New Daemons

by Anvar

Arachnids of Tzeentch

The reason I am writing this is because of the lack of choice when it comes to Daemon armies, if you want to just collect from a single god. This is most noticeable when it comes to Tzeentch. If you want a Tzeentchian Daemon warband, there are only four things you can have in it, a lord of Change, a Daemon Prince, flamers and Pink horrors. The other gods at least also get Daemon cavalry, and Nurgle can have steeds as units (beasts of Nurgle). I wanted more choice for single god chaos armies. The result? Arachnids of Tzeentch.

The Lord of Sorcery, the Changer of Ways and Tchar the great Eagle are all names of the god Tzeentch. But he has another, that of The Spider. For Tzeentch sits in the centre of a huge web that is the world, pulling the strings of mortal creatures that are all trapped in this web, and devouring them like flies. What better form for his Daemons to take, then the form of the spider, to catch the flies on the web of the world.

The Arachnids take the form of spiders the size of a large horse, sometimes it has a human head, more often though, it is the head of another creature; occasionally it has the head of a different daemon of Tzeentch. The bite of an Arachnid injects toxins into their prey, which paralyse rather than kill. They are a fearsome sight, but luckily they are also a rare sight. Only infrequently do they appear on the warhammer world, but when they do...

0-1 unit of Arachnids of Tzeentch..........................50 points per model.

They may only be part of a warlord of Tzeentch's retinue. ie a Lord of Change, or Daemon prince with the mark of Tzeentch.

Profile M WS BS S T W I A Ld
Arachnids of Tzeentch 7 4 0 5 4 2 3 3 10

Weapons/Armour: none

Save: 4+ (Daemonic save)

Options: none

Special rules: Arachnids cause fear. All special rules for Daemons apply.

Arachnids have a paralysing bite. One of their attacks is a bite attack, if it hits wounds and the enemy fail their save, roll a dice on a 3+ the model has become paralysed. They may not fight any more, and all further attacks against them hit automatically. Wounds are not caused by the paralysing bite, but any models that have been paralysed, count towards combat resolution, as if they had lost 1 wound. If the unit breaks and the Arachnids pursue, all paralysed models are automatically slain, the same happens if the only models left in the unit are paralysed. At the start of a player's turn, if they have any paralysed models, roll a D6 for each one, on a 5+ they recover. The paralysing bite does not affect Daemons or Undead.

The Fenrirs of Khorne

The Fenrirs of the blood god, are Daemons rarely seen in this world, yet they are deadly when they are. A Fenrir bears a vague similarity to a centaur, except it has the body of a monstrous hound, and the head of a giant wolf. In the powerful arms of the Fenrirs, they carry huge swords which they wield with awesome skill. Fenrirs have a sense of honour, and would never attack an enemy who could not defend themselves. They always salute their opponents, and seek out worthy foes to test their skill in
arms with.

0-1 unit of Fenrirs of Khorne......................40 points per model.

They may only be part of a warlord of Khorne's retinue. ie a Bloodthirster, or Daemon prince with the mark of Khorne.

Profile M WS BS S T W I A Ld
Fenrirs of Khorne 7 6 0 4 4 2 3 3 10

Weapons/Armour: none

Save: 4+ (Daemonic save)

Options: none

Special rules: Fenrirs cause fear. All special rules for Daemons apply.

Skilled Fighters  The Fenrirs of Khorne are the most skilled fighters of all Daemons. They can parry and attack with amazing accuracy. To represent this if they are fighting in h-t-h, any successful hits against them must be rerolled.

Sirens Of Slaanesh

The Sirens of Slaanesh are bizarre and thankfully rare, Daemons of the Prince of Chaos. From the neck down they look very similar to Daemonettes, but instead of a 'normal' neck and head they have a snake's head, that towers over their prey. After all, Slaanesh is known as the Mighty Serpent to the marauder tribes. The mouths of the snakes are filled with deadly fangs, but from their throats emerges a beautiful song that is perhaps even more deadly.

0-1 unit of Sirens of Slaanesh...............30 points per model.

They may only be part of a warlord of Slaanesh's retinue. ie a Keeper of Secrets, or Daemon prince with the mark of Slaanesh.

Profile M WS BS S T W I A Ld
Sirens of Slaanesh 5 5 0 4 3 2 5 2 10

Weapons/Armour: none

Save: 4+ (Daemonic save)

Options: none

Special rules: Sirens cause fear. All special rules for Daemons apply.

Entrancing song  Any model within 6" of a Siren must succesfully pass a leadership test on their own leadership, before they do any of the following; move at all, shoot at anyone, defend themselves in h-t-h, attack in h-t-h, or cast spells. A seperate leadership test is required for each action described above. A model that is not defending themselves is hit automatically.


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