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Codex

Bestiavir
The Complete Guide To
The Chaos Beastmen
In The Forty First Millennium

The Children of Chaos


08/28/07

Armies of the 41st Millennium


Beastmen Special Rules
The name Beastmen describes this warrior race quite accurately, for Beastmen have the forms of men,
perverted into animal shapes and endowed with unnatural attributes. They are the minions of the Chaos
Gods, if the beastmen ever had human blood in their veins, it is now diluted, and they have become a race
in their own right. They are only part human in other ways too, for although they have the intelligence of a
man they employ it with the cunning of a wild animal. They are despised by every other living creature.
Beastmen thrive upon the edges of civilization. They live in roaming bands dominated by Beastmen
champions of Chaos. Small groups will ally themselves to other followers of Chaos. But some Beastmen
Champions rise to a power where they can control massive armies of Beastmen.
Beastmen at War
Rival Beastmen warbands fight against each other all the time, be it over territory, treasure or just for the
sake of Chaos! But equally often, Beastmen band together to either attack a common foe or defend them
selves against an attack.
Beastmen war herds, are extremely dangerous in battle; a mass of brutish warriors and great Chaos engines
of destruction, eagerly tear apart anyone who stands in their way. Towering over the Beastmen come
Mintotaurs and Dragon Ogres, while feral Centigors lope along to the sides of the herd.
Herdstones
Herdstones, some times referred to as Chaos Hearts, are said to be the remnants of planets destroyed when
Chaos eyes are formed. Herdstones are sacred to Beastmen and all manner of offerings are used to appease
the Chaos Powers; weapons, armor, the banners of fallen foes and the corpses of mutilated enemies can be
found in the offerings.
Minotaurs take up the role of keepers of the Herdstones, guarding the most sacred of Beastmen shrines. If
the plans of a Beastlord serve the cause of Chaos, then he may be able to take the Herdstone into battle.
Floating in to Battle controlled by the most powerful Shaman in the army, these items of Chaos can reap
immense swaths of destruction.
Beastmen
Beastmen are humanoid, with a variety of animal features, usually including cloven feet, horns, excessive
body hair, and beastial faces. However, there is much variation amongst them from Gors, Ungors,
Minotaurs, Centigors and Harpies to the massively powerful Dragon Ogres .
Bestigors
The largest and most brutal beastmen are called Bestigors who fight in elite units. As well as being
stronger, they tend to be more disciplined, they always cary the best amro and weapons available to the
herd. The most favored of all Bestigors may even bear the Mark of one of the Great Powers, for, as
Children of Chaos, the Beastmen are close to their gods. Bestigors marked in this way are called
Khorngors, Tzanngors, Pestigors or Slangors.
Gors
The most plentiful of Beastmen are called Gors. Their appearance varies more greatly than most races but
all combine some bestial features with those of man. The normal form of a Beastman, and that possessed by
the vast majority, has come to be that of the head and legs of a goat and the upper body of man. As

creatures of Chaos though, they display variations. Many have the horns or heads of cattle, while others
have the heads of varied animals.
One of the things all Beastmen who call themselves Gors have in common is their horns, for without these
they cannot be considered real Gors. A beastmen who possesses fine horns and no other mutations is said to
be a Truegor.
Ungors
Ungors are not as strong, tough or intelligent as Gors. They are smaller and their horns are almost always
less impressive. Ungors usally have small stumps for horns, not recognisable as those of a goat or any other
type acknowledged by Gors.
Minotaur
Minotaurs are enormous, bull like creatures, renowned for their massive strength and predilection for eating
the bodies of their enemies. They can be over twice the height of a man and far greater in Strength. The
strongest of their number are the Doombulls, who are powerful enough to lead an entire army. Minotaur
Champions may swear allegiance to a single Chaos God or worship all of them with equal fervor.
Bloodbulls, often have red tinged fur, and their horns are sheathed in brass. The Plaguebull are bloated
creatures with gargantuan stomachs filled with corpse gas, and covered with poxes and boils. Slannbulls
decorate their bodies with many trophies and jewelry looted from others is hammered into their flesh and
hung from their horns. Tzannbulls have brightly patterned skin, twisted horns and a aura of crackling
energy.
Centigor
Centigors are a disturbing cross between four legged creatures and Beastmen. Strong of limb and fleet of
foot, centigors are powerful creatures. However, they are not agile, and lack the dexterity to manipulate
objects.
Dragon Ogres
Dragon Ogres are incredibly ancient creatures. Their bodies are dragon like, covered in scale with a long
tail. Unlike Dragons they have six limbs, and their torsos sit upon a centaur like lower body.
Harpies
Harpies are loathsome Children of Chaos. They are scavengers and opportunists who prey on the sick and
weary. They flock in large numbers and can often be seen circling over battle fields. There is no order
amongst them, no more than the most savage beast.
Shamans
Shamans are a very special, because they alone of all Beastmen have the ability to use the powers of Chaos.
They can spirit walk in the realm of Chaos itself and can commune with Chaos and talk to the very Demons
of Chaos.
Marks of Chaos
Beastmen Champions may bear a single Mark of Chaos, showing their dedication to one of the four Chaos
Gods. Beasts Lords and Bay Shamans may bear more than one Mark. The point cost for a model to bear
such a mark is given in the description of that model and differ for each, but the benefits to all models are
the same for each Mark as follows.
Mark of Chaos

Character
Cost

Mark of Khorne (may not be taken by Shaman)


Mark of Nurgle
Mark of Tzeentch
Mark of Slaanesh

30
20
20
10

Mark of Khorne
The models armor saving throw becomes 1+ better. In addition, the model is subject to Frenzy, but may
parry even in his frenzied condition, overriding the general rules for the psychological condition.
Mark of Nurgle
Models bearing the Mark of Nurgle gain +1 Toughness.
Mark of Tzeentch
Models bearing Tzeentchs Mark of Chaos may automatically nullify any psychic attack which includes
them as a target by rolling 4+ on D6.
Mark of Slaanesh
Models bearing this Mark are immune to psychology; if a unit led by a Champion bearing this mark is
forced to flee, the model is not affected and may fight as normal.

