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 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 - Magic Dispel, 4+ on a d6.
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 must have at least one spell chosen from the deck of his patron God. He may take all of his spells from this deck if you wish, or he may take additional spells from the Dark Magic deck. All spells are randomly dealt as normal.
Marks of Chaos for Sorcerers
Tzeench - 4+ magic dispel.
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 sart of the 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.
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.
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 and the Dark Magic deck, he does not have to restrict his Chaos spells to a single Chaos God like a Chaos Sorcerer does.
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 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.
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 5+.
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.
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.
Chaos Centaurs
Chaos Centaurs have brutish bodies with strong but clumsy limbs. They have an insatiable appetite for ale and violence, before battle they drink bucketfuls of strong beer, becoming excited and murderous.
Special Rules
Magic Items: Champions - 1; Hero - 2; Lord - 3. Centaur Champions may not take any Chaos Rewards.
Chaos Gorgon
They are hideously twisted monsters of bizarre appearance and with the most violent of dispositions. Gorgons inhabit the Nothern Waste in the Troll country, where the distorting influence of Chaos is great. Its skin is stony and patially scaled, with flintlike nojules. It has long claws, but most fearsome of all, is its ability to turn foes to stone. It has a mane of serpentine strands with reptilian heads that constantly hiss and spit.
Special Rules
Venomous Bite: The snake heads have fangs that drip venom, so any wound inflicted by a Gorgon inflicts not 1, but d3 wounds on its victim.
Fear: Chaos Gorgons cause fear as per the rules for fear in the Warhammer rulebook.
Stony Skin: Savings throw of 4+ on a d6.
Petrify: The Gorgon is able to cast a Petrify spell during the magic phase. This is cast exactly as a normal spell but costs no power points. If the magic phase is ended before the Petrify spell is cast, then the spell may not be cast that phase.
The Petrify spell may be cast upon any visible enemy within 8". The target roll must roll less than its Initiative characteristic value on a d6 in arder to avoid the effects of the spell. A roll of 6 is always a failure. A Petrify spell may be countered by a dispel power card, dispel scrolls, and other magic items that protect against spells.
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 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.
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, 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.
Stone Trolls: Stone Trolls are highly resistant magic. If a spell is directed against a unit of Stone Trolls, it will be dispelled on a d6 roll of 4, 5, or 6. This includes spells cast by both sides, not just enemy spells.
River Trolls: They excude slime, which is both obnoxious and slippery. The malodorous slime has the duel effects of choking anyone too near the Troll and making it extremely hard to land a blow upon him. All enemy must subtract -1 from any rolls to hit River Trolls in hand to hand combat. The Troll can always be hit on a 6, and the minus can not make the chance to hit worse than 6. The Troll's slime has no effect on hits from shooting.
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.
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.
Chaos Armour: Chaos Armour gives a 3+ save, and because this is armour rather than a Daemonic Aura, magic weapons don't cancel out the Bloodthirster's armour save.
Axe of Khorne: The Bloodthirster carries a mighty Axe of Khorne which does not 1 wound on its victim, but d3 wounds.
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.
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.
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.
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
Aura of Slaanesh: Enemies in base-to-base contact with a Keeper of Secrets must pass a Ld test on 2d6 to be able to attack, you must test for each model fighting the Daemon, and this test must be taken at the start of each combat round.
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.
Magic: The Keeper of Secrets is a sorcerer with a magic level of 4, and may draw four spells from the Slaanesh deck.
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.
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.
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.
Stream of Corruption: This is worked out in the shooting phase. The extent of the vomit is indicated using the extended teardrop shaped template, the same one used for dragon flame and fire attacks. Position the template in front of the Daemon so that the broad end covers the target and the narrow end touches the Daemon. Every model under the template must attempt to dive aside in order to avoid the vomit. To do this, they must roll equal to or less than their Initiative on a d6. A roll of 6 always fails. If it fails, the target automatically takes one wound, with no armour save.
Magic: The Great Unclean One is a sorcerer with a magic level of 4, and may draw four spells from the Slaanesh deck.
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.
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 spell. 11-15 models = magic level 3/ 3 spell. 16+ models = magic level 4 / 4 spell.
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.
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.
Magic: The Lord of Change is a sorcerer with a magic level of 4, and may draw four spells from the Tzeentch deck.
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.
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.
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.
Disclaimer:The above information is based on the Warhammer Armies: 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 Armies: Chaos book are the sole property of Games Workshop Ltd.