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Name
Type
WS BS
Ld
AS
Name
1 A monster or character that suffers unsaved wounds from this weapon also lose 1 Attack per
wound suffered.
1 The character adds +1 to his channeling attempts and knows one more spell than normal.
1 Breath Weapon, Strength 4, Flaming Attacks.
Flaming Attacks
1 Model gains Scaly Skin (5+)
Scaly Skin (5+)
1 Must choose spells from the Lore of Nurgle.
Type
WS BS
Ld
AS
490
[5]
[25]
[30]
[20]
[0]
1
Ca
4
5
3
4/5
4
1
5
3
8
1+
Mark of Nurgle; Hand Weapon; Ensorcelled Weapons; Chaos Armour; Shield; Eye of the Gods
Chaos Steed 6
8/7
3
4
3
1
3
1
5
Swiftstride
Name
Forsaken (15 , 315 pts)
Forsaken of Khorne
Name
Type
WS BS
Ld
AS
Name
Chaos Chariot (3 , 110 pts)
Chaos Chariot
15
In
6
4
4
4
1
4 D3/D3+18
4+
315
Forsaken of Khorne; Hand Weapon; Chaos Armour; Extra Attack; Freakish Mutations; Frenzy; Hatred;
Immune to Psychology; Random Attacks (D3)
Type
WS BS
Ld
AS
Type
Warhorse
WS BS
1
Ch
5
5
Scythed wheels; Impact Hits (D6+1); Swiftstride
2
Halberd
Chaos Steed 2
Swiftstride
Name
505
1
In
4
5
3
4
4
1
5
3/4
8
3+
[29]
Mark of Nurgle; Hand Weapon; Additional Hand Weapon; Chaos Armour; Shield; Eye of the Gods; Extra
Attack
Chaos Charioteer
[0]
[55]
Ld
AS
3+
110
4/5
[0]
[0]
Ld
AS
5
Ca
4
4
3
3
3
1
Hand Weapon; Fast Cavalry; Swiftstride; Vanguard
6+
70
Type
WS BS
Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.
[0]
Name
Type
WS BS
Ld
AS
1
Mo
3
4
3
5
6
5
1
5
4
4+
5+
210
Caged Fury; Daemonic Attacks; Deamonic Construction; Doomfire; Immune to Psychology; Large
Target; Monster and Handlers; Terror; Unbreakable; Move or Fire; Multiple Wounds (D6); Slow to Fire
3
Hand Weapon
[0]
Total Cost:
2000
Option Footnotes
Barding
Mount
Grants a +1 armour save bonus but reduces Movement by 1.
Options
(Foot) Extra Attack, Requires Two Hands.
4+ armour save. Wizards can still cast spells.
Grants the Fly special rule.
+1 Strength, magical attacks.
Grants Hatred.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+1 Strength, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Can channel Power and Dispel dice. Adds +3 to all attempts to cast and dispel. Knows 3 spells.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Improves Impact Hits.
+1 armour save bonus.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Caged Fury
Daemonic Attacks
Daemonic Invulnerability
Deamonic Construction
Doomfire
Extra Attack
Eye of the Gods
Fast Cavalry
Fear
Flaming Attacks
Fly
Freakish Mutations
Frenzy
Hatred
Hatred (Daemons of
Tzeentch)
Immune to Psychology
Impact Hits (D6+1)
Large Target
Monster and Handlers
Special Rules
At the start of your turn, if it not in combat, take a Leadership test. If passed, unit acts as normal. If failed, pivot unit
to face closest enemy. It is then subject to Random Movement (3D6) until the start of the next turn, except it can
only move forwards.
Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks they make.
Model has a 5+ ward save.
4+ armour save, 5+ ward save.
Range 12-60", Strength 5(10), Move or Fire, Slow to Fire, Multiple Wounds (D6). Fires like a Stone Thrower.
Multiple Wounds applies only to the high-Strength hit. Any unit that suffers one or more casualties must take a Panic
test, with a -1 penalty to their Leadership.
Grants +1 Attack.
Models with this rule can never refuse a challenge and must always issue one if possible. In addition when the model
kills a monster, or an opponent in a challenge, immediately make a 2D6 roll on the Eye of the Gods Table.
Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, can
move and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in which
it marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule until
the character leaves.
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.
Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls
when shooting at or assaulting a building.
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.
If a unit of Forsaken is in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6
on the Forsaken Mutations Table. The effect lasts until the end of the Close Combat phase.
Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose to
restrain pursuit (or overrun) if they beat a foe in close combat.
Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a
charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a charge
against the nearest viable enemy.
Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules are
lost.
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.
Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the
enemy. Those hits hit automatically, and roll to wound using the Strength of the model.
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground! ability range
is increased to 18".
Roll a D6 for every wound suffered. On 1-4 the monster suffers the wound as normal, on 5-6 a handler is removed
instead. When all handlers are removed, monster must take a Monster Reaction test. If monster is removed, so are its
handlers.
Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.
Thunderstomp
Unbreakable
Vanguard
Extra Attack
Move or Fire
Multiple Wounds (D6)
Slow to Fire
Hellcannon Misfire Table
Must roll before striking blows to determinate the number of attacks the model will make.
Improves the model's armour save.
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.
A unit composed entirely of models with this rule is Immune to Psychology and passes Break tests automatically.
Non-Unbreakable characters cannot join Unbreakable units.
After deployment, the unit can make a free movement of up to 12".
Equipment Special Rules
Grants +1 Attack.
Can't shoot if moved previously during the turn.
Each unsaved Wound inflicted is multiplied by the number indicated.
Cannot Stand and Shoot.
Roster Notes
1) Free at Last! : Remove the Hellcannon and the Chaos Dwarf Handlers from play and every unit within 3D6" takes
D6 Strength 5 hits.
2) Schlurp : Remove all remaining Handlers from play.
3) Thzzzz : All Wizards within 24" must take a Leadership test or suffer a miscast. Ignore any instruction to lost dice
from the pool. Spells are lost randomly.
4) Grrraaagh : Remove D3 Handlers from play.
5) Blooood : Immediately move 3D6" forward as if subject to Random Movement.
6) Boom!: Resolve as if a Hit! had been rolled, doubling the Strength of any hits (to a maximum of 10). Cannot fire
for rest of the game.
1-2) Uh? Monster is subject to Stupidity.
3-4) Grrrrr. Monster can't move nor pursue for the remainder of the game, but gains Unbreakable.
5-6) Raaargh! Monster gains Hatred and Frenzy. Will always charge closest eligible enemy and doesn't lose Frenzy if
defeated in combat.
Created with Army Builder - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved.