This article introduces the Daemonic Legions - WFB battles fought with 10-30 thousand points per side. These huge battles allow you to field Chaos Knight 5 ranks deep and easily half a dozen Greater Daemons and Daemon Princes. So get all your Chaos playing friends together and play a mighty clash with 20 thousand points per side. More articles will follow that details the Daemonic Legions of the other Chaos Gods - Tommy Punk ( tommypunk@telia.com )
The servants of Slaanesh indulge in every pleasure known to man and elf and no institution or tradition is sacred. Where Khorne sees war as the utter test of courage and strength, Slaanesh see a game and an orgy in emotions. Slaaneshi warriors delight in the pain and suffering they give others as well as their own pain and emotions like hatred and fear. When Khornate warriors are struck down as they flee the warriors of Slaanesh are given respect for the emotion they experienced. However Slaaneshi warriors do not flee battles easily as the veterans have experienced all the horrors of war and have grown bored of them. Veterans often punish younger warriors for still fooling around with such petty emotions as fear and make it their cause to teach them the glorious emotion of pain. Standing alone against a charging unit of knights is interesting the first two times and by the third time he is utterly bored and only wishes to wipe them away as some fly that is obscuring his vision. This defiance of death and fear make the Slaaneshi warriors rightfully feared. The Slaaneshi Legions take utter pride in their flamboyant armour with frivolous coloured, clashing patterns and fantastic jewels
These huge battles will not work with the usual WFB rules and these Special Rules are there to make the battle more interesting.
MAGIC
The Daemons are the lords of magic but it would be very boring with a dozen magic level 4 Daemons running around, including huge regiments of Lesser Daemons. Therefore the magic levels will be lower than usual to represent the different, mighty, powers of the Daemons. Lesser Daemons doesn't get a magic level per unit size and Champions of Chaos are restricted to a magic level of 1. Greater Daemons and Daemon Prince start with a magic level of 1, but this may be raised by Rewards. Spells may be drawn from the Chaos Gods Chaos deck, Dark magic, Battle magic or College magic.
CHAOS WEAPONS
Many of the units and independant models in this list may use Chaos Weapons. Full rules for Chaos Weapons can be found on Archive Pestilen ( http://hem1.passagen.se/pestilen ) under Mordheim - Chaos Wastes, or on this site (The Old Sage) under Mordheim - Chaos Wastes.
DAEMONS
The power of the Daemons increases the closer they are to the Realm of Chaos and as these battles are fought in the Realm of Chaos itself the Daemons are indeed mighty. As the border between the physical world and the Warp is blurred the physical form of the Daemons becomes stronger and more substantial. To represent this the Daemonic Aura is not negated by magical weapons and provides an unmodified save. This save is not a special save and is ignored for "no armour save" attacks.
Standards and Musicians
Each unit may have a Standard bearer and a Musician at no extra cost, the unit may include a magic banner or magic musical instrument. One unit may have the Warbanner of their god, even though it's restricted to a Battle Standard only. The magic musicians that lesser Daemons get for free is removed, the instruments are bought at an extra cost and take up the "magic banner" slot. The instruments cost 50 points each, but the Tzeentchian "Drum of Change" has been removed as magic is lowered.
UNIT SIZES
The units are bought in groups of 6 models and you may combine several groups to form a larger unit. Every unit may have a Standard bearer and Musician at no extra cost. , the unit may include a magic banner or magic musical instrument. One unit may have the Warbanner of their god, even though it's restricted to a Battle Standard only.
The Daemons of Slaanesh are a disturbing sight as they move forward agily and never show any emotion as they kill the enemy. They form a cacaphony of vivid pastel coloured armour and polished blades.
You and your opponent must decide before the battle how many Greater Daemons and Daemon Princes your armies are allowed to include. You cannot have more Daemons than what you decided, but you may have fewer. One Daemon per 4000 points is recomended.
