Professional Documents
Culture Documents
Comb at
Shootin g
Academi c
Streng th
Spee d
Buckler . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Heroes
1 Champion Of The Gods
150Gc M WS BS S T W I A Ld 4 6 0 4 4 1 53 9 Wepons/Armour Chaos Warrior Special Rules Leader: Any models in the warband within 6" of the Champion may use his Leadership instead of their own. Worshipper of the Gods: The champion must buy the mark of one of the chaos gods listed below. Warrior of Chaos: The champion wears Chaos Armour.
0-2 Chosen
110Gc M WS BS S T W I A Ld 4 6 0 4 4 1 52 8 Wepons/Armour Chaos Warrior Special Rules Worshipper of the Gods: The chosen may buy the mark of one of the chaos gods listed below. Warrior of Chaos: The chosen wears Chaos Armour.
Warrior of Chaos: The Sorcerer wears Chaos Armour. Wizard: The Sorcerer is a wizard and uses the lore of which ever god he worships or if he worships no-one then he uses Chaos Rituals. See the Magic section for details. He may not worship Khorne.
Henchmen
0-5 Chaos Warriors
90Gc 110Gc M WS BS S T W I A Ld 4 5 0 4 4 1 52 8 Wepons/Armour Chaos Warrior Special Rules Worshipper of the Gods: The Chaos Warriors may buy the mark of one of the chaos gods listed below. Warrior of Chaos: The Chaos Warriors wear Chaos Armour.
Marauders
25Gc M WS BS S T W I A Ld 4 3 3 33 1 31 7 Wepons/Armour Human Special Rules Worshipper of the Gods: The Marauders may buy the mark of one of the chaos gods listed below.
0-5 Warhounds
15Gc M WS BS S T W I A Ld 6 4 0 4 3 14 1 5 Weapons/Armour: Jaws and brutality! Warhounds never use or need weapons and armour. Special Rules
1) Bloated toughness Difficulty 8 One Hero or henchman group may increase their toughness by 1 until the start of the casters next shooting phase. This can take it temporarily above the maximum allowed. 2) Buboes Difficulty 7 This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Toughness test or lose a Wound. No Armour saves are allowed. 3) Stench of Nurgle Difficulty 8 This spell has a range of 6" and affects all living creatures friend or foe. Each enemy warrior in range must pass a Toughness test or lose an Attack until their next turn. 4) Pestilence Difficulty 10 All enemy models within 12" of the Master suffer a Strength 3 hit. No Armour saves are allowed. 5) Scabrous Hide Difficulty 8 The Master has an Armour save of 2+ which replaces any normal Armour save. The Scabrous Hide lasts until the beginning of his next Shooting phase. 6) Nurgles Rot Difficulty 9 All enemy models in base contact with the Master must immediately test against their Toughness or contract Nurgles Rot (see Nurgles Rot opposite). Slaanesh: 1) Aura of terror Difficulty 7 The caster is counted as causing fear until the start of his next shooting phase. 2) Lash of Slaanesh Difficulty 9 Range 24 the model targeted suffers a S3 hit and cannot run in its next move phase. 3) Inspiring presence Difficulty 7
Friendly models within 6 of the caster may use his leadership as if he was the warband leader. 4) Speed of Slaanesh Difficulty 10 Friendly models within 6 of the caster (including the caster) strike first in combat this round. In the case of multiple models striking first in the same combat, resolve it in initiative order. 5) Perversion of mind Difficulty 6 Range 12 The model targeted must not be in combat. He will immediately attack his nearest ally with whatever ranged weapons he has. If he has no ranged weapons or cannot shoot then the spell is wasted. 6) Fake gold Difficulty Auto The caster may automatically reduce the price of one item (or recruit) he would like to buy by 2d6Gc as if he had the haggle skill. This spell cannot be used more than once per round and cannot be used during battle.