Chaos Deamons
Here are rules for using daemons in your Chaos Warrior and Beastman Blood Bowl Teams.
A Chaos Warrior or Beastman team must be dedicated to one of the four major Chaos powers when created. Chaos teams which wish to use Daemons must have a wizard on their staff. The Daemons will disappear if the wizard is killed or leaves without being replaced before the next game.
All Daemons except the Bloodthirsterhave a Daemonic Aura. The Aura prevents all modifiers from being applied to armour rolls against the Daemon.
Minor Daemons are dispelled if badly hurt, seriously injured or killed. Greater Daemons are dispelled if seriously injured or killed. Remove dispelled Daemons from your roster.
Greater Daemons have penalty rolls, like secret weapons and fill a Star Player slot on your roster.
NURGLE
| Qty. | Position | Cost | Update | MV | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Plaguebearers | 120,000 | None | 6 | 4 | 3 | 7 | Horns, Foul Apperance |
| 0-1 | Great Unclean One (Penalty 9+) | 230,000 | None | 3 | 7 | 1 | 9 | Foul Apearance, Multi Block,Thick Skull, Pile On, Stand Firm, Steam of Corruption |
STEAM OF CORRUPTION: Replaces block of blitz action. Place lightning bolt template from Daemon. Players half or more under must make an dodge roll or fall and take armour rolls. Players do not actually leave their squares.
KHORNE
| Qty. | Position | Cost | Update | MV | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Bloodletters | 130,000 | None | 6 | 5 | 3 | 7 | Frenzy |
| 0-1 | Bloodthirster (Penalty 8+) | 240,000 | None | 6 | 8 | 2 | 10 | Block, Break Tackle, Dirty Player, Mighty Blow, Chaos Armour |
SLAANESH
| Qty. | Position | Cost | Update | MV | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Daemonettes | 110,000 | None | 6 | 3 | 4 | 7 | Claw, Hypnotic Gaze |
| 0-1 | Keeper of Secrets (Penalty 8+) | 230,000 | None | 6 | 7 | 3 | 9 | Block, Claw, Extra Arms, Horns, Mighty Blow, Aura of Slaanesh |
AURA OF SLAANESH: Within the daemon's tackle zone, any attempted action fails horribly unless preceeded by a successful base AG roll.
TZEENTCH
| Qty. | Position | Cost | Update | MV | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Pink Horrors | 120,000 | None | 6 | 3 | 3 | 7 | Big Hand, Stunty |
| Blue Horrors | None | 6 | 2 | 3 | 6 | Big Hnad, Stunty | ||
| 0-1 | Lord of Change (Penalty 7+) | 240,000 | None | 6 | 7 | 4 | 9 | Jump Up, Leap, Pass Block, Leader, Random Event |
Pink Horrors aren't dispelled, but are replaced by two Blue Horrors, one in the Pink's square, the other D6 in a random direction. Blue Horrors may not gain SPPs, and if both are dispelled, the pink is dispelled. Otherwise the Pink Horror returns next game as the Blues merge. If the second Blue is the 12th player on the pitch, roll D6. On a 1-3 one is sent off for the match.
RANDOM EVENT: The Lord of Change may draw a Random Event at any kickoff for which he is on the field. It is played as normal so long as the daemon is on the field, and discarded if the daemon is sent off, dispelled or banished.