Beastmen Armory
Armor List
Models may choose up to one item from this list. Armor upgrades may only be chosen by Character
models.
Flak armor (6+ save/5+ vs. blast markers)
Mesh armor (5+ save)
Carapace armor (4+ save)

2
3
7

Assault Weapons
Models may make as many choices as they want from this list, and any model may take Assault weapons.
Chainsword
Antique Pistol
Hand to Hand Weapon, Basic
Power Axe (characters only)
Power Fist (characters only)
Power Sword (characters only)
Sword or Axe
Autopistol
Bolt Pistol
Blade and/or Saw
Laspistol
Plasma Pistol (characters only)
Stub Pistol
Double-Handed Weapon
Chain Axe

2
Free
Free
7
10
6
1
1
2
1
1
5
1
1
2

Basic Weapons
One per model; may be chosen for any model.
Autogun
Boltgun
Blunderbuss
Lasgun
Musket
Shotgun
Bow
Cross Bow

1
3
1
2
1
2
1
1

Heavy Weapons
One per model. May not be chosen for Character models. Note that Beastmen heavy weapons lack a
Targeter.
Autocannon
Heavy Bolter
Lascannon
Missile Launcher w/Frag & Krak missiles
Heavy Plasma Gun
Heavy Stubber

25
15
45
45
40
10

Special Weapons
Only one special weapon is chosen for any given model.
Flamer
Meltagun
Plasma Gun (modified)

9
8
8

Grenades
Grenades may be selected as listed in the Codex; Character models who may purchase grenades may select
more than one type, if you wish.
Blind grenades
Plasma grenades
Frag grenades
Krak grenades
Melta bombs
Photon Flash flares
Army Organization
25%+ Troops

Up to 50% Support

2
3
2
3
5
2

Up to 50% Characters

Troops: Gors, Ungors, Bestigors, Minotaurs, Khorngor, Pestigor, Slanngor, Tzanngor, Chaos Hounds,
Trolls and Harpies.
Characters: Beast Lord, Battle Standard, Bray Shaman, Wargor, Minotaur Lord and Foe Render.
Support: Allies, Dragon Ogres and Herdstone.
Beastmen armies have a basic Strategy Rating of 1.

Beastmen Characters
Characters
Beast Lord
94 pts (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Beast Lord
4
7
6
4
5
4
6
3
9
Armed with a Autopistol, and sword or axe and wears Flak armor (6+ save).

<50%

Units within 12 of the Beast Lord may reroll any LD checks that it has to make, provided that the
Beast Lord is not broken.
Options
The Beast Lord may take one or more Marks of Chaos Tzeentch for +20 points, Khorne for +30
points, Nurgle for +20 points, and/or Slaanesh for +10 points. If the Lord takes the Mark of Tzeentch,
he may be a psyker of Mastery Level from 1 to 4; each level costs +30 points.
A Beast Lord may have up to 3 Wargear Cards or Chaos Rewards. He may also pick from the Armor,
Assault, Basic, Special and Grenades lists.
Battle Standard Bearer
43 points (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Standard Bearer
4
5
4
3
4
2
4
1
8
Armed with a Autopistol, and sword or axe and wears Flak armor (6+ save).
Any model within 12 of the Standard Bearer may use his LD when making Leadership tests.
Options
The Standard Bearer may take one Marks of Chaos , Khorne for +15 points, Nurgle for +10 points,
and/or Slaanesh for +5 points.
May carry up to 1 Wargear Cards, and may pick from the Armor, Assault, Basic, Special, and Grenades
lists.
Bray Shaman
58 pts- Shaman; 99 pts- Champion; 143 pts- Master (0-2x per Army); 195 pts- Lord (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Shaman
4
4
3
3
5
2
3
2
7
Champion
4
5
4
4
5
3
4
2
7
Master
4
6
5
4
5
4
5
2
7
Lord
4
7
6
4
5
5
6
3
8
Armed with a Autopistol, and sword or axe and wears Flak armor (6+ save).
The Shaman is a level 1 psyker; the Champion is a level 2 psyker, the Master is a level 3 and the lord is
a level 4.
Options
The Magi and Champion may have 1 wargear, the Master 2 and the Lord 3 and may pick from the
Armor, Assault, Basic, Special, and Grenades lists.
The Shaman may take one or more Marks of Chaos Tzeentch for +20 points, Nurgle for +20 points,
and/or Slaanesh for +10 points.
May choose from any Psychic deck they have a mark from or the Beastman deck.

Wargor
57 points
Troop Type
M
WS
BS
S
T
W
I
A
Wargor
4
6
5
4
5
3
5
2
Armed with a Autopistol, sword or axe and wears Flak armor (6+ save).

Ld
8

Options
The Wargor may take one or more Marks of Chaos , Khorne for +30 points, Nurgle for +20 points,
and/or Slaanesh for +10 points.
May carry up to 2 Wargear Cards, and may pick from the Armor, Assault, Basic, Special, and Grenades
lists.
Minotaur Lord
Champion 57 points
Death Steer 79 points (0-2x per Army)
Doom Bull 105 points (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
Champion
6
5
4
4
4
3
Death Steer
6
6
5
5
5
4
Doom Bull
6
7
6
5
5
5
Armed with a sword or axe and wears Flak armor (6+ save).

I
4
5
6

A
2
3
4

Ld
10
10
10

Minotaurs cause fear.


Minotaurs suffer from blood greed, they have a craving for flesh, and even in the heat of battle will
stop to devour the fallen rather than fight. They will stop to eat any fallen foe unless they make a LD
test.
Options
The Minotaur Lord may take one or more Marks of Chaos Tzeentch for +20 points, Khorne for +30
points, Nurgle for +20 points, and/or Slaanesh for +10 points. If the Lord takes the Mark of Tzeentch,
he may be a psyker of Mastery Level from 1 to 4; each level costs +30 points.
The Champion may carry up to 1 Wargear Card, the Death Steer 2 and the Doom Bull 3, and may pick
from the Armor, Assault, Basic, Special, and Grenades lists.
A Doom Bull may lead the army; if he does he has a strategy rating of 1.
Foe Renders
23 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Beastman Champion
4
5
4
3
4
2
4
1
8
Armed with an Autopistol, and sword or axe and wears Flak armor (6+). Up to one Beastman
Champion may be added to any Beastman pack.
Options
May pick from the Armor, Assault, Basic, Special, and Grenades lists. May also carry a primitive
shield (+1 armor save vs. primitive weapons) for +1 point.

Beastmen Packs
Packs
25%+
Gor Pack
15 points per Beastman Gor (5-20x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Gor
4
4
3
3
4
2
3
1
7
Each Gor is armed with a Autogun, and club or axe, and wears primitive armor (6+ save vs. HtH
weapons).
Options
Any number of models may be given Assault or Basic weapons and up to one model may choose a
Special or Heavy weapon. Any model may take a primitive shield (+1 armor save vs. HtH weapons,
+1 point).
Ungor Pack
7 points per Ungor (5-20x)
Troop Type
M
WS
Ungor
4
3
Armed with a knife, club, or axe.

BS
2

S
3

T
4

W
1

I
3

A
1

Ld
6

1 unit of Ungors may use the rules for infiltration.


