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2000 Pts - Daemons of Chaos - Skulltakers host

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Skulltaker (1 , 200 pts)


Skulltaker

1
In
5
9
9
5+*
4
2
9
4
8
3+
5+
General; Daemon of Khorne; Daemonic; Fear; Hatred; Immune to Psychology; Lesser Locus of
Abjuration; Magic Resistance (2); Scaly Skin (6+); Skulls for the Skull Throne!

The Slayer Sword

1 Magic Weapon. Flaming Attacks, Killing Blow. In a challenge also has Heroic Killing Blow.
Flaming Attacks; Heroic Killing Blow
Cloak of Skulls 1 Magic Armour. Grants the Skulltaker a 4+ armour save.

Name

Type

WS BS

Ld

AS

200

[0]
[0]

WSv Mgc Cost

Bloodletters of Khorne (21 , 334 pts)


Bloodletters of Khorne 20
In
5
5
5
4+*
3
1
4
1
7
6+
5+
334
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
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 Eternal Flame 1 The unit has Flaming Attacks.
[10]
Flaming Attacks

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Bloodletters of Khorne (16 , 254 pts)


Bloodletters of Khorne 15
In
5
5
5
4+*
3
1
4
1
7
6+
5+
254
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

Name
Herald of Tzeentch (1 , 175 pts)
Herald of Tzeentch

The Lore of Tzeentch

Name

1
In
5
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

Type

WS BS

Ld

AS

WSv Mgc Cost

1
In
4
3
4
3
3
2
3
2
8
5+
2
175
Battle Standard Bearer ; Level 2 Wizard; Lesser Locus of Transmogrification; Hand Weapon; Daemon
of Tzeentch; Daemonic; Fear; Hatred (Daemons of Nurgle); Immune to Psychology
1 Must choose spells from the Lore of Tzeentch.

Type

WS BS

[0]

Ld

AS

WSv Mgc Cost

Pink Horrors of Tzeentch (18 , 269 pts)


Pink Horrors of 17
In
4
3
3
3
3
1
3
1
7
5+
1
269
Tzeentch Musician ; Standard Bearer ; Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear;
Hatred (Daemons of Nurgle); Immune to Psychology
Iridescent Horror

1
In
4
3
3
3
3
1
3
2
7
5+
Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear; Hatred (Daemons of Nurgle);
Immune to Psychology
Gleaming Pennant 1 One use only. May re-roll first failed Leadership test.
The Lore of Tzeentch 1 Must choose spells from the Lore of Tzeentch.

Name

Type

WS BS

Ld

AS

Name

1 Must choose spells from the Lore of Tzeentch.

Type

WS BS

[5]
[0]

WSv Mgc Cost

Pink Horrors of Tzeentch (10 , 130 pts)


Pink Horrors of 10
In
4
3
3
3
3
1
3
1
7
5+
1
Tzeentch Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear; Hatred (Daemons of Nurgle);
Immune to Psychology
The Lore of Tzeentch

[23]

130

[0]

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

Type

WS BS

Ld

AS

WSv Mgc Cost

Screamers (3 , 120 pts)


Screamers of 3
WB
1
3
4
4
2
4
3
7
5+
Tzeentch Daemon of Tzeentch; Daemonic; Fear; Fly; Hatred (Daemons of Nurgle); Immune to Psychology;
Lamprey's Bite; Skirmishers; Slashing Attack; Swiftstride
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120

Name

Type

WS BS

Ld

AS

WSv Mgc Cost

Screamers (3 , 120 pts)


Screamers of 3
WB
1
3
4
4
2
4
3
7
5+
Tzeentch Daemon of Tzeentch; Daemonic; Fear; Fly; Hatred (Daemons of Nurgle); Immune to Psychology;
Lamprey's Bite; Skirmishers; Slashing Attack; Swiftstride

Name

Type

Beasts of Nurgle (1 , 60 pts)


Beasts of Nurgle

MB

Type

Name

WS BS
3

Ld

D6+1

Ld

AS

120

WSv Mgc Cost

4}+,
5+
Attention Seeker; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to
Psychology; Poisoned Attacks; Random Attacks (D6+1); Regeneration; Slime Trail; Stomp

WS BS

AS

60

WSv Mgc Cost

Nurglings (2 , 80 pts)
Nurglings

Name
Flamers of Tzeentch (3 , 120 pts)
Flamers of Tzeentch

2
Sw
4
3
3
3
3
4
3
4
7
5+
Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to Psychology; Scouts;
Skirmishers; Squish!; Unbreakable

