CHARACTERS:
Daemon Princes ............... 275 points
Profile M WS BS S T W I A Ld
Daemon Prince 6 7 7 6 5 4 8 5 10
Save: 4+ (Demonic Aura)
Special Rules:
Causes Terror: Daemon Princes cause Terror.
Fly: Daemon Princes can fly.
Mark of God: The Deamond may have the Mark of a God.
Mark of Khorne .... 45 points
Frenzy, Chaos Armour 3+save
Mark of Nurgle .... 40 points
toughness now T=6
Mark of Tzeench .... 10 points
May reroll one dice and adjust +/-1
Mark of Slaanesh .... 35 points
Immune to Psycology, never breaks
Demonic Rewards: May choose upto two Demonic Rewards.
Greater Deamons
Great Unclean One of Nurgle ........................... 525 points
Profile M WS BS S T W I A Ld
Great Unclean One 4 7 7 7 8 10 4 7 10
Save: 4+ (Demonic Aura)
Daemonic Rewards: May have two Daemonic Rewards
Special Rules:
Causes Terror: The Great Unclean One cause Terror.
Greater Daemon: All the special rules for daemons apply as described in the Army List.
Tzeentch's Lord of Change ............................. 525 points
Profile M WS BS S T W I A Ld
Lord of Change 8 9 10 7 7 7 10 6 10
Save: 4+ (Demonic Aura)
Demonic Rewards: May choose upto two Demonic Rewards.
Special Rules:
Causes Terror: The Lord of Change causes Terror.
Fly: The Lord of Change can fly.
Greater Daemon: All the special rules for daemons apply as described in the Army List.
Slaanesh's Keeper of Secrets .......................... 525 points
Profile M WS BS S T W I A Ld Keeper of Secrets 6 9 10 7 7 8 7 6 10
Save: 4+ (Demonic Aura)
Demonic Rewards: May choose upto two Demonic Rewards.
Special Rules:
Causes Terror: The Keeper of Secrets causes Terror.
Greater Daemon: All the special rules for daemons apply as described in the Army List.
Bloodthirster of Khorne ............................... 750 points
Profile M WS BS S T W I A Ld
Bloodthister 6 10 10 8 7 10 8 10 10
Save: 3+ (Chaos Armour)
Daemonic Rewards: May have two Daemonic Rewards
Special Rules:
Greater Daemon: All the special rules for daemons apply as described in the Army List.
Causes Terror: The Bloodthirster causes Terror.
Fly: The Bloodthirster can fly.
Baal of Hashut .................... 700 points
Baal is the demonic form of Hashut himself. Occasionally the Chaos Dwarf Sorcerers will attempt to summon Hashut to aid them on their wars of conquest and if Hashut responds to these summons he will send Baal to aid his minions. Baal is a mighty figure with the head of a Lamasu and the body of a Chaos Dwarf warrior. In one hand he carries a mighty battle axe and in the other the Staff of Hashut.
Profile M WS BS S T W I A Ld
Baal 5 9 7 8 7 7 6 6 10
Save: 4+ (Demonic Aura)
Special Rules:
Greater Daemon: All the special rules for daemons apply as described in the Army List. Note that Baal has a demonic saving throw of 4+. As normal this saving throw is discounted if Baal is hit by a magic weapon.
Terror: Baal is amongst the most terrifying of all monsters. The psychology rules for terror apply. Remember that monsters that cause terror automatically cause fear as well.
Aura of Baal: Baal is surrounded by a mighty magic aura that protects him from the lesser magic's of mortals. This aura works in exactly the same way as the Lamasu's sorcerous exhalation, which is described on page 49 of Warhammer - Chaos Dwarfs.
Magic: Baal is a mighty sorcerer and is well versed in the realms of magic. He has a magic level of 4, equivalent to a Chaos Dwarf Sorcerer Lord. Baal may draw his spells from the Chaos Dwarf Spell Deck and / or the Dark Magic Spell Deck.
Fly: Baal has wings and can fly as described in the Warhammer rulebook.
