Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Warriors of Chaos (Abridged)*
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:21

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Warriors of Chaos

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:21

Army Special Rules

This section describes all the different units used in a Warriors of Chaos army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Warriors of Chaos units, and these are detailed here.

As a result of their hard-bitten nature, units with this special rule always re-roll failed Panic tests.

Models with this special rule add +1 to their armour saves if they wear light, medium or heavy armour.

Ensorcelled Weapons are hand weapons which uses the following profile:

RangeStrengthSpecial Rules
Combat+1-

Many characters and regiments have, or can purchase, one of the four Marks of Chaos detailed to the right. A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Khorne have the Frenzy special rule.

Models with the Mark of Nurgle add +1 to their Toughness and suffer -2 to their Initiative (to a minimum of 1).

Models with the Mark of Slaanesh have the Immunity (Psychology) and Stubborn special rules.

Models with the Mark of Tzeentch have the Magic Resistance (1) and Ward Save (6+) special rules.

Models with this special rule have the Fear, and Magical Attacks special rules. In addition, models that are not mounts also have the Immunity (Poisoned Attacks), Ward Save (5+) and Unstable special rules.

Daemons of Khorne have the Hatred (Daemons of Slaanesh), Magic Resistance (1) and Strength Bonus (1) special rules.

Daemons of Tzeentch have the Hatred (Daemons of Nurgle) and Ward Save (6+) special rules. Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.

Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. Enemy units in base contact with a Daemon of Nurgle suffer a -1 penalty to their Weapon Skill.

Daemons of Slaanesh have the Hatred (Daemons of Khorne) and Armour Piercing (2) special rules.

Models with this special rule can never refuse a challenge and, if possible, must always issue one. If there are several models with this special rule involved in a combat, the controlling player chooses which will issue/accept the challenge.

In addition, if a model with this special rule kills an enemy character or destroys a non-Expendable unit in either close combat, with spells, or through charging/pursuing, immediately make a 2D6 roll on the Eye of the Gods Table. If there is more than one character in the unit at the time of the destruction of the enemy unit through pursuit, each character gets to make a separate roll. Once the result of the roll has been determined, make a note on your army roster – that model now has that reward for the rest of the battle. A model can have several rewards, and it can even have the same reward multiple times. If, for any reason, a reward cannot be applied, the result is instead treated as a ‘The Eye Opens’ result. Note that the model itself must cause the last unsaved Wound on an enemy model to claim the kill. If an enemy model suffered multiple Wounds simultaneously, randomise between the sources to determine which caused the final Wound.

2D6

Result

2

Damned by Chaos: The Chaos Gods gift the favoured one with a glimpse of infinity, driving them out of their mind and damning them to the dark fate of Spawnhood.

The Chaos Champion is removed from play as a casualty. If the Chaos Champion is mounted, its mount is also removed from play.

If you have a spare Chaos Spawn model, you can place it where the Chaos Champion was. If the Chaos Champion was in close combat, the Spawn will remain so if possible. If the Chaos Champion was in a unit before being turned into a Spawn, place the Spawn within 3" of the model's last position, at least 1" away from any unit or impassable terrain. Note that this is a normal (if there is such a thing) Chaos Spawn – it retains none of the equipment, upgrades, magic items, Marks of Chaos, Chaos Mutations and Powers, special rules or spells that it possessed in its former existence (these are lost). The new Spawn does not generate any new Victory Points.

If you do not have a spare Chaos Spawn model, or if it cannot be placed on the board according to the aforementioned restrictions, then no Chaos Spawn model is placed.

3

Aura of Chaos: The favoured one is surrounded by a shimmering corona of multi-coloured flames that consume baleful arcane energies.

The Chaos Champion gains the Ward save (6+) special rule.

4

Unholy Resilience: Bones and flesh harden until they are tough as rock.

The Chaos Champion gains +1 Toughness.

5

Iron Skin: The favoured one's skin gnarls and toughens, becoming living metal with jagged cracks where their eyes and mouth used to be.

The Chaos Champion gains the Natural Armour (6+) special rule.

6

Murderous Mutation: The favoured one is blessed with great skill at arms, making them deadlier in combat.

The Chaos Champion gains +1 Weapon Skill.

7

The Eye Opens: The attention of the Dark Gods awakens, and the trophies offered up pleases the favoured one's masters.

The Chaos Champion can re-roll one failed roll To Hit, roll To Wound or saving throw until the end of his next turn.

8

Unearthly Reflexes: The favoured one is blessed with heightened senses, allowing them to react quicker.

The Chaos Champion gains +1 Initiative.

9

Dark Fury: The favoured one is blessed with dark fury and attack with reckless abandon.

The Chaos Champion gains +1 Attack.

10

Slaughterer's Strength: The favoured one's frame swells and bulks out with dark energy.

The Chaos Champion gains +1 Strength.

11

Command of the Gods: The favoured one speaks with the unearthly voice of the Dark Gods themselves.

The Chaos Champion gains +1 Leadership.

12

Dark Apostheosis: The favoured one has pleased his patron gods mightily, and they bestow upon them the glory of Chaos.

The Chaos Champion is replaced with a Daemon Prince (if you have a spare Daemon Prince model) where the Chaos Champion was. Any Wounds lost during the game before becoming a Daemon Prince are not carried over. If the Chaos Champion is mounted, its mount is also removed from play. If the Chaos Champion was in close combat, the Daemon Prince will remain so if possible. If the Chaos Champion was in a unit before being turned into a Daemon Prince, place the Daemon Prince within 3" of the model's last position, at least 1" away from any unit or impassable terrain. This Daemon Prince will retain any equipment, Marks, Chaos Mutations and Powers, magic items and any other rewards from this table gained during its former existence (if it had any). If the Chaos Champion was your army General or Battle Standard Bearer, the Daemon Prince remains so. If the Chaos Champion was a Wizard, the Daemon Prince retains his Wizard levels and knows the same spells as the Chaos Champion did before turning into a Daemon Prince. The new Daemon Prince does not generate any additional Victory Points, use the model's original cost.

If you do not have a spare Daemon Prince model, or if it cannot be placed on the board according to the aforementioned restrictions, then no Daemon Prince is placed and the Chaos Champion is removed from play as he joins the Chaos Gods in the Realm of Chaos instead. No Victory Points are awarded in this case.

Lords

Chaos Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Chaos Lord483553759

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (5 pts)

    • Polearm (10 pts)

    • Flail (10 pts)

    • Great weapon (10 pts)

    • Lance (10 pts)

  • May upgrade to heavy armour (3 pts)

  • May take a shield (3 pts)

  • May take one of the following:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May be mounted upon one of the following:

    • Barded Chaos Steed (27 pts)

    • Daemonic Mount (35 pts)

      • May be upgraded to have barding 6 pts

    • Juggernaut of Khorne (Mark of Khorne only) (55 pts)

    • Palanquin of Nurgle (Mark of Nurgle only) (25 pts)\

    • Steed of Slaanesh (Mark of Slaanesh only) (25 pts)

    • Disc of Tzeentch (Mark of Tzeentch only) (40 pts)

    • Chaos Chariot (replacing one of the crew) (110 pts)

    • Gorebeast Chariot (replacing one of the crew) (130 pts)

    • Manticore (150 pts)

    • Chaos Dragon (330 pts)

  • May take Chaos Mutations and Powers and/or magic items up to a total of 100 pts

Chaos Armour, Eye of the Gods, Will of Chaos

Daemon Prince. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts

MWSBSSTWIALd
Daemon Prince885655859

Troop Type: Monstrous Infantry (Character)

A Daemon Prince that is a Wizard uses spells from the the Lore of Fire, Metal, Death or Shadow. If it is a Daemon of Tzeentch, Nurgle or Slaanesh, it will use the Lore of Tzeentch, Nurgle or Lore of Slaanesh, respectively.

Hand weapon.

  • May take up to four Wizard Levels (except Daemon Princes of Khorne) (35 pts/level)

  • May wear one of the following:

    • Light armour (10 pts)

    • Medium armour (15 pts)

  • May be upgraded with the Fly (8) special rule (25 pts)

  • May take one of the following:

    • Daemon of Khorne (15 pts)

    • Daemon of Tzeentch (15 pts)

    • Daemon of Nurgle (15 pts)

    • Daemon of Slaanesh (5 pts)

  • May take Magic Weapons, Chaos Mutations and Powers up to a total of 100 pts*
    *A Daemon Prince of Khorne may take up to 150 pts.

Chaos Armour, Daemonic, Terror

Chaos Sorcerer Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Chaos Sorcerer Lord453443438

Troop Type: Infantry (Character)

A Chaos Sorcerer Lord is a Level 3 Wizard who use spells from the the Lore of Fire, the Lore of Metal, the Lore of Shadow or the Lore of Death. A Chaos Sorcerer with the Mark of Tzeentch, Nurgle or Slaanesh must use the Lore of Tzeentch, the Lore of Nurgle, or the Lore of Slaanesh, respectively.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May wear one of the following:

    • Light armour (6 pts)

    • Medium armour (9 pts)

    • Heavy armour (12 pts)

  • May take one of the following:

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May be mounted upon one of the following:

    • Barded Chaos Steed (27 pts)

    • Daemonic Mount (35 pts)

      • May be upgraded to have barding (6 pts)

    • Palanquin of Nurgle (Mark of Nurgle only) (25 pts)

    • Steed of Slaanesh (Mark of Slaanesh only) (25 pts)

    • Disc of Tzeentch (Mark of Tzeentch only) (40 pts)

    • Chaos Chariot (replacing one of the crew) (110 pts)

    • Manticore (150 pts)

    • Chaos Dragon (330 pts)

  • May take Chaos Mutations and Powers and/or magic items up to a total of 100 pts

Chaos Armour, Eye of the Gods, Will of Chaos

Heroes

Exalted Hero. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Exalted Hero473542648

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Polearm (8 pts)

    • Flail (8 pts)

    • Great weapon (8 pts)

    • Lance (8 pts)

  • May upgrade to heavy armour (2 pts)

  • May take a shield (2 pts)

  • May take one of the following:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May be mounted upon one of the following:

    • Barded Chaos Steed (20 pts)

    • Daemonic Mount (45 pts)

      • May be upgraded to have barding (6 pts)

    • Juggernaut of Khorne (Mark of Khorne only) (55 pts)

    • Palanquin of Nurgle (Mark of Nurgle only) (25 pts)

    • Steed of Slaanesh (Mark of Slaanesh only) (25 pts)

    • Disc of Tzeentch (Mark of Tzeentch only) (40 pts)

    • Chaos Chariot (replacing one of the crew) (110 pts)

    • Gorebeast Chariot (replacing one of the crew) (130 pts)

    • Manticore (150 pts)

  • May take Chaos Mutations and Powers and/or magic items up to a total of 50 pts

  • One Exalted Hero or Marauder Chieftain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only take other Chaos Mutations and Powers and/or magic items up to a total of 25 pts.

Chaos Armour, Eye of the Gods, Will of Chaos

Chaos Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Chaos Sorcerer453442428

Troop Type: Infantry (Character)

A Chaos Sorcerer is a Level 1 Wizard who use spells from the the Lore of Fire, the Lore of Metal, the Lore of Shadow or the Lore of Death. A Chaos Sorcerer with the Mark of Tzeentch, Nurgle or Slaanesh must use the Lore of Tzeentch, the Lore of Nurgle, or the Lore of Slaanesh, respectively.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May wear one of the following:

    • Light armour (4 pts)

    • Medium armour (6 pts)

    • Heavy armour (8 pts)

  • May take one of the following:

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May be mounted upon one of the following:

    • Barded Chaos Steed (27 pts)

    • Daemonic Mount (45 pts)

      • May be upgraded to have barding (6 pts)

    • Palanquin of Nurgle (Mark of Nurgle only) (25 pts)

    • Steed of Slaanesh (Mark of Slaanesh only) (25 pts)

    • Disc of Tzeentch (Mark of Tzeentch only) (40 pts)

  • May take Chaos Mutations and Powers and/or magic items up to a total of 50 pts

Chaos Armour, Eye of the Gods, Will of Chaos

Slaughterpriest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Slaughterpriest463542538

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (6 pts)

  • May upgrade to medium armour (2 pts)

  • May be mounted upon a Chaos Warshrine of Khorne (replacing the Shrinemaster) (95 pts)

  • May take Chaos Mutations and Powers and/or magic items up to a total of 50 pts

Bloodfuelled Prayers, Chaos Armour, Eye of the Gods, Magic Resistance (1), Mark of Khorne, Scorn of Sorcery, Will of Chaos

Slaughterpriests know the two Prayers listed below. Bloodfuelled Prayers are innate bound spells (Power Level 4). In addition, Slaughterpriests get +1 to cast for each unsaved Wound they caused in close combat in the previous turn.

  • Blood Boil: The enemy screeches in agony as super-heated blood jets from their bodies.

    Blood Boil
    is a direct damage spell with a range of 12". The target unit suffers D6 Strength 5 Hits which Ignores Armour Saves. This has no effect against models with the Ethereal, Animated Construct or Forest Spirit special rules.

  • Blood Bind: The Slaughterpriest fires the blood in his targets’ veins, urging them to succumb to bloodlust.

    Blood Bind is an augment or a hex spell with a range of 18". The target must immediately move forwards using the Random Movement (D6) special rule if possible. In addition, the unit becomes subject to Frenzy until the start of the caster's next magic phase. Units that are already Frenzied gain +1 Attack. This has no effect on models with the Animated Construct special rule.

A Slaughterpriest channels Dispel dice and get +1 to Dispel in the same manner as a Level 2 Wizard.

Marauder Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts

MWSBSSTWIALd
Marauder Chieftain463442538

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (3 pts)

    • Flail (6 pts)

    • Great weapon (6 pts)

  • May take a shield (2 pts)

  • May upgrade to medium armour (2 pts)

  • May take one of the following:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May be mounted upon one of the following:

    • Warhorse (14 pts)

    • Marauder Chariot (replacing one of the crew) (70 pts)

  • May take Chaos Mutations and Powers and/or magic items up to a total of 50 pts

  • One Exalted Hero or Marauder Chieftain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only take other Chaos Mutations and Powers and/or magic items up to a total of 25 pts.

Eye of the Gods, Will of Chaos

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315
Chaos Steed830431315
Daemonic Mount840543328
Juggernaut of Khorne740543237
Palanquin of Nurgle4202--387
Steed of Slaanesh1030331517
Disc of Tzeentch030441427
Manticore650554545
Chaos Dragon660666368

Troop Type (Warhorse): War Beast (Animal)

Troop Type (Chaos Steed): War Beast

Troop Type (Daemonic Mount): Monstrous Beast

Troop Type (Juggernaut of Khorne): Monstrous Beast

Troop Type (Palanquin of Nurgle): Infantry

Troop Type (Steed of Slaanesh): War Beast

Troop Type (Disc of Tzeentch): War Beast

Troop Type (Manticore): Monster

Troop Type (Chaos Dragon): Monster

  • A Manticore may take any of the following:

    • Venom Tail (20 pts)

    • Bloodrage (15 pts)

    • Iron-hard Skin (15 pts)

    • Rending Fangs (5 pts)

The Manticore gains the Hatred special rule.

