Chaos Warriors

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Chaos Warriors (Warhammer Fantasy 8th ed) [1,445pts]

o Lords [605pts]

 Chaos Sorcerer Lord [235pts]


Selections: Lore of Shadow, Wizard Level 3
Rules: Eye of the Gods
Armour: Chaos Armour, Model: Chaos Sorcerer Lord, Weapon: Hand Weapon
Armour Saving Throw modifier Special Rules

Chaos
4+ Even a wizard can wear armor and cast spells.
Armour

Model M WS BS S T W I A LD ArmourSave WardSave

Chaos Sorcerer Lord 4 5 3 4 4 3 5 3 8 4+ No

Weapon Range Strength Special Rules

Comba
Hand Weapon As User None
t

 Daemon Prince [370pts]


Selections: Chaos armour [20pts], Daemon of Nurgle [10pts], Lore of Death, Wizard Level 3 [105pts]
Rules: Daemon of Nurgle, Daemonic Attacks, Daemonic Invulnerability, Hatred, Terror, Thunderstomp, Unbreakable
Armour: Chaos Armour, Model: Daemon Prince, Weapon: Hand Weapon
Saving Throw
Armour Special Rules
modifier

Chaos Armour 4+ Even a wizard can wear the armor and cast spells.

B ArmourSav
Model M WS S T W I A LD WardSave Type
S e

Daemon Prince 8 9 5 6 5 4 8 5 9 4+ 5+ Monster


Weapon Range Strength Special Rules

Great
Combat '+2 Always Strike Last
Weapon

o Heroes [116pts]

 Exalted Hero [116pts]


Rules: Eye of the Gods
Armour: Chaos Armour, Model: Exalted Hero, Weapon: Great Weapon, Hand Weapon

Saving Throw modifier Special Rules


Armour

Chaos Armour 4+ Eye of the Gods

Model M WS BS S T W I A LD ArmourSave WardSave

Exalted Hero 4 7 3 5 4 2 6 4 8 4+ No

Weapon Range Strength Special Rules

Great Weapon Combat '+2 Requires Two Hands, Always Strikes Last

Hand Weapon Combat As User None

o Core [1,034pts]

13x Chaos Warriors, Champion, Musician, Standard Bearer [212pts]


Armour: Chaos Armour, Model: Aspiring Champion, Chaos Warrior, Weapon: Hand Weapon, Shield
Armour Saving Throw modifier Special Rules

Chaos Armour 4+, Shield -1

Model M WS BS S T W I A LD ArmourSave WardSave

Aspiring
4 5 3 4 4 1 5 3 8 3+ 6+
Champion

Chaos Warrior 4 5 3 4 4 1 5 2 8 3+ 6+

Weapon Range Strength Special Rules

Comba
Hand Weapon As User None
t

13x Chaos Warriors, Champion, Standard Bearer [202pts]


Armour: Chaos Armour, Model: Aspiring Champion, Chaos Warrior, Weapon: Hand Weapon
Saving Throw
Armour Special Rules
modifier

Chaos Armour 4+, Shield -1

Model M WS BS S T W I A LD ArmourSave WardSave

Aspiring 4 5 3 4 4 1 5 3 8 3+ 6+
Champion

Chaos Warrior 4 5 3 4 4 1 5 2 8 3+ 6+

Weapon Range Strength Special Rules

Comba
Hand Weapon As User None
t

20x Chaos Warriors, Champion, Standard Bearer [310pts]


Armour: Chaos Armour, Model: Aspiring Champion, Chaos Warrior, Weapon: Hand Weapon
Saving Throw
Armour Special Rules
modifier

Chaos Armour 4+, Shield -1

Model M WS BS S T W I A LD ArmourSave WardSave

Aspiring
4 5 3 4 4 1 5 3 8 3+ 6+
Champion

Chaos Warrior 4 5 3 4 4 1 5 2 8 3+ 6+

Weapon Range Strength Special Rules

Comba
Hand Weapon As User None
t

Daemon of Nurgle: Hatred (Daemons of Tzeentch). Enemy suffer -1 to hit in close combat.
Daemonic Attacks: Attacks made by a model with this special rule are magical. This includes any special, ranged, or Stomp attacks they make.
Daemonic Invulnerability: 5+ ward save.
Eye of the Gods: Models with this special rule are collectively known as Chaos Champions. They can never refuse a challenge and, must always issue one. In addition, if a Chaos
Champion kills an opponent in a challenge, immediately make a 2D6 roll on the table.
Hatred: Reroll all misses during the first round of combat against hated foe (BRB p71)
Terror: Also cause fear. Fear Close Combat Ld Test, Fail WS=1. When Terror Charges “Run for your Lives!”, Panic Test.
Thunderstomp: Always strike Last, D6 automatic hits on the target unit with Model’s Strength.
Unbreakable: Immune to Psychology and pass Break Tests Automatically.