The Staff of Hashat: If Baal is not engaged in Hand to Hand Combat then he may use the Staff of Hashut to destroy his enemies using the power of the volcano. Place the large dragon breath template so that the pointed end is touching Baal's base. Anything partially under the template will be hit bu molten lava on a d6 roll of 4 or more. Targets hit will suffer a strength 4 hit causing one wound.
Verminlord of the Horned Rat .................. 550 points
As the four great Powers of Chaos have their own Greater Daemons so have the Horned Rat. These are called Verminlords and can be described as a Daemonic Skaven. Just as backstabbing and quick witted. There are only 169 Verminlords in the ruinous court of the Horned Rat and they seldom engage in battles with the other Chaos Powers. Mainly because they have few Daemonic Warriors, mostly servants. The Verminlords plot against each other and seek to gain entrance to the world of mortals to further their own ends and gain favour infront of the Horned Rat. Even though this infighting hinders the Horned Rats quest for world domination he is as amused by the squabbles of his Daemons as he is of the battles among his ratmen race.
A Verminlord is two or three times the size of a Skaven and their heads are bedecked with twisted spiralling horns and sloughing flesh, to mimic their Patron Lord. They are surrounded by an aura of creeping decay and inscrutable knowledge. Their bodies are leprous and warpstone charms hang from or are incorporated into their flesh. Some Verminlords wear robes similiar to those of the Order of Grey Seers with red runes painted over them. A Verminlord is wiser and more wicked than any living Skaven and yet retains its mortal lust for power and love of betrayal. A Seer may gain power unimaginary to lower mortals but it will often cost him his soul. Unlike other summoned Daemons a Verminlord cannot be dismissed by the summoner, the Daemon is free to walk the earth once it is summoned. This is the reason for the Grey Seers reluctance to summon a being of Daemonic origin that they know they cannot send back if things go horrible wrong. Though many a Seer may be desperate enough to summon a Verminlord, few survive the deal.
The books on the forbidden ritual of summoning a Verminlord are locked away or hidden. Apprentices are utterly forbidden to read them, if they do read them they will hear whispers in their mind of plots, schemes, tales of treachery, promise of power and fragments of ancient evil spells. They will be reminded that they have the key to unlock untold power that will be for them only. This is the Verminlord whispering as he prepare for his arrival on earth, the Skaven will be half tricked and half forced into summoning the Verminlord and at some point in the future will the first syllabels of the wicked ritual be spoken.
The summoning of a Verminlord call for a sacrifice. An individual of power must be killed, preferable by an object that mean something important for him. The object will then be used as the focus in the ritual. As the summoner performs the ritual dark energies whirl around body and intensify as the ritual near its ending. Suddenly blood spew from nose and ears of the summoner and as the Skaven lay on the ground with his lifeforce draining away with horrified eyes he will see great claw slice through the curtain of reality, and in the very moment that he regrets even laying his eyes on the forbidden books, a Verminlord step into the material world. The Skaven will not die from bloodloss, though there are rumours of a number that have. The Verminlord will start talking of making plans to aid the summoner, though it is as much a threat that the Daemon is able to end the life of the summoner at any time as it is a promise to make the summoner powerful beyound comprehention.
Profile M WS BS S T W I A LD
Verminlord 8 8 8 8 7 7 10 8 10
Equipment: A Verminlord do not need weapons to fight but often carry a sword or heavy blade, nor do they need armour but often wear odd pieces.
Save: A Verminlord has a saving throw of 4+ due to its Demonic Aura.
Daemonic Rewards: Just as the other Patrons of Chaos the Horned Rat bestow his trusted Daemons with Rewards. A Verminlord may have up to two Daemonic Rewards and may have Daemonic Rewards of the Horned Rat. A Verminlord may not take the Master of Sorcery Reward as the Reward will not increase his Magic Level any further.
Special Rules:
Greater Daemon: A Verminlord is a Greater Daemon of the Horned Rat and all the special rules for Daemons apply.
Spells: Verminlords are well versed in the realm of magic and have a magic level of 4, and are equivalent to a Grey seer. They may draw their spells from the Skaven (Grey Seer) deck or from the Dark Magic deck.
Terror: A Verminlord is amongst the most terryfying of all monsters and it cause Terror, remember that a monster which causes Terror also causes Fear.