Lost&Damned

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By Audrey Ewing

With special thanks to Jervis johnson, Zac Belado, Neal Hunt


and everyone at the Specialist Games forum and Epicomms for all of the input and suggestions.
You helped make the list what it is.

LD1.0 CHAOS CULTISTS - THE LOST AND THE DAMNED

Even on worlds where the Imperial Cult is rigidly adhered to, there are some who are lured by the power of Chaos. Secret cabals spring
up on hundreds of planets even as the Inquisition ruthlessly purges sects and hidden organizations across the Imperium. Led by an Arch
Heretic and his secret coven of manipulators, assassins and iconoclasts, the Cult covertly spreads the doctrines of Chaos. Imperial
citizens from every strata of society – soldiers, factory workers, clerks, even high-ranking officials - all are enticed with the promises of
power, vengeance, and a better world.

The Arch Heretic will lead his followers in secret rites, summoning hideous daemons to aid them in their insane quest for domination.
Mutants and beasts, the children of Chaos, are accepted as brethren and swell the ranks of the cult. Whole companies of planetary
defense force troops swear allegiance to the Chaos Gods or are manipulated to fight unknowingly for Chaos. When the time is right,
these insidious groups rise up in bloody revolt, attempting to oust the rightful rulers of the planet and throw their world at the feet of the
Chaos Gods. Many are discovered and swiftly executed by the Adeptus Arbites and Inquisition, but there are always others willing to
trade their soul for alluring promises of power and immortality.

During Abaddon’s Thirteenth Black Crusade, a large uprising of chaos cultists occurred on the gate world of Cadia. A horde of mutants
from the notorious Stigmatus Covenant numbering almost ten thousand assaulted positions held by the Imperial Fists Space Marine
chapter. While the hated servants of the false emperor eventually drove back the besieging cultists, at the height of the assault on the
walls of Kasr Vasan, a group of several hundred cultists overwhelmed the Imperial Fist’s company commander, Captain Tialo. The
cultists breached the wall and inflicted great damage on the defenders of the Imperium.

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LD1.1 THE LOST AND THE DAMNED SPECIAL RULES

LD1.1.1 Initiative & Strategy Rating factions hold a millennia-old hatred of each other. Although the
factions will often unite under a powerful Demagogue to fight a
common enemy, their enmity can cause problems during a battle.
Formation Initiative This is represented by the following rules:

Cultist Covens, Traitor Support, Plague 3+ Formations belonging to Khorne hate those belonging to
Zombies and Daemon Engines. Slaanesh, and vice-versa.
Formations belonging to Tzeentch hate those belonging to Nurgle,
Daemon Engine Aircraft and Traitor Navy. 2+ and vice-versa.

A formation that has no units from a hated formation within 30cm


Armies of the Lost and the Damned have a strategy rating of 2.
of any of its units receives a +1 modifier to its Initiative test. If
even one hated unit is within 30cm then this bonus is lost. This
The Chaos Powers are quick to punish or reward their champions.
modifier only ever applies to units that are on the battlefield;
In the strategy phase if the Chaos player rolls a 6 they are
aircraft, spacecraft and any other formations that are not in play
rewarded for their tactical acumen with an additional 1D3 lesser
never receive the modifier.
daemons to add to their Daemon Pool (see LD1.1.3). If the Chaos
player rolls a 1 their patron Powers withdraw their support and the
Chaos player must remove 1D3 lesser daemons from their LD1.1.3 Summoned Units
Daemon Pool. If the Chaos player has no remaining lesser Formations that purchase the Daemonic Pact upgrade (see the
daemons in their Daemon Pool then there is no further effect. army list below) are able to summon daemons to the battlefield.
In order to summon daemons a players must first purchase a
LD1.1.2 Factions single Daemon Pool from which all formations with the
Each formation in an army of the Lost and the Damned belongs to Daemonic Pact upgrade will summon. Daemons in the Daemon
a faction that owes allegiance to one of the gods of Chaos Pool are purchased and noted only as being lesser or greater
(Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. daemons, not by their faction. The summoning formation’s faction
You must decide which faction each formation in your army dictates what types of daemons may be summoned (see below).
belongs to before the battle and note it down on your army list. Players should either write down the contents of their Daemon
With the exception of those formations that worship Chaos Pool or use tokens to indicate the number of each lesser and
Undivided, the different factions do not get along well, and some greater daemon they have available to summon during a game.
The Chaos player’s opponent is always able to view the number
of lesser and greater daemons remaining in the Daemon Pool. The
Daemon Pool is kept off the board and daemons are removed
from it as formations summon daemons onto the board.

At the start of that formation’s action, before the action test dice
roll is made, the formation may summon daemonic units from the
Daemon Pool. Summoning allows you to call 2D3 summoning
points worth of daemonic units to the battlefield (the number of
summoning points it costs to summon a unit will be listed on its
data sheet, but as a general rule greater daemons cost 8
summoning points and all other units cost 1 summoning point
each). Summoning points must be used to summon daemonic
units from the Daemon Pool and summoned units are brought into
play immediately. If for any reason any summoning points
generated are not used, they are lost and may not be carried over
into subsequent turns. You may only summon as many daemons
as you have left in your Daemon Pool. Left over daemonic units
may be summoned during a later turn. Daemonic units that are
destroyed are removed from play and are not put back into the
Daemon Pool. Broken formations or formations that have not
bought a Daemonic Pact may not summon daemons.