The model gains the Natural Armour (4+) special rule.

The Manticore gains the Armour Piercing (1) special rule.

The Manticore gains an additional Attack that has the Poisoned Attacks special rule.

Daemonic

Daemon of Khorne, Daemonic, Natural Armour (6+)

Daemon of Nurgle, Daemonic, Large Target (2), Palanquin of Nurgle (Unit Strength)

A Palanquin adds +3 Unit Strength to the rider.

Daemon of Slaanesh, Daemonic, Fast Cavalry, Poisoned Attacks

Daemon of Tzeentch, Daemonic, Fly (9)

Fly (8), Frenzy, Killing Blow

Dark Fire of Chaos, Fly (7), Fumes of Contagion, Natural Armour (3+)

A Chaos Dragon has a Strength 4 Breath Weapon that has the Flaming Attacks special rule.

A Chaos Dragon has a Strength 2 Breath Weapon. No armour saves are allowed against Wounds caused by this Breath Weapon.

Core Units

Chaos Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Chaos Warrior453441428
Aspiring Champion453441438

Unit Size: 10+

Troop Type: Infantry

Hand weapon, heavy armour.

  • May upgrade one Chaos Warrior to an Aspiring Champion (10 pts)

  • May upgrade one Chaos Warrior to a musician (10 pts)

  • May upgrade one Chaos Warrior to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take one of the following:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (2 pts per model)

  • The entire unit may take one of the following:

    • Additional hand weapons (2 pts per model)

    • Flails (3 pts per model)

    • Great weapons (3 pts per model)

    • Polearms (3 pts per model)

  • The entire unit may take shields (2 pts per model)

Will of Chaos

Chaos Marauders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Marauder443331317
Warleader443331327
Elite Marauder443431417
Champion443431427

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Marauder to a Warleader (10 pts)

  • May upgrade one Marauder to a musician (10 pts)

  • May upgrade one Chaos Marauder to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (2 pts per model)

  • The entire unit may replace shields with one of the following:

    • Additional hand weapons (free)

    • Flails (1 pt per model)

    • Great weapons (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may be upgraded to Elite Marauders (normal restrictions apply) (1.5 pts per model)

    • The entire unit may wear medium armour (2 pts per model)

Will of Chaos

Marauder Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Marauder Hunter443331317
Huntmaster444331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, throwing axes.

  • May upgrade one Marauder Hunter to a Huntmaster (10 pts)

  • May upgrade one Marauder to a musician (10 pts)

  • The entire unit may take one of the following:

    • Mark of Khorne (1 pt per model)

    • Mark of Nurgle (1 pt per model)

    • Mark of Slaanesh (1 pt per model)

    • Mark of Tzeentch (1 pt per model)

  • The entire unit may swap throwing axes for one of the following:

    • Javelins (½ pt per model)

    • Shortbows (½ pt per model)

  • The entire unit may take shields (1 pt per model)

Skirmishers, Will of Chaos

Marauder Horsemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Marauder Horseman443331317
Marauder Horsemaster443331327
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, shield.

  • May upgrade one Marauder Horseman to a Marauder Horsemaster (10 pts)

  • May upgrade one Marauder Horseman to a musician (10 pts)

  • May upgrade one Marauder Horseman to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (2 pts per model)

  • The entire unit may take one of the following:

    • Spears (1 pt per model)

    • Replace shields with flails (1 pt per model)

  • The entire unit may take one of the following:

    • Throwing axes (1 pt per model)

    • Javelins (1.5 pts per model)

    • Shortbows (1.5 pts per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may be upgraded to Elite Marauders (normal restrictions apply) (1.5 pts per model)

Fast Cavalry, Will of Chaos

Marauder Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Marauder Chariot7--544---
Marauder Charioteer-433--317
Warhorse-303--315

Unit Size: 1 Marauder Chariot, 2 Marauder Charioteers & 2 Warhorses

Troop Type: Chariot (Armour Save 6+)

Polearm, javelins, scythes.

  • May take one of the following:

    • Mark of Khorne (5 pts)

    • Mark of Nurgle (25 pts)

    • Mark of Slaanesh (20 pts)

    • Mark of Tzeentch (20 pts)

  • The crew may wear light armour (5 pts)

Will of Chaos

Forsaken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Forsaken6404414D38

Unit Size: 10+

Troop Type: Infantry

Hand weapon, heavy armour.

  • The entire unit may take one of the following:

    • Forsaken of Khorne (1 pt per model)

    • Forsaken of Nurgle (1 pt per model)

    • Forsaken of Slaanesh (1 pt per model)

    • Forsaken of Tzeentch (1 pt per model)

Forsaken of Khorne have the Hatred special rule.

Forsaken of Nurgle have the Fear special rule.

Forsaken of Slaanesh have the Swiftstride special rule.

Forsaken of Tzeentch have the Ward Save (6+) special rule.

Freakish Mutations, Frenzy, Immunity (Psychology), Random Attacks (D3)

If a unit of Forsaken are in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6 on the table below. The effect lasts until the end of the Close Combat phase.

D6

Result

1

Slug Brains: All Forsaken in the unit is subject to the Always Strikes Last special rule.

2

Razor Talons: All Forsaken in the unit have the Armour Piercing (1) special rule.

3

Lashing Tentacles: All Forsaken in the unit gain +2 to their Initiative.

4

Venomous Fangs: All Forsaken in the unit have the Poisoned Attacks special rule.

5

Healing Flesh: All Forsaken in the unit have the Regeneration (5+) special rule.

6

Decapitating Claws: All Forsaken in the unit have the Killing Blow special rule.

Chaos Warhounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Chaos Warhound740331315

Unit Size: 5+

Troop Type: War Beast

  • The entire unit may take any of the following:

    • Natural Armour (6+) (1 pt per model)

    • Poisoned Attacks (1 pt per model)

Chaos Cultist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Cultist433331316
Cult Leader433331326

Unit Size: 20+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Cultist to a Cult Leader (10 pts)

  • May upgrade one Cultist to a musician (10 pts)

  • May upgrade one Cultist to a standard bearer (10 pts)

  • The entire unit may take one of the following:

    • Shields (1 pt per model)

    • Additional hand weapons (1 pt per model)

  • The entire unit may take throwing weapons (½ pt per model)

  • The entire unit may wear light armour (1 pt per model)

Ambushers, Expendable

Special Units

Chaos Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 pts per model

MWSBSSTWIALd
Chaos Knight453441428
Doom Knight453441438
Chaos Steed830431315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

  • May upgrade one Chaos Knight to a Doom Knight (10 pts)

  • May upgrade one Chaos Knight to a musician (10 pts)

  • May upgrade one Chaos Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take one of the following:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (2 pts per model)

  • The entire unit may swap their lances for Ensorcelled weapons (2 pts per model)

  • The entire unit may upgrade to Chaos Armour (2 pts per model)

Will of Chaos

Chaos Chariots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts per model

MWSBSSTWIALd
Chaos Chariot7--554---
Chaos Charioteer-534--428
Chaos Steed-304--315

Unit Size: 1 Chaos Chariot, 2 Chaos Charioteers & 2 Chaos Steeds

Troop Type: Chariot (Armour Save 6+)

Polearm, heavy armour, scythes, barding.

  • May take one of the following:

    • Mark of Khorne (5 pts)

    • Mark of Nurgle (25 pts)

    • Mark of Slaanesh (20 pts)

    • Mark of Tzeentch (15 pts)

  • May upgrade to Chaos Armour (5 pts)

Will of Chaos

Gorebeast Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts per model

MWSBSSTWIALd
Gorebeast Chariot5--555---
Chaos Charioteer-534--428
Gorebeast-405--235

Unit Size: 1 Gorebeast Chariot, 2 Chaos Charioteers & 1 Gorebeast

Troop Type: Chariot (Armour Save 5+)

Polearm, heavy armour, scythes.

  • May take one of the following:

    • Mark of Khorne (5 pts)

    • Mark of Nurgle (25 pts)

    • Mark of Slaanesh (20 pts)

    • Mark of Tzeentch (15 pts)

  • May upgrade to Chaos Armour (5 pts)

Fear, Will of Chaos

Skullreapers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 pts per model

MWSBSSTWIALd
Skullreaper463442538
Skullseeker463442548

Unit Size: 5+

Troop Type: Infantry

Two hand weapons, medium armour.

  • May upgrade one Skullreaper to a Skullseeker (10 pts)

  • May upgrade one Skullreaper to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may replace both their hand weapons with two ensorcelled weapons (5 pts per model)

Chaos Armour, Mark of Khorne, Will of Chaos

Putrid Blightkings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 pts per model

MWSBSSTWIALd
Putrid Blightking463452338
Blightlord463452348

Unit Size: 5+

Troop Type: Infantry

Two hand weapons, great weapon, shield, medium armour.

  • May upgrade one Putrid Blightking to a Blightlord (10 pts)

  • May upgrade one Putrid Blightking to a musician (10 pts)

  • May upgrade one Putrid Blightking to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may be upgraded to Skirmishers (free)

Bountiful Blades, Chaos Armour, Mark of Nurgle (included in profile), Will of Chaos

At the start of each round of close combat, the unit can choose which weapon they want to use for the duration of this round.

Hellstriders of Slaanesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 pts per model

MWSBSSTWIALd
Hellstrider443331417
Hellreaver443331427
Steed of Slaanesh1030331517

Unit Size: 5+

Troop Type: Cavalry

Spear, shield, light armour.

  • May upgrade one Hellstrider to a Hellreaver (10 pts)

  • May upgrade one Hellstrider to a musician (10 pts)

  • May upgrade one Hellstrider to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may replace their spears with hellscourges (1 pt per model)

Hellscourges uses the following profile:

RangeStrengthSpecial Rules
CombatAs user-

Daemon of Slaanesh (Steed of Slaanesh only), Daemonic (Steed of Slaanesh only), Fast Cavalry, Mark of Slaanesh, Poisoned Attacks (Steed of Slaanesh), Soul Hunters

When a unit of Hellstriders of Slaanesh destroys an enemy unit in close combat, through charging or pursuit, they gain a bonus special rule for the remainder of the game. The bonus gained depends on the number of units they have destroyed over the course of the battle, as described below. Note that the bonuses are cumulative and only affect the rider, not the mount.

Units Destroyed

Result

1+

Insensible to Agony: Ward Save (4+)

2+

Fuelled by Pain: Devastating Charge

3+

Intoxicating Delirium: Unbreakable

Chaos Chosen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Chosen463441528
Chosen Champion463441538

Unit Size: 10+

Troop Type: Infantry

Hand weapon, heavy armour.

  • May upgrade one Chosen to a Chosen Champion (10 pts)

  • May upgrade one Chosen to a musician (10 pts)

  • May upgrade one Chosen to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take one of the following:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (2 pts per model)

  • The entire unit may take one of the following:

    • Additional hand weapons (2 pts per model)

    • Flails (3 pts per model)

    • Great weapons (3 pts per model)

    • Polearms (3 pts per model)

  • The entire unit may take shields (2 pts per model)

Chaos Armour, Chosen of the Dark Gods, Will of Chaos

Chosen have for the Eye of the Gods special rule. If the result rolled is Damned by Chaos or Dark Apotheosis, that result is immediately applied to the unit’s Chosen Champion (if the unit does not contain a Chosen Champion, the result is instead treated as a ‘The Eye Opens’ result), otherwise the result is applied to every Chosen model in the unit.

Flayerkin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Flayerkin443331417
Wallcreeper443331427

Unit Size: 5+

Troop Type: Infantry

Two hand weapons.

  • May upgrade one Flayerkin to a Wallcreeper (10 pts)

Human Chains, Scouts, Skirmishers, Will of Chaos

Flayerkin may scale buildings and walls as if they were open terrain. In addition, they ignore penalties for fighting enemies behind defended obstacles.

Skin Wolves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 pts per model

MWSBSSTWIALd
Skin Wolf750443537

Unit Size: 3+

Troop Type: Monstrous Beast

Claws and fangs.

  • The entire unit may take one of the following:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (1 pt per model)

The unit's models gain the Strength Bonus (1) special rule when charging.

The unit's models gain the Poisoned Attacks special rule.

The unit's models gain the Always Strikes First special rule.

The unit's Regeneration increases to (4+).

Frenzy, Regeneration (5+), Will of Chaos

Chaos Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 pts per model

MWSBSSTWIALd
Chaos Ogre632443237
Ogre Mutant632443247

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon, light armour.

  • May upgrade one Chaos Ogre to an Ogre Mutant (10 pts)

  • May upgrade one Chaos Ogre to a musician (10 pts)

  • May upgrade one Chaos Ogre to a standard bearer (10 pts)

  • The entire unit may take one of the following:

    • Mark of Khorne (4 pts per model)

    • Mark of Nurgle (4 pts per model)

    • Mark of Slaanesh (4 pts per model)

    • Mark of Tzeentch (4 pts per model)

  • The entire unit may take one of the following:

    • Additional hand weapons (3 pts per model)

    • Great weapons (6 pts per model)

  • The entire unit may upgrade to medium armour (3 pts per model)

Ogre Charge

Each monstrous infantry model on foot with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.

Dragon Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts per model

MWSBSSTWIALd
Dragon Ogre742554238
Dragon Ogre Shartak742554248

Unit Size: 3+

Troop Type: Monstrous Cavalry

Hand weapon, light armour.

  • May upgrade one Dragon Ogre to a Dragon Ogre Shartak (10 pts)

  • The entire unit may take one of the following:

    • Additional hand weapons (4 pts per model)

    • Polearms (4 pts per model)

    • Great weapons (6 pts per model)

Immunity (Lightning Attacks), Natural Armour (5+)

Chaos Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Chaos Troll630543136

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon.

  • The entire unit may take one of the following:

    • Additional hand weapons (3 pts per model)

    • Great weapons (6 pts per model)

  • The entire unit may take light armour (3 pts per model)

Natural Armour (6+), Regeneration (4+), Stupidity, Troll Vomit

Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic Strength 5 hit which Ignores Armour Saves.

Chaos Spawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Chaos Spawn*304532*10

You may take 1-2 lone Chaos Spawn as a single Special choice.

Unit Size: 1-3

Troop Type: Monstrous Beast

Tentacles, claws & teeth (hand weapon).

  • May take one of the following:

    • Spawn of Khorne (15 pts)

    • Spawn of Nurgle (10 pts)

    • Spawn of Slaanesh (10 pts)

    • Spawn of Tzeentch (20 pts)

A Spawn of Khorne has +1 Strength.

