CHAOS
To
the far north of the Old World lies a nightmare region known as
the Realm of Chaos. Here the forces of Chaos - the armies of Khorne
the Blood God, Slaanesh the God of Pleasure, Nurgle the Lord of
Pestilence and Tzeentch the Changer of Ways - wage eternal war against
each other. Occasionally they combine their forces and sweep down
to the south to attack the civilised world, and establish strongholds
in the dark, forbidding places such as abandoned Dwarf Holds.
CHAOS
RAT
Chaos Rats have been
mutated by the dark powers of Chaos. Some of them have an extra
head or tail. Some Chaos Rats have grown to huge proportions, while
others will have a thick stone-like covering over their fur.
|
Chaos Rat |
Wounds |
2 |
Move |
6 |
Weapon Skill |
2 |
Ballistic Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
Special |
Gold |
70 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Chaos Rat |
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Chaos Rat
Chaos Mutation; Deathleap.
Chaos Mutation
Chaos Rats have been
mutated by dark chaos powers. Randomly choose an ability of the
Chaos Rat and then add 1 to the ability (for example, roll 1D10
and count from the top of the Chaos Rat's stats chart. eg. If you
rolled a 6 that would mean that the Chaos Rat had +1 Toughness.)
This represents the mutation. Each Chaos Rat group has the same
mutation. If the Chaos Rat's Damage is increased by 1, add an extra
D6 to the dice rolled for the Deathleap ability.
Deathleap
Chaos Rats make a
special attack, called a Deathleap. Roll the Rat's attack as normal,
but if it hits roll 2D6 + 2 for damage. Once a Rat has attacked
the Warrior, roll 1D6. On a result of 3-6 the Rat's suicidal, frenzied
attack has opened it up to the Warrior's attack and he automatically
kills it.
WARHORSE
Warhorses
are strong, heavy built horses with dark black coats. They hate
all living things and strike their enemies with a mighty force.
|
Warhorse
|
Wounds
|
8
|
Move
|
8
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
3
|
Toughness
|
3 (4)
|
Armour
|
1
|
Initiative
|
3
|
Attacks
|
1
|
Damage
|
1D6
|
Gold
|
90
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Warhorse
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Warhorse
Hate All Living.
Warhorses can be ridden by any Chaos Knights, Chaos
Warriors, Chaos Sorcerers, Chaos Marauders, Wights, Necromancers,
Liches or Vampires.
BEASTMEN
Beastmen fight in warbands led by old, savage warriors
who have long since proved their ability to lead. They are powerful
and very resilient fighters with big, brutish heads, sharp piercing
horns, and hooves that can kick in a man's rib cage. Ungors are
a mixture of man and beast, but more man than beast. They are powerful
and tough and make up the bulk of Beastman armies. Gors are huge
creatures with massive horns and the hooves of large beasts. Bestigors
are the strongest and biggest and also the most powerful. They are
completely dedicated to fighting and let nothing stop them.
|
Ungor
|
Gor
|
Bestigor
|
Beastman Champion
|
Beastman Hero
|
Beastman Lord
|
Wounds
|
3
|
6
|
18
|
30
|
34
|
47
|
Move
|
4
|
4
|
4
|
4
|
4
|
4
|
Weapon Skill
|
3
|
4
|
5
|
5
|
6
|
7
|
Ballistic Skill
|
5+
|
4+
|
4+
|
3+
|
2+
|
1+
|
Strength
|
3
|
3
|
4
|
4
|
4
|
4
|
Toughness
|
4
|
4
|
4
|
4
|
5 (7)
|
5 (7)
|
Armour
|
-
|
-
|
-
|
-
|
2
|
2
|
Initiative
|
3
|
3
|
3
|
4
|
5
|
6
|
Attacks
|
1
|
1
|
1
|
2
|
3
|
4
|
Damage
|
1D6
|
1D6
|
1D6
|
1D6/2D6 (5+)
|
2D6
|
3D6
|
Gold
|
60
|
100
|
200
|
610
|
1300
|
2000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Ungor
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Gor
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Bestigor
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Beastman Champion
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Beastman Hero
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Beastman Lord
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Ungor
Throw Spear (Str 2)
Gor
Throw Spear (Str 3)
Bestigor
Throw Spear (Str 5)
Beastman Champion
Magic Weapon; Throw Spear (Str 8)
Beastman Hero
Magic Armour; Magic Weapon; Throw Spear (Str 9)
Beastman Lord
Magic Armour; Magic Item x 2; Magic Weapon; Throw
Spear (Str 10)
CHAOS
STEED
Chaos Steeds are huge black horses with red eyes
and fierce tempers. They are extremely strong and can carry a Chaos
Lord into battle with little effort.
|
Chaos Steed
|
Wounds
|
12
|
Move
|
8
|
Weapon Skill
|
4
|
Ballistic Skill
|
-
|
Strength
|
4
|
Toughness
|
4 (6)
|
Armour
|
2
|
Initiative
|
4
|
Attacks
|
1
|
Damage
|
2D6
|
Gold
|
180
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Steed
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Steed
-
Chaos Steeds can be ridden by any Chaos Knights
or Chaos Sorcerers.
CHAOS
CHARIOT
Sometimes, Chaos Warriors ride into battle in chariots,
pulled by two ferocious Chaos Steeds.
|
Chaos Chariot
|
Chaos Steed
|
Wounds
|
18
|
12
|
Move
|
Special
|
8
|
Weapon Skill
|
1
|
4
|
Ballistic Skill
|
-
|
-
|
Strength
|
4
|
4
|
Toughness
|
7
|
4 (6)
|
Armour
|
-
|
2
|
Initiative
|
-
|
4
|
Attacks
|
-
|
1
|
Damage
|
1D6
|
2D6
|
Gold
|
75
|
180
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Steed
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chariot
Chariot.
