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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
Name
Type
WS
BS
Ld
AS
WSv Cost
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
Name
Type
WS
BS
Ld
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.
Poisoned Attacks
Random Attacks (D6+1)
Regeneration
Scaly Skin (6+)
Slime Trail
Stomp
Swiftstride
Terror
Thunderstomp
Armour Piercing
Killing Blow
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.