A Spawn of Nurgle has the Poisoned Attacks special rule.

A Spawn of Slaanesh rolls an additional D6 for their Random Movement result.

A Spawn of Tzeentch has a Strength 3 Breath Weapon that has the Flaming Attacks special rule.

Random Attacks (D6+1), Random Movement (2D6), Unbreakable

Rare Units

Varanguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Varanguard463541528
Favoured of the Everchosen463541538
Daemonic Mount840543328

Unit Size: 3+

Troop Type: Monstrous Cavalry

Lance, heavy armour, shield, barding.

  • May upgrade one Varanguard to a Favoured of the Everchosen (10 pts)

  • May upgrade one Varanguard to a musician (10 pts)

  • May upgrade one Varanguard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may swap their lances for Ensorcelled weapons (2 pts per model)

Chaos Armour, Daemonic (Daemonic Mount only), Devastating Charge, Will of Chaos

Wrathmongers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 pts per model

MWSBSSTWIALd
Wrathmonger463542538
Wrathmaster463542548

Unit Size: 5+

Troop Type: Infantry

Wrath-flails, medium armour.

Wrath-flails uses the following profile:

RangeStrengthSpecial Rules
CombatAs user-

  • May upgrade one Wrathmonger to a Wrathmaster (10 pts)

  • May upgrade one Wrathmonger to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Chaos Armour, Mark of Khorne, Will of Chaos

Skullcrushers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77 pts per model

MWSBSSTWIALd
Skullcrusher453441428
Skullhunter453441438
Juggernaut of Khorne740543237

Unit Size: 3+

Troop Type: Monstrous Cavalry

Lance, heavy armour, shield.

  • May upgrade one Skullcrusher to a Skullhunter (10 pts)

  • May upgrade one Skullcrusher to a musician (10 pts)

  • May upgrade one Skullcrusher to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may swap their lances for Ensorcelled weapons (2 pts per model)

Chaos Armour, Daemon of Khorne (Juggernaut only), Daemonic (Juggernaut only), Mark of Khorne, Natural Armour (6+), Will of Chaos

Fatemasters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Fatemaster453442428
Doomsayer453442438
Disc of Tzeentch030441427

Unit Size: 3+

Troop Type: Cavalry

Fireglaive, medium armour, shield.

A Fireglaive follows all the rules for polearms, and has the Flaming Attacks and Magical Attacks special rules.

  • May upgrade one Fatemaster to a Doomsayer (10 pts)

Chaos Armour, Coven of Tzeentch, Daemonic (Disc of Tzeentch only), Fly (9), Mark of Tzeentch, Master of Fate, Will of Chaos

A unit of Fatemasters is considered to be a Level 2 Wizard that knows the spells Blue Fire of Tzeentch and Pink Fire of Tzeentch from the Lore of Tzeentch. This doesn’t prevent other friendly Wizards from knowing the same spells. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Fatemaster or Doomsayer as the caster for the purposes of line of sight, range, etc. In the event of a Fatemasters unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.

Fatemasters, and any friendly units within 8" of them, may re-roll 1's when taking armour saves.

Pusgoyle Blightlords. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 pts per model

MWSBSSTWIALd
Pusgoyle Blightlord463452338
Lord of Afflictions463452348
Rot Fly of Nurgle130453237

Unit Size: 2+

Troop Type: Monstrous Cavalry

Great weapon, medium armour.

  • May upgrade one Pusgoyle Blightlord to a Lord of Afflictions (10 pts)

  • The whole unit may carry Death Heads (7 pt per model)

Death Heads have the following profile:

RangeStrengthSpecial Rules
12"4-

Chaos Armour, Daemon of Nurgle (Rot Fly only), Daemonic (Rot Fly only), Fly (6), Mark of Nurgle (included in profile), Poisoned Attacks (Rot Fly only), Will of Chaos

Chaos Warshrine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Chaos Warshrine6---55---
Chaos Shrinemaster-534--428
Chaos Shrine Bearers-334--2*-

Unit Size: 1 Chaos Warshrine, 1 Chaos Shrinemaster & Chaos Shrine Bearers

Troop Type: Shrine (Armour Save 6+)

Hand weapon, light armour.

  • May take one of the following:

    • Mark of Khorne (5 pts)

    • Mark of Nurgle (25 pts)

    • Mark of Slaanesh (25 pts)

    • Mark of Tzeentch (15 pts)

Favour of the Ruinous Powers, Fear, Giver of Glory, Large Target (5), Random Attacks (D6+2), Ward Save (5+), Will of Chaos

Innate bound spell (power level 3). Favour of the Ruinous Powers is an augment spell with a range of 18". However, if the Warshrine has been dedicated to a particular Chaos God, the Shrinemaster instead prays to their patron for their favour.

  • Favour of Chaos: The Shrinemaster carves the symbol of Chaos into their chest, urging their followers to redouble their efforts and kill in the name of the Dark Gods.
    Until the start of your next magic phase, the target unit can re-roll To Hit and To Wound rolls of 1.

  • Favour of Khorne: Raising an axe in a white-knuckled fist, the Shrinemaster leads their kin in a howl of battle-lust, urging them onward to spill the enemy’s blood.
    Warshrine with Mark of Khorne only. Until the start of your next magic phase, the target unit can re-roll all failed To Hit rolls.

  • Favour of Nurgle: Cracking a rotting head open on the altar and feasting on the viscid matter within, the blades of the Shrinemaster's followers begin to ooze with foul contagions.
    Warshrine with Mark of Nurgle only. Until the start of your next magic phase, the target unit can re-roll all failed To Wound rolls.

  • Favour of Tzeentch: The Shrinemaster recites passages from a forbidden tome and the air turns thick with magical energy that deflects fatal blows.
    Warshrine with Mark of Tzeentch only. Until the start of your next magic phase, the target unit gains the Ward Save (6+) special rule, and may re-roll 1's when taking Ward saves.

  • Favour of Slaanesh: The Shrinemaster casts sickly-sweet incense into the shrine’s braziers and lets out a sensuous cry, driving those nearby into frenzied, ecstatic bliss.
    Warshrine with Mark of Slaanesh only. Until the start of your next magic phase, the target gains Immunity (Psychology) (units with Mark of Slaanesh becomes Unbreakable) and re-rolls failed charge and pursuit distances.

As mortal souls are offered to the Ruinous Powers, the Shrinemaster implores the Chaos Gods for their aid, bestowing their dark blessings onto nearby Champions. If a friendly model or unit is within 12" of one or more Chaos Warshrines when they roll on the Eye of the Gods Table, you may roll an additional D6 and discard a single dice of your choosing.

Dragon Ogre Shaggoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Dragon Ogre Shaggoth763666459

Unit Size: 1

Troop Type: Monster

Hand weapon, light armour.

  • May take one of the following:

    • Additional hand weapon (10 pts)

    • Great weapon (15 pts)

Immunity (Lightning Attacks, Psychology), Natural Armour (5+)

Giant Spined Chaos Beast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts per model

MWSBSSTWIALd
Giant Spined Chaos Beast730655355

Unit Size: 1

Troop Type: Monster

  • May take one of the following:

    • Beast of Khorne (20 pts)

    • Beast of Nurgle (15 pts)

    • Beast of Slaanesh (20 pts)

    • Beast of Tzeentch (20 pts)

A Beast of Khorne has +1 Strength.

A Beast of Nurgle has the Poisoned Attacks special rule.

A Beast of Slaanesh has +2 to its Initiative.

A Beast of Tzeentch has a Ward Save (6+).

Frenzy, Impact Hits (D6), Regeneration (5+)

Chaos Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Chaos Giant6336663*10

See Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster

Large club and bad breath (hand weapon).

  • May take one of the following:

    • Giant of Khorne (15 pts)

    • Giant of Nurgle (25 pts)

    • Giant of Slaanesh (15 pts)

    • Giant of Tzeentch (15 pts)

A Giant of Khorne has +1 Strength.

A Giant of Nurgle has +1 Toughness.

A Giant of Slaanesh has +1 Initiative and the Unbreakable special rule.

A Giant of Tzeentch has a Ward Save (6+).

Fall Over, Giant Special Attacks, Immunity (Psychology), Stubborn

Giant Chaos Spawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 pts per model

MWSBSSTWIALd
Giant Chaos Spawn*405652*10

Unit Size: 1

Troop Type: Monster

  • May take one of the following:

    • Spawn of Khorne (20 pts)

    • Spawn of Nurgle (15 pts)

    • Spawn of Slaanesh (10 pts)

    • Spawn of Tzeentch (20 pts)

A Spawn of Slaanesh gain +2 to its Initiative.

Random Attacks (D6+1), Random Movement (2D6), Unbreakable

Chimera. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts per model

MWSBSSTWIALd
Chimera640555265

Unit Size: 1

Troop Type: Monster

  • May take any of the following:

    • Regenerating Flesh (30 pts)

    • Flaming Breath (30 pts)

    • Iron-hard Skin (15 pts)

    • Fiend Tail (15 pts)

    • Venomous Ooze (10 pts)

The Chimera gains +1 Attack.

This gives the model a Strength 4 Breath Weapon with the Flaming Attacks special rule.

The Chimera gains the Regeneration (4+) special rule.

The Chimera gains the Poisoned Attacks special rule.

Fly (8)

Slaughterbrute. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts per model

MWSBSSTWIALd
Slaughterbrute630756355

Unit Size: 1

Troop Type: Monster

  • May take Extra Claws (20 pts)

A Slaughterbrute with this upgrade gains +2 Attacks with Strength 5.

Natural Armour (4+), Runes of Binding, Unbound

At the beginning of the game, you must nominate a single friendly Lord or Hero and make sure your opponent is aware which model you have nominated – this is the Slaughterbrute’s master. If you have more than one Slaughterbrute, you must nominate a different Lord or Hero for each Slaughterbrute – if you do not have enough Lords or Heroes for all your Slaughterbrutes, the remainder start the game Unbound (see Unbound, below). Whilst the Slaughterbrute’s master is alive, the Slaughterbrute uses that model’s current Weapon Skill and Leadership instead of its own (unless it would normally be higher).

If, at the beginning of its Movement phase, a Slaughterbrute’s master has been slain (or if it started the game without a master), it is Unbound. An Unbound Slaughterbrute has the Random Movement (2D6) and Frenzy special rules. An Unbound Slaughterbrute can never lose its Frenzy, even if beaten in close combat. In addition, an Unbound Slaughterbrute cannot choose the direction it travels in. Instead, roll a scatter dice in the Compulsory Moves sub-phase and move the Unbound Slaughterbrute in the direction rolled (if a ‘Hit!’ is rolled, the Slaughterbrute moves straight forwards). If an Unbound Slaughterbrute moves into contact with the board edge, a building or impassable terrain, it instead stops 1" away.

Unlike other random movement, an Unbound Slaughterbrute can move into base contact with a friendly unit, in which case it will come to a stop and immediately inflict D6+2 Strength 7 hits on the unit. (If it comes into base contact with more than one unit, you must choose one to inflict hits on.) After resolving these hits, move the Slaughterbrute directly backwards 1", so that it is no longer in base contact with the unit.

Mutalith Vortex Beast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts per model

MWSBSSTWIALd
Mutalith Vortex Beast6305563*8

Unit Size: 1

Troop Type: Monster

Aura of Mutation, Natural Armour (4+), Random Attacks (D6+2), Regeneration (5+)

Innate bound spell (power level 5). Aura of Mutation is a direct damage spell with a range of 18". Roll a D6, and consult the table below to discover how many Toughness tests the target must take, and if any long-lasting mutations have occurred. For each Toughness test failed, the target suffers a single Wound which Ignores Armour Saves:

D6

Result

1

Hideous Disfigurements: The target must take D6 Toughness tests, and gains the Fear special rule for the rest of the game.

2

Trollbrains: The target must take D6 Toughness tests, and gains the Stupidity special rule for the rest of the game.

3

Gift of Mutations: The target must take D6 Toughness tests. After resolving these tests, one of the unit’s characteristics (roll a D6 to randomly select between WS, BS, S, T, I or A) is increased by 1 (to a maximum of 10) and one of their characteristics (roll another D6 to randomly select between W S, BS, S, T, I or A) is decreased by 1 (to a minimum of 1) for the rest of the game.

4

Tide of Transformation: The target must take D6 Toughness tests. Once the tests have been resolved, roll a D6: on a 3 or more, choose another enemy unit within 6" of the initial target– it must take D6 Toughness tests. Keep rolling for further victims(each within 6" of the last target struck), until the roll is less than 3 or there are no more viable targets. A unit can only be the target of Tide of Transformation once per casting.

5

Maelstrom of Change: Place the small round template over the target and scatter it D6". If a Hit! is rolled, the template does not scatter. Every model underneath the template must take a Toughness test.

6

Spawnchange: Every model in the target unit must take a Toughness test. If the target suffers one or more unsaved Wounds, you can immediately place a new Chaos Spawn anywhere within 6" of the target unit that is at least 1" from any unit and impassable terrain. If the target suffered no unsaved Wounds, if you do not have a spare Chaos Spawn model, or if it cannot be placed, then no Chaos Spawn is created.

Hellcannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts per model

MWSBSSTWIALd
Hellcannon343565154
Chaos Dwarf Crew343341219

Unit Size: 1 Hellcannon & 3 Chaos Dwarf Crew

Troop Type: Monster

Hand weapon, light armour (Crew only).

Caged Fury, Daemonic (Hellcannon only), Doomfire, Mixed Unit, Natural Armour (4+), Spew Ichor

At the beginning of your turn, if the Hellcannon is not in combat, take a Leadership test. If the test is failed, the Hellcannon is then subject to the Random Movement (3D6) special rule until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the Doomfire Misfire Chart.

Doomfire is fired exactly like a Stone Thrower with the following profile:

RangeStrengthSpecial Rules
12-60"5(10)-

Any unit that suffers one or more casualties from Doomfire must take a Panic test with a -1 penalty to their Leadership. Should the artillery dice roll a misfire, roll a D6 on the following table:

D6

Result

1

Free at last! The Daemon inside the Hellcannon violently breaks its bonds.

Every unit within 6" takes D6 Strength 5 hits. Then remove the Hellcannon and its crew from play.

2

Schlurp: The Hellcannon sucks its own crew into its furnace and spits them out in a shower of gore and bone.

Remove the crew from play.

3

Thzzzz: The Hellcannon fires great pulses of raw magic.

All Wizards within 24" must immediately pass a Leadership test or suffer a Miscast. Any spells lost are determined randomly.

4

Grrr: The enraged Daemon inside the Hellcannon goes berserk.

Remove D3 crew.

5

Blooood! The Hellcannon breaks its chains and rushes forwards.

Move the Hellcannon 3D6" directly forward as if it was subject to the Random Movement special rule and it was the Compulsory Movement sub-phase.