Options
Any number of models may be given Assault or Basic weapons, and up to one model may choose a
Special or Heavy weapon. Any model may take a primitive shield (+1 armor save vs. HtH weapons, +1
point).
Bestigor Pack
23 points per model (10-20x; 0-1x in Army)
Troop Type
M
WS
BS
S
T
W
I
A
LD
Bestigor
4
5
3
4
4
2
3
1
7
Each Bestigor is armed with a Autogun, and club or axe, and wears Flak armor (6+ save).
Options
Any number of models may be given Assault, Basic, Special weapons, may choose from the armor list
and up to one model may choose a Heavy weapon. Any model may take a primitive shield (+1 armor
save vs. HtH weapons, +1 point).
Minotaurs
30 points per Minotaur (3-10x)
Troop Type
M
WS
Minotaur
6
4
Each model is armed with an axe.

BS
3

S
4

T
4

W
3

I
3

A
2

Ld
9

Minotaurs suffer from blood-greed; if they slay an opponent in hand-to-hand combat they are not
allowed to make a follow-up move as they feast on their opponents body for the rest of the turn. If
there is a Minotaur character with them they maymake a LD test using his LD to ignore eating and
continue fighting.
Options
Any number of models may choose Assault weapons, and/or take a primitive shield (+1 armor save vs.
primitive weapons) for +1 point.

Khorngor Pack
Khorngor have canine heads or faces, fierce snapping jaws, and teeth which drip with saliva. Their fur is
usually red and their eyes are all white with red pupils. Khornes rune is often painted or burned onto their
skin. They can only be led by a Hero with the mark of Khorne
26 points per model (5-10x; 0-1x in Army)
Troop Type
M
WS
BS
S
T
W
I
A
LD
Khorngor
4
5
3
4
4
2
3
1
7
Each Khorngor is armed with a Boltpistol, and Chain axe, and wears Flak armor (6+ save).
Khorngors are affected by frenzy.
Options
Any number of models may be given Assault, Basic, Special weapons, may choose from the armor list.
Any model may take a primitive shield (+1 armor save vs. HtH weapons, +1 point).
Pestigor Pack
Pestigor have blistered and broken skin, often red with cracked flesh and sores which have been given to
them by their generous master. The sign of Nurgle is carved into their armor, daubed upon their clothes, and
sometimes etched on their skin by the path of disfiguring diseases.
28 points per model (5-10x; 0-1x in Army)
Troop Type
M
WS
BS
S
T
W
I
A
LD
Pestigor
4
4
3
4
5
2
3
1
7
Each Pestigor is armed with a Autogun, and club or axe, and wears Mesh armor (5+ save).
Options
Any number of models may be given Assault, Basic, Special weapons, may choose from the armor list
and up to one model may choose a Heavy weapon. Any model may take a primitive shield (+1 armor
save vs. HtH weapons, +1 point). May be armed with plague knives at +5 points each.
Slanngor Pack
Slanngor have white or near white fur and their eyes are green and are sometimes saucer like in a similar
way to those of Demonettes. The rune of Slannesh appears somewhere on them, painted onto their hides or
carved into armor, a bracelet or neck collar.
25 points per model (5-10x; 0-1x in Army)
Troop Type
M
WS
BS
S
T
W
I
A
LD
Slanngor
4
4
3
4
4
2
3
1
7
Each Slanngor is armed with a Autogun, and club or axe, and wears Flak armor (6+ save).
Slanngor are Immune to Psychology and Break test.
Options
Any number of models may be given Assault, Basic, Special weapons, may choose from the armor list
and up to one model may choose a Heavy weapon. Any model may take a primitive shield (+1 armor
save vs. HtH weapons, +1 point).
Tzanngor Pack
Tzeentch always have at least one outstanding feature, brightly colored or exotically patterned fur, or
impressively colored or shaped horns.
28 points per model (5-10x; 0-1x in Army)
Troop Type
M
WS
BS
S
T
W
I
A
LD
Tzanngor
4
4
3
4
4
2
3
1
7
Each Tzanngor is armed with an Autogun, and club or axe, and wears Flak armor (6+ save).

Tzanngor have a Psykic level of 1 for every 5 models in the unit so a unit of 1 to 5 would be equal to a
level 1 psyker and a unit of 6 to 10 would be equal to a 2nd level and so on.
Options
Any number of models may be given Assault, Basic, Special weapons, may choose from the armor list
and up to one model may choose a Heavy weapon. Any model may take a primitive shield (+1 armor
save vs. HtH weapons, +1 point).
Centigors
29 points per model (5-10x)
Troop Type
M
WS
BS
S
T
W
I
A
LD
Centigor
8
3
4
4
3
2
3
2
7
Gorehoof
8
4
5
4
3
2
4
2
8
Each Centigor is armed with an Autogun, and club or axe, and has natural armor (6+ save).
Centigors are inclined to drink a lot of noxious bear before battle, working them selves up into a
drunken frenzy. While this makes them heedless of danger, and can turn them into berserkers, it can
also incapacitate them. Roll a D6 for each unit at the start of each of their turns. On a roll of 1 they are
affected by stupidity that turn, On a roll of 2-5 the alcohol has no effect. On a roll of 6 they are effected
by frenzy for that turn.
Options
Any number of models may be given Assault, Basic, Special weapons, may choose from the armor list.
Any model may take a primitive shield (+1 armor save vs. HtH weapons, +1 point), may add 1
Gorehoof champion for 5 points.
Chaos Hound Pack
8 points per Chaos Hound (5-10x)
Troop Type
M
WS
BS
S
Chaos Hound
6
4
0
4
Chaos hounds come with no weapons and no armor.
Troll Warband
20 points per Troll (3-5x)
Troop Type
M
Troll
6
Each Troll is armed with a club.

WS
3

BS
1

S
5

T
4

W
1

I
4

A
2

Ld
6

T
4

W
3

I
1

A
3

Ld
4

Trolls suffer from stupidity, and receive an unmodifiable 4+ armor save reflecting their regeneration
ability.
Harpies
18 points per Harpy (3-5x)
Troop Type
M
WS
Harpy
4
4
Harpies can fly as if they have flight packs.

BS
0

S
4

T
4

W
2

I
2

A
1

Ld
6

Beastmen Support
Support
Dragon Ogre
Dragon Ogre- 81 pts; Champion- 95 pts; Hero- 127 pts; Lord- 158 pts
Troop Type
M
WS
BS
S
T
W
I
Dragon Ogre
6
4
2
5
5
4
2
Champion
6
5
3
5
5
4
3
Hero
6
6
4
6
6
5
4
Lord
6
7
5
6
6
6
5
Armed with a sword or axe and autogun.

