Chaos Warriors
Chaos Warriors are those who have abandoned the normal world and thrown in their lot with Chaos. They have chosen a life of bloodshed, destruction, and adventure. In return for the chance to gain the favour of one of the fickle Chaos Gods. Many are brigands, outcasts, criminals, madmen, and malcontents, seeking protection and a place to belong. But not all come from the dregs of society: they also include deposed nobles, young fortune-hunters, and those that have been driven out of their homes by poverty and war.
Chaos Warriors fight in the warbands of Chaos Champions. Every Chaos Warrior hopes to be chosen by one of the Chaos Gods to be a Champion. Chaos Warriors are powerful fighters and skilled Warriors.
Chaos Knights
Chaos Knights are the heavy cavalry of the armies of Chaos, armed with tall lances and heavy swords, riding fierce Chaos Steeds. They wear either heavy armour or Chaos armour (a magical gift from the Gods that can never be removed). Their armour is ornate and splendid in design, and they carry splendid banners which are macabre sights carrying symbols of war and death. Many Chaos Knights were nobles or chieftans before they sold their souls to Chaos, and they still regard themselves as better than all others.
Chaos Champions
When a Chaos Warrior is noticed for his excellent service by one of the Chaos Gods, he may be chosen as a Chaos Champion. Champions have the special attention of their God and the Mark of Chaos that brands them as his servant.
Chaos Champions include: Champions, Heros, and Lords, and any reference to Chaos Champions will also apply to Champions, Heros, and Lords.
Chaos Champions are characters and may be bought Chaos Rewards and/or magic items when you select your army (Champion - 1, Hero - 2, Lord - 3).
Marks of Chaos
Khorne - Chaos Armour, savings roll of 4+, may be combined with shield and/or cavalry bonus. Frenzy, Chaos Champions of Khorne are affected by the rules for frenzy as described in the Warhammer rulebook.
Tzeentch - May reroll any single dice roll once during the game and add or deduct 1 from the result.
Nurgle - Toughness +1 to Toughness.
Slaanesh - Psychology, Champions of Slaanesh are not affected by any of the psychology rules. Combat, Champions of Slaanesh do not take break tests, if fighting as part of a unit they do not flee if the unit flees, instead they are immediately separated from the unit so that they can continue to fight on.
Chaos Sorcerer
A Chaos Sorcerer is a wizard who has pledged his soul to Chaos in return for power. Chaos Sorcerers are also Champions of their God, and they recieve the Mark of their God and Rewards from their Chaos God. The ultimate reward they stride for is immortality. The Marks for Chaos Sorcerers are somewhat different from the normal Marks given to a Champion.
Special Rules:
Chaos Sorcerers may be bought Rewards and/or magic items as follows: Sorcerer - 1; Sorcerer Champion - 2; Master Sorcer - 3; Sorcerer Lord - 4.
Spells: Sorcerer - 1; Sorcerer Champion - 2; Master Sorcer - 3; Sorcerer Lord - 4. A Chaos Sorcerer may have spells chosen from the deck of his patron God, or he may take Dark Magic spells. He must take spells from only one of these decks, not both of them. All spells are randomly dealt as normal.
Marks of Chaos for Sorcerers
Tzeench - May reroll any single dice roll once during the game and add or deduct 1 from the result.
Nurgle - Magic effusion, a Sorcerer of Nurgle emits a cloud of corruption and spoiling magic, a miasma of power that is invisible to all except other Wizards. No Wizard of a lower magic level (apart from Nurgle Sorcerers) within 6" of a Nurgle Sorcerer may cast spells, this does not affect spells cast from magic items. In addition, at the start of the Chaos magic phase, any spell that remains in play within the 6" radius around the Nurgle Sorcerer may be dispelled on 4+ on a d6.
Slaanesh - Radiance of Charm, No foes will cast spells at him or shoot at him with missile weapons if they are within 12" of him. This even affects spells cast from magic items, and does prevent spells being used against a unit if doing so would strike or otherwise affect the Sorcerer, it does not prevent an enemy shooting at a unit the Sorcerer is with using bows or other missile weapons.
