Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Daemons of Chaos
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Based on PDF Version 1.62, Last Modified: 2023 October 25 @ 21:53

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Daemons of Chaos

Based on PDF Version 1.62, Last Modified: 2023 October 25 @ 21:53

Army Special Rules

This section of the book describes the different units in a Daemons of Chaos army, along with their rules. 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 Daemons of Chaos units, and these are detailed below.

All models with the Daemonic special rule have the Fear, Immunity (Poisoned Attacks, Psychology), Magical Attacks (including all weapons) and Ward Save (5+) (except mounts) special rules. In addition, they are also subject to the following special rule: Daemonic Instability

Daemonic units are Unbreakable. However, when a unit of Daemons loses a combat it must take a Daemonic Instability test. This works like a normal Break Test, except that for every point they fail the test by, the unit suffers one additional Wound with no saves allowed.

If characters are present in the unit, the controlling player first allocates Wounds to the unit (up to their current Wounds), then divides remaining Wounds as equally as possible amongst any characters.

The Daemonic Instability test can be rerolled if the Battle Standard is within 12", use the General's Inspiring Presence rule, and/or be tested on unmodified Leadership if the unit is Stubborn or Steadfast.

Most Daemons are bound to one of the Chaos Gods. Daemons belonging to different gods treat each other as Suspicious Allies. However, Daemons of Khorne and Slaanesh, or Tzeentch and Nurgle, treat each other as Desperate Allies, respectively. All of the rules below also apply to mounts.

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) special rule, and re-roll Ward Save results of 1. Wizards with the Daemon of Tzeentch special rule 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 (1) special rules. Each To Hit roll of 6 generates an additional Attack. These additional Attacks cannot generate further attacks.

If there is a Daemonic unit within 6" of another Daemonic unit belonging to a different God those units suffer a -1 Leadership penalty. However, Daemons of Khorne and Slaanesh, or Tzeentch and Nurgle, respectively, suffer a -2 penalty to their Leadership if within 6" of each other instead.

Attacks made with a Hellblade have the Killing Blow special rule.

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Undivided Lords

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

MWSBSSTWIALd
Daemon Prince885655859

Troop Type: Monstrous Infantry (Character, Daemon)

A Daemon Prince that is a Wizard uses spells from 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 Slaanesh, respectively.

Hand weapon.

  • May take up to four Wizard Levels (+35 pts/level) unless they are a Daemon of Khorne.

  • May wear light armour (+5 pts) or medium armour (+15 pts).

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

  • May be upgraded to a Daemon of Khorne (+15 pts), a Daemon of Tzeentch (+15 pts), a Daemon of Nurgle (+15 pts) or a Daemon of Slaanesh (+5 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 100 pts (a Daemon of Khorne may take up to 150 pts).

Daemonic, Terror

Undivided Heroes

Exalted Daemon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Exalted Daemon675554748

Troop Type: Monstrous Infantry (Character, Daemon)

An Exalted Daemon that is a Wizard uses spells from 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 Slaanesh, respectively.

Hand weapon.

  • May take up to two Wizard Levels (+35 pts/level) unless they are a Daemon of Khorne.

  • May wear light armour (+4 pts) or medium armour (+12 pts).

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

  • May be upgraded to a Daemon of Khorne (+15 pts), a Daemon of Tzeentch (+15 pts), a Daemon of Nurgle (+15 pts) or a Daemon of Slaanesh (+5 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts (a Daemon of Khorne may take up to 75 pts).

  • One Exalted Daemon 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 carry other Magic Items and/or Daemonic Gifts up to a total of 25 pts.

Daemonic, Terror

Undivided Core Units

Chaos Furies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

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Chaos Fury430331426

Unit Size: 5+

Troop Type: Infantry (Daemon)

Hand weapon.

  • May be upgraded to Daemons of Khorne (+2 pts/model), Daemons of Tzeentch (+2 pts/model), Daemons of Nurgle (+2 pts/model) or Daemons of Slaanesh (+1 pts/model).

Daemonic, Expendable, Fly (10)

Imp Swarm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Imp Swarm430226365

Unit Size: 3-10

Troop Type: Swarm (Daemon)

Hand weapon.

  • May be upgraded to Daemons of Khorne (+6 pts/model), Daemons of Tzeentch (+6 pts/model), Daemons of Nurgle (+6 pts/model) or Daemons of Slaanesh (+3 pts/model).

Daemonic, Fly (5)

Undivided Special Units

Daemon Brutes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Daemon Brute640543537

Unit Size: 3+

Troop Type: Monstrous Infantry (Daemon)

Hand weapon.

  • May take additional hand weapons (+3 pts/model) or great weapons (+6 pts/model).

  • May be upgraded to Daemons of Khorne (+6 pts/model), Daemons of Tzeentch (+6 pts/model), Daemons of Nurgle (+6 pts/model) or Daemons of Slaanesh (+3 pts/model).

Daemonic

Undivided Rare Units

Soul Grinder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

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Soul Grinder833676347

Unit Size: 1

Troop Type: Monster (Daemon)

Hand weapon, Harvester Cannon.

This allows the Soulgrinder to fire Grapeshot. If a misfire is rolled on the artillery dice, the Soulgrinder instead suffers a wound with no saves of any kind allowed.

  • May be upgraded to a Daemon of Khorne (+15 pts), Daemon of Tzeentch (+10 pts), Daemon of Nurgle (+10 pts) or Daemon of Slaanesh (+5 pts).

  • May take a Daemonbone Claw (+25 pts).

  • May replace the Harvester Cannon with Baleful Torrent (+25 pts), Phlegm Bombardmen (+25 pts), or Warp Gaze (+15 pts).

This follows the rules for a Fire Thrower. If a misfire is rolled on the artillery dice, the Soulgrinder suffers a wound with no saves of any kind allowed instead of rolling on the chart.

If a Soulgrinder has a Daemonbone Claw it can exchange all of its Attacks for a single special Attack – this is declared after the Caught by the Iron Claw rules is resolved. This Attack is resolved at Strength 10 and has the Multiple Wounds (D6) special rule.

This shooting attack is fired according to the rules for a Strength 3 Stone Thrower which does not have Multiple Wounds (D6). If a misfire is rolled on the artillery dice, the Soulgrinder suffers a wound with no saves of any kind allowed instead of rolling on the chart.

This shooting attack is fired according to the rules for a Bolt Thrower.

Caught by the Iron Claw, Daemonic, Natural Armour (4+)

Immediately before the Soulgrinder makes its Attacks, nominate one model in base contact with the Soulgrinder. That model must pass an Initiative test. If failed, all other attacks the Soulgrinder makes against that model this turn hit automatically.

Khorne Lords

Bloodthirster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .430 pts

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Bloodthirster895666869

Troop Type: Monster (Character, Daemon)

Two hand weapons, medium armour.

  • May replace hand weapons with great weapon (+7 pts).

  • May take Hellfire (+35 pts) and/or Relentless Hunter (+15 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 150 pts.

The Bloodthirster gains a Strength 5 Breath Weapon with the Flaming Attacks special rule.

The Bloodthirster gains the Hatred (Characters) special rule and gains 3" to its charge range when charging a unit containing any characters.

Aura of Fury, Daemon of Khorne, Daemonic, Fly (8), Killing Blow, Magic Resistance (1)

All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain the Fight in Extra Ranks (1) special rule.

Khorne Heroes

Bloodmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

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Bloodmaster575542638

Troop Type: Infantry (Character, Daemon)

  • May wear light armour (+2 pts).

  • May be mounted on a Juggernaut (+50 pts) or a Blood Throne (+150 pts).

  • May take Locus of Adjuration (+20 pts), Locus of Fury (+40 pts) or Locus of Wrath (+40 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 75 pts.

  • One Bloodmaster 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 carry other Magic Items and/or Daemonic Gifts up to a total of 50 pts.

This model, and all models in his unit, have the Magic Resistance (2) special rule.

This model, and all models in his unit, have the Frenzy special rule (note that this Frenzy is not lost if the unit loses a round of combat).

This model, and all models in his unit, have the Hatred special rule.

Magic Items / Abilities: Hellblade

Attacks made with a Hellblade have the Killing Blow special rule.

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

Khorne Mounts

Juggernaut. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Juggernaut740543237

Troop Type: Monstrous Beast (Daemon)

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

Blood Throne. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Blood Throne65-55423-
Bloodletter-554--417

Unit Size: 1 Blood Throne crewed by 2 Bloodletters.

Troop Type: Chariot (Armour Save 4+, Daemon)

Scythes.

Magic Items / Abilities: Hellblade

Attacks made with a Hellblade have the Killing Blow special rule.

Daemon of Khorne, Daemonic, Gorefeast, Natural Armour (6+), Totem of Endless Bloodletting

If this chariot's Impact Hits cause unsaved Wounds, immediately roll a D6 for each Wound caused. For each score of 4+, the chariot regains a single Wound lost earlier in the game.

Any Daemon of Khorne whose unit is within 6" of a Bloodmaster on a Blood Throne benefits from the Bloodmaster's Locus, exactly as if it were in the same unit.

Khorne Core Units

Bloodletters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Bloodletter555431417
Bloodreaper555431427

Unit Size: 10+

Troop Type: Infantry (Daemon)

  • May upgrade one Bloodletter to a Bloodreaper (+10 pts).

  • May upgrade one Bloodletter to a Musician (+10 pts).

  • May upgrade one Bloodletter to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Magic Items / Abilities: Hellblade

Attacks made with a Hellblade have the Killing Blow special rule.

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

Flesh Hounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Flesh Hound840441427
Gore Hound840441437

Unit Size: 5+

Troop Type: War Beast (Daemon)

  • May upgrade one Flesh Hound to a Gore Hound (+10 pts).

Magic Items / Abilities: Collar of Khorne

The model gains the Magic Resistance (2) special rule.

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

Khorne Special Units

Bloodcrushers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Bloodcrusher555431417
Bloodhunter555431427
Juggernaut740543237

Unit Size: 3+

Troop Type: Monstrous Cavalry (Daemon)

  • May upgrade one Bloodcrusher to a Bloodhunter (+10 pts).

