WARHAMMER ARMIES -
CHAOS DEAMONDS

REGIMENTS:

DAEMONDS OF SLAANESH

Battle Standard of Slaanesh ......... 125 points

Profile M WS BS S T W I A LD
Champion 4 7 6 5 3 1 7 4 10
Steed 12 3 0 4 5 1 6 1 10

Save: 4+ (Daemonic Aura)

May Ride: May ride a Steed of Slaanesh (+25 points)

Fear: Daemonetts cause Fear.

Standard: May carry a standard of Slaanesh.

Daemonettes of Slaanesh ............... 35 points
Standard .............. 70 points
Musician .............. 70 points
Champion .............. 75 points

Profile M WS BS S T W I A LD
Daemonette 4 6 5 4 3 1 6 3 10
Champion 4 7 6 5 3 1 7 4 10

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Daemonetts cause Fear.

Musician: Musicians carry the Siren Flute. Enemy may not stand and shoot against them.

Standard: May carry a magic standard or standard of Slaanesh.

Magic: Daemonetts have magic powers when in large numbers 1-5 Daemonetts = 1 magic level, 6-10 = 2 magic levels etc.

Daemonette Steedriders of Slaanesh ........... 60 points
Standard .............. 95 points
Musician .............. 95 points
Champion ............. 100 points

Profile M WS BS S T W I A LD
Daemonette 4 6 5 4 3 1 6 3 10
Champion 4 7 6 5 3 1 7 4 10
Steed of Slaanesh 12 3 0 4 5 1 6 1 10

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Daemonetts cause Fear.

Musician: Musicians carry the Siren Flute. Enemy may not stand and shoot against them.

Standard: May carry a magic standard or standard of Slaanesh.

Magic: Daemonetts have magic powers when in large numbers 1-5 Daemonetts = 1 magic level, 6-10 = 2 magic levels etc.

Steed Toungs: Steeds have an extra toung attack. If hits use riders S and weapon

Fiends of Slaanesh ................ 30 points

Profile M WS BS S T W I A LD
Fiend 6 3 0 3 3 1 3 3 8

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Daemonetts cause Fear.

Scorpion Tail: Extra Scorpion Tail attack, if it hits take armour saving throw, if fails takes one wound.

Soporfic Musk: Soporfic Musk gives the enermy a -1 to hit penalty in hand-to-hand combat.

DAEMONDS OF NURGLE

Battle Standard of Nurgle ......... 120 points

Profile M WS BS S T W I A LD
Champion 4 6 6 5 3 1 7 3 10
Beast of Nurgle 3 3 0 3 5 3 3 1D6 6

Save: 4+ (Daemonic Aura)

May Ride: May ride a Beast of Nurgle (+75 points)

Special Rules:

Fear: Plaguebearers cause Fear.

PlagueSword: Plaguebearers carry Plague Swords. If wounded, mortal creature are killed on a 4+.

Cloud of Flies: Plaguebearers are surrounded by a cload of flies which gives the enermy a -1 to hit penaltie in hand-to-hand combat.

Plaguebearers of Nurgle ............... 30 points
Standard ................ 60 points
Musician ................ 60 points
Champion ................ 70 points

Profile M WS BS S T W I A LD
Plaguebearer 4 5 5 4 3 1 6 2 10
Champion 4 6 6 5 3 1 7 3 10

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Plaguebearers cause Fear.

PlagueSword: Plaguebearers carry Plague Swords. If wounded, mortal creature are killed on a 4+.

Cloud of Flies: Plaguebearers are surrounded by a cload of flies which gives the enermy a -1 to hit penaltie in hand-to-hand combat.

Musician: A Plaugebearer Musician carries the Gong of Dispair. Mortal enemies must reroll successful break tests.

Standard: May carry a magic standard or standard of Nurgle.

Magic: Plaugebearers have magic powers when in large numbers 1-5 Plaugebearers = 1 magic level, 5-10 = 2 magic levels etc.

0-1 Unit of Plagueriders of Nurgle ............ 105 points
Standard ................ 135 points
Musician ................ 135 points
Champion ................ 145 points

Profile M WS BS S T W I A LD
Plaguebearer 4 5 5 4 3 1 6 2 10
Champion 4 6 6 5 3 1 7 3 10
Beast of Nurgle 3 3 0 3 5 3 3 1D6 6

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Plaguebearers cause Fear.