Players may only have one greater daemon of a given faction in


the army on the board at one time. For example, if you already
have a summoned Bloodthirster on the board you are not allowed
to summon another Bloodthirster until that first greater daemon
has been removed from play.

Summoned units must be set up with their base within 5cm of any
non-daemonic unit from their formation, (i.e. you cannot place a
‘chain’ of summoned units). They may not be set up in the Zone
of Control of an enemy unit or in impassable terrain. The type of
unit that can be summoned depends on the summoning
formation’s faction, as follows:

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summoned again they will have that same DC. Summoned units
that are destroyed are not put back into the Daemon Pool. Note
Faction Daemons that this may lead to the formation breaking if the number of Blast
Khorne Bloodthirster, Bloodletters Markers on the formation is greater than the number of units left
in play after the summoned units have been removed. When a
Nurgle Great Unclean One, Plaguebearers formation breaks any summoned units in the formation are lost in
the warp and considered destroyed. They do not go back into the
Slaanesh Keeper of Secrets, Daemonettes
Daemon Pool.
Tzeentch Lord of Change, Flamers
Any faction Daemonic Beasts Special Rule
LD 1.1.4 Augment Summoning
Summoned units count as part of the formation for all rules Some chaos units are noted as having Augment Summoning
purposes as long as they remain on the battlefield. The only (+x). Units with this ability add a number of summoning
exception to the normal rules is when a summoned unit is points equal to "x" when the formation they are in summons
destroyed it does not cause a blast marker to be placed on the daemons (see 1.1.3 Summoning Units). For example, a unit
formation. They are otherwise counted as normal units, and are noted as having Augment Summoning (+2D3) would allow a
included when working out if a formation outnumbers an formation with a Daemonic Pact to roll 4D3 for summoning
opponent in an assault or is broken by blast markers, etc. Note points as opposed to the usual 2D3. Note you only receive the
that Daemons that are killed in an assault do count towards the augment summoning bonus if you bought a Daemonic Pact for
number of units killed by the enemy when working out modifiers the formation.
to the result dice roll. If a formation loses an assault (see Core
Rules 1.12.8 Loser Withdraws) you remove extra hits from the
formation before it is considered broken and all the remaining Special Rule
summoned units are removed
LD 1.1.5 Daemonic Focus
Summoned units remain on the battlefield until the end phase of
the turn in which they are summoned. In the end of the rally Certain Chaos units are noted as having Daemonic Focus.
phase, after formations have attempted to rally, all summoned Units with this ability may keep any or all summoned units
units in the formation are removed from the board and placed that belong to the formation in play. Summoned units do not
back into the Daemon Pool unless the formation has a unit with vanish back into the warp after the formation has attempted to
Daemonic Focus (see LD 1.1.5 below). Greater Daemons that are rally. Chaos units with Daemonic Focus may not be used to
returned to the Daemon Pool keep the same DC they had when keep summoned units in play if the formation is broken.
they left the battlefield. They do not heal back to full DC, so when

Example: A Chaos player begins her army creation process by purchasing a Daemon Pool to be used by her summoning
formations. She purchases 14 lesser daemons and 2 greater daemons. These daemons are not affiliated with any particular
faction until they are summoned. When purchasing formations she chooses the Daemonic Pact upgrade for two formations;
a Khorne and a Nurgle formation. During her first turn she indicates that the Nurgle formation will be summoning daemons.
She rolls 2D3 and gets 5 summoning points. She decides to summon 5 Plaguebearers, each stand costing a single
summoning point. She removes 5 lesser daemons from the Daemon Pool leaving 9 lesser daemons left and places 5
Plaguebearers on the table. In her second turn she decides to summon daemons using the Khornate formation. She also
purchased a Demagoge for this formation so she rolls 2D3, the base amount she gets to summon, and then rolls an
additional 2D3 because of the Demagoge’s Augment Summoning ability. She receives 12 summoning points. She uses 8
points to summon a Bloodthirster, 2 points to summon 2 Daemonic Beasts and the last 2 points to summon 2 Bloodletters.
This leaves her with 5 lesser daemons and 1 greater daemon in her Deamon Pool.

LD2.0 THE STIGMATUS COVENANT CHAOS CULTIST ARMY LIST

LD2.1 Using The Army List coven, as shown on the upgrade chart. The upgrade chart
The following army list allows you to field a Chaos Cult also lists the units that make up the upgrade. Each upgrade
army based on the Stigmatus Covenant Cult that arose in may only be taken once per formation.
the Mackan system during Abaddon’s 13th Crusade. It can
also be used as a ‘stand in’ army list for other Cult armies. Each Stigmatus Cultist coven included in the army allows
the player to take one Stigmatus Covenant Support Coven.
The followers of the Stigmatus Covenant Cult are Chaos Daemon Engine covens must be chaos undivided or
organized into formations called covens. Each Cultist belong to the same faction as the Cultist coven associated
coven may also include a number of extra units called with it. For example, if the army included two Khorne
upgrades. The charts below shows what units comprise a Stigmatus Cultist covens the army could include two
Cultist coven, what upgrades are allowed, and their points Khorne daemon engines covens or one Khorne and one
cost. Each upgrade that is taken adds to the cost of the undivided daemon engine coven.