The Daemons come in three levels: the Daemon Lord, the Mighty Daemon and the Aspiring Daemon. This title is bought in addition to the cost of the Daemon itself and the title determin the number of free rolls on the General Reward table that the Daemon receives. If you roll a duplicate you may choose any other reward or duplicate it if possible.
Title Cost Rolls 0-1 Daemon Lord 300 6 Mighty Daemon 200 4 Aspiring Daemon 100 2
REWARD TABLE: D10 | ||
1 | Weapon Skill Increase | The Daemons fighting skill has been carefully honed and the Daemons Weapon Skill is increased by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1. |
2 | Strength Increase | The Daemon is incredible strong, increase the Daemons Strength by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1. |
3 | Toughness Increase | The Daemon is incredible tough, increase the Daemons Toughness by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1. |
4 | Wound Increase | The Daemon is more enduring than other Daemons and has +1 Wound, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1. |
5 | Attack and Initiative Increase | The Daemon moves faster strikes faster than other Daemons. Increase Attack and Initiative by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1. |
6 | Lord of Magic | The Daemons knowledge of the dark and forbidden magic is great indeed, increase the Daemons Magic Level by +1, up to a maximum of 4. |
7 | Ensnaring Tongue | The Daemons tongue is similar to that of a Steed of Slaanesh, its face is otherwise unaltered. The Daemon may make a single ensnaring attack up to 3", roll to his as with a missile weapon. If an opponent is hit it is dragged into basecontact with the Daemon and suffers an automatic hit. If the opponent survives the attack it has struggles free. This attack is used in the shooting phase and may be used in hand-to-hand, though the attack may only be used once per turn. |
8 | Lick of Fiend | The Daemons tongue is coated in a deadly poison that causes the victim to die from extatic pleasures. The Daemon receives an additional special attack in hand-to-hand combat. Roll to hit as normal and take any armour or special saves, if the victim fail to save it takes a wounds without a to wound roll. This attack may be combined with an ensnaring tongue in which case the opponent test for the poison as well as being dragged towards the Daemon, only one to hit roll is needed for this combined attack. |
9 | Radiance of Charm | The Daemon radiates an aura of Charm and empathy so strong that no foes will cast spells at him or shot at him with missile weapons if they are within 12". This aura has no effect on other Greater Daemons, Daemon Princes or Daemons of Slaanesh. |
10 | Chaos Weapon | The Daemon fights with a mighty Chaos Weapon. Generate a Chaos Weapon with D3+2 attributes. |
KEEPER OF SECRETS
At a cost of 525 points per Greater Daemon.
A Keeper of Secret is a towering giant with four arms, two of which end in great claws. Their body is barely covered in leather and silk garments and jewels. Their disturbing beauty will make even the most seasoned veteran loose his focus on the battle and stand gaping at the Daemon.
PROFILE M WS BS S T W I A Ld Keeper of Secrets 6 9 10 7 7 8 7 6 10
SPECIAL RULES
A Keeper of Secret is a Greater Daemon, causes Terror and has a Daemon Saving Throw.
DAEMON PRINCES OF SLAANESH
At a cost of 275 points per Daemon Prince.
The greatest Champions of Slaanesh eventually reach the heights of Daemonhood. Their appearence is as diverse as all the emotions present in the world. To be granted daemonhood by Slaanesh you must have experienced all emotions and indulged yourself in every pleasure known to man, and some more.
If you want to you may use a Daemon Prince from a campaign of the old Realm of Chaos books or Mordheim - Chaos Wastes. In this case the Daemon still cost 275 points but uses the stats and powers of your Daemon Prince, he may not buy a Daemonic title.
PROFILE M WS BS S T W I A Ld Daemon Princes 6 7 7 6 5 4 8 5 10
SPECIAL RULES
A Daemon Prince is a Greater Daemon, causes Terror and has a Daemon Saving Throw.