<50%
A
3
3
4
5

Ld
7
8
8
9

As Dragon Ogres grow older their scales grow thicker granting more protection. A Dragon Ogre starts
with natural armor of 4+ that can not be modified past 6+, Champions have 3+ that can not be
modified past 5+, Heroes have 2+ that can not be modified past 4+, Lords have 2+ that can not be
modified past 3+,
Dragon Ogres cause fear and are immune to Psychology.
Options
May be given Assault, Basic, Special and Heavy weapons, Dragon Ogres and Champions may have 1
wargear card, a Hero 2 and a Lord 3.
Herdstone
220 points (0-1x per Army)
Herdstones are immensely powerful artifact of Chaos. They are large chunks of warpstone, a substance
formed of the condensed and solidified essence of Chaos. Rarely do Beastmen take them into battle,
for a Herd to lose its Herdstone is to lose favor with the Chaos Gods.
Troop Type
M
WS
BS
S
T
W
I
A
Ld
6
8
Headstone
0
0
0
10
0
0
10
Beastmen army Units within 12 of the Herdstone may reroll any LD checks that it has to make, if it is
destroyed all Beastmen in the army must make an immediate break test. Beastmen or Minotaur within
12 of the Herdstone gains +1 to their WS.
All Minotaurs in the army must stay with in 12 of the Herdstone to protect it as they are the guardians
of the Herdstone.
The Herdstone has a 4+ Unmodified save vs. all attacks.
Each Shaman within 12 of a Herdstone may draw 1 extra warp card per warp phase. One shaman with
in 12 may use the Herdstone to blast an area with pure Chaos power, use the Shamans BS and the
Shamans Line of sight.
The Herdstone moves by floating along roughly 1 to 2 inches off the board, because of this it can
ignore most terrain modifiers, it may not float over terrain over 3 inches high. The Shaman with the
highest level with in 12 controls the movement of the Herdstone. If there is no Shamans left in play
the Herdstone settles to the ground and may not move the rest of the game.
Chaos Blast
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-20
20-40
8
2D6
-4
3D6+8
2 Blast Template,
Any model which attacks the Herdstone in hand-to-hand combat must first see if their armor protects
them from the Chaos radiating from it, by successfully making a armor save at -4 (field saves have no
effect). If the model fails, then he will be thrown back 1" takes a single Str. 6 hit and may not attack
this turn. If the model successfully makes its saving throw then it may attack the Herdstone as normal.

Allies
You may choose Allied support from the Ork, Chaos Cultist, Dark Eldar and Chaos Space Marine Codices.
If your opponent allows it, you may also select Addition Units from the Lost and the Damned section of
this Codex. Any units taken from this section are automatically Support for a Beastman Army. Furthermore,
any rules which apply specifically to Daemon World forces (such as multiple models with the same Psyker
Powers) may not be used when taking Daemon World allies as Support.
Daemons other than a Greater Daemon (as listed in the Character Section) may only be included in your
army if you also possess at least one model with the appropriate Mark (see The Lost and the Damned in the
following section for details). If Daemons are included in your Army List, then the models must be
summoned to the board. The rules vary from those of Chaos Marine armies, and are as follows:
Summoning Daemons
Daemons are not deployed as normal at the start of the game, and may not be deployed via Strategy Cards
or other non-standard methods; they must be summoned into battle during the game.
Summoning a daemon occurs during the psychic phase, and requires the expenditure of Summoning Points:
it requires 3 Summoning Points to summon a daemon. Summoned daemon models are placed anywhere
you wish within 6 of a model which bears the Mark of Chaos of the daemons patron god (noted in the
daemons description), and at least 1 away from any enemy model. Daemons are placed at the very end of
the psychic phase. If the Energy Drain Force Card is played, then no daemons may be summoned in that
turn. There are different kinds of Summoning Points for each Chaos God (although a single action may
meet criteria for multiple point earnings; a model inflicting a Wound on an enemy in hand-to-hand combat
would earn a point for both Khorne and Nurgle, for example).
Khorne Summoning Points
Each hit scored by a Chaos model in hand-to-hand combat earns 1 Khorne Summoning Point.
Nurgle Summoning Points
Each Wound inflicted on an enemy model in any way earns 1 Nurgle Summoning Point.
Slaanesh Summoning Points
Every time an enemy unit fails a Leadership test (for any reason), you score a number of Slaanesh
Summoning Points equal to half the Leadership value of the unit taking the test, rounded up.
Tzeentch Summoning Points
Any Force Card used by either side in the psychic phase scores 1 Tzeentch Summoning Point (Ultimate
Force is worth 2 points regardless of its implementation); discarded force cards and cards spent for powers
that are nullified do not count for a Chaos Cult Army.
Banishment
Daemons are instantly banished back to the warp if there are no models bearing their Mark of Chaos left on
the table.

Beastmen Special Characters


Support
<50%
The Huntsmen
The Hunstmen is an immensely powerful being that will sometimes answer the call of a Beast Lord. He
appears to be a large Beastman that travels with a pack of chaos hound that are all black with broad
glowing eyes. The baying of the hound instills fear in all that hear them.
350 pts (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Huntsmen
6
8
6
6
6
5
6
4
10
Pack Leader
6
6
0
5
5
2
5
3
6
Chaos Hound
6
4
0
4
4
1
4
2
6
Armed with the Huntsmens Spear, The Huntsmens Horn and causes Terror.
The Huntsmen has a 4+ Unmodified save vs. all attacks.
If included in your army, the Huntsmen is automatically its leader, and provides a Strategy Rating of 3.
Units within 12 of the Huntsmen may reroll any LD checks that it has to make, provided that the
Beast Lord is not broken.
He is a psyker of Mastery Level 4
The Huntsmen cannot be affected by psychology, will automatically pass any Leadership-based test,
and never needs to take a Break test.
The Huntsmen is accompanied by a pack of 9 Chaos Hounds plus the Pack Leader, they must stay with
in 8 of him.
Grommash Beast Lord
150 pts (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Grommash
4
7
6
4
5
4
6
3
9
Grommash is armed with an Autopistol, Axe of Grommash and wears Carapace armor plus Mark of
Khorne (3+ save).
Units within 12 of the Grommash may reroll any LD checks that it has to make, provided that
Grommash is not broken.
Grommash has the Mark of Khorne.
Options
Grommash has 3 Wargear Cards or Chaos Rewards two of these will be the Axe of Grommash and
Hand of Khorne. He may also pick from the Armor, Assault, Basic, Special and Grenades lists.
Gore Horn Bray Shaman
280 pts- Lord (0-1x per Army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Gore Horn
4
7
6
4
5
5
6
3
8
Armed with an Autogun and sword or axe and wears Carapace armor (4+ save).
Gore Horn is a level 4 Psyker and Has the Mark of Tzeentch.
Options
Gore Horn may have 4 wargear two of these will be Warp Mastery and Pink Horror Infestation, and
may pick from the Armor, Assault, Basic, Special, and Grenades lists.