  • May upgrade one Bloodcrusher to a Musician (+10 pts).

  • May upgrade one Bloodcrusher to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Magic Items / Abilities: Hellblade

Attacks made with a Hellblade have the Killing Blow special rule.

Daemonic, Daemon of Khorne, Natural Armour (5+)

Blood Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts per model

MWSBSSTWIALd
Blood Chariot6--555---
Bloodletter-554--417
Juggernaut-405--237

Unit Size: 1 Blood Chariot crewed by 2 Bloodletters and drawn by 1 Juggernaut.

Troop Type: Chariot (Armour Save 4+, Daemon)

Scythes.

Magic Items / Abilities: Hellblade

Attacks made with a Hellblade have the Killing Blow special rule.

Daemonic, Daemon of Khorne, Natural Armour (5+)

Bloodbeasts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts per model

MWSBSSTWIALd
Bloodbeast740543447

Unit Size: 1+

Troop Type: Monstrous Beast (Daemon)

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

Khorne Rare Units

Skull Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts per model

MWSBSSTWIALd
Skull Cannon65-55423-
Bloodletter-554--417

Unit Size: 1 Skull Cannon crewed by 2 Bloodletters.

Troop Type: Chariot (Armour Save 4+, Daemon)

Scythes.

Magic Items / Abilities: Hellblade

Attacks made with a Hellblade have the Killing Blow special rule.

Daemonic, Daemon of Khorne, Gorefeast, Natural Armour (6+), Skull Cannon

If this chariot's Impact Hits cause unsaved Wounds, immediately roll a D6 for each Wound caused. For each score of 4+, the chariot regains a single Wound lost earlier in the game.

Skull Cannons and fired in the same way as a normal cannon. They have a range of 12-48", Strength 10, Flaming Attacks, Multiple Wounds (D6), and Slow to Fire special rules.

Tzeentch Lords

Lord of Change. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .430 pts

MWSBSSTWIALd
Lord of Change865666659

Troop Type: Monster (Character, Daemon)

Magic: Lord of Change is a Level 2 Wizard who uses spells from the Lore of Tzeentch.

Hand weapon.

  • May take up to two Wizard Levels (+35 pts/level).

  • May take Magic Items and/or Daemonic Gifts up to a total of 100 pts.

Barrage of Knowledge, Daemon of Tzeentch, Daemonic, Fly (8)

All enemy units within 8" of a Lord of Change suffer a -1 penalty to their Weapon Skill and Ballistics Skill. This has no effect on Daemons of Tzeentch.

Gaunt Summoner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

MWSBSSTWIALd
Gaunt Summoner433443328

Troop Type: Infantry (Character, Daemon)

Magic: Gaunt Summoner is a Level 3 Wizard who uses spells from the Lore of Tzeentch.

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

  • May be mounted on a Disc of Tzeentch (+25 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 100 pts.

Magic Items / Abilities: Warptongue Blade

If a Warptongue Blade causes an unsaved Wound in close combat, the target must pass a Leadership test or be removed as casualty, with no saves allowed.

Daemon of Tzeentch, Daemonic, Summon Daemons

Innate Bound Spell (power level 8). Summon Daemons is an augment spell with a range of 18" that can target units of Pink Horrors, Screamers or Flamers. The target unit immediately gains D6 Wounds worth of models added to the unit.

Tzeentch Heroes

Changecaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Changecaster433442328

Troop Type: Infantry (Character, Daemon)

Magic: Changecaster is a Level 1 Wizard who uses spells from the Lore of Tzeentch.

Hand weapon.

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

  • May be mounted on a Disc of Tzeentch (+25 pts) or a Burning Chariot (+70 pts) replacing the crew.

  • May take Locus of Transmogrification (+25 pts), Locus of Change (+25 pts) or Locus of Conjuration (+40 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts.

  • One Changecaster 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 carry other Magic Items and/or Daemonic Gifts up to a total of 25 pts.

At the start of the turn, roll a D6. This model, and all models in his unit, have a Strength value equal to the result until you roll again.

Spells cast by this model, and any models in his unit, are resolved at +1 Strength.

When a model with the Split special rule in this model's unit is slain, you may re-roll dice results of 1-3 to see if it turns into two Blue Horrors.

Daemon of Tzeentch, Daemonic

Exalted Flamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Exalted Flamer644443437

Troop Type: Infantry (Character, Daemon)

Hand weapon.

  • May be mounted on a Burning Chariot (+70 pts) replacing the crew.

Daemon of Tzeentch, Daemonic, Exalted Fire of Tzeentch, Flaming Attacks, Strider

During the Shooting phase, the Exalted Flamer can shoot either Pink Fire or Blue Fire. If a misfire is rolled when resolving Pink Fire or Blue Fire, the Exalted Flamer suffers D6 Strength D6 hits with the Flaming Attacks special rule.

  • Pink Fire: Pink Fire uses the rules for fire throwers. It has range n/a, Strength D6, Flaming Attacks and Slow to Fire special rules.

  • Blue Fire: Blue Fire uses the rules for grapeshot. It has range 12", Strength D3+3, Flaming Attacks and Slow to Fire special rules.

Tzeentch Mounts

Disc of Tzeentch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Disc of Tzeentch030441427

Troop Type: War Beast (Daemon)

Daemon of Tzeentch, Daemonic, Fly (9)

Tzeentch Core Units

Pink Horrors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Pink Horror433331317
Blue Horror433231317
Iridescent Horror433331327

Unit Size: 10+

Troop Type: Infantry

A unit of Pink Horrors is treated as a Level 1 Wizard that uses spells from the Lore of Tzeentch. It receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Pink Horror in the unit as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Pink Horror unit rolling a miscast, do not roll on the Miscast Table. Instead, the unit suffers D6 Wounds which Ignores Armour Saves.

  • May upgrade one Pink Horror to a Iridescent Horror (+10 pts).

  • May upgrade one Pink Horror to a Musician (+10 pts).

  • May upgrade one Pink Horror to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Daemon of Tzeentch, Daemonic, Split

When a Pink Horror is slain in close combat (not removed as a result of Daemonic Instability). Roll a D6; on the result of 1-3, the Pink Horror will explode, inflicting an automatic Strength 3 on the unit that inflicted the Wound, distributed as a missile attack. On the roll of a 4-6, the Pink Horror will split into two Blue Horrors instead; replace the slain Pink Horror with two Blue Horror models at the back of the unit. If you do not have access to enough Blue Horrors, treat the result as having rolled a 1-3 instead. When resolving attacks against a unit with both Pink and Blue Horrors present, the Blue Horrors are targeted and removed as casualties first.

Brimstone Horrors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per base

MWSBSSTWIALd
Brimstone Horrors423222327

Unit Size: 10+

Troop Type: Swarm (Daemon)

Throwing weapons.

Daemon of Tzeentch, Daemonic, Flaming Attacks

Screamers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 pts per model

MWSBSSTWIALd
Screamer130442427

Unit Size: 3+

Troop Type: War Beast (Daemon)

Daemon of Tzeentch, Daemonic, Fly (9), Lamprey's Bite, Slashing Attack

Screamers have the Multiple Wounds (D3) special rule against Monsters.

If a unit of Screamers moves over one or more unengaged enemy units in the Remaining Moves sub-phase, choose one of those units – it suffers D3 Strength 4 attacks per Screamer. These attacks hit on a 4+ and are treated as shooting attacks.

Tzeentch Special Units

Flamers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 pts per model

MWSBSSTWIALd
Flamer624442427
Pyrocaster625442427

Unit Size: 3-6

Troop Type: Infantry (Daemon)

  • May upgrade one Flamer to a Pyrocaster (+10 pts).

Daemon of Tzeentch, Daemonic, Flames of Tzeentch, Flaming Attacks, Skirmishers, Strider

Flames of Tzeentch have a range of 18", Strength 4, Flaming Attacks and the Multiple Shots (D6) special rules.

Firewyrm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts per model

MWSBSSTWIALd
Firewyrm*344434*7

Unit Size: 1+

Troop Type: Monstrous Beast (Daemon)

Daemon of Tzeentch, Daemonic, Exalted Flames of Tzeentch, Random Attacks (D6), Random Movement (3D6)

Exalted Flames of Tzeentch have a range of 18", Strength 4, Flaming Attacks and the Multiple Shots (2D6) special rules.

Tzeentch Rare Units

Changebringers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Changebringer624442427
Pyrocaster625442427
Disc of Tzeentch030441427

Unit Size: 3-6

Troop Type: Cavalry (Daemon)

  • May upgrade one Changebringer to a Pyrocaster (+10 pts).

Daemon of Tzeentch, Daemonic, Flames of Tzeentch, Flaming Attacks, Fly (9)

Flames of Tzeentch have a range of 18", Strength 4, Flaming Attacks and the Multiple Shots (D6) special rules.

Burning Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts per model

MWSBSSTWIALd
Burning Chariot---444---
Exalted Flamer-44442437
Blue Horror-332--317
Screamer1304--42-

Unit Size: 1 Burning Chariot crewed by 1 Exalted Flamer and drawn by 2 Screamers.

Troop Type: Chariot (Daemon)

Scythes.

  • May take 3 Blue Horror crew (+6 pts).

Daemon of Tzeentch, Daemonic, Exalted Fire of Tzeentch (Exalted Flamer only), Flaming Attacks (Exalted Flamer only), Fly (8), Slashing Attack

During the Shooting phase, the Exalted Flamer can shoot either Pink Fire or Blue Fire. If a misfire is rolled when resolving Pink Fire or Blue Fire, the Exalted Flamer suffers D6 Strength D6 hits with the Flaming Attacks special rule.

  • Pink Fire: Pink Fire uses the rules for fire throwers. It has range n/a, Strength D6, Flaming Attacks and Slow to Fire special rules.

  • Blue Fire: Blue Fire uses the rules for grapeshot. It has range 12", Strength D3+3, Flaming Attacks and Slow to Fire special rules.