Chaos Steed
-
Chaos Chariots can be ridden by any Chaos Warriors
or Chaos Sorcerers.
TUSKGOR
Tuskgors are a cross between a boar and a ram.
Their bodies are covered in thick brown fur and they have a large
bony crest with sharp horns on their forehead.
|
Tuskgor
|
Wounds
|
8
|
Move
|
7
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
4
|
Toughness
|
4 (5)
|
Armour
|
1
|
Initiative
|
2
|
Attacks
|
1
|
Damage
|
1D6
|
Gold
|
100
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Tuskgor
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Tuskgor
Impale.
Tuskgors can be ridden by any Beastman or Beastman
Shamans.
BEASTMAN
CHARIOT
Beastmen sometimes ride chariots pulled by two
fierce Tuskgors into battle. This gives them the ability to move
quickly around the battlefield and rain blows on their enemies from
the protection of the chariot.
|
Beastman Chariot
|
Tuskgor
|
Wounds
|
15
|
8
|
Move
|
Special
|
7
|
Weapon Skill
|
1
|
3
|
Ballistic Skill
|
-
|
-
|
Strength
|
4
|
4
|
Toughness
|
6
|
4 (5)
|
Armour
|
-
|
1
|
Initiative
|
-
|
2
|
Attacks
|
-
|
1
|
Damage
|
1D6
|
1D6
|
Gold
|
70
|
100
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Tuskgor
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Beastman Chariot
Chariot.
Tuskgor
Impale.
Beastman Chariots can be ridden by any Beastman.
CHAOS
SPAWN
Chaos Spawn are followers of chaos who have failed
to pleases their gods. They have been mutated into a hideous mass
of limbs, appendages and all manner of mutations. Their minds are
gone, leaving nothing but a seething mass of bone and flesh
|
Chaos Spawn
|
Wounds
|
(1D6 x Dungeon Level)*
|
Move
|
2D6
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
4
|
Toughness
|
5
|
Armour
|
-
|
Initiative
|
1
|
Attacks
|
Special
|
Damage
|
Special
|
Gold
|
(100 x Dungeon Level)
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Spawn
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Chaos
Spawn
Chaos Spawn Attack; Daemonic -1; Fear 6.
Chaos Spawn Attack
Due to the mass of limbs a Chaos Spawn has, each
time it attacks a Warrior, roll 1D6. This is the amount of attacks
it has this turn. To calculate the damage done for each attack,
divide the Dungeon Level by 2 and round up. eg. A Chaos Spawn on
Dungeon Level 7 would cause (7 / 2) = 3.5 = 4 Damage Dice with each
successful attack.
* Roll for each Chaos Spawn separately.
CHAOS MARAUDERS
Chaos Marauders are barbarians who worship the
dark gods. There exist several different tribes of Chaos Marauders,
each with their own traits. They have followed the paths of Chaos
since birth and believe it to be the only way of life.
|
Chaos Marauder
|
Wounds
|
8
|
Move
|
4
|
Weapon Skill
|
4
|
Ballistic Skill
|
4+
|
Strength
|
4
|
Toughness
|
3 (5)
|
Armour
|
2
|
Initiative
|
4
|
Attacks
|
1
|
Damage
|
1D6/2D6 (6+)
|
Gold
|
150
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Marauder
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Marauder
Chaos Marauder Tribes.
Chaos Marauder Tribes
Chaos Marauders worship the four different Chaos
Gods and have separated into distinct tribes with their own personalities
and traits. Chaos Marauders will be of the alignment of any other
Chaos Monsters they appear with. If they are alone, roll 1D4 for
the alignment of the Chaos Marauders.
1 Tribe of the Hound
The Tribe of the Hound is devoted to Khorne. They
are the greatest of all the tribes and carry fierce axes. Their
task is to please their God, and to do this they find great delight
in attempting to slaughter every living thing in the world. Chaos
Marauders from this Tribe get a +2 bonus to their Strength when
attacking with the huge axes.
2 Tribe of the Great Eagle
Members of this tribe are cunning and treacherous.
They are forever devising new alliances and breaking others. The
Tribe of the Eagle has many Shamans which undergo vast treks through
the Mountains of Dusk in their attempts to become mighty Chaos Sorcerers.
Chaos Marauders from this tribe get +2 Initiative and will always
be accompanied by a Chaos Sorcerer (type is dependant on Dungeon
Level) specialising in Tzeentch Magic.
3 Tribe of the Mighty Serpent
Chaos Marauders from the tribe of the Mighty Serpent
worship Slaanesh, the God of Pleasure. They take all manner of strange
hallucinogens for their own pleasure. These are made by the leaders
of the tribe and often contain ingredients to increase a marauders
ability in battle. Because of this, Chaos Marauders from this tribe
are able to withstand a limited amount of pain. They gain the Ignore
Blows 6+ special ability.
4 The Crow Tribe
Members of the Crow Tribe worship Nurgle, who appears
to them in the form of a diseased Crow, rotting and maggot infested.
They find joy in the horrors of battle and the misery and suffering
caused. They pray that they may be infected by plague and disease
to please their God. All Chaos Marauders in the Crow Tribe have
the Plague special ability.
CHAOS
HOUND
Some Warriors of Chaos control packs of snarling,
vicious war dogs. These creatures have been cruelly mutated by their
exposure to Chaos, and bear barbed tails, skeletal faces and sometimes
extra heads and limbs.
|
Chaos Hound
|
Wounds
|
8
|
Move
|
6
|
Weapon Skill
|
4
|
Ballistic Skill
|
-
|
Strength
|
4
|
Toughness
|
4 (6)
|
Armour
|
2
|
Initiative
|
4
|
Attacks
|
2
|
Damage
|
1D6
|
Gold
|
160
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Hound
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Hound
Ambush 5+; Gang Up.
