torrent — Phlegm Bombardment a Warp Gaze following: =i* ‘Troop Type Chariot (Armour Save 6+) ged 0 Unit Size: 1 * Scythes * Daemon of Slaanesh Grew: 3 Dacmonettes + Dacmonic and 1 Exalted Alluress = Impact Hits (2D6+1) ge * Poisoned Attacks (Steeds of Slaanesh only’) CaS a ARE UNIT SLAANESH a M WS'BS'S Tw T A 14 Hellfla 7 130 points Troop Type c Armond aE Beal . Unit Siz ‘quipment. 4 =— S le S OF NURGLE 5S points per model MWS'BS "S©T) Wall WA ED 8 Troop Type ‘ 4 4, eis Monstrous Cavalry 2 Ca "Special Rules:

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