2500 Pts - Warriors of Chaos - WoC Daemon Prince
Name
Type
Daemon Prince (1 , 390 pts)
Daemon Prince of
Khorne
Mo
WS BS
9
Ld
AS
WSv Mgc Cost
6+*
1+
390
(2+),
5+
General; Daemon of Khorne; Daemonic Flight; Hand Weapon; Chaos Armour; Daemonic Attacks;
Daemonic Invulnerability; Fly; Hatred (Daemons of Slaanesh); Immune to Psychology; Swiftstride;
Terror; Thunderstomp; Unbreakable
Sword of Striking
Dragonhelm
Flaming Breath
1 Attacks made with this weapon receive a +1 bonus To Hit.
1 Grants a +1 armour save bonus and a 2+ ward save against Flaming Attacks.
1 Breath Weapon, Strength 4, Flaming Attacks.
Flaming Attacks
Soul Feeder 1 Roll a D6 for every unsaved Wound dealt by the character in close combat. for each result
of a 6, he regain a single lost Wound.
Scaled Skin 1 Model gains Scaly Skin (5+)
Scaly Skin (5+)
Name
Chaos Sorcerer (1 , 230 pts)
Chaos Sorcerer of Nurgle
Type
Ld
AS
1
1
1
1
Name
Type
In
4+
Shield. Grants an additional +1 armour save bonus.
Grants a 4+ ward save.
The character adds +1 to his channeling attempts and knows one more spell than normal.
Must choose spells from the Lore of Nurgle.
WS BS
7
WS BS
230
[5]
[45]
[25]
[0]
Ld
AS
WSv Mgc Cost
3+
185
1 Armour Piercing.
Armour Piercing
Charmed Shield 1 Shield. One use only. The first hit suffered is discounted on a roll of 2+.
Talisman of Protection 1 Grants a 6+ ward save.
Burning Body 1 Grants Flaming Attacks and a 5+ ward save against Flaming Attacks.
Flaming Attacks
Type
(5+),
6+
Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Eye of the Gods
[20]
Biting Blade
Name
[10]
WSv Mgc Cost
1
In
4
5
3
4
4
2
5
2
8
2+
Mark of Nurgle; Level 2 Wizard; Hand Weapon; Chaos Armour; Eye of the Gods
Enchanted Shield
Talisman of Preservation
Chaos Familiar
The Lore of Nurgle
Exalted Hero (1 , 185 pts)
Exalted Hero of Nurgle
WS BS
[15]
[10]
[30]
Ld
[10]
[5]
[15]
[10]
AS
WSv Mgc Cost
Throgg (1 , 195 pts)
Throgg
1
MI
6
5
2
6/8
5
4
2
5
8
4}+
Great Weapon; Copious Vomit; Eye of the Gods; Fear; Lord of the Monstrous Horde; Mutant
Regeneration; Regeneration; Troll Vomit; Always Strikes Last
195
The Wintertooth Crown
1 Enchanted Item. If not fleeing, all friendly war beasts, monstrous beasts, monstrous infantry
and monsters within 18" can use Throgg's Leadership.
[0]
Name
Chaos Trolls (8 , 304 pts)
Chaos Trolls
Name
Type
WS BS
Ld
AS
WSv Mgc Cost
8
MI
6
3
1
5
4
3
1
3/4
4
4}+
304
Hand Weapon; Additional Hand Weapon; Fear; Immune to Psychology; Regeneration; Stupidity; Troll
Vomit; Extra Attack
Type
WS BS
Ld
AS
WSv Mgc Cost
Chaos Warriors (20 , 385 pts)
Chaos Warriors of 19
In
4
5
3
4
4
1
5
2
8
3+
6)+
Nurgle Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Shield
Aspiring Champion of Nurgle
1
In
4
5
3
4
4
1
5
3
8
Mark of Nurgle; Hand Weapon; Chaos Armour; Shield; Eye of the Gods
Lichebone Pennant 1 The unit gains Magic Resistance (1).
Magic Resistance (1)
Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.