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LD2.1.1 The Lost And The Damned Demagogue
One Demagogue, Chaos Marine Aspiring Champion or Daemon Prince in the army must be upgraded to an Arch Heretic.
This character upgrade does not cost any additional points.

Stigmatus Covenant Covens


Formation Type Units Points Cost
Stigmatus Covenant Coven One Demagogue or Chaos Marine Aspiring Champion and eleven 200 points
Cultist or Mutant units.
You may choose any mix of Cultist and Mutants as long as it adds
up to eleven units.
Daemon Pool Lesser Daemon units 20 points each
Greater Daemon units 100 points each

Stigmatus Covenant Upgrades


(Each Covenant Cultist upgrade may be taken once per Cultist formation.)
Upgrade Units Points Cost
Daemon Prince Replace the Demagogue or Chaos Marine Aspiring Champion +50 points
with a Daemon Prince
Icon Bearer One Icon Bearer character upgrade. +40 points
Cultists or Mutants Add up to eight Cultist or Mutants units to the coven. 15 points each
You may choose to add any mix of Cultist and Mutants as long it
does not exceed eight units.
Big Mutants Replace one to six Cultist and/or Mutant units with an equal 20 points each
number of Big Mutant units.
Chaos Spawn Add one Chaos Spawn unit to the coven. 25 points
Chaos Hounds Add one to three Chaos Hounds to the coven. 10 points each
Chaos Altar Add one Chaos Altar to the coven. 150 points each
Traitor Fire Support Add up to four Traitor Fire Support units to the coven. 25 points each
Traitor Tank Squadron Add up to three Traitor Leman Russ or Leman Russ Demolishers 70 points each
to the coven.
Traitor Griffon Battery Add up to three Traitor Griffons to the coven. 35 points each
Traitor Hellhound Squadron Add up to three Traitor Hellhounds to the coven. 50 points each
Traitor Flak Add up to two Traitor Hydras to the coven. 50 points each
Transports Add Land Transporters to the coven. 10 points each
Add Traitor Chimera tot he coven. 25 points each
If you choose to take this option then you must take exactly
enough Land Transporters or Chimera to carry all infantry units
that move 15cm or less after any other upgrades that can transport
units have been taken. No spare transport spaces may be ‘left
over’ if it is possible to avoid it. You may mix and match Land
Transporters and Traitor Chimera.
Daemonic Pact Allows the formation to summon daemons from the Daemon Pool. 25 points

Stigmatus Covenant Plague Zombie Infestation


(You may take 0-2 Plague Zombie Infestations in an army.)
Formation Type Units Points Cost
Plague Zombie Infestation 3D6 Plague Zombie units. 175 points

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Stigmatus Covenant Support Covens
(You may take only one Stigmatus Covenant Support coven per Cultist coven chosen from the three categories below: Daemon Engines,
Traitor Support or Traitor Navy).
Formation Type Units Points Cost
Daemon Engines
(The Daemon Engine formation must be chaos undivided or belong to the same faction as the Cultist coven associated with them).
Khorne: Lord of Battles One to two Lords of Battles. 400 points each
Khorne: Daemon Assault Engines Four Demonic Assault Engines 300 points
Nurgle: Plague Tower One to two Plague Towers. 325 points each
Nurgle: Contagion Towers Four Contagion Towers. 325 points
Slaanesh: Daemon Scout Titan One to two Daemon Scout Titans.
Questors 275 points each
Subjugators 225 points each
Slaanesh: Daemon Knights Four Daemon Knights 275 points
Tzeentch: Firelord One to three Firelords. 150 points each
Tzeentch: Doomwings Three Doomwings. 150 points
Tzeentch: Silver Towers Four Silver Towers 325 points
Undivided: Hellfire Cannons Four Hellfire Cannons 200 points
Undivided: Defilers Four Defilers 400 points
Traitor Support
Traitor Rough Rider Platoon Six Traitor Rough Rider units. 150 points
Traitor Sentinel Squadron Four Traitor Sentinels. 100 points
Traitor Artillery Battery Four Basilisk. 325 points
Traitor Armoured Company Six Traitor Leman Russ 400 points
Traitor Navy
Traitor Thunderbolt Fighters Two Thunderbolt Fighters. 150 points
Traitor Marauder Bombers Two Marauder Bombers. 300 points

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LD3.0 STIGMATUS COVEN UNITS

DEMAGOGUE
The Chaos Gods smile on certain of their followers, granting them psychic powers or blessing them with mutations. Those that survive
the capricious gifts of their patrons often rise to positions of leadership.
Type Speed Armour Close Combat Firefight

Infantry 15cm 6+ 5+ 5+
Weapon Range Firepower Notes

Firearms (15cm) Small Arms


Heavy Weapons 30cm AP6+/AT6+
Daemon Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)
Arcane Powers 30cm MW6+ Macro Weapon
Notes: Invulnerable Save, Augment Summoning (+2D3).

CHAOS MARINE ASPIRING CHAMPION


Not all Chaos Space Marines choose to remain with their Legion eternally. Personal ambition, vendettas, jealousies, rivalries or the
commands of their patrons may set their feet on a very different path. It is easy enough for such powerful warriors to quickly rise to the
role of war chief, tyrant or despot to the lesser minions of Chaos.
Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 4+ 4+
Weapon Range Firepower Notes

Bolters (15cm) Small Arms


Heavy Weapons 30cm AP6+/AT6+
Daemon Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)
Notes: Invulnerable Save, Commander, Leader.