If a unit of Screamers moves over one or more unengaged enemy units in the Remaining Moves sub-phase, choose one of those units – it suffers D3 Strength 4 attacks per Screamer. These attacks hit on a 4+ and are treated as shooting attacks.

Nurgle Lords

Great Unclean One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .430 pts

MWSBSSTWIALd
Great Unclean One663677459

Troop Type: Monster (Character, Daemon)

Magic: Great Unclean One is a Level 1 Wizard who uses spells from the Lore of Nurgle.

Hand weapon.

  • May take up to three Wizard Levels (+35 pts/level).

  • May take an additional hand weapon (+20 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 100 pts.

Daemon of Nurgle, Daemonic, Extreme Contagion, Poisoned Attacks

Enemy models in base contact with the Great Unclean One at the start of any close combat phase suffer a Wound on the roll of a 5+ which Ignores Armour Saves. This has no effect on Daemons of Nurgle.

Nurgle Heroes

Poxbringer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Poxbringer455552438

Troop Type: Infantry (Character, Daemon)

Magic: Poxbringer that is a Wizard uses spells from the Lore of Nurgle.

  • May take up to two Wizard Levels (+35 pts/level).

  • May be mounted on a Palanquin (+25 pts), a Plague Toad (+35 pts) or a Rot Fly (+45 pts).

  • May take Locus of Virulence (+25 pts), Locus of Fecundity (+25 pts) or Locus of Contagion (+50 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts.

  • One Poxbringer 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 carry other Magic Items and/or Daemonic Gifts up to a total of 25 pts.

If this model, or any model in his unit, scores a 6 To Hit in close combat, the target immediately suffers an additional automatic hit resolved at Strength 4.

This model, and all models in his unit, have the Regeneration (6+) special rule.

This model, and all models in his unit, automatically wound in close combat on a To Hit roll of 6.

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemon of Nurgle, Daemonic

Sloppity Bilepiper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Sloppity Bilepiper444452428

Troop Type: Infantry (Character, Daemon)

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts.

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemon of Nurgle, Daemonic, Jolly Gutpipes

At the start of each close combat phase the Sloppity Bilepiper can play one of the following tunes which affects the unit they are with. The effect of that tune lasts until the end of that phase. A unit can only benefit from one tune once per phase.

  • A Stabbing We Will Go!: All models in the unit may re-roll failed rolls To Wound.

  • Early One Evening My Pustule Was Seeping: All models in the unit gain the Multiple Wounds (2) special rule.

  • My Love Is Like a Ripe, Ripe Fart: All enemy units in base contact with the Sloppity Bilepiper suffer -1 To Hit.

Spoilpox Scrivener. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Spoilpox Scrivener444452428

Troop Type: Infantry (Character, Daemon)

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts.

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemon of Nurgle, Daemonic, Keep Counting, I'm Watching You

At the start of each close combat phase the Spoilpox Scrivener can use one of the following counts which affects the unit they are with. The effect of each counts lasts until the end of that phase. A unit can only benefit from one count once per phase.

  • Tally of Blows: All models in the unit gain +1 Attack.

  • Studied Lacerations: All models in the unit gain the Armour Piercing (1) special rule.

  • Recorded Stamina: Enemies must re-roll To Wound rolls of 6 against all models in the unit.

Nurgle Mounts

Palanquin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Palanquin of Nurgle4222--387

A Palanquin adds +3 Unit Strength to the rider.

Troop Type: Infantry (Daemon)

Daemonic, Daemon of Nurgle, Large Target (2), Poisoned Attacks

Plague Toad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Plague Toad630443137

Troop Type: Monstrous Beast (Daemon)

Daemonic, Daemon of Nurgle, Marsh Strider, Poisoned Attacks

Rot Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Rot Fly of Nurgle130453237

Troop Type: Monstrous Beast (Daemon)

Daemonic, Daemon of Nurgle, Fly (6), Poisoned Attacks

Nurgle Core Units

Plaguebearers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Plaguebearer433441217
Plagueridden433441227

Unit Size: 10+

Troop Type: Infantry (Daemon)

  • May upgrade one Plaguebearer to a Plagueridden (+10 pts).

  • May upgrade one Plaguebearer to a Musician (+10 pts).

  • May upgrade one Plaguebearer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemon of Nurgle, Daemonic

Plague Toads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 pts per model

MWSBSSTWIALd
Plague Toad630443137

Unit Size: 3+

Troop Type: Monstrous Beast (Daemon)

Daemonic, Daemon of Nurgle, Marsh Strider, Poisoned Attacks

Nurglings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Nurglings422226367

Unit Size: 3+

Troop Type: Swarm (Daemon)

Daemonic, Daemon of Nurgle, Large Target (1)

Nurgle Special Units

Pox Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Pox Rider433441217
Plague Leaper433441227
Plague Toad630443137

Unit Size: 3+

Troop Type: Monstrous Cavalry (Daemon)

  • May upgrade one Pox Rider to a Plague Leaper (+10 pts).

  • May upgrade one Pox Rider to a Musician (+10 pts).

  • May upgrade one Pox Rider to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemonic, Daemon of Nurgle, Marsh Strider, Poisoned Attacks (Plague Toad Only)

Beasts of Nurgle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Beast of Nurgle6304542*7

Unit Size: 1+

Troop Type: Monstrous Beast (Daemon)

Daemonic, Attention Seeker, Daemon of Nurgle, Poisoned Attacks, Random Attacks (D6+1), Regeneration (6+), Slime Trail

Beasts of Nurgle can issue and accept challenges as if they were Characters.

Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this special rule.

Plague Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts per model

MWSBSSTWIALd
Plague Chariot5--555---
Plaguebearer-334--217
Beast of Nurgle-304--2*7

Unit Size: 1 Plague Chariot crewed by 2 Plaguebearers and drawn by 1 Beast of Nurgle.

Troop Type: Chariot (Armour Save 5+, Daemon)

Daemonic, Daemon of Nurgle, Poisoned Attacks (Beast of Nurgle only), Random Attacks (D6+1) (Beast of Nurgle only), Regeneration (6+), Slime Trail

Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this special rule.

Nurgle Rare Units

Plague Drones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Plaguebearer433441217
Plaguebringer433441227
Rot Fly of Nurgle130453237

Unit Size: 3+

Troop Type: Monstrous Cavalry (Daemon)

  • May take Death Heads (+7 pts/model).

  • May upgrade one Plaguebearer to a Plaguebringer (+10 pts).

  • May upgrade one Plaguebearer to a Musician (+10 pts).

  • May upgrade one Plaguebearer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Death Heads have a range of 12", Strength 4, Multiple Wounds (D3), Poisoned Attacks, and Quick to Fire special rules.

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemonic, Daemon of Nurgle, Fly (6), Poisoned Attacks (Rot Fly Only)

Slaanesh Lords

Keeper of Secrets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .430 pts

MWSBSSTWIALd
Keeper of Secrets1085666969

Troop Type: Monster (Character, Daemon)

Magic: Keeper of Secrets is a Level 1 Wizard who uses spells from the Lore of Slaanesh.

Hand weapon.

  • May take up to three Wizard Levels (+35 pts/level).

  • May take a shield (+20 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 100 pts.

Daemon of Slaanesh, Daemonic, Sensual Barrage

All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their Weapon Skill and Initiative. This has no effect on Daemons of Slaanesh.

Slaanesh Heroes

Viceleader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Viceleader676432748

Troop Type: Infantry (Character, Daemon)

Magic: Viceleader that is a Wizard uses spells from the Lore of Slaanesh.

Hand weapon.

  • May take up to two Wizard Levels (+35 pts/level).

  • May be mounted on a Steed of Slaanesh (+25 pts), a Serpent of Slaanesh (+40 pts) or an Exalted Chariot (+190 pts) replacing one of the crew.

  • May take Locus of Grace (+20 pts), Locus of Swiftness (+50 pts) or Locus of Beguilement (+50 pts).

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts.

  • One Viceleader 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 carry other Magic Items and/or Daemonic Gifts up to a total of 25 pts.

Any enemy unit in base contact with this model, or a model in her unit, are subject to the Always Strikes Last special rule.

This model, and all models in her unit, automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not Leadership tests).

This model, and all models in her unit, have the Always Strikes First special rule.

Daemon of Slaanesh, Daemonic

Infernal Enrapturess. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Infernal Enrapturess666432638

Troop Type: Infantry (Character, Daemon)

Hand weapon.

  • May take Magic Items and/or Daemonic Gifts up to a total of 50 pts.

Daemon of Slaanesh, Daemonic, Discordant Disruption, Harmonic Alignment, Versatile Instrument

All enemy Wizards within 18" of an Infernal Enrapturess whose casting roll contains any double suffers a Strength 4 Hit for each double rolled.

All friendly Daemons of Slaanesh within 6" of an Infernal Enrapturess may re-roll failed Ward Saves.

During the Shooting phase, the Infernal Enrapturess can play either Cacophonous Melody or Euphonic Blast. These are missile attacks.

  • Cacophonous Melody: Cacophonous Melody has a range of 18", Strength 4 and the Multiple Shots (2D6) special rule.

  • Euphonic Blast: Euphonic Blast has a range of 24", Strength 6 and the Multiple Wounds (D3) special rule.

Slaanesh Mounts

Steed of Slaanesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Steed of Slaanesh1030331517

Troop Type: War Beast

Daemonic, Daemon of Slaanesh, Fast Cavalry, Poisoned Attacks

Serpent of Slaanesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Serpent of Slaanesh1040443537

Troop Type: Monstrous Beast (Daemon)

Daemonic, Daemon of Slaanesh, Poisoned Attacks

Slaanesh Core Units

Daemonettes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Daemonette654331527
Alluress654331537

Unit Size: 10+

Troop Type: Infantry (Daemon)

  • May upgrade one Daemonette to a Alluress (+10 pts).

  • May upgrade one Daemonette to a Musician (+10 pts).

