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Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
2000 Pts - Daemons of Chaos - Epidemius HostName # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Epidemius (1 , 200 pts) Epidemius 1 MC - 5 5 5 5 2 4 3 8 6+ 5+ 200
General; Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune toPsychology; Lesser Locus of Virulence; The Tally of Pestilence; Poisoned Attacks
Palanquin of Nurgle 1 - 4 3 3 3 3 4 3 6 7 [0]Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to Psychology
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostHerald of Nurgle (1 , 175 pts)
Herald of Nurgle 1 In 4 5 5 5 5 2 4 3 8 5+ 1 175Battle Standard Bearer ; Level 1 Wizard; Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred(Daemons of Tzeentch); Immune to Psychology; Poisoned Attacks; Lesser Gift
The Lore of Nurgle 1 Must choose spells from the Lore of Nurgle. [0]
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostPlaguebearers of Nurgle (25 , 365 pts)
Plaguebearers ofNurgle
24 In 4 3 3 4 4 1 2 1 7 5+ 365Musician ; Standard Bearer ; Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons ofTzeentch); 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 toPsychology; Poisoned Attacks
Banner of Eternal Flame 1 The unit has Flaming Attacks. [10]Flaming Attacks
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostPink Horrors of Tzeentch (14 , 207 pts)
Pink Horrors ofTzeentch
14 In 4 3 3 3 3 1 3 1 7 5+ 1 207Musician ; Standard Bearer ; Level 1 Wizard; Blue Horrors; Daemon of Tzeentch; Daemonic; Fear;Hatred (Daemons of Nurgle); Immune to Psychology
Gleaming Pennant 1 One use only. May re-roll first failed Leadership test. [5] The Lore of Tzeentch 1 Must choose spells from the Lore of Tzeentch. [0]
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSkull Cannon of Khorne (3 , 135 pts)
Skull Cannon ofKhorne
1 Ch 7 5 - 5+* 5 4 2 3 - 3+ 5+ 135Skull Cannon; Scythed wheels; Daemon Engine; Daemon of Khorne; Daemonic; Fear; Gorefeast; Hatred(Daemons of Slaanesh); Immune to Psychology; Impact Hits (D6+1); Implacable Advance; Swiftstride;Flaming Attacks; Multiple Wounds (D6)
Bloodletter Crew 2 - - 5 5 4+* - - 4 1 7 [0]Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;Magic Resistance (1); Scaly Skin (6+); Killing Blow
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSkull Cannon of Khorne (3 , 135 pts)
Skull Cannon ofKhorne
1 Ch 7 5 - 5+* 5 4 2 3 - 3+ 5+ 135Skull Cannon; Scythed wheels; Daemon Engine; Daemon of Khorne; Daemonic; Fear; Gorefeast; Hatred(Daemons of Slaanesh); Immune to Psychology; Impact Hits (D6+1); Implacable Advance; Swiftstride;Flaming Attacks; Multiple Wounds (D6)
Bloodletter Crew 2 - - 5 5 4+* - - 4 1 7 [0]Hellblade; Daemon of Khorne; Daemonic; Fear; Hatred (Daemons of Slaanesh); Immune to Psychology;Magic Resistance (1); Scaly Skin (6+); Killing Blow
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostScreamers (3 , 120 pts)
Screamers ofTzeentch
3 WB 1 3 - 4 4 2 4 3 7 5+ 120Daemon of Tzeentch; Daemonic; Fear; Fly; Hatred (Daemons of Nurgle); Immune to Psychology;Lamprey's Bite; Skirmishers; Slashing Attack; Swiftstride
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostScreamers (3 , 120 pts)
Screamers ofTzeentch
3 WB 1 3 - 4 4 2 4 3 7 5+ 120Daemon of Tzeentch; Daemonic; Fear; Fly; Hatred (Daemons of Nurgle); Immune to Psychology;Lamprey's Bite; Skirmishers; Slashing Attack; Swiftstride
Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostNurglings (3 , 120 pts)
Nurglings 3 Sw 4 3 3 3 3 4 3 4 7 5+ 120Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to Psychology; Scouts;Skirmishers; Squish!; Unbreakable
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostBeasts of Nurgle (1 , 60 pts)