Chaos Spawn
<25%
Spawn are not covered by the army lists and so are not normally included in your initial forces. Instead it is
possible for models to turn into Spawn during a game if a Chaos God turns his attention towards the
battlefield. The use of this rule is strictly optional, and it should only be used if both players agree to it
before the battle starts. If you do decide to use the rule then the player must have a Chaos Spawn model
ready to use, in case it is needed.
If either player rolls a 12 or more for their Warp Flux roll then there is a chance that one of the Chaos Gods
has turned his attention to the battlefield. Roll a further D6 if the score is equal to or less than the
number of Chaos Champions and Chaos Sorcerers in the army, then one of them, chosen by the player that
made the Warp Flux roll, is turned into a Chaos Spawn. Note that Chaos Cult Magi, the Demagogue, Rogue
Psykers and Chaos Warrior Champions should be included in the total, although Chaos Lords are not, as
they are held in special regard by the Chaos Gods who will not turn them into Chaos Spawn except under
the most exceptional of circumstances.
When a model turns to Chaos Spawn, replace it with a Chaos Spawn model. The following rules apply:
Any armor or weapons the creature has are lost, and any wargear and Chaos Rewards cease to be effective.
If the creature has a psychic level, then it loses its psyker powers as well.
Roll a D3 (i.e. D6: 1-2 = 1, 3-4 = 2, 5-6 = 3) for each of the following characteristics: Strength, Toughness,
Wounds, and Attacks. Add the result to the models statistics to find the Spawn's characteristics.
After the creature turns to Spawn, its first move is always directly forwards 2D6. Any model the Spawn
touches (apart from a member of the unit it emerges from if it is a member of a unit) sustains 1 automatic
hit for each attack the Spawn has. Work out the result of any hits normally, using the Spawn's Strength.
Allocate hits on vehicles to random locations, but work out the armor penetration values as though the
blows had been struck by the Spawn in hand-to-hand combat. The Spawn is so enraged that it may not be
struck as it moves, so enemy models may not fight back. Note that a Spawn's victims can attempt an armor
saving throw as normal, with a saving throw modifier based on the Spawn's Strength.
In subsequent turns the Spawn continues to move 2D6, but in a random direction determined using a
Scatter dice. The Spawn may therefore move over friends or foes, and will attack any models it touches
apart from daemons (see 5, below). As before, the Spawn inflicts 1 hit for every attack it has, and it cannot
be attacked back.
If the Spawn's random movement takes it into a daemon model it will not attack, because it recognizes it as
a kindred creature.
Enemy models may not deliberately move over Chaos Spawn in their own turn. Models that move over
Chaos Spawn as a result of compulsory or random movement sustain hits in the same way as troops moved
over by the Spawn.
A Chaos Spawn suffers wounds if it rolls a double when determining its random movement. The number of
wounds it suffers is equal to the double rolled - e.g., if you roll double 1 take 1 wound, double 4 take 4
wounds, double 6 take 6 wounds, etc. This represents the creature's tortured heart collapsing under the
strain of its raging mutant body. Note that it is perfectly possible for a Spawn to drop dead on its first turn perishing in a rapidly mutating mess of flesh.
A Chaos Spawn can also be wounded by shooting, psychic powers and so on. Enemy models may not
attack a Spawn in hand-to-hand fighting, but damage can be inflicted where no formal attack is involved.
Chaos Spawn continue to move randomly in the manner described until they are killed or leave the table.

A character model that turns to Spawn does not become a casualty until it perishes or leaves the tabletop victory points are only counted once the Spawn becomes a casualty. However, Spawn that come from units
(if an Aspiring Champion is turned into a Chaos Spawn, for example) are no longer considered part of the
unit, and the unit is destroyed if all its troops are slain or turned to Spawn.
Modeling Chaos Spawn
Chaos Spawn are infinitely varied in appearance and great fun to model. You will find that they form an
attractive centerpiece for your Chaos army, even if they don't get to take part in all that many battles.
Chaos Spawn can have multiple limbs, distorted limbs, or the hideously bestial limbs of creatures as bizarre
as crabs, birds or reptiles. Their bodies might be vast and bloated, or tiny and shrunken, or take on the
animal forms of gigantic fleas, slime-drenched slugs, or furry carnivores. They can sprout extra heads, extra
tentacles, and long swaying necks, snapping teeth-filled jaws, and mouths in their stomachs, eyes that stick
out on stalks or dance on fleshy protuberances above their shriveled heads. A Spawn might have a tail or
several lashing appendages. These might be reptilian and tipped with spiked clubs, in sections with poison
stings, or the prehensile grasping tail of an arboreal mammal. Any combination of mutations is possible.
Just let you imagination go wild - and have fun!

Beastmen Psychic Powers


Beastmen Shamans
Beastmen Shamans must select all of their powers from the Beastmen list; if available, powers chosen
from a Chaos Patrons list by these characters cannot replicate those taken by Daemons in the army (as
explained above).
Beastmen Powers
Braying Herdcall
Power 1
The black and undulating scream of rage from a Shaman's tortured lungs is enough to freeze the blood of
even the stoutest warriors and obviously heartens the nearby Beastmen to acts of incomprehensible
carnage. Any enemy models within 18" must make a panic test and flee if they fail. Any friendly units
within 12" may add +1 to hit in their next turn of combat.
Transformation of Beast
Power 3
It is often told that Beastmen may revert to beasts, although changed versions, with more claws and teeth
than are normally seen upon one. Any unit within 18" of the caster becomes Frenzied, and also gains +1
WS and to their attack characteristic (it is also doubled), but lose -1BS, they may also charge with +d6
inches. This spell remains in play until it is dispelled, or the caster chooses to end it.
Talon of Blood
Force 2
In the midst of battle, the shaman drops his weapons and his talons glow with malignant power, and he
uses them to rake his foes, tearing them apart. The Caster may make a frenzied attack upon any models in
base contact. He attacks as normal, except with double the normal number of attacks, however these do
not benefit from any special weapons he was carrying.
The Bears Anger
Force 3
Calling upon the power of the bear, the Shaman channels the strength of the beast into the recipient. This
power may be used on the Shaman or any single friendly character within 12, no line of sight is
required. The target becomes as wild and powerful as a bear. He adds +3 to attacks, +2 to strength, and
+1 to toughness.
The Crows Feast
Force 2
Calling upon the power of the crow, the Shaman unleashes a storm of avenging spirit ravens against his
enemies. The crows feast is a missile attack with a range of 24 draw a straight line from the caster any
model under this line takes 1d4 Str. 5 hits.
The Hunters Spear
Force 1
Calling upon the power of the Huntsmen, the Shaman conjures a bolt of psychic energy in the shape of a
mighty spear. The spear shots out in a straight line 24 hitting the first it crosses for a Str. 6 hit doing d4
wounds.
The Wolf Hunts
Force 1
Calling upon the power of the Wolf, the Shaman bolsters the energies of a unit in his army, sending them
rushing forward howling with battle lust. This spell can be cast on any friendly unit with in 24. The unit
moves 2D4 towards any enemy unit it can see. If no enemies are in sight the unit does not move. If the