Type

WS BS

Ld

AS

WSv Mgc Cost

3
In
6
2
4
4
4
2
4
2
7
5+
120
Daemon of Tzeentch; Daemonic; Fear; Flames of Tzeentch; Hatred (Daemons of Nurgle); Immune to
Psychology; Skirmishers; Warpflame; Multiple Shots (D6)
Total Cost:

1997

Option Footnotes
Battle Standard Bearer
General
Hand Weapon
Hellblade
Lesser Locus of
Transmogrification
Level 1 Wizard
Level 2 Wizard
Musician
Scythed wheels
Skull Cannon
Standard Bearer
Attention Seeker
Blue Horrors

Daemon Engine
Daemon of Khorne
Daemon of Nurgle
Daemon of Tzeentch
Daemonic

Fear

Flames of Tzeentch
Flaming Attacks
Fly

80

Options
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
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.
When a model with the Blue Horror special rule in this model's unit is slain, place D3+1 counters instead of 2.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
+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.
Special Rules
Can issue and accept challenges.
When a model with this rule is slain in close combat, place two counters next to its unit. After all attacks have been
made, but before combat result is calculated, choose one enemy unit in base contact and roll a number of D6 equal to
the number of counters. For each 4+, the unit suffers a Strength 2 hit (distributed as shooting). Unsaved Wounds
count towards combat results.
Any spells or special rules that affect a chariot's beasts have no effect at all on a model with this rule.
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.
Grants Hatred (Daemons of Tzeentch). Enemy models targeting a Daemon of Nurgle in close combat suffer a -1
penalty To Hit.
A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule, and can re-roll ward save results of 1.
Wizards with this special rule can also re-roll channelling results of 1.
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.
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.
Range 18", Strength 4, Multiple Shots (D6), Warpflame.
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.
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.

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

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

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
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 Nurgle) 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.
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.
Tzeentch)
If none is specified applies against every enemy.
Heroic 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 isn't effective against swarms.
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.
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.
Lamprey's Bite
Attacks against Large Targets have the Multiple Wounds (D3) special rule.
Lesser Locus of Abjuration The model, and all models in his unit, have the Magic Resistance (2) special rule.
Magic Resistance (1)
Improves the unit's ward save by 1 against spells.
Magic Resistance (2)
Improves the unit's ward save by 2 against spells.
Poisoned Attacks
Poisoned hits wound automatically on a To Hit roll of 6.
Random Attacks (D6+1)
Must roll before striking blows to determinate the number of attacks the model will make.
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 (6+)
Improves the model's armour save.
Scouts
Deployed after other units. Can be placed anywhere on the battlefield more than 12" away from the enemy.
Skirmishers
Skirmish Formation : Skirmishers deployed in rank and files as normal but the models are positioned 1/2" apart.
Skirmishers and Charging : The Skirmishers tighten up their formation as soon as they declare a charge or have to
make a charge reaction and aren't loosened up as long as an enemy is in base contact .
Free Reform : Unless charging, a skirmishing unit is allowed to reform for free during its move, provided that no
model ends up moving a number of inches higher than double it Move value.
Fire on the March : Skirmishers can fire after having marched.
Light Troops : Shots aimed at a unit of Skirmishers suffer a -1 To Hit penalty. Skirmishers can never claim rank
bonuses, be steadfast or disorder an enemy.
Characters: Characters that join a Skirmishers unit gain Skirmishers special rule themselves. Mounted characters
cannot join a unit of Skirmishers.
Skulls for the Skull Throne! Skulltaker must always issue or accept a challenge.
Slashing Attack
If this unit moves over one or more unengaged enemy unit in the Remaining Moves phase, choose one of those units.
It suffers D3 Strength 4 attacks per Screamer. These attacks hit on a 4+ and are treated as shooting attacks.
Slime Trail
Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this rule.
Squish!
The unit suffers one extra Wound for every point by which they lose combat, with no saves of any kind allowed. If
an Unstable unit contains Unstable characters or Unstable characters riding an Unstable monster, the controlling player
first allocates wounds to the unit/monster, then divides any remaining wounds as equally as possible amongst the
characters.
Non-Unstable characters can't join Unstable units.
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.
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.
Warpflame
At end of each phase, any unit that suffered unsaved wound from an attack with this rule during that phase must take
a Toughness test. If the test is failed, the unit suffers D3 Wounds with no armour saves allowed. If the test is
passed, the unit gains Regeneration (6+) for the rest of the game. If it already has Regeneration, instead increase the
Regeneration saving throw by 1.
Flaming Attacks
Killing Blow

Multiple Shots (D6)


Multiple Wounds (D6)

Equipment Special Rules


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.
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.
Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.
Each unsaved Wound inflicted is multiplied by the number indicated.

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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