Unaligned (Chaos Undivided) - Chaos Sorcerers who follow Chaos in its undivided glory are protected by Chaos armour. Chaos armour gives the Sorcerer an armour saving roll of 4+, and can be combined with the saving throw bonuses from mounts in the normal manner. Chaos armour does not incur any movement penalty, and does not prevent the casting of spells as mundane armour does.
Chaos Marauders
These are the barbaric warriors of the North who worship the dark Gods. There are several tribes, each with their own distinct traits and customs. All Chaos Marauders follow the Dark Gods from birth, and the tribes have done so since time immemorial. They see the Gods of other nations as evil, weak and jealous of the power of their patron Gods. They consider their way of life as the only true path.
Each Chaos Marauder aspires to join a Chaos Warband. They often form the bulk of the mortal warbands of Chaos, and most Chaos Warriors and Champions come from their ranks.
Chaos Steed
These are huge black horses with red eyes, steaming breath, broad and muscular in build, viscious in temperament, and often mutated in some fashion. A Chaos Steed is large and strong enough to carry even a Chaos Lord into battle.
Ogres
Ogres are huge, massive and muscular creatures whose clenched fist is larger than a man's head. Ogres are tough creatures who neither need nor desire the comforts of civilization.
Ogres are numerous in the North and many tribes make their home in the crags and hills of the Troll Country. Ogres of the North are even more brutal and violent than their southern cousins and many are mutated.
Ogres love battle and the excitement of plundering, so they often join the warbands and retinues of the Champions of Chaos.
Ogre Champions, Chieftans and War Chiefs are truly fierce creatures. All Ogres cause fear.
Chaos Beastmen
These are wild, brutish creatures that care little for other creatures, and despise humans. They are half-man and half-beast, in battle they combine ferocity and savagery with a lack of discipline, often fighting amongst them selves to get to the enemy.
Special Rules:
Magic Items: Beastmen characters may be bought magic items in the normal way and maximums.
Infighting: A Beastmen unit that wishes to move or make a march move must take and pass a Ld test on 2d6, if this is failed the unit does not move that turn, this does not affect charge moves, fleeing, pursuit, magically-induced movement, or any other movement. Not that this rule does not affect Beastmen characters, unless they are joined with a unit.
Bestigor Pride: Bestigors are not subject to infighting. In addition, Bestigors do not have to take Panic tests due to Ungor units that are broken, fleeing or destroyed.
Spells: Shaman - 1; Shaman Champion - 2; Master Shaman - 3; Shaman Lord - 4. A Beastmen Shaman may take spells from any of the three Chaos spell decks, or the Dark Magic deck. He does not have to restrict his Chaos spells to a single Chaos God like a Chaos Sorcerer does, but he may not take spells from the Chaos Gods and Dark Magic both.
Ungors
Ungors, or bray as they are called in the dark tongue, make up the bulk of the Beastmen Hordes. A gross mixture of Man and Beast, the Ungors are savage and numerous.
Gors
Gors are the largest kind of Beastmen. They are huge lumbering creatures with massive horns.
Bestigors
Bestigors are the biggest, strongest and most powerful of the Gors. They either lead lesser Beastmen or they form an elite regiment of their own. They are the best equipped, having the choice of the best equipment from the treasure horde of the herdstone.
Bestigors are proud and arrogant, respecting only other Bestigors and Beastmen Chieftans. In battle they are focused on fighting, ignoring fleeing friends.
Bestigor Pride - Bestigors are not subject to infighting. In addition, Bestigors do not have to take Panic tests due to Ungor units that are broken, fleeing or destroyed.
Tuskgors
Tuskgors are beasts of burden of the Beastmen. They are a grotesque mixture between a great boar and a mighty ram. They are evil tempered, stubborn creatures who are very difficult to kill. They are not natural creatures, but the creations of Chaos, and an unnatural vigour burns in their veins. Beastmen use Tuskgors to pull their crewed Chariots. Tuskgors are thick-skinned and obese, and arrows or crossbow bolts rarely penetrate their gnarled hide.