distance is sufficient to reach the enemy, the unit is deemed to have charged and all normal charge rules
apply, and H to H will be worked out before the start of the next turn.
The Beast Cowers
Force 2
Calling upon the power of the Beast, the Shaman will of a unit or character sapping their will. The spell
can be cast on any unit or character within 18, they must make a LD test at -2, if they fail they may not
move their next movement phase, other than to flee.
Chaos: Nurgle Powers
Aura of Decay
Force 1
Pick either the user or a single model in base-to-base contact with him. The target exudes an aura so
disgusting that it and all models within 3 of it lose 1 from their Attacks characteristic as they retch
uncontrollably. Followers and daemons of Nurgle are unaffected by the aura. The power remains until
nullified, willfully dispelled, or the affected model is slain.
Miasma of Pestilence
Force 2
Any living models within 6 of the user suffer an S3 hit as soon as they are within range. Followers and
daemons of Nurgle are unaffected. This power remains in play until nullified; the user is slain, or
willfully dispelled.
Plague Wind
Force 3, Range 24
Pick a single living enemy target within range; the Wind inflicts 3D6 hits minus the targets Toughness.
Each hit causes a wound on a roll of 4+ on D6; for every 3 wounds inflicted by the Wind, one
Plaguebearer is created, forming a new unit within 3 of the victims of the Wind.
Stream of Corruption
Force 2
Place the Stream of Corruption template with the pointed end touching the user and the round end over
the target. Only living models (friend or foe) more than half under the template will be effected; they
will become overwhelmed by the foulness and choked to death unless they can make a normal armor
save. Models with Toughness of 7 or greater are will not be slain, but will sustain D6 wounds instead.
Enclosed vehicles are unaffected by this power.
Chaos: Slaanesh Powers
Acquiescence
Force 1
Use on a single model in base-to-base contact with the psyker. The victim must roll under his Initiative
on D6 to avoid the touch, which halves all of his characteristics (rounding up) and makes him suffer from
Stupidity until a successful nullify played on the affected model, which will bring it back to normal.
Beam of Slaanesh
Force 2, Range 24
Hits the first model in a straight line in range. The victim must roll equal to or less than its LD on 3D6 to
fight the sensation; if he fails, all of his characteristics are halved (rounding up) and he is affected by
Stupidity. A successful nullify used on the affected model will restore it.
Fleshy Curse
Force 3, Range 24
Pick a single living target within range. The victim must roll equal to or less than its Toughness on 2D6
to resist the curse. If the victim fails, the curse twists his body into a Chaos Spawn. The mindless Spawn
immediately shambles, crawls or slithers off 2D6 in a random direction rolled on the Scatter Die; it will
also move 2D6 in a random direction in the compulsory movement phase. The Spawn moves directly

over any troops in its path, causing an automatic S4 hit on any model that it touches (the Spawn does not
fight in Hand to Hand combat and is hit automatically if so attacked, and retains its old Toughness and
Wounds scores). It cannot be broken and is immune to psychology. Note that even a Nullify will not
revert the Spawn back to its original form.
Pavane of Slaanesh
Force 2, Range 24
Pick a single enemy squad or model within range. The victim(s) must each roll equal to or under their Ld
on 2D6 or be overcome by the power, beginning to leap and cavort uncontrollably. If the power works,
the affected models can no longer move or shoot and may not roll any Attack Dice in Hand to Hand
combat. The Pavane lasts until nullified, the user is slain, or it is willfully dispelled.
Chaos: Tzeentch Powers
Bolt of Change
Force 2, Range 12
Strikes the first model in a straight-line path. The victim must roll equal to or under its Toughness on
2D6 to resist the power of the bolt. Failure means that the model is destroyed utterly, with no armor save
possible. Vehicles affected suffer a randomly-determined hit with an armor penetration of 3D6+6.
Boon of Tzeentch
Force 1
If this power is not nullified, the Chaos player may draw 2 more cards from the Warp Deck immediately,
and add them to those already in the Chaos players current hand of cards.
Pink Fire of Tzeentch
Force 1, Range 6
Strikes the first model in a straight-line path in range. Victims suffer D6 hits with Strength of 4+D6;
make one roll to determine the Strength of all the hits.
Tzeentchs Fire Storm
Force 3, Range 24
Strikes the first model in a straight-line path from the user within range. Place the Firestorm template (2
radius) over the affected target. Every model touched by the template suffers an S5 hit with no armor
save possible. Vehicles touched by the template suffer an S5 hit centered on one randomly determined
crewman (no armor penetration roll is needed). For every 3 Wounds inflicted by the Fire Storm, a Pink
Horror of Tzeentch is created, and placed in the area affected by the template. These models conform to
normal Pink Horrors in all respects, and are under the Chaos Players control.

Beastmen Weaponry
Hand to Hand Weapons
Axe
Save
Str
Dmg
Mod
User
1
-1

Armor
Pen
D6+STR

Close combat

Armor
Pen
S+D6

Close combat

Special

Blades & Saws


Str
User

Dmg
1

Save
Mod
User

Special

Chain-Axe
Str
User+1

Dmg
1

Save
Mod
-2

Armor
Pen
S+D6

Special
Close combat

Chainsword
Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
2D6+4

Special
Close combat, Parries

Double Handed Weapon


Save
Armor
Str
Dmg
Mod
Pen
Special
*
1
User
D6+STR+2
Close combat
The double handed weapon adds +2 to the Users Strength score, but the model always loses Initiative in
case of a tie.
Hand Weapon, Basic
Save
Armor
Str
Dmg
Mod
Pen
Special
User
1
0
D6+STR
Close combat
This represents any and all basic and improvised weapons not otherwise detailed within the Librium. The
use of this weapon does not allow the model to gain an extra Attack die if combined with other weapons.
Huntsmen Spear
Range
Short
Long
0-6
6-12

To Hit
Short Long
-

Str
8

Dmg
D3

Save
Mod
-4

Armor
Pen
D6+D3+8

Special
Close combat

Lance
Save
Armor
Str
Dmg
Mod
Pen
Special
User
1
-1
D6+STR
Close combat; +2 to S when charging
The lance adds +2 to the Users Strength score in the first round of HtH if the model charges.
Power Axe
Str
6
5

