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2000 Pts - Daemons of Chaos - DoC 2000 Pts

Name
Daemon Prince (1 , 390 pts)
Daemon Prince of Khorne

Name
Herald of Khorne (4 , 405 pts)
Herald of Khorne

Gleaming Pennant
Juggernaut of Khorne

Bloodcrushers of Khorne

Bloodhunter

Juggernaut of Khorne

Name

Type

WS

BS

Ld

AS

WSv Cost

1
Mo
8
9
5
6+*
5
4
8
5
9
4+
5+
390
Composition: Lord
General; Daemon of Khorne; Chaos Armour; Daemonic Flight; Hand Weapon; Daemonic; Fly; Hatred
(Daemons of Slaanesh); Immune to Psychology; Large Target; Swiftstride; Terror; Thunderstomp; Greater
Gift; Lesser Gift

Type

WS

BS

Ld

AS

WSv Cost

1
MC
5
7
7
5+*
4
2
6
3
8
4+
5+
180
Composition: Hero
Battle Standard Bearer ; Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh);
Immune to Psychology; Magic Resistance (1); Scaly Skin (6+); Killing Blow
1 One use only. May re-roll first failed Leadership test.
[5]
1
7
5
5+*
4
3
2
3
7
[50]
Brass Behemoth; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to
Psychology; Stomp
2
MC
5
5
5
4+*
4
3
4
1
7
2+
5+
225
Composition: Special
Musician ; Standard Bearer ; Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of
Slaanesh); Immune to Psychology; Magic Resistance (1); Scaly Skin (6+); Killing Blow
1
MC
5
5
5
4+*
4
3
4
2
7
4+
5+
[75]
Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;
Magic Resistance (1); Scaly Skin (6+); Killing Blow
3
7
5
5+*
4
3
2
3
7
[0]
Brass Behemoth; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to
Psychology; Stomp

Type

WS

BS

Ld

AS

WSv Cost

Plaguebearers of Nurgle (14 , 227 pts)


Plaguebearers of Nurgle 13
In
4
3
3
4
4
1
2
1
7/8
5+
227
Composition: Core
Musician ; Standard Bearer ; Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of
Tzeentch); Immune to Psychology; Poisoned Attacks
Plagueridden 1
In
4
3
3
4
4
1
2
2
7
5+
[23]
Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to
Psychology; Poisoned Attacks
Standard of Discipline 1 The unit gains +1 Leadership but cannot use its General's
[15]
Inspiring Presence .

Name

Type

WS

BS

Ld

AS

WSv Cost

Bloodletters of Khorne (15 , 240 pts)


Bloodletters of Khorne 14
In
5
5
5
4+*
3
1
4
1
7
6+
5+
240
Composition: Core
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

Name
Soul Grinder (1 , 315 pts)
Soul Grinder of Khorne

Name

Type

WS

BS

Ld

AS

WSv Cost

1
Mo
8
3
3
6+*
7
6
3
4
7
4+
5+
315
Composition: Rare
Daemon of Khorne; Daemonbone Claw; Phlegm Bombardment; Hand Weapon; Harvester Cannon;
Caught by the Iron Claw; Daemonic; Hatred (Daemons of Slaanesh); Immune to Psychology; Implacable
Advance; Large Target; Natural Armour (4+); Terror; Thunderstomp; Armour Piercing; Multiple Wounds
(D6); Multiple Wounds (D6)

Type

WS

BS

Ld

AS

WSv Cost

Bloodletters of Khorne (15 , 240 pts)


Bloodletters of Khorne 14
In
5
5
5
4+*
3
1
4
1
7
6+
5+
240
Composition: Core
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
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

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

Name

Type

WS

BS

Ld

Beasts of Nurgle (3 , 180 pts)


Beasts of Nurgle

MB

D6+1

AS

WSv Cost
4}+,
5+

180

Composition: Special
Attention Seeker; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to
Psychology; Poisoned Attacks; Random Attacks (D6+1); Regeneration; Slime Trail; Stomp
Total Cost:

1997

Option Footnotes
Battle Standard Bearer
Chaos Armour
Daemonbone Claw

Daemonic Flight
General
Greater Gift
Hand Weapon
Harvester Cannon

Hellblade
Lesser Gift
Musician
Phlegm Bombardment

Plaguesword
Standard Bearer
Attention Seeker
Brass Behemoth
Caught by the Iron Claw

Daemon of Khorne
Daemon of Nurgle
Daemonic

Fear

Fly

Hatred (Daemons of
Slaanesh)
Hatred (Daemons of
Tzeentch)
Immune to Psychology
Implacable Advance
Large Target
Magic Resistance (1)
Natural Armour (4+)

Options
Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.
4+ armour save.
A Soul Grinder with this upgrade can exchange all its Attacks for a single special Attack - this is declared after the
Caught by the Iron Claw rule is resolved. This Attack is resolved at Strength 10 and has the Multiple Wounds (D6)
special rule.
Grants the Fly special rule.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
Roll a D6 on the Greater Gift table. Each gift can only be taken once per model; re-roll any duplicate results for a
single model until a different gift is rolled. Any Daemonic Gift can be swapped for result 0 on the relevant table.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Range 12", Strength 5, Armour Piercing. Fires a number of shots equal to the roll of an artillery dice.
If a misfire is rolled on the artillery dice, the Soul Grinder instead suffers a wound with no saves of any kind
allowed.
Magical Weapon. Killing Blow.
Roll a D6 on the Lesser Gift table. Each gift can only be taken once per model; re-roll any duplicate results for a
single model until a different gift is rolled. Any Daemonic Gift can be swapped for result 0 on the relevant table.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
(Stone Thrower) Range 12-60", Strength 3(9), Multiple Wounds (D6), may fire indirectly.
If a misfire is rolled on the artillery dice, the Soul Grinder suffers a wound with no saves of any kind allowed instead
of rolling on the chart.
Magic Weapon. Poisoned Attacks.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Can issue and accept challenges.
A Juggernaut improves it's rider's armour save by +2, rather than the usual +1.
Immediately before the Soul Grinder makes its Attacks, nominate one model in base contact with the Soul Grinder.
That model must pass an Initiative test. If the test is failed, all other attacks the Soul Grinder makes against that
model this turn hit automatically.
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.
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.
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.
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.
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.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
This model can move (not march) and still shoot any one of its weapons.
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Improves the unit's ward save by 1 against spells.
Improves the model's armour save.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

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

Poisoned Attacks
Random Attacks (D6+1)
Regeneration
Scaly Skin (6+)
Slime Trail
Stomp
Swiftstride
Terror

Thunderstomp

Armour Piercing
Killing Blow

Multiple Wounds (D6)


Poisoned Attacks

Poisoned hits wound automatically on a To Hit roll of 6.


Must roll before striking blows to determinate the number of attacks the model will make.
4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of
that phase.
Improves the model's armour save.
Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this rule.
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.
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
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.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.
If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,
War Beasts or Swarms in base contact.
Equipment Special Rules
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armour
save modifier.
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.
Each unsaved Wound inflicted is multiplied by the number indicated.
Poisoned hits wound automatically on a To Hit roll of 6.

Roster Statistics
Fortitude: 7
General's Ld: 9
# Models: 53
Total Characters: 570
Total Core: 707
Total Magic Items: 95
Total Rare: 315
Total Special: 405
% Characters: 28.5
% Core: 35.4
% Magic Items: 4.8
% Rare: 15.8
% Special: 20.3

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

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

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