Battle Standard Bearer
One Daemon Prince may carry the Battle Standard of the Daemon General for an extra cost of +50 points. All the rules for a Battle Standard apply and the Daemon Prince may buy a magic banner.
FIENDS OF SLAANESH
At a cost of 180 points per 6 models.
The Fiend of Slaanesh is a disturbing mixture of scorpion, reptile and human with a long barbed tailed shooting out of its back. The upper torso of a Fiend is usually a light pastel colour, their segmented body are a darker hue of the same colour and their legs an even darker shade. Their eyes are large, green and luminous and their long tongues are red or orange.
PROFILE M WS BS S T W I A Ld Fiends 6 3 0 3 3 1 3 3 8
SPECIAL RULES
A Fiend is a Daemon, causes Fear, have a Daemon Saving Throw, have a special tail attack
and exudes a Soporific Musk.
DAEMONETTES OF SLAANESH
At a cost of 210 points per 6 models.
The Daemonettes resemble tall hairless women, they have a perverse beauty and are hermaphrodites with a single breast to mark it. Their arms are clawed, their bodies are in pale pastel colours and their eyes are large and glow with a malevolent inner light.
PROFILE M WS BS S T W I A Ld Daemonette 4 6 5 4 3 1 6 3 10
OPTIONS
Any unit of Daemonettes may carry a magic standard or a magic musician item. This
may be chosen from the appropriate magic item cards and its cost is indicated on the card
itself.
SPECIAL RULES
A Daemonette is a Daemon, causes Fear and have a Daemon Saving Throw.
MOUNTED DAEMONETTES
At a cost of 360 points per 6 models.
The Daemonettes often ride the weird bipedal Steeds of Slaanesh into battle. The Steeds are vividly coloured and have a mane in a contrasting colour. They have long bright electric blue tubular tongues that they use to snare enemies so that their riders can strike them.
PROFILE M WS BS S T W I A Ld Daemonette 4 6 5 4 3 1 6 3 10 Steed of Slaanesh 12 3 0 4 5 1 6 1 10
OPTIONS
Any unit of Daemonettes may carry a magic standard or a magic musician item. This
may be chosen from the appropriate magic item cards and its cost is indicated on the card
itself.
SPECIAL RULES
A Daemonette is a Daemon, causes Fear and have a Daemon Saving Throw (of 3+ as
they are mounted). A Steed of Slaanesh is a Daemon, Causes Fear, grant a steed armour
bonus and have a special Tongue attack.
DAEMONETTE CHARIOT DRAWN BY STEEDS OF SLAANESH
At a cost of 190 points per chariot
Daemonettes often ride into battle in slender chariots drawn by Steeds of Slaanesh. With their long and wicked scythes they cut a swathe through the enemy lines and howl in delight at the pain they are causing.
The chariot is crewed by two Daemonettes and drawn by two to four Steeds of Slaanesh and have scythed wheels. Chariots must be organized in units of at least five chariots.
PROFILE M WS BS S T W I A Ld Daemonette 4 6 5 4 3 1 6 3 10 Steed of Slaanesh 12 3 0 4 5 1 6 1 10 Chariot - - - 7 7 3 1 - -
OPTIONS
May include a single extra Daemonette at an additional 35 points and up to two
extra steeds at a cost of +25 points per steed. One chariot may carry a magic standard.
This may be chosen from the appropriate magic item cards and its cost is indicated on the
card itself.
SPECIAL RULES
A Daemonette is a Daemon, causes Fear and have a Daemon Saving Throw. A Steed of Slaanesh
is a Daemon, Causes Fear, have a Daemon Saving Throw and have a special Tongue attack.
CHAOS SPAWN
At a cost of 420 points per 6 models
Chaos Spawns are the remains of once mighty Champions of Chaos. Their bodies could not withstand the strain of the rewards passed on to them by their masters. They are now a mindless pack that slither towards their enemies flailing with tentacles and attacking with savage ferocity, venting their rage and pain on the mortal creatures opposing them.
