Chaos Warrior Warbands

by Anvar

What follows are rules for particular warbands of Chaos Warriors who follow their warlord into battle. The inspiration for these rules came from Archaon's Swords of Chaos and the fluff on Egrimm van Horstmann.

If you take the special character mentioned, you may upgrade one unit of Chaos warriors or Chaos knights in their retinue to being an elite member of their warband. The cost of this is +5 points for infantry, +10 for cavalry. If you do this, the unit may only carry the banner or war banner of their god, they may not have any other magic standard. eg. the Blood Lords (Khorne) can carry the Banner of Rage or the War banner of Khorne, but could not have the banner of might.

The Cabal

If your army includes Egrimm van Horstmann one unit can become part of the Cabal. The Cabal's weapons are often magical, ensorcelled by the sorcerers of Tzeentch. Their blades give off an eerie glow that is frightening and fascinating at the same time. The armour they wear is archaic and enchanted with warding sigils. They fight as one with complete synchronicity, as their minds are all linked together. Any weapons used by the Cabal count as magical for all purposes, likewise any armour they wear also counts as magical. They also have a collective magic level of 1 in the same way as a unit of Dæmons, armour does not affect this, and their spell must be drawn from the Tzeentch deck.

The Tormentors

If your army includes Dechala one unit can become the Tormentors. The Tormentors are the decadent servants of Slaanesh. In their camps they are served by a multitude of slaves, who have been corrupted by Dechala's elixir. In battle they wear armour that resembles the scales of a snake. The Tormentors exude a soporific musk that makes everyone who fights them less willing to resist. The Tormentors' musk means that everyone fighting them suffers a -1 to hit penalty. Also no one may leave combat with them unless either they or the Tormentors flee. ie no driven off, feigned flight etc.

The Blood Lords

If your army includes Arbaal the Undefeated one unit can become the Blood Lords. The Blood Lords are dedicated to the god Khorne in his aspect as a great warrior. They are the best swordsmen of all Chaos warriors, a fact that has been proven time and time again. They effortlessly parry the blows of their opponents before slicing them from head to toe. The Blood Lords receive +1 WS, and a 6+ parry to all hits they take. ie the enemy roll to hit, for each hit roll a dice, on a 6 it is parried and ignored, for the others work out wounds and saves as usual.

The Corruptors

If your army includes the Plague Lord one unit can become the Corruptors. The Corruptors were once ordinary human warriors, until they met the Plague Lord. They contacted the dreaded disease Nurgle's Rot, and rather than die quickly, they sold their souls to Nurgle. Now they follow the Plague Lord into battle. However the Nurgle's rot has not disappeared, merely slowed down, and the corruptors are slowly turning into Plaguebearers. The sight of the Corruptors, decaying and putrid, with the heads of Dæmons, is enough to frighten the hardiest of warriors. The Corruptors cause fear. Any weapons they use are also affected by Nurgle's rot, and are becoming plague swords, therefore any living model wounded but not killed by the corruptors will die on the D6 roll of 6.

The plague lord is yet to be written, he will be a Chaos Lord, but will also be a lvl 1 mage, cause fear and have a plaguesword.


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