CHAOS
WARRIORS
Chaos Warriors are powerful fighters. Over time
they acquire mutations such as huge fangs, horns, bestial claws,
strange coloured skin, extra eyes, and countless other deformities,
some of which make them extraordinarily tough or strong. Many Chaos
Warriors wear all-enclosing suits of thick armour, concealing their
true nature. Over time, Chaos Warriors attract the attentions of
their capricious gods, becoming Champions or Lords of Chaos and
leading the daemonic hordes.
|
Chaos Warrior
|
Chaos Champion
|
Chaos Hero
|
Chaos Lord
|
Wounds
|
12
|
15
|
30
|
35
|
Move
|
4
|
4
|
4
|
4
|
Weapon Skill
|
6
|
7
|
8
|
9
|
Ballistic Skill
|
1+
|
A
|
A
|
A
|
Strength
|
4
|
5
|
5
|
5
|
Toughness
|
4 (6)
|
4 (6)
|
5 (11)
|
5 (11)
|
Armour
|
2
|
2
|
6
|
6
|
Initiative
|
6
|
7
|
8
|
9
|
Attacks
|
2
|
3
|
4
|
5
|
Damage
|
1D6
|
1D6
|
3D6
|
4D6
|
Gold
|
240
|
910
|
1930
|
3050
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Warrior
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Chaos Champion
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Chaos Hero
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
4
|
4
|
4
|
Chaos Lord
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
4
|
4
|
Chaos
Warrior
-
Chaos Champion
Magic Armour; Magic Weapon.
Chaos Hero
Magic Armour; Magic Item x 2; Magic Weapon.
Chaos Lord
Magic Armour; Magic Item x 3; Magic Weapon.
CHAOS
KNIGHT
Chaos Knights are the strong cavalry of Chaos.
They ride fearsome Chaos Steeds and wear ornate chaos armour.
|
Chaos Knight
|
Chaos Steed
|
Wounds
|
18
|
12
|
Move
|
4
|
8
|
Weapon Skill
|
6
|
4
|
Ballistic Skill
|
1+
|
-
|
Strength
|
4
|
4
|
Toughness
|
4 (7)
|
4 (6)
|
Armour
|
3
|
2
|
Initiative
|
6
|
4
|
Attacks
|
2
|
1
|
Damage
|
1D6
|
2D6
|
Gold
|
500
|
180
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Knight
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Chaos Steed
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Chaos
Knight
Magic Armour; Magic Weapon.
Chaos Steed
-
BEASTMAN
SHAMANS
Beastman Shamans are revered by the rest of their
kind because of their ability to summon the power of Chaos to cast
crude but powerful magic spells.
|
Beastman Shaman
|
Beastman Shaman Champion
|
Master Beastman Shaman
|
Beastman Shaman Lord
|
Wounds
|
26
|
34
|
38
|
42
|
Move
|
4
|
4
|
4
|
4
|
Weapon Skill
|
4
|
4
|
4
|
4
|
Ballistic Skill
|
5+
|
4+
|
4+
|
4+
|
Strength
|
3
|
4
|
4
|
4
|
Toughness
|
5
|
5
|
5
|
5
|
Armour
|
-
|
-
|
-
|
-
|
Initiative
|
4
|
4
|
5
|
6
|
Attacks
|
1
|
1
|
2
|
3
|
Damage
|
1D6
|
2D6
|
2D6
|
3D6
|
Gold
|
680
|
1340
|
2000
|
3000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Beastman Shaman
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Beastman Shaman Champion
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Beastman Master Shaman
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Beastman Shaman Lord
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Beastman
Shaman
Beastman Magic 1; Magic Weapon.
Beastman Shaman Champion
Beastman Magic 2; Magic Item; Magic Weapon.
Master Beastman Shaman
Beastman Magic 3; Magic Item x 2; Magic Weapon.
Beastman Shaman Lord
Beastman Magic 4; Magic Item x 3; Magic Weapon.
CHAOS
TROLLS
Trolls are large and foul creatures, with gangling
limbs and cold, damp hides. Renowned for their strength and unthinking
ferocity, Trolls can rip a man apart with their bare hands. Trolls
are able to regenerate damaged flesh, and so are all but impossible
to kill. Not only that, they have the ability to vomit the corrosive
contents over their victim, melting armour, flesh and bone with
ease. Chaos Trolls are the largest and the most dangerous type of
Troll. Due to the powers of Chaos, these Trolls sometimes grow an
extra head, or thick spines on their backs. They are more aggressive
than other Trolls and not as stupid.
|
Chaos Troll
|
Wounds
|
35
|
Move
|
6
|
Weapon Skill
|
3
|
Ballistic Skill
|
6+
|
Strength
|
5
|
Toughness
|
4 (5)
|
Armour
|
1
|
Initiative
|
1
|
Attacks
|
4
|
Damage
|
2D6
|
Gold
|
750
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Troll
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Chaos Troll
Fear 7; Regenerate 2*; Vomit.
Vomit
Chaos Trolls have a special Vomit attack, regurgitating
the highly corrosive contents of its stomach all over the Warrior
it is attacking. In addition to making such a Chaos Troll's normal
attacks, roll 1D6. If the score is a 5 or 6, the Chaos Troll has
vomited on its foe. If the victim has any armour (including shields
or a helmet) he loses one piece of it as the acid eats it away.
The player concerned may choose which item his Warrior loses. If
he hasn't got any armour, the target loses 1D6+2 Wounds, with no
deductions for Toughness.