DAEMON PRINCE
Occasionally the powers of Chaos will smile with unique affection upon a particular champion and grant them tremendous power. The
champion may grow to tremendous stature over time or be temporarily drawn into the warp only to return in dramatically different form.
Regardless of the process, however, they are clearly daemonic, exhibiting tremendous physical prowess and wielding daemonic weapons
and crushing psychic abilities.
Type Speed Armour Close Combat Firefight

Infantry 15cm (30cm) 3+ (4+) 3+ 3+


Weapon Range Firepower Notes

Possessed Weapon (base contact) Assault Weapon Macro Weapon, Titan Killer (1), Extra Attack (+2)
Warp Blast (15cm) Small Arms Macro Weapon, Extra Attack (+1), Titan Killer (1)
Notes: Commander, Leader. Fearless, Reinforced Armour, Teleport. The Daemon Prince may have wings. If this option is taken he
counts as having a jump pack and his speed is increased to 30cms. However his armour save is reduced to 4+. The different values for
taking wings are shown in (brackets) above.

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ARCH HERETIC
Whenever a chaos cult undertakes an uprising, there is invariably a leader of diabolic charisma who drives them to a fever pitch.
Type Speed Armour Close Combat Firefight

Character na na na na
Weapon Range Firepower Notes

None - -
Notes: Character, Supreme Commander.

ICON BEARER
An icon bearer carriers into a battle a revered item amongst chaos followers. It is a direct link to the minions of the chaos powers. The
runes inscribed on the icon are a powerful conjuration and binding tool for daemons. So powerful that summoned daemons can use the
icon as a focal point that anchors them in the material world for longer times. Thus letting daemons cause more carnage and torment for
their masters.
Type Speed Armour Close Combat Firefight

Character na na na na
Weapon Range Firepower Notes

None - -
Notes: Character, Leader, Daemonic Focus, Invulnerable Save.

CULTISTS
Cultists are those that have turned from the Emperor's light and joined fortunes with the servants of darkness. Mercenaries, pirates,
military deserters and renegades flock to the banners of the coven in the hopes of being rewarded for their perfidy with wealth, power and
prestige. Ever entire worlds have turned to chaos to survive and wring out their miserable lives a little longer. Cultists are typically well
armed with weaponry stolen and scavenged from a variety of sources.
Type Speed Armour Close Combat Firefight

Infantry 15cm none 5+ 6+


Weapon Range Firepower Notes

Firearms (15cm) Small Arms


Heavy Weapons 30cm AP6+/AT6+
Notes: None.

MUTANTS
A vast bulk of most Chaos legions is made up of a scrofulous tide of hideous mutants. These are the dregs of daemon and imperial worlds.
The fiercest and least crippled of these fight for a place in the coven before they go to war, hoping only to slay and plunder in their
masters name and perhaps earn the favour of the fickle gods of Chaos. Mutants are armed with a variety of crude blades, spears,
primitive pistols, bombs and clubs.
Type Speed Armour Close Combat Firefight

Infantry 15cm 6+ 4+ 6+
Weapon Range Firepower Notes

Firearms (15cm) Small Arms


Assorted Weapons (base contact) Assault Weapons
Notes: None.

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BIG MUTANTS
Mutation is rife among the legions of Chaos as the uncaring gods bestow their twisted blessings on their worshipers without rhyme or
reason. Big mutants are the grossest examples of their kind, huge and thickly muscled with an intellect to match. Whether these creatures
were originally human is almost impossible to tell now, some sport bestial heads, dragging knuckles and scaly hides. In battle such
creatures instinctively group together. With their massive strength big mutants are able to wield huge weapons or fire regular weapons as
they were small pistols.
Type Speed Armour Close Combat Firefight

Infantry 15cm 3+ 4+ 4+
Weapon Range Firepower Notes

Big Weapons (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)
2 x Heavy Stubber 30cm AP6+or Small Arms
Notes: Big Mutants are strong enough to wield a heavy stubber in much the same manner that other troops use pistols and this is why
they have such a high firefight value.

CHAOS SPAWN
To gain the attention of the Chaos gods is a supremely risky venture. It may lead to power and riches beyond measure, but it may equally
result in the supplicant being reduced to something far less than a man by the corrupting gifts of Chaos. Chaos spawn are heaving, ever
changing masses of flesh, bone and gristle which really have no sane right to be moving around under their own power. But they do move
and chase and eat and… well it all gets pretty ugly pretty quickly. Chaos legions use spawn as terror weapons, unleashing packs of them
to hurl themselves at the enemy in a nightmare wave of hopping, drooling, tentacular madness.
Type Speed Armour Close Combat Firefight

Infantry 15cm 3+ 3+ none


Weapon Range Firepower Notes

Horrific Mutations (base contact) Assault Weapons Extra Attacks (+D3)


Notes: Invulnerable Save, Fearless.

CHAOS HOUNDS
Chaos hounds embody the worst elements of a nightmare hunter. Their bodies are twisted and deformed by the power of the warp so that
glistening flesh and muscle are visible through the rips and tears in their lumpen hides and matted hair. Despite their hideous appearance
they are lithe and strong, their loping strides capable of catching a fleeing man in a few bounds, pulling them down to their inevitable
doom in their shark-like maws.
Type Speed Armour Close Combat Firefight

Infantry 30cm 6+ 4+ none


Weapon Range Firepower Notes

Teeth (base contact) Assault Weapons


Notes: None.