Thick skinned - Tuskgors have a 4+ armour saving throw, which is modified by Strength of the attack as normal.
Minotaurs
Minotaurs are large creatures up to twice the height of a man and far greater in bulk, with gigantic bull heads with sharp horns. In addition to their bull heads, many have the hind quarters of a beast also.
When Minotaurs taste blood, they go into an insane rage, raining blow after blow upon their hapless enemy. Once the foe is down, they tear at the carcass, gulping down chunks of raw meat.
Special Rules
Blood Greed: If Minotaurs break their hand to hand opponent, they never pursue, but stop and begin to feed instead. They will continue to feed until they make a ssuccessful Ld test at the beginning of one of the following turns. If an enemy is foolish enough to charge Minotaurs while they are feeding, they stop feeding and become frenzied. So long as they remain frenzied, they are not affected by Blood Greed.
Fear: Minotaurs cause fear.
Magic Items: Champion - 1, Hero - 2, Lord - 3. Minotaur Characters may not be given Chaos Rewards.
Chaos Hounds
These are great lupine creatures whose anscestors may once have been ordinary canines who were caught in the Chaos Wastes, they are marked with hideous mutations.
Special Rules
Packs: Chaos Hounds fight in packs which must contain at least five models in the same way as other units. They may not have champions, standard bearers, or musicians, but otherwise fight exactly as any other unit. A character model may join a pack and lead it as he might any other unit.
Harpies
Harpies are loathsome creatures of Chaos, they are scavengers who prey upon the sick, the weary, the battle-injured, and dying. They are bestial and savage creatures that flock over the Northern Wastes.
Special Rules
Fly: Harpies can fly as described in the Fly rules in the Warhammer rulebook.
Characters: They have neither champions, standards, or musicians.
Leaders: They can not be led by characters, not even by a character capable of flight. They cannot use any Ld other than their own when taking Ld tests, not even if the general is within 12".
Dragon Ogres
Dragon Ogres are ancient reptiles, their bodies are dragon-like, with a long horny tail, unlike dragons they have six limbs, and their torso sits upon their frame like a Centaur. The forelimbs of a Dragon Ogre have hands that can grasp weapons and bash in armour. They have large, brutish Ogre heads, with viscious, spiny teeth.
Special Rules
Magic Items: Champion -1, Hero - 2, Lord - 3. Dragon Ogre Characters may not be given Chaos Rewards.
Fear: Dragon Ogres cause fear as described in the fear rules in the Warhammer rulebook.
Scaly Skin: Savings throw of 5 or 6 on a d6.
Lightning: Dragon Ogres can not be harmed by lightning strikes, including magical lightning bolts and the lightning breath of Blue Dragons.
If a Dragon Ogre or a unit of Dragon Ogres is struck by a lightning bolt it becomes frenzied if able to charge its foe in the following turn.
A player may not deliberately strike his own Dragon Ogres with lightning. Such strikes have no effect.
Chaos Dragons
The Chaos Dragon is the mightiest of all dragons, its body is wracked with mutation, and it has two heads and two tails, and each head is able to breath a different form of destruction. One head breathes the dark fire of chaos, which burns more ferociously than any flame. The other head breathes the corrupting fumes of contagion, which spreads physical ruin amongst its victims.
Special Rules:
Fly: Chaos Dragons fly as per the Fly rules in the Warhammer rulebook.
Scaly Skin: Chaos Dragons are covered with iron hard scales, giving them an armour savings throw of 4+ that is not modified by Strength.
Terror: Chaos Dragons cause Terror as per the terror rules in the psychology section of the Warhammer rulebook. Remember that creatures that cause terror also cause fear.
Dragon's Breath: Chaos Dragons have two heads that each has its own unique breath weapon.
Dark Fire of Chaos: Use the teardrop-shaped flame template, placing the broad end over your target and the narrow end at the dragon's head. Any model lying under the template area is hit on a d6 score of 4+. The model hit by the Dark Fire of Chaos suffers a S4 hit, damage and savings throws are worked out normally. Buildings and other terrain that can be set on fire may be set on fire as described in the Warhammer rulebook. Creatures that are vulnerable to flaming attacks take extra damage as described in the Battle Bestiary.
Fumes of Contagion: Use the teardrop-shaped template to work out hits as described above. Models under the template are hit on a 4+ on a d6. Any models hit suffer a S4 hit, but no savings throw is allowed for armour, as the corrupting fumes work their way through all such defenses.
Chaos Trolls
Trolls are wild creatures that live either singally or in small groups of their own kind. They can sometimes be lured to fight with Chaos Warbands, though it is doubtful they understand what is going on. Left to their own devices, chances are the trolls will go wild or become soporific, but if led by a more intellegent creature, they are dangerous foes.
Special Rules
Fear: Trolls cause fear as per the fear rules in the Warhammer rulebook.
Stupidity: Trolls are affected by the rules for stupidity given in the psychology section of the Warhammer rulebook.
Regenerate: Trolls may try to regenerate once all attacks have been made in the combat by both sides. Roll a d6 for each wound suffered during the combat, if you roll a 4 or more, that wound has regenerated, and the models removed as casualties are replaced if enough wounds are regenerated. The results of the combat are worked out after the Trolls have regenerated, and the number of wounds inflicted on them does not include any that have regenerated.
Fire: If a Troll sustains one or more wounds from flames, then it can not regenerate any wounds for the rest of the battle, not even those inflicted by ordinary weapons.
Vomit: A Troll has a very unpleasant alternative method of attack, which is to vomit the contents of its stomach over the enemy. If a Troll elects to vomit, it may make no other attacks in hand to hand that turn. The heaving troll automatically inflicts one S5 hit on his enemy, and no armour savings throw is allowed, as the corrosive vomit will seep right through the armour.
Daemons
Daemonic Rewards: So that there will be a variety of Daemons and Daemon Princes, Daemonic Rewards are puchased for them to tailor their abilities. No two Daemonic characters in any army may have an identical choice of Daemonic rewards or reward.
Bloodthirsters
A Bloodthirster carries two weapons: an Axe of Khorne and a Long Barbed Lash. The Axe is an enchanted Daemon Weapon. Although Bloodthirsters have no magic, they are exceptionally strong and savage.
Special Rules
Greater Daemon: All the special rules for Daemons apply as described in the Chaos Daemon section of the Chaos Army Book and the Warhammer rulebook. Note that the Bloodthirster has a daemonic saving throw of 4+.
Terror: Bloodthirsters cause Terror as per the terror rules in the psychology section of the Warhammer rulebook. Remember that creatures that cause terror also cause fear.
Fly: The Bloodthirster has wings and can fly as described in the Warhammer rulebook.
Juggernauts of Khorne
Juggernauts are ridden into battle by Khorne's most favoured followers. They are great beast whose flesh is made of brass and whose blood is pure fire, brutal and viscous in their attack.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. The Juggernaut has a Daemonic save of 4+ on a d6.
Fear: Juggernauts cause fear as described in the Warhammer rulebook.
Crush: Juggernauts have two attacks, one conventional attack and one Crush attack. A hit from a Crush attack automatically causes one wound. The target's Toughness and armour give it no protection.
Riding Beast: The Juggernaut is too big and dangerous to be treated as cavalry. When shooting at the Juggernaut and its rider, roll a D6, 1-2 the rider is hit, 3-6 the Juggernaut is hit.
In hand to hand both the Juggernaut and its rider fight separately, in the same way as combat against monsters and their riders.
Bloodletters of Khorne
The Hordes of Khorne are made up of countless ferocious Bloodletters, Bloodletters have scaly red hides and shiny red claws. They are viscious fighters, with murderous talons, but their most fearsome weapon are their Hellblades.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. The Bloodletter has a Daemonic save of 4+ on a d6.
Fear: Bloodletters cause fear as described in the Warhammer rulebook.
