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Published by esv60964, 2022-06-02 18:28:38

Chaos

Chaos

WARRIORS OF CHAOS

CONTENTS

INTRODUCTION. Chaos G ia n ts........................
M utalith Vortex Beasts . . . .
T H E RISE O F C H A O S ............................................................ 4 S la u g h t e r b r u t e s ....................
T he Coming o f C haos..............................................................6 A rchaon.................................
Slaves to D arkness.....................................................................8 W ulfrik the W an d erer.........
Path to G lory............................................................................. 9 Valkia the Bloody..................
T he Chaos G o d s ..................................................................... 10 Vilitch the C u rselin g ...........
T he Realm o f C h a o s.............................................................. 12 Festus the L eech lo rd...........
Timeline: Times o f W o e ........................................................14 Sigvald the Magnificent . . .
The G reat Invasion.................................................................16 T h r o g g .................................
T he Saga o f A rchaon.............................................................. 18 Scyla A nfingrim m ................
G a lra u c h ...............................
T H E H O R D E S O F C H A O S ................................................ 22 Kholek S u n e a te r..................
Army Special R u les................................................................ 24 T he L ore o f T zeen tch .........
Gifts o f the G o d s.....................................................................24 T he L ore o f N u r g l e ...........
Chaos L ords & Exalted H e ro e s ..........................................26 T he L ore o f S la an e sh .........
Chaos Sorcerers.......................................................................27 Chaos M utations & Powers
Chaos M o u n ts.........................................................................28 Dread Artefacts of Chaos ..
D aemon P rin c e s .....................................................................30
Chaos Warriors & C h o s e n ...................................................31 THE GLORY OF C H A O S.....................
Chaos M arauders & M arauder H o rse m e n ......................32
H ellstriders o f Slaanesh......................................................... 33 WARRIORS OF CHAOS ARMY LIST
Chaos K nights......................................................................... 34 L o rd s..........................................................
Skullcrushers o f K h o rn e ....................................................... 35 H ero e s........................................................
Chaos Chariots & Gorebeast C h a rio ts...............................36 M o u n ts ......................................................
C him erae.................................................................................3 7 Core U n its.................................................
F o rs a k e n ..................................................................................38 Special U n its ............................................
Chaos Spawn & Chaos W a rh o u n d s................................... 39 Rare U n its.................................................
Chaos O gres & Chaos T ro lls .............................................. 40
D ragon O gres & D ragon O gre S h a g g o th s......................41 SUMMARY.
H e llc a n n o n s........................................................................... 42
Chaos W arshrines.................................................................. 43

Written by: Robin Cruddace. Cover Art: Adrian Smith.

PRODUCED BY TH E GAM ES W ORKSHOP DESIGN STUDIO

A dditional Playtesting: Ben Curry, A dam H all, B en Johnson, G reg M ilne, M artin M a n ia . Q b n s Тгукэг

© C opyright G am es W orkshop L im ited 2012. G am es W orkshop, the G am es W orkshop logo, G W , W arham m er, the W arham m er ic e :. W a rra n m e r A rm ies, Citadel, the C itadel device,
T h e G am e o f Fantasy Battles, th e tw in-tailed com et device, W arham m er W arriors o f C haos a n d all associated m arks, logos, nam es, p a ce s, characters, creatures, races and race insignia,
illu stratio n s a n d im a g es fro m th e W arh am m er w o rld are e ith e r ® , T M a n d /o r © G am es W o rk sh o p L t d 2 0 0 0 -2 0 1 2 variably reg istered m d ie L 'K гг:* т а е т co u n tries a ro u n d th e w orld. A ll R ig h ts R eserved.

N o p a rt o f th is p u b lic atio n m a y b e re p ro d u ce d , sto re d in a retriev al sy stem , o r tra n s m itte d in a n y fo rm o r b y an y m eans, e le c tro n * . m er h ar v a l, photoc o p y in g , rec o rd in g o r otherw ise,
w ithout the prior perm ission o f the publishers.

T h is is a w ork o f fiction. A ll the characters and events portrayed in this book are fictional, an d any resem blance to real peopie c r incidents is purely coincidental.

B ritish C a ta lo g u in g -in -P u b lica tio n D a ta . A catalo g u e re c o rd fo r th is bo o k is available fro m th e B ritish L ibrary: P ic tu re s u s e d fo r illustrative p u rp o ses only.

C ertain C itadel products m ay be dangerous i f used incorrectly a n d G am es W orkshop does n o t recom m end them fo r use by c h ild res - ' . a the age o f 16 w ithout ad u lt supervision.
W hatever your age, be careful w hen using glues, bladed equipm ent and sprays a nd m ake sure th a t you read and faDonr the instructions on the packaging.

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INTRODUCTION

W elcome to Warhammer: Warriors o f Chaos, your definitive guide to the mortal servants o f the Chaos
Gods. This book provides all the inform ation you ’ll require to collect and play w ith a Warriors o f Chaos
army in games o f Warhammer.

WHY COLLECTWARRIORS OF CHAOS? The Hordes o f Chaos. Each and every troop type in the
army is examined here. % u will find a description of each
The Warriors of Chaos are an army of battle-hardened killers unit and character, alongside the rules for any special abilities
with hearts of iron, who fight for glory and the favour o f their or options they possess. This section also includes the Gifts
Dark Gods. They are led to war by Champions of Chaos; of the Gods - rewards bestowed to Chaos Champions by
unholy men who have willingly sold their humanity to the their dire patrons. Finally, you will find the Dread Artefacts
Ruinous Powers. These chosen warriors draw the gaze of the of Chaos —magical items unique to the Warriors of Chaos —
Chaos Gods as they slaughter in their name, and with great and all the rules for using them in your games.
victories come mighty rewards, potent mutations and even
immortality. However, not all who embrace damnation are The Glory o f Chaos. H ere you will find a showcase of
destined for glory: many are condemned to a gruesome end, the range o f Citadel miniatures available for the Warriors
twisting and deforming into a mindless Chaos Spawn. o f Chaos army, gloriously painted by Games Workshop’s
world-renowned ’Eavy M etal team.
W hen a Chaos incursion comes pouring out o f the northern
wastes, the world trembles. Barbaric M arauder tribes stride Warriors o f Chaos Army List. The army list takes all
through the snows with the names o f their terrible gods on of the characters, warriors, monsters and war machines
their lips. Alongside them march regiments of armour-clad presented in the H ordes of Chaos section, and arranges
Chaos Warriors, flanked by baroque-armoured Knights and them so you can choose an army for your games. Units are
a host of foul, Chaos-tainted monsters. In the wake of these classed as characters (L ord or Heroes), Core, Special or
brutal armies comes the Realm of Chaos itself, bleeding ever Rare, and can be taken in different quantities depending on
outward until it threatens to engulf the lands of the sane the size o f the game you are playing.
in anarchy and misrule. The servants of the D ark Gods of
Chaos never tire in their dark quest to drown the world in
a tide of blood, and with every victory, the end of the world
comes a little closer.

HOW THIS BOOKWORKS FIND OUT MORE

Warhammer: Warriors of Chaos contains the following sections: W hile Warhammer: Warriors of Chaos contains everything
you need to play a game with your army, there are always
• T he Rise o f Chaos. This section describes the origins more exciting tactics to use, different battles to fight and
of Chaos and the eternal battle that has since ensued. It new painting ideas to try out. "You can find articles about all
contains information about the warriors who serve Chaos aspects of the Warhammer hobby in the monthly magazine
and the Ruinous Powers they worship. Also included is a W hite Dwarf, and on our website:
description of the blasted landscape of the northlands, and
many of the fell deeds, epic sagas and bloody batdes waged www.games-workshop.com
by unholy champions in the name o f their D ark Gods.

а с т іі

THE
RISE OF
CHAOS

Know ye now that the time o f mortals
has come to an end. In the north stirs
a pow er unlike any other. The hand o f
C haos has cast a cast, impenetrable
shadow upon the world, and it cannot

be banished or defeated. Thepuny
princes and lords o f the world will
gather theirpitiful armies - b u t it
will aoail them not. The Warriors o f
C haos willfall upon them and crush

them utterly.

The moment o f dark glory fast
approaches, and there is nothing
you can d o sace kneel before the
C h aos G ods while there is still time.
B ut be quick, fo r time itself drains
away and the stars fade from the sky.
The bitter spawn o f night crawlfrom
the darkness to possess the world,
and with theirfinal triumph, all life
will descend into a seething mass o f
lo st and screaming souls. Fools take
refuge in faith or madness, fo r no

other hiding place remains.

M ortals despair! The reign o f C haos
has begun.

1

The onset o f Chaos lies in the distant past, in an age THE FOLLOWERS OF CHAOS
when the world was young and the creatures that
inhabited it lived in harmony. It was during this time Where once there were gates there are now gaping wounds in
that the world was visited by an ancient and almighty the fabric of reality, portals through which the dread masters of
star-faring race known only as the Old Ones. N one can Chaos gaze, manipulating the lands of mortals. Rather than fight
say for sure why the Old Ones came, but their arrival against these immortal and omniscient essences, the M en that
was to change the world forever. live in the shadow of the northern gate began to worship them as
deities. O f all the races that dwelt in the world, humans were the
The O ld Ones travelled the stars by means of inter- most susceptible to the lures of Chaos; the most eager to pursue
dimensional gateways, spanning incredible distances in the the path of damnation for unimaginable power.
blink o f an eye. One of these gateways was placed at each
o f the opposing poles of the world, millennia before the The D ark Gods desire followers above all else, and they
dawn o f M an. Behind these portals lay a realm of pure flux, value their mortal champions over their other minions, such
an unimaginably vast alternate dimension that connects as the Daemons that serve them or the nameless creatures of
all points in the universe. Though this otherworld has no Chaos. This is because it is the ambitions and souls of free-
substance, it is not an empty void, for it is inhabited by willed creatures that feed and swell the power of the Chaos
entities of cosmic power. It is a realm of pure energy, where Gods, and neither Daemons nor monsters have much choice
creatures can be called into being by thought alone. This about their nature.
parallel dimension acts as a dark mirror to the hopes, dreams
and emotions of the beings who dwell in the material realm. The fell Gods of Chaos ask for total and complete devotion
The strongest of these emotions coalesce and take shape, from their mortal followers, and they grow strong upon the
growing in size until they become roiling seas of passion that conflict and bloodshed they unleash. In exchange, the Ruinous
attain a sentience of their own. These are the Gods of Chaos, Powers offer their champions their dark blessings —gifts that
beings of immense power that fuel the struggles of the make the faithful mighty indeed. For the chosen few, those
younger races from beyond the veil, and they would prove to whose heaped sacrifices draw the gaze of their unholy patrons
be the undoing of the O ld Ones. time and again, no reward —not even that of immortality - is
beyond their grasp. So it is that countless bloody offerings are
THE GREAT CATACLYSM made to the Chaos Gods every day in the hope of earning their
favours, and the names by which the Northmen know them are
For a time, the O ld Ones ruled unaware of the dangers screamed upon a thousand battlefields. The banners borne by
that lurked patiendy in the ether-dimension. Though none the Warriors of Chaos bear otherworldly sigils that sear the eye,
(except perhaps the Chaos Gods themselves) know how, a and their flesh is branded and scarred with the sacred runes
critical mass was reached within the realm that lay beyond the of their divine masters. In the Warriors of Chaos, the Ruinous
O ld Ones’ polar gateways —and they collapsed in an epoch- Powers have a willing army to fight their never-ending war
shattering implosion. against order and reason.

The foundering of the gateways that hung above the poles AN ETERNAL WAR
was a cataclysm that brought the paradise of the Old Ones
into ruin. The terrible catastrophe tore apart the eldritch Since the fall of the O ld Ones, Chaos has battled to bring
machineries of the gates, causing them to crash down to the realm of mortals to ruin. Countless fives have been lost,
earth in a burning hail of star-metal. Vast chunks of the evil kingdoms toppled and entire cities wiped from the face of the
substance known as warpstone —the undiluted stuff of magic world. W hen Chaos Gods stir their forces for an assault, the
and change made manifest —coalesced in the material world, Realm of Chaos itself swells and expands over the land. The
one o f which was so large that it formed the sickly green glory-hungry Champions of Chaos gather their warbands
moon that men call Morrslieb. and descend from the north to destroy all who dare stand
in their way. Grotesque monsters emerge from their lairs to
From the dark reaches of the wrecked gateways poured the join the rampaging hordes, eager to share in the carnage and
sorcerous W inds of Magic and great plumes of scintillating destruction. They work to bring about the E nd Times when,
warpstone dust. Nature itself was corrupted, and the skies it is said, the Realm of Chaos will swallow the globe entirely,
were choked by the cloud of particles that spread across and the gods will feast for eternity upon the hatred and fear
the world and mutated every living thing it touched. Thus of all mortal creatures.
were the monsters of the world brought into being —but the
spiritual corruption wrought upon the survivors was worse. ‘Fear me, mortals, fo r I am the Anointed, the Favoured Son
o f Chaos, the Scourge o f the World. The armies o f the gods
As their portals collapsed, the O ld Ones disappeared. It is rally behind me, and it is by my will and by my sw ord that
unknown if they died in the cataclysm, if they perished in your weakling nations shallfall.’
the terrible conflict that ensued, or if they simply fled the
world and abandoned it to face its fate alone. In any case, the - Archaon, L ord o f the End Times
disaster irrevocably damaged the mortal realm, transforming
it into a world saturated with magic and monsters.

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SLAVES TO DARKNESS

The men who dwell in the northlands are barbarous and immediate tribe. Nonetheless, a great many distinct clans and
savage compared to those who live in the settled lands to the groups inhabit the northlands, each with their own customs,
south. Though more physically powerful, they are not unlike beliefs and rituals.
other men in appearance, yet in other respects they are a race
apart, worshipping outlandish gods and living lives that are To the immediate north of the Old World live the Norscan
altogether harsher and more primitive. tribes. T heir mountainous land is haunted by all manner
of twisted beasts. They are warriors of the sea as well as the
The northern tribes are universally bloodthirsty, barbaric land, journeying far to the south and the west in sturdily
and fierce. War is their natural state and they wage it without built longships. l o the east o f Norsca lies the southern arm
prejudice, rejoicing in battle and strength at arms. W hen of the Frozen Sea and, east o f that, the great northern steppes
Chaos is ascendant, the men of the north are more willing that are home to the tribes of both the H u n g - the greatest
to put aside their rivalries and disputes. As word spreads horsemen in the north - and the Kurgan. W hen the armies
o f a coming conflict, the tribes gather together in great of Chaos gather to invade the O ld World, it is the Kurgan
marauding hordes under the command of a fell Champion that comprise the bulk, for they are a numerous people who
of Chaos, who they will follow to the corners of the world in feel the call of battle in their blood. It is the warriors of the
the name of conquest. To the Northmen, there is no greater Kurgan tribes who are the fiercest of the northlanders and the
honour than to fight and perish in the armies of Chaos, under most likely to bear the unnatural gifts of their gods.
the gaze of the gods.
TRIBAL SUPERSTITIONS
THE TRIBES OF CHAOS
The Northmen are an extremely superstitious people. They
The northlands are home to many different tribes of Men. believe in omens, portents and signs in the skies. Even the
All are hard-bitten and tough, for in the north, every day is lowliest of warriors will carry a trinket or two to ward against
a struggle to survive. Northmen will fight to the death for magic, or to bring about the favour of the gods. These range
the slightest of reasons, but recognise no border other than from traditional charms, such as a rabbit’s foot bound with
the horizon ahead of them. They are nomadic by nature, and hag’s hair or rune-etched raven’s beaks, to more esoteric
have little concept of nationality or allegiance beyond their talismans that are beyond the reach of normal men. It is
thought that the dried tongue of a Plaguebearer gives one
power over disease, whilst the fang of a Flesh H ound will
grant the bearer the courage to face any foe, and the eye of
a Cockatrice will draw precious gemstones into your path.
M any tribesmen have their skin tattooed with symbols of
malign power or branded with runes of abjuration to further
court the favour of their dark masters. Others cut their own
flesh before battle and daub patterns upon themselves with
hot blood, believing these signs of devotion protect them
from death’s cold claw. W hether these protective measures
work or not is immaterial, for the Northmen believe in them
as surely as the sun rises.