PLAGUE ZOMBIES
Plague Zombies, like Chaos Spawn, are the result of the corrupting gifts of Chaos gone awry for the recipient. The changes to their
mental state are comparable to the physical mutations of a Spawn. They are incapable of comprehending the world in human terms. They
are insensible to pain or fear and their bodies rapidly decay as they are unable to maintain themselves. Plague Zombies can also be used
to represent blood-crazed Khornate followers, drug-induced Slaaneshi madmen, or possessed Tzeentchi savants.
Type Speed Armour Close Combat Firefight

Infantry 10cm 5+ 6+ none


Weapon Range Firepower Notes

Claws and Teeth (base contact) Assault Weapons


Notes: Fearless, Infiltrators, Infestation-treat placement just like Teleport, but after placing one unit roll 3D6 to see how many total stands
of Plague Zombies there are, then roll for Blast Markers as usual for Teleporting. (Design Note: This represents an infestation of Plague
Zombies that has been released upon the enemy). Plague Zombies may contest objectives in games but may not hold objectives.

8
LAND TRANSPORTER
The coven uses crude trucks, transports and various assorted vehicles to carry troops into battle. Most all of them that have been
modified for battle by welding on extra plates of armour and adding various heavy weapons that have been acquired from the local PDF.
Type Speed Armour Close Combat Firefight

Light Vehicle 30cm 5+ 6+ 6+


Weapon Range Firepower Notes

Heavy Weapons 30cm AP6+/AT6+


Notes: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Marine Champion, Daemon Prince, Chaos
Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon Princes, Chaos Spawn and Big Mutants take up two
transport spaces each.)

CHAOS ALTAR
Before large battles cultists will labor to build massive mobile altars to the chaos gods they worship so their patron deity will bestow gifts
and powers upon them during the conflict. Each Chaos Altar is a unique construct. Some are floating altars with multiple needle like
towers powered by arcane magic, others are massive wheeled engines of brass and iron driven forward by the carnage and blood of their
enemy, and still others are large altars of stone pulled by mutated chaos beasts or spawn, drawing power from the cries and screams of
pain and agony. Thus during battle the Chaos Altar is a source of inspiration, arcane powers and a focal point for the infinite daemons of
chaos to break through from the warp into the material world
Type Speed Armour Close Combat Firefight

War Engine 15cm 4+ 4+ 4+


Weapon Range Firepower Notes

Arcane Technology 45cm D3 x AP4+/AT4+/AA4+


Notes: Damage Capacity 3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus.
Critical Damage: The Altar is dragged into the warp and destroyed. Remove it from play. All units within 5cm suffer a MW6+ attack
from the backlash of the raw power of the warp.

LD3.1 CHAOS DAEMON ENGINE UNITS

KHORNE LORD OF BATTLES


The Lord of Battle is a machine-spirit dedicated to Khorne and is constructed of black iron and brass and embodies all the destructive
powers of mechanized warfare. It is cross between a titan and Greater Daemon. Its daemonic soul howls with savage joy as it crashes
into the enemy with its cannons blazing. The death storm is extremely effective at cutting a swathe of destruction through troops or lightly
armoured vehicles, laying down a curtain of explosives and flying shrapnel. Its tank-sized chainfist, with a whirling chain driven saw
made of hundreds of sharp blades, is capable of chopping down most any opponent. Despite the destructive capabilities of the Lord of
Battle it’s thirst for war is never truly quenched, even by a veritable mountain of dead foes.
Type Speed Armour Close Combat Firefight

War Engine 25cm 4+ 2+ 4+


Weapon Range Firepower Notes

Death Storm 45cm 4 x AP4+/AT4+


Chain Fist (base contact) Assault Weapon Macro Weapon, Extra Attacks (+3)
2 x Battlecannon 75cm AP4+/AT4+
Notes: Damage Capacity 6, Reinforced Armour, Thick Rear Armour, Fearless.
Critical Damage: The Lord of Battles is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move
takes the Lord of Battles into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and
suffers an extra point of damage. If the Lord of Battles rampages into or over any units then they will take a hit on a D6 roll of 4+ (make
saving throws for the units normally).

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KHORNE DAEMON ASSAULT ENGINE
Daemon Assault Engines vary in size and appearance but all are large and have many weapons. Covered with heavy armour of black
steel and marked with brass skull runes of Khorne they resemble deadly hulking monsters. The Daemon Assault Engines bristle with
crude cannons, snapping blades, saw-like close combat weapons and other lethal appendages. Their advance is almost unstoppable as
they clank forward on rattling tracks or spiked wheels. Khorne’s followers are the most lethal inventors of daemon engines, building the
awe-inspiring Brass Scorpion, Blood Reapers, Tower of Skulls, Cauldron of Blood and the mighty Deathdealers.
Type Speed Armour Close Combat Firefight

Armoured Vehicle 25cm 4+ 3+ 5+


Weapon Range Firepower Notes

Blood Cannons 30cm 2 x AP4+/AT5+


Daemon Blades/Spikes (base contact) Assault Weapons Extra Attacks (+D3)
Notes: Reinforced Armour, Fearless.