Dmg
1
1

Save
Mod
-3
-2

Armor
Pen
D6+D12+6
2D6+5

Special
Close combat: two-handed
Close combat: one-handed

Power Fist
Str
8

Save
Mod
-5

Armor
Pen
D6+D20+8

Dmg
1

Save
Mod
-3

Armor
Pen
2D6+5

Dmg
1

Save
Mod
-1

Armor
Pen
D6+STR

Dmg
1

Special
Close combat

Power Sword
Str
5

Special
Close combat, parry

Sword
Str
User

Pistols & Close Combat Weapons


Antique Pistol
Range
To Hit
Short
Long
Short Long
0-6
6-12
-1
-2

Special
Close combat, Parries

Str
3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+3

Special
Close combat

Autopistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-

Str
3

Dmg
1

Save
Mod
0

Armor
Pen
D6+3

Special
Close combat

Bolt Pistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Close combat

To Hit
Short Long
+2
-1

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Special
Close combat

Laspistol
Range
Short
Long
0-8
8-16

Plasma Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-18
+2
-1
6
1
-1
D6+6
Close combat
Sustained Fire -1. If a Plasma Pistol is fired, it may not be fired during the players next turn.
Stub Pistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
-1

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Special
Close combat

Basic Weapons
Autogun
Range
Short
Long
0-12
12-32

To Hit
Short Long
+1
-

Str
3

Blunderbuss
Range
To Hit
Short
Long
Short Long
Str
0-6
none
auto
3
Any target within range is automatically hit.

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special

Special
Always hits

Boltgun
Range
Short
Long
0-12
12-24

To Hit
Short Long
+1
-

Str
4

Special

Flamer
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Flamer Template
4
1
-2
D6+4
Use standard Template rules. Models surviving a Flamer hit may catch on fire.

Special

Lasgun
Range
Short
Long
0-12
12-24

To Hit
Short Long
+1
-

Str
3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+3

Special

To Hit
Short Long
+1
-

Str
8

Dmg
D6

Save
Mod
-4

Armor
Pen
2D6+8

Special

Meltagun
Range
Short
Long
0-6
6-12

Plasma Gun (Modified)


Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-24
+1
7
1
-2
D6+7
Sustained Fire -1
Chaos Cultist Plasma Guns are modified so that they do not need a turn to recharge after firing. However,
if a jam result is rolled for the Sustained Fire die, the plasma system overloads. Roll another Sustained
Fire die and consult this table to determine the result:
Jam
3
2
1

The weapon is destroyed and explodes with the same effects as


a Plasma grenade centered on the firing model.
The firing model suffers an S6 hit causing 1 Wound with a 3
save modifier. The weapon is still jammed.
The firing model suffers an S4 hit causing 1 Wound with a 2
save modifier. The weapon is still jammed.
The firing model suffers an S2 hit causing 1 Wound with a 1
save modifier. The weapon is still jammed.

Musket
Range
Short
Long
0-6
6-24

To Hit
Short Long
-1

Str
3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+3

Special
Move or Fire

Shotgun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-18
-1
4
1
D6+4
Solid
0-4
4-18
-1
3
1
D6+4
Scatter; 1 Blast Template
Ordinary troopers hit but not slain by a Shotgun will be knocked back 2 and will fall over on a D6 roll of
4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
Heavy Weapons
Autocannon
Range
To Hit
Short
Long
Short Long
0-20
20-72
Move or Fire for foot troops.
Heavy Bolter
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.
Heavy Stub Gun
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.
Lascannon
Range
To Hit
Short
Long
Short Long
0-20
20-60
Move or fire for foot troops.
Missile Launcher
Range
Short
Long
0-20
20-72

To Hit
Short Long
-

Str
8

Dmg
D10

Save
Mod
-3

Armor
Pen
D6+D10+8

Special
Sustained Fire -1

Str
5

Dmg
D4

Save
Mod
-2

Armor
Pen
D6+D4+5

Special
Sustained Fire -2,

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Sustained Fire -2;

Str
9

Dmg
2D6

Save
Mod
-6

Armor
Pen
3D6+9

Str

Save
Dmg
Mod
As missile type

Armor
Pen

Special

Special
Move or fire for troops

Missile Types
Type
Smoke
Frag
Super Krak

Str
4
8

Dmg
1
D10

Save
Mod
-1
-6

Armor
Pen
D6+4
D6+D10+8

Special
2 Blast Template
2 Blast Template
-

Smoke Missiles
2 Blast Template remains. Only troops equipped with IR vision, auto-senses, scanners, targeters, or
bionic eyes can draw Line of Sight through smoke. Psyker powers are unaffected by smoke, but they may
not draw Line of Sight through it with normal vision. Models within a smoke cloud have the option of
staying put or moving half their normal rate in a random directionthey may fight in a smoke cloud, but

halve their Weapon Skill rounding up. Space Marines (including Scouts and Terminators), all Imperial
Guard forces, Tau Fire Warriors/Battlesuits, Squats, all Dreadnoughts, crewmen in all enclosed vehicles,
and all Eldar including Aspect Warriors and Guardians are equipped with technology that enable them to
draw Line of Sight through smoke clouds. This basically leaves Kroot, Orks Chaos Cultists and Tyranids
as affected.
Grenades
Range
Short
Long
Sx2
Type
Blind
Frag
Krak
Plasma

To Hit
Short
Long
Str
3
6
5

Dmg
1
D6
1

Save
Mod
-1
-3
-2

D6

-4

D6

Melta Bomb
Photon
Flash

Str

Save
Armor
Dmg
Mod
Pen
Special
As grenade type; see below
Armor
Pen
Special
2 Blast Marker
D6+3
2 Blast Marker
2D6+6
Thrown suffers 1 to hit; scatter as normal
D6+5
1 blast; see Plasma ammo
Placed by hand by model in base-to-base contact
2D6+8
or in Close Combat.
S+D6

2 blast

Blind
2 Blast Template, remains. No troops may draw Line of Sight through, into, or out of a Blind cloud.
Psykers may not use their powers if a Blind cloud hides their target. Models in Close Combat within a
Blind cloud may fight, but they halve their Weapon Skill, rounding up. At the start of each sides turn, roll
a D6 and consult the loud Movement rule to see what happens to it.
Plasma
1 Blast Template, remains. No model may draw Line of Sight through a Plasma cloud. At the start of
each turn, roll a D6:
1
2-5
6

Disappears immediately.
Shrinks its radius by .
Expands its radius by D6 and disappears at the end of this turn.