Because of the omnipresence of the D ark Gods in the north,
the men who carve out their existence there are devout
worshippers of Chaos indeed, offering up the deaths of those
they slay on the battlefield with each passing day. M utation is
commonplace in the northlands, but —unlike the lands of the
Empire in the south, where such disfigurement is abhorred
—the people of the far north see it as a mark of divine favour.
To the northlanders, their dark gods are a vital and glorious
part of their lives. A Northman communes with his deities
directly, dedicating body and soul to his gods rather than
offering prayers at the behest of sanctimonious priests or
narrow-minded patriarchs.

It is the ambition of every Northman to become a mighty
warrior, and ultimately to face the judgement of the gods by
travelling to the far north itself. Though the vast majority die
in the attempt, there will occasionally emerge a warrior strong
and driven enough to be chosen by the gods as one of their
champions. These exalted warriors have the highest status
amongst the lesser mortals of their tribe, who follow the
Champion of Chaos to war with fanatic devotion.

PATH TO GLORY

For the followers of Chaos, there is no greater glory than
to become recognised by the D ark Gods. Though the risks
are great, they are outweighed by even the smallest chance
of gaining the attention of the gods, for down that path lies
immortality. They willingly walk a road that leads to either
ultimate power or damnation, but there is no way of telling
which until it’s too late.

THE MARK OF A CHAMPION

Though the followers of Chaos acknowledge and worship
the entire pantheon of Chaos Gods, their character and the
desires of each will eventually draw them to the patron whose
tendencies and temperament most closely align with theirs.
W hen a Chaos God chooses a champion, he marks him as his
own. From that moment, his deeds are said to be observed by
his patron, and sometimes by the other gods as well. Though
they are fierce rivals, the D ark Gods are both sympathetic
and antipathetic to their brothers’ champions. After all, an
aspect of all the Chaos Gods exists in every soul. I f such a
champion is found worthy in their eyes, he will be rewarded.

THE GIFTS OF THE GODS THE QUEST FOR POWER

The rewards of the Chaos Gods take many and bizarre Chaos Champions are forever searching for more power,
forms. A champion may be blessed with great strength and with it, the chance to attract the eye o f the gods. They
and fortitude, or his flesh may start to mutate; his limbs roam the Realm of Chaos and beyond to seek out artefacts
twisting into razor claws and his skin growing as tough as and monsters to bind to their will. These champions are
Dragon scale. It is not uncommon for the gods to grant their constantly hunting out rivals and great duels are fought,
champions a vile unity with their weapons and armour. Their with the victor often claiming the slain w arrior’s followers as
swords become as much a part of their body as their hands, his own. As a champion’s infamy and power grows, others
and their armour melds to their flesh as a second skin that flock to his banner, seeing in him an individual who can lead
can never be removed. To onlookers, this is a sign of great them to ever greater glories, and the chance to earn glory for
favour, for the champion has metamorphosed into a warrior themselves. Just as the weak-willed tribesmen o f the north
true, his body an indomitable fusion of mutant claws, steel are drawn to the champions o f Chaos, they in turn are lured
and sinew. There is no change that the Chaos Gods cannot to the sides of the greatest Chaos Lords. In this way, the
make, nor any power they are unable to grant. warbands of Chaos grow ever larger until they are consumed
in the fires of war or internal conflict tears them asunder.
The ultimate reward that a Champion of Chaos can receive
is to be made immortal: to become a Daemon Prince whose Just like the D ark Gods themselves, the mortal followers
body swells with arcane energies and whose desires can be of Chaos are driven to war amongst themselves. However,
indulged within the Realm of Chaos for all eternity. For the they are able to set aside their differences to unite with, or
less fortunate aspirant, the final reward for selling his soul manipulate, the warriors o f other gods if it furthers their own
is an unmarked grave upon some corpse-strewn battlefield, ambitions and fight against the world. To this end, there is no
his cadaver pecked clean by the crows. "Set a grisly death is pact that cannot be forged; a Champion o f Khorne will seek
not the worst fate that one who has trod the path of Chaos a bargain with Tzeentch’s Sorcerers if it will ensure the blood
can suffer, for the D ark Gods are inhuman and whimsical, o f his enemies flows. The natural enmity and selfishness of
and they make no distinction between a beneficial or the Champions of Chaos means that such alliances are fragile
disadvantageous gift. Even the most vaunted Chaos Lord though and can be unmade in the blink of an eye, mortals and
can find himself disfigured in an instant, his body wracked gods turning on each other without warning.
by a multitude of debilitating mutations. Should the gods
continue to pile on their dubious gifts, the recipient will
devolve into a mindless, hideous creature known as a Chaos
Spawn. Though a god may turn his champion into a Spawn
if they have displeased him in some way, he is just as likely
to do so simply as a result of inadvertently heaping one
mutation upon another. Though their forms are repulsive,
these gibbering once-men are revered by the followers of
Chaos, for they believe that it is better to know the briefest
and most vile of existences at the behest of the gods than to
grow old without drawing their notice.

THE CHAOS GODS

There are four great Chaos Gods - four brothers in darkness - w ho rule the infernal region known as
the Realm o f Chaos. From their vantage point beyond space and time, the Chaos Gods ponder the feeble
antics o f mortals much as a man might study a nest o f insects.

The D ark Gods are known throughout the world by many Each Champion of Chaos will worship a single deity above all
other names, and their shapes may vary in appearance. others. Those whose fell deeds have distinguished themselves
However, they will still be recognised as either Khorne the in the eye of their patron are said to have been marked by
Blood God, Tzeentch the Great Deceiver, Nurgle the Lord their god in some way - a sign of their master’s favour and a
o f Decay or Slaanesh the D ark Prince o f Chaos. It is the goal warning to that god’s rivals that this soul is already claimed.
o f all the followers of Chaos to gain the attention of one of These are the most outlandish of all Warriors of Chaos, for
these Ruinous Powers. they enjoy great favour for their total dedication.

KHORNE

Khorne is the B lo o d G od, the lord o f murder, the
embodiment o f anger, whose bellows o f rage echo
throughout the multiverse. He sits upon a throne o f brass,
atop an ever-growing mountain o f skulls that ju ts out o f a
sea o f blood and splintered bones - the remains o f those
slain by his battle-hungry champions. Khorne is the g o d o f
warriors, and his gaze is drawn to bloody battles and gory

displays o f martial skill.

Khorne is the m ost powerful o f the Dark Gods. H is chief
rival is Tzeentch, whose sorceries he views as cowardly, but
he m ost despises Slaanesh, whose excesses are an affront to
the B lo o d G o d ’s sense o f martialpride. Even so, this rivalry
does not prevent Khorne from making common cause with

his brothers when there is fresh blood to be spilled.

NURGLE

Nurgle is the L ord o f Decay, who presides over physical
corruption and morbidity. He is the Father o f Plagues,
and putrefactions are attracted to him like flies to a rotted
corpse. For his amusement, he devises foul contagions that
he inflicts upon the mortal world, the results o f which greatly
fascinate him. Nurgle’s gaze is thus drawn to those mortals
bloated with sickness, and he generously favours those who

spread disease in his name.

*
A lthough Nurgle is ranked behind Khorne and Tzeentch,

-V the truth is that his pow er is not necessarily weaker, but that
it is less stable than that o f his brothers. Like a plague, his
strength can grow in virulence and reach epidemic levels,
temporarily overshadowing that o f all the other gods p u t
together, before consuming itself and waning again.

O n ly fo o ls claim to understand C haos, fo r by definition, C h aos is inhuman and incomprehensible. M ortal sages and m ystics who dare
p o n d e r the nature o f C h a o s are driven mad, o r else succeed on ly in attractin g the attentions o f the fell creatures o f C h aos.

M an y wise men have been carried alive and scream ing to the charnel houses o f the Bealm o f C h a o s, there to writhe in eternal debate
with the Daem ons o f torment.

O f those w ho d o n o t heed the warnings, som e have claim ed th a t C h aos, in its eternal diversity, has spaw ned an infinite number o f
g o d s, each the collective m irror o f one o f the many survivalist em otions p ro je c te d by intelligent beings in the m ortal plane. O th ers say
that all the apparently different g o d s are no more than aspects o f one supreme being: The G reat Unnameable One, The A bom ination,

The Eternal Destroyer, The Unspeakable Beast, The C h aos Undivided.

However, the true nature o f C h aos is beyond any comprehension. N o m ortal can hope to understand these matters, and the wise do
n otp u zzle to o deeply into the nature o f the C h aos G ods, or try to fathom their eternal wars, epic rivalries and ever-shifting bickering.

TZEENTCH .4

Tzeentch is the Changer o f Ways, the g o d o f magic
and the weaver o f time. H e is also known as the Great
Deceiver, he who directs thefate o f the universe. Tzeentch
guides mortals along p a th s destined to increase his own
pow er, though they m ay never realise their p a r t in his
plan. Tzeentch is the patron o f many Sorcerers, fo r he
show s fa vo u r to th ose who use cunning and intelligence
to manipulate an d co n tro l the world, and he delights in

watching the conspiracies o f m ortals unfold.

Tzeentch is alm ost as pow erful as Khorne, but hispow er
takes a very different form , fo r the Changer o f Ways is
the m aster o f magic an d subtlety. Tzeentch’s p lo ts are
infinitely com plex and interwoven, and he is the principal

architect o f secret alliances between his brother gods.

SLAANESH

Slaanesh is the D ark Prince o f C haos, the youngest o f
the fo u r great g o d s. N either male nor female, Slaanesh’s
seductive beauty can bind a m ortal to eternal service.
Known as the lord o f excess, Slaanesh is the master o f
luxurious passion s and sensual indulgence, but also o f
cruel torments and despairing agony. Slaanesh is the
patron o f the obsessive, and his attention is drawn to

those who inflictpain to satisfy their own desires.

Though Slaanesh is the least o f the D ark G ods, he is an
importantplayer in the divine game whose favour can swing
the balance o f power, giving him influence disproportionate
to his strength. However, his p ow er is growing all the time,
and soon the D ark Prince will come to rival his brothers

and, who knows, even rise above them.

Chaos Tribe

Chaos Fortress

Miscellaneous
Location

Battles of note iR T o T h e Realm ? The Trail of
Aclcold Hclbra:
Volcano'
Writhing
The Silvered The Eternal Heart Fortress
L Tower of Lagoon -
Infernius aЦ Щm .,o-nf,Cc haos ї _______ The Blood Marshes
Sorcerers The Twisted
Towers і >
/ - ЩCrystal Spires & *d
The Brass
Glacier І
Monolith*

Blood The Shifting Plain of Illusions
Mountaii^ 'M onolith

The Palace ^ .Tlic Forest of-1 The Monolith
1 Decay <rfthe Void I
,>:ofRu,n T b c f t ^
Catacomb# Chasm oj The Towfi
.Torments is of Flies

Palace Bloodfire ** e ^fowling
of Princes Citadel
Falls -
The Monolith of
The Foil Black Rock - The W e e p in g Lothar Bubonicus * ^ 1 Vrcc of Damned
of Malol Monolith of Lord Shades

Festerlung

Fortress of The Monolith o:
the Damned Kjarl Deathaxe

Gharhars

The Norscan Wars The Tower of Tahmaks
Torment

Sea of Chaos The Monolith
^ of Flesh
Hastlings
The Forbidden
"The Wrath Citadel
of Galrauch

Battle of Tribeslaughter
Icicle Pass
Black Gulch
Kraka Drak
Bjornlings іе Monolitl The Golden \ ^ 1C Tower oi
Skaelings of Katam Khrakk , [onolith of
** JMonolith V* rlrothrax
NORSCA
fiivcrV olta^^^
The Altar of
11 < и в в * the Crimson Lair of the Invasion У . '
Troll King »f the Pit ^
Harvest 1

Hell Pit:

The Demise of ^ g / .Manticore Laii

' Monolith o f - Hela Half-dead :*
The f Borkill the The Mammoth %

Bloody-handed Boneyard

Fjordwar Sea of Claws TROLL The D oom ' ■
COUNTRY of Praag

L praag Ш t

The Gulf
of Kislcv

The Chaos Wastes

■Middle1 The Burning
Mountain: of Tzcskagrad

Naggaroth O ld The Dark І р Р Р р Ч Ц Р * The Quenching
of Gharakis
>fM Lands j j Middenheim

The Great АгаЬУ The Dead HE EMPIRE tttle of Kislcv*
Ocean Ц Gates
Talabhcim
Lustria Bechafen 1