NURGLE PLAGUE TOWER


The massive mortar and cannons of the Plague Tower blast the foe apart as its ramshackle frame trundles across the battlefield. It is
driven along by the power of trapped souls, the victims of Nurgle’s many plagues. These unfortunate beings are imprisoned within the
bowels of the Plague Tower and their raw agony and terror feeds its arcane engines. The massive size of the Plague Tower enables it to
crush smaller foes under it’s huge wheels, or shunt them aside with no pause in it’s inexorable progress. The Plague Tower is capable of
transporting Nurgle’s plague ridden legions. Inside its protective walls, the demented followers of Nurgle howl their praises to the Lord of
Plagues before launching their purulent charge.
Type Speed Armour Close Combat Firefight

War Engine 15cm 4+ 4+ 4+


Weapon Range Firepower Notes

Plague Mortar 60cm 3+D3BP Disrupt, Fixed Forward Arc


Rot Cannon 90cm AP3+/AT5+ Ignore Cover, Fixed Forward Arc
2 x Battlecannon 75cm AP4+/AT4+
Notes: Damage Capacity 6, Reinforced Armour, Fearless. Transport (May transport sixteen of the following units: Arch Heretic, Daemon
Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers, Great Unclean One. Chaos
Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up two transport spaces each).
Critical Damage: Internal explosions cause an extra point of damage and kill D3 selected passengers (no saves allowed). The player may
choose which units are killed.

NURGLE CONTAGION TOWER


As the worshippers of Nurlge advance across the battlefield the terrifying scream of plague catapults fills the air. Contagions of Nurgle
are crude structures bearing huge catapults which sling noxious volleys of plague-encrusted offal at the foe. When these vile bombs
impact they spray ichor and infected debris across a wide area. The pestilential aura that surrounds the site of these bombardments fills
the air with corruption and the malaise of Nurgle’s Rot spreads across the battlefield. Contagions are also equipped with vomit cannons
to use on enemy that approach too close. The vomit cannon sprays a gout of disgusting filth and disease, which surges over walls, around
trees and through windows.
Type Speed Armour Close Combat Firefight

Armoured Vehicle 15cm 5+ 5+ 5+


Weapon Range Firepower Notes

Plague Catapult 45cm 1BP Disrupt, Indirect Fire


Vomit Cannon 30cm AP4+/AT6+ Ignore Cover
Notes: Invulnerable Save, Fearless.

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SLAANESH SUBJUGATOR
The Subjugator embodies the essence of Slaanesh: lithe, swift and deadly. Its Hellslicers rip apart foe many times its own size while the
psychically-charged cannon leave a trail of charred wrecks and ashen corpses wherever they are fired.
Type Speed Armour Close Combat Firefight

War Engine 35cm 5+ 3+ 5+


Weapon Range Firepower Notes

Hellblades (base contact) Assault Weapon Extra Attacks (+2), Titan Killer (D3)
2 x Battlecannon 75cm AP4+/AT4+
Notes: Damage Capacity 3, 2 Void Shields, Walker, May step over units and impassable or dangerous terrain that is lower than the Titan’s
knees and up to 2cm wide, Reinforced Armour, Fearless.
Critical Damage: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the
Subjugator into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra
point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units
normally).

SLAANESH QUESTOR
The Questor gallops towards its foe with its long, powerful legs, the daemonic spirits inside chattering and screaming with the sensations
that battle brings. As the Castigator cannons are brought to bear, these shrieks turn to howls of elation as the foe are pummelled into dust
by an unceasing torrent of shells.
Type Speed Armour Close Combat Firefight

War Engine 35cm 5+ 5+ 3+


Weapon Range Firepower Notes

2 x Castigator Cannon 45cm 3 x AP3+/AT5+


2 x Battlecannon 75cm AP4+/AT4+
Notes: Damage Capacity 3, 2 Void Shields, Walker, May step over units and impassable or dangerous terrain that is lower than the Titan’s
knees and up to 2cm wide, Reinforced Armour, Fearless.
Critical Damage: The Questor is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Questor into
impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If
it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

SLAANESH DAEMON KNIGHT


The Hell-Scourge, Hell-Strider and Hell-Knight are collectively known as the Daemon Knights of Slaanesh. These sleek and graceful
machines lope across the battlefield, striding into the heart of the opposing army before unleashing a devastating volley of fire from their
cannons. As living daemonic machines they crush the opponents of Chaos and delight in the destruction of their foes, screeching
deafening hunting cries across the battlefield. They are machine-predators, the perfect hunters who mercilessly run down their quarry
with bounding strides from their elegant powerful legs. Daemon Knights have a pact instinct and are in constant telepathic
communication with each other. They make exceptional scouts using coordinated attacks and out flank the enemy with ease.
Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 4+ 5+ 4+


Weapon Range Firepower Notes

Castigator Cannon 45cm 3 x AP3+/AT5+


Notes: Walker, Invulnerable Save, Fearless, Scout.

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TZEENTCH DOOMWING
Many of the servants of Tzeentch possess the gift of flight to some extent. The strange Daemonic flyers of Tzeentch are no exception. The
Doomwing is a small interceptor. As deadly and maneuverable as an Eldar fighter these machines are a dreaded throughout the sectors
near the Eye of Terror.
Type Speed Armour Close Combat Firefight

Aircraft fighter 6+ na na
Weapon Range Firepower Notes

Flame Cannon 15cm AP4+/AT5+/AA5+ Ignore Cover, Fixed Forward Arc


Notes: Invulnerable Save.