* A Chaos Troll cannot regenerate at the end of
the turn if its flesh is burnt, either from natural fire or from
a magic weapon in the same turn.
CHAOS
SORCERERS
Chaos Sorcerers are amongst the most feared followers
of the dark powers. They wield powerful magic against the enemies
of Chaos, whether found on the battlefields of the Warhammer World
or in the deepest dungeons that lie below the surface.
|
Chaos Sorcerer
|
Chaos Sorcerer Champion
|
Master Chaos Sorcerer
|
Chaos Sorcerer Lord
|
Wounds
|
15
|
23
|
31
|
45
|
Move
|
4
|
4
|
4
|
4
|
Weapon Skill
|
6
|
6
|
6
|
6
|
Ballistic Skill
|
1+
|
1+
|
1+
|
1+
|
Strength
|
4
|
5
|
5
|
5
|
Toughness
|
5 (6)
|
5 (6)
|
5 (6)
|
5 (6)
|
Armour
|
1
|
1
|
1
|
1
|
Initiative
|
6
|
7
|
8
|
9
|
Attacks
|
2
|
2
|
3
|
4
|
Damage
|
1D6
|
2D6
|
4D6
|
4D6
|
Gold
|
840
|
1500
|
2400
|
3500
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Sorcerer
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Chaos Sorcerer Champion
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Master Chaos Sorcerer
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Chaos Sorcerer Lord
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Chaos Sorcerer
Chaos Magic 1; Magic Armour; Magic Item; Magic
Resistance 4+; Magic Weapon; Parry 5+.
Chaos Sorcerer Champion
Chaos Magic 2; Magic Armour; Magic Item x 2; Magic
Resistance 4+; Magic Weapon; Parry 5+.
Master Chaos Sorcerer
Chaos Magic 3; Magic Armour; Magic Dispel 4+; Magic
Item x 3; Magic Resistance 4+; Magic Weapon; Parry 5+.
Chaos Sorcerer Lord
Chaos Magic 4; Magic Armour; Magic Dispel 3+; Magic
Item x 4; Magic Resistance 3+; Magic Weapon; Parry 5+.
CHAOS DRAGON
A Chaos Dragon is the mightiest of all Dragons,
racked with mutation. It has two heads and two tails. Each head
can breathe different devastating flame which can totally destroy
a Warrior.
|
Chaos Dragon
|
Wounds
|
90
|
Move
|
6
|
Weapon Skill
|
8
|
Ballistic Skill
|
-
|
Strength
|
8
|
Toughness
|
8 (13)
|
Armour
|
5
|
Initiative
|
6
|
Attacks
|
8
|
Damage
|
7D6
|
Gold
|
7500
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos Dragon
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
4
|
4
|
4
|
Chaos Dragon
Chaos Dragon Breath (Ambush, Magic A); Chaos Magic
1 (choose God at random); Fly; Ignore Blows 5+; Ignore Pain 8; Large
Monster; Never Pinned; Terror 14.
Chaos Dragon Breath
Each head of the Chaos Dragon can breathe a different
type of flame at the Warriors. The Dragon attacks with both breath
weapon at the beginning of the turn, after the dice has been rolled
for Power. This breathe attack is used in addition to a Chaos Dragon's
normal hand-to-hand attacks.
Dark Fire of Chaos
Choose a random Warrior on the same board section
as the dragon. Now draw a line from the dragon's head to the Warrior.
Any Warriors underneath the flame, even partially, are affected
by the dark flame, and take 3D6 Wounds damage, not modified for
Toughness or armour. The power of the flame also mutates anyone
affected. Roll 1D6. On a 1 the target has been mutated - roll
once on the Chaos Warrior attribute table to see what befalls
the Warrior.
Flames of Contagion
The flames of contagion cover a 3 by 3 square
area in front of the Chaos Dragon. All Warriors take 2D6 Wounds
with no modifiers. In addition, roll 1D6. On a roll of 1 the Warrior
loses a permanent (roll 1D6):
1 Strength
2 Toughness
3-6 Permanent Wound
Chaos Dragons can be ridden by any Chaos Knights
or Chaos Sorcerers.
KHORNE
Khorne is the Blood God, the god of battle. He
sits upon a mighty throne of brass upon a sea of skulls. He is a
god of warriors and he shows favour to those who fight to become
mighty champions of chaos. Khorne is the most powerful of all the
Chaos Gods.
BLOODLETTERS
Bloodletters have red scaly hide and shiny black
claws. These daemonic creatures are furious fighters with strong
arms and murderous talons, but their most fearsome weapons are their
Hellblades. These weapons glow with deadly enchantment, and cause
terrible wounds that can slay the mightiest hero.
|
Bloodletter
|
Bloodletter Champion
|
Wounds
|
7
|
15
|
Move
|
4
|
4
|
Weapon Skill
|
5
|
6
|
Ballistic Skill
|
2+
|
1+
|
Strength
|
4
|
5
|
Toughness
|
3
|
3
|
Armour
|
-
|
-
|
Initiative
|
6
|
7
|
Attacks
|
2
|
3
|
Damage
|
1D6
|
2D6
|
Gold
|
200
|
450
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Bloodletter
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Bloodletter Champion
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Bloodletter
Armed with Hellblade; Daemonic -1; Fear 5.
Bloodletter Champion
Armed with Hellblade; Daemonic -1; Fear 6.
Hellblade
A Hellblade causes an extra 1D3 Wounds on the target, with no modifiers
for Toughness or armour.
FLESH
HOUND
Flesh Hounds are the hunting beasts of Khorne.