PROFILE M WS BS S T W I A Ld Chaos Spawn 2D6 3 0 4 5 3 3 D6 10
OPTIONS
None
SPECIAL RULES
The Spawn causes fear, has a randomized Movement and number of Attacks and is immune to
Psychology.
The bulk of a Daemonic Legion is not made up by Daemons but by mortal warriors singled out to serve their Patron in a never ending battle. A Legionaire is immortal but is doomed to fight a battle every day. At night all Legionaires slain in today's battle rise again and start making their way back to the Legion for another battle and possible another agonizing death. The Patron Powers are remorseless and never grant their Minions any relief from their suffering.
CHAMPIONS OF CHAOS
At a cost of 200 points per Champion. You may have up to one Champion per Daemon Prince and Greater Daemon in the legion.
Champions of Chaos on the brink of becoming elevated to Daemonhood are often spirited away to a Legion so that the Patron Power can study his actions up close. The Champions are mighty warriors, sorcerers or even both. They have fought a thousand and one battles in the Old World or in the Chaos Wastes.
PROFILE M WS BS S T W I A Ld Champion 4 6 6 4 4 1 6 2 9
EQUIPMENT
The Champion will most likely get Chaos Armour and a Chaos Weapon as his rewards,
however if he didn't get these he will get Chaos Armour and a Chaos Weapon with a single
property for free.
OPTIONS
A Champion may be mounted on a Chaos Steed with barding (+8 pts), a Steed of
Slaanesh (+15 pts) or ride in a Daemonette chariot (+190 pts). If the Champion rides in a
chariot he takes the place of the 3rd Daemonette crewman.
SPECIAL RULES
The Champion get D3+2 rolls on the Attribute table to determin his physical form And 5
rolls on the Reckognition table with a bonus of +40 to the roll (to avoid rolling
attributes). A Champion may not have a magic level greater than level 1, this is to
reserve the higher levels for the Daemons. If the Champion rolls further magic levels, you
must choose either chaos armour or a chaos weapon instead. The Attributes and Reckognition
tables can be found on Archive Pestilen ( http://hem1.passagen.se/pestilen ) under Mordheim - Chaos Wastes, or
on this site (The Old Sage) under Mordheim - Chaos Wastes.
0-1 CHAOS SORCERER CABAL
At a cost of 300 points per 6 models.
Many Champions of Chaos are mighty sorcerers and these often form into a unit of their own. Their chanting focuses the Winds of Magic and allow them to unleash terrible spells of destruction.
PROFILE M WS BS S T W I A Ld Chaos Sorcerers 4 6 6 4 4 1 6 1 10
EQUIPMENT
The Chaos Sorcerers wear Chaos Armour and are armed with basic Chaos Weapons (see Chaos
Weapons).
SAVE: 4+
OPTIONS
The unit may carry a magic standard or a magic musician item. This may be chosen from the
appropriate magic item cards and its cost is indicated on the card itself.
SPECIAL RULES
The unit has a magic level depending on the number of models: 1-6 models equal a magic
level of 1, 7-12 models equal a magic level of 2, 13-18 models equal a magic level of 3
and 19+ models equal a magic level of 4. Note that the magic level will drop as the unit
takes casualties.
LEGIONAIRES
At a cost of 220 points per 6 models
Legionaires of Slaanesh wear ornate armour of vivid or pastel colours. Their shields display acts of depravity or images of pain. They hold the banner of Slaanesh high in the air and throw themselves willingly into the fray, eager to experience the emotions of battle.
PROFILE M WS BS S T W I A Ld Legionaire 4 6 6 4 4 1 6 2 9
EQUIPMENT
Legionaires wear chaos armour, carry shields and are armed with basic Chaos Weapons (see
Chaos Weapons).