  • May upgrade one Daemonette to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Daemon of Slaanesh, Daemonic

Seekers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Seeker654331527
Heartseeker654331537
Steed of Slaanesh1030331517

Unit Size: 5+

Troop Type: Cavalry (Daemon)

  • May upgrade one Seeker to a Heartseeker (+10 pts).

  • May upgrade one Seeker to a Musician (+10 pts).

  • May upgrade one Seeker to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

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

Slaanesh Special Units

Pleasureseekers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Pleasureseeker654331527
Heartseeker654331537
Serpent of Slaanesh1040443537

Unit Size: 3+

Troop Type: Monstrous Cavalry (Daemon)

  • May upgrade one Pleasureseeker to a Heartseeker (+10 pts).

  • May upgrade one Pleasureseeker to a Musician (+10 pts).

  • May upgrade one Pleasureseeker to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts

Daemon of Slaanesh, Daemonic, Poisoned Attacks (Serpent of Slaanesh only)

Seeker Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Seeker Chariot9--444---
Daemonette-543--527
Alluress-543--537
Steed of Slaanesh-303--517

Unit Size: 1 Seeker Chariot crewed by 1 Daemonette, 1 Alluress and drawn by 2 Steeds of Slaanesh.

Troop Type: Chariot (Armour Save 6+)

Scythes.

Daemon of Slaanesh, Daemonic, Poisoned Attacks (Steeds of Slaanesh only)

Fiends. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts per model

MWSBSSTWIALd
Fiend1040443637
Blissbringer1040443647

Unit Size: 1+

Troop Type: Monstrous Beast (Daemon)

  • May upgrade one Fiend to a Blissbringer (+10 pts).

Daemon of Slaanesh, Daemonic, Soporific Musk

Units in base contact with one or more Fiends of Slaanesh suffer a -1 penalty to both Weapon Skill and Initiative. This has no effect on Daemons of Slaanesh.

Slaanesh Rare Units

Exalted Seeker Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts per model

MWSBSSTWIALd
Exalted Chariot9--448---
Daemonette-543--527
Alluress-543--537
Steed of Slaanesh-303--517

Unit Size: 1 Seeker Chariot crewed by 3 Daemonettes, 1 Alluress and drawn by 4 Steeds of Slaanesh.

Troop Type: Chariot (Armour Save 6+, Daemon)

Scythes.

Daemon of Slaanesh, Daemonic, Impact Hits (3D6), Poisoned Attacks (Steeds of Slaanesh only), Totem of Endless Pleasure

Any Daemon of Slaanesh whose unit is within 6" of a Viceleader on an Exalted Chariot benefits from the Viceleader's Locus, exactly as if it were in the same unit.

Hellflayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts per model

MWSBSSTWIALd
Hellflayer9--444---
Daemonette-543--527
Alluress-543--537
Steed of Slaanesh-303--517

Unit Size: 1 Seeker Chariot crewed by 2 Daemonettes, 1 Alluress and drawn by 2 Steeds of Slaanesh.

Troop Type: Chariot (Armour Save 6+, Daemon)

Scythes.

Daemon of Slaanesh, Daemonic, Impact Hits (2D6), Poisoned Attacks (Steeds of Slaanesh only), Soulscent

If a Hellflayer causes one or more unsaved Wounds with its Impact Hits, the Alluress receives a number of bonus Attacks equal to the number of unsaved Wounds caused. This bonus lasts until the end of the turn.

Contorted Epitome. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Contorted Epitome65044454-
Alluress6543--537

Unit Size: 1 Contorted Epitome crewed by 2 Alluresses.

Troop Type: Shrine (Daemon)

Acquiescence, Daemon of Slaanesh, Daemonic, Gift of Power, Horrible Fascination, Swallow Energy

Innate Bound Spell, Power Level 5. The Contorted Epitome contains the Acquiescence spell from the Lore of Slaanesh.

For each friendly Contorted Epitome on the battlefield at the start of your Magic phase, add one dice to your power pool.

At the start of the enemy's turn, each enemy unit that is within 12" of one or more Contorted Epitomes and has Line of Sight to it must pass a Psychology test. If failed, that unit may not move in the Movement phase this turn.

A Contorted Epitome's Ward Save is increased by +1 for every point of Strength above 3 that every Attack targeting it has. So, against a Strength 4 Attack it has Ward Save (4+), against Strength 5 it has Ward Save (3+) and so on.

Undivided Special Characters - Lords

Be'lakor The Dark Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .520 pts

MWSBSSTWIALd
Be'lakor8956558510

Troop Type: Monster (Special Character, Daemon)

Be'lakor is a Level 4 Wizard who knows the spells Bolt of Dark Light, Nightmare, Curse of the Dark Master, Fog of Death, and Coils of the Serpent.

Bolt of Dark Light is a magic missile with a range of 18" and causes D6 Strength 5 hits.

Nightmare is a hex spell with a range of 24". The unit immediately must take a Panic test. This has no effect on models already in close combat.

Curse of the Dark Master is a hex spell with a range of 24". Until the start of Be'lakor's next magic phase, the target unit suffer a -1 To Hit penalty with both shooting and close combat attacks.

Fog of Death is a direct damage spell that targets all enemy units within 18". Each unit suffers D6 Strength 3 hits.

Coils of the Serpent is a direct damage spell with a range of 12" that targets a single model (even a character in a unit). The target must pass a Toughness test. If failed, the model is crushed to death and is removed from play, with no saves allowed.

Magic Items / Abilities: The Blade of Shadows

The Blade of Shadows has the Ignores Armour Saves special rule.

Daemonic, The Dark Master, Fly (8), Lord of Torment, Shadow Form, Terror

All enemy units within 12" of Be'lakor suffer -1 to their Leadership.

If one or more enemy units failed a Panic or Break test during the previous turn (after any re-rolls for special rules such as a Battle Standard Bearer's Hold Your Ground! rule), Be'lakor receives D3 additional power dice in the Magic phase, which only he can make use of. Any unused power dice are discarded at the end of the Magic phase as normal.

Be'lakor has a Ward Save (6+), and any missile attacks targeting him have a -2 To Hit modifier.

Khorne Special Characters - Lords

Skarbrand The Exiled One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .510 pts

MWSBSSTWIALd
Skarbrand8105666969

Troop Type: Monster (Special Character, Daemon)

Medium armour.

Magic Items / Abilities: Slaughter and Carnage

Two hand weapons. Attacks made with these weapons have the Ignores Armour Saves special rule.

Daemonic, Aura of Fury, Bellow of Endless Fury, Daemon of Khorne, Frenzy, Hatred, Killing Blow, Magic Resistance (1), Rage Embodied

All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain the Fight in Extra Ranks (1) special rule.

This is a Strength 5 Breath Weapon as described in the Warhammer rulebook.

Skarbrand can never lose his Frenzy. In addition, while Skarbrand is alive, all units within 12" (friendly and enemy) of him are subject to the rules for Hatred.

Mazarall the Butcher Daemon Prince of Khorne. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .430 pts

MWSBSSTWIALd
Mazarall the Butcher885766869

Troop Type: Monster (Special Character, Daemon)

Light armour.

Magic Items / Abilities: Harrow Meat, The Ancyte Shield

Roll a D6 for each model slain with Harrow Meat at the end of each round of close combat. For each 6 rolled, Mazarall gains +1 Attack for the remainder of the game.

Shield. The Ancyte Shield gives Mazarall the Magic Resistance (3) special rule. In addition, it has a missile attack with range 12", Strength 4 and the Multiple Shots (D6) special rule.

The Butcher's Due, Daemon of Khorne, Daemonic, Impact Hits (D3)

At the start of each of your close combat phases, choose one friendly Daemon of Khorne unit within 12". The target unit may re-roll failed To Wound rolls of 1's until the start of your next close combat phase.

Khorne Special Characters - Heroes

Skulltaker Khorne's Champion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Skulltaker585542748

Troop Type: Infantry (Special Character, Daemon)

  • May be mounted on a Juggernaut (+50 pts) or a Blood Throne (+150 pts).

Magic Items / Abilities: The Slayer Sword, Cloak of Skulls

Attacks made with the Slayer Sword have the Flaming Attacks and Killing Blow special rules. If Skulltaker is fighting in a challenge, attacks made with the Slayer Sword also gain the Heroic Killing Blow special rule.

The Cloak of Skulls grants Skulltaker the Natural Armour (3+) and Magic Resistance (1) special rules.

Daemon of Khorne, Daemonic, Locus of Wrath, Natural Armour (6+), Skulls for the Skull Throne!

This model, and all models in his unit, have the Hatred special rule.

Skulltaker must always issue a challenge, or accept a challenge if one is offered.

Karanak Hound of Vengeance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts

MWSBSSTWIALd
Karanak870552648

Karanak may not be the army's General, but may join units of Flesh Hounds.

Troop Type: War Beast (Special Character, Daemon)

Magic Items / Abilities: Brass Collar of Bloody Vengeance

Karanak's collar grants the Magic Resistance (2) special rule. In addition, any enemy Wizard that suffers a miscast within 12" of Karanak takes a Strength 10 hit immediately before the miscast is resolved.

Daemon of Khorne, Daemonic, Hatred, Locus of Fury, Natural Armour (6+), Prey of the Blood God

This model, and all models in his unit, have the Frenzy special rule (note that this Frenzy is not lost if the unit loses a round of combat).

At the start of the game, before deployment, nominate one character in the enemy army – this is the quarry of Khorne that Karanak has come to claim. Karanak re-rolls failed To Hit and To Wound rolls against the chosen character.

Skaarac the Bloodborn Great Bloodbeast of Khorne. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280 pts

MWSBSSTWIALd
Skaarac750666467

Skaarac may never be the Army General.

Troop Type: Monster (Special Character, Daemon)

Light armour.

Burning Blood, Call of the Skull Throne, Daemon of Khorne, Daemonic, Infernal Iron, Life Eater, Natural Armour (6+), Undying Hate

Scaarac has a Breath Weapon Attack with Strength 4 and the Ignores Armour Saves special rule.

All friendly Daemons of Khorne within 12" of Skaarac may re-roll failed charge distances.