Beasts of Nurgle 1 MB 6 3 - 4 5 4 2 D6+1 7 4}+,5+
60
Attention Seeker; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune toPsychology; Poisoned Attacks; Random Attacks (D6+1); Regeneration; Slime Trail; Stomp
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostFlamers of Tzeentch (6 , 250 pts)
Flamers of Tzeentch 5 In 6 2 4 4 4 2 4 2 7 5+ 250Daemon of Tzeentch; Daemonic; Fear; Flames of Tzeentch; Hatred (Daemons of Nurgle); Immune toPsychology; Skirmishers; Warpflame; Multiple Shots (D6)
Pyrocaster 1 In 6 2 5 4 4 2 4 2 7 5+ [50]Daemon of Tzeentch; Daemonic; Fear; Flames of Tzeentch; Hatred (Daemons of Nurgle); Immune toPsychology; Skirmishers; Warpflame; Multiple Shots (D6)
Name # Type M WS BS S T W I A Ld AS WSv Mgc CostSeeker Chariot of Slaanesh (3 , 110 pts)
Seeker Chariot ofSlaanesh
1 Ch 4 4 4 6+ 5+ 110Scythed wheels; Armour Piercing; Daemon of Slaanesh; Daemonic; Fear; Hatred (Daemons of Khorne);Immune to Psychology; Impact Hits (D6+1); Swiftstride
Daemonette Crew 2 - - 5 4 3 - - 5 2 7 5+ [0]Armour Piercing; Daemon of Slaanesh; Daemonic; Fear; Hatred (Daemons of Khorne); Immune toPsychology
Steed of Slaanesh 2 - 10 3 - 3 - - 5 1 - 5+ [0]Armour Piercing; Daemon of Slaanesh; Daemonic; Fast Cavalry; Fear; Hatred (Daemons of Khorne);Immune to Psychology; Poisoned Attacks; Swiftstride; Vanguard
Total Cost: 1997
Option FootnotesOptions
Battle Standard Bearer Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.Hellblade Magical Weapon. Killing Blow.Lesser Gift 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.Level 1 Wizard Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.Plaguesword Magic Weapon. Poisoned Attacks.Scythed wheels Improves Impact Hits.Skull Cannon Range 48", Strength 10, Flaming Attacks, Multiple Wounds (D6). Fires as a normal cannon.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.
Special RulesArmour Piercing 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.Attention Seeker Can issue and accept challenges.Blue Horrors When a model with this rule is slain in close combat, place two counters next to its unit. After all attacks have been
made, but before combat result is calculated, choose one enemy unit in base contact and roll a number of D6 equal tothe number of counters. For each 4+, the unit suffers a Strength 2 hit (distributed as shooting). Unsaved Woundscount towards combat results.
Daemon Engine Any spells or special rules that affect a chariot's beasts have no effect at all on a model with this rule.Daemon of Khorne 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.Daemon of Nurgle Grants Hatred (Daemons of Tzeentch). Enemy models targeting a Daemon of Nurgle in close combat suffer a -1
penalty To Hit.Daemon of Slaanesh A Daemon of Slaanesh has the Armour Piercing and Hatred (Daemons of Khorne) special rules.Daemon of Tzeentch A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule, and can re-roll ward save results of 1.
Wizards with this special rule can also re-roll channelling results of 1.
Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Daemonic Grants Fear, Immune to Psychology, Daemonic Attacks, Daemonic Aura and Daemonic Instability. Only Daemoniccharacters 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 modelwith 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 aBreak test, using the procedure described in the Daemonic Instability Table.
Fast Cavalry Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, canmove and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in whichit marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule untilthe character leaves.
Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, theirWeapon 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.