6

Boom! The Hellcannon fires a devastating blast.

Resolve the Doomfire shot as if it were a direct hit, doubling the Strength of any hit. The Hellcannon cannot fire for the rest of the game.

The Hellcannon has a Strength 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their Leadership.

Chaos War Mammoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts per model

MWSBSSTWIALd
Chaos War Mammoth83076101*5
Marauder Crew-433--317

See Mammoth Special Rules for detailed special rules.

Unit Size: 1 Mammoth & 5 Crew

Troop Type: Monster

Hand weapon, javelin.

Immunity (Psychology), Impact Hits (D6+1), Large Target (10), Mammoth Attacks, Natural Armour (5+)

Special Characters - Lords

Archaon Everchosen Lord of the End Times. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .580 pts

MWSBSSTWIALd
Archaon4955547510
Dorghar840553339
Dorghar, Steed of the Apocalypse860666469

Troop Type (Archaon): Infantry (Special Character)

Troop Type (Dorghar): Monstrous Beast

Troop Type (Dorghar, Steed of the Apocalypse): Monster

Magic (Archaon): Archaon is a Level 2 Wizard who uses spells from the Lore of Tzeentch.

Shield.

  • May be mounted on one of the following:

    • Dorghar (50 pts)

    • Dorghar, Steed of the Apocalypse (335 pts)

Magic Items / Abilities (Archaon): The Slayer of Kings, The Armour of Morkar, The Eye of Sheerian, The Crown of Domination

The Slayer of Kings has the Ignores Armour Saves special rule. In addition, Archaon may unleash the power of U'zuhl in any Close Combat phase. If he does this, he fights with double his normal number of Attacks (to a maximum of 10) but any rolls To Hit of a 1 will strike either himself or a friendly model in base contact (controlling player's choice). Archaon may not re-roll To Hit results of a 1 when unleashing U'zuhl. Once U'zuhl is unleashed, Archaon must use this special ability in every close combat he is subsequently involved in for the rest of the battle.

Heavy armour. The Armour of Morkar gives Archaon an additional +1 to his armour save. No attack against Archaon may ever have a better chance To Wound than a 3+, regardless of special rules.

The Eye of Sheerian grants Archaon a Ward Save (3+).

The Crown of Domination grants Archaon the Terror special rule. In addition, any friendly unit within 12" may re-roll failed Break tests.

Chaos Armour, Chosen of the Gods, Eye of the Gods, Lord of the End Times, The Swords of Chaos

As the Chosen of Gods, Archaon has the following bonuses: Immunity (Psychology), Immunity (Poisoned Attacks), Magic Resistance (2), and he may re-roll any channelling dice rolls of a 1. Re-roll any Eye of the Gods rolls of 2 and 12.

If you take Archaon, he must be your army General. His Inspiring Presence has a range of 18". Any Battle Standard in his army is not allowed to have a Mark of Chaos.

If your army includes Archaon, one unit of Varanguard may be upgraded to be the Swords of Chaos for +3 points per model. This unit has the Hatred and Immunity (Psychology) special rules.

Daemonic, Strider

Daemonic, Fly (7), Strider, Triple-Headed Monstrosity

After resolving Dorghar's normal Attacks, you may pick one of the following effects if at least one model was slain by those attacks:

  • Filth-spewer: Dorgar inflicts D3 Wounds which Ignores Armour Saves on one enemy unit in base contact.

  • Skull-gorger: If any of the slain models were Characters, Dorghar's Khornate head devours their skulls and Archaon heals D3 Wounds up to his starting value.

  • Spell-eater: If any of the slain models were Wizards, Dorghar's Tzeentchian head devours them, learning any spells they knew and passing them on to Archaon.

Vardek Crom. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
Vardek Crom493553859

Troop Type: Infantry (Special Character)

Two hand weapons, full plate armour, shield.

Chaos Armour, Eye of the Gods, Immense Pride, Master of Chaos Undivided, The Way of the Warrior, Will of Chaos

While fighting in a challenge, Crom may re-roll To Hit and To Wound rolls.

If Crom is your army’s General, the restrictions on upgrading Chaos Marauders or Marauder Horsemen to Elite Marauders is lifted. However, they may not be given any Mark of Chaos.

Crom can choose to swap between fighting with a hand weapon and shield or two hand weapons at the start of each round of close combat.

If Crom uses a hand weapon and shield, his Parry save is increased to 4+.

If Crom uses two hand weapons, he gains +3 Attacks rather than +1.

Count Mordrek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .265 pts

MWSBSSTWIALd
Count Mordrek443333719
Chaos Steed830431315

Troop Type: Cavalry (Special Character)

Heavy armour, barding.

Magic Items / Abilities: Sword of Change, Chaos Runeshield

If an enemy character or monster is slain by the Sword of Change in close combat, roll a D6. On the roll of a 4+, the model is transformed into a Chaos Spawn under the control of the owner of the Sword of Change, exactly as if the enemy model were a Chaos Champion that had suffered a Spawndom result on the Eye of the Gods Table.

Shield. The Runeshield negates the power of any magic weapons carried by all models in base contact – treat them as ordinary non-magical weapons of their type.

Chaos Armour, Eye of the Gods, Living Damnation, Will of Chaos

At the start of each of his turns, Mordrek must roll a D6 for his Weapon Skill and Attacks characteristics, as well a D3 for his Strength and Toughness and characteristics, and add the result to his profile.

Harald Hammerstorm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Harald Hammerstorm483553859

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Hammer of Harry, Armour of Damnation, Bane Shield

The Hammer of Harry has the Ignores Armour Saves and Multiple Wounds (D6) special rules. In addition, against models with the Undead or Vampiric special rules, Harry can re-roll any failed rolls To Wound and has the Killing Blow special rule.

Heavy armour. Any model striking the wearer in close combat must re-roll successful rolls To Hit.

Shield. For each successful armour save or Parry save made in close combat, the shield inflicts a Strength 4 hit on the model who struck the blow.

Bane of the Dead, Chaos Armour, Eye of the Gods, Hatred (Undead), Will of Chaos

Harry causes Terror in models with the Undead special rule, even though they have Immunity (Psychology). They must take Break tests and can flee like ordinary troops. If they are not forced to flee from combat, Undead units suffer from Unstable as normal. Fleeing Undead units rally automatically during their next turn.

Sayl the Faithless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .375 pts

MWSBSSTWIALd
Sayl the Faithless463443639
Nightmaw*304532*10

Troop Type (Sayl the Faithless): Infantry (Special Character)

Troop Type (Nightmaw): Monstrous Beast

Sayl is a Level 3 Wizard uses spells from the Lore of the Lore of Heavens of Shadow. In addition, he always knows the spell Traitors Mist.

Traitor's Mist is an augment spell that Sayl can cast upon himself. Sayl may immediately make a move using the Fly (10) special rule as if it were the Remaining Moves sub-phase. In addition any model (friend or foe) in base contact at the start of the move suffers an automatic Strength 3 hit which Ignores Armour Saves.

Light armour.

Magic Items / Abilities (Sayl the Faithless): The Viperous Staff, Schalkain's Teeth

All attacks with the Viperous Staff have the Killing Blow special rule. In addition, it grants the wielder the Ward Save (5+) special rule.

One use only. If Sayl incurs a Miscast he may choose to inflict its effects on a single friendly model within 12" instead of himself. This must be decided before the effects of the miscast have been rolled. If the subject of the miscast is not a Wizard and Power Drain is rolled, then the effect is voided.

Chaos Armour, Eye of the Gods, Mutant Sight, Will of Chaos

This preternatural vision and precognition means that any Characteristic test Sayl fails can be re-rolled and he channels Power dice on a 3+.

Random Attacks (D6+1), Random Movement (3D6), Shadow-kin, Unbreakable

Enemy missile attacks suffer a -1 To Hit penalty against Nightmaw. In addition, Nightmaw must deployed within 3" of Sayl, but may otherwise move like an independent unit. Nightmaw does not award any Victory Points if killed.

Galrauch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .525 pts

MWSBSSTWIALd
Galrauch660666669

Troop Type: Monster (Special Character)

Magic: Galrauch is a Level 4 Wizard who uses spells from the Lore of Tzeentch.

Breath of Change, Dark Fire of Chaos, Fly (7), Mark of Tzeentch, Natural Armour (3+), Spirit of Galrauch, Ward Save (6+)

Breath of Change is a Breath Weapon. Any models hit must pass a Toughness test or be removed from play with no saves of any kind allowed.

At the beginning of each of his turns, Galrauch must take a Leadership test. If the test is passed, Galrauch is controlled as normal, but if the test is failed, the ancient spirit of the original Dragon surfaces again. Should this occur, Galrauch cannot move, cast spells or use his Breath Weapons. In the Close Combat phase, he directs half of his Attacks against himself as the two heads rip into each other. If Galrauch is already engaged in close combat, he can fight with his remaining Attacks as normal. The Wounds caused by Galrauch against himself are added to the enemy's score when working out the combat resolution.

Kholek Suneater. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .485 pts

MWSBSSTWIALd
Kholek Suneater883768179

Troop Type: Monster (Special Character)

Magic Items / Abilities: Starcrusher, Armour of the Storm

Great weapon. Hits inflicted by Starcrusher have the Multiple Wounds (D3) special rule.

Heavy armour. If any enemy spell or missile attack with the Lightning Attacks special rule targets a unit within 12" of Kholek, the spell's effects are redirected toward Kholek instead.

Immunity (Lightning Attacks, Psychology), Impact Hits (2D6), Lord of the Storm, Natural Armour (4+)

During each of Kholek Suneater's Shooting phases, you may choose a single unengaged enemy unit that is within 24" of Kholek Suneater, and is in his front arc and line of sight, and roll a D6. On a roll of a 2-6 a bolt of lightning hits the unit, inflicting D6 Strength 6 hits with the Lightning Attacks special rule. On the roll of a 1, the attack has no effect. Kholek Suneater may use this ability even if he is engaged in close combat.

Valkia the Bloody. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .350 pts

MWSBSSTWIALd
Valkia the Bloody493553859

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Spear Slaupnir, Daemonshield, The Scarlet Armour

Spear. All close combat attacks made by the Spear Slaupnir have the Armour Piercing (1) special rule. In addition, in any turn in which Valkia the Bloody charges, Slaupnir confers the Strength Bonus (1) and the Killing Blow special rules.

Shield. Whilst an enemy model is in base contact with Valkia the Bloody, they reduce their Attacks by 1, to a minimum of 1.

Heavy armour. Whilst an enemy model is in base contact with Valkia the Bloody, they reduce their Strength by 1, to a minimum of 1.

Chaos Armour, Consort of the Blood God, Eye of the Gods, Fear, Fly (10), The Gaze of Khorne, Mark of Khorne, Ward Save (5+), Will of Chaos

If Valkia the Bloody is required to roll on the Eye of the Gods Table, do not roll any dice. Instead, she is always counted as having rolled the Slaughterer's Strength reward.

All friendly units with the Mark of Khorne within 12" of Valkia the Bloody re-roll failed Break tests. However, any friendly unit with the Mark of Khorne that flees whilst within 12" of Valkia the Bloody, for whatever reason, immediately suffers D6 Strength 6 hits.

Arbaal the Undefeated. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Arbaal483553859
Hound of Khorne750553348

Troop Type: Monstrous Cavalry (Special Character)

Heavy armour.

Magic Items / Abilities: Destroyer of Khorne

The Destroyer of Khorne allows Arbaal to make D3+1 additional attacks in close combat.

Chaos Armour, Daemon of Khorne (Hound of Khorne only), Daemonic (Hound of Khorne only), Eye of the Gods, The Hound of Khorne, Mark of Khorne, Natural Armour (6+), Will of Chaos, Wrath of Khorne

The Hound of Khorne has the Frenzy and Magic Resistance (2) special rules.

Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason, he will be turned into Chaos Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Chaos Spawn of Khorne following the rules for Damned by Chaos on the Eye of the Gods Table.

Skarr Bloodwrath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .265 pts

MWSBSSTWIALd
Skarr Bloodwrath583554758

Troop Type: Infantry (Special Character)

Medium armour.

Magic Items / Abilities: Bloodstorm Blades

Two hand weapons. Attacks made with the Bloodstorm Blades have the Strength Bonus (2) and Impact Hits (D3) special rules.

Bloodborn, Chaos Armour, Eye of the Gods, Immunity (Psychology), Magic Resistance (1), Mark of Khorne, Will of Chaos

Keep a count of the number of times Skarr Bloodwrath kills an opponent in a challenge or kills a Monster – this is referred to as the Blood Tally. If he is removed as a casualty as a result of anything other than Spawndom or Dark Apotheosis, mark his position with a counter (a small coin is ideal). At the end of the turn, roll a D6 and add the current total of the Blood Tally. If the result is 1-3, remove the counter from play – this rule has no further effect. If the result is 4+, Skarr is reborn: place Skarr anywhere within 6” of the centre of the counter and at least 1" away from any unit and impassable terrain, then reset the Blood Tally to 0. If it is not possible to place Skarr, remove the counter instead, and Skarr is not reborn. Skarr returns to play with D3 Wounds, and suffers no bonuses or penalties incurred from his former existence. For example, if Skarr was fleeing or affected by an augment or hex spell at the time of his death, the reborn model will not be. However, any bonuses or penalties conferred as a result of Skarr rolling on the Eye of the Gods table do remain in effect.

Hrothgar Daemon-Axe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
Hrothgar483553859

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Daemon-Axe

The Daemon-axe gives Hrothgar +D3 to his Strength and +D3 Attacks, to a maximum of 10 (roll separately for these values at the start of each round). However, every To Hit roll of a 1 made by this character in close combat is resolved against himself; the character can never re-roll a To Hit roll of a 1.

Chaos Armour, Eye of the Gods, Mark of Khorne, Will of Chaos

Haargroth the Blooded One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290 pts

MWSBSSTWIALd
Haargroth583553759

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Axe of Khorne, Spelleater Shield, Bloodskull Pendant, Blood Fever

This axe confers +1 Strength and the Killing Blow special rule upon the bearer.

Shield. The Spelleater Shield gives the bearer Magic Resistance (2). In addition, roll a D6 each time a spell is cast at the bearer of the Spelleater Shield and is dispelled. On the roll of a 4+, the spell is destroyed and the enemy Wizard may not cast it for the rest of the battle.

Instead of making his normal attacks for that round, the bearer of the Bloodskull Pendant may choose to inflict an automatic Strength 8 Hit with the Killing Blow special rule on every enemy model in base contact.

Chaos Armour, Eye of the Gods, Mark of Khorne, Will of Chaos

Khorgos Khul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .345 pts

MWSBSSTWIALd
Khorgos Khul483553759
Grizzlemaw-505--43-

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Reality-splitting Axe

After a Khorgos has made all of his attacks with his axe in close combat, roll a D6 for each enemy model that suffered one or more wounds as a result of those attacks but was not slain. On a roll of 5+, the axe cleaves a rent in the fabric of reality, hurling the victim to Khorne’s realm, and the model is removed as a casualty.