TZEENTCH FIRELORD
The Firelord is a large Bomber. Nobody knows for sure if the machine is piloted by a traditional crew, possessed by a Daemon or perhaps
even guided by the hand of the Lord of Change himself. However it is certain that every time the scream of it's mighty engines are heard
Imperial soldiers run for cover from it's deadly payload of Firestorm bombs and warpfire thrower.
Type Speed Armour Close Combat Firefight

Aircraft bomber 4+ na na
Weapon Range Firepower Notes

Flame Cannon 15cm AP4+/AT5+/AA5+ Ignore Cover, Fixed Forward Arc


Twin Lascannon 45cm AT4+/AA4+ Fixed Forward
Firestorm Bombs 15cm D3BP Ignore Cover, Fixed Forward Arc
Notes: Invulnerable Save.

TZEENTCH SILVER TOWER


The Silver Towers of Tzeentch form an outlandish sight on the battlefield. They appear as clusters of intricately carved and fluted towers
resting upon a circular island and topped with slender minarets of gold or bronze. Each tower is a subtly different creation of disturbing
beauty, with the snouts of weird, magically-powered weapons studding their walls. The most disturbing aspect of the Silver Towers is that
they are not land-locked but drift through the skies above the battlefield.
Type Speed Armour Close Combat Firefight

Armoured Vehicle 20cm 4+ 6+ 4+


Weapon Range Firepower Notes

Arcane Cannons 45cm 3 x AP4+/AT4+


Beam of Power 60cm MW5+ Macro Weapon
Notes: Skimmer, Invulnerable Save, Fearless.

UNDIVIDED HELLFIRE CANNON


Hellfire Cannons are huge metal monstrosities. Crewed by twisted mutants, each contains a bound daemonic essence capable of hurling
bolts of devastating warp energy toward their foes.
Type Speed Armour Close Combat Firefight

Armoured Vehicle 15cm 4+ 6+ 4+


Weapon Range Firepower Notes

Hellfire Cannon 75cm MW4+ Macro Weapon


Notes: Invulnerable Save, Fearless.

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UNDIVIDED DEFILER
The Defiler was fashioned at the command of Abaddon the Despoiler. It is a six-legged, baroquely-forged machine with savage hooks
and barbs along its limbs. Shrouded in noxious fumes, its engine a bestial growl, the Defiler lays waste to the ground it drives over and
batters down the strongest defenses with its mighty battle cannon.
Type Speed Armour Close Combat Firefight

Armoured Vehicle 15cm 4+ 4+ 3+


Weapon Range Firepower Notes

Defiler Cannon 75cm AP4+/AT4+


or 75cm 1BP Indirect Fire
Twin Lascannon 45cm AT4+
Defiler Heavy Flamer 15cm AP4+ Ignore Cover

and (15cm) Small Arms Extra Attack (+1), Ignore Cover


Battle Claws (base) Assault Weapon Extra Attack (+1), Macro Weapon
Notes: Fearless. Invulnerable Save. Walker.

LD3.2 CHAOS DAEMON UNITS

BLOODTHIRSTER: GREATER DAEMON OF KHORNE

Type Speed Armour Close Combat Firefight

War Engine 30cm 4+ 3+ none


Weapon Range Firepower Notes

Axe of Khorne (base) Assault Weapons Extra Attacks (+2), Titan Killer
Bloodthirster’s Whip (base) Assault Weapons Extra Attacks (+1), Titan Killer
Notes: Damage Capacity 3. Inspiring. Walker. Wings (count as Jump Pack). Invulnerable save. Reinforced Armour. Fearless. Costs 8
points to summon.
Critical Hit Effect: The greater daemon is hurled back into the warp and destroyed. Any daemonic units within 5cms will be dragged
back into the warp with the greater daemon and destroyed on a roll of 6.

BLOODLETTERS

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 4+ -
Weapon Range Firepower Notes

Hellblades (base) Assault Weapons Extra Attacks (+1)


Notes: Invulnerable Save. Costs one point to summon.

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GREAT UNCLEAN ONE: GREATER DAEMON OF NURGLE

Type Speed Armour Close Combat Firefight


War Engine 15cm 4+ 4+ 4+
Weapon Range Firepower Notes
Nurgling Swarm (base) Assault Weapons Extra Attacks (+1)
Stream of Corruption 15cm Small Arms Ignore Cover, Disrupt, Extra Attacks (+1)
and Flame Template AP4+/AT5+ Disrupt, Ignore Cover
Notes: Damage Capacity 4. Inspiring. Walker. Invulnerable save. Reinforced Armour. Fearless. Costs 8 points to summon.
Critical Hit Effect: The greater daemon is hurled back into the warp and destroyed. Any daemonic units within 5cms will be dragged
back into the warp with the greater daemon and destroyed on a roll of 6.

PLAGUEBEARERS

Type Speed Armour Close Combat Firefight

Infantry 15cm 3+ 3+ 5+
Weapon Range Firepower Notes

Plague Swords (base) Assault Weapons


Plague of Flies (15cm) Small Arms
Notes: Invulnerable Save. Costs one point to summon.