THE REALM OF CHAOS

Far to the north of the O ld World, the blighted region Were our traveller such a survivor, and he stepped over the
known as the Realm of Chaos bleeds across the crest of the boundary, he would find a region of infinite space, altogether
world from a gaping wound in the fabric o f reality. This removed from the mortal world. Words alone are incapable
is the source o f all magic and the legendary home to the of describing that which lies beyond oblivion’s veil. Thus, we
lost and the damned - and of infinitely worse things. The must leave our traveller at the gates of Chaos, where we are
Realm of Chaos is the birthplace of heroes, Daemons and unable to follow, even in our imagination.
monsters, the forge from which eternal life or everlasting
damnation can be wrought. In reality, the Realm of Chaos is THE NORTHLANDS
this and incomprehensibly more besides; a cosmically vast
realm where the laws of physics do not apply. It is said to be Lying close to the borders of Chaos, the northlands are
a tangled landscape of insanity, where slaughter, bloodshed saturated with malefic forces. It is a frozen wasteland stalked
and the thirsting of D ark Gods reigns supreme. Within its by all manner o f gruesome monsters and roving barbarians.
bounds, not even the concept of time holds any meaning. No crops survive there, for the ground is as hard as iron and
A champion may battle within this twisted realm for long the howling winds cut like daggers o f purest cold. A network
months and discover upon his return to reality that only a o f fjords and mist-shrouded islands wreath the coastline, and
single day, or an entire century, has passed. Tales abound that it is here that the Northmen build and tether the longships
some have even emerged from their unholy quests before with which they terrorise the shores o f the known world.
they were born. In terms of mere mortal understanding, the In the lands of Norsca, lying between the Sea of Claws and
legends alone must suffice, for it is impossible for a man to the Sea of Chaos, scattered coastal settlements provide some
truly know the nature o f Chaos without losing his mind, his respite from the cruel elements, yet they are often attacked by
body and his soul. bloodkrakens and other horrors. Further inland, the ice gives
way to frozen steppes and eventually to open plains, where
Only a madman would even consider journeying to this the tribes o f horsemen hunt and stay clear of bone-carpeted
forsaken realm; a man whose insane ambitions and desire for Ice Drake lairs. It is a grim and shadowy land where the
power overcome all rational thought. Such a mortal is driven weak do not live long, and living means a constant fight for
by a thirst that cannot be quenched in the mortal world, and survival, supremacy and the chance to appease the gods.
he is drawn northwards to the Realm of Chaos by the lure of
power promised to those strong enough to take it. From the northlands, one can see that the Realm o f Chaos is
an ever-pulsing thing that ebbs and flows into the real world
THE CHAOS WASTES like an irregular tide. The power of Chaos has always waxed
and waned, and for most of the time, the shadow of its touch
The further north a traveller walks, the more desolate, surreal lies close against the poles. However, as the borders expand,
and inhospitable the terrain becomes. The traveller will have the encroachment is accompanied by great outpourings of
to pass through these Chaos Wastes if his desire is to cross Chaos warbands. Scholars have postulated that the two are
the boundary between worlds and reach the Realm of Chaos. intrinsically linked, as if it is the warbands’ collective desires
to wreak havoc that fuels the realm’s expansion. I f true, then
The winds that blow here are not those of air, but of pure unless the incursions o f Chaos can be defeated, the Realm of
sorcery, and the storm-shaken sky boils with eldritch power. Chaos will eventually encompass the entire globe, and all will
H ere, one can witness the rebellion of nature itself, where be swallowed in insanity and death.
even the elements are torn between the mortal and immortal
worlds. The trees are contorted into blackened skeletons TROLL COUNTRY
straining their branches towards warm-blooded creatures.
Bloodstained plains are covered in a forest o f petrified forms, The area north of Kislev is a malign wilderness known as
where entire armies have been transformed into statues Troll Country. N o tribes dwell here, for the predators that
of gold, marble and gemstones by the breath of uncaring stalk its untrammelled wastes are beyond counting. No
gods. The mountains of this blasted place have twisted into other realm in the mortal world harbours as many monsters,
fantastical shapes and gaping maws ju t out o f cliff faces, the most common of which are Trolls o f all breeds —from
bellowing to be fed the flesh of mortals. Jagged peaks and the slime-covered and scaly beasts that wallow in the fish-
metallic spikes thrust out o f the land like splintered bones, stink o f its polluted rivers to the unblinking, two-headed
and rivers of lava run backwards through deep fissures in horrors that he in wait within its mist-wreathed haunts. The
the snow-covered plains. Monoliths, raised to the glory of mutating power of Chaos has touched more than Trolls in
Chaos Champions, dot the untracked wilderness; their pitted this benighted place, however. Packs of ice-wolves hunt down
surfaces constantly ooze blood and are carved with legends and pounce upon those who stray into their territory, their
of fell deeds. Vast skull-topped bastions cast shadows across mournful howls piercing the night. Cockatrices dwell within
the snow which play out scenes of slaughter and death as cavernous lairs and Manticores soar high above mountain
they dance and flicker. From their flame-wreathed eyries, ranges in search o f fresh prey. Frost-wyrms make their lairs
Chimerae swoop down to feast on those below, their tri­ across the frozen tundra, still as death until the footfalls of
headed roars causing the blood to run as cold as ice. Across trespassers trigger a murderous burst of activity. Though the
this impossible, nightmarish landscape stalk dark champions sane men of the O ld World abhor Troll Country as a frozen
who roam the wastes in search of eternal glory and unending purgatory' from which few return, the Champions of Chaos
war, and only the greatest amongst them will ever reach the frequently brave its dangers. For where better to seek eternal
borders of the Realm of Chaos alive. glory than in a land that harbours more monsters than men?

TIMES OF WOE

C.-5600 1000 1846 у

The Great Cataclysm. Thepolargates collapse The great Chaos citadels o fInfemius and Black The Chaos Dragon Galrauch is awakened by a
and Chaos enters the world. Daemonic hordes Rock are built in the Chaos Wastes. great battle beingfought outside his lair between
run rampant across the lands and many primitive Ores and the tribes ofthe Hung. He visits his rage
tribes o fMen make alliances with the unholy 13% on allpresent, killing nofewer than six Wyvems
invaders. Thus were thefirst Warriors o fChaos sent to slay him in aerial combat.
born, and civilizations were humbled before their The Warfo r Karak Ghulg. Valkia the Bloody
falls upon the northernmost D w arfstronghold. 2006-2007
»4420 One by one, the D w arfpositions are overrun by
The Elves o f Ulthuan complete the Great Vortex Valkia’s army o fviolent madmen, the shield-lines The Battle ofLamentations. A vast Plague Fleet,
that drains much Chaos energyfrom the world. o fthe mountainfolk smashed asunder by the sofoul that it leaves the sea black in its wake,
The Daemon hordes are banished and the Realm charges o fBlood Reaper Knights and Chaos makes anchor offBretonnia. Led by the Chaos
o fChaos retreats to thepoles o fthe world, where Warriors. Valkia orders herfollowers to open the Lord Kharan the Blighted, the legions ofKhome
itpulses like a malignant wound. fallen defenders' rib cages in a grotesquepractice and Nurgle defeat the Knights ofCouronne and
known as the bloodraven. Khome is mightily lay siege to that city. Repanse de Lyonesse, the
c-1667-167 impressed with Valkia's gory deeds and he names Damoiselle de Guerre slays Lord Kharan in single
her as his mortal consort. combat, and his army soon scatters.
The Battle o fDespair. A great armada o fChaos
warshipsfightspast the leviathans that guard 1453 2099
the coast o fNaggaroth, and hordes o firon-clad
warriors make landing upon the Witch King’s As the warband o fRagnar Painbringer advances Aekold Helbrass, Champion ofTzeentch, seeks out
shores. The tower o fGhrond is besieged, and upon the Forest o fSighs, the trees come alive and the legendaryforge known as the Volcano’s Heart.
Naggarond itselfis only saved when the Witch attack the Chaos battle host. Hundreds o f Wood Hispath across the blasted Chaos Wastes is to this
King himselfenters thefray with a score o fBlack Elves emergefrom theforest, felling swathes o f day markedby the trail ofunnatural vegetation
Dragon riders. fur-clad barbarians and mutant hounds in vast that sprung up in his wake.
volleys o fbowfire. Ragnar crushes the defenders
The warbands o fChaos continue toprey upon when he orders scores o fhis scythedheavy 2281-2286
the realm o fNaggarothfo r many centuries to chariots to thefore, pulled by snorting steeds and
come, until the Witch King Malekith, orders the hulking Gorebeasts. Against this assault, the The War ofSand and Snow. Valgar the Butcher
construction ofa series o fjagged watchtowers to WoodElves are trampled to bloody smears, and leads his warband to the deserts o fKhemri to raid
guard against their bloody incursions. the walking trees are smashed to matchwood. the tombs ofancient kings. The Chaos horde is
ambushed on its return by Settra the Imperishable.
c.-830 1730 Barely a dozen Marauders make it back to
Arbaal the Undefeated, the Destroyer o fKhome, The rogue w izard Malofex brings afirestorm Norsca, bloodied, yet rich beyondtheir wildest
is tired o ffinding nofoes worthy toface him in the down onto the glacier that holds Kholek Suneater dreams. Settra leads his armies north a decade
mortal world, and rides into the Plain o fSkulls to in his dormant state. The glacier, originally later, and skeletal legions clash with iron-clad
challenge Khome himself. summoned by the mostpowerful High E lfmages warriors acrosssnow-drifts andfrozen glaciers
o ftheir age to imprison the great Dragon Ogre until the dead have reclaimed every lastgold coin.
-122 Shaggoth, begins to melt. Kholek Suneater breaks
free into the world once again, to resume his 2298
Ghular Festerhand ravages Loren Forest; the rampage o fdestruction.
huge swarms o fflies thatprecede his advance The merciless raider Scyla Anfingrimm is brought
impede the sharp-shooting WoodE lfdefenders. 1814 to battle by an army o fvengefuldispossessed
villagers. However, Scyla is victorious and takes
756 A Skaven hordefrom H ell Pit emerges to loot the corpses ofhisfoes as trophies, tying them to the
warpstonefrom the Northern Wastes, bringing prows ofhis longships asgrotesquefigureheads.
The Hellstriders ofSharliss the Damned dart with them hordes o fRat Ogres and other,
through the trees o fthe Bloodgrove Forest andfall more horrifying, creations. The vile ratmen 2302-2303
upon the warherd o fGraknor Manrender with are butchered one and all as the warband of
flashing blows too quickfor the eye to see. Within Decasor, Champion o fNurgle, falls upon them, The Great Invasion. Countless Chaos warbands
the hour, overfour thousand Beastmen have his maggot-chewed chariots carving through the unite under the banner o fAsavar Kul, and a great
been skinned alive and nailed to the surrounding enemy ranks, and his trio o fManticores ripping portion o fKislev and the Empire is ground under
trees and herdstones, their howls o fagony sending the monstrous abominations o fthe Skaven horde the heel ofthe Ruinous Powers. The city ofPraag
to shreds. falls to a bitter siege and is twisted into a hellish
’Sharliss warriors into a blissful state o fdelirium. city ofChaos. Kul’s rampage is only stoppedas
the armies o fthe Old World, led by Magnus the
Pious, defeat the Chaos Warlord at the Battle of
Kislev's Gate.

14

2302-2390 • 2490 2516
The son ofAldebrand Ludenhof, Elector Count
War in the Mountains. Valmir Aesling marshals The Necromancer Hela Half-dead leads a o fHochland, falls ill with a mysterious illness.
his host at the Dwarfen hold o fKraka Drak. horde o fshambling corpses into Troll Country, He is treated by a cloaked doctor who instructs
Unable to halt the march ofthe Chaos Warriors, slaughtering every living thing shefinds. Hela’s him to drink a potion should the symptoms
King Silverbeard isforced tofell the mountain horde is eventually intercepted and tom topieces return. Upon drinking the tainted elixir, he
itselftoprevent Valmirfrom invading other by Throgg and an army o fTrolls. is transformed into a hideous mutant that
D w arfholds. The ensuing avalanche buries slaughters a dozen o fthe Count’s most trusted
Kraka Drak, and all within, beneath millions of advisors before sloping offto the north to obey its
tones ofrock, entombing Valmir and his warriors new master, Festus the Leechlord.
inside the stronghold with the Dwarfs. Though it
takes decades ofbitterfighting Valmir succeeds in 2517
slaughtering every last D w arfin the doomedhold. Throgg, the Troll King gathers together the
monsters o fthe north and begins his war against
2370 the civilized world.
The Chaos Warriors ofBrass Keep repel an
Empire army attempting to root them out o fthe 2498 2518
Middle Mountains. The Empire’s artilleryfalls After consulting the Skull ofKatam, Egrimm van Prince Sigvald the Magnificent has the
silent when Chimeraefa ll upon the crews and Horstmann attempts tofuse the sorcerouspowers Bretonnian township o fChamburg razed because
tear them to ribbons. With the artillery destroyed, o fhis chosen cabal with the unholy resilience the wine itproduced was not to his taste.
the doors o fBrass Keep grind open and a tide o fTrolls, but his magicksgo awry. Egrimm is
forced toflee the Citadel o fSorcerers as the newly 2519
,o ffrenzied warriors charge out butchering the createdbreed o fTrolls that vomitpure magic Wulfrik the Wanderer boasts that he is the
run amok, devouring all o fthe acolytes and mightiest warrior to have ever drawn breath,
Empire’s soldiers to a man. apprentices with ravenous hunger. and he is cursedto roam the worldfor all eternity
toprove his claim.
c.2417 2509-2511
The Onslaught o fthe Maggot Lord. Tamurkhan c.2519
,Whilst hunting the Bonegrinder Giant the Maggot Lord, body-thiefandfavoured of The Daemon Prince Be’lakorpresides over
Nurgle, leads a mighty incursion o fChaos in a Archaon s blasphemous coronation in the heart of
Maulgrong Borkill the Bloody-handedfinds great scything arc down the Mountains ofMourn the Chaos Wastes.
the Chalice o fChaos at the base o fajet-black and sweeping across the Dark Lands, laying all
monolith. As he drinksfrom the cup, Maulgrong desolate in his wake. With the Chaos Dwarfs 2520
attacks, but the vile liquid causes Borkhill’s body and a horde o fnightmarish beasts as his allies, he The Siege o fMiddendorf. Festus the Leechlord
to swell with unholypower, granting him the lays waste to the Border Princes and strikes at the continues to blight the Empire with his dark
strength to best his monstrousfoe. Empire’s underbelly. experiments, unleashing a strain o fEyeslime
Fever so virulent that the death it causes allows a
c.2420 c.2513 horde o fDaemons to manifest within the Empire,
Archaon emergesfrom the Altar o f Ultimate Theplan o fthe Skaven Master Moulder, Throt laying siege to the city o fMiddendorf.
Darkness in Naggaroth, slick with the blood of the Unclean, to capture a Mutalith Vortex
the slain and with the M ark o fChaos burning Beast is thwarted when his army o fRat Ogres 2521
fiercely upon his brow. approaches the beast and are mutated intopiles of Vashnaar the Tormentor launches his great raid
black-bodied worms andpulsing eyeballs. into northern Lustria, eager to claim the heart of
2457 P a Slann and offer it up in sacrifice to the name of
Egrimm van Horstmann, High Luminary o fthe 2515 his dark patron.
College ofLight Magic, isfinally beguiled by the Slaughter at Volganof. With a tempestfrom
whisperedpromises ofTzeentch. Van Horstmann the Realm o fChaos blowing at his back, Lord 2522
sells his allegiance to Chaos andfrees the Chaos Archaon the Everchosen, Lord ofthe End Times,
Dragon Baudrosfrom his magicalprison. ,Mortkin the Black-iron Reaver, marches musters an army o fChaos larger than any that
has gone before. The combined horde marches
2480 south at the head o fwarriors beyond count — against the armies o fthe Old World.
The Spawn Tide. Lord Festerlung Champion armoured barbarians, fur-clad Marauders,
o fNurgle, forms an alliance with Vilitch the immortal Daemons, and hulking mutated
Curseling and their two warbandsjourney into monstrosities —all united under the banner of
the Mountains o fMourn. Theyfa ll upon the the Fell Legion. Mortkin s horde sweeps through
Iron-Eye Ogre tribe but are almost destroyed Kislev and Ostland and the city o f Volganofis
as a rampaging Stonehom tramples scores of burned to the ground.
warriors underfoot. Vilitch unleashes a great spell
that mutates Festerlung and all ofhisfollowers c.2515
to gibbering Spawn in the blink o feye. A tide of Vilitch the Curseling incinerates Tzeskagrad with
fangs and twisted limbs rip both the Stonehom balefire, the Sorcerer’s laughter infecting even
and the Iron-Eye tribe to ribbons before they those who are caught in thefiames.
disperse into the mountains.

