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Chaos
“Here be Daemons”.
By Leth Shyish’phak.
Army Special Rules:
The following rules either affect several different units, or the entire army in the case of
Eternal Enemies and Daemon. Mounts will not benefit from the following rules unless they
have the rule themselves.
Marks of Chaos:
The Mark of Khorne: The model has Magic Resistance (2) and the Frenzy special rule and
will not lose it if beaten in close combat. In the opponent’s magic phase, each character with
this Mark will generate a dispel dice. In addition, if the army includes any characters with
the Mark of Khorne, friendly wizards may not add their wizard level to any dispel rolls. If the
army includes a Bloodthirster, no wizard on the battlefield may add their wizard level to any
casting or dispel rolls.
The Mark of Tzeentch: The model gains a 6+ ward save and will also receive a +1 bonus to
any other ward save that it may have. If the model is a wizard, it will roll an additional dice
when attempting to channel in your magic phase and will receive an additional +1 to cast.
For every unit and character in your army with this mark, you receive one re-roll which may
be used at any point throughout the game; each of these re-rolls may only be used once,
although more than one can be used at the same time (but a re-roll still cannot be re-rolled
again); if a dice is part of a 2D6, 3D6, etc roll then you may choose which dice to re-roll;
these re-rolls can only be used on dice which are rolled on behalf of one of your
models/units that has the Mark of Tzeentch.
The Mark of Nurgle: The model gains the Poisoned Attacks special rule and enemy models
receive a -1 to hit penalty when attacking or shooting at any model(s) with this mark.
The Mark of Slaanesh: The model is immune to the effects of Panic, Fear and Terror. At the
start of each close combat phase, every enemy unit in base contact with one or more
models with this mark must take a leadership test, if the test is failed then the unit may not
attack that turn. Any enemy units in base contact with one or more characters with this
mark suffer a -1 penalty to their leadership value.
The Mark of Chaos Undivided: The model counts as having all four of the other Marks of
Chaos. Whenever a Daemonic Gift states that it may not be taken by a Model with the Mark
of Khorne, it may still be taken by a model with the Mark of Chaos Undivided.
Eternal Enemies: A unit may not contain models that have different Marks of Chaos.
Daemon: A model with this rule is Unbreakable, causes Fear, has Magical Attacks and a 5+
Ward Save. Whenever a unit with this rule loses a round of combat, it must take a
leadership test; add the amount that it lost the combat by to the result of the leadership
test and then subtract the unit’s leadership value; the final result is the amount of wounds
that the unit then suffers with no saves allowed. If the unit is somehow Steadfast, then do
not add the amount that it lost combat by. Wounds caused in this way must be allocated to
rank and file models before champions, and to champions before characters if possible.
Lords:
Daemon Prince: 380 points
Daemon Prince: M-8 Ws-9 Bs-6 S-7 T-7 W-6 I-9 A-7 Ld-10
Unit Type: Monster
Equipment: hand weapon
Options:
May have a Mark of Chaos for 30 points: Khorne, Tzeentch, Nurgle or Slaanesh.
If another Mark of Chaos is not taken, my take the Mark of Chaos Undivided for 120
points.
May take any of the following: shield, additional hand weapon, great weapon, flail,
throwing axes and/or halberd – 20 points each.
May take heavy armour for 20 points.
May take up to 300 points of Daemonic Gifts.
Special Rules: Daemon, Fly, Large Target, Terror
Heroes:
Battle Standard Bearer: One Herald in the army may be upgraded to be the Battle Standard
Bearer for 25 points. It may then choose a Daemonic Icon of any points value.
Mounts
Juggernaut:
Juggernaut: M-7 Ws-5 Bs-0 S-5 T-5 W-1 I-2 A-3 Ld-6
Unit Type: Monstrous Beast
Equipment: hand weapon
Special Rules: Magical Attacks, Fear, Killing Blow, Brass Behemoth, The Mark of Khorne
Brass Behemoth: A model riding a Juggernaut receives +2 to its armour save for
being mounted, instead of the usual +1.
Disc of Tzeentch:
Disk: M-1 Ws-3 Bs-0 S-4 T-4 W-1 I-4 A-2 Ld-6
Unit Type: War Beast
Equipment: hand weapon
Special Rules: Magical Attacks, Fear, Flaming Attacks, Flying Cavalry
Steed of Slaanesh:
Steed: M-10 Ws-4 Bs-0 S-3 T-3 W-1 I-7 A-2 Ld-6
Unit Type: War Beast
Equipment: hand weapon
Special Rules: Magical Attacks, Fear, Fast Cavalry, Poisoned Attacks, Armour Piercing, Always
Strikes First
Wyrm of Slaanesh:
Wyrm: M-10 Ws-5 Bs-0 S-4 T-3 W-1 I-8 A-6 Ld-6
Unit Type: Monstrous Beast
Equipment: hand weapon
Special Rules: Magical Attacks, Fear, Fast Cavalry, Killing blow, Poisoned Attacks, Armour
Piercing, Always Strikes First
Beast of Nurgle:
Beast: M-(3D6) Ws-3 Bs-0 S-4 T-5 W-1 I-1 A-(D6+1) Ld-4
Unit Type: Monstrous Beast
Equipment: hand weapon
Special Rules: Magical Attacks, Random Movement (3D6), Random Attacks (D6+1), The Mark
of Nurgle, Fear
Palanquin of Nurgle:
Palanquin: M-4 Ws-3 Bs-0 S-3 T-3 W-1 A-7 Ld-5
Unit Type: Chair
Equipment: hand weapon
Special Rules: Magical Attacks, Fear, The Mark of Nurgle, Palanquin
Palanquin: A model riding a Palanquin will count as Monstrous Infantry, although it
gets no Stomp attack. In addition, the rider will receive +1 toughness and +1 wound.