Hellblade: The Hellblade drips with blood and is rich with enchantment. A hit from the Hellblade causes not 1 wound but d3 wounds to its victim.
Bloodhorn: If a unit of Bloodletters includes a musician, it will carry the Bloodhorn. The unit can always march, even if there are enemy troops within 8" at the start of the movement phase.
Fleshhounds of Khorne
Fleshhounds are huge, daemonic hounds, with heavy heads that are both reptilian and savagely canine. Their hide is tough and ruddy and their claws are dark with blood. Each Flesh Hound wears a Collar of Khorne around its neck to protect it from magic.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. The Flesh Hound has a Daemonic save of 4+ on a d6.
Fear: Flesh Hounds cause fear as described in the Warhammer rulebook.
Flesh Hounds' Collar of Khorne: The Collar absorbs and nullifies other enchantments. Magic weapons can not hurt a Flesh Hound at all, and spells cast against them are automatically dispelled and will not work.
Great Unclean One (GUCO)
The Great Unclean One is covered with sores and boils and has a leprous skin. Slime and puss oozes from his many sores and boils, decaying organs protrude from rents in its rancid flesh.
Special Rules
Greater Daemon: All the special rules for Daemons apply as described in the Chaos Daemon section of the Chaos Army Book and the Warhammer rulebook.
Terror: Great Unclean Ones cause Terror as per the terror rules in the psychology section of the Warhammer rulebook. Remember that creatures that cause terror also cause fear.
Plaguebearers of Nurgle
Plaguebearers are created from all those who died of the Dreaded disease Nurgle's Rot. Plaguebearer's are also called Nurgle's Tallymen because it is their job to keep count of all the many diseases and corruptions their Master visits upon the Worlds.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Plaguebearers have a Daemonic save of 4+ on a d6.
Fear: Plaguebearers cause fear as described in the Warhammer rulebook.
Plaguesword: The Plaguesword drips venomous slime. If the target has more than one wound, than a wound from this weapon will kill mortal creatures on a d6 roll of 4 or more regardless of how many wounds the target can normally sustain. This only applies to mortal creatures, not Daemons or Undead.
Cloud of Flies: Plaguebearers are surrounded by a dense black cloud of foul buzzing flies. This terrible distraction means that any enemy fighting a Plagubearer must deduct -1 from all of its to hit rolls.
Magic: A unit of Plaguebearers has a magic level and can cast spells like a wizard. The size of the unit defines its magic level and the number of spells it has. 1-5 models = magic level 1 / 1 spell. 6-10 models = magic level 2 / 2 spells. 11-15 models = magic level 3/ 3 spells. 16+ models = magic level 4 / 4 spells.
Gong of Despair: If a unit of Plaguebearers includes a musician, it will carry the Gong of Despair. Any mortal enemy in hand to hand combat with a unit of Plaguebearers carrying a Gong of Despair must reroll any successful break test. The second roll always stands. This has no effect on Daemons and Undead.
Beasts of Nurgle
The Beasts of Nurgle are gigantic and sluglike, their heads are topped by a fringe of fat tentacles, from which oozees a paralizing slime. They also leave a slimy trail behind them as they move, like a slug or snail.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Beasts of Nurgle have a Daemonic save of 4+ on a d6.
Fear: Beasts of Nurgle cause fear as described in the Warhammer rulebook.
Attacks: The Beast has d6 attacks from its tentacles, determined during each hand to hand combat round. The Slime will automatically penetrate the target's armour, so no armour save is allowed.
Slime Trail: The Beast leaves a slime trail behind it as it moves, this means it is impossible to attack the beast from the side or rear without touching the slime. Any model attempting to attack the Beast from the side or rear will sustain a single automatic hit, as if it had been struck by the Beast itself. Work this out before the attacker's own blows are struck.
Riding Beast: The Beast is too big and dangerous to be treated as cavalry. When shooting at the Beast and its rider, roll a D6, 1-2 the rider is hit, 3-6 the Juggernaut is hit.