THE GREAT INVASION

Over the ages, the O ld World has known many wars. The Chaos forces renewed their assault, and in the space o f an
kingdoms of M an have defeated these threats, yet each new hour, the virgin white snow underfoot was turned into a
danger emerges greater than the last, and every battle is won bloodstained slush strewn with the remains o f the Kislev and
at an ever-increasing cost. O f all these wars, one alone is Ostland soldiery.
known as the Great Invasion or, as the men of the O ld World
call it, the Great War Against Chaos. The dread horde paused only to lay waste to the northern
part of the T zar’s territory before moving further south. The
A TIME OF O M ENS surviving Kislevites thought that the raging River Lynsk
would force their enemy to cross at the bridges. The T zar’s
Throughout the summer of the Imperial year 2301, portents armies thus prepared to defend them to the last, but Kul’s
of disaster blossomed across the Empire. Wells mysteriously Sorcerers unleashed fell magic, and as they did so, the waters
overflowed with blood and pigs rose up onto their hind legs grew thick with blood and froze. Kul’s vanguard of Chosen
and began to scream with human voices. Crops shrivelled, or crossed the frozen river in lockstep, thousands of armoured
were devoured by plagues of insects, many of which had the feet crunching upon the hard crust of blood-red ice. The
leering faces of men. Few doubted that the Empire lay under Kislevites were caught from all sides and swiftly butchered.
a curse, and whom else but the Ruinous Powers could be There was now nothing to bar Kul’s path to the heardands of
responsible for such a catalogue of woe? Kislev and the teeming city o f Praag.

To the Kurgan warlord Asavar Kul, the Anointed, the TH E FALL O F PRAAG
Empire seemed weak and ripe for conquest. There was no
centralised authority to oppose him, for the Empire was In Praag, the people prepared for a siege. Thousands flooded
currendy divided between its squabbling Elector Counts. So into the city from the surrounding countryside, bringing
it was that Kul made ready for war. with them what provisions they could, but it was not enough.
Soon, the citizens were starving, and in their weakened
THE GATHERING OF M IGHT condition, they were easy prey for the gifts of the Plague
God, Nurgle. Disease spread through the city like wildfire,
As the gateways that divide worlds swelled with power, a and the streets soon filled with pox-ridden corpses.
dark shadow spilled southwards, engulfing the wastelands
and absorbing them into the Realm of Chaos. Before this Kul made no attempt to seize the city until the pestilence had
irresistible tide, the minions of the D ark Powers gathered, done its work. The people of Praag barely survived, hoping
and Kul drew them to his cause. H e was joined by countless beyond hope that a relief force would arrive, for rumours of a
tribes of northern barbarians and roving bands of Chaos heroic new leader from the south called M agnus had reached
Warriors. As the shadow fell over Troll Country, all manner their ears —a paragon amongst nobles was bringing an army
of mutant beasts flocked to Kul’s banner, attracted by the to their salvation. Indeed, in the south, the flock of M agnus
unmistakable lure of raw power. Daemonic hosts crossed the of N uln grew ever stronger. H e gathered unto him an army —
veil from the Realm of Chaos and marched to the Anointed’s loyal devotees of Sigmar and professional soldiers from across
side, and in the northernmost forests of the Empire, the Empire. Recognising in M agnus a leader that could unite
Beastmen gathered in unprecedented numbers. the troubled factions of the O ld World, the Elector Counts
of the Empire pledged their support, and as one, they led
Kul truly had the favour of all the Chaos Gods, who appeared their troops to join him. Soon, a vast army of men marched
to have put aside their timeless rivalries and united their northward, intent on breaking the siege of Praag. But their
armies for the subjugation o f the mortal world. So it was that progress was slow, and with every passing day the people of
the Anointed emerged with an unholy horde so massive that Praag grew weaker.
it was like a sea of blades sweeping over the land.
W hen the plague was at its height in the winter o f 2302, Kul
BLOOD IN THE SNOW changed his tactics from the iron grip of siege to the majesty
of all-out attack. The outer defences of the city proved little
As winter dug into the northlands, the Chaos host marched obstacle to Kul’s monstrous allies, in particular; Kholek
south. This invasion force was spotted by Kislevite outriders Suneater smashed a great wound in the city walls with a
who quickly raised the alarm. Reinforced by the soldiers hammer older than the race of Man. Roaring in triumph,
of the Elector Count of Ostland, the entire army of Kislev the Warriors of Chaos poured in. M agnus was too late - an
moved north to intercept them without delay. advance force of his elite cavalry lay but a day’s march from
the city, but to no avail —Praag had fallen.
The Kislevites fought like maddened bears, but the iron­
clad infantry regiments at the heart of the Chaos host proved The City of the Damned
nigh unstoppable. Nonetheless, a cavalry charge from With Praag in ruins, Asavar Kul commanded his Sorcerers
Kislev’s Gryphon Legion collapsed one enemy flank, and for to perform a ritual, and at its culmination, a black wind swept
a moment, hope glimmered in the hearts of men. But soon through the city that transformed everything it touched. M en
the skies blackened, and that hope was quickly extinguished. and stone bled together to form hideous living statues. Pillars
The Shaggoth known as Kholek Suneater stormed into groaned with human voices and distorted faces peered out
the fray leading a throng of his Dragon Ogre kin, and the from walls. Praag had become a nightmare incarnate, a taste
Gryphon Legion were scattered before their fury. The of what lay ahead for the rest of the Old World.

After the fall of Praag, the Chaos horde moved south once
again, passing M agnus’ advance force without realising it.
W hen the Empire cavalry reached Praag, they witnessed the
horror that had overtaken the stricken city. Grim of aspect
and purpose, they moved in pursuit of the Chaos horde and
soon encountered the rearguard remnants of the fell host.
T he noble knights o f the Empire fell upon the evil force
with a ferocity born of outrage. It was a minor victory, but a
victory nonetheless. Meanwhile, the bulk o f the Chaos horde
continued its advance into the heartlands of Kislev.

Further south, the main Empire army, led by M agnus
himself, arrived at the city of Kislev just in time to see the
Chaos forces surround it. Chaos Warriors stood in serried
ranks waiting for the order to advance. Sorcerers rode
amongst the troops on beasts of foul appearance. Monsters,
Daemons and a vast number of Trolls and Beastmen
thronged at the periphery of the horde, bellowing and
braying in anticipation o f the slaughter to come.

THE BATTLE AT KISLEV’S GATES realised that with the cavalry’s arrival victory could yet be
claimed. Summoning the last of his strength, he stood in his
W ithin Kislev, Tzar Alexis took command of a new, hastily- saddle and exhorted his men to make one final attack.
assembled army. W ith them stood Dwarfs from Karaz-a-
Karak, led by H igh King Alriksson. Though few in number, Kislev’s defenders witnessed the cavalry attack and saw the
these doughty warriors had marched to honour the ancient dark forces begin to turn. The city gates opened and every
alliance between M an and Dwarf, and they were the most last M an and D warf rushed out to crush their besiegers. Kul
battle-hardened of their kind. himself fell during the last assault, a jagged blade punched
through the back of his neck. Some say the favour of the gods
In the first Chaos attack, Kul committed his monstrous was withdrawn from him at a critical moment, others that
and daemonic allies. Following a furious assault, they drove he fell to a sword thrust from one of his own lieutenants. In
Kislev’s defenders from the outer defences. The last to any case, without his force of will to unite them, the Chaos
reach the safety of the city were the Dwarfs, whose stubborn forces began to crumble. Caught from three sides, the once-
rearguard action held Giants and Chimerae at bay long disciplined Chaos horde devolved into a screaming mass. By
enough for the humans to reach safety. As Kul prepared to day’s end, the vast army was broken and scattered.
assault the city again, M agnus’ army reached the outskirts of
the Chaos encampment and immediately fell upon their foes. A NEW DAWN

Magnus’ blow fell like the hammer of Sigmar himself. Following the Batde at Kislev’s Gates, darkness withdrew
Thousands of Chaos troops were slaughtered and the forces from the southern lands. The city of Praag was rebuilt,
of the Dark Gods were hard pressed to halt Magnus’ furious, though ever afterwards it remained a haunted place. M agnus
charge. A victim of its own vastness, the Chaos army took a long the Pious, as he became known, was crowned Emperor and
time to redeploy in response to Magnus’ attack, but eventually the forces of Chaos were driven back into Troll Country and
its superior numbers began to tell. The advance of the Empire beyond. The Great War Against Chaos was at an end.
was halted and Magnus soon found himselfencircled by a wall of
steel-clad warriors. The Empire army reformed into a defensive The temporary alliance between the Chaos Gods ended too.
circle, and all around them, the Warriors of Chaos hefted their Perhaps they were content to test the defences o f Mankind,
blades, aspiring champions stepping forward to challenge the or merely to indulge in a glut of bloodshed, for their true
leaders of Magnus’ army. Fearing that their saviours would be plans are unfathomable. Over the next two centuries, the
destroyed before them, the Dwarfs marched from the south gate forces of Chaos gathered strength, awaiting the next attempt
and took their axes to their tormentors. However, the Chaos to wrest control of the O ld World from its mortal lords.
Warriors before them were Kul’s personal guard, and not even
the most hardened Dwarfcould stand against them; they were
beaten back, and barely half returned to the city alive.

W ith the threats from M agnus and the Dwarfs repelled,
Kul summoned his mightiest lieutenants —Chaos Lords
who rode upon the backs of savage Manticores and a trio of
Sorcerers mounted upon two-headed Chaos Dragons —to
raze the city gates. However, just as they were about to reach
Kislev’s walls, the tide of batde took a sudden and dramatic
turn. M agnus’ cavalry, the same that had reached Praag too
late, arrived upon the northern flank of the Chaos army. With
tremendous ferocity, the Em pire’s knights galloped into the
Chaos lines, lances lowered. M agnus, though exhausted,

THE SAGA OF ARCHAON

Archaon is the Everchosen of Chaos, and he bears the favour raging battle underway, as the rival warband of Gorath the
of each of the D ark Gods. This destiny was not thrust upon Ravager, L ord of the Bloodsworn, assailed the fortress.
Archaon, but hewn from history itself. Though Gorath’s reputation for violence was well known,
the D ark Elves had halted the Bloodsworn’s advance by
THE BIRTH OF A LEGEND launching a devious trap, and with their enemy pinned, their
bolt throwers were reaping a deadly harvest.
The man who was to become Archaon was once a devout
Templar Priest of Sigmar, pure in heart and deed. A Archaon immediately ordered his warriors into the fray in
determined scholar as well as a natural warrior, he often the hope that, combined, the forces o f Chaos would emerge
studied the ancient grimoires sequestered away beneath his triumphant. Packs of Warhounds loped ahead to attack the
temple, hoping to find a way to defeat the vile powers of D ark E lf cavalry harrying the Bloodsworn’s flanks, jaws
Chaos. The texts were locked away for a good reason, and snapping hungrily over the throats of horses and riders
his studies proved worse than futile. The Priest uncovered a alike. Groups of Shades, firing upon the Bloodsworn from
set o f heretical manuscripts transcribed by one of the acolytes the shelter of an abyssal wood, were run down by Archaon’s
of the infamous Necrodomo the Insane, a prophet who, mounted M arauders, their javelins hurled with enough force
it is said, tore out his own eyes after having a vision of the to impale D ark Elves against the boughs of the twisted trees.
destruction o f the world at the hands of Chaos. W ith the enemy ambushers slain, the Chaos forces advanced
as one upon the Citadel. Suddenly, the air was thick with
W hat Archaon learned from these texts is unknown, but black-fletched crossbow bolts, a hail of death that killed
legend has it that he uncovered a terrible truth. H e screamed barbarian M arauders in their droves. But the iron-clad
in rage until his voice cracked, rejecting the gods of the regiments at the core of the Chaos army marched relendessly
Empire as frauds. Burning down the temple around him, through the storm, trampling the dead and wounded into the
Archaon raged amongst the flames. H e renounced his own mud as they advanced.
name and swore he would not only give himself body and
soul to Chaos, but also forge a new life as the scourge of the
deluded fools who worshipped the false gods of the Empire.

The blasphemous manuscripts had not only contained the At the last, the D ark E lf lines shifted, and crossbowmen
evil truths that caused Archaon to turn to Chaos, but also withdrew as blocks of spearmen locked shields to face the
Necrodomo’s prophecy of the E nd Times. Archaon learned approaching hordes. The first to reach the D ark E lf lines
that a great warrior would emerge from the darkness who died in agony as their bodies were pierced by razor-edged
would bear the blessing of each of the Ruinous Powers in blades, but Archaon and Gorath urged their troops onwards,
equal measure. Known as the Everchosen, this warrior would and soon the massacre began in earnest.
have to prove himself by winning six great artefacts o f power
that had belonged to his predecessors. Archaon vowed that Every Chaos Warrior was a living engine o f destruction.
he would take up the mande or die in the attempt. Maces burst heads like overripe fruit, swords rose and
fell in bloody arcs and axes cleaved through Elven shields
Abandoning his home, Archaon set upon an epic journey to and bodies both. The heaviest fighting was centred about
the very north of the world to find clues to the whereabouts Archaon and the Swords of Chaos. They advanced in the
of the six artefacts of Chaos. H e cut a bloody path through shadow of a great Warshrine, and they fought all the harder
both the Empire and Troll Country, slaying any man, knowing that the D ark Gods would be watching.
mutant or monster that dared bar his path. Onwards he
trekked, through the frozen storms of the northlands and the The Dragon Witch
blood-stained wastelands beyond, for nothing could prevent As Archaon cleaved yet another D ark E lf in half, he heard
Archaon from reaching the dreaded Realm of Chaos; he a mighty roar above him. H e looked up and saw a vast
didn’t even pause as he stepped over the threshold between shadow emerge through the clouds. A Dragon with scales
the mortal world and unreality. as dark as coal swept over the Chaos army, belching forth
clouds of corrosive gas that reduced entire regiments to piles
None know for sure how long Archaon spent in the Realm of steaming flesh. Atop the monster’s back rode a Sorceress
o f Chaos, what battles he endured or what secrets he with ice-pale skin, and when she gestured towards the Chaos
learned, but when he emerged, all could see the destiny that Warriors below, shards of black magic cut a bloody swathe
surrounded him. Shortly after, Archaon gathered to him a through them.
roving warband o f Chaos Warriors who called themselves the
Swords of Chaos, and set off to claim his first prize.