PlagueSword: Plaguebearers carry Plague Swords. If wounded, mortal creature are killed on a 4+.

Cloud of Flies: Plaguebearers are surrounded by a cload of flies which gives the enermy a -1 to hit penaltie in hand-to-hand combat.

Musician: A Plaugebearer Musician carries the Gong of Dispair. Mortal enemies must reroll successful break tests.

Standard: May carry a magic standard or standard of Nurgle.

Magic: Plaugebearers have magic powers when in large numbers 1-5 Plaugebearers = 1 magic level, 5-10 = 2 magic levels etc.

Beasts:

Fear: Beasts cause fear

Move: Beasts move in the compulsory movement phase

Slimetrail: Baests leave a Slime Trail. Attackers from side or rear sustain single automatic hit).

No Save: There is no armour save from Beasts Attacks.

Beasts of Nurgle ........... 75 points

Profile M WS BS S T W I A LD
Beast of Nurgle 3 3 0 3 5 3 3 1D6 6

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Beasts cause fear

Move: Beasts move in the compulsory movement phase D6+2 straightforward and 3" during normal movement.

Slimetrail: Baests leave a Slime Trail. Attackers from side or rear sustain single automatic hit).

No Save: There is no armour save from Beasts Attacks.

Nurglings

Profile M WS BS S T W I A LD
Nurglings 4 3 3 3 3 3 4 3 7

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Nurglings cause fear

Lap around: Nurglings are impossible to lap around.

DAEMONDS OF TZEENTCH

Battle Standard of Tzeentch ........... 125 points

Profile M WS BS S T W I A LD
Champion 4 6 6 5 3 1 7 3 10

Save: None

Special Rules:

Fear: Horrors Cause Fear

Spilt: When wounded split into two Blue Horrors placed at backof unit

Standard: May have magic standard of Tzeentch

Pink Horrors of Tzeentch ............ 35 points
Musician ......... 70 points
Standard ......... 70 points
Pink Horror Champion .... 75 points

Profile M WS BS S T W I A LD
Pink Horror 4 5 5 4 3 1 6 2 10
Blue Horror 4 3 3 3 3 1 7 1 10
Pink Horror Champion 4 6 6 5 3 1 7 3 10

Save: None

Special Rules:

Fear: Horrors Cause Fear

Musician: The Musician carries a Drum of Change (May store an extra winds of Magic card)

Spilt: When wounded split into two Blue Horrors placed at backof unit

Magic: Pink Horrors have magic powers when in large groups. 1-5 Pinks Horrors = 1 magic level, 6-10 = 2 magic levels, etc.

Standard: May carry Magic standard, can be standard of Tzeentch

Flamers of Tzeentch ............. 50 points

Profile M WS BS S T W I A LD
Flamer 9 3 5 5 4 2 4 2 10

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Horrors Cause Fear

Shoot Flames: Flamers may shoot flames 6". They cause D6 Str. 3 hits.

Hand-to-Hand: In hand to hand flamers cause D3 Wounds instead of 1

Bound: Can bound over obstacles with no penalty

DAEMONDS OF KHORNE

Battle Standard of Khorne ................. 110 points

Profile M WS BS S T W I A LD
Champion 4 6 6 5 3 1 7 3 10
Juggernaut 7 3 0 5 5 3 2 2 10

Standard: May carry the Standard of Khorn

May ride: May ride a Juggernaut (+70 points)

Bloodletters of Khorne ........... 20 points
Musician ............ 40 points
Standard ............ 40 points
Blooded One ......... 60 points

Profile M WS BS S T W I A LD
Bloodletter 4 5 5 4 3 1 6 2 10
Champion 4 6 6 5 3 1 7 3 10

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Bloodletters Cause Fear

Hellblades: Bloodletters are armed with Hellblades which cause D3 wounds.

Musician: A Bloodletter Musician carries Bloodhorn which means they can always march move.

Standard: A Bloodletter Standard may carry a magic standard or standard of Khorne.