Chaos Armour, Daemon of Khorne (Grizzlemaw only), Daemonic (Grizzlemaw only), Eye of the Gods, Favoured of Khorne, Grizzlemaw, Lord of the Goretide, Mark of Khorne, Mortal Bane, Will of Chaos

Khul swings his deadly axe assured of the Blood God’s blessing. Khorgos Khul may re-roll failed rolls To Hit.

Khorgos Khul is accompanied by his Flesh Hound Grizzlemaw into battle. They should be placed on the same base and counts as a single model for all purposes. Grizzlemaw attacks using its own profile which are not subject to any other special rules that Khorgos Khul has.

All friendly units with the Mark of Khorne within 12" of Khorgos Khul may re-roll failed To Hit rolls of 1.

Khorgos Khul and any friendly unit he joins may re-roll failed charge distances.

Vorgaroth the Scarred. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .790 pts

MWSBSSTWIALd
Vorgaroth483553759
Skalok6608810268

Troop Type: Monster (Special Character)

Magic Items / Abilities: Skull Cleaver Axe of Khorne

Vorgaroth may re-roll failed To Wound rolls when attacking Monsters. In addition, for each To Wound roll of 6, that attack is resolved using the Multiple Wounds (D3) special rule.

Eye of the Gods, Fettered Servitude, Fly (7), Fuelled by Death, Impact Hits (D6), Mark of Khorne, Natural Armour (2+), White-hot Balefire (Skalok only), Will of Chaos, Wings of Fury

If a friendly unit with the Mark of Khorne is within 3" of Vorgaroth and needs to take a Break test, you can say that Vorgaroth demands unwavering obedience. If you do so, the unit suffers D3 Wounds worth of models, but the unit will count as being Unbreakable for the rest of this phase. If you do not do so, and the Break test for that unit is failed, it suffers D6 Wounds worth of models (after the opponent has decided to pursue or not, but before rolling the flee distance).

At the start of each of your turns, you may pick one friendly model within 3" and roll a D6; if the roll is greater than the model's Wound characteristics, that model is slain and Skalok regains a number of lost Wounds equal to the number of Wounds on the slain model's profile.

This is a Strength 5 Breath Weapon with the Armour Piercing (1), Flaming Attacks and Multiple Wounds (D3) special rules.

Enemy Wizards within 18" of Vorgaroth suffer -1 to cast and dispel.

Khazek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .635 pts

MWSBSSTWIALd
Khazek483553759
Nazgharoth660666378

Troop Type: Monster (Special Character)

Shield

Magic Items / Abilities: Azharon, Armour of Blood

If an enemy model is Wounded but not slain by Azharon, roll a D3 at the end of the close combat phase. If the result is greater than their remaining Wounds characteristic, they are immolated by Khorne’s wrath and removed as casualties.

Heavy armour. At the start of each close combat phase, roll a D6 for each enemy unit within 8" of Khazek. On a 4+, the models in that unit are overcome with visions and suffer -1 To Hit for the remainder of the close combat phase.

Chaos Armour, Eye of the Gods, Fly (7), The King of Ashes, Mark of Khorne, Natural Armour (3+), Scorn for Sorcery, Triumvirate of Blood, Will of Chaos

At the start of each of your turns, one unit in within 12" of Khazek may be forced to take a Psychology test. If the test is failed the unit is overcome by the urge to slaughter in Khorne’s name, and they will gain the Frenzy special rule until the start of your next turn.

Khazek can channel Dispel Dice as if he was a Level 2 Wizard.

After attacking with Nazgharoth each close combat phase (before Stomps), you may pick one of the following effects. You may not choose the same effect in two consecutive rounds of combat.

  • Fires of Wrath: One of the heads belches forth a roiling stream of hellfire.
    Nazgharoth uses a Breath Weapon Attack with Strength 4 and the Flaming Attacks special rule.

  • Furious Ruin: The ground around Nazgharoth’s hooves twists and cracks, molten brass flowing forth and warriors falling to their doom.
    Nazgharoth rolls 2D6 with its Stomp Attack this phase.

  • Enraged Roar: One of the heads draws breath before letting forth a bellow of such unnatural rage that enemies’ heads explode into red mist.
    All models in base contact with Nazgharoth must pass a Toughness test or suffer 1 Wound with no saves allowed.

Tamurkhan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .655 pts

MWSBSSTWIALd
Sargath373563459
Tyrant573565259
Possessor*73*****9
Bubebolos8407710246

Tamurkhan must choose to start the game in either Sargath's or the Tyrant's body.

Troop Type: Monster (Special Character)

Medium armour.

Magic Items / Abilities: The Black Cleaver, Tamurkhan's Rune Blade

Tyrant only. Great weapon. Any model that suffers a wound from the weapon and survives must take a Toughness test or suffer a permanent reduction of -1 to their Toughness score.

Sargath only. Attacks with the Rune Blade are Armour Piercing (1) and inflict Multiple Wounds (2).

Chaos Armour, Colossal Beast, Eye of the Gods, Feast of the Maggot Lord, Immunity (Psychology), Mark of Nurgle (included in profile), Natural Armour (3+), Nurgle's Favoured Son, Tongue Lash, Unbreakable, Unspeakable Foulness (Bubebolos only)

Bubebolos' Stomp inflicts 2D6 hits, rather than the normal D6.

If Tamurkhan is slain in close combat, a special possession attack is made against the model that delivered the final wound to Tamurkhan. If Tamurkhan's death occurs as a result of shooting or other means, the attack will be made against the nearest eligible model (friend or enemy) within 6". If multiple models fall into this category, Tamurkhan's player chooses which to attack.

Both players roll a D6 and add the Weapon Skill value of their respective models. If the result is a draw, roll again until one side wins. If Tamurkhan's player wins, the victim is killed outright and their body is possessed. From then onwards, Tamurkhan takes over the victim model, which is detached from its unit and placed l" away from it. The model is now controlled by Tamurkhan's player for the rest of the game exactly as if it were their own character model. Only Infantry and Monstrous Infantry models are eligible to be possessed. Tamurkhan cannot take possession of a model with the Animated Construct, Daemonic, Ethereal, Forest Spirit or Vampiric special rule.

The characteristics of the new body possessed body uses the Possessor profile, but with the following changes: -1 Movement, +1 Toughness, +1 Wounds, -2 Initiative. Strength and Attacks is equal to the possessed model's stats. Note that any wounds they previously suffered are still in effect. So, for example, if a model has only one wound remaining when it is possessed, it now has two wounds including the +1 for the Possession modifier.

Tamurkhan now uses any weapons or armour the victim had (including magical types), discarding both his own and any other equipment the victim has. Likewise, any ability the victim had as a Wizard is lost. This includes any special rules the victim formerly used other than their unit type, Natural Armour and Regeneration.

If no eligible model is available or the possession attack fails, Tamurkhan is killed outright. Also, Tamurkhan's power cannot save him if he is destroyed by an attack which causes a model to be slain outright rather than causing wounds.

If Tamurkhan is taken as part of an army, he must always be its General.

In addition to the Toad Dragon's normal attacks, it may also make a single special lash attack with its befouled and venomous slurping tongue. This single attack may be inflicted against any enemy model in base contact with the Toad Dragon; it is a Strength 4 Poisoned Attack with the Always Strikes First special rule. Should the victim survive, they suffer -1 to hit that round of combat.

This is a Breath Weapon attack and any model caught within its template is automatically hit and must take a Toughness test at -1 of suffer a wound with the Multiple Wounds (D3) and Ignores Armour Saves special rules.

The Glottkin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .880 pts

MWSBSSTWIALd
Otto Glott4835--559
Ethrac Glott4435--338
Ghurk Glott6306710157

Troop Type: Monster (Special Character)

The Glottkin are treated as if they were a Level 4 Wizard that can use spells from the Lore of Nurgle.

Hand weapon, great weapon (Otto Glott only).

Magic Items / Abilities: Nurgle's Rot

Ethrac Glott, Eye of the Gods, Ghurk Glott, Impact Hits (D3), Lords of Nurgle, Mark of Nurgle (included in profile), Otto Glott, Pestilent Torrent, Poisoned Attacks, Regeneration (4+), Will of Chaos

The Glottkin are treated as if they were a Level 4 Wizard that can use spells from the Lore of Nurgle.

Before rolling To Hit, nominate one of the Ghurk's Attacks as the Lashing Tentacle. This Attack has Strength 10 and the Multiple Wounds (D6) special rule.

The Glottkin, and all other friendly models within 12" that have the Mark of Nurgle special rule, re-roll failed charge distances. In addition, if the Glottkin are ever required to roll on the Eye of the Gods Table, do not roll any dice. Instead, the Glottkin always count as having rolled the Aura of Chaos reward.

Roll a D3 at the start of each Close Combat phase, and add the result to the number of Attacks on Otto Glott's profile. This bonus lasts until the end of the phase.

Ghurk has a Strength 3 Breath Weapon with the Ignores Armour Saves special rule which can only be used in close combat.

Orghotts Daemonspew. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .420 pts

MWSBSSTWIALd
Orghotts-83563559
Whippermaw63366614-

Troop Type: Monster (Special Character)

Heavy armour.

Magic Items / Abilities: The Rotaxes

Two hand weapons. Close combat attacks made by the wielder have +2 Strength and the Poisoned Attacks special rule.

Acid Ichor, Chaos Armour, Eye of the Gods, Mark of Nurgle (included in profile), Ward Save (6+), Whippermaw, Will of Chaos

Whenever Orghotts Daemonspew suffers an unsaved Wound in close combat, the model that inflicted that hit must pass an Initiative test or suffer a Strength 4 hit. Wounds inflicted by Acid Ichor count towards the combat result.

Orghotts Daemonspew can make a shooting attack using the following profile:

RangeStrengthSpecial Rules
6"4-

Bloab Rotspawned. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .460 pts

MWSBSSTWIALd
Bloab Rotspawned-53453338
Bilespurter63366614-

Troop Type: Monster (Special Character)

Magic: Bloab Rotspawned is a Level 3 Wizard who uses spells from the Lore of Nurgle.

Great weapon, medium armour.

Magic Items / Abilities: Doombells

The bearer gains +1 to all of his casting results. Enemy Wizards within 12" of the bearer suffers -1 to all of their casting results.

Bilespurter, Chaos Armour, Daemon Flies, Eye of the Gods, Mark of Nurgle (included in profile), Will of Chaos

Bloab Rotspawned can make a shooting attack in the same manner as a Stone Thrower, using the following profile.

RangeStrengthSpecial Rules
24"3(4)-

At the start of each of your Magic phases, before rolling for the Winds of Magic, every enemy unit within 6" of Bloab Rotspawned suffers D6 Strength 3 hits with the Magical Attacks special rule.

Morbidex Twiceborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .415 pts

MWSBSSTWIALd
Morbidex Twiceborn -73563448
Tripletongue63366614-

Troop Type: Monster (Special Character)

Great weapon, medium armour.

Magic Items / Abilities: Nurgle's Rot

Chaos Armour, Eye of the Gods, Lord of Nurglings, Mark of Nurgle (included in profile), Regeneration (6+), Tripletongue, Will of Chaos

All friendly Nurgling units (see Daemons of Chaos) within 12" of Morbidex Twiceborn have the Regeneration (4+) special rule

Morbidex Twiceborn can make a shooting attack using the following profile.

RangeStrengthSpecial Rules
6"6-

Gutrot Spume. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 pts

MWSBSSTWIALd
Gutrot Spume483564559

Troop Type: Infantry (Special Character)

Great weapon, medium armour.

Magic Items / Abilities: Nurgle's Rot

At Home on Land or Sea, Chaos Armour, Eye of the Gods, Flailing Tentacles, Mark of Nurgle (included in profile), Will of Chaos

Gutrot Spume and any unit he is with gains the Aquatic special rule.

Immediately before Gutrot Spume attacks in the Close Combat phase, roll a D3 and add the result to the Attacks characteristic on his profile.

Valnir the Reaper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .320 pts

MWSBSSTWIALd
Valnir the Reaper483563559

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Gatherer of Souls

Flail. For every unsaved Wound caused by Valnir in close combat, he may increase his Attacks or Strength by 1 in the next round of close combat.

Chaos Armour, Eye of the Gods, Fear, Hatred, Immunity (Psychology), Mark of Nurgle (included in profile), Regeneration (4+), Will of Chaos, Wind of Pestilence

At the start of each round of close combat, all enemy units in base contact Valnir get infected by the deadly contagion of Valnir. Roll a D6 to see which ailment the unit(s) suffers.

D6

Result

1-3

The Red Plague: The horrifying disease of the north wipes out men like a scythe cuts wheat.

The unit suffers D6 Strength 3 hits which Ignores Armour Saves.

4-5

Brain Fever: As their brains become infested with worms and a burning fever, the victims become insane and weak-willed.

The unit suffers -2 to their Leadership until the start of the next round.

6

Black Rot: The flesh of the victims of the Black Rot turns dark, their hair falls out and their skin becomes a leprous, putrefied mess.

All the members of the unit suffer a -1 Toughness penalty until the start of the next round.

Feytor the Tainted. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 pts

MWSBSSTWIALd
Feytor the Tainted483563559

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Filth Mace, Necrotic Phylactery, Nurgle's Rot

Close combat attacks made with the Filth Mace have the Poisoned Attacks special rule. Once the wielder has killed an enemy model in close combat, he immediately gains the Terror special rule and, from the start of the next Close Combat phase (friend or foe), all subsequent Attacks made with the Filth Mace have the Multiple Wounds (D3) special rule.

The model carrying the Phylactery has Immunity (Poisoned Attacks, Lore of Death, Lore of Nurgle, Lore of Plague). In addition, the bearer automatically passes all Characteristic tests (except Leadership tests).

Chaos Armour, Eye of the Gods, Mark of Nurgle (included in profile), Will of Chaos

Plaguestrangler Vilestench. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 pts

MWSBSSTWIALd
Plaguestrangler483563559
Palanquin of Nurgle4202--387

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour.

Magic Items / Abilities: Plague Sceptre

Bound Spell, power level 5. The Plague Sceptre contains a direct damage spell with a range of 12". The target unit suffers D6 Strength 4 Hits which Ignores Armour Saves. At the end of the next Magic phase, the unit will suffer an additional D6 Hits. Remains in play.

Chaos Armour, Daemon of Nurgle (Palanquin only), Daemonic (Palanquin only), Eye of the Gods, Mark of Nurgle (included in profile), Noisome Stench, Will of Chaos

All enemy models in base contact with Plaguestrangler must pass a Toughness test at the start of each round of close combat. If failed, they may not attack this round. This has no effect on models with the Animated Construct or Daemonic special rules.