THE FIRST UNH O LY Q U EST Gorath howled a challenge to the Dragon Witch, knowing
that the Sorceress’ death would surely attract the favour of
The first artefact that Archaon sought lay within the Altar the Ruinous Powers, but she did not deign to come within
of Ultimate Darkness in Naggaroth, the land of the sadistic reach of his blade. H is frustration was answered only by
D ark Elves. Archaon marched to the Citadel o f Spite - a her mocking laughter as she called forth a howling wind of
jagged tower that thrust into the sky like a spear piercing blades that enveloped the Chaos Warrior and flensed his flesh
a heart. As Archaon approached the Citadel, he found a from his bones in the blink of an eye.

A Storm of Murder THE SPIRIT OF MORKAR
Archaon could only look on in rage as bolts of sorcery lanced
out from the sky. Inspired by their Dragon Witch, the Dark Archaon left Naggaroth upon a stolen ship forged from black
Elves were counter-attacking when one of their number metal, and sailed into an undiscovered realm populated by
stepped towards Archaon with murder in his eyes. Casting savage half-humans. Archaon and the Swords of Chaos gave
aside a cloak as black as midnight, the Assassin leapt forth. battle to these benighted creatures for six days and six nights
until their city lay in ruins. In the depths of their necropolis,
Archaon barely managed to parry the E lf’s first blow, and Archaon uncovered the tomb of Morkar, the first Everchosen
his sword was wrenched from his grip. Though disarmed, of Chaos, who was bested only by Sigmar Unberogen himself.
he was not defenceless, and when the Assassin struck again As Archaon reached out to claim the Everchosen’s armour, it
Archaon dropped his shield and caught his opponent’s came to life and attacked him, raining a relentless flurry ofblows
wrist in one armoured gauntlet an eyeblink before the other against the Chaos Lord. Only when Archaon spat a curse in the
clamped around the Dark E lf’s throat. Hoisting his assailant language of the Unberogens did the armour’s implacable assault
into the air, Archaon proceeded to cut out the Assassin’s cease for a split second, allowing Archaon to smash it asunder
heart with his own dagger. Archaon held the gory offering with a devastating counter-attack. The spirit of Morkar was
towards the Chaos Warshrine, and as he did so, felt the gaze banished, and Archaon took the armour for his own.
of the gods look upon him. The heart in his hands began to
beat once more and a great bolt of lightning, as red as freshly THE EYE AND THE DRAGON
spilled blood, rent the sky asunder. The gods had answered.
The third challenge Archaon faced was retrieving the Eye
Fury of the Gorequeen of Sheerian from the lair of the three-headed Chaos Dragon
Descending to the battlefield upon wings of fire came Valkia Flamefang. Archaon awoke Flamefang by smashing his axe
the Bloody. The crimson champion howled an unholy into the slumbering Dragon’s forehead. For many hours,
challenge as she dove towards the Black Dragon, and all eyes the two battled amongst the bones of legendary creatures at
turned skywards to witness the epic aerial clash. the base of the Cliff of Beasts. The Dragon breathed searing
flames over Archaon and even swallowed him whole, but the
Valkia moved with the fury of the wind, and lopped the Armour of M orkar proved inviolable, and the Chaos Lord
Sorceress’ head from her shoulders before she could utter fought his way out of the Dragon’s gullet with the ferocity of
a single incantation. With its mistress slain, the Dragon a maddened Warhound. With its insides shredded, the great
went berserk, snapping its jaws wildly as it tried to bite the drake eventually collapsed and died. Archaon plucked the
Gorequeen in two. Its aimless wrath was nothing compared Eye of Sheerian from the gems encrusting the Dragon’s belly,
to the focussed rage burning in Valkia’s veins, and blood and hung the artefact around his neck as a
rained from the sky as her spear tore great gashes in the
Dragon’s hide. Valkia drew fresh strength from every blow,
and with one final slash, she sliced open the Dragon’s throat,
casting its lifeless body to the ground below.

Valkia’s victory cry was terrible to hear and as she plunged
into the defenders below, the Bloodsworn redoubled their
efforts, knowing that with the Gorequeen present, Khorne
would be watching them all. Sensing that the enemy was on
the verge of breaking, Archaon plunged onwards and the
Swords of Chaos went with him. Like a great tide of death
they went, striking a deadly hammer blow against the Dark
E lf lines. The enemy broke and were quickly ripped apart in
a tide of razor claws, grasping tentacles and snapping teeth.

The Altar of Ultimate Darkness
With the Dark Elves in disarray, and the Bloodsworn intent
on butchering every last defender, Archaon entered the
Citadel. The interior was blacker than a corrupted soul, but
Archaon strode on fearlessly. Such was his skill that even in
the total absence of light he overcame hundreds of misshapen
troglodytes in the inner sanctums, reconsecrating the Altar of
Ultimate Darkness in the name of the Chaos Gods with the
blood of the creatures that had crawled in the catacombs.

When Archaon emerged, he was drenched in gore, but he
bore upon his forehead the first sacred artefact, the eternally
burning M ark of Chaos. O f Valkia there was no sign, for
Khorne had called his Gorequeen to another blood-soaked
field. The victorious warriors of the Bloodsworn looked
upon the blood-slick form of Archaon and knew him to be
favoured by the Dark Gods. Many fell to their knees and,
with their allegiance, Archaon’s army doubled in strength.

THE STEED OF THE APOCALYPSE An Avalanche of Steel
Archaon’s forces laid siege to Brilloinne Castle, but the
The fourth treasure was a daemonic beast —Dorghar, Bretonnian trebuchets took a heavy toll on the Chaos army.
Steed of the Apocalypse —the prized possession o f the The first slab o f masonry to fall dashed the brains of the
Daemon L ord Agrammon, whose menagerie included every Chaos Giant known as the Corpsemaker over a twenty yard
imaginable creature. W ith the surviving Swords of Chaos at area. As further projectiles ploughed through the ranks of
his side, Archaon batded his way past hosts of Daemons to Archaon’s infantry, leaving bloody furrows in the ground
Agrammon’s palace in the heart of the Realm of Chaos. Once filled with the mangled bodies o f the slain, he raised his
inside, Archaon used the Eye of Sheerian to track Dorghar sword and bellowed a challenge to the lord of the casde,
and when close enough, he vaulted atop the snorting beast. calling him a coward and daring him to fight.
Dorghar burst into flame and changed shape many times, but
Archaon’s will was strong, and he broke the Daemon steed in Baron Lucus, the arrogant warden of Brillionne Casde, took
as a stablehand might break a wayward stallion. Archaon’s challenge as an insult to his honour. So it was
that he opened the gates and sallied forth to meet Archaon.
THE SLAYER OF KINGS Several hundred noble warriors lowered their lances as
Bretonnian chargers galloped to meet the Chaos menace.
Riding back through the gateway at the top of the world, As the cavalry surged onwards, Pegasus Knights flew high
Archaon journeyed to Chimera Plateau, where rested the above, Baron Lucus at their head atop a mighty Hippogryph.
Daemonsword known as the Slayer of Kings. At the plateau
were scores of Chaos champions, all duelling for the right to With Lucus’ army committed, Archaon smiled grimly and
take the sword as their own. As Archaon rode onward, many signalled his reserves to the fore. From behind a hidden ridge
challenged him, but none could stand before him. Archaon rode close to a thousand Chaos Knights, and the ground
spared those who swore fealty to him, and slew the rest, trembled at their passing. From his vantage, Lucus could
claiming their warbands as his own by right of conquest. see snorting metal machine-beasts amongst the Chaos horde,
brass behemoths who barged their way to the fore, their
W hen Archaon reached the plateau, his horde was of such riders yearning to spill the blood of their foes.
size that the Chimerae guarding its passes were quickly
overcome, leaving Archaon and three companions to climb Bretonnian and Chaos Knights clashed like two opposing
to the summit. Suddenly, what Archaon had taken for a tidal waves of steel and muscle, lances on both sides
mountain turned over in its slumbers, creating a series of punching through enemy breastplates in explosions of gore.
earthquakes. Even Archaon was given pause; there was no The Knights of Bretonnia fought with courage and valour,
way even he could defeat Krakanrok the Black, the father but they proved weak weapons against the unyielding might
of the Dragon Ogre race. Instead, he and his companions o f the Skullcrushers of Khorne. Axes slashed left and right as
stalked silendy past the monster’s titanic maw, only to find the Juggernaut cavalry carved a gory path through their foes.
that the Daemonsword was clasped to the monster’s chest.
Prince Ograx the Great, strongest of Archaon’s Chosen, The Pegasus Knights dove to intercept the stampeding
managed to lift one of Krakanrok’s talons high enough for Juggernauts, but Vilitch unleashed bolts of sorcery that
Archaon to grasp the Slayer of Kings. However, the Daemon engulfed the winged steeds, bathing them in the magical fires
within the blade began to shriek at deafening volume, o f change. In an instant, the Pegasi were transformed into
threatening to stir Krakanrok to wakefulness. Thinking dozens of different forms, none of which could fly, and so
quickly, Archaon thrust the sword into Ograx’s chest, they plummeted to their doom.
knowing that the taste of royal blood would appease the
Daemon. With the blade sheathed in his companion’s corpse, Heroic Intervention
Archaon descended the plateau to the cheers of his followers. Lucus plunged into the fray, stabbing with a sword of shining
gold as his Hippogryph’s claws slashed left and right,
THE CROWN OF DOMINATION cutting through Chaos armour as if it were paper. Faced
with this new threat the Chaos lines parted, and a hulking
The search for the Crown of Domination took longer than all Slaughterbrute lumbered forwards.
of Archaon’s other labours combined. The Crown had once
held the Eye of Sheerian, but had since been lost to history. Those knights brave enough to charge the over-muscled
Decades passed and though he slaughtered foes across the monster died in an instant, swatted aside like bothersome
world, still Archaon had no clue as to its whereabouts. insects. Lucus’ Hippogryph leaped at the Slaughterbrute,
and though Lucus’ sword was aimed true, it found nothing
The Curseling’s Bargain but air. The creature was shackled to the will of Jharkill, one
As Archaon’s warships left a fruidess search on the Isle of o f Archaon’s Exalted Heroes. Jharkill even now manipulated
Corpses, they were enveloped in a great tempest that blew the creature’s actions through the movements of a wooden
them towards the distant shores of Bretonnia. Awaiting them puppet, parrying Lucus’ blade with the skill of a master
was the misshapen form of Vilitch the Curseling, infamous fencer. Again and again Lucus failed to land a blow, and he
Sorcerer of Tzeentch. The Twisted Twin approached realised the giant beast was mocking him, toying with his foe
Archaon and explained that he had heard of his quest and before delivering the deathblow.
used sorcery to summon the Chaos L ord and bargain for
knowledge of the Crown’s whereabouts. In exchange, Vilitch Growing bored of his opponent, Jharkill extended his
wanted a harmless trinket - or so he said - guarded within control, and in the blink of an eye the Slaughterbrute grasped
Brilloinne Castle. Though wary of treachery, Archaon’s hold of the H ippogryph and tore its wings off", showering
desire for the Crown of Domination was all-consuming, and blood and feathers everywhere, before smashing the beast

war.

into a pulp with repeated blows of its battering-ram-sized away his hair in a second. From the flames emerged a roaring
fists. The Slaughterbrute then picked Lucus up in one giant Bloodthirster. A lesser mortal would surely have been slain by
claw and crushed him like an egg. It was too much for the the Greater Daemon, but Archaon refused to yield. Through
Bretonnians and, as they fled from the gory sight, Archaon’s sheer strength and determination he wrested the weapons
forces cut them down. from the Bloodthirster’s claws and strangled it to death with
its own barbed whip. All around him the hellfire died away
The Twisted Twin’s Treachery until he stood in a simple shrine once more. At the rear o f the
Archaon looked upon the massacre with approval, when one shrine was a throne hewn out of the rock, a withered corpse
of his bodyguard was suddenly plucked from the saddle and seated within, the Crown of Domination atop its leering
ripped in half by the Slaughterbrute. In the corner of his eye, skull. Roaring in triumph, Archaon took the crown and held
Archaon saw the magnitude of the betrayal as Jharkill’s dead it up to the skies, his wounds knitting closed and his frame
body slid from the end of Vilitch’s sword. The Curseling had swelling with unholy power. It had taken him over a century,
stabbed the puppeteer, causing the Slaughterbrute to run but the Lord o f the E nd Times had met his destiny.
amok. Clearly, Vilitch had lured Archaon here to slay him
and claim the artefacts o f Chaos from his corpse. A DARK CORONATION

Archaon’s knights could not evade the Slaughterbrute’s The Chaos Gods were united once more in their blessing of
rampage. Every strike crushed both rider and mount beneath a single mortal man. To crown Archaon as the Everchosen
terrible hammer-like blows. As the beast loomed over they chose Be’lakor, and though every fibre of the Daemon’s
him, Archaon held his ground and unleashed the Daemon essence burned with jealousy at the act, he was powerless to
trapped within the Slayer o f Kings. Unnatural vitality resist. The hordes o f Chaos that had flocked to Archaon’s
coursed through Archaon’s body, filling him with strength. side fell prostrate in reverence as the darkly angelic figure of
Moving faster than a speeding viper he struck, plunging the Be’lakor took the Eye o f Sheerian from around Archaon’s
Daemonsword deep into the monster’s heart. neck and fused it to the Crown of Domination with a pulse
of eldritch force. As the crown was lowered onto Archaon’s
Archaon dismounted and marched towards Vilitch, smashing head, a great twin-tailed comet appeared in the sky above.
his bodyguard aside like rag dolls and flattening the Sorcerer D ark flame flickered from his visor as a vast ocean o f battle-
with a punch that could have felled a Drakwald oak. H olding hardened warriors rose, chanting his name. Archaon took up
the Slayer of Kings to Vilitch’s throats, Archaon demanded the Slayer of Kings, mounted the Steed o f the Apocalypse,
to know where the Crown o f Domination was. Cackling and began marching south to bring ruination and death to
to himself, Vilitch uttered the name ‘Be’lakor’. Only the the world, and the Warriors o f Chaos followed in his wake.
first Daemon Prince knew the location of the Crown. Still
chuckling, Vilitch vanished in a gust of multihued smoke.
Archaon swore that when next he met the Sorcerer, there
would be a reckoning, and with that he left the killing fields
of Brilloinne in search of Be’lakor.