0-1 Unit of Bloodcrushers of Khorne ............ 90 points
Musician ............. 110 points
Standard ............. 110 points
Blooded One ............ 130 points

Profile M WS BS S T W I A LD
Bloodletter 4 5 5 4 3 1 6 2 10
Champion 4 6 6 5 3 1 7 3 10
Juggernaut 7 3 0 5 5 3 2 2 10

Save: 4+ (Daemonic Aura)

Special Rules:

Fear: Bloodletters and Juggernaughts both Cause Fear

Hellblades: Bloodletters are armed with Hellblades which cause D3 wounds.

Juuggernaughts: Juggs have one normal and one crush Attack(If hits automatically wounds)

Shooting: When shooting at Blood Crushers roll a D6 to see what it hits. 1-2=rider 3-6=Jugg. If Jugg slain rider also killed

Musician: A Bloodletter Musician carries Bloodhorn which means they can always march move.

Standard: A Bloodletter Standard may carry a magic standard or standard of Khorne.

Flesh Hounds of Khorne .............. 35 points

Profile M WS BS S T W I A LD
Flesh Hound 10 5 0 5 4 2 6 1 10

Special Rules:

Fear: Fleshhounds cause fear.

Collar of Khorne: Fleshhounds were Brass collars of Khorne which makes them immune to magic weapons and spells.

DAEMONDS OF HASHUT

Hashat Battle Standard Bearer ........... 250 points

Profile M WS BS S T W I A LD
Firebull Champion 4 6 6 5 4 1 7 2 10

The Daemon Standard Bearer may lead a unit of Firebulls instead of a Firebull Champion. The Standard Bearer carries the General Daemons personal Banner and all rules for Army Battle Standard apply.

Equipment: The Standard Bearer is armed with a Fire Axe.

Save: The Standard Bearer have a Daemonic save of 4+.

Special Rules:

Daemons: All special rules for Daemons apply.

Fear: The Standard Bearer cause Fear.

Firebulls of Hashut ......... 40 points each
Musician .............. 80 points
Standard .............. 80 points
Firebull Champion ..... 200 points

Firebulls make up the daemon hordes of Hashut. Similar in appearance to minotaurs they are distinguished by their fiery coloured skin and the flames that lap around their hooves when they move. Firebulls are armed with the flaming Fire Axe of Hashut

Profile M WS BS S T W I A Ld
Firebulls 4 5 5 4 4 1 6 2 10
Firebull Champion 4 6 6 5 4 1 7 2 10

Equipment: Firebulls are armed with a Fire Axe.

Save: Firebulls have a Daemonic save of 4+.

Special Rules:

Daemons: All the special rules for daemons apply as described in the Warhammer rulebook.

Fear: As monstrous and horrifying creatures Firebulls cause fear as described in the Warhammer rulebook.

Fireaxe: The Fireaxe burns with a magical flame hotter than that of any know to man. Any hit inflicted by a fireaxe causes d3 wounds. Against flamable targets it does d6 wounds.

Magic: A unit of Firebulls has a magic level and can cast spells like a wizard. The size of the unit defines its magic level and the number of spells it has: 1-5 models = magic level 1/one spell; 6-10 models = magic level 2/two spells; 11-15 models = magic level 3/three spells; 16+ models = magic level 4/four spells. Spells must be drawn from the Chaos Dwarf deck.

DAEMONDS OF THE HORNED RAT

Horned Rat Battle Standard Bearer ........... 125 pts

Profile M WS BS S T W I A LD
Servant Champion 5 6 6 5 3 1 7 3 10

The Daemon Standard Bearer may lead a unit of Rat Servants instead of a Servant Champion. The Standard Bearer carries the General Daemons personal Banner and all rules for Army Battle Stanadard apply.

Equipment: The Standard Bearer is armed with either a Weeping Blade or a Plauge Censer depending on what the unit is armed with.

Save: The Standard Bearer have a Daemonic save of 4+.

Special Rules: All special rules for Daemons apply.

Fear: The Standard Bearer cause Fear.

Rat Servant ............... 30 points each
Rat Servent Standard ...... 60 points
Rat Servent Musician ...... 60 points
Rat Servant Champion ...... 70 points

The Daemonic servants of the Horned Rat are no taller than a Skaven and look quite like them. They wear robes and are set to carry out the duties set upon them by the Verminlords. There are numerous rat Servants in the court of the Horned Rat and when the Verminlords march to war against each other or another Chaos Power they fill the ranks of the Horned Rats Daemonic Legion.