They are daemonic hounds with heads both reptilian and canine. They
have a thick hide to protect them from harm and wear special collars
to nullify the effects of magic against them.
|
Flesh Hound
|
Wounds
|
14
|
Move
|
10
|
Weapon Skill
|
5
|
Ballistic Skill
|
-
|
Strength
|
5
|
Toughness
|
4 (6)
|
Armour
|
2
|
Initiative
|
6
|
Attacks
|
2
|
Damage
|
1D6/2D6 (6+)
|
Gold
|
230
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Flesh Hound
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Flesh Hound
Collar of Khorne; Daemonic -1; Fear 5; Gang Up.
Collar of Khorne
The Collar of Khorne is given to the Flesh Hounds
by Khorne to protect them from magic. It has been forged in the
heat of Khorne's rage from brass. Treat the Flesh Hounds as having
the special ability Magic Resistance 5+.
JUGGERNAUT
Juggernauts are huge daemon beasts whose flesh
is brass and whose blood is pure fire. They are brutal and fierce
creatures.
|
Juggernaut
|
Wounds
|
35
|
Move
|
7
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
5
|
Toughness
|
5 (7)
|
Armour
|
2
|
Initiative
|
2
|
Attacks
|
2
|
Damage
|
2D6
|
Gold
|
700
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Juggernaut
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Juggernaut
Crush; Daemonic -1; Fear 7; Magic Resistance 5+; Never Pinned.
Crush
Juggernauts are so huge that their hoofs can crush
a Warrior to death. If the Juggernauts first attack hits then the
second attack will automatically hit - resolve damage as usual.
Otherwise, roll to hit for a normal attack
Juggernauts can be ridden by any Bloodletters or
Chaos Warriors.
DAEMON PRINCE OF KHORNE
Daemon Princes are the mortal Champions of Chaos
who have pleased the Gods and been promoted to daemonhood. They
are incredibly strong as their God has enhanced all parts of their
body to reward them for their service. They have the ability to
fly, either with wings, or by sheer effort of wills. Princes of
Khorne enjoy the cries of anguish from their enemies as they attack
them with ferocity.
|
Daemon Prince of Khorne
|
Wounds
|
65
|
Move
|
6
|
Weapon Skill
|
7
|
Ballistic Skill
|
A
|
Strength
|
6
|
Toughness
|
5 (9)
|
Armour
|
4
|
Initiative
|
8
|
Attacks
|
6
|
Damage
|
5D6
|
Gold
|
4000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Daemon Prince of Khorne
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Daemon Prince of Khorne
Daemonic -2; Daemonic Reward; Fly; Ignore Blows
5+; Ignore Pain 6; Terror 10.
BLOODTHIRSTER
Bloodthirsters are huge terrifying monsters, the
greatest and most deadly of all Khorne's daemons. Their master is
the Chaos God of Battle, and Bloodthirsters are the greatest fighters
of all daemon-kind. They are savage, bellowing creatures, with the
heads of ferocious dogs and snarling teeth. Their blood-stained
fur is either red or black, and their armour is ruddy bronze and
black iron. A Bloodthirster carries two weapons, an Axe of Khorne
and a long, barbed lash. The axe is an enchanted daemon weapon,
a living thing that thirsts for blood and slaughter. Although Bloodthirsters
have no magical powers they are exceptionally strong and savage
fighters, and a single daemon of this kind is a match for an entire
mortal army.
|
Bloodthirster
|
Wounds
|
125
|
Move
|
6
|
Weapon Skill
|
10
|
Ballistic Skill
|
A
|
Strength
|
8
|
Toughness
|
7
|
Armour
|
-
|
Initiative
|
8
|
Attacks
|
10
|
Damage
|
8D6
|
Gold
|
8000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Bloodthirster
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
3
|
4
|
Bloodthirster
Armed with Axe of Khorne; Armed with Daemon Whip;
Daemonic Reward x 2*; Fly; Greater Daemon 14; Ignore Blows 3+; Ignore
Pain 12; Large Monster; Magic Drain 5+; Multiple Targets.
Axe of Khorne
Causes +2 Wounds. In addition, if the to hit roll
of a blow made with an Axe of Khorne is a natural 6 the blow causes
double damage.
Daemonic Whip
At the start of each turn draw a Warrior counter
to determine who the Bloodthirster ensnares with the Daemon Whip.
That model is immediately moved to a square adjacent to the Bloodthirster,
moving other models out of the way as necessary.
Multiple Targets
If the Bloodthirster manages to kill a Warrior
and still has some attacks left he may switch to another target
to use them.
* A Bloodthirster always carries his Axe and Whip
- these count as one Daemonic Reward.
TZEENTCH
Tzeentch is the Great Sorcerer, the god of magic.
He is known as the Changer of Ways because he directs the fate of
the Universe. He shows favour to those who use intelligence, especially
wizards and magical creatures. He prefers manipulation and intrigue
over violence. Tzeentch is almost as powerful as Khorne but his
power is that of magic, not war.
DISC
OF TZEENTCH
Discs of Tzeentch are things from the warp, shark
like creatures that exist in the seas of magic. They have no limbs
and move by hovering through the air.
|
Disc of Tzeentch
|
Wounds
|
12
|
Move
|
12
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
3
|
Toughness
|
3
|
Armour
|
-
|
Initiative
|
3
|
Attacks
|
1
|
Damage
|
1D6
|
Gold
|
100
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Disc of Tzeentch
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Disc of Tzeentch
Daemonic -1; Fear 4; Fly
Discs of Tzeentch can be ridden by any Chaos Warriors
or Chaos Sorcerers.