All Wizards within 12" of Skaarac suffer a -1 penalty when casting spells.

Roll a D6 for each Wound inflicted by Skaarac in close combat. For each result of a 6, he may restore one Wound previously lost during the battle.

If this model is slain, before removing it, all models in base contact suffers a Strength 5 Hit which Ignores Armour Saves.

Tzeentch Special Characters - Lords

Kairos Fateweaver Oracle of Tzeentch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .445 pts

MWSBSSTWIALd
Kairos Fateweaver810556119

Troop Type: Monster (Special Character, Daemon)

Kairos Fateweaver is a Level 4 Wizard who generates spells in the following unique way. When Kairos chooses spells, his left head may choose a total of four spells from the Lores of Life, Metal, Light and Heavens. His right head may then choose a total of four spells from the Lores of Death, Beasts, Shadow and Fire. Both heads always know all spells from the Lore of Tzeentch. At the start of each Magic phase, decide which head Kairos is using this turn. He may only cast spells known to that head during this turn.

Magic Items / Abilities: Staff of Tomorrow, Twin Heads

Kairos allows you to re-roll a single D6 of your choice once per turn – declare before you make the re-roll. If this is used to re-roll a single dice from a batch of 2D6, 3D6 etc, the other dice in that batch cannot be re-rolled.

The Daemon gains +2 to all casting rolls.

Barrage of Knowledge, Daemon of Tzeentch, Daemonic, Fly (8), Ward Save (6+)

All enemy units within 8" of a Lord of Change suffer a -1 penalty to their Weapon Skill and Ballistics Skill. This has no effect on Daemons of Tzeentch.

Amon 'Chakai Lord of Change. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .600 pts

MWSBSSTWIALd
Amon 'Chakai865666659

Troop Type: Monster (Special Character, Daemon)

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

Hand weapon.

Magic Items / Abilities: All-seeing Eye, Master of Sorcery

At the start of each of your Magic Phases, you may pick one enemy unit within 24" of the Daemon. That unit must reveal all Magic Items and Hidden units in it.

The Daemon gains the Loremaster special rule. In addition, it can use any of the lores of Magic from the Warhammer rulebook instead of its normal Lore.

Barrage of Knowledge, Daemon of Tzeentch, Daemonic, Daemonic Aura, Fly (8), The Hand of Destiny

All enemy units within 8" of a Lord of Change suffer a -1 penalty to their Weapon Skill and Ballistics Skill. This has no effect on Daemons of Tzeentch.

Amon 'Chakai's Ward Save is increased to a 3+ against non-Magical Attacks.

One enemy model, chosen by the Daemon player, is doomed to perish by Amon 'Chakai. All close combat and shooting attacks against this model will automatically hit. This lasts until the end of the battle, even if Amon 'Chakai is killed.

Tzeentch Special Characters - Heroes

The Blue Scribes Azure Arcanologists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
The Blue Scribes-33332327
Disc of Tzeentch030441427

The Blue Scribes have a Unit Strength of 3.

Troop Type: Cavalry (Special Character, Daemon)

Magic Items / Abilities: Scrolls of Sorcery

The Blue Scribes can cast one spell from one of the eight Lores of Battle Magic in the Warhammer rulebook during each of his own Magic phases. You can choose which lore the spell is to be cast from, but must roll a D6 and consult the magic lore to see which spell is cast (the Blue Scribes can therefore never cast a signature spell). If there is no viable target or you choose not to cast the spell that has been rolled, the Blue Scribes do not cast a spell that turn. Spells cast by the Blue Scribes are treated as innate bound spells with a power level equal to their casting value.

Daemon of Tzeentch, Daemonic, Fly (9), Spell Syphon

Whenever an enemy successfully casts a spell (including bound spells, etc.) place a counter next to the Blue Scribes. At the start of your next Magic phase, the Blue Scribes can make a channelling attempt for each counter. Once the Blue Scribes have attempted to channel, remove all counters from them.

The Changeling Tzeentch's Trickster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
The Changeling434332318

Troop Type: Infantry (Special Character, Daemon)

Magic: The Changeling is a Level 1 Wizard who uses spells from the Lore of Tzeentch.

Hand weapon.

Daemon of Tzeentch, Daemonic, Formless Horror, Locus of Transmogrification

At the start of each Close Combat phase, choose an enemy model in base contact with the Changeling. The Changeling may increase any or all of his Weapon Skill, Strength, Toughness, Initiative and Attacks characteristics to match those of the chosen enemy model until the end of that phase. If the chosen model has more than one value for a characteristic (as is the case with a mounted model), the Changeling may always choose the higher value. The Changeling cannot match the characteristics of an enemy that is fighting in a challenge, unless the Changeling is fighting in the same challenge.

When a model with the Split special rule in this model's unit is slain, you may re-roll dice results of 1-3 to see if it turns into two Blue Horrors.

Nurgle Special Characters - Lords

Ku'gath Plaguefather Fetid Brewmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .510 pts

MWSBSSTWIALd
Ku'gath Plaguefather463677469
Palanquin of Nurgle4222--387

Troop Type: Monster (Special Character, Daemon)

Magic: Ku'gath Plaguefather is a Level 1 Wizard who uses spells from the Lore of Nurgle.

Magic Items / Abilities: Necrotic Missiles, Nurgling Infestation, Slime Trail

This missile attack is fired according to the rules for a stone thrower, except Ku'gath may move and fire. It has a range of 12-36", Strength 5, Ignores Armour Saves and Slow to Fire special rules. In the event of a misfire, Ku'gath has accidentally squashed the Nurgling and the shot has no effect.

Great Unclean One only. At the start of each of your turns, one unit of Nurglings within 6" of the Daemon automatically regains D6 Wounds lost earlier in the battle.

Enemy units do not receive combat resolution bonuses for attacking the flank or rear of a Daemon with this ability, or any unit he has joined.

Daemon of Nurgle, Daemonic, Extreme Contagion, Hatred (Dwarfs), Poisoned Attacks

Enemy models in base contact with the Great Unclean One at the start of any close combat phase suffer a Wound on the roll of a 5+ which Ignores Armour Saves. This has no effect on Daemons of Nurgle.

Rotigus The Generous One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .600 pts

MWSBSSTWIALd
Rotigus663677459

Troop Type: Monster (Special Character, Daemon)

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

Magic Items / Abilities: Gnarlrod of Nurgle

Bound Spell, Power Level 4. The Gnarlrod of Nurgle contains a direct damage spell with a range of 24". When cast, roll a D6; this is the number of enemy units affected by the spell, chosen by Rotigus. Each affected unit suffers D6 Strength 3 Hits which Ignores Armour Saves.

Blubber and Bile, Daemon of Nurgle, Daemonic, Extreme Contagion, Poisoned Attacks, Regeneration (6+), Streams of Brackish Filth

For each Wound Rotigus successfully Regenerates in close combat, he inflicts a Strength 4 Hit on the model which caused the Wound.

Enemy models in base contact with the Great Unclean One at the start of any close combat phase suffer a Wound on the roll of a 5+ which Ignores Armour Saves. This has no effect on Daemons of Nurgle.

At the start of each of your Shooting phases, all enemy units within 6" of Rotigus suffer D3 Strength 4 Hits.

Nurgle Special Characters - Heroes

Epidemius Nurgle's Tallyman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Epidemius455552438
Palanquin of Nurgle4222--387

Troop Type: Infantry (Special Character, Daemon)

Magic Items / Abilities: Plaguesword

Attacks made with a Plaguesword have the Poisoned Attacks special rule.

Daemon of Nurgle, Daemonic, Large Target (2), Locus of Virulence, The Tally of Pestilence

This model, and all models in his unit, automatically wound in close combat on a To Hit roll of 6.

Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by any unit he is with in close combat. At the start of each of your turns, consult the table below to determine the effect of the Tally of Pestilence. Note that these effects are cumulative. If Epidemius is killed or leaves the unit, these effects are immediately lost.

Wounds

Effect

0-6

No effect.

7+

All models in the unit gain +1 Strength.

14+

All models in the unit gain +1 Toughness.

21+

All models in the unit gain the Killing Blow special rule.

28+

All models in the unit re-roll failed ward saves.

Horticulous Slimux The Grand Cultivator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Horticulous Slimux455552438
Mulch430554147

Troop Type: Monstrous Cavalry (Special Character, Daemon)

Great weapon.

Magic Items / Abilities: Slime Trail

Enemy units do not receive combat resolution bonuses for attacking the flank or rear of a Daemon with this ability, or any unit he has joined.

Beast Handler, Cultivating the Garden of Nurgle, Daemon of Nurgle, Daemonic, In Death There is Life, Locus of Fecundity

Friendly Beasts of Nurgle within 8" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.

Once during the battle, at the start of your turns, you can set up a Venom Thicket (see the Warhammer Rulebook) within 3" of Horticulous Slimux and more than 1" away from any other model or terrain feature.

All friendly Daemons of Nurgle get the Regeneration (6+) special rule while they are within 8" of Horticulous Slimux.

This model, and all models in his unit, have the Regeneration (6+) special rule.

Slaanesh Special Characters - Lords

N'Kari The Arch-tempter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .630 pts

MWSBSSTWIALd
N'Kari1085666969

If N'Kari is included in your army, no other model may be given the Witstealer Sword.

Troop Type: Monster (Special Character, Daemon)

Magic: N'Kari is a Level 4 Wizard who uses spells from the Lore of Slaanesh.

Magic Items / Abilities: Witstealer Sword, Allure of Slaanesh, Spirit Swallower

Any character or monster that suffers one or more unsaved Wounds from the Witstealer Sword must immediately pass an Initiative test or suffer another Wound with the Ignores Armour Saves special rule.

Enemy models in base contact with the Daemon must pass a Psychology test. If the test is failed, the affected model may not strike blows in that round of combat.

Roll a D6 for each unsaved wound the Daemon causes in close combat. On a 4+, the Daemon regains one wound lost earlier in the battle.

