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Caos

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Sergio Burgos
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0% found this document useful (0 votes)
12 views1 page

Caos

Uploaded by

Sergio Burgos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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80 PTS 2 CASTING DICE 2 DISPEL DICE


ASPIRING CHAMPION OF CHAOS 30 PTS 0 CASTING DICE 0 DISPEL DICE WARHOUNDS OF CHAOS

Aspiring Champion 4 6 3 5 4 2 6 3 8 5x Warhound

Hand Weapon CC only As User Warhound 7 3 0 3 3 1 3 1 5


Chaos Armour, Mark of Chaos Undivided Beastmen Ambush

Chaos Undivided, Characters, General, Heroes, Mortal General Special

120 PTS 0 CASTING DICE 0 DISPEL DICE CHARIOT OF CHAOS 184 PTS 0 CASTING DICE 0 DISPEL DICE WARRIORS OF CHAOS

Chaos Chariot - - - 5 5 4 - - - 11x Warriors of Chaos


Chariot Chaos Steed 8 3 - 4 - - 3 1 -
Warrior C - 5 - 4 - - 5 1 8 Warrior 4 5 3 4 4 1 5 1 8
Champion 4 5 3 4 4 1 5 2 8
Barding +1
Hand Weapon CC only As User
Halberd CC only As User +1 Requires 2 Hands
Mark of Chaos Undivided Heavy Armour 5+
Core
Chaos Undivided, Core

215 PTS 0 CASTING DICE 0 DISPEL DICE KNIGHTS OF CHAOS Selection Rules
5x Knights of Chaos Beastmen Ambush:
If the General of the army has the Ambush special rule he carries a Brayhorn, which he may sound during the
battle to summon Beastmen and Warhounds that lie in wait. It for whatever reason, the General no longer
Knight 4 5 3 5 4 1 5 1 8
counts as a Beasts General, then he loses his Ambush special rule.
Champion 4 5 3 5 4 1 5 1 8
Units with Ambush can use this ability in any scenario that allows Scouts to use their special deployment. Up
Chaos Steed (x2) 8 3 - 4 3 1 3 1 5 to half of your ambushing units and characters (rounding down), may be set up in ambush. For example, an
army with three Beastherds, two characters with Ambush and two Warhounds units can put any three of
Barding +1 these units and/or characters into ambush. Make a note of which units are in ambush at the start of the
Heavy Armour 5+ battle, before deployment starts. If characters are waiting in ambush, they may join another unit and arrive
Shield -1 SV, -2SV with HW with them - make a note of which unit they are with before the battle begins.
Ambushing units are not deployed at the start of the battle. However, the General must be deployed normally
Hand Weapon CC only As User Models do not count as in play while waiting in ambush (for example. for the purposes of generating Power or
Dispel dim). If, for some reason,the General is removed from play before sounding his brayhorn, then any
Core
units sent to wait in ambush count as destroyed when determining Victory points.
120 PTS 2 CASTING DICE 1 DISPEL DICE SORCERER OF CHAOS Starting from the second Chaos turn, during any Chaos Movement phase, after charges have been declared,
the General may sound the brayhom and launch the ambush. For each unit waiting in ambush, mark a point
on the table edge you wish them to move on from. After this, make a Leadership test for each unit. If the test
Sorcerer 4 5 3 4 4 2 5 1 8
is passed, every model in the unit moves on from the marked point, in the same way as if they had pursued
an enemy off the table in the previous turn. If the Leadership test is failed, they turn up at a random point on
Hand Weapon CC only As User the table edge. Roll a Scatter dice in the middle of the table and follow the arrow (even on a roll of a 1111) to
Chaos Armour, Mark of Chaos Undivided determine the point on the table edge where the unit enters.
Chaos Undivided, Characters, Heroes Chaos Armour:
All-enclosing suits of Chaos armour are the living gifts of the Dark Gods upon their Champions. They become
part of the wearer's body and can never be removed once put on.
Chaos armour gives a 4+ armour save. It can be combined with other equipment as normal. Sorcerers can
wear this armour and cast spells.

Mark of Chaos Undivided:


The character, unit or chariot may re-roll failed Psychology tests.

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