THE FINAL TRIALS

Returning to the Chaos Wastes, Archaon performed a ritual
to summon Be’lakor. The first Daemon Prince had followed
Archaon’s saga with envious eyes, but he was compelled by
the D ark Gods themselves to reveal the Crown’s location.

The last o f the great artefacts lay hidden within the First
Shrine to Chaos, where the first human soul was bartered
to the D ark Gods for power and immortality, high in the
Worlds Edge Mountains. Leaving his army to fight the
Ogres and Dwarfs that dwelt in the valleys, Archaon trekked
to the entrance to the First Shrine, and as he stood before it, a
massive gate inscribed with blasphemous runes opened.

The gateway led to a labyrinth populated by all manner
of dire beasts and vengeful Daemons. Each o f the Chaos
Gods tested the man who would be Everchosen in their own
fashion. Archaon fought against embodiments of Nurgle’s
choicest plagues, overcoming torrents of wracking disease
with the blunt force of his will. H e negotiated Tzeentch’s
multi-dimensional mazes of crystal, which would have
trapped him for eternity had he not blindfolded himself
and trusted to instinct alone. Temptation of every sort
was paraded before Archaon by Slaanesh, but he refused
the lures and marched stolidly onwards. W hen Archaon
passed through the gates, it was onto a narrow causeway
surrounded by living hellfire that seared his skin and burnt



THE
HORDES

OF
CHAOS

In the cold wastes o f the north,
the followers o f the G ods o f

Chaos gather. H ordes o f barbaric
Marauders and armour-clad

Warriors p o u r forth from their bleak
wastelands to wage war against the
soft-bellied wastrels who inhabit the

lands to the south. A t their head
march unholy Cham pions o f C haos,
and monstrous aberrations advance
with them, p r o o f that they are truly

the favoured o f the Dark Gods.

In this section, you willfind details
fo r all the different troops, heroes,

monsters and war machines used
in a Warriors o f C h aos army. It
provides the descriptions, imagery,
characteristics profiles and special

rules necessary to use all the
elements o f the Warriors o f Chaos
army, from Core units to special
characters, and from fell magic items

to the G ifts o f the Gods.

ARMY SPECIAL RULES

This section describes all the units in a Warriors o f In addition, if a Chaos Champion kills an opponent in a
Chaos army. W hen a special rule is defined in the challenge, or if he kills a monster, immediately make a 2D6
W arhammer rulebook, only its nam e is given. If a roll on the table opposite. Once the result o f the roll has
m odel has a special rule that is unique to it, that been determined, make a note on your army roster —that
rule is detailed alongside its description. However, model now has that reward for the rest o f the battle. A Chaos
there are two army special rules that apply to Champion can have several rewards, and it can even have the
several Warriors o f Chaos units, detailed below. same reward multiple times. These rewards cannot increase a
characteristic above 10 or an armour save beyond 1+ . If, for
DAEMONIC ATTACKS any reason, a reward cannot be applied, the result is instead
treated as a ‘The Eye Opens’ result.
Attacks made by a model with this special rule are magical.
This includes any special, ranged or Stomp attacks they make. Note that the Chaos Champion must cause the last unsaved
Wound on a model to claim the kill (if a model suffered
EYEOFTHEGODS multiple Wounds simultaneously, randomise between
the sources to determine which caused the final Wound).
Models with this special rule are collectively known as Causing an Unstable enemy to perish as a result of combat
Chaos Champions. They can never refuse a challenge and, resolution, or catching an enemy character/monster that flees
if possible, must always issue one. I f there are several Chaos from combat, for example, do not count.
Champions involved in a combat, the controlling player
chooses which will issue/accept the challenge.

GIFTS OF THE GODS

MARKS OF CHAOS CHAOSARMOUR
Suits of Chaos armour are the living gifts o fthe Dark Gods,
Those champions who earn the favour of one particular a second skin o fsteel that may never be removed onceput on.
Chaos God are marked by them. The appearances and
powers of these mortals are shaped according to their deity’s Chaos armour grants the wearer a 4 + armour save.
persona, the signs and stigmata of patronage proclaiming a This can be combined with other equipment as normal.
warning to the other D ark Gods that this soul has already A Wizard can wear Chaos armour and still cast spells.
been claimed.

M any Warriors of Chaos characters and regiments have,
or can purchase, one of the four M arks of Chaos, detailed
below. A model cannot have more than one M ark of Chaos.
A character with a M ark of Chaos cannot join a unit that
has a different M ark of Chaos. A character with a M ark of
Chaos cannot join a unit that has already been joined by a
character that has a different M ark of Chaos.

MARK OF KHORNE: Those who bear the Mark ofKhorne MARK OF NURGLE: The Mark ofNurgle manifests itselfin
are consumed with a violent rage and the constant need to shed the a variety ofdisgusting afflictions. A cloud offlies accompanies its
blood oftheirfoes. bearers, making them difficult to target.

A model with the M ark of Khorne has the Frenzy special rule.

MARK OF TZEENTCH: Those who bear the ever-burning Enemy models targeting a model with the M ark of Nurgle
Mark ofTzeentch have a natural capacity to manipulate magic ai in close combat suffer a -1 penalty To H it.
aprescience that enables them to alter reality’s course.
MARK OF SLAANESH: Those who bear the M ark of
A model with the M ark ofTzeentch has a 6 + ward save. Slaanesh have experiencedsensations beyond comprehension, and
I f a model with the M ark ofTzeentch already has a ward are now insensible to mere mortalfears.
save, the M ark ofTzeentch improves that ward save by 1
instead (to a maximum of 3 + ). In addition, a Wizard with I f the majority of models in a unit have the M ark of
the M ark ofTzeentch re-rolls any channelling dice rolls Slaanesh, the unit automatically passes any Fear, Terror and
of a 1. Panic tests it has to take.

* ... _



EYE OF THE GODS TABLE

2 DAMNED BY CHAOS 10 SLAUGHTERER'S STRENGTH:
The Chaos Champion must take a Leadership test The Chaos Champion gains + 1 Strength.
on his own, unmodified Leadership. This test cannot
be re-rolled for any reason. I f the test is passed, the 11 AURA OF CHAOS:
Chaos Champion receives the Insanity reward (see The Chaos Champion gains a 6 + ward save. If
below). I f the test is failed, the Chaos Champion the Chaos Champion already has a ward save, it is
instead receives the Spawndom reward (see below). improved by 1 instead (to a maximum of 3 + ).

I n s a n it y : 12 DARK APOTHEOSIS
The Chaos Champion must take a Leadership test on
The Chaos Champion gains the Stupidity his own, unmodified Leadership. This test cannot be
special rule. I f the Chaos Champion already has re-rolled for any reason. I f the test is failed, the Chaos
the Stupidity special rule, he instead suffers -1 Champion receives the Divine Greatness reward (see
Leadership, to a minimum of 2. below). If the test is passed, the Chaos Champion
instead receives the Daemonhood reward (see below).
S pa w n d o m *:
D ivine G rea tn ess:
I f you have a spare Chaos Spawn model, you
can place it anywhere within 6" of the Chaos The Chaos Champion gains the Stubborn special
Champion, that is more than 1" from any unit or rule. I f the Chaos Champion already
impassable terrain. Note that this is a normal (if has the Stubborn special rule, he instead gains
there is such a thing) Chaos Spawn - it retains +1 Leadership.
none of the equipment, upgrades, magic items,
M arks of Chaos, Chaos M utations and Powers, D a e m o n h o o d *-.
special rules or spells that it possessed in its former
existence (these are lost). I f you do not have a I f the Chaos Champion does not already have
spare Chaos Spawn model, or if it cannot be placed a M ark of Chaos, he immediately gains one
on the board according to the aforementioned (owning player’s choice, with the exception that
restrictions, then no Chaos Spawn model is placed. a Wizard can never gain the M ark of Khorne).
Then', if you have a spare Daemon Prince model,
Finally, the Chaos Champion is removed from play you can place it anywhere within 6" of the Chaos
as a casualty. I f the Chaos Champion is mounted, Champion that is more than 1" from any unit or
his mount is also removed from play, unless it is a impassable terrain. This Daemon Prince will retain
chariot or a ridden monster. any equipment, Chaos Mutations and Powers,
magic items and any other rewards from this table
3 EVIL EYEBALL: gained during its former existence (if it had any).
The Chaos Champion gains + 1 Ballistic Skill. If the Chaos Champion was your army General
or Battle Standard Bearer, the Daemon Prince
4 UNHOLY RESILIENCE: remains so. If the Chaos Champion was a Wizard,
The Chaos Champion gains + 1 Toughness. the Daemon Prince retains his Wizard levels and
knows the same spells as the Chaos Champion did
5 IRON SKIN: before turning into a Daemon Prince. I f the Chaos
The Chaos Champion’s armour save is improved by 1. Champion had the M ark of Khorne, Tzeentch,
Nurgle or Slaanesh, he will have the Daemon of
6 MURDEROUS MUTATION: Khorne, Tzeentch, Nurgle or Slaanesh upgrade,
The Chaos Champion gains + 1 Weapon Skill. respectively. I f you do not have a spare Daemon
Prince model, or if it cannot be placed on the board
7 THE EYE OPENS: according to the aforementioned restrictions, then
The Chaos Champion can re-roll one failed roll To no Daemon Prince is placed.
H it, roll To Wound or saving throw until the end of
his next turn. Finally, the Chaos Champion is removed from
play as a casualty. I f the Chaos Champion is
8 UNEARTHLY REFLEXES: mounted, his mount is also removed from play,
The Chaos Champion gains + 1 Initiative. unless it is a chariot or a ridden monster.

9 DARK FURY: * New models created by these results do not have any
The Chaos Champion gains + 1 Attack. upgrades or award victorypoints.

CHAOS LORDS

O f all the mortal warriors across the civilisations o f the world, in the blood of his enemies. H is is the voice that condemns
Chaos Lords are the most feared, for they are truly like gods whole tribes and nations to death. H is gaze terrorises his
amongst men. Clad in baroque armour and rich furs, they followers into submission and grovelling obedience. An aura
tower above even other Champions of Chaos, who are but of power surrounds each Chaos Lord, drawing ever more
feeble children by comparison. A Chaos L ord’s indomitable devotees to his banner as his legend grows.
will is forged in the fires of war, his skills are tempered and W hen a L ord of Chaos marches to war, the world shakes, for
honed in the crucible of battle, and his blade is eternally in their hearts, all fear that one day a L ord will come who will
quenched in blood. grind the armies o f the world under his heel, and bring about
an age o f darkness that will never end.
Each Chaos Lord has travelled a long and perilous road to
pre-eminence, a road paved with the broken corpses of less TROOP TYPE: Infantry (Character).
successful aspirants. Regardless o f their individual abilities, SPECIAL RULES: Eye of the Gods.
they are without exception unstoppably powerful warriors,
combining the strength of a Troll with the speed of a striking
snake. The L ord’s abilities are enhanced further by gifts
from his patrons. Seeking ever more glory in the eyes o f his
deities, a Chaos L ord will test his mettle against the most
accomplished of his foes’ warriors, his forbidding challenge
echoing across the field. Those brave enough to meet his
summons are briefly saluted before being hacked to pieces
where they stand, for to stand against a Chaos L ord is to
invite a sudden and brutal death.

A Chaos L ord is not only an exceptional fighter but also a EXALTED HEROES
merciless conqueror. A great leader and strategist, his sheer
force of will binds legions of men and monsters alike to The frozen north spawns some of the hardiest warriors in
his service. Each Chaos L ord’s name is spoken in hushed all the world. Each is a paragon of deadly ability and lethal
whispers across the lands o f M en, his violent deeds written intent. Some ascend to command entire nations, some pursue
the esoteric paths of the arcane, but the majority dedicate
themselves to little more than the brutal butchery of all
who stand in their path. These ruthless killers are known as
Exalted Heroes.

The history of many Exalted Heroes, recorded in scattered
chronicles by the free people o f the O ld World, is a catalogue
of woes and evil deeds. Their infamy shines bright as they
capture the notice of the D ark Gods of Chaos with ever-
greater feats of slaughter.

Exalted Heroes frequently seek out others of their kind to
engage in ritual combat. W hen two o f these Champions of
Chaos clash, they duel to the death in the manner of gladiators,
using the full force o f every weapon at their disposal. W hen a
victor emerges, bloodied but triumphant, he will cut a grisly
trophy from his foe, claiming both his vanquished enemy’s
weapons and followers as his own. I f the triumphant champion
has truly excelled, he may even succeed in attracting the
attention of the D ark Gods and, in doing so, receive a more
permanent reward for his deeds in the form of a mutation or
daemonic gift. With each victory, the Exalted Hero grows
ever closer to becoming a Chaos Lord, with whole armies to
command and daemonhood within his reach.

Exalted Hero M WS BS S T W I A Ld

4 7 3 .5 4 2 6 4 8
« in»w.

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Eye of the Gods.

CHAOS SORCERERS

Those Champions of Chaos who seek mastery over the
magical arts are known as Chaos Sorcerers, and they are
madmen and malcontents all. Chaos Sorcerers wield the wild
energies of entropy itself, reshaping reality to better serve
their whims and those of their dark masters. A word and a
gesture from a Chaos Sorcerer can strip a man’s flesh from
his bones, force a lover to murder his beloved, or cause a
regiment o f soldiers to burst into flame. They are amongst
the most awful and depraved of all servants of Chaos, for
they long ago sold their souls in exchange for the heady elixir
of pure power.

In the far north, amongst the warlike tribes of Chaos
worshippers, spell casters, witches and shamans are a
common sight, casting their bones and practicing their
ancient craft. They are seen as the oracles o f the gods and act
as prophets, seers and counsellors, guiding their warlords and
chieftains to ever greater conquests.

W here many o f the world’s wizards, such as those taught TROOP TYPE: Infantry (Character).
by the Colleges of Magic in Altdorf, glean their arcane skill
from long years o f painstaking research, a Chaos Sorcerer’s MAGIC: Chaos Sorcerers are Wizards, and use spells from
understanding of the Winds of Magic is instant and innate. one of the following: the Lore of Death, the Lore of Fire, the
However, without the patience and wisdom that such study Lore of Metal or the Lore of Shadow. A Chaos Sorcerer with
brings, a Chaos Sorcerer lacks due wariness and respect for the M ark of Tzeentch, Nurgle or Slaanesh must use either the
the ultimate dangers of magic, and so begins an inexorable Lore ofTzeentch (see page 58) or the Lore of Metal, the Lore
descent into deformity and madness. M any are the paths of Nurgle (see page 59) or the Lore of Death, or the Lore of
that lead to this ultimate fate, but most often, the Chaos Slaanesh (see page 60) or the Lore of Shadow, respectively.
Sorcerer seeks to expand his magical powers or harness more
o f the occult by simply bartering away another fraction of SPECIAL RULES: Eye of the Gods.
his soul, losing a littie more o f his humanity in the process.
Before long, the aspirant feels his whole body and mind ‘Is not the only constant in the universe change? One day all
twist and alter, and as the gnawed remnants o f his soul are this will be dust, and eoen the stars above willflicker and grow
finally devoured, he is plunged into the whirlpools o f insanity, dim. Your life is but a tiny candle in the darkness, and your
leaving behind nothing o f the man who was. death an afterthought, shorn o f meaning by its insignificance.