Daemon of Slaanesh, Daemonic, Sensual Barrage, Willing Prey

All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their Weapon Skill and Initiative. This has no effect on Daemons of Slaanesh.

Enemy units in base contact with N'Kari are at +1 to be Hit in close combat.

Shalaxi Helbane Monarch of the Hunt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .555 pts

MWSBSSTWIALd
Shalaxi Helbane10956661069

Troop Type: Monster (Special Character, Daemon)

Magic: Shalaxi Helbane is a Level 2 Wizard who uses spells from the Lore of Slaanesh.

Magic Items / Abilities: Soulpiercer, Shining Aegis, Cloak of Constriction

Spear. When fighting in a Challenge, Shalaxi Helbane has the Heroic Killing Blow special rule.

Shield. This shield gives Shalaxi Helbane the Magic Resistance (1) special rule.

All models attempting to strike Shalaxi Helbane in close combat must pass a Strength test or lose 1 Attack.

Daemon of Slaanesh, Daemonic, Irresistible Challenge, Sensual Barrage

Enemy characters who refuses a Challenge from Shalaxi Helbane suffer D3 Strength 5 Hits which Ignores Armour Saves.

All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their Weapon Skill and Initiative. This has no effect on Daemons of Slaanesh.

Azazel Prince of Damnation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .425 pts

MWSBSSTWIALd
Azazel8856559510

Troop Type: Monstrous Infantry (Special Character, Daemon)

Magic: Azazel is a Level 2 Wizard who uses spells from the Lore of Slaanesh.

Magic Items / Abilities: Daemonblade, Soporific Musk, Temptator

All attacks made with the Daemonblade have the Ignores Armour Saves special rule.

Models in base contact with one or more models with this Gift suffer a -1 penalty to both Weapon Skill and Initiative. This has no effect on Daemons of Slaanesh.

At the beginning of a combat, one enemy character in base contact with the Daemon must take a Psychology test. If the test is failed, the character will direct his attacks against friendly models or units chosen by the Daemon's controlling player. These wounds count towards the Daemon's combat resolution. If there are no suitable targets in base contact with the character, he or she does not attack at all this turn.

Aura of Slaanesh, Daemon of Slaanesh, Daemonic, Dark Halo, Fly (8), Terror

Any enemy unit in base contact with Azazel suffers a -1 penalty to its Leadership value.

Azazel may re-roll failed Ward Saves.

Syll'Esske The Vengeful Allegiance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .350 pts

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Syll-764--848
Esske885655859

Syll'Esske has a Unit Strength of 4.

Troop Type: Monstrous Infantry (Special Character, Daemon)

Light armour.

Magic Items / Abilities: Axe of Dominion, Scourging Whip

Great weapon. All attacks made by Esske automatically Wound with the Ignores Armour Saves special rule.

All models in base contact with Syll'Esske lose 1 Attack.

Daemon of Slaanesh, Daemonic, Deadly Symbiosis, Lithe and Swift, Regal Authority, Subvert, Terror, Unit Strength (4)

For each successful To Hit roll by Syll, Esske may re-roll one failed To Hit roll the same phase.

Syll'Esske may re-roll failed charge and pursuit rolls.

All friendly Daemons of Slaanesh within 18" of Syll'Esske may re-roll 1's To Hit in close combat.

At the start of each of your turns, one enemy Character within 12" and Line of Sight of Syll'Esske must take a Psychology test. If failed, no units can use that model's Leadership until the start of your next turn.

Dexcessa The Talon of Slaanesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .385 pts

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Dexcessa895655859

Troop Type: Monster (Special Character, Daemon)

Magic Items / Abilities: Sceptre of Slaanesh

All friendly Daemons of Slaanesh units within 12" of Dexcessa may reroll Daemonic Instability tests.

Daemon of Slaanesh, Daemonic, Fleeting Dance of Death, Fly (8), Joyous Battle Fury, Mesmerising Lepidoptera

At the end of each round of close combat, Dexcessa can choose to disengage from the combat (before any Break Tests are taken). If they do so, they may make a Random Move of 3D6", discarding the highest result. Dexcessa will stop within 1" of any units or impassable terrain, and may turn to face any direction of her choosing at the end of the move.

Dexcessa receive +1 Attack for each round of close combat after the first, for as a long as they remain in close combat (to a maximum of 10 Attacks total).

All enemy attacks targeting this model suffer a -1 penalty To Hit.

Synessa The Voice of Slaanesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .495 pts

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Synessa865555739

Troop Type: Monster (Special Character, Daemon)

Synessa are a Level 4 Wizard who uses spells from the Lore of Slaanesh. In addition to their other spells, they also know Whispers of Doubt.

Whispers of Doubt is a hex spell with a range of 12" that targets a single model. The target must take a Leadership test using 3D6; if failed, all close combat attacks targeting that character gain +1 To Hit until the start of your next Magic phase.

Magic Items / Abilities: Staff of Slaanesh

The Staff of Slaanesh contains a Bound Spell, Power Level 4. This is a direct damage spell with a range of 18". The target unit takes 2D6 Wounds. Saves are taken as normal.

Daemon of Slaanesh, Daemonic, Fly (8), Loremaster (Lore of Slaanesh), Mesmerising Lepidoptera, The Voice of Slaanesh

All enemy attacks targeting this model suffer a -1 penalty To Hit.

All friendly models within Line of Sight of Synessa may use their Leadership. In addition, any spells that Synessa casts can be targeted at any enemy unit within Line of Sight, regardless of range.

Slaanesh Special Characters - Heroes

The Masque of Slaanesh Eternal Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

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The Masque of Slaanesh1076432758

Troop Type: Infantry (Special Character, Daemon)

Hand weapon.

Daemon of Slaanesh, Daemonic, The Eternal Dance, Ward Save (3+)

At the start of each of the controlling player's Close Combat phases, the Masque must choose one dance to perform from the list given below. These abilities target one enemy unit (which may be in combat). Each dance has a range of 12" and does not require line of sight. Until the end of the phase, the target suffers a penalty to the characteristic stated (to a minimum of 1).

  • The Fleshspasm Polka: All models in the unit suffer -1 Strength.

  • The Waltz of Lethargy: All models in the unit suffer -D3 Initiative.

  • The Dance of Dreaming: All models in the unit suffer -D3 Leadership.

Daemonic Gifts

Characters may select one or more Gifts from the list below as described in the army list. Each Gift may only be taken once per army.

At the end of every Close Combat phase in which the Daemon causes one or more unsaved Wounds, a unit of Chaos Furies is created. The unit consists of one Chaos Fury for every unsaved Wound caused. The unit must be placed wholly within 6" of the Daemon and cannot be placed with 1" of another unit or impassable terrain. If any model cannot be placed because there isn't enough room, or you do not have sufficient models, it is lost. Units created in this way do not award victory points.

Any dispel attempt you make while this model is on the table receives one extra 'free' dispel dice.

Whenever a spell is successfully cast by any Wizard, roll a D6 – this Daemon regains a Wound lost earlier in the battle on a roll of 5+. Whenever a spell is miscast by any Wizard, the Daemon instead suffers a Wound on a roll of 4+.

Monstrous Infantry only. The Daemon becomes a Monster. In addition, it gains +1 Wound.

Any missile attack targeting the Daemon or the unit it is with suffers an additional -1 to Hit penalty.

The Daemon gains the Stubborn special rule.

The Daemon has a Strength 2 Breath Weapon with the Ignores Armour Saves special rule.

The Daemon may re-roll failed rolls To Hit and To Wound in the first round of any combat.

At the end of any phase in which the Daemon causes one or more unsaved Wounds in close combat, it regains a single lost Wound.

This Daemon can choose to lose D3 Wounds (with no saves allowed) at the start of any of your Magic phases. If it does so, add D3+1 dice to your power pool.

The Daemon has the Ward Save (3+) special rule against missile attacks.

The Daemon and any other Daemonic unit of the same allegiance within 12" suffers one less wound than normal when taking Instability tests.

The Daemon's close combat attacks have the Multiple Wounds (2) special rule.

The Daemon gains +1 Toughness.

This is a missile attack with a range of 12", Strength 6 and the Quick to Fire special rule.

The Daemon gains +1 Strength.

The Daemon gains +1 Wound.

The Daemon gains the Impact Hits (D3) special rule.

The Daemon may re-roll failed Ward Saves from the Daemonic special rule.

Enemies Wounded by this Daemon must re-roll successful armour saves.

Whenever the Daemon slays an enemy character, it immediately increases one characteristic, of your choice, by one point.

The Daemon gains the Natural Armour (5+) special rule.

The Daemon has +1 Attacks.

The Daemon gains a Ward Save (2+) against the first Wound it suffers in the battle.

Gifts of Khorne

The following powers may only be taken by Daemons of Khorne.

Bloodthirster only. The Daemon replaces its normal Attacks with the Random Attacks (2D6+2) special rule.

The Daemon gains +D3 Attacks in close combat.

The Daemon gains the Hatred special rule, which applies in all rounds of close combat. However, it must always pursue fleeing enemies.

One use only. When an enemy spell has been cast, a Daemon with this Gift can use it instead of attempting to dispel the spell by using dispel dice. This gives them 6 free dice to attempt to dispel the spell, which cannot be combined with any other dispel dice. This may also be used to dispel spells that Remains in play.

If an enemy spell is successfully cast on a model with this Gift, or the unit it is in, roll a D6. On a 4+, the spell is destroyed after it has been resolved, and the enemy must discard the spell for the rest of the game.

The Daemon receives +1 To Hit in close combat.

The Daemon may re-roll failed rolls To Wound in close combat.

The Daemon gains the Heroic Killing Blow special rule.

Enemy units in base contact with the Daemon suffer an additional -D3 to their Leadership when taking Break tests.

The Daemon may re-roll failed charge distances.

The Daemon doubles the amount of combat resolution it receives for Wounds caused in a challenge.

The Daemon may replace its normal Attacks for a special attack. If this special attack Hits, it automatically Wounds with the Multiple Wounds (D6) special rule.

The Daemon gains the Frenzy special rule.