SAVE: 3+
OPTIONS
Any units may carry a magic standard or a magic musician item. This may be chosen from the
appropriate magic item cards and its cost is indicated on the card itself. The Chaos
Weapons may be given a single property at a cost of +20 points per model.
MOUNTED LEGIONAIRES
At a cost of 480 points per 6 models
The Chaos Steeds ridden by Legionaries are mutated and often have vividly coloured skin or dyed skin. The ground tremble as the Legionaires charge into the fray and very few warriors may stand against their charge. The barding of the steeds often feature long spikes to further inflict pain as the enemies try to get close to the Legionaires to strike them.
PROFILE M WS BS S T W I A Ld Legionaire 4 6 6 4 4 1 6 2 9 Chaos Steed 8 4 0 4 4 1 4 1 5 Steed of Slaanesh 12 3 0 4 5 1 6 1 10
EQUIPMENT
Legionaires wear chaos armour, carry shields, are armed with lances and ride
Chaos Steeds which have armoured barding.
SAVE: 1+ (Chaos Steeds) or 2+(Steeds of Slaanesh)
OPTIONS
Any units may carry a magic standard or a magic musician item. This may be chosen from the
appropriate magic item cards and its cost is indicated on the card itself. The unit may
ride Steeds of Slaanesh instead of Chaos Steeds at no extra cost. The unit may be armed
with Basic Chaos Weapons at a cost of 10 points per unit, the weapons may have a single
property at the cost of +40 points per model.
SPECIAL RULES
A Steed of Slaanesh is a Daemon, Causes Fear, have a Daemon Saving Throw and have a
special Tongue attack.
0-1 UNIT OF LEGIONAIRES RIDING DARK PEGASI
At a cost of 90 points per model.
The Legions of Slaanesh also host Elven Legionaires that have perverted their once proud and pure Pegasi mounts. A Pegasi is a winged horse of pure white colour, however the Pegasi of the Dark Elves are as black as their master's hearts.
PROFILE M WS BS S T W I A Ld Legionaire 4 6 6 4 4 1 6 2 9 Dark Pegasi 8 3 0 4 4 3 4 2 5
EQUIPMENT
Legionaires wear chaos armour, carry shields, are armed with lances and ride
Pegasi.
SAVE: 3+
OPTIONS
The unit may carry a magic standard or a magic musician item. This may be chosen
from the appropriate magic item cards and its cost is indicated on the card itself. The
unit may be armed with Basic Chaos Weapons at a cost of 10 points per unit, the weapons
may have a single property at the cost of +40 points per model.
SPECIAL RULES
Pegasi can Fly.
0-1 UNIT OF CHAOS MUMMIES
At a cost of 360 points per 6 models.
Even the dead and buried Champions of Chaos are not left undisturbed when the Legion goes to war. The bodies that were once preserved beyond death by the power of their patron and reeking of the natron and sulphur of the embalmer's parlour now walk again. As mummies they lay for centuries in their tombs, praying that the massive stones were not to be opened, their prayers were unheard and now they march ones again with the Legion. Clad in their ancient suits of armour and grasping enchanted weapons that have claimed a thousand and one lives.
PROFILE M WS BS S T W I A Ld Mummies 3 3 0 4 5 4 3 2 8
EQUIPMENT
Mummies wear Chaos Armour and are armed with a basic Chaos Weapon.
SAVE: 4+
OPTIONS
The Chaos Weapons may have a single property at the cost of +20 points per model.
SPECIAL RULES
Mummies cause fear, are immune to psychology, and suffer double wounds from flaming
attacks.
The Daemonic Legions include additional troops beside the Daemons and Legionaires. These are the creatures of Chaos such as Minotaurs and Trolls but also the vailing spirits of the dead.
MINOTAURS
At a cost of 280 points per 6 models.