HORRORS
OF TZEENTCH
Horrors of Tzeentch are wild creatures made from
raw magic. They are full of boundless energy and spin like tops
as they whirl around the dungeon. When a Pink Horror is killed it
immediately splits into two Blue Horrors and continues to fight.
|
Pink Horror
|
Pink Horror Champion
|
Blue Horror
|
Wounds
|
8
|
10
|
4
|
Move
|
4
|
4
|
4
|
Weapon Skill
|
5
|
6
|
3
|
Ballistic Skill
|
2+
|
1+
|
4+
|
Strength
|
4
|
5
|
3
|
Toughness
|
3
|
3
|
3
|
Armour
|
-
|
-
|
-
|
Initiative
|
6
|
7
|
7
|
Attacks
|
2
|
3
|
1
|
Damage
|
1D6
|
1D6
|
1D6
|
Gold
|
200
|
300
|
100
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Pink Horror
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Pink Horror Champion
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Blue Horror
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Pink Horror
Daemonic -1; Die à
Blue Horrors; Fear 6; Magic Resistance 6+.
Pink Horror Champion
Daemonic -1; Die à
Blue Horrors; Fear 7; Magic Resistance 5+.
Blue Horror
Daemonic -1; Fear 4; Magic Resistance 6+.
Die à
Blue Horrors
Every time a Pick Horror is killed, two Blue Horrors
spring up in its place. The Blue Horrors are placed next to the
Warrior that killed the Pink Horror that spawned them. If this is
not possible they can be placed in the nearest empty squares. As
soon as each pair of Blue Horrors appear, make a Fear roll for each
Warrior to see if he is afraid of them. The Warrior may not make
a Death Blow against any Blue Horrors that spring up this turn,
but he may make a normal Death Blow into squares adjacent to the
Pink Horror as normal, unless a Blue Horror had to be placed into
one of these squares.
FLAMER
OF TZEENTCH
Flamers are amongst the strangest of all daemons.
Their lower portions resemble inverted mushrooms with two flexible
arms each spitting magical flames. A Flamer has no head as such,
but its eyes and gaping maw lie between its swaying arms.
|
Flamer of Tzeentch
|
|
Wounds
|
17
|
Move
|
9
|
Weapon Skill
|
3
|
Ballistic Skill
|
2+
|
Strength
|
5
|
Toughness
|
4
|
Armour
|
-
|
Initiative
|
4
|
Attacks
|
Special
|
Damage
|
Special
|
Gold
|
300
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Flamer of Tzeentch
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Flamer of Tzeentch
Ambush, Magic 5+; Daemonic -1; Fear 7; Flamer of
Tzeentch Attack; Magic Resistance 6+
Flamer of Tzeentch Attack
Flamers never make a normal hand-to-hand attack.
Instead, they set fire to any board section that the Warriors are
standing on, immolating the area with the pink fire of Tzeentch.
Roll 1D6 per Flamer for each model on that board section to determine
how many Wounds it suffers (normal modifiers for Toughness and armour
apply). If there are 5 Flamers attacking, for instance, roll 5D6
for each model on that board section. Each Flamer can make this
attack once per turn (unless of course if Ambushes successfully)
and they themselves are immune to the fire's effects.
DAEMON
PRINCE OF TZEENTCH
Daemon Princes are the mortal Champions of Chaos
who have pleased the Gods and been promoted to daemonhood. They
are incredibly strong as their God has enhanced all parts of their
body to reward them for their service. They have the ability to
fly, either with wings, or by sheer effort of wills. Dameon Princes
of Tzeentch are granted the power of magic to bring their enemies
to their knees.
|
Daemon Prince of Tzeentch
|
Wounds
|
65
|
Move
|
6
|
Weapon Skill
|
7
|
Ballistic Skill
|
A
|
Strength
|
6
|
Toughness
|
5 (9)
|
Armour
|
4
|
Initiative
|
8
|
Attacks
|
5
|
Damage
|
5D6
|
Gold
|
4000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Daemon Prince of Tzeentch
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Daemon Prince of Tzeentch
Daemonic -2; Daemonic Reward; Fly; Ignore Blows
5+; Ignore Pain 6; Terror 10; Tzeentch Magic 3.
LORD
OF CHANGE
The Lord of Change is huge and awesome in appearance,
with cast multicoloured wings and plumed body, its head is that
of a monstrous predatory bird, and its scaled legs bear talons that
are sharp and deadly.
|
Lord of Change
|
Wounds
|
75
|
Move
|
8
|
Weapon Skill
|
9
|
Ballistic Skill
|
A
|
Strength
|
7
|
Toughness
|
7 (11)
|
Armour
|
4
|
Initiative
|
10
|
Attacks
|
6
|
Damage
|
6D6
|
Gold
|
5000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Lord of Change
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
4
|
4
|
Lord of Change
Ambush, Magic A; Daemonic Reward x 2; Fly; Greater
Daemon 13; Ignore Blows 5+; Ignore Pain 7; Large Monster; Magic
Item x 3; Magic Source; Tzeentch Magic 5.
Magic Source
A Lord of Change is an extremely powerful sorcerer
and unconsciously acts as a source of power for other spellcasters.
While there is a Lord of Change on the board, the Wizard doubles
the result of his Power roll each turn on anything other than a
roll of a 1. If he rolls a 1, the Wizard gets 1 point of Power as
normal.
NURGLE
Nurgle is the Great Lord of Decay who loves disease
and putrefaction. For his amusement he devises foul sicknesses and
plagues which he inflicts upon the world. Nurgle is third in power
of the Chaos Gods.
NURGLING
Nurglings feed upon the pus and slime that dribble
from the sores of a Great Unclean One. They are minute images of
Nurgle himself with green skin covered with boils and sores. Although
Nurglings are tiny there are many of them and they move together
in a huge, writhing mass. They have sharp teeth and can overwhelm
an enemy by sheer numbers.
|
Nurgling
|
Wounds
|
2
|
Move
|
4
|
Weapon Skill
|
3
|
Ballistic Skill
|
4+
|
Strength
|
3
|
Toughness
|
3
|
Armour
|
-
|
Initiative
|
4
|
Attacks
|
2
|
Damage
|
1D6
|
Gold
|
50
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Nurgling
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Nurgling
Ambush A; Daemonic -1; Fear 4; Gang Up; Plague.