In hand to hand both the Beast and its rider fight separately, in the same way as combat against monsters and their riders.
Nurglings
Although they are tiny, there are a great many of them, and they move together in a writhing mass like a sea of green corruption.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Nurglings have a Daemonic save of 4+ on a d6.
Fear: Nurglings cause fear as described in the Warhammer rulebook.
Multitudinous Horde: Because of their numbers and the press of their bodies, it is impossible to lap around them.
Lord of Change
The Lord of Change is the wisest and the most subtle of all the Greater Daemons. His gaze penetrates to the very depths of the soul, exposing the victim's innermost hopesand fears. The Daemon is huge, with the plumage of a bird, and vast multi-coloured wings, the head of a monstrous predatory bird, with scaled legs bearing sharp and deadly talons.
Special Rules
Greater Daemon: All the special rules for Daemons apply as described in the Chaos Daemon section of the Chaos Army Book and the Warhammer rulebook.
Terror: Lords of Change cause Terror as per the terror rules in the psychology section of the Warhammer rulebook. Remember that creatures that cause terror also cause fear.
Fly: The Lord of Change has wings and can fly as described in the Warhammer rulebook.
Horrors of Tzeentch
There are two types of Horrors, they all begin as Pink Horrors. When a Pink Horror is wounded, it emits a piercing squeal and immediately splits into two Blue Horrors. Both types fight together in a blur of blue and pink radiance.
Special Rules
Daemons: All of the special rules for Daemons apply, but Horrors do not recieve the usual savings throw for Daemons.
Fear: Horrors cause fear as described in the Warhammer rulebook.
Split: When a Pink Horror sustains a wound, it does not die, but instead splits into two Blue Horrors. Remove the model and replace it with two Blue Horror models. Unlike other Daemons, neither Horror recieves a Daemon savings throw.
Magic: A unit of Pink Horrors has a magic level and can cast spells like a wizard. The size of the unit defines its magic level and the number of spells it has. 1-5 models = magic level 1 / 1 spell. 6-10 models = magic level 2 / 2 spell. 11-15 models = magic level 3/ 3 spell. 16+ models = magic level 4 / 4 spell. Note that Blue Horrors do not count. Spells must be drawn from the Tzeentch spell deck.
Drum of Change: If a unit of Horrors includes a musician, then one of the Horrors will be a weird mutant combination of Horror and gigantic drum. The unit can store one extra magic card from turn to turn, so they will be able to store two cards.
Flamers of Tzeentch
Flamers are strange in appearance, appearing to be an inverted mushroom with two flexible arms that each spit magical flames. It moves by jumping and bounding.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Flamers have a Daemonic save of 4+ on a d6.
Fear: Flamers cause fear as described in the Warhammer rulebook.
Shoot Flame: The magical flame has a range of 6". No deductions made for long range and any target struck takes d6 S3 hits.
Bound: Flamers move by bounding. They can move over any obstacle without penalty. See the movement section in the Warhammer rulebook.
Flame Attacks: Flamers also use their flames to engulf and detroy any opponents in close combat. Any model that suffers a wound takes d3 wound instead of one.
Discs of Tzeentch
They take the shape of flattened, plate-like creatures, with viscious teeth and sharp spines. A Champion of Tzeentch can ride a Disc into battle.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Discs have a Daemonic save of 4+ on a d6.
Fly: Discs can fly as described in the Warhammer rulebook.
Fear: Discs cause fear as described in the Warhammer rulebook.
Keeper of Secrets
The Keepers of Secrets are possibly the most enthraling of all Daemons. Highly intellegent, whose silvered words and languid gestures bely their true power.
Special Rules
Greater Daemon: All the special rules for Daemons apply as described in the Chaos Daemon section of the Chaos Army Book and the Warhammer rulebook.
Terror: Keepers of Secrets cause Terror as per the terror rules in the psychology section of the Warhammer rulebook. Remember that creatures that cause terror also cause fear.
Daemonettes of Slaanesh
Daemonettes are quick, and agile fighters, with clawed hands that can slice through flesh and pierce armour. They have a perverse and unnatural beauty.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Daemonettes have a Daemonic save of 4+ on a d6.