Sigvald the Magnificent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335 pts

MWSBSSTWIALd
Sigvald the Magnificent4835538510

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Sliverslash, Auric Armour, Mirrorshield, Allure of Slaanesh, Diabolic Splendour

Sliverslash grants Sigvald +2 Attacks and the Always Strikes First special rule.

Heavy armour. The Auric Armour grants Sigvald +2 to his armour save and the Regeneration (4+) special rule.

Shield. Enemies in base contact with Sigvald suffer -1 To Hit in close combat.

Allure of Slaanesh, Chaos Armour, Diabolic Splendour, Eye of the Gods, Favoured Son, Mark of Slaanesh, Strider, Stupidity, Supreme Vanity

If Sigvald the Magnificent is required to roll on the Eye of the Gods Table, do not roll any dice. Instead, he is always counted as having rolled the Dark Fury reward.

Sigvald the Magnificent may never re-roll a failed Stupidity test, nor use another model's Leadership when taking a Stupidity test (such as the army General's) – he's far too self-absorbed to take notice of anyone other than his own handsome reflection. The above also applies to any unit that Sigvald is currently joined to.

Styrkaar of the Sortsvinaer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .330 pts

MWSBSSTWIALd
Styrkaar483553759
Daemonic Mount840553427

Troop Type: Monstrous Cavalry (Special Character)

Heavy armour, shield.

Magic Items / Abilities: Blade of Ecstasy, The Beguiling Gem, Pendant of Slaanesh, Allure of Slaanesh

Each time the Blade of Ecstasy inflicts an unsaved wound on a model, that model must pass a Strength test or be removed from the game.

All enemy models in base contact with the bearer of the Beguiling Gem must take a Leadership test at the start of every Close Combat phase. Any model which fails is transfixed and may not make any attacks that round, and any attacks made against it by the bearer will hit automatically.

The bearer of the Pendant of Slaanesh can only join units that have the Mark of Slaanesh. No other character may join the same unit as the bearer and he cannot join units that already contain a character. Whenever the bearer, or his unit, take a Break test, it is taken on one less dice than usual. In addition, for each unsaved Wound the bearer suffers, he gains +1 Attack for the rest of the battle.

Allure of Slaanesh, Chaos Armour, Daemonic (Daemonic Mount only), Eye of the Gods, Mark of Slaanesh

Glutos Orscollion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .675 pts

MWSBSSTWIALd
Glutos Orscollion-535--339
Painbringer Kyazu-634--53-
Lashmaster Vhyssk-433--41-
Priestess Dolece-433--41-
Palanquin----56---
Palanquin Bearers6405--36-

Troop Type: Shrine (Armour Save 5+, Special Character)

Glutos Orscollion is a level 4 Wizard. He uses spells from the Lore of Slaanesh Slaanesh. In addition to his other spells, he knows the Crippling Famishment spell.

Crippling Famishment is a hex spell with a range of 18". The target unit must divide all its movement by half (rounding up) until the start of the caster's next Magic phase. The caster may choose to extend the range of this spell to 36". If they do so, the casting value is increased to 10+

Great weapon (Painbringer Kyazu only).

Magic Items / Abilities: The Leerstave of Loth'shar

The Leerstave gives Glutos a +1 bonus to cast and dispel spells.

Eye of the Gods, Fog of Temptation, Gorge on Excess, The Grand Gourmand, Mark of Slaanesh, Ward Save (5+)

All enemy units within 6" of Glutos suffer -1 To Hit in close combat.

All friendly units with the Mark of Slaanesh that are within 12" of Glutos may roll a D6 for each unsaved Wound inflicted by them in close combat. For each roll of a 6, the unit regains one Wound's worth of models previously slain during the game.

At the start of each of your turns, Glutos gains one the abilities as indicated in the table below. Note that all of these abilities are cumulative.

Turn

Power

1

Aperitif: All friendly units with the Mark of Slaanesh within 6" of Glutos gain +1 Leadership.

2

Starter: All friendly units with the Mark of Slaanesh within 6" of Glutos may re-roll failed charge rolls.

3

Main Course: All friendly units with the Mark of Slaanesh within 6" of Glutos are Unbreakable.

4

Dessert: Glutos gains one additional spell, chosen as normal.

5

Digestif: Glutos may re-roll casting and dispel results.

Vilitch the Curseling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .360 pts

MWSBSSTWIALd
Vilitch the Curseling453543538

Troop Type: Infantry (Special Character)

Magic: Vilitch the Curseling is a Level 4 Wizard who uses spells from the Lore of Tzeentch.

Two hand weapons, heavy armour.

Magic Items / Abilities: Vessel of Chaos, Conjoined Homunculus

When an enemy Wizard fails to meet the casting value of a spell, the power dice used for that attempt are converted to bonus dispel dice that Vilitch the Curseling may utilise later that phase. Conversely, should the enemy make a failed dispel attempt to counter one of Vilitch the Curseling's spells, the dispel dice used for that attempt are immediately converted to bonus power dice that Vilitch may utilise later that phase. Note that these bonus dice cannot take your pool above the maximum limit and no other Wizard can use these bonus dice – if Vilitch is unable to use them, they are lost.

Chaos Armour, Eye of the Gods, Loremaster (Lore of Tzeentch), Mark of Tzeentch, Will of Chaos

Egrimm van Horstmann. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .720 pts

MWSBSSTWIALd
Egrimm453443439
Baudros660666368

Troop Type: Monster (Special Character)

Magic: Egrimm is a Level 4 Wizard who uses spells from the Lore of Tzeentch.

Heavy armour.

Magic Items / Abilities: Chaos Runeblade, Skull of Katam, Spell Familiar

The wielder of this sword gains the Multiple Wounds (D3) and Ignores Armour Saves special rule.

The bearer of the Skull of Katam can choose to consult it before attempting to channel power dice each Magic Phase. If they do so, roll 2 extra dice. If the bearer consulted the Skull of Katam, they suffer a -1 Leadership penalty for the rest of the game for every result of 1 rolled when channelling this round – if it is ever reduced to 0, they are immediately removed as a casualty.

Chaos Armour, Cunning of Tzeentch, Dark Fire of Chaos, Eye of the Gods, Fly (7), Fumes of Contagion, Mark of Tzeentch, Natural Armour (3+), Power of Mind, Will of Chaos

Any army led by Egrimm gets +1 on its dice when rolling to see which player gets to choose table sides, and when rolling to determine who gets the first turn.

Egrimm always takes his Leadership tests using 3D6, discarding the highest result.

Melekh the Changer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .385 pts

MWSBSSTWIALd
Melekh483553759
Disc of Tzeentch130441427

Troop Type: Cavalry (Special Character)

Fireglaive, medium armour, shield.

Magic Items / Abilities: Golden Eye of Tzeentch, Blood of Tzeentch, Mirror of Knowledge

The wearer gains a Ward Save (3+) against all missile attacks.

The bearer of the Blood of Tzeentch may re-roll one casting dice per turn, provided it was not originally a roll of a 1.

The bearer can pick any enemy unit within 24" at the beginning of each of his Magic phases. The opponent must reveal everything that is not apparent about the unit, such as Magic Items and Hidden units.

Chaos Armour, Daemonic (Disc of Tzeentch), Eye of the Gods, Flaming Attacks (Disc of Tzeentch), Fly (9), Mark of Tzeentch, Will of Chaos

Special Characters - Heroes

Kordel Shorgaar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Kordel Shorgaar473542648

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour, shield.

  • May be mounted upon one of the following:

    • Barded Chaos Steed (20 pts)

    • Barded Daemonic Mount (51 pts)

Magic Items / Abilities: Banner of the Gods

This is the army's Battle Standard. The bearer of the Banner of the Gods causes Terror, and any unit joined by him gains the Unbreakable special rule.

Chaos Armour, Eye of the Gods, Will of Chaos

Baron Ungorr the Merciless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Baron Ungorr473542648

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Vampiric Axe, Star of Chaos

Great weapon. The Vampiric axe gives Ungorr +1 Strength. In addition, for each unsaved Wound he inflicts with it, he gains +1 Wound up to his starting value.

Ungorr may re-roll one failed To Hit, To Wound, Armour or Ward Save roll in each phase.

Chaos Armour, Eye of the Gods, Impetuous, Will of Chaos

Ungorr, and any unit he joins, gains the Vanguard special rule.

Wulfrik the Wanderer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts

MWSBSSTWIALd
Wulfrik the Wanderer483542748

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour, shield.

Chaos Armour, Eye of the Gods, Gift of Tongues, Hunter of Champions, Seafang, Will of Chaos

When Wulfrik the Wanderer issues a challenge, your opponent cannot choose to refuse it. Furthermore, Wulfrik nominates which enemy character will accept the challenge.

As soon as Wulfrik the Wanderer is placed on the tabletop, nominate one enemy character in your opponent's army – this is the champion Wulfrik has journeyed to challenge. Against the chosen character, Wulfrik always Hit and Wound on a 2+ and gets the Killing Blow special rule.

Before any units are deployed, Wulfrik the Wanderer and a single unit of Chaos Marauders may choose to use Seafang to encircle their foes. If they choose to do this, they have the Ambushers special rule. When rolling to see if Wulfrik and the Chaos Marauders arrive, roll once for both Wulfrik and the unit. When they arrive, the unit must be deployed with Wulfrik joined to it.

Lokjar Bjoergir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Lokjar Bjoergir463442638

Troop Type: Infantry (Special Character)

Light armour.

Magic Items / Abilities: Skull Gorger, Clan Shield, Snow Troll Amulet

Skull Gorger gives Lokjar the Killing Blow special rule.

Shield. All enemy characters belonging to the Forces of Order in base contact with Lokjar must always issue and accept challenges against him.

This amulet gives Lokjar the Regeneration (4+) special rule. At the end of each close combat phase, Bjoergir automatically regenerates 1 Wound lost earlier.

Eye of the Gods, Inner Rage, Will of Chaos

Once Lokjar suffers his first unsaved Wound, he will be subject to Frenzy for the rest of the battle.

Throgg King of Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .265 pts

MWSBSSTWIALd
Throgg652654258

Troop Type: Monstrous Infantry (Special Character)

Great weapon.

Magic Items / Abilities: The Wintertooth Crown

The Wintertooth Crown gives Throgg the Inspiring Presence ability, though it can only be used by friendly War Beasts, Monstrous Beasts, Monstrous Infantry and Monsters within 18".

Copious Vomit, Eye of the Gods, Lord of the Monstrous Horde, Mutant Regeneration, Natural Armour (6+)

Throgg has a Strength 5 Breath Weapon with the Ignores Armour Saves special rule.

If your army includes Throgg, units of Chaos Trolls count as Core choices instead of Special choices, and at least one unit must be included.

Throgg has the Regeneration (4+) special rule. In addition, if Throgg Regenerates two or more Wounds in the same phase, he rolls on the Eye of the Gods Table at the end of that phase.

Atarus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Atarus483542749
Drakocephalus840543327

Troop Type: Monstrous Cavalry (Special Character)

Polearm, heavy armour, barding.

Blade of the First Prince, Chaos Armour, Daemonic (Drakocephalus only), Devastating Charge, Network of Spies, Will of Chaos

Atarus has the Always Strikes First special rule in any turn that he makes a successful charge.

If Atarus is included in your army; you gain a +1 bonus on the roll to decide who chooses to take the first turn.

Scyla Anfingrim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Scyla Anfingrim6405543*10

Scyla Anfingrimm may not be the Army's General.

Troop Type: Monstrous Beast (Special Character)

Magic Items / Abilities: Brass Collar of Khorne

The Brass Collar of Khorne bestows Scyla Anfingrimm with the Ward Save (6+) and Magic Resistance (3) special rules.

Hatred, Mark of Khorne, Natural Armour (5+), Random Attacks (D6+2), Unbreakable

Festus the Leechlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Festus the Leechlord442452228

Troop Type: Infantry (Special Character)

Magic: Festus the Leechlord is a Level 2 Wizard who uses spells from the Lore of Nurgle.

Hand weapon.

Dark Experiments, Eye of the Gods, Harbinger of Pestilence, Healing Elixirs, Mark of Nurgle (included in profile), Poisoned Attacks, Regeneration (4+), Will of Chaos

When making a pursuit move, Festus and any unit he is with will only pursue 1D6" as they begin to bind their captives. However, enemy units caught by Festus or his unit are worth double victory points.

Whilst Festus the Leechlord is in a unit, all models in that unit have the Poisoned Attacks special rule.

Whilst Festus the Leechlord is in a unit, all models in that unit have the Regeneration (6+) special rule.

Kayzk the Befouled. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280 pts

MWSBSSTWIALd
Kayzk the Befouled473552448
Rotbeast of Nurgle730443226

Troop Type: Monstrous Cavalry (Special Character)

Heavy armour.

Chaos Armour, Corrupted Flesh, Eye of the Gods, Fear, Mark of Nurgle (included in profile), Plague Knights, Poisoned Attacks, Regeneration (5+), Will of Chaos

All attacks (except those with the Flaming Attacks special rule) suffer -1 To Wound Kayzk the Befouled.

If Kayzk is included in your army, you may upgrade one unit of Chaos Knights with the Mark of Nurgle to Plague Knights for +24 points per model. Plague Knights ride Rotbeasts of Nurgle and are Monstrous Cavalry. In addition, they have the Regeneration (5+) special rule.

Dechala. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .255 pts

MWSBSSTWIALd
Dechala683442988

Troop Type: Infantry (Special Character)

Two hand weapons, medium armour.

Magic Items / Abilities: Elixir of Damnation

If an enemy models suffers an unsaved wound, they cannot voluntarily move, attack or cast spells in the next turn.

Always Strikes First, Chaos Armour, Dances of Slaanesh, Eye of the Gods, Mark of Slaanesh, Poisoned Attacks

Dechala may pick one of the following dances at the start of each round of close combat, the effect of which lasts until the end of that turn or until a new dance is chosen. She cannot choose the same dance in two consecutive rounds of combat.

  • The Praise of Slaanesh: Dechala fights with dancing movements that enthral her enemies, and her twisting body becomes almost impossible to hit.
    All successful rolls to hit against Dechala in close combat must be re-rolled.

  • Dance of Destruction: Dechala swirls with frantic energy, cutting limbs and severing heads with her whistling blades.
    Dechala gains +1 To Hit.

  • Daggerdance: Dechala’s twisting blades make a wall of steel around her that no sword master can penetrate.
    Dechala gains the Parry (5+) special rule.

Aekold Helbrass. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts

MWSBSSTWIALd
Aekold483542748

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: The Windblade

Great weapon. At the start of each of his turns, roll a D6 and consult the chart below to see what effect the Windblade will have on its bearer:

D6

Result

1-2

The Windblade allows its bearer to walk the winds of magic and move with an astounding speed.

