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2500 Pts - Daemons of Chaos - DoC Be'lakor

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Be'lakor (1 , 500 pts)


Be'lakor

The Blade of Shadows

Name
Herald of Tzeentch (1 , 170 pts)
Herald of Tzeentch

The Lore of Metal


Disc of Tzeentch

Name
Herald of Khorne (1 , 175 pts)
Herald of Khorne

Juggernaut of Khorne

Name

1
Mo
8
9
5
6
5
4
8
5
10
4+
4
500
General; Level 4 Wizard; Daemonic Attacks; Fly; Immune to Psychology; Lord of Torment; Loremaster
(Shadow); Shadow Form; Swiftstride; Terror; The Dark Master; Thunderstomp; Unbreakable

1 Magic Weapon. Ignores armour saves.

Type

WS BS

[0]

Ld

AS

WSv Mgc Cost

1
Ca
4
3
4
3
3
2
3
2
8
6+
5+
2
170
Battle Standard Bearer ; Level 2 Wizard; Hand Weapon; Daemon of Tzeentch; Daemonic; Fear; Hatred
(Daemons of Nurgle); Immune to Psychology
1 Must choose spells from the Lore of Metal.
1
1
3
4
4
1
4
3
7
Daemon of Tzeentch; Daemonic; Fear; Fly; Hatred (Daemons of Nurgle); Immune to Psychology;
Swiftstride

Type

WS BS

Ld

AS

[0]
[0]

WSv Mgc Cost

1
MC
5
7
7
5+*
4
2
6
3
8
4+
5+
175
Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;
Magic Resistance (1); Scaly Skin (6+); Killing Blow; Lesser Gift
1
7
5
5+*
4
3
2
3
7
Brass Behemoth; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to
Psychology; Stomp

Type

WS BS

Ld

AS

[50]

WSv Mgc Cost

Bloodcrushers of Khorne (3 , 225 pts)


Bloodcrushers of 2
MC
5
5
5
4+*
4
3
4
1
7
2+
5+
225
Khorne Musician ; Standard Bearer ; Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of
Slaanesh); Immune to Psychology; Magic Resistance (1); Scaly Skin (6+); Killing Blow

Bloodhunter

1
MC
5
5
5
4+*
4
3
4
2
7
4+
5+
[75]
Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;
Magic Resistance (1); Scaly Skin (6+); Killing Blow
Juggernaut of Khorne 3
7
5
5+*
4
3
2
3
7
[0]
Brass Behemoth; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to
Psychology; Stomp

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Bloodletters of Khorne (25 , 380 pts)


Bloodletters of Khorne 24
In
5
5
5
4+*
3
1
4
1
7
6+
5+
380
Musician ; Standard Bearer ; Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of
Slaanesh); Immune to Psychology; Magic Resistance (1); Scaly Skin (6+); Killing Blow
Bloodreaper

Name

1
In
5
5
5
4+*
3
1
4
2
7
6+
5+
[24]
Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;
Magic Resistance (1); Scaly Skin (6+); Killing Blow

Type

WS BS

Ld

AS

WSv Mgc Cost

Pink Horrors of Tzeentch (15 , 225 pts)


Pink Horrors of 14
In
4
3
3
3
3
1
3
1
7
5+
1
225
Tzeentch Musician ; Standard Bearer ; Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear;
Hatred (Daemons of Nurgle); Immune to Psychology
Iridescent Horror

Name

1
In
4
3
3
3
3
1
3
2
7
5+
Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear; Hatred (Daemons of Nurgle);
Immune to Psychology

Type

WS BS

Ld

AS

[23]

WSv Mgc Cost

Pink Horrors of Tzeentch (14 , 212 pts)


Pink Horrors of 13
In
4
3
3
3
3
1
3
1
7
5+
1
212
Tzeentch Musician ; Standard Bearer ; Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear;
Hatred (Daemons of Nurgle); Immune to Psychology
Iridescent Horror

1
In
4
3
3
3
3
1
3
2
7
5+
Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear; Hatred (Daemons of Nurgle);
Immune to Psychology

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[23]

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Skull Cannon of Khorne (3 , 135 pts)