Fear: Daemonettes cause fear as described in the Warhammer rulebook.
Magic: A unit of Daemonettes has a magic level and can cast spells like a wizard. The size of the unit defines its magic level and the number of spells it has. 1-5 models = magic level 1 / 1 spell. 6-10 models = magic level 2 / 2 spell. 11-15 models = magic level 3/ 3 spell. 16+ models = magic level 4 / 4 spell.
Siren Flute: If a unit of Daemonettes includes a musician, it will carry the Siren Flute. When the Daemonettes charge, their enemy may not stand and shoot against them. Undead and other Daemons are not affected.
Fiends of Slaanesh
Fiends of Slaanesh are bizzare Daemons, a mixture of scorpion, reptile, and human. They can lash out with their tale to strike and stab their opponents. they exude a strong, sweet, soporific musk that overwhelms their close combat opponents with intense drowsiness.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Fiends have a Daemonic save of 4+ on a d6.
Fear: Fiends of Slaanesh cause fear as described in the Warhammer rulebook.
Scorpion Tail: They have 3 Attacks, one of which is from its long. barbed tail. Work out the tail attack separately. If the tail hits, then take any armour savings throw for the victim immediately, if this save fails the target takes 1 wound automatically. You do not roll to wound.
Soporific Musk: Enemy models in base-to-base contact with a Fiend deducts -1 from all to hit rolls.
Steeds of Slaanesh
The Steeds of Slaanesh are weird bipedal beasts that are ridden into battle by either Champions of Slaanesh or Daemonettes.
Special Rules
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Steeds have a Daemonic save of 4+ on a d6.
Fear: Steeds of Slaanesh cause fear as described in the Warhammer rulebook.
Tongue Attack: The Steed has a single Attack, which is made with its tongue. Work this attack out as follows: Roll to hit. If the target is hit, it is ensnared, and dragged before the rider. Complete the attack using the rider's weapon and Strength value as if it were the rider that struck the blow. If the enemy is not slain, then he has struggled free and can continue to fight as normal.
Daemonic Steed: If ridden, the Steeds of Slaanesh add +1 to the armour saves of their riders.
Daemon Princes
Daemon Princes are the mortal champions of Chaos who have achieved their unholy ambition and have been elevated to Daemonhood by the Chaos Gods.
Special Rules
Terror: Daemon Princes cause Terror as per the terror rules in the psychology section of the Warhammer rulebook. Remember that creatures that cause terror also cause fear.
Daemons: All of the special rules for Daemons apply as described in the Warhammer rulebook. Discs have a Daemonic save of 4+ on a d6.
Fly: Daemon Princes can fly as described in the Warhammer rulebook.
Chaos Spawn
The armies of Chaos are followed by mindless packs of Chaos Spawn.
In battle, the Chaos Spawn will slither toward their enemies, flailing with tentacles and attacking with savage ferocity.
Special Rules:
Attacks: A Chaos Spawn has D6 attacks from its tentacles, arms, claws, or whatever, determined randomly for each Spawn during every combat round.
Fear: Chaos Spawn are disgusting and revolting, blasphemies against nature, and cause fear, as described in the Warhammer rulebook.
Movement: Chaos Spawn move 2D6" rolled in the compulsory movement part of the movement phase. You make only a single roll for each unit of Spawn. They will always move directly toward an enemy, and if their movement brings them into contact with any unit, friend or foe, they stop and fight in hand to hand combat. The Spawn always pursue fleeing opponents. Roll 2D6 to determine pursuit move.
Psychology: Chaos Spawn are immune to psychology and cannot be broken in hand to hand combat. They will automatically pass any Ld-based test they are forced to take.
Disclaimer:The above information is based on the Warhammer: Realm of Chaos book, published by Games Workshop. You will find the complete stats for all of the above in the aforementiuoned book. All rights to the Warhammer Realm of Chaos book are the sole property of Games Workshop Ltd.
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