Just as frequent are the tales of those scholarly mages who Come, little one, and let me show you how brightly your flame
know full well the dangers ahead o f them, but who are can bum...'
beguiled by the lure o f Chaos nonetheless. It is not unusual
for an ambitious wizard, perhaps one who has been found - Vilitreska, L ord o f the Flux
wanting in talent or in patience, to sell his allegiance to
a Daemon in exchange for raw magical power. A prime
example of this is Egrim m van Horstmann, one o f the most
feared o f all Chaos Sorcerers, who was once a noble luminary
o f the L ight College in A ltdorf before his gradual, but
complete, seduction by the Architect o f Fate. Though fallen
wizards o f this kind grow to wield greater magical potency
than they could ever have dreamt possible, the essence of
Chaos is not theirs to command —it commands them instead.
Eventually, their greed transforms these thrice-damned
Sorcerers not into lords amongst men, but into the puppets
of Daemons that make the souls of dark wizards their
playthings for all eternity. Such is the ultimate fate of all who
dabble with Chaos.

CHAOS MOUNTS

Champions o f Chaos are frequently gifted with mutant beasts and monstrous creatures to bear them
into battle. A particularly favoured champion might even be gifted with a daemonic steed by his patron;
a creature o f magic made manifest, bound and sustained by the unbending will of its rider alone. All of
these mounts are spawned within the Realm of Chaos, sent across unimaginable distances by the Dark
Gods purely so the favoured one can ride to war in a manner befitting his station.

CHAOS DRAGONS DAEMONIC MOUNTS
Once noble rulers of the skies, now corrupt with change, Known also as Steeds ofthe Gods, Daemonic Mounts are created
the two-headed Dragons of Chaos are malevolent predators. from foul sorcery and summoned to the world by ceremonies
Each is a nemesis of order and sanity that can break armies. of dark sacrifice and appeasement. Many Daemonic Mounts
Their twin maws breathe death upon their foes; one exhaling have sharp horns, bony plates and fangs of steel corrupting their
dark flame, as the other emits corrosive gas. Only the most immortal bodies, and their eyes bum with the fires of Chaos.
powerful can ride such a monster, and even then, it is more
an unholy alliance than a matter of master and servant. Some Daemonic Mounts are gigantic chargers whose
breath is like a pestilent cloud; others are massive, bear-like
Chaos Dragon creatures with claws of iron that can disembowel a man with a
single blow, or serpent-bodied aberrations that shimmer and
TROOP TYPE: Monster. writhe across the battlefield. Still others are wasted, emaciated
beasts, their sickly frames belying their deadly strength. The
SPECIAL RULES: Fly, Large Target, Scaly Skin (3 + ), ground itself blazes or weeps at the tread of these Daemon
Terror. beasts, the air around them shimmers with magical energy,
and their roars and wails can send shivers down the spine of
Dark Fire o f Chaos: A Chaos Dragon has a Strength 4 the bravest warrior. Only true Champions of Chaos may ride
Breath Weapon that has the Flaming Attacks special rule. a Daemonic Mount, for these creatures are canny and do not
usually accept the authority of mere mortals.

lA .... . u . , a^ 11 i i ‘i' i “ ( i i ri i» n

Fumes of Contagion: A Chaos Dragon has a Strength Daemonic Mount
2 Breath Weapon. No armour saves are allowed against
Wounds caused by this Breath Weapon. TROOP TYPE: Monstrous Beast.
SPECIAL RULES: Daemonic Attacks, Fear.
CHAOS STEEDS
(see page 34)

MANTICORES
Manticores are huge, leonine beasts that soar on leathery wings.
They are amongst the most powerful of all the predators that live
in the north’s mountain ranges. The mutating power of Chaos
ensures that no two Manticores are truly alike. Some have manes
ofwrithing serpents, others pelts of iron scales, and many sprout
spiked tails with a poison strong enough to boil a man’s blood in
his veins. However, all Manticores are berserk killers saturated
with primal fury. They are so fierce that they are held by the
Dark Elves to be incarnations of Khaine, God of Murder.

TROOP TYPE: Monster.

SPECIAL RULES: Fly, Killing Blow, Large Target, Terror.

Uncontrollable: At the start of each friendly turn, a model
riding a Manticore must take a Leadership test. I f the test is
failed, the Manticore and its rider are subject to Frenzy until
the start of their next turn. Also, should a Manticore’s rider
be slain, the Manticore does not take a Monster Reaction
test. Instead, it is automatically affected by the ‘Raaarghl’
Monster Reaction result.

UPGRADES: PALANQUINS OF NURGLE
Iron Hard Skin: A Manticore with the Iron H ard Skin Those high in the favour of Nurgle are often borne to war
upgrade has the Scaly Skin (4 + ) special rule. upon repulsive Palanquins, their diseased bulk squashed into
thrones of decaying metal and rotten wood. The Palanquins
Venom Tail: A Manticore with the Venom Tail upgrade are conveyed not by slaves but by a great mound of Nurglings,
gains an additional Attack that has both the Poisoned diminutive Daemon-mites that hatch from the manifestations
Attacks and Multiple Wounds (2) special rules. Roll of Nurgle’s choicest plagues. Other than the virulence of the
To H it with this Attack separately, or use a differently sicknesses and poisons it carries, an individual Nurgling has
coloured dice to distinguish it from the Manticore’s but little power. Nonetheless, the spilling, squabbling masses of
other Attacks. This Attack gains a +1 To H it bonus if it Nurglings that bear Palanquins to battle are so numerous that
is targeted against a unit in the Manticore’s rear arc. they have the strength not only to carry the most corpulent of
Nurgle’s Champions to battle, but also to drag into the dirt any
JUGGERNAUTS OF KHORNE foe foolish enough to assail him.
(see page 35)
Palanquin of Nurgle M WS BS S T W I A Ld
DISCS OFTZEENTCH 4 33334367
The daemonic steeds ofTzeentch are known as Discs. These
bizarre creations are neither Daemon nor construction, but a TROOP TYPE: Monstrous Beast.
nightmarish blend ofthe two. Coruscating with mystical force, SPECIAL RULES: Daemonic Attacks, Fear.
Discs fly above the ground, skimming gently forwards upon the
Winds ofMagic. While the warriors ofTzeentch march to war,
the proud Sorcerers ofTzeentch drift above them on the floating
Discs, raining magical fire upon their foes. The Discs ofTzeentch
themselves are far from defenceless, lashing out around themselves
with bolts of magical fire, or manifesting whirling tentacles and
ripping claws to slash at enemies that approach too close.

TROOP TYPE: War Beast. STEEDS OF SLAANESH
SPECIAL RULES: Daemonic Attacks, Fear, Fly. (see page 33)

DAEMON PRINCES

Should a Champion o f Chaos survive the endless battles and Gods. They wield unholy weapons and abilities, and the
the ravaging mutations granted by their fickle masters whilst variations between these masters of misrule are uncountable.
still finding favour in their eyes, he may attain the ultimate Nonetheless, it is common for the Princes of Chaos to retain
reward. The patron of the champion will elevate him to his their intellect and their memory, the better to recall the
side as a Daemon Prince, a being of godlike power, forever humanity they left behind. Some enter the Realm of Chaos
bound to darkness and destruction. to serve their gods on other worlds and dimensions. Many,
however, serve as commanders of the mortal armies of Chaos,
Those that attain the status of Daemon Prince gain waging eternal war in their patron’s name. These monsters are
immortality, becoming the enemy of all that is natural in the sustained by the death and dark praise o f their followers, unlike
world. All who set foot upon the path of Chaos eventually their kin who fight alongside the daemonic legions of Chaos,
seek this apotheosis, the glorious moment of metamorphosis who rely upon the fickle Wmds of Magic to tether themselves
where they shrug off their mortal shell and become a being to the mortal plane. Thus do Daemon Princes tirelessly hunt
of undying darkness. But for every champion who raises his the enemies of their masters, for their meat is human flesh and
horned head and roars his triumph to the skies as a newborn their wine mortal souls.
Daemon Prince, untold thousands perish on the field of
battle or end their lives as mewling Chaos Spawn. TROOP TYPE: M onster (Character).

At the point of many a Chaos Champion’s transformation, SPECIAL RULES: Daemonic Attacks, Terror,
bat-like wings or mighty feathered pinions may sprout from Unbreakable.
his back, bearing him aloft that he might rule the skies and
the earth. O ther Daemon Princes might soar on crackling D aemonic Invulnerability: Daemon Princes have a 5 +
pillars of flame, arms outstretched as they praise their ward save.
blasphemous god. There are even those with the ability to
reshape reality itself, as skilled at manipulating the W inds of MAGIC: A Daemon Prince that is a W izard uses spells from
Magic as the most puissant of Chaos Sorcerers. the Lore of Tzeentch (see page 58) or the Lore of M etal if it
is a Daemon of Tzeentch, the Lore of Nurgle (see page 59)
Daemon Princes are vast in stature, their gigantic forms or the Lore of Death if it is a Daemon of Nurgle, and the
twisted into new, terrifying shapes more pleasing to the Dark Lore of Slaanesh (see page 60) or the Lore of Shadow if it is
a Daemon of Slaanesh.

UPGRADES:

Daem onic Flight: A Daemon Prince with this upgrade
has the Fly special rule.

Daemon o f Khorne: A Daemon of Khorne hag the
H atred (Daemons of Slaanesh) special rule. In addition,
on a turn in which a Daemon of Khorne makes a
successful charge, it has a + 1 bonus to its Strength for
the rest of the turn.

Daemon o f Tzeentch: A Daemon of Tzeentch has the
H atred (Daemons of Nurgle) special rule, and re-rolls
ward save results of 1. Wizards with the Daemon of
Tzeentch upgrade can also re-roll channelling results
of 1.

Daemon o f Nurgle: A Daemon of Nurgle has the
H atred (Daemons of Tzeentch) special rule. Enemy
models targeting a Daemon of Nurgle in close combat
suffer a -1 penalty To H it.

Daemon o f Slaanesh: A Daemon o f Slaanesh has the
Hatred (Daemons of Khorne) and Armour Hercing
special rules.

CHAOS WARRIORS

Chaos Warriors are fighters of unmatched prowess. Their Chaos Warrior M WS BS S T w I A Ld
strength is infernal and their bodies are as tough as the Iron Aspiring Champion 4 53 44 152 8
Mountains. Imbued with the power of Chaos and encased 4 53 44 153 8
in suits of hell-forged armour, a Chaos Warrior is equal to
several battle-hardened mortal men. They are no longer truly TROOP TYPE: Infantry.
human, but living weapons, honed perfectly for the bloody
tasks before them. SPECIAL RULES: Eye o f the Gods (Aspiring
Champion only).
W hen a man pledges his soul to Chaos, he chooses a lifetime
of battle and bloodshed. H is life will be harsh, but even the CHOSEN
most battle-hardened fighter can find momentary solace in
a flagon of mead by the hearth, or in the arms of a woman. There are those amongst the ranks of the Chaos Warriors
However, if such a man were to ever don a suit of Chaos who bear the favour of the D ark Gods more than their
armour and take up the mande of a Chaos Warrior, he would fellows. Known amongst their kind as Chosen, their frames
forever leave behind such petty mortal concerns as comfort, are swollen with unholy power, and with the gifts bestowed
warmth and love. H e will have exchanged his humanity for a on them by the D ark Gods in recognition of the many fell
life of constant war in the name o f their Ruinous Powers, and deeds they have committed. These gifts are as varied as
for dark promises of power and immortality. any other aspect of Chaos, but most mutations tend to be
useful as weapons that aid the Chosen in his quest to inflict
A Chaos Warrior has no need of food, drink or sleep, for he devastation on the civilised realms of the world. Even if a
is nourished by the carnage that he wreaks. H e has nothing Chosen warrior bears no such stigmata, it is clear that he
but contempt for the weak or the cowardly and goes about carries the grace of the D ark Gods from his aura of dark
the business of murder with a vengeance, for there is always menace. The Chosen are truly the nobility of Chaos.
a part of the man who was that rages against that which he
has become. A Chaos W arrior’s only solace is in slaughter T he Chosen lead by example, fighting not as commanders
—the fulfilment of his new existence as an instrument of his but as elite warriors and champions. In this way, the Chosen
blasphemous gods’ will, and at battle’s end, his armour is hope to attract yet more of their master’s favour and ascend
spattered with the lifeblood of the slain. to the ranks of the truly exalted. They advance unflinchingly
through black powder firestorms, hails of arrows and
punishing artillery volleys, their purposeful tread never falters
as they march ever closer to their prey. Battle lines have
buckled and broken at the mere prospect of a unit of Chosen
closing in upon them, blades raised so that the methodical
butchery of the foe can begin.

Chosen M WS BS S T w I A Ld
Chosen Champion 4 6344 1528
4 6344 153 8

TROOP TYPE: Infantry.

SPECIAL RULES: Eye o f the Gods (Chosen
Champion only).

The Rewards o f Chaos: Immediately before rolling off to
see who gets the first turn, each unit of Chosen must roll
3D6, discard a single dice o f your choosing, and consult the
Eye of the Gods table (see page 25). I f a unit of Chosen does
not deploy at the beginning of the game, but deploys later,
such as arriving as Reinforcements, roll as soon as they are
placed on the battlefield. I f the result rolled is Damned by
Chaos, or D ark Apotheosis, that result is immediately applied
to the unit’s Chosen Champion (if the unit does not contain
a Chosen Champion, the result is instead treated as a ‘The
Eye Opens’ result), otherwise the result is applied to every
model in the unit. Note that the result does not apply to any
characters that have joined the Chosen unit.