Gifts of Tzeentch

The following powers may only be taken by Daemons of Tzeentch.

The Daemon may re-roll a single D6 once per player turn that directly affects it.

The Daemon gains +2 to all casting rolls.

At the beginning of each round of close combat, all enemy models in base contact with the Daemon must roll a D6, on a 4+ they suffer 1 Wound which Ignores Armour Saves.

The Daemon gains the Loremaster special rule. In addition, it can use any of the lores of Magic from the Warhammer rulebook instead of its normal Lore.

This Daemon adds an extra Power dice to the pool in each of the controlling player's Magic phases.

Every time this Daemon uses a Power or Dispel dice, roll a D6. On a 6, they may use this dice again this phase. These additional dice cannot not generate new dice.

The Daemon ignores the result of his first Miscast.

The Daemon gains a +1 bonus when channeling Power dice.

Roll a D6 every time the Daemon suffers an unsaved Wound; on a 5+, the model that struck the blow suffers a Wound which Ignores Armour Saves themselves.

The Daemon gains the Flames of Tzeentch special rule.

Enemy models in base contact with the Daemon at the start of any close combat phase suffer a Strength 3 Hit with the Flaming Attacks special rule. Any wounds caused count towards combat resolution.

At the start of each of your Magic Phases, you may pick one enemy unit within 24" of the Daemon. That unit must reveal all Magic Items and Hidden units in it.

The Daemon gain a +1 bonus to all Fires of Change rolls (see Lore of Tzeench).

Gifts of Nurgle

The following powers may only be taken by Daemons of Nurgle.

At the start of each close combat phase, all enemy units in base contact with the Daemon suffer D6 Hits. Models Hit must pass a Toughness test or suffer a Wound which Ignores Armour Saves. This has no effect on Daemons of Nurgle.

This is a Strength 4 Breath Weapon. It has no effect on Daemons of Nurgle.

All enemy models in base contact with this Daemon is subject to the Always Strikes Last special rule in close combat. This has no effect on Daemons of Nurgle.

Enemy models in base contact with the Daemon at the start of any close combat phase suffer a Strength 2 Hit with the Ignores Armour Saves special rule. This has no effect on Daemons of Nurgle.

Great Unclean One only. At the start of each of your turns, one unit of Nurglings within 6" of the Daemon automatically regains D6 Wounds lost earlier in the battle.

This is a Breath Weapon. Each model hit suffers a Wound on a 5+ which Ignores Armour Saves. It has no effect on Daemons of Nurgle.

When this Daemon suffers a wound, all enemy models in base contact must pass a Toughness test for each wound inflicted on the Daemon or themselves suffer a wound, with the Ignores Armour Saves special rule. This has no effect on Daemons of Nurgle.

Once per battle, at the start of any close combat phase, the Daemon can make the unit they are with subject to the Frenzy special rule for the remainder of this turn.

The Daemon gains the Natural Armour (5+) special rule.

The Daemon gains the Regeneration (6+) special rule.

Enemy units do not receive combat resolution bonuses for attacking the flank or rear of a Daemon with this ability, or any unit he has joined.

Gifts of Slaanesh

The following powers may only be taken by Daemons of Slaanesh.

Roll a D6 for each unsaved wound the Daemon causes in close combat. On a 4+, the Daemon regains one wound lost earlier in the battle.

At the beginning of each round of close combat, all enemy models in base contact with the Daemon must pass a Toughness test or suffer 1 Wound which Ignores Armour Saves.

At the beginning of a combat, one enemy character in base contact with the Daemon must take a Psychology test. If the test is failed, the character will direct his attacks against friendly models or units chosen by the Daemon's controlling player. These wounds count towards the Daemon's combat resolution. If there are no suitable targets in base contact with the character, he or she does not attack at all this turn.

Roll a D6 each time the Daemon inflicts an unsaved Wound in close combat. On a roll of 5+, the Daemon gains an additional Attack this round.

This gift is used during the enemy turn, before charges are declared. Nominate one enemy unit within their maximum charging distance and with Line of Sight to the Daemon – this unit must be able to charge according to the normal Warhammer rules. The target unit must pass a Psychology test or declare a charge against the Daemon (or the unit it is with).

Models in base contact with one or more models with this Gift suffer a -1 penalty to both Weapon Skill and Initiative. This has no effect on Daemons of Slaanesh.

The Daemon has the Always Strikes First rule.

Enemy models in base contact with the Daemon must pass a Psychology test. If the test is failed, the affected model may not strike blows in that round of combat.

Units in base contact with the Daemon must use their own Leadership value. This has no effect on models with Immunity (Psychology).

Each unsaved Wound inflicted in close combat from the Daemon counts as two Wounds for the purposes of combat resolution. This has no effect on models with Immunity (Psychology).

Undivided Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Chaos. These may be used in addition to the magic weapons found in the Warhammer rulebook.

Magic Weapons

Roll a D3 at the start of each round of combat – the bearer’s Weapon Skill, Strength, Initiative and Attacks are increased by this amount until the end of the phase.

Enchanted Items

If your army contains the Portalglyph, you can choose to keep a single unit in the Realm of Chaos instead of deploying it at the start of the game. The Portalglyph can be placed in any of your Remaining Moves sub-phases. If the bearer is slain, he must immediately place the Portalglyph before being removed as a casualty. In either case, place a counter or other suitable marker within 12" of the bearer and scatter it 3D6" (6D6" if he was slain). If the counter ends up off the board, or within 1" of a unit or impassable terrain, alter the scatter distance by the smallest amount possible to ensure the counter is placed 1" before or beyond the obstruction.

Once the Portalglyph has been placed, the unit in the Realm of Chaos can enter play through the Portalglyph during the Remaining Moves sub-phase of any subsequent friendly turn. When the unit does so, place it facing any direction, provided that: the rear of the back rank is in base contact with the counter, no model is more than 12" from the counter, and the unit is not within 1" of another unit, impassable terrain or the board edge. The unit can then move normally (but not march).

One use only. The bearer of the Rock of Inevitability can use it at the end of any Movement phase. Place a cursed bulwark (an obstacle that provides hard cover up to 8" long) anywhere within 6" of the bearer. It cannot be placed on top of (or within 1" of) a unit, or placed on a terrain feature other than a hill. At the end of each of your turns, roll a D6. On a score of 1-3 nothing happens. On a score of 4-5 place a further cursed bulwark (this does not require the character to be within 6"). On a score of 6 place a cursed tower (a two story-building up to 6" in diameter).

Cursed terrain features placed in this way must be positioned touching an existing cursed terrain feature, and cannot be placed on top of a unit, or a terrain feature other than a hill or forest. If the terrain feature cannot be placed, or you don’t have the relevant terrain feature, then nothing is placed. Any unit from the Forces of Order within 6" of a cursed tower or cursed bulwark suffers a -2 penalty to their Initiative.

Magic Standards

The Standard of Chaos Glory allows all friendly units of Daemons within 12" to roll 3D6 for their Daemonic Instability tests and discard the highest result.

All enemy Wizards within 12" of this banner suffer a -2 penalty to cast spells, and will miscast on the roll of a double 1's and 2's.

The unit carrying the Banner of Unholy Victory gains a +D3 combat resolution bonus.

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

Bound Spell, Power Level 5. The Banner of Infernal Fire contains a direct damage spell that targets all enemy units within 6" (including units in close combat). The target units suffer D6 Strength 5 Hits with the Flaming Attacks special rule.

Khorne Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Khorne. These may be used in addition to the magic weapons found in the Warhammer rulebook.

Magic Weapons

The wielder receives +1 Attack for each enemy model he is in base contact with, to a maximum of +3 Attacks.

The Firestorm Blade gives the wielder the Flaming Attacks special rule and allows them to re-roll failed rolls To Wound.

Every time a model with this weapon causes an unsaved Wound, the enemy model must pass a Toughness test or suffer an additional Wound with no saves allowed.

The wielder of this weapon always Hits enemy characters on a 2+.

The wielder of this weapon may re-roll failed rolls To Wound and get the Multiple Wounds (D3) special rule against Monsters.

Attacks made with the Blade of Blood are resolved at +1 Strength and have the Killing Blow special rule.

This weapon makes the model's Killing Blow special rule take effect on a 5+.

If a model with this special rule suffers an unsaved Wound against this weapon, that model is subject to the Always Strikes Last special rule for the remainder of the close combat phase.

Magic Armour

Medium armour. Magic weapons carried by enemy models lose all their magical abilities whilst the bearer remains in contact with the Daemon.

Light armour. The wearer gains a Ward Save (6+) against non-magical attacks.

Talismans

One use only. The Bloody Shackle may be used at the start of any phase. Until the end of that turn, the wearer gains the Regeneration (4+) special rule.

The bearer regains 1 Wound lost earlier during the game each time they slay an enemy character in close combat.

Enchanted Items

One use only. Keep a tally of the number of models slain by the bearer in close combat during the game. At the start of any of your Magic phases, you may choose to use the Bloodstone. When you do so, you may summon a unit of Bloodletters equal in size to the number of models slain by the bearer anywhere within 12", facing in a direction of your choice. This unit does not have any upgrades, and do not award any Victory Points.

The bearer and any unit they join may re-roll 1's To Hit in close combat. In addition, they may re-roll 1's To Wound in close combat during turns that they charge.

Each close combat phase that the bearer inflicts 3 or more unsaved Wounds, they gain +D3 to their close combat resolution.

For each To Hit roll of 6 they make in close combat, the wearer gets to make an additional Attack. These additional attacks do not generate further attacks.

Magic Standards

The unit adds D3" to its charge move.

The unit carrying the Skull Totem gain +1 to its Movement when they make March moves and do not need to test to be able to March due to nearby enemies.

Tzeentch Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Tzeentch. These may be used in addition to the magic weapons found in the Warhammer rulebook.

Magic Weapons

Any character or monster that suffers one or more unsaved Wounds from the Staff of Change must immediately pass a Toughness test or suffer an additional D6 Wounds with the Ignores Armour Saves special rule. If such a model loses its last Wound to the Staff of Change, it explodes! All models within D6" immediately suffer a single Strength 5 hit.