Aekold gains the Fly (10) special rule until the start of his next turn.

3-4

The Windblade becomes as light as a feather in the hands of its bearer, and yet still retains its deadly power.

Aekold gains the Always Strikes First special rule until the start of his next turn.

5-6

The Windblade swirls and leaps from the hands of its wielder, striking enemies at a great distance before returning to his hand.

Aekold may throw the Windblade as a missile attack with a range of 12" and the Quick to Fire special rule. If the unit is hit it suffers D3 Strength 5 hits.

The Breath of Life, Chaos Armour, Eye of the Gods, Mark of Tzeentch, Will of Chaos

Aekold has the Regeneration (4+) special rule. In addition, any Character model in base contact with Aekold Helbrass also gains Regeneration (4+) as long as they are in contact with him. If Aekold is killed during a battle, roll a dice at the end of the turn that killed him. On a 4+ he recovers to full wounds, and is placed where the model was originally slain, at least 1" away from any unit or Impassable Terrain.

Chaos Mutations and Powers

As Champions of Chaos slaughter their way across the battlefields of the world, their infamy and skill attract the attention of the Chaos Gods. This is both a blessing and a curse. For the followers of Chaos, physical mutations are regarded as gifts sent from the gods themselves. For such blessings to be bestowed on a warrior shows the favour of the Dark Powers. Often these mutations appear in the form of small aberrations, such as webbed toes or oddly coloured eyes, and sometimes they may be debilitating or crippling.

However, sometimes a mighty warrior’s power will be enhanced by impressive mutations that make them fearful to face in combat. These warriors are regarded as particularly chosen by their patron deities, and will often go on to become mighty chieftains. Mutations can appear in an unfathomable array of forms and appearances. A warrior may become bigger and stronger, whilst his skin may grow tough, leathery or even chitinous, forming natural armour. Others may be blessed with powerful natural weaponry, such as claws and tentacles, or be able to spit acid at their foes. A Champion high in the esteem of his patron Gods may find his limbs filled with daemonic vigour, his skin constantly aflame with magical fire, or a frill of poisonous tendrils pushing out from the skin of his neck. Those who are especially favoured may return time and time again to the Realms of Chaos or to certain holy places along the borderlands where they commune with their gods and receive further gifts of this kind.

Unfortunately, many mutations pleasing to the Chaos Gods are anathema to those they are thrust upon. A favoured warrior is as likely to have his mind reduced to that of a ravenous beast as they are to glow with an aura of diabolic majesty.

Below are Chaos Mutations and Powers that can be bought for Chaos characters. Each can only be chosen once per army (excluding Special Characters) – the Chaos Gods aren't fond of repeating themselves!

Any missile attacks targeting the character or the unit they are with have their Strength value halved, rounding up. This has no effect against Magical Attacks.

The character has the Terror special rule.

The character has a Strength 3 Breath Weapon that has the Flaming Attacks special rule.

Infantry only. The character has the Fly (10) special rule.

The character has the Fear special rule.

Any successful Leadership tests taken by an enemy unit in base contact with the character must be re-rolled. This mutation cannot be combined with Fearsome Aura.

Instead of making his usual attacks, the character can choose to make a special attack against a single Infantry model. If the attack hits, the enemy model must pass an Initiative test. If this test is failed, the victim is swallowed whole and is removed from the game with no saves allowed.

All enemy units within 6" of this character suffer -1 to their Leadership.

The character may wield both a weapon that Requires Two Hands and a shield at the same time, benefitting from both pieces of equipment. This mutation cannot be combined with Tentacle.

Roll a D6 for every unsaved Wound the character inflicts on an enemy unit in close combat. For each result of a 6 rolled, they immediately regain a single lost Wound.

Wizard only. The character knows one extra spell than normal for his level.

The character has the Poisoned Attacks and Immunity (Poisoned Attacks) special rules.

Whenever this character suffers an unsaved Wound in close combat, the model that inflicted that Hit suffers a Strength 4 hit, which count towards the combat result.

The character has the Flaming Attacks and Immunity (Flaming Attacks) special rules.

Model on foot only. The Champion gains +1 Movement. This mutation cannot be combined with Serpent Body.

Model on foot only. The character gets the Impact Hits (1) special rule.

The character has the Natural Armour (6+) special rule.

The character may grapple with a single opponent in base contact, forcing them to lose one Attack. However, the character is not allowed to use a shield or any weapon that Requires Two Hands.

Instead of attacking normally, the character can choose to make a single special Attack. If they do so, and the Attack hits, the hit is resolved at double the character's Strength
and has the Multiple Wounds (D3) special rule.

Powers of Khorne

The following powers may only be taken by models with the Mark of Khorne or Daemon of Khorne.

The model will never lose their Frenzy for any reason. In addition, any unit, friend or foe, that is in base contact with them at the start of their Movement phase becomes subject to Frenzy for the rest of that turn. If they already have the Frenzy special rule, they instead gain +1 Attack, but will have to re-roll any successful Berserk Rage roll.

At the start of the first round of close combat, all enemy units in base contact suffer D6 Strength 2 hits which Ignores Armour Saves.

The model gains the Hatred special rule. Any Wizard within 12" of the character suffer -D3 to each of their casting rolls.

On the turn that the character charges, all enemy units in base contact suffer -1 To Hit in close combat.

Powers of Tzeentch

The following powers may only be taken by models with the Mark of Tzeentch or Daemon of Tzeentch.

Wizards only. The character may re-roll a single power or dispel dice per player turn. This may potentially prevent a Miscast.

Wizard only. Once per turn, the character may choose to add +D3 to his casting result after attempting to cast a spell. This extra dice cannot cause a Miscast or count towards Ultimate Power.

The Champion has the Regeneration (5+) special ability.

The character re-rolls Ward Save results of 1.

Powers of Nurgle

The following powers may only be taken by models with the Mark of Nurgle or Daemon of Nurgle.

The character gains a Breath Weapon. All models Hit must pass a Toughness test or suffer a Wound with the Ignores Armour Saves special rule.

The character gains +1 Wound.

Each model that attacks the character in close combat suffer an automatic Strength3hit after the attacker's hits have been worked out. This hit occurs even if the character with the Nurgling Infestation is slain and any wounds caused count towards combat resolution.

The character gains a special attack at Strength 2 with the Always Strikes First and Ignores Armour Saves special rules.

At the start of every close combat phase, every enemy model in base contact with the character suffers a single Strength 1 hit with the Ignores Armour Saves special rule.

Powers of Slaanesh

The following powers may only be taken by models with the Mark of Slaanesh or Daemon of Slaanesh.

One use only. The character can use this ability at the start of any Magic phase, immediately after rolling for the Winds of Magic. All enemy Wizards within 18" must immediately roll 2D6 on the Miscast Table.

Once per game, at the beginning of the Close Combat phase, the bearer of the Word of Agony can choose a model in base contact. That model takes D6 Strength 4 hits which Ignores Armour Saves.

Model on foot only. The Champion gains +2 Movement, +1 Initiative and the Swiftstride special rule. This mutation cannot be combined with Cloven Hooves.

When a unit flees from a character with this gift or the unit they are with, the fleeing unit rolls an extra D6 and discards the highest dice roll.

Any opponent wishing to strike the character in close combat must first pass a Psychology test before rolling To Hit. If the test is failed, that model cannot make any close combat attacks that phase. This does not affect Attacks that do not roll To Hit.

Dread Artefacts of Chaos

On the following pages are magic items available to Warriors of Chaos armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.

Magic Weapons

A character with the Daemonsword adds D3 to his Strength and has an extra D3 Attacks, to a maximum of 10 (roll separately for these values at the start of each round). However, every To Hit roll of a 1 made by this character in close combat is resolved against himself; the character can never re-roll a To Hit roll of a 1.

All attacks with the Rending Sword may re-roll failed To Wound rolls and have the Multiple Wounds (D3) special rule.

Close combat attacks made with the Hellfire Sword have the Flaming Attacks and Ignores Armour Saves special rules. After all close combat blows have been struck, roll a D6 for every foe slain by the Hellfire Sword - on the roll of a6, the slain foe's body explodes, inflicting an additional D6 Strength 4 hits on the enemy unit with the Flaming Attacks special rule. Unsaved Wounds inflicted in this way count towards the combat result. At the end of each of the wielder's turns, roll a D6; on the roll of a 1, they suffer one Wound with the Ignores Armour Saves special rule.

Magic Armour

Heavy armour. The wearer of the Crimson Armour gains Immunity (Killing Blow/Multiple Wounds) against close combat attacks and a Ward Save (6+).

6+ armour save. The wearer gains the Always Strikes First and Stupidity special rules.

Talismans

The wearer of the Crown of Everlasting Conquest gains the Regeneration (4+) special rule. In addition, it gives the wearer the Inspiring Presence special rule to friendly units within 6". If worn by the General, his Inspiring Presence range is instead increased by 6".

Arcane Items

The Book of Secrets allows the Wizard to choose an additional spell from each of the Lores of Fire, Shadow and Death, following the normal rules for choosing spells. This does not give them any additional access to any Signature spells. In addition, they get +1 to channel power dice, but do not channel any dispel dice. If the bearer ever miscasts, roll 2D6 on the Miscast Table and choose the highest result.

Enchanted Items

One use only. The bearer of the Chalice of Chaos may drink from it at the start of any phase. If he chooses to do so, roll a D6 and consult the table below.

D6

Result

1

Unworthy Fool: The imbiber immediately suffers a Wound, with no saves of any kind allowed.

2

Inhuman Speed: The imbiber gains the Always Strikes First special rule until the end of the turn.

3

Regenerating Flesh: The imbiber gains the Regeneration (4+) special rule until the end of the turn.

4

Dark Fortune: The imbiber gains the Ward save (5+) special rule until the end of the turn.

5

Daemonic Strength: The imbiber gains the Killing Blow special rule until the end of the turn.

6

Final Transformation: If the imbiber is already a Daemon Prince, he instead treats this result as Unworthy Fool. Otherwise, he must immediately take a Leadership test. If passed, he is gifted with Daemonhood, as described on the Eye of the Gods table. If failed, he is gifted with Spawndom, as described on the same table.

Magic Standards

Bound Spell, power level 4. The Banner of Wrath contains a magic missile with a range of 24". If cast, it causes D6 Strength 4 hits. This is a Lightning Attack.

Magic Items Expansion

Magic Weapons

The Aethersword gives the wielder the Ignores Armour Saves special rule. In addition, no Parry saves from shields may be taken against it either.

Mark of Khorne only. Model on foot only. The Berserker Sword gives the wielder +1 Attack for every enemy model in base contact. In a challenge, it only confers +1 Attack.

For every unsaved Wound caused by the Blade of Blood, the wielder may take a Strength test. If passed, the wielder regains 1 Wound previously lost during the game. However, if the test is failed, the wielder loses 1 Wound with no saves allowed instead.

Mark of Slaanesh only. The Whip of Pleasure gives the wielder +1 Attack. In addition, the wielder gains the Always Strikes First special rule in the first round of close combat.

Mark of Slaanesh only. If an enemy character or monster takes an unsaved wound from the Whip of Subversion and that model has not yet made its attacks for that round, then you may force it to allocate its attacks upon other models from its own side. Wounds caused count towards your combat resolution.

All To Hit rolls of 1 directed against the wielder of theFather of Blades in close combat instead hit the attacking model.

Mark of Nurgle only. Polearm. Every unsaved Wound caused by the Glaive of Putrefaction makes the victim suffer -1 to their Strength and Toughness for the remainder of the game.

Any model that suffers an unsaved Wound from the Soul Cleaver must pass a Toughness test or suffer an additional wound with no saves allowed. This additional wound does not cause an additional Toughness test.

Magic Armour

Heavy armour. The Armour of Morrslieb gives the wearer a Ward Save (4+) against non-Magical Attacks.

Heavy armour. The Bronze Armour of Zhrakk gives the wearer the Animated Construct special rule (though they may still march). However, no other model may use the model's Leadership.

Heavy armour. The Skinhidden Plate confers +1 Toughness upon the wearer.

Heavy armour. The Armour of Tortured Souls gives the wearer +1 Toughness against non-Magical Attacks.

Talismans

Mark of Khorne only. The Collar of Khorne gives the wearer the Magic Resistance (3) special rule.

The Gaze of the Gods gives the wearer a Ward Save (4+). However, if the model flees for any reason, the wrath of the Chaos gods is visited upon him. After working out the Flee move, the model is turned into a Chaos Spawn, with the same number of wounds remaining as the character had. If you do not have a Spawn model to replace the character then he simply counts as slain. For Victory Points purposes, the character is not counted as slain or below half Wounds unless the Spawn he has turned into is slain or is below half Wounds.

Arcane Items

Mark of Tzeentch only. The bearer can re-roll any number of the dice rolled to cast or dispel a spell. This can effectively negate any effects of a Miscast and cause Ultimate Power. However, if the bearer casts a spell with Ultimate Power using the staff's re-roll ability, the staff will exhaust its power and cease working for the rest of the battle.

Whenever any Wizard on the battlefield miscasts while casting a spell, the bearer of the Infernal Puppet may choose to modify any rolls on the Miscast Table made by that Wizard by up to D3 each time.

Mark of Slaanesh only. Bound Spell, Power Level 4. The Sceptre of Domination contains the Pavane of Slaanesh spell from the Lore of Slaanesh.

Mark of Nurgle only. Bound Spell, Power Level 3. The Rod of Corruption contains a direct damage spell with a range of 24". The target unit suffers D6 Strength 2 Hits with the Ignores Armour Saves special rule.

Enchanted Items

At the start of every close combat phase, all enemy models in base contact with the bearer of the Blasphemous Amulet must pass a Toughness test or suffer one Wound which Ignores Armour Saves. This has no effect against Animated Constructs.

Bound Spell, Power Level 3. The Rod of Torment contains a magic missile with a range of 18" and causes 2D6 Strength 3 hits.

The Faithless Charm gives the bearer the Always Strikes First and Killing Blow special rules. However, if they fail any Leadership test, they lose Always Strike First and gain Frenzy and Always Strikes Last instead. The bearer cannot lose their Frenzy.

Mark of Slaanesh only. Enemies cannot refuse challenges issued by the wearer of the Bindings of Slaanesh. In addition, they are subject to the Always Strikes Last special rule in challenges (including mounts).

Mark of Khorne only. One use only. The Black Tongue can be used whenever an enemy Wizard fails to cast a spell. When used, the spell counts as having been Miscast. The model bearing the Black Tongue then suffers a wound with no saves allowed.

After rolling on the Eye of the Gods Table the bearer may add or subtract one from his roll. This may not affect a result of 2 or 12.

Magic Standards

All enemy units with Line of Sight to the Doom Totem suffer a -1 penalty to their Leadership. This standard has no effect on models with Immunity (Psychology).