Flames of Tzeentch Range 18", Strength 4, Multiple Shots (D6), Warpflame.Flaming Attacks 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.Fly 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, butthey always flee and pursue on the ground.
Gorefeast If this chariot's Impact Hits cause unsaved Wounds, roll a D6 for each Wound caused. On a 4+, chariot regains a lostWound.
Hatred (Daemons of Khorne) 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.
Hatred (Daemons of Nurgle) 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.
Hatred (Daemons ofSlaanesh)
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.
Hatred (Daemons ofTzeentch)
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.
Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.Impact Hits (D6+1) 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.Implacable Advance This model can move (not march) and still shoot any one of its weapons.Lamprey's Bite Attacks against Large Targets have the Multiple Wounds (D3) special rule.Lesser Locus of Virulence Poisoned Attacks made by this model, and all model in his unit, automatically wound on a To Hit roll of 5+.Magic Resistance (1) Improves the unit's ward save by 1 against spells.Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.Random Attacks (D6+1) Must roll before striking blows to determinate the number of attacks the model will make.Regeneration 4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of
that phase.Scaly Skin (6+) Improves the model's armour save.Scouts Deployed after other units. Can be placed anywhere on the battlefield more than 12" away from the enemy.Skirmishers Skirmish Formation : Skirmishers deployed in rank and files as normal but the models are positioned 1/2" apart.
Skirmishers and Charging : The Skirmishers tighten up their formation as soon as they declare a charge or have tomake a charge reaction and aren't loosened up as long as an enemy is in base contact .Free Reform : Unless charging, a skirmishing unit is allowed to reform for free during its move, provided that nomodel ends up moving a number of inches higher than double it Move value.Fire on the March : Skirmishers can fire after having marched.Light Troops : Shots aimed at a unit of Skirmishers suffer a -1 To Hit penalty. Skirmishers can never claim rankbonuses, be steadfast or disorder an enemy.Characters: Characters that join a Skirmishers unit gain Skirmishers special rule themselves. Mounted characterscannot join a unit of Skirmishers.
Slashing Attack If this unit moves over one or more unengaged enemy unit in the Remaining Moves phase, choose one of those units.It suffers D3 Strength 4 attacks per Screamer. These attacks hit on a 4+ and are treated as shooting attacks.
Slime Trail Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this rule.Squish! The unit suffers one extra Wound for every point by which they lose combat, with no saves of any kind allowed. If
an Unstable unit contains Unstable characters or Unstable characters riding an Unstable monster, the controlling playerfirst allocates wounds to the unit/monster, then divides any remaining wounds as equally as possible amongst thecharacters.Non-Unstable characters can't join Unstable units.
Stomp 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.
Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowestinstead of 2D6 for distance.
The Tally of Pestilence Whilst alive, keep count of all unsaved Wounds caused by Daemons of Nurgle (friend or foe) and spells from theLore of Nurgle. At the start of turn, consult the table below. Effects are cumulative, and are applied to all Daemons ofNurgle (friend and foe). If Epidemius is killed, the effects are lost.0-6 Wounds No effect.7+ Wounds: +1 Strength.14+ Wounds: +1 Toughness.21+ Wounds: Grants Killing Blow.28+ Wounds: May re-roll failed ward saves.
Unbreakable 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.
Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Vanguard After deployment, the unit can make a free movement of up to 12".Warpflame At end of each phase, any unit that suffered unsaved wound from an attack with this rule during that phase must take
a Toughness test. If the test is failed, the unit suffers D3 Wounds with no armour saves allowed. If the test ispassed, the unit gains Regeneration (6+) for the rest of the game. If it already has Regeneration, instead increase theRegeneration saving throw by 1.
Equipment Special RulesFlaming Attacks 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.Killing Blow 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 warbeasts.
Multiple Shots (D6) Can either shoot once as normal or all the times indicated with a -1 To Hit penalty.Multiple Wounds (D6) Each unsaved Wound inflicted is multiplied by the number indicated.Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.