For every 6 rolled when rolling To Hit, the wielder may re-roll a failed To Hit, To Wound or Ward save roll of their choosing this close combat phase.

If a Wizard suffers one or more unsaved Wounds against this weapon, they cannot channel Power or Dispel dice for the rest of the game.

If the wielder of this weapon rolls a 6's To Hit, that Attack automatically Wounds with the Multiple Wounds (2) and Flaming Attacks special rules.

Talismans

The Daemon can never be wounded on better than a 3+.

Arcane Items

The bearer can re-roll one casting or dispel attempt each Magic phase.

Whenever the bearer successfully casts or dispels a spell, roll a D6 – the Wand of Whimsy gains a charge token on a roll of 5+. The Wand of Whimsy grants the bearer a bonus to both Strength and Attacks equal to the number of charge tokens for the remainder of the game.

You can choose to re-roll the Winds of Magic dice in your turn. However, if you do so, your opponent can also re-roll the Winds of Magic dice in their next turn if they wish. In either case, all of the Winds of Magic dice must be re-rolled.

Enchanted Items

The Daemon any friendly unit that they join gain +1 To Wound in close combat.

The wearer can add or subtract 1 from any dice roll that directly affects it once per turn.

Magic Standards

Bound Spell, Power Level 4. The Banner of Change contains a direct damage spell that targets all enemy units in base contact. The target units suffer 2D6 Strength 3 Hits.

The unit carrying the Icon of Sorcery gains a +1 bonus to the result of their spell casting attempts.

Nurgle Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Nurgle. These may be used in addition to the magic weapons found in the Warhammer rulebook.

Magic Weapons

Attacks made with the Balesword have the Poisoned Attacks and Multiple Wounds (D3) special rules.

Flail. Any character or monster that suffers one or more unsaved Wounds from the Plague Flail must immediately pass a Toughness test or suffer another Wound with the Ignores Armour Saves special rule.

At the end of each round of close combat, roll 2D6 for each enemy model that has suffered one or more unsaved Wounds from this weapon. If the result is exactly 7, that model is slain with no saves of any kind allowed.

If the wielder of this weapon rolls a 5+ To Wound, that Attack has the Multiple Wounds (D6) special rule.

Arcane Items

Bound Spell, Power Level 5. The Staff of Nurgle contains the Rancid Visitations spell from the Lore of Nurgle.

The Wizard gains +1 to cast spells.

Enchanted Items

The Flesh Peeler may be used at the start of your shooting phase as long as the wearer is not in close combat. When used, all enemy units within 12" take D6 Hits. Each Hit automatically Wounds on a 5+ which Ignores Armour Saves.

Enemy units in base contact with the bearer of this item must re-roll 6's To Hit in close combat.

Magic Standards

Each unsaved wound caused by the unit when rolling 6's To Wound adds an extra point of Combat Resolution.

The unit carrying the Standard of Seeping Decay re-roll failed rolls To Wound.

Slaanesh Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Slaanesh. These may be used in addition to the magic weapons found in the Warhammer rulebook.

Magic Weapons

The Etherblade gives the wielder the Ignores Armour Saves special rule. In addition, enemy models Wounded by it must re-roll successful Ward Saves.

The Lash of Despair uses the following profile:

RangeStrengthSpecial Rules
12"As user-

Any character or monster that suffers one or more unsaved Wounds from the Witstealer Sword must immediately pass an Initiative test or suffer another Wound with the Ignores Armour Saves special rule.

A model that suffers one or more unsaved wound from the Torment Blade must pass a Leadership test. If failed, they may not attack that close combat phase.

Enchanted Items

All enemy models in base contact with the bearer of this item suffer -1 to their Attacks. In addition, any unit in base contact with the bearer suffer -2 to any Flee rolls they make.

Any enemy unit in base contact with the bearer of this item is subject to the Always Strikes Last special rule.

At the start of the game, after deployment, nominate one enemy Character on the table. That Character suffers a Strength 4 Hit at the end of each close combat phase in which they have made one or more Attacks.

Mounted model only. The wearer gains the Fly (5) and Strider special rules.

Any enemy unit in base contact with the bearer of this item suffer -1 to their Leadership.

Magic Standards

The unit gains the Stubborn special rule.

Any enemy unit charged by the unit carrying the Siren Standard can only choose Hold as a charge reaction. This standard has no effect on models with the Immunity (Psychology) special rule.

The Lore of Tzeentch

When a Daemon casts a spell from the Lore of Tzeentch that causes one or more unsaved Wounds, choose a friendly Daemon of Tzeentch unit within 12" of the caster, and roll a D6 for each Wound caused. For each result of 5+, add 1 Wound's worth of models to the unit. Models are added, one at a time, to the back rank. If the back rank is full at any point, or the unit has a single rank of at least five models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and do not award additional victory points.

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 Daemon casts a spell from the Lore of Nurgle that causes one or more unsaved Wounds, choose a friendly Daemon of Nurgle unit within 12" of the caster, and roll a D6 for each Wound caused. For each result of 5+, add 1 Wound's worth of models to the unit. Models are added, one at a time, to the back rank. If the back rank is full at any point, or the unit has a single rank of at least five models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and don't award additional victory points.

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 Daemon casts a spell from the Lore of Slaanesh that causes one or more unsaved Wounds, choose a friendly Daemon of Slaanesh unit within 12" of the caster, and roll a D6 for each Wound caused. For each result of 5+, add 1 Wound's worth of models to the unit. Models are added, one at a time, to the back rank. If the back rank is full at any point, or the unit has a single rank of at least five models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and don't award additional victory points.

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.

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.

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 11+.

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+.

Reference Chart

Unit Name

Troop Type

Line of Sight

Unit Strength

Base Size (mm)

Amon 'Chakai

Monster

5

6

50x50 or 100x50

Azazel

Monstrous Infantry

2

3

50x50

Beast of Nurgle

Monstrous Beast

2

3

50x50

Be'lakor

Monster

5

5

50x50 or 100x50

Blood Chariot

Chariot

2

5

50x100

Bloodmaster

Infantry

1

1

25x25

Blood Throne

Chariot

2

4

50x100

Bloodbeasts

Monstrous Beast

2

4

50x50

Bloodcrushers

Monstrous Cavalry

3

5

50x50 or 50x75

Bloodletters

Infantry

1

2

25x25

Bloodthirster

Monster

5

6

50x50 or 100x50

Brimstone Horrors

Swarm

0

3

25x25

Burning Chariot

Chariot

2

4

50x100

Changebringers

Cavalry

2

2

40x40

Changecaster

Infantry

1

1

25x25

Chaos Fury

Infantry

1

1

25x25

Contorted Epitome

Shrine

2

4

75x50

Daemon Brute

Monstrous Infantry

2

3

40x40

Daemon Prince

Monstrous Infantry

2

3

50x50

Daemonette

Infantry

1

1

25x25

Dexcessa

Monster

5

5

100x50

Disc of Tzeentch

War Beast

1

1

40x40

Epidemius

Infantry

2

4

50x50

Exalted Daemon

Monstrous Infantry

2

3

40x40

Exalted Flamer

Monstrous Infantry

2

3

50x50

Exalted Seeker Chariot

Chariot

2

4

100x150

Fiend of Slaanesh

Monstrous Beast

2

3

50x50

Firewyrm of Tzeentch

Monstrous Beast

2

3

50x50

Flamer of Tzeentch

Infantry

1

1

25x25

Flesh Hound

War Beast

1

1

25x50

Gaunt Summoner

Infantry

1

1

25x25

Great Unclean One

Monster

5

10

50x50 or 100x50

Hellflayer

Chariot

2

7

50x100

Horticulous Slimux

Monstrous Cavalry

3

4

50x100

Imp Swarm

Swarm

0

3

40x40

Infernal Enrapturess

Infantry

1

1

25x50

Juggernaut of Khorne

Monstrous Beast

2

3

50x50 or 50x75

Kairos Fateweaver

Monster

5

6

50x50 or 100x50

Karanak

War Beast

1

1

25x50

Keeper of Secrets

Monster

5

6

50x50 or 100x50

Ku'gath Plaguefather

Monster

5

7

50x50 or 100x50

Lord of Change

Monster

5

6

50x50 or 100x50

Mazarall the Butcher

Monster

5

5

100x50

N'Kari

Monster

5

6

100x50

Nurglings

Swarm

1

3

40x40

Palanquin

Infantry

2

3

50x50

Pink Horrors

Infantry

1

1

25x25

Plague Chariot

Chariot

2

5

50x100

Plague Drones

Monstrous Cavalry

3

4

50x75

Plague Toad

Monstrous Beast

2

3

50x50

Plaguebearer

Infantry

2

1

25x25

Pleasureseeker

Monstrous Cavalry

1

4

50x50

Poxbringer

Infantry

1

1

25x25

Pox Rider

Monstrous Cavalry

1

4

50x50

Rotigus

Monster

2

7

100x50

Screamer

War Beast

1

1

40x40

Seeker Chariot

Chariot

2

4

50x100

Seekers

Cavalry

2

2

25x50

Serpent of Slaanesh

Monstrous Beast

2

3

25x50

Shalaxi Helbane

Monster

5

6

100x50

Skaarac the Bloodborn

Monster

5

6

100x50

Skarbrand

Monster

5

6

100x50

Skull Cannon

Chariot

2

4

50x100

Skulltaker

Infantry

1

1

25x25

Sloppity Bilepiper

Infantry

1

1

25x25

Soulgrinder

Monster

5

5

150x100

Spoilpox Scrivener

Infantry

1

1

25x25

Steed of Slaanesh

War Beast

1

1

25x50

Syll'Esske

Monstrous Infantry

3

4

50x50

Synessa

Monster

5

5

100x50

The Blue Scribes

Cavalry

2

3

50x50

The Changeling

Infantry

1

1

25x25

The Masque of Slaanesh

Infantry

1

1

25x25

Viceleader

Infantry

1

1

25x25