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1500 Pts - Daemons of Chaos - Khorne erstatningshr

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Daemon Prince (1 , 340 pts)


Daemon Prince of 1
Mo
8
9
5
6+*
5
4
8
5
9
4+
5+
340
Khorne General; Daemon of Khorne; Chaos Armour; Daemonic Flight; Hand Weapon; Daemonic; Fly; Hatred
(Daemons of Slaanesh); Immune to Psychology; Large Target; Swiftstride; Terror; Thunderstomp; Lesser
Gift

Name
Herald of Khorne (1 , 200 pts)
Herald of Khorne

Juggernaut of Khorne

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

1
MC
5
7
7
5+*
4
2
6
3
8
4+
5+
200
Battle Standard Bearer ; 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

Bloodletters of Khorne (30 , 465 pts)


Bloodletters of Khorne 29
In
5/6
5
5
4+*
3
1
4
1
7
6+
5+
465
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

1
In
5/6
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
Banner of Swiftness 1 The unit has +1 Movement.
[15]

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; Scythed wheels; 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
Fiends of Slaanesh (3 , 195 pts)
Fiends of Slaanesh

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

3
MB
10
4
4
4
3
6
3
7
5+
Armour Piercing; Daemon of Slaanesh; Daemonic; Fear; Hatred (Daemons of Khorne); Immune to
Psychology; Soporific Musk; Stomp

Type

WS BS

Ld

AS

195

WSv Mgc Cost

Flesh Hounds of Khorne (5 , 165 pts)


Flesh Hounds of 5
WB
8
5
4+*
4
2
4
2
7
6+
5+
Khorne Collar of Khorne; Ambushers; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh);
Immune to Psychology; Scaly Skin (6+); Swiftstride; Magic Resistance (3)

Total Cost:

165

1500

Option Footnotes
Battle Standard Bearer
Chaos Armour
Collar of Khorne
Daemonic Flight
General
Hand Weapon
Hellblade
Lesser Gift
Musician
Scythed wheels
Skull Cannon
Standard Bearer

Options
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
4+ armour save.
Talisman. Grants Magic Resistance (3).
Grants the Fly special rule.
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.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
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.

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Special Rules
A unit with this rule does not deploy at the start of the battle. Instead, from Turn 2 onwards, at the start of your turn
roll a D6 for each of your Ambushers that have yet to arrive. On a 3+ the unit will enter the board in the Remaining
Movement sub-phase. If the unit does not turn up for the entire game they are treated as having fled the battle.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for
reinforcements.
Armour Piercing
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armour
save modifier.
Brass Behemoth
A Juggernaut improves it's rider's armour save by +2, rather than the usual +1.
Daemon Engine
Any spells or special rules that affect a chariot's beasts have no effect at all on a model with this rule.
Daemon of Khorne
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.
Daemon of Slaanesh
A Daemon of Slaanesh has the Armour Piercing and Hatred (Daemons of Khorne) special rules.
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.
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.
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 Khorne) 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.
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 to wound using the Strength of the model.
Implacable Advance
This model can move (not march) and still shoot any one of its weapons.
Large Target
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Magic Resistance (1)
Improves the unit's ward save by 1 against spells.
Scaly Skin (6+)
Improves the model's armour save.
Soporific Musk
Models in base contact suffer a -1 to both Weapon Skill and Initiative, unless they are Daemons of Slaanesh.
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.
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.
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.
Magic Resistance (3)
Improves the unit's ward save by 3 against spells.
Multiple Wounds (D6)
Each unsaved Wound inflicted is multiplied by the number indicated.
Ambushers

Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.

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

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