KEEPER OF SECRETS: GREATER DAEMON OF SLAANESH

Type Speed Armour Close Combat Firefight


War Engine 15cm 4+ 3+ 4+
Weapon Range Firepower Notes
Gaze of Slaanesh 30cm 3 x MW 4+ Macro Weapon
and (15cm) Small Arms Extra Attacks (+1), Macro Weapon, First Strike
Lash of Torment (base) Assault Weapons Extra Attacks (+1), Macro Weapon, First Strike
Notes: Damage Capacity 3. Inspiring. Walker. Invulnerable save. Reinforced Armour. Fearless. Costs 8 points to summon.
Critical Hit Effect: The greater daemon is hurled back into the warp and destroyed. Any daemonic units within 5cms will be dragged
back into the warp with the greater daemon and destroyed on a roll of 6.

DAEMONETTES

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 3+ none


Weapon Range Firepower Notes

Daemonic Talons (base) Assault Weapons


Notes: First Strike. Invulnerable Save. Costs one point to summon.

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LORD OF CHANGE: GREATER DAEMON OF TZEENTCH

Type Speed Armour Close Combat Firefight


War Engine 30cm 4+ 5+ 3+
Weapon Range Firepower Notes
Bedlam Staff (base) Assault Weapons Extra Attacks (+1), Macro Weapon
Withering Gaze 45cm 2 x MW3+ Macro Weapon
and (15cm) Small Arms Extra Attacks (+1), Macro Weapon
Notes: Damage Capacity 3. Inspiring. Walker. Wings (count as Jump Pack). Invulnerable save. Reinforced Armour. Fearless. Costs 8
points to summon.
Critical Hit Effect: The greater daemon is hurled back into the warp and destroyed. Any daemonic units within 5cms will be dragged
back into the warp with the greater daemon and destroyed on a roll of 6.

FLAMERS

Type Speed Armour Close Combat Firefight

Infantry 15cm 5+ 5+ 4+
Weapon Range Firepower Notes

Flames of Tzeentch (base) Assault Weapons


and (15cm) Small Arms Extra Attacks (+1)
Notes: Invulnerable Save. Costs one point to summon.

DAEMONIC BEASTS

Type Speed Armour Close Combat Firefight

Infantry 20cm 4+ 3+ none


Weapon Range Firepower Notes

Claws and Fangs (base) Assault Weapons


Notes: Invulnerable Save. Infiltrator. Costs one point to summon.

LD3.3 TRAITOR PDF UNITS

TRAITOR FIRE SUPPORT


SEE IG LIST FOR STATS

TRAITOR ROUGH RIDERS


SEE IG LIST FOR STATS

TRAITOR CHIMERA
SEE IG LIST FOR STATS
Notes: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Marine Champion,
Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon
Princes, Chaos Spawn and Big Mutants take up two transport spaces each.)

TRAITOR HELLHOUND
SEE IG LIST FOR STATS

TRAITOR SENTINEL
SEE IG LIST FOR STATS

15
TRAITOR LEMAN RUSS
SEE IG LIST FOR STATS

TRAITOR LEMAN RUSS DEMOLISHER


SEE IG LIST FOR STATS

TRAITOR GRIFFON
SEE IG LIST FOR STATS

TRAITOR BASILISK
SEE IG LIST FOR STATS

TRAITOR HYDRA
SEE IG LIST FOR STATS

TRAITOR THUNDERBOLT
SEE IG LIST FOR STATS

TRAITOR MARAUDER
SEE IG LIST FOR STATS

APPENDIX A: OTHER DAEMONIC FORCES


These units either do not have models or are old models of units that are not in the tournament list. These stats can be used in
friendly games if your opponent agrees.

FLESH HOUNDS

Type Speed Armour Close Combat Firefight

Infantry 30cm 4+ 3+ -
Weapon Range Firepower Notes

Claws and Fangs (base) Assault Weapons


Notes: Invulnerable Save. Costs one point to summon.

NURGLINGS

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 5+ -
Weapon Range Firepower Notes

Tiny Sharp Teeth (base) Assault Weapons


Notes: Invulnerable Save. Two may be summoned for one point to summon.

DAEMONETTES ON RIDING BEASTS

Type Speed Armour Close Combat Firefight

Infantry 30cm 5+ 3+ -
Weapon Range Firepower Notes

Daemonic Talons (base) Assault Weapons


Notes: First Strike. Invulnerable Save. Costs one point to summon.

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SCREAMERS

Type Speed Armour Close Combat Firefight

Infantry 30cm 5+ 3+ -
Weapon Range Firepower Notes

Claws and Fangs (base) Assault Weapons


Notes: Jump Packs. Invulnerable Save. Costs one point to summon.

HORRORS

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 4+ 3+
Weapon Range Firepower Notes

Daemonic Fire (15cm) Small Arms


Notes: Invulnerable Save. Costs one point to summon.

FURIES

Type Speed Armour Close Combat Firefight

Infantry 30cm 6+ 4+ -
Weapon Range Firepower Notes

Claws and Fangs (base) Assault Weapons


Aerial Assault 30cm AA6+
Notes: Wings (count as Jump Pack). Invulnerable Save. Scouts. Costs one point to summon. The aerial assault attack represents the Furies
flying over to mob enemy aircraft as they approach. Even though it is not a ranged flak attack as such, it is treated as one in the game.

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