Skull Cannon of 1
Ch
7
5
5+*
5
4
2
3
3+
5+
135
Khorne Skull Cannon; Scythes; Daemon Engine; Daemon of Khorne; Daemonic; Fear; Gorefeast; Hatred
(Daemons of Slaanesh); Immune to Psychology; Impact Hits (D6+1); Implacable Advance; Swiftstride;
Flaming Attacks; Multiple Wounds (D6)
Bloodletter Crew 2
5
5
4+*
4
1
7
[0]
Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;
Magic Resistance (1); Scaly Skin (6+); Killing Blow

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Plague Drones of Nurgle (3 , 225 pts)


Plague Drones of 2
MC
4
3
3
4
4
1
2
1
7
6+
5+
Nurgle Musician ; Standard Bearer ; Death's Heads; Plaguesword; Daemon of Nurgle; Daemonic; Fear;
Hatred (Daemons of Tzeentch); Hover; Immune to Psychology; Skirmishers; Swiftstride; Multiple
Wounds (D3); Poisoned Attacks

225

Plaguebringer

1
MC
4
3
3
4
5
3
2
2
7
6+
5+
[75]
Death's Heads; Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Hover;
Immune to Psychology; Swiftstride; Multiple Wounds (D3); Poisoned Attacks
Rot Fly 3
1
3
3
5
5
3
2
3
7
[0]
Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Hover; Immune to Psychology;
Skirmishers; Stomp; Swiftstride

Name
Flamers of Tzeentch (3 , 130 pts)
Flamers of Tzeentch

Pyrocaster

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

2
In
6
2
4
4
4
2
4
2
7
5+
130
Daemon of Tzeentch; Daemonic; Fear; Flames of Tzeentch; Hatred (Daemons of Nurgle); Immune to
Psychology; Skirmishers; Warpflame; Multiple Shots (D6)
1
In
6
2
5
4
4
2
4
2
7
5+
[50]
Daemon of Tzeentch; Daemonic; Fear; Flames of Tzeentch; Hatred (Daemons of Nurgle); Immune to
Psychology; Skirmishers; Warpflame; Multiple Shots (D6)

Type

WS BS

Ld

AS

WSv Mgc Cost

Screamers (3 , 120 pts)


Screamers of 3
WB
1
3
4
4
2
4
3
7
5+
Tzeentch Daemon of Tzeentch; Daemonic; Fear; Fly; Hatred (Daemons of Nurgle); Immune to Psychology;
Lamprey's Bite; Skirmishers; Slashing Attack; Swiftstride
Total Cost:

120

2497

Option Footnotes
Battle Standard Bearer
Death's Heads
General
Hand Weapon
Hellblade
Lesser Gift
Level 1 Wizard
Level 2 Wizard
Level 4 Wizard
Musician
Plaguesword
Scythes
Skull Cannon
Standard Bearer
Blue Horrors

Brass Behemoth
Daemon Engine
Daemon of Khorne
Daemon of Nurgle
Daemon of Tzeentch

Options
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
Range 12", Strength 4, Multiple Wounds (D3), Poisoned Attacks.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Magical Weapon. Killing Blow.
Roll a D6 on the Lesser Gift table. Each gift can only be taken once per model; re-roll any duplicate results for a
single model until a different gift is rolled. Any Daemonic Gift can be swapped for result 0 on the relevant table.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Magic Weapon. Poisoned Attacks.
Improves Impact Hits.
Range 48", Strength 10, Flaming Attacks, Multiple Wounds (D6). Fires as a normal cannon.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
When a model with this rule is slain in close combat, place two counters next to its unit. After all attacks have been
made, but before combat result is calculated, choose one enemy unit in base contact and roll a number of D6 equal to
the number of counters. For each 4+, the unit suffers a Strength 2 hit (distributed as shooting). Unsaved Wounds
count towards combat results.
A Juggernaut improves it's rider's armour save by +2, rather than the usual +1.
Any spells or special rules that affect a chariot's beasts have no effect at all on a model with this rule.
Grants Hatred (Daemons of Slaanesh). In addition, on the turn a Daemon of Khorne makes a successful charge, it has
a +1 bonus to its Strength for the rest of the turn.
Grants Hatred (Daemons of Tzeentch). Enemy models targeting a Daemon of Nurgle in close combat suffer a -1
penalty To Hit.
A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule, and can re-roll ward save results of 1.
Wizards with this special rule can also re-roll channelling results of 1.