PLAGUEBEARERS
Plaguebearers are created from all the poor mortal
creatures who have died of the dreaded disease Nurgle's Rot, a terrible
and incurable contagion and one of Nurgle's finest concoctions.
Plaguebearers have green, putrid skin, split and rancid like that
of Nurgle himself. They have a single eye and one horn which sticks
straight out of their foreheads.
|
Plaguebearer
|
Plaguebearer Champion
|
Wounds
|
9
|
14
|
Move
|
4
|
4
|
Weapon Skill
|
5
|
6
|
Ballistic Skill
|
2+
|
1+
|
Strength
|
4
|
5
|
Toughness
|
3
|
3
|
Armour
|
-
|
-
|
Initiative
|
6
|
7
|
Attacks
|
2
|
3
|
Damage
|
1D6
|
1D6/2D6 (5+)
|
Gold
|
200
|
350
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Plaguebearer
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Plaguebearer Champion
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Plaguebearer
Daemonic -1; Fear 5; Plague.
Plaguebearer Champion
Daemonic -1; Fear 6; Plague.
BEAST
OF NURGLE
The Beasts of Nurgle are gigantic and slug-like.
Their heads are topped by a fringe of fat tentacles that ooze a
paralysing slime. These loathsome creatures also leave a slimy,
corrosive trail behind them as they move, like that of a snail or
slug, and carry all manner of disfiguring and fatal diseases.
|
Beast of Nurgle
|
Wounds
|
25
|
Move
|
3
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
3
|
Toughness
|
5
|
Armour
|
-
|
Initiative
|
3
|
Attacks
|
1D6
|
Damage
|
2D6
|
Gold
|
750
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Beast of Nurgle
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Beast of Nurgle
Daemonic -1; Fear 7; Paralysis; Plague; Slime Trail.
Slime Trail
Beasts of Nurgle secrete a Slime Trail around them
as they move. Any Warrior who finishes his turn in a square adjacent
to a Beast of Nurgle suffers 1 Wound, with no modifiers for Toughness
or armour, as the poisonous gunk attacks his flesh.
Beasts of Nurgle can be ridden by any Plaguebearers,
Chaos Warriors or Chaos Sorcerers.
DAEMON
PRINCE OF NURGLE
Daemon Princes are the mortal Champions of Chaos
who have pleased the Gods and been promoted to daemonhood. They
are incredibly strong as their God has enhanced all parts of their
body to reward them for their service. They have the ability to
fly, either with wings, or by sheer effort of wills. Daemon Princes
of Nurgle carry the dreaded disease, Nurgle's Rot.
|
Daemon Prince of Nurgle
|
Wounds
|
65
|
Move
|
6
|
Weapon Skill
|
7
|
Ballistic Skill
|
A
|
Strength
|
6
|
Toughness
|
5 (9)
|
Armour
|
4
|
Initiative
|
8
|
Attacks
|
5
|
Damage
|
5D6
|
Gold
|
4000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Daemon Prince of Nurgle
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Daemon Prince
Daemonic -2; Daemonic Reward; Fly; Ignore Blows
5+; Ignore Pain 6; Nurgle Magic 2; Plague; Terror 10.
GREAT
UNCLEAN ONE
The Great Unclean One resembles Nurgle himself;
huge, green-skinned and bloated with disease. Pus and slime dribble
over the Daemon's body, glistening on its leprous skin. A Great
Unclean One can vomit a stream of blood, maggots and slime that
drowns its victims in diseased filth.
|
Great Unclean One
|
Wounds
|
100
|
Move
|
4
|
Weapon Skill
|
7
|
Ballistic Skill
|
A
|
Strength
|
7
|
Toughness
|
8 (12)
|
Armour
|
4
|
Initiative
|
4
|
Attacks
|
7
|
Damage
|
6D6
|
Gold
|
5500
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Great Unclean One
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Great Unclean One
Ambush, Magic 5+; Daemonic Reward x 2*; Greater
Daemon 13; Ignore Blows 5+; Ignore Pain 10; Large Monster; Magic
Dispel 4+; Magic Resistance 4+; Nurgle Magic 4; Plague; Stream of
Corruption.
Stream of Corruption
Great Unclean Ones have a special type of attack
where they vomit a foul smelling mass of pus over their foes. This
is called a Stream of Corruption. A Great Unclean One may
use this attack once per turn, at the start of the Monsters' Phase.
Any Warrior on the same board section as the Great Unclean One may
be attacked with the Stream of Corruption. Draw a Warrior counter
to determine which Warrior is targeted. Draw a line from the centre
of the Great Unclean One's square to the target square; every square
that this line passes through is affected by the Stream of Corruption.
Roll 2D6 for each Warrior standing in a targeted square. If the
score is less than or equal than his Initiative he manages to dodge
the stream and suffers no ill effects. If the score is greater than
the Warrior's Initiative he suffers 3D6 Wounds, with no modifiers
for Toughness or armour. If a Warrior is reduced to 0 Wounds by
the Stream of Corruption his Toughness is permanently reduced by
-1. If a Warrior is reduced to 0 Toughness he is killed and is removed
from play.
* A Great Unclean One will always have the Stream
of Corruption - this counts as one Daemonic Reward.
SLAANESH
Slaanesh is the youngest of the Chaos Gods and
is known as the Prince of Chaos. Slaanesh is seductive and beguiling,
drawn to mortals possessed by beauty and charm. He offers temptations
to his followers that only a God can offer, and no one can resists
his lure.