Minotaurs are massive bull-headed monsters, many are twice the height of a man and far greater in bulk. Their gigantic bullheads are broad and ugly, and their horns are sharp and dangerous. In addition to their bullhead, many Minotaurs have the cloven-hoofed hindquarters of a beast as well. When Minotaurs taste blood they become insanely violent raining blow after blow upon their helpless enemy. Once their foe is defeated they tear at the carcass with their long claws, and gulp down hunks of raw meat. The Minotaurs are favoured minions of the Patron Powers and they are often included in Daemon Legions.
PROFILE M WS BS S T W I A Ld Minotaurs 6 4 3 4 4 3 3 2 9
EQUIPMENT
Minotaurs are armed with a basic Chaos Weapon and wear light armour.
SAVE: 6+
OPTIONS
Any unit may carry a magic standard or magic musician item. This may be chosen
from the appropriate magic item cards and its cost is indicated on the card itself. The
Chaos Weapons may have a single property at the cost of +20 points per model.
SPECIAL RULES
Minotaurs are subject to Bloodgreed.
CHAOS TROLLS
At a cost of 420 points per 6 models.
Trolls are large and hideous creatures, bestial and foul with long gangling limbs and cold damp hides. Their warty, slimy and sometimes scaly skins can be almost any colour depending on the sort of Troll. Trolls are not very intelligent, but they are extremely strong, and can easily rip a man apart with their bare hands. trolls are greatly feared because of their unthinking ferocity and indiscriminating appetite, They can and will eat anything - flesh and bone, wood, rocks, bits of metal.
PROFILE M WS BS S T W I A Ld Chaos Trolls 6 3 1 5 4 3 1 4 7
EQUIPMENT
Trolls are armed with a basic Chaos Weapon.
OPTIONS
The Chaos Weapons may have a single property at the cost of +20 points per model.
SAVE: none
SPECIAL RULES
Trolls Regenerate and are subject to Stupidity.
DRAGON OGRES
At a cost of 550 points per 6 models
Dragon Ogres are ancient reptiles that look like a Centaur with Dragon body and Ogre torso. Their race was on the brink of extinction and they sold their souls to Chaos in return of eternal life and fighting for the Chaos Gods for all eternity.
PROFILE M WS BS S T W I A Ld Dragon Ogres 6 4 2 5 5 4 2 3 7
EQUIPMENT
Dragon Ogres are armed with a basic Chaos Weapon.
OPTIONS
The Chaos Weapons may have a single property at the cost of +20 points per model.
SAVE: 5+ (Scaly skin)
SPECIAL RULES
Dragon Ogres causes fear, cannot be harmed by lightning bolts and frenzy if they are
struck by one.
0-1 WIGHTS
At a cost of 310 points per 6 models
The power of the Chaos gods is indeed great and many fallen Legionaires rise again as Wights. Cursed to continue fighting for all eternity.
PROFILE M WS BS S T W I A Ld Wights 4 3 0 3 4 3 3 1 8
Equipment:
Wights wear Chaos armour and are armed with Chaos Weapons.
Save: 4+
Special Rules:
Wights cause fear, are immune to psychology, and are destroyed if they fail a Break test.
See the Undead Beastiary rules section for full rules.
0-1 ETHEREAL HOST
At a cost of 450 points per 6 models.
While many Legionaires are raised as Wights the huge clashes on the battlefield create energies so intense that the very spirits of the dead take substantial form. This takes the form of an Ethereal Host which fight beside the other troops. The power of the Chaos Gods binds these restless spirits to the battlefield to fight before them.
PROFILE M WS BS S T W I A Ld Ethereal Host 4 3 0 5 4 3 3 2 5
Equipment:
The Ethereal Host does not use weapons but their attacks count as being magical.
SAVE: none
Special Rules:
The Ethereal cause Terror, may ignore terrain effects as they move, can only be harmed by
magic weapons or spells (note that all Daemon attacks and Chaos Weapons are magical), are
immune to psychology and are destroyed if they fail a Break test just as Wraiths.
Tommy Punk - UIN: 9946419 - Kalmar, Sweden
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