Profile M WS BS S T W I A LD
Rat Servant 5 5 5 4 3 1 6 2 10
Servant Champion 5 6 6 5 3 1 7 3 10

Weapons: The Rat Servants are armed with either a Weeping Blade or a Plauge Censer.

Save: The Rat Servants have a Daemonic save of 4+.

Options: Any unit may include a Standard Bearer or Musician costing 60 pts per model. Any unit may carry a magic standard and may use Skaven only standards.

Leader: Any unit may be lead by a Champion at a cost of 70 pts, the Champion is armed as the unit.

Special Rules: All special rules for Daemons apply.

Fear: Rat Servants cause Fear.

Magic: A unit of Rat Servants has a Magic Level and can cast spells like a wizard. The size of the unit defines its magic level and the number of spells it may cast:
1-5 models with a Magic Level of 1 and one spell.
6-10 models with a Magic Level of 2 and two spells.
11-15 models with a Magic Level of 3 and three spells.
16+ models witha Magic Level of 4 and four spells.
Spells must be drawn from the Skaven deck and the unit may not use Grey Seer spells. If the size of the unit decreses its magic level will drop, your opponent randomly draw away the units surplus spell cards. Do this in the Magic Phase.

Weeping Blades: A hit from a Weeping cause D3 wounds and saves are taking with an additional -1, this is a Magic Weapon.

Plauge Censer: In close combat the Plauge Censer is wielded as a flail and all rules apply. In addition, the swinging censer creates a 1" radius "Fog of Death" around the bearer. Roll a D6 for any model inside this area at the start of the close combat phase, and if the roll is higher than the models toughness the bubonic vapours overcome the model and inflict 1 wound. A roll of 6 always cause a wound on a model, regardless of its Toughness. No armour save is allowed as the vapours penetrate any defenses, even magical armour are not allowed. You only make one test regardless of how many fogs the model may be inside. The Rat Servant do not need to take this test himself as he is a Daemon and therefore immune. The Fog of Death must be inhaled to take effect, so models that dont breathe, like most Undead and all Daemons, are not affected. Also if a magic item makes the bearer immune to poisinous gas or such are not affected either.

A Plauge Censer is treated as a magical weapon due to the Warpstone burning inside. So any hit is treated as a Magical hit for all purposes. A Wraith struck by a Plauge Censer may be wounded but is immune to the Fog of Death as it is based on inhalation.

Rat Fiends ............ 75 points each

The Rat Fiend resemble Rat Ogres and it is speculated that Clan Moulder create their own version in the form of Rat Ogres in honour of the Horned Rat. They are strong and massively built, in the court of the Horned Rat they act as guards and strikes massive gongs or bells to herald the antrance of a Verminlord.

Profile M WS BS S T W I A LD
Rat Fiend 6 4 0 5 5 3 5 2 8

Weapons: The Rat Fiends are armed only with their sizeable claws.

Save: The Rat Fiends have a Daemonic save of 4+.

Options: None.

Special Rules: All special rules for Daemons apply.

Fear: Rat Fiends cause Fear.

Rat Swarm ..... 50 pts per base

The halls of the Horned Rat is over crowded with rats that scuttle about and mingle among the pillars. They form an unstoppable mass on the battlefield and can overwhelm almost any enemy. See Warhammer Monsters

DAEMONDS OF KHAIN:

Khains Battle Standard Bearer ........... 225 pts

Profile M WS BS S T W I A LD
Fury Champion 6 7 0 5 3 1 9 4 10

The Daemon Standard Bearer may lead a unit of Furies of Khain instead of a Fury Champion. The Standard Bearer carries the General Daemons personal Banner and all rules for Army Battle Standard apply.

Equipment: The Standard Bearer is armed with fiece talons.

Save: The Standard Bearer have a Daemonic save of 4+.

Special Rules: All special rules for Daemons apply.

Fear: The Standard Bearer cause Fear.

Talons: The terrible rending talons of the Furies exude venomous ichor which ravages living tissue and induces unendurable agony. Furies inflict not 1 but 1D3 wounds in combat.

Keening: The horrific wailing cries of the Furies are capable of paralyzing enemies on the battlefield. All foes within 3" of the Furies suffer a -1 penalty to their WS.