FIEND
OF SLAANESH
The Fiend of Slaanesh is a bizarre daemon, a mixture
of scorpion, reptile and human. With its long barbed tail, the Fiend
can strike directly over its head to stab its opponents.
|
Fiend of Slaanesh
|
Wounds
|
8
|
Move
|
6
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
3+
|
Toughness
|
3
|
Armour
|
-
|
Initiative
|
3
|
Attacks
|
3
|
Damage
|
1D6
|
Gold
|
250
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Fiend of Slaanesh
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Fiend of Slaanesh
Aura of Slaanesh; Daemonic -1; Fear 6.
Aura of Slaanesh
Fiends of Slaanesh can beguile and hypnotise their
foes, holding them immobile while they attack them. Once in combat
with such a Monster a Warrior cannot try to escape from pinning
(and that includes the Elf!) and is at -1 to all his to hit rolls.
STEED
OF SLAANESH
Steeds of Slaanesh are strange beasts on two feet
that can be ridden. Their skin is brightly coloured and they have
a green mane. They have a long tubular tongue which is bright blue
in colour.
|
Steed of Slaanesh
|
Wounds
|
22
|
Move
|
12
|
Weapon Skill
|
3
|
Ballistic Skill
|
-
|
Strength
|
4
|
Toughness
|
5
|
Armour
|
-
|
Initiative
|
6
|
Attacks
|
1
|
Damage
|
S
|
Gold
|
250
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Steed of Slaanesh
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Steed of Slaanesh
Daemonic -1; Fear 6; Tongue Attack.
Tongue Attack
Place the Steeds of Slaanesh as missile troops.
For their attack, they will attempt to ensnare a random Warrior
with their long tongue. Make a missile attack using a Ballistic
Skill of 4+. If the attack succeeds, the Steed has wrapped its tongue
around the Warrior. Place the Warrior in a square adjacent to the
Steed of Slaanesh, moving other models out of the way if necessary.
While captured, all Monsters get +1 To Hit against the Warrior.
He may try and break free at the start of the turn by rolling 1D6,
adding his Strength and scoring 8 or more. While a Steed of Slaanesh
has a Warrior ensnared, it will not attempt to target any other
Warriors.
Steeds of Slaanesh can be ridden by any Daemonettes,
Chaos Warriors or Chaos Sorcerers.
DAEMONETTE
The Daemonettes are the most numerous of all Slaanesh's
daemons. They have a perverse beauty, unnatural and disturbing,
but at the same time are undeniably potent.
|
Daemonette
|
Daemonette Champion
|
Wounds
|
15
|
20
|
Move
|
4
|
4
|
Weapon Skill
|
6
|
7
|
Ballistic Skill
|
2+
|
1+
|
Strength
|
4
|
5
|
Toughness
|
3
|
3
|
Armour
|
-
|
-
|
Initiative
|
6
|
7
|
Attacks
|
3
|
4
|
Damage
|
1D6
|
1D6
|
Gold
|
300
|
680
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Daemonette
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Daemonette Champion
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Daemonette
Ambush 5+; Daemonic -1; Fear 6; Magic Resistance
6+.
Daemonette Champion
Ambush 5+; Daemonic -1; Fear 6; Magic Resistance
5+.
DAEMON
PRINCE OF SLAANESH
Daemon Princes are the mortal Champions of Chaos
who have pleased the Gods and been promoted to daemonhood. They
are incredibly strong as their God has enhanced all parts of their
body to reward them for their service. They have the ability to
fly, either with wings, or by sheer effort of wills. Daemon Princes
of Slaanesh take great pleasure in the extreme pain that normal
mortals experience.
|
Daemon Prince of Slaanesh
|
Wounds
|
65
|
Move
|
6
|
Weapon Skill
|
7
|
Ballistic Skill
|
A
|
Strength
|
6
|
Toughness
|
5 (9)
|
Armour
|
4
|
Initiative
|
8
|
Attacks
|
5
|
Damage
|
5D6
|
Gold
|
4000
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Daemon Prince of Slaanesh
|
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Daemon Prince of Slaanesh
Daemonic -2; Daemonic Reward; Fly; Ignore Blows
5+; Ignore Pain 8; Slaanesh Magic 3; Terror 10.
KEEPER
OF SECRETS
The Keeper of Secrets is a bull-headed monster
with two pairs of arms, one pair ending in awesome crab-claws. Its
body is decked with gorgeous jewels and delicate silks, and its
razor sharp claws are decorated with brightly coloured lacquers.
|
Keeper of Secrets
|
Wounds
|
84
|
Move
|
6
|
Weapon Skill
|
9
|
Ballistic Skill
|
A
|
Strength
|
7
|
Toughness
|
7 (11)
|
Armour
|
4
|
Initiative
|
7
|
Attacks
|
6
|
Damage
|
6D6
|
Gold
|
5500
|
ENEMY'S WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Keeper of Secrets
|
2
|
2
|
2
|
2
|
3
|
3
|
3
|
3
|
4
|
4
|
Keeper of Secrets
Ambush, Magic 2+; Aura of Slaanesh; Daemonic Reward
x 2; Greater Daemon 13; Ignore Blows 5+; Ignore Pain 7; Large Monster;
Magic Dispel 4+; Magic Resistance 4+; Never Pinned; Slaanesh Magic
4.
Aura of Slaanesh
The Keeper of Secrets can beguile and hypnotise
his foes, holding them immobile while he attacks them. Once in combat
with such a Monster a Warrior cannot try to escape from pinning
(and that includes the Elf!) and is at -1 to all his to hit rolls.
Original
Chaos Bestiary © Games Workshop.
Additional Chaos Monsters converted by Andrew Brockhouse.
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