Core:
Bloodletters: 11 points per model
Bloodletter: M-5 Ws-5 Bs-4 S-5 T-3 W-1 I-4 A-1 Ld-7
Champion: M-5 Ws-5 Bs-4 S-5 T-3 W-1 I-4 A-2 Ld-7
Unit Type: Infantry
Unit Size: 10+
Equipment: hand weapon, heavy armour
Options:
May take any of the following: shield, additional hand weapon, great weapon, flail,
throwing axes and/or halberd – 1 point each.
The unit may upgrade: one Bloodletter to a musician – 6 points, one Bloodletter to a
standard bearer – 12 points and/or one Bloodletter to a Champion – 12 points.
The standard bearer may take a Daemonic Icon of up to 25 points.
Special Rules: Daemon, The Mark of Khorne, Killing Blow
Special:
Rare:
Mounted Bloodcrushers: 75 points per model
Bloodcrusher: M-5 Ws-6 Bs-5 S-6 T-4 W-3 I-5 A-2 Ld-8
Champion: M-5 Ws-7 Bs-5 S-6 T-4 W-3 I-5 A-3 Ld-8
Juggernaut: M-7 Ws-5 Bs-0 S-5 T-5 W-1 I-2 A-3 Ld-6 (see mounts section for special rules)
Unit Type: Monstrous Cavalry
Unit Size: 1+
Equipent: hand weapon
Daemonic Gifts: Armour of Khorne (does not prevent it being taken by a character)
Options:
The unit may upgrade: one Bloodcrusher to a musician – 10 points, one Bloodcrusher
to a standard bearer – 20 points and/or one Bloodcrusher to a Champion – 20
points.
The Champion may take up to 25 points of Daemonic Gifts.
The standard bearer may take a Daemonic Icon of up to 50 points.
Special Rules: Daemon, The Mark of Khorne, Killing Blow
Changebringers: 40 points per model
Flamer: M-6 Ws-2 Bs-4 S-4 T-3 W-3 I-4 A-2 Ld-7
Champion: M-6 Ws-2 Bs-5 S-4 T-3 W-3 I-4 A-2 Ld-7
Disc of Tzeentch: M-1 Ws-3 Bs-0 S-4 T-4 W-1 I-4 A-2 Ld-6 (see mounts section for special
rules)
Unit Type: Cavalry
Unit Size: 1+
Equipment: hand weapon
Daemonic Gifts: Flames of Tzeentch (does not prevent it being taken by a character)
Options:
The unit may upgrade one Flamer to a Champion for 15 points.
Special Rules: Daemon, The Mark of Tzeentch, Flying Cavalry
The following items count as Daemonic Gifts in all respects, except that they may only be
taken by standard bearers which have them as part of their options in the army list.
Standard of Chaos Glory: 125 points. All friendly Daemons within 12” are Stubborn.
Great Standard of Sundering: 100 points. All wizards on the board have a -2 penalty to their
casting rolls and any spell which would affect the unit containing this banner will miscast on
any casting roll that includes a double.
Great Icon of Despair: 60 points. All enemy units within 12” have -1Ld.
Banner of Unholy Victory: 50 points. This banner adds D6 to your combat resolution score
rather than the usual +1.
Banner of Hellfire: 50 points. May not be taken by models with The Mark of Khorne. Bound
Spell, power level 6. Casts Fire of Chaos: Direct Damage. Range 12”. All enemy units within
range take D6 S6 hits.
Skull Totem: 25 points. One use only. The first time the unit performs a successful charge, it
counts as having the Devastating Charge special rule for the rest of that turn; this includes
any Juggernauts in the unit.
Blue Horror: M-4 Ws-1 Bs-0 S-1 T-1 W-1 I-3 A-1 Ld-5
Equipment: hand weapon, a general feeling of misery
Special Rules: Daemon, The Mark of Tzeentch, Flaming Attacks
Note that Blue Horrors are not counted when determining the wizard level of the unit. If at
any point there are none of the original Horrors in the unit, the unit counts as destroyed for
the purposes of victory points.
Icon of Sorcery: 25 points. The Horrors in the unit may add +1 to the casting total of their
spells, as an exception to the rule. Does not affect characters in the unit.
Models with the Mark of Slaanesh only:
Banner of Ecstasy: 25 points. One use only. The first time that the unit loses a combat, it
does not have to take a leadership test.
Siren Standard: 25 points. Any enemy unit which is charged by the unit containing this
banner may not flee or stand and shoot as a charge reaction.
Standard of Seeping Decay: 25 points. Models in the unit may re-roll failed to-wound rolls in
close combat.