Photon Flash Flare


1 Blast Template, temporary. Models must roll D6 on the following chart:
No Effect
Dazzled
Blinded
1
2+
Unprotected Troops
1-3
4-5
6
Troops w/Visors
1-5
6
Troops w/AutoSenses
Unprotected Troops: Orks, Gretchin, Snotlings.
Troops w/Visors: Imperial Guard, Eldar, Squats, Space Marine Scouts.
Troops w/AutoSenses: Space Marines, Terminators, Dreadnoughts and enclosed vehicles.
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn.
Blinded troops may move, but in a random direction at half normal move rate. Blinded troops may not
shoot, but may fight in close combat with a WS of 1. Blinded troops are blind for the remainder of this turn
and the entirety of the next turn. After that, roll a D6 for each blinded modelon a 5+, sight is recovered
immediately.

Beastmen Wargear
Axe of Grommash
8 points; Grommash only
Save
Str
Dmg
Mod
8
D4
-5

Armor
Pen
8+D4+D6

Special
Close combat

Axes of Khorgor
10 points; Followers of Khorne only
This twin pair of axes was originally owned by a mighty Khorgor Warrior. This pair of axes requires two
hands to use. The bearer gains +1 attack in addition to the normal +1 for two assault weapons and may
reroll any 1 die in hand to hand, but must except the second roll.
Save
Armor
Str
Dmg
Mod
Pen
Special
User+1
1
-2
S+D6
Close combat
Banner of Rage
35 points; Khorne only
Any Chaos modelsapart from those bearing the Mark of Slaaneshwithin 6 of the Standard are subject
to frenzy.
Blasted Standard
20 points; Tzeentch only
Contains a spell which may be cast once per battle, during any psychic phase. Treat the spell as a psychic
power cast with Ultimate Force but requires no Force cards to cast. The spell inflicts 2D6 S6 hits with a 3
save modifier, which may be distributed on any enemy models within 6 of the Standard. Any unit
suffering one or more casualties from this effect must make an immediate Break test.
Crown of Horns
8 points; Beastmen only
Occasionally, a beastman that has earned the favor of his chaos god sprouts a thick crown of horns.
Rivulets of blood constantly trickle from where the horns have pushed through his skin. The bearer gains a
5+ Unmodified save, and any unit he is with gains a additional +1 to Ld test.
Flesh Banner
10 points
In the hand-to-hand combat phase, the Flesh Banner inflicts D6 S5 hits with a 2 save modifier, which may
be distributed amongst any of the Standard Bearers close combat opponents. This attack is made at the
start of the close combat phase, before any normal attacks are worked out.
Hand of Khorne
18 pts; Followers of Khorne only
One of the champions hands, paws of tentacles turns to gore red and is guided by the Khorne to spill blood
of his enemies in close combat. If the champion wears multiple close combat weapons, nominate which
weapon is used by Hand of Khorne (if this is not plainly visible on the model). Any wounding close combat
hits made against enemy characters do not cause 1 but D4 Wounds. Against enemy psykers the Chaos
player may roll 2D4 and pick the higher resulting dice. Note that the multiple wounds caused by this
reward are made on top of multiple wounds caused by a close combat weapon (e.g. Chainfist, etc).
This reward must be visible on unarmored models.
Huntsmens Horn
25 points; Huntsmen only
Once per battle the Huntsmen may blow the horn and 2D4 Chaos hounds will be summoned to him place
them with in 8 of him.

Pink Horror Infestation


35 points; Tzeentch only
The model is infected by a Pink Horror, and will show some physical signs of a Pink Horror, like the arms,
the heads or the legs. He will gain the magic capabilities of a single Pink Horror (Psychic level 1, Pink Fire
of Tzeentch psychic power), or add to a group of Pink Horrors within unit coherency distance. If the model
already has psychic capabilities, he will instead have an additional level added to his mastery. If this takes
his level to 5, then it will enable him to have 5 psychic powers. When the model is killed he will split into
two Blue Horrors.
Plague Banner
15 points; Nurgle only
Contains a spell which may be cast once per battle, during any psychic phase. Treat the spell as a psychic
power cast with Ultimate Force but requires no Force cards to cast. The spell inflicts D6 Wounds which
may be distributed on any enemy models or vehicle crew (including Dreadnoughts) within 6 of the
Standardbut no more than 1 Wounds may be applied per enemy model. No saving throws of any kind
apply.
Rapturous Standard
25 points; Slaanesh only
Any Chaos models, apart from those bearing the Mark of Khorne, within 6of the Standard are rendered
immune to psychology, and may never be broken.
Slaughterers Blade
15 Points
Taking the form of a crude glaive writhing with veins and gasping fanged mouths, the Slaughterers Blade
feed on bloodletting. Any who wield it are said to gain eternal life as long as the blood on the blade never
dries. For each wound inflicted, roll a D6. Each roll of 4+ heals one lost wound to the bearer (up to their
stating wounds total).
Save
Armor
Str
Dmg
Mod
Pen
Special
S+2
1
User
D6+STR+2
Close combat
Always loses Initiative in case of a tie.
The Black Maul
10 points
This brutally spiked cudgel is stained black, having bathed in the blood of thousands of the beastmens
enemies. The bearer of the Black Maul is subject to frenzy.
Save
Armor
Str
Dmg
Mod
Pen
Special
7
D4
-4
D4+D6+D12+7 Close combat: two-handed
The Dark Heart
5 points; Beastmen only
This pulsating, dark red gemstone exudes a throbbing light and beats like a living heart. The character and
any unit he leads adds +D3 to their charge move.
Troll Hide Armor
12 Points
Properly treated and inscribed with the correct chaos symbols, troll hide armor confers some of the trolls
regeneration. Counts as carapace armor, the wearer may also regenerate lost wounds on a roll of 6 on a D6.

Warp Banner
25 points
Once per battle, the Warp banner can be used in the psychic phase to generate 2D6 Summoning Points. Any
of the points not used on the turn they are so generated are lost. For the purposes of summoning daemons,
the model bearing the Banner counts as a model with all Marks of Chaos.
Warp Mastery
35 points; Tzeentch only
The champion is a master of the arcane arts of sorcery, and his psychic powers are therefore nearly
impossible to nullify. Psychic powers cast by a champion with Warp Mastery are always considered to be
cast by a higher level psyker than the champion actually is for purposes of Nullify events. Therefore a
successful Nullify against a champion with Warp Mastery requires a roll of 5+ on a D6 for nullifying
psykers of lower or same psychic level, and a roll of 4+ on a D6 for nullifying psykers of higher psychic
level. This reward does not have effect to any special warp cards such as Reflection, Destroy Power and
Daemonic Attraction (they still nullify champions psychic powers automatically if used against him).

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