DAEMONS:
The Scuttling Death, Greater Daemon of Taloth ........... 750 pts each
The Scuttling Death is a gigantic spider, with two heads, one placed upon the shoulders of the other. Four of its scuttling legs make it move, the other four flail about in front of it, as its multi-jointed body arches back in anticipation of the feast to come in battle. Aside from being supremely powerful and hideous in visage, The Scuttling Death is also highly intelligent and capable of impressive amounts of magic.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| The Scuttling Death | 10 | 8 | 8 | 7 | 8 | 8 | 7 | 7 | 10 |
Daemonic Aura: As with all Daemons, The Scuttling Death isn't quite there all the time, and in combination with his boney carapace, grants him a 4+ save, which cannot be modified by anything except magical weapons.
Magic: The Scuttling Death is highly intelligent and may take 4 spells from the Taloth Spell Deck.
Terror: The Scuttling Death is among the most terrifying and repulsive entities in the Warhammer world, and as such all Scuttling deaths cause Terror.
Grab: If The Scuttling Death makes at least four hits, then for every two hits after those, they may make a crush attack. The crush attacks are resolved at S10, and inflict d6 wounds each. Note that the original 4 hits are resolved as normal, i.e at S7, one wound each.
Venom: If the Scuttling Death joins a unit, then they may scrape some venom from the daemon's fangs. This venom increases their strength by +1.
Woebringers, Lesser Daemons of Taloth.................. 30 points each
The Woebringers come in many forms, though the 'typical' Woebringer could be described as a humanoid covered in flies and other insects so that no part of flesh can be seen. The Woebringers enter battle with no weapons, but upon entering combat the insects form themselves into swords, flails and all manner of other hand weapons.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Woebringers | 4 | 4 | 3 | 4 | 3 | 1 | 5 | 2 | 10 |
Daemon Save: Due partly to the fact that Woebringers aren't quite always there, and the fact that they are composed entirely of insects, they have a 4+ Daemon Saving throw, which is negated by magical weapons.
Insect Weapons: The weapons of the Woebringers are formed from the insects of their bodies, and thus each hit covers the victim in all manner of biting insects. The effect of this is that no saving throws are permitted for wounds inflicted, only wards will still save.
Fear: All Woebringers create an aura of impending death and isolation about them, this causes Fear.
Magic: Woebringers work in groups to perform magic in the same way as Daemonettes, Plaguebearers and Pink Horrors, note that they draw their spells from the Taloth Spell deck.
Moribund Ones, Beasts of Taloth.................... 78 points each
Moribund Ones are bloated winged spider-like creatures, which fly in great swarms, overwhelming their enemies. As they travel they leave a great trail of venom which pervades the ground, killing amy plants or unfortunate creatures. While they travel in swarms, this is typically only in magically saturated lands, in combat, their massive size makes them more than ample in small numbers.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Moribund Ones | 4 | 3 | 3 | 4 | 5 | 2 | 5 | Special | 10 |
Daemon Save: Due to their daemonic nature, Moribund Ones have a 4+ Daemonic Saving throw, note that this is negated by magical weapons.
Attacks: Moribund Ones rarely engage directly in combat, and tend to move like massive behemoths across the battlefield, crushing anything in their path. When a Moribund One charges, move it the full 8", even if this carries it into the midst of or through the enemy unit. Resolve d6 hits from each Moribund One in the regiment. Hits cannot be made against the Moribund Ones in that turn, however, if the Moribund Ones are charged themselves, both sides may fight. Note that if a regiment of Moribund Ones are charged in one turn, then they may continue moving in their next turn, inflicting hits as they move. Also, if charged, then Moribund Ones only make d3 hits. Fear: The sight of huge, bloated spider-like beasts is enough to make the staunchest warrior quail. All Moribund Ones cause Fear.