3+
6)+
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385
[27]
[15]
Name
Type
WS BS
Ld
AS
WSv Mgc Cost
Chaos Warriors (11 , 229 pts)
Chaos Warriors of 10
In
4
5
3
4/6
4
1
5
2/3
8
4+
Khorne Musician ; Mark of Khorne; Hand Weapon; Great Weapon; Chaos Armour; Extra Attack; Frenzy;
Immune to Psychology; Always Strikes Last
Aspiring Champion of Khorne
Name
229
1
In
4
5
3
4/6
4
1
5
3/4
8
4+
[29]
Mark of Khorne; Hand Weapon; Great Weapon; Chaos Armour; Extra Attack; Eye of the Gods; Frenzy;
Immune to Psychology; Always Strikes Last
Type
WS BS
Ld
AS
WSv Mgc Cost
Hellcannon (4 , 210 pts)
Hellcannon
Chaos Dwarf Handlers
Name
1
Mo
3
4
3
5
6
5
1
5
4
4+
5+
210
Caged Fury; Daemonic Attacks; Deamonic Construction; Doomfire; Immune to Psychology; Large
Target; Monster and Handlers; Terror; Unbreakable; Move or Fire; Multiple Wounds (D6); Slow to Fire
3
Hand Weapon
Type
WS BS
Ld
[0]
AS
WSv Mgc Cost
Chimera (1 , 290 pts)
Chimera
Name
Marauder Horsemen (5 , 80 pts)
Marauder Horsemen
Warhorse
1
Mo
6
4
6
5
4
2 6+D3* 5
4+
4}+
290
Flaming Breath; Regenerating Flesh; Venomous Ooze; Fiend Tail; Fly; Large Target; Poisoned Attacks;
Regeneration; Scaly Skin (4+); Swiftstride; Terror; Thunderstomp; Flaming Attacks
AS
WSv Mgc Cost
5
Ca
4
4
3
3
3
1
4
1
7
5+
Hand Weapon; Javelin; Shield; Fast Cavalry; Swiftstride; Vanguard; Quick to Fire
80
Type
WS BS
Ld
[0]
Total Cost:
2498
Option Footnotes
Additional Hand Weapon
Battle Standard Bearer
Chaos Armour
Daemonic Flight
Flaming Breath
General
Great Weapon
Hand Weapon
Javelin
Level 2 Wizard
Mark of Khorne
Mark of Nurgle
Musician
Regenerating Flesh
Shield
Standard Bearer
Venomous Ooze
Armour Piercing
Caged Fury
Copious Vomit
Daemon of Khorne
Daemonic Attacks
Daemonic Invulnerability
Deamonic Construction
Doomfire
Extra Attack
Eye of the Gods
Options
(Foot) Extra Attack, Requires Two Hands.
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
4+ armour save. Wizards can still cast spells.
Grants the Fly special rule.
Breath Weapon, Strength 4, Flaming Attacks.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+2 Strength, Always Strikes Last, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Range 12", Strength as user, Quick to Fire.
Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
A model with the Mark of Khorne has the Frenzy special rule.
Enemy models targeting a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Grants Regeneration.
+1 armour save bonus.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Grants Poisoned Attacks.
Special Rules
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.
At the start of your turn, if it not in combat, take a Leadership test. If passed, unit acts as normal. If failed, pivot unit
to face closest enemy. It is then subject to Random Movement (3D6) until the start of the next turn, except it can
only move forwards.
Breath Weapon, Strength 5, Ignores armour saves.
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.
Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks they make.
Model has a 5+ ward save.
4+ armour save, 5+ ward save.
Range 12-60", Strength 5(10), Move or Fire, Slow to Fire, Multiple Wounds (D6). Fires like a Stone Thrower.
Multiple Wounds applies only to the high-Strength hit. Any unit that suffers one or more casualties must take a Panic
test, with a -1 penalty to their Leadership.
Grants +1 Attack.
Models with this rule can never refuse a challenge and must always issue one if possible. In addition when the model
kills a monster, or an opponent in a challenge, immediately make a 2D6 roll on the Eye of the Gods Table.
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Fast Cavalry
Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, can
move and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in which
it marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule until
the character leaves.
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.
Fiend Tail
Has additional Random Attacks (D3). These Attacks gain a +1 To Hit if they target a unit in the model's rear arc.
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.
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.
Frenzy
Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose to
restrain pursuit (or overrun) if they beat a foe in close combat.
Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a
charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a charge
against the nearest viable enemy.
Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules are
lost.
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.
Large Target
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Lord of the Monstrous Horde Chaos Trolls count as a Core choice instead of Special choice.
Magic Resistance (1)
Improves the unit's ward save by 1 against spells.
Monster and Handlers
Roll a D6 for every wound suffered. On 1-4 the monster suffers the wound as normal, on 5-6 a handler is removed
instead. When all handlers are removed, monster must take a Monster Reaction test. If monster is removed, so are its
handlers.
Mutant Regeneration
Grants Regeneration. Moreover, if two or more Regenerations saving throws are passed in the same phase, he rolls on
the Eye of the Gods Table at the end of that phase.
Poisoned Attacks
Poisoned hits wound automatically on a To Hit roll of 6.
Regeneration
4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of
that phase.
Scaly Skin (4+)
Improves the model's armour save.
Scaly Skin (5+)
Improves the model's armour save.
Stupidity
If not engaged, at the start of every turn, a unit that contains model with this rule must take a Leadership test. If
failed, the unit immediately stumbles D6" forwards and can't make any other action that turn, as well as channeling
power or dispel dice until a stupidity test is passed.
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.
Troll Vomit
Model can make a single Strength 5 attack that hits automatically and ignores armour saves instead of its ordinary
Attacks in close combat.
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.
Vanguard
After deployment, the unit can make a free movement of up to 12".
Equipment Special Rules
Always Strikes Last
A model with this special rule always strikes last in close combat, regardless of Initiative.
If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and Always
Strikes First, the two cancel out and neither applies.
Extra Attack
Grants +1 Attack.
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.
Move or Fire
Can't shoot if moved previously during the turn.
Multiple Wounds (D6)
Each unsaved Wound inflicted is multiplied by the number indicated.
Quick to Fire
Does not suffer -1 To Hit for moving and shooting. May always Stand and Shoot.
Slow to Fire
Cannot Stand and Shoot.
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