Mark of Khorne only. The unit carrying the Banner of Rage can never lose their Frenzy. In addition, it may re-roll failed Break Tests.

Mark of Tzeentch only. Each time the unit carrying the Blasted Standard suffers a hit from a shooting attack, roll a D6 immediately before rolling To Wound. On the roll of 2+, the Strength of that hit is halved. However, if the result is a 1, the Strength of that hit is instead doubled. Attacks that do not roll To Wound, or that wound automatically, are not affected by the Blasted Standard.

Mark of Nurgle only. All models in base contact with the unit carrying the Festering Shroud suffer -1 to their Strength. This standard has no effect on models with the Mark of Nurgle or Animated Constructs.

Mark of Slaanesh only. The unit carrying the Rapturous Standard gains the Unbreakable special rule.

The Lore of Tzeentch

When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell's effect(s), you immediately add a single power dice to your army's pool for each result of a 6 that was rolled to cast the spell.

Blue Fire of Tzeentch is a magic missile with a range of 24" that causes D6 Strength D6+1 hits with the Flaming Attacks special rule. The Wizard can choose to extend the range of the spell to 48". If they do so, the casting value is increased to 8+.

Pandemonium is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must use the lowest Leadership value in the unit (including that of mounts) and cannot benefit from the Inspiring Presence or Hold Your Ground! abilities. The Wizard can choose to have this spell target all enemy units within 12". If they do so, the casting value is increased to 14+.

Pink Fire of Tzeentch is a direct damage spell. Place the teardrop-shaped template with its narrow end touching the front of the Wizard's base and the large end aimed at the target. Roll 2D6 and move the template directly forwards the number of inches indicated. All models underneath the template suffer a Strength D6+1 hit with the Flaming Attacks special rule (roll once for the Strength and use that value for all hits).

Bolt of Change is a magic missile with a range of 24". It inflicts a single Strength D6+4 hit with the Multiple Wounds (D3), Ignores Armour Saves and Flaming Attacks special rules, and then penetrates ranks in the same manner as a shot from a bolt thrower.

Glean Magic is a hex spell that targets a single enemy Wizard within 18". The caster and the target both roll a D6 and add their Wizard level to the score. If the target's total is higher than the caster's, nothing happens. Otherwise, the target suffers a Strength 4 hit with the Flaming Attacks special rule, loses one Wizard level (to a minimum of 0) including forgetting one randomly determined spell (this cannot be a bound spell). If the caster does not already know this spell, they immediately gain it and can cast it just like any of his other spells. When casting a stolen spell, always substitute its lore attribute with the Lore of Tzeentch's lore attribute.

Treason of Tzeentch is a hex spell with a range of 24". All models in the unit immediately make one close combat attack against the unit itself. Roll To Hit, To Wound and take saves as normal. The caster may choose which of the unit's weapons is used for these attacks, though any Parry or Dodge save does not apply, and neither does any special rules that only applies in the first round of close combat. This spell has no effect on single model units.

Infernal Gateway is a direct damage spell with a range of 24". The target suffers 2D6 Strength 2D6 hits with the Flaming Attacks special rule. Roll for the Strength first. If an 11 or 12 is rolled when determining the spell's Strength value, the hits are resolved at Strength 10, and the unit suffers 3D6 hits rather than 2D6.

The Lore of Nurgle

When a spell from the Lore of Nurgle is successfully cast, roll a D6 after resolving the spell's effect(s). On the roll of a 6, the Wizard's Wounds are increased by 1 for the remainder of the game.

Stream of Corruption is a direct damage spell. The caster makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit must pass a Toughness test or suffer a Wound with the Ignores Armour Saves special rule.

Miasma of Pestilence is an augment spell with a range of 18". Until the start of the caster's next Magic phase, all enemy units in base contact with the target unit reduce their Weapon Skill and Initiative by 1 (to a minimum of 1). The Wizard can choose to cast a more powerful version of this spell that instead reduces the Weapon Skill and Initiative of all enemy units in base contact with the target unit by D3 (roll once and apply the result to all affected enemies). If they do so, the casting value is increased to 10+.

Blades of Putrefaction is an augment spell with a range of 12". The target unit's close combat attacks gain the Poisoned Attacks special rule until the start of the caster's next Magic phase. If a model targeted by this spell already has Poisoned Attacks, its Attacks Wound the target automatically on a To Hit roll of 6.

Curse of the Leper can be cast on any unit (friend or foe) within 18". If cast on a friendly unit, Curse of the Leper is an augment spell that increases the target unit's Toughness by D3 (to a maximum of 10) until the start of the caster's next Magic phase. If Curse of the Leper is cast on an enemy unit, it is a hex spell that reduces the target unit's Toughness by D3 (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.

Rancid Visitations is a magic missile with a range of 18" that inflicts D6 Strength 5 hits. The target unit must then immediately pass a Toughness test or suffer a further D6 Strength 5 hits. The target must keep testing its Toughness in this manner until a test is passed, or the target is removed as a casualty.

Fleshy Abundance is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target has the Regeneration (5+) special rule (to a maximum of a 3+ save for Daemons of Nurgle).* The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 14+.

*(Warrior of Chaos only) If the target already has the Regeneration special rule, it instead gains +1 to all Regeneration saving throws (to a maximum of 2+) until the start of the caster's next Magic phase.

Remains in play. Plague Wind is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Plague Wind will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. If the result on the artillery dice is a misfire, centre the template on the caster instead and roll a scatter dice; the template moves a number of inches equal to the caster's Wizard level, in the direction shown by the scatter dice (if you roll a Hit!, the template remains where it is). Any model touched by the template must pass a Toughness test or suffer a single automatic Wound, with the Ignores Armour Saves special rule.

In subsequent turns, the Plague Wind travels in a random direction and moves a number of inches equal to the roll of an artillery dice (if a misfire is rolled, the Plague Wind dissipates and is removed). The Wizard can infuse Plague Wind with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.

The Lore of Slaanesh

When a spell from the Lore of Slaanesh is successfully cast, roll a D6, plus one D6 for each unsaved Wound caused by the spell (if any). For The Lore of Pleasure and Pain each result of a 6 rolled, the Wizard's Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

Lash of Slaanesh is a direct damage spell with a range of 24". Extend a straight line 24" in length, within the caster's forward arc and directly from his base. Any model whose base falls under the line (determined using the line template) suffers a Strength 4 hit with the Armour Piercing (1) special rule. Any unit that suffers a casualty from this spell may not march in its next Movement phase.

Acquiescence is a hex spell with a range of 24". The target unit is subject to the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 48". If they do, the casting value is increased to 9+.

Pavane of Slaanesh is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). If successfully cast, the target must pass a Leadership test on 3D6. If failed, the target suffers 1 Wounds which Ignores Armour Saves for every point they failed the test by.

Remains in play. Hysterical Frenzy can be cast on any unit (friend or foe) within 24". If cast on a friendly unit, Hysterical Frenzy is an augment spell. If Hysterical Frenzy is cast on an enemy unit, it is a hex spell. For the duration of the spell, the target gains the Frenzy special rule (which is not lost if the unit is defeated in close combat). If the target unit already has the Frenzy special rule, that Frenzy grants +2 Attacks instead of just +1. In addition, for the duration of the spell, the target of Hysterical Frenzy suffers D6 Strength 3 hits at the end of each of the caster's Magic phases.

Slicing Shards is a magic missile with a range of 24" that inflicts D6 Strength 4 hits with the Armour Piercing (1) special rule. The target must then immediately pass a Leadership test or suffer a further D6 Strength 4 hits with the Armour Piercing (1) special rule. The target must keep testing its Leadership in this manner until a test is passed, or the target is removed as a casualty.

Phantasmagoria is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must roll an additional D6 whenever it takes a Leadership test, discarding the lowest result rolled. The caster can choose to have this spell target all enemy units within 12". If they do so, the casting value is increased to 20+.

Cacophonic Choir is a hex spell with a range of 12". The target unit takes 3D6 hits that wound on a 4+ with the Ignores Armour Saves special rule. If at least one unsaved Wound is caused, the target unit is subject to the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 19+.

Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

To determine what a Giant does in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Jump Up and Down

3

Pick Up and...

4-6

Swing with Club

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Thump with Club

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Mammoth Special Attacks

Mammoths are huge beasts who rely on their near unstoppable mass and tree trunk sized tusks to gouge and crush their foes. When the Mammoth attacks, roll on the appropriate following table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1-2

Trample

3-4

Stomp

5

Bellow

6

Pick up and...

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Attack Type

1-2

Butt

3-5

Gore

6

Bellow

The Mammoth tramples and crushes the enemy, splattering its victims like over-ripe fruit beneath its feet. A single enemy unit in base contact suffers D3 Strength 7 hits for each rank of five or more models it has.

The Mammoth inflicts 3D6 Hits with its Stomp Attack this turn.

The Mammoth trumpets and roars with deafening force. Neither the Mammoth nor any unit in contact with it fight if they have not already done so this turn. The army fielding the Mammoth automatically wins the combat by 3 points. This result has no effect against Animated Constructs.

The Mammoth uses its agile trunk to grab a helpless enemy Character from the target unit (Mammoth player's choice). Roll a D6 to see what unfortunate fate befalls the victim.

D6

Result

1-2

Throw Back into Combat. The victim is hurled back into their own unit like a missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3-4

Hurl. The victim is hurled into an enemy unit within 12" of the Mammoth – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Mammoth's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

5

Eat. The Mammoth swings the victim into its maw and bites down. The victim model is removed as a casualty, and the Mammoth may immediately recover a single Wound it has lost previously in the game.

6

Squash and Grab Another. The Mammoth's trunk constricts around the target, crushing their bones to splinters. The model is removed as a casualty and the Mammoth then picks another victim. Roll again on this table to see what happens.

The Mammoth charges, ramming its victim with its massive head. The Mammoth inflicts one automatic hit against one model in base contact (your choice), causing D3 Strength 7 hits with the Multiple Wounds (D3) special rule.

The Mammoth gouges at the enemy with its massive tusks. The Mammoth makes D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Aekold Helbrass

Infantry

25x25

Arbaal the Undefeated

Monstrous Cavalry

50x50

Archaon

Infantry

25x25

Atarus

Monstrous Cavalry

50x75

Baron Ungorr the Merciless

Infantry

25x25

Bloab Rotspawned

Monster

60x100

Chaos Chariot

Chariot

50x100

Chaos Chosen

Infantry

25x25

Chaos Cultists

Infantry

20x20

Chaos Dragon

Monster

50x50 or 50x100

Chaos Giant

Monster

50x75

Chaos Knights

Cavalry

25x50

Chaos Lord

Infantry

25x25

Chaos Marauders

Infantry

25x25

Chaos Ogres

Monstrous Infantry

40x40

Chaos Sorcerer

Infantry

25x25

Chaos Sorcerer Lord

Infantry

25x25

Chaos Spawn

Monstrous Beast

40x40

Chaos Steed

Warbeast

25x50

Chaos Trolls

Monstrous Infantry

40x40

Chaos War Mammoth

Monster

100x150

Chaos Warhounds

Warbeast

25x50

Chaos Warriors

Infantry

25x25

Chaos Warshrine

Shrine

50x100

Chimera

Monster

50x100

Count Mordrek

Cavalry

25x50

Daemon Prince

Monstrous Infantry

50x50

Daemonic Mount

Monstrous Beast

50x50

Dechala

Infantry

25x25

Disc of Tzeentch

Warbeast

50x50

Dorghar (MC)

Monstrous Cavalry

50x50

Dorghar (Mo)

Monster

150x100

Dragon Ogre Shaggoth

Monster

50x50 or 50x75

Dragon Ogres

Monstrous Cavalry

40x40 or 50x75

Egrimm van Horstmann

Monster

50x50 or 50x100

Exalted Hero

Infantry

25x25

Fatemasters

Cavalry

40x40

Festus The Leechlord

Infantry

25x25

Feytor the Tainted

Infantry

25x25

Flayerkin

Infantry

25x25

Forsaken

Infantry

25x25

Galrauch

Monster

50x50 or 50x100

Giant Chaos Spawn

Monster

100x150

Glutos Orscollion

Chariot

100x150

Gorebeast Chariot

Chariot

50x100

Great Spined Chaos Beast

Monster

50x100

Haargroth the Blooded One

Infantry

25x25

Harald Hammerstorm

Infantry

25x25 or 40x60

Hellcannon

Monster

75x75

Hellstriders of Slaanesh

Cavalry

25x50

Hrothgar Daemonaxe

Infantry

25x25

Juggernaut of Khorne

Monstrous Beast

50x50 or 50x75

Kayzk the Befouled

Monstrous Cavalry

50x50 or 50x75

Khazek

Monster

150x100

Kholek Suneater

Monster

50x100 or 100x150

Khorgos Khul

Infantry

50x25 or 50x50

Kordel Shorgaar

Infantry

25x25

Lokjar Bjoergir

Infantry

25x25

Manticore

Monster

50x50 or 50x100

Marauder Chariot

Chariot

50x100

Marauder Chieftain

Infantry

25x25

Marauder Horsemen

Cavalry

25x50

Marauder Hunters

Infantry

25x25

Melekh the Changer

Cavalry

50x50

Morbidex Twiceborn

Monster

60x100

Mutalith Vortex Beast

Monster

50x100

Nightmaw

Monstrous Infantry

40x40

Orghotts Daemonspew

Monster

60x100

Palanquin of Nurgle

Infantry

50x50

Plaguestrangler Vilestench

Infantry

25x25

Pusboyle Blightlords

Monstrous Cavalry

50x75

Putrid Blightkings

Infantry

30x30 or 40x40

Rotbeast

Monstrous Beast

50x50 or 50x75

Sayl the Faithless

Infantry

25x25

Scyla Anfingrimm

Monstrous Beast

40x40 or 50x50

Sigvald The Magnificent

Infantry

25x25

Skarr Bloodwrath

Infantry

30x30 or 40x40

Skin Wolves

Monstrous Beast

40x40

Skullcrushers

Monstrous Cavalry

50x75

Skullreapers

Infantry

30x30 or 40x40

Slaughterbrute

Monster

50x100

Slaughterpriest

Infantry

25x25

Steed of Slaanesh

Warbeast

25x50

Styrkaar of the Sortsvinaer

Monstrous Cavalry

50x50

Tamurkhan

Monster

100x150

The Glottkin

Monster

150x100

Throgg

Monstrous Infantry

40x40

Valkia The Bloody

Infantry

25x25

Valnir the Reaper

Infantry

25x25

Varanguard

Monstrous Cavalry

50x50

Vardek Crom

Infantry

25x25

Vilitch The Curseling

Infantry

25x25

Vorgaroth the Scarred

Monster

100x150

Warhorse

Warbeast

25x50

Wrathmongers

Infantry

30x30 or 40x40

Wulfrik The Wanderer

Infantry

25x25