2D Result
6

2 Damned by Chaos: The Chaos Champion must take a Leadership test on his own, unmodified Leadership. This test cannot be re-rolled for any reason. If the test is passed, the Chaos
Champion receives the Insanity reward (see below). If the test is failed, the Chaos Champion instead receives the Spawndom reward (see below).

Insanity: The Chaos Champion gains the Stupidity special rule. If the Chaos Champion already has the Stupidity special rule, he instead suffers -1 Leadership, to a minimum of 2.

Spawndom*: If you have a spare Chaos Spawn model, you can place it anywhere within 6" of the Chaos Champion that is more than 1" from any unit or impassable terrain. Note that this is
a normal (if there is such a thing) Chaos Spawn – it retains none of its equipment, upgrades, magic items, Marks of Chaos, Chaos Mutations and Powers, special rules or spells. If you do not
have a spare Chaos Spawn model, or if it cannot be placed on the board according to the aforementioned restrictions, then no Chaos Spawn model is placed.

Finally, the Chaos Champion is removed from play as a casualty. If the Chaos Champion is mounted, his mount is also removed from play, unless it is a chariot or a ridden monster.
3 Evil Eyeball: The Chaos Champion gains +1 Ballistic Skill.
4 Unholy Resilience: The Chaos Champion gains +1 Toughness.
5 Iron Skin: The Chaos Champion's armour save is improved by 1.
6 Murderous Mutation: The Chaos Champion gains +1 Weapon Skill.
7 The Eye Opens: The Chaos Champion can re-roll one failed roll To Hit, roll to To Wound or saving throw until the end of his next turn.
8 Unearthly Reflexes: The Chaos Champion gains +1 Initiative.
9 Dark Fury: The Chaos Champion gains +1 Attack.
10 Slaughterer's Strength: The Chaos Champion gains +1 Strength.
11 Aura of Chaos: The Chaos Champion gains a 6+ ward save. If the Chaos Champion already has a ward save, it is improved by 1 instead (to a maximum of 3+).
12 Dark Apotheosis: The Chaos Champion must take a Leadership test on his own, unmodified Leadership. This test cannot be re-rolled for any reason. If the test is failed, the Chaos
Champion receives the Divine Greatness reward (see below). If the test is passed, the Chaos Champion instead receives the Daemonhood reward (see below).

Divine Greatness: The Chaos Champion gains the Stubborn special rule. If the Chaos Champion already has the Stubborn special rule, he instead gains +1 Leadership.

Daemonhood: If the Chaos Champion does not already have a Mark of Chaos, he immediately gains one (owning player's choice, with the exception that a Wizard can never gain the Mark
of Khorne. Then, if you have a spare Daemon Prince model, you can place it anywhere within 6" of the Chaos Champion that is more than 1" from any unit or impassable terrain. This
Daemon Prince will retain any equipment, Chaos Mutations and Powers, magic items and any other rewards from this table gained during its former existence (if it had any). If the Chaos
Champion was your army General or Battle Standard Bearer, the Daemon Prince remains so. If the Chaos Champion was a Wizard, the Daemon Prince retains his Wizard levels and knows
the same spells as the Chaos Champion did before turning into a Daemon Prince. If the Chaos Champion had the Mark of Khorne, Tzeentch, Nurgle or Slaanesh, he will have the Daemon of
Khorne, Tzeentch, Nurgle or Slaanesh upgrade, respectively. If you do not have a spare Daemon Prince model, or if it cannot be placed on the board according to the aforementioned
restrictions, then no Daemon Prince is placed.

Finally, the Chaos Champion is removed from play as a casualty. If the Chaos Champion is mounted, his mount is also removed from play, unless it is a chariot or a ridden monster.

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