Dark Elf Furies of Khain .................... 35 points each
Fury Standard .............. 70 points
Fury Musician .............. 70 points
Fury Champion ............. 175 points

Night had wrapped its inky chill around the World's Edge Mountains. Watchfires from the camps of two armies blazed in the night, casting an ominous red glow across the valley floor. The smaller force sheltered itself near the yawning crevice of blackness from which they had emerged after months of navigating the perilous Underway. Now, they made ready to sweep the valley clear of human and Dwarf settlers, bringing back slaves and plunder to their faraway cities in the New World. Dark-cloaked riders and small bands of Scouts slipped out of camp to take up advance positions for the next day's battle. Pale, crossbow-armed sentries ringed the encampment, keen eyes searching the night for any unexpected threat. Unwholesome energies crackled around Sorcerer Vathek's tent as he gathered magical power through arcane and unmentionable private rites. The rest of the Dark Elves quietly readied their armaments, or sipped spiced blood-wine to keep away the chill. None bothered to try to fall asleep; as heartless and cruel as the Dark Elves were, none relished the nightmares which would surely visit any who slumbered within earshot of the Witch Elves dancing and chanting around the Cauldron of Blood which boiled and frothed in the lee of the great sundered outcropping. A single sentry caught a chance glance of the Witch Elf ceremony and stood shuddering, unable to look away as the covensisters wailed and thrashed in a circle around the great cauldron. The sentry's crossbow dropped from his nerveless grasp as Crone Hellebron stood naked before the cauldron, raised her bloodied arms and shrieked out terrible, ancient entreaties -- entreaties soon enough answered, as a vaguely female head and shoulders broke the bubbling surface of the cauldron. The dripping figure clambered out to stand swaying before the Hag Queen; it was soon followed by a second, then a third, then more until eight of the supernatural forms ringed Khaine's Cauldron. As the first streaks of predawn light broke over the eastern wall of the valley, a rising, hideous chorus of keening cries washed over the Dark Elf force. Crossbowmen, knights and spearmen ran to take up their positions. The Witch Elves and newly-summoned Furies moved to the fore. Across the valley, the settler militia heard the echoing wails of their own doom...

Those Dark Elf women who seek admission to the Brides of Khaine face terrible perils to body and soul. Initiates must pass many dangerous rites of initiation before entering into the mysteries of a Witch Elf Coven. Not all survive. Tests such as the Scorpion Palm Rite and the Danse of Wheels can prove fatal to those who lack grace, strength or savagery, while the Test of Eyes and the Game of Seven offer hideous consequences for any whose minds and spirits are not utterly devoted to the many ways of murder, bloodshed and pain. Finally, there are those who are taken mysteriously during the most sacrosanct rituals of the Death Night. The ways of the Blood Red God are such that those who pledge themselves to him in that unhallowed hour are sometimes favored -- or cursed -- by Khaine's Embrace. Drawn wailing into the warp, their mortal selves are never seen again; only through certain special invocations kept secret by the Hag Queens do these transformed souls ever return to this plane, as the daemonic beings known as the Furies of Khaine.

The Furies of Khaine are terrible to behold, sporting venomous black talons nearly a foot long which drip caustic blood that sears at a touch. Their keening cries strike dread into the hearts of the sturdiest heroes, and their appetite for bloodshed and suffering is insatiable.

Profile M WS BS S T W I A LD
Fury 6 6 0 4 3 1 8 3 10
Fury Champion 6 7 0 5 3 1 9 4 10

Special Rules:

Save: Furies have a daemonic aura save of 4+ which is negated by magical weapons as described in the Chaos Bestiary.

Fear: Furies cause fear as described in the Psychology section of the rulebook.

Talons: The terrible rending talons of the Furies exude venomous ichor which ravages living tissue and induces unendurable agony. Furies inflict not 1 but 1D3 wounds in combat.

Keening: The horrific wailing cries of the Furies are capable of paralyzing enemies on the battlefield. All foes within 3" of the Furies suffer a -1 penalty to their WS.

CHAOS SPAWN

Chaos Spawn ..................................... 70 pts each

Profile M WS BS S T W I A LD
Chaos Spawn 2D6 3 0 4 5 3 3 1D6 10 Save=7

Special Rules:

Immune to psycology: Spawn are immune to psycology

Fear: Spawn cause fear

Move: Spawn move in the compulsory movement phase

Spawn Units: 1-5 Spawn form one unit, 6-10 can form one or two units, Etc.