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Daemonic

Grants Fear, Immune to Psychology, Daemonic Attacks, Daemonic Aura and Daemonic Instability. Only Daemonic
characters can join units of Daemons and the character and the unit must have the same allegiance. In addition,
Daemonic units receive no benefit from Inspiring Presence or Hold your Ground! unless both the unit and the model
with those rules are Daemons of the same allegiance.
Daemonic Attacks : A Daemon's attacks are magical. This includes any special, ranged or Stomp attacks they make.
Daemonic Aura : Daemons have a 5+ ward save.
Daemonic Instability : A unit of Daemons that loses a combat must take a Daemonic Instability test instead of a
Break test, using the procedure described in the Daemonic Instability Table.
Daemonic Attacks
All attacks are magical
Fear
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Flames of Tzeentch
Range 18", Strength 4, Multiple Shots (D6), Warpflame.
Fly
Grants Swiftstride. In addition, flying units consisting of more than one model have Skirmishers too.
Flyers can make a glide of up to 10" or march as normal, doubling the length of the glide of up to 20". Moreover,
flyers can make a flying charge instead of a normal one, adding 10 instead of the Movement value to the roll, but
they always flee and pursue on the ground.
Gorefeast
If this chariot's Impact Hits cause unsaved Wounds, roll a D6 for each Wound caused. On a 4+, chariot regains a lost
Wound.
Hatred (Daemons of Nurgle) A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
If none is specified applies against every enemy.
Hatred (Daemons of
A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
Slaanesh)
If none is specified applies against every enemy.
Hatred (Daemons of
A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.
Tzeentch)
If none is specified applies against every enemy.
Hover
Grants Swiftstride. In addition, hovering units consisting of more than one model have Skirmishers too.
Hovers can make a glide of up to 10". Moreover, they can make a midair charge instead of a ground one, adding 10
instead of the Movement value to the roll, but they always flee and pursue on the ground.
Finally, Hovers cannot march.
Immune to Psychology
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Impact Hits (D6+1)
Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the
enemy. Those hits hit automatically, and roll wo wound using the Strength of the model.
Implacable Advance
This model can move (not march) and still shoot any one of its weapons.
Lamprey's Bite
Attacks against Large Targets have the Multiple Wounds (D3) special rule.
Lord of Torment
If one or more enemy units failed a Panic or Break test during the previous turn, Be'lakor receives D3 additional
power dice in the Magic phase. These bonus power dice do not count toward the maximum number of dice in the
power poll, and only Be'lakor can make use of them. Unused power dice are discarded at the end of the Magic phase
as normal.
Loremaster (Shadow)
The Wizard knows all the spells from the chosen Lore.
Magic Resistance (1)
Improves the unit's ward save by 1 against spells.
Scaly Skin (6+)
Improves the model's armour save.
Shadow Form
4+ ward save. Attacks that target Be'lakor in the Shooting phase have a -2 To Hit modifier.
Skirmishers
Models with this rule are deployed in a loose formation, may free reform and shoot after having marched. Can never
claim rank bonuses, be steadfast or disorder an enemy, but unit gains Stubborn when fighting in forests.
Slashing Attack
If this unit moves over one or more unengaged enemy unit in the Remaining Moves 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.
Stomp
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Swiftstride
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
Terror
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.
If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
The Dark Master
All enemy units within 12" suffer a -1 penalty Leadership. This penalty is cumulative with other modifiers.
Thunderstomp
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Unbreakable
A unit composed entirely of models with this rule is Immune to Psychology and passes Break tests automatically.
Non-Unbreakable characters cannot join Unbreakable units.
Warpflame
At end of each phase, any unit that suffered unsaved wound from an attack with this rule during that phase must take
a Toughness test. If the test is failed, the unit suffers D3 Wounds with no armour saves allowed. If the test is
passed, the unit gains Regeneration (6+) for the rest of the game. If it already has Regeneration, instead increase the
Regeneration saving throw by 1.
Equipment Special Rules
Flaming Attacks
Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls
when shooting at or assaulting a building.
Killing Blow
If a model with this rule roll a 6 to wound in close combat, he automatically slays his opponent. Armour saves and
regeneration saves cannot be taken against this blow. This rule is only effective against infantry, cavalry and war
beasts.
Multiple Shots (D6)
Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.
Multiple Wounds (D3)
Each unsaved Wound inflicted is multiplied by the number indicated.
Multiple Wounds (D6)
Each unsaved Wound inflicted is multiplied by the number indicated.
Poisoned Attacks
Poisoned hits wound automatically on a To Hit roll of 6.

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Download it for FREE at http://www.wolflair.com!

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