CHAOS MARAUDERS

The tribes of Northmen that flock southwards with any The Chieftains that lead these warriors are a daunting sight,
Chaos invasion are known by those in their path as Chaos brooding hulks of muscle and hair whose bodies are covered
Marauders. These savage barbarians fight with heavy axes in the scars and trophies of battle. Bearing weapons worn from
and cruelly barbed flails, and charge in great howling mobs dealing a thousand mortal injuries to those foolish enough to
towards the foe. They have little fear of dying in battle, for face them, these savage leaders are independent and fierce.
they know that they fight under the scrutiny of their gods, These batde-hardened killers are the products of a people so
and that cowards are beneath their deities’ notice. steeped in conflict that, even in times of prosperity, they will
fight to the death for the honour of leading the next raid.
Chaos M arauders are natural fighters, born into hardship
and brought up in a world where surviving each day is no Chaos Marauder
small victory. Only the strong and capable prosper, for the Marauder Chieftain
weak are weeded out and killed. They have no time for
plough or sickle, for their tools are the axe, the sword and TROOP TYPE: Infantry.
the shield. W hat their own lands cannot provide, they simply
take from the lands of lesser men. SPECIAL RULES: Eye of the Gods (M arauder
Chieftain only).
Comparing the men of the north to those who dwell in the
temperate south is to compare a wolf to a sheep. W here the MARAUDER HORSEMEN
southerners cower behind the high walls of their cities, the
warriors of the north roam the far corners of the world in The first warriors to blood their blades in the Chaos army are
search of adventure and plunder. W here the soft-bellied usually the mounted outriders known to their foes as Marauder
denizens of the Empire glut themselves on fine wine and Horsemen. They range ahead of the main columns, galloping
cheese in front of the fireplace, the hardened Northmen rip around the enemy battle line and cutting off any chance of
into raw meat with their bare hands and teeth. The men of escape. When the enemy inevitably flees the onslaught of the
the south complain bitterly about going abroad in fog or main Chaos army, it is these horsemen that ride them down.
sleet, where the men o f the north brave fierce blizzards clad Expert hunters all, these are the true lords of the steppes, for they
in little more than scraps of flea-infested fur. Small wonder are as swift as the wind and as merciless as an ice storm.
then, that M arauder attacks are feared across the O ld World.

Some tribes of M arauders hold horses in high esteem, while
others regard them with fear and superstition. To many, a
warhorse is a sign o f status, and only the best warriors may
ride them. The steeds ridden by these tribes are powerful
beasts, foul-tempered and strong of limb. Once a rider
has broken such a horse, it will remain loyal to him until
death, but they remain vicious and unruly should a stranger
approach. Fed on a diet of human flesh and watered-down
blood, these snorting, high-spirited steeds have a glint of
intelligent menace in their eyes, and will trample, kick and
bite as if berserk when engaged at close quarters.

In battle, the speed and mobility of M arauder Horsemen
leaves even the most able cavalrymen o f the O ld World
sorely lacking. Able to steer their steeds with the subtlest of
movements of the waist and knees, the tribesmen have both
hands free to wield wicked blades and hooked axes.

M w s BS s T w I A Ld
4 17
Marauder Horseman 4 4 3 3 3 1 4 27
3 15
Marauder Horsemaster 4 4 3 3 3 1

Warhorse 8 3033 1

. iw y w n w 'w |» « P P » I HI'PIH » J W IIT f l I' « g f fW T T B W

TROOP TYPE: Cavalry.

SPECIAL RULES: Eye of the Gods (M arauder
Horsemaster only), Fast Cavalry.

HELLSTRIDERS OF SLAANESH

Hellstriders are devotees of torment who hunt from the back UPGRADES:
of impossibly swift daemonic steeds. They fight to inflict pain Hellscourges: A unit of Hellstriders of Slaanesh
and despair, landing mortal blows upon their victims where upgraded with hellscourges have the Always Strikes
they are most likely to prolong the agonising moment of death. First special rule in the first round of each close combat.
Some Hellstriders fight with blades that long ago mutated into
their own flesh, whilst others carry a mass of writhing lashes STEEDS OF SLAANESH
that move with an intelligence of their own. These barbed
whips strike out with incredible speed, splitting skin, ripping
out throats and flensing flesh in the blink of an eye.

Slaanesh finds the desperation of mortals exhilarating, especially These strange bipedal beasts are sometimes gifted to a
in those wretches who struggle in vain to achieve greatness when particularly successful disciple of Slaanesh. Like all Daemons
they possess neither the strength nor the cunning to succeed. of Slaanesh, the Steed has a perverse beauty, combining grace
To these weak-willed men, Slaanesh whispers a dark bargain — and elegance with an unnatural appearance. Its sinuous body
power, but at a price. The Dark Prince sends a Steed of Slaanesh writhes sensuously as it speeds across the field of battle. A
to these mortals, offering the creature as a gift to carry him from whip-like tongue flicks from its mouth, tasting the souls of
one glorious victory to the next. In exchange, Slaanesh asks only mortals as a beast catches a scent on the breeze. These beasts
that his enemies’ souls are sacrificed to him. Few can resist so skitter across the batdefield, springing on the unwary and
tempting an offer, for with such a kingly gift they would surely ensnaring their foes with their lash-like tongues.
have the power they need to become a mighty Chaos Lord.
However, once they sit astride the daemonic steed and the pact is Steed of Slaanesh a r t i W . 1 »Atk iA t t *.« * < » . «a
sealed, they will never again dismount. Though they do not yet
realise it, they have just become Slaanesh’s willing slaves. M WS BS S T W I A Ld
10 3 0 3 3 1 5 17
As a Hellstrider fells his enemies, each slain soul is rewarded
by the Dark Prince. Intoxicating energy courses through the TROOP TYPE: War Beast.
w arrior’s veins, invigorating his form with a potent draught
of pain and despair which leaves him shuddering in delight. SPECIAL RULES: Armour Piercing, Daem onic Attacks,
However, such pleasure does not last for long, and it is Fast Cavalry, Fear, Poisoned Attacks.
addictive in the extreme. At battle’s end, all that remains are
the pangs of suffering and a gnawing hunger that consumes
all thoughts bar one —to feel Slaanesh’s stimulating embrace
again. N ot even the dream o f becoming a mighty L ord of
Chaos survives, sacrificed as the cravings take hold. So it is
that Hellstriders have cursed themselves to the eternal hunt;
they must fight to feed their addiction to pain and torment, or
die from the withdrawal - there are no other choices.

Hellstrider M WS BS
Hellreaver
Steed of Slaanesh 4 43

4 43
10 3 0

mrT’I"» » i n « '

TROOP TYPE: Cavalry.

SPECIAL RULES: Eye o f the Gods (Hellreaver only),
Fast Cavalry, Fear, Mark o f Slaanesh.

Soul Hunters: W hen a unit of Hellstriders o f Slaanesh
destroys an enemy unit in close combat (including catching a
fleeing unit), they gain a bonus special rule for the remainder
of the game. The bonus gained depends on the number of
units theyw have destroyed over the course of the battle, as
described below. Note that the bonuses are cumulative and
only affect the rider, not the mount.

Units Destroyed Bonus
1+ Fuelled by Pain: Devastating Charge
2 + Intoxicating Delirium: Stubborn

CHAOS KNIGHTS

The grizzled generals of the O ld World are constandy called power. Regardless of the form or the hexes inscribed upon
upon to fight unholy and repulsive foes. They battle against these ensorcelled weapons, they are all enchanted in order to
the shambling hordes of the living dead and the rampaging kill, and most flicker with dark fire.
armies of greenskins, meeting invasion after invasion with
little more than cold steel and iron resolve. These brave Each Chaos Knight is a paragon amongst his warrior brethren,
individuals fight against hulking monsters and twisted for he has trod the path of damnation for many years and holds
mutants psychotically devoted to the overthrow of civilisation the favour of the Dark Gods. A Knight’s horned helmet may
itself, but there is one sight that strikes the cold chill of dread conceal a twisted and permanent rictus smile of sharp metallic
into the hearts of even the most battle-hardened commander fangs, or a striking and cold beauty that steals the breath
- the sight of a regiment of Chaos Knights galloping towards away. Few have a chance to find out, for those who behold the
them through the mists. Knights of Chaos are but moments away from a grisly end. A
full unit of Chaos Knights, galloping at speed, will hit a battle
Chaos Knights are feared throughout the Old World and line like the mailed fist of the gods.
beyond as merciless butchers capable of turning the course
of battle with a single charge. They are towering brutes atop Chaos Knights consider themselves superior even to other
immensely powerful Chaos Steeds, rider and mount clad in Champions of Chaos. They bow to none save perhaps a
thickest plate, each section of armour crafted by a master Chaos L ord or Daemon Prince, and even then they will not
daemonsmith. A Chaos Knight’s greaves are jagged blades, dip their banner, for their collective pride is the equal o f their
well suited to slicing through the flesh of the enemy. Even martial prowess. After the battle, the Chaos Knights will take
the frightful reputation of the Chaos Knights is a weapon in their pick of the survivors, hounding them away as sacrifices
its own right, crippling those who would stand against them to the D ark Gods. These unfortunates are never seen again,
before a single blow is struck. save as grisly trophies adorning the armour o f the Chaos
Knights themselves.
M any Chaos Knights ride to war with great lances, evil-
looking polearms designed to impale and tear their foes. Chaos Knight M WS BS S T W I A Ld
Others wield a deadly assortment of weapons, from cleavers Doom Knight 4 5344 152 8
and war-picks to heavy maces. Some Chaos Knights even Chaos Steed 4 53 44 153 8
brandish magical blades, each bearing a small measure of 8 3 0 4 3 13 15

TROOP TYPE: Cavalry.

SPECIAL RULES: Eye o f the Gods (Doom Knight only),
Fear.

UPGRADES:
Ensorcelled Weapons: Attacks made with ensorcelled
weapons are resolved at + 1 Strength. In addition, these
are magical attacks.

CHAOS STEEDS

The dark stallions ridden by the Knights of Chaos are as
strong and fierce as their riders. N o normal horses are these,
but coal-black chargers with daemonic ichor for blood, needle-
sharp teeth and the intelligence of cruel men. A Chaos Steed’s
head and flanks are protected by sculpted plates of thick,
metal barding that no normal steed could bear, and they gore
and slash those before them with bladed horns and hooves.
It is said that these evil steeds are gifts from the D ark Gods
themselves, and that they are subservient to their master alone.

Chaos Steed M WS BS s T W I A Ld
8 3 0 4 3 13 15

TROOP TYPE: War Beast.

SKULLCRUSHERS OF KHORNE

Skullcrushers are unsubtle warriors who revel in battle and JUGGERNAUTS OF KHORNE
live only for the shedding o f blood in the name of Khorne.
Only those Chaos Knights who devote themselves utterly to Juggernauts of Khorne are massive creatures that are part
the L ord of Slaughter and offer to him a mountain of skulls Daemon and part enchanted metal. They are forged in dark
are destined to become Skullcrushers, but they are truly flames and bound with dire runes, their primordial rage
living engines of death and carnage. Anything foolish enough barely held within a shell of groaning iron and brass. The
to stand before them is destined only for a short and brutally charge of a Juggernaut causes the ground to shake, and the
violent fate, for Skullcrushers are completely without mercy protection afforded by its armoured body ensures that the
and they leave only a trail of broken bodies and a river of spilt warrior atop its back can plunge into the thickest of enemy
gore in their wake. formations, slaying all about him without fear of reprisal.

So favoured in the eyes of Khorne are these murderous
knights that the Blood God has gifted them with Juggernauts
to carry them to war. These massive daemonic mounts are
made of living metal and pure rage; they are dealers of untold
destruction who grind their foes beneath steel sinews and
brass hooves. As formidable as a Chaos Knight is, when
mounted upon a Juggernaut, he is nigh unstoppable. As the
blood-crazed knights bellow their batde cries, their fearsome
mounts snort steam and paw out divots the size of shallow
graves before stampeding towards the ranks of their prey and
flattening anything in their way. The knights themselves are
no less brutal, hacking their opponents apart with axes and
cleavers, or else running them through with jagged lances.
Mightiest of all their number is the Skullhunter, he who has
spilt the most blood in Khorne’s name and who has gifted his
dark patron with the skulls of mighty kings and great heroes.

Skullcrushers roam the Realm of Chaos and the lands of the
north, butchering all who cross their path. Such is their need
to kill that Skullcrushers will charge the moment a foe is
sighted. Only the will of a truly mighty Chaos L ord can hope
to quell their thirst for battle, and then only as long as there
is a promise of an even greater and more bountiful battlefield
on which to sate the Skullcrushers’ bloody appetites.
However, not even the command o f the Everchosen himself
can rein in such insatiable batde lust forever, and sooner
or later, the Skullcrushers will break formation and charge
headlong into the fray. Ultimately, it is the knights’ own
rage that will be their downfall, for it blinds them to mortal
dangers and reason. Eventually, Skullcrushers will challenge
a monster that dwarfs even their massive stature, or pile into
a foe whose numbers are simply too overwhelming, and their
bodies will be torn asunder. However, the Skullcrushers see
even their own deaths as a victory of sorts, for Khorne cares
not whose blood is spilt, so long as it flows.

Skullcrusher M w s BS s T w i A Ld M WS BS S T W I A Ld
Skullhunter Juggernaut of Khorne 7 5 0 5 4 3 2 3 7
Juggernaut of Khorne 4 5344 152 8
4 534 4 153 8 TROOP TYPE: Monstrous Beast.
7 50543237
SPECIAL RULES: Daemonic Attacks, Fear.
IHTT I1re n w
Brass Behemoth: A Juggernaut improves its rider’s armour
TROOP TYPE: M onstrous Cavalry. saving throw by + 2 , rather than the usual +1 for monstrous
cavalry mounts.
SPECIAL RULES: Eye o f the Gods (Skullhunter only),
Fear, Mark o f Khorne. Murderous Charge: O n a turn in which a Juggernaut of

UPGRADES:

Ensorcelled Weapons (see page 34).

9K Chaos Chariots are more than ju st machines of war; they are scythes slice apart the legs o f those who attem pt to flank the
symbols o f status and power. O ften, a Champion o f Chaos chariot, and the barbs and spikes that cover its chassis rip and
will ride to batde upon a chariot festooned with icons and tear at any foolhardy enough to stand their ground. But the
pennants fashioned from the remains o f those they have chariot’s cargo is ju st as deadly: the charioteers stab and slash
ground beneath their wheels, grisly trophies proclaiming his from their fighting platform, maiming and decapitating those
many victories and allegiance to the D ark Gods. U nlike the nearby with their cruel blades and spiked whips.
comparatively flimsy wooden chariots used by Elves and the
U ndead legions o f distant Nehekhara, the carriages of Chaos TR O O P TYPE: C hariot (A rm our Save 3 + ).
war machines are w rought o f iron and drenched in blood.
Chaos Chariots weigh so m uch that, when they have gathered GOREBEAST CHARIOTS
pace, nothing short o f a casde wall can halt their charge.
Worse still, their stout wheels sport great spinning scythes T here is little subdety to the machines o f death used by the
that scream and shriek as they slice into the foe. armies o f Chaos, but the G orebeast C hariot is am ongst the
most brutal. A G orebeast C hariot is a massive construction o f
Chaos Chariots are drawn by a pair o f huge destriers swollen hell-forged metal, m utant beast and jagged blade, ridden to
to unnatural size by the corrupting energies o f Chaos. Each war by some of the most powerful and bloodthirsty warriors
o f these beasts is clad in tem pered steel plates in the m anner in the world. Its sole purpose is to deliver an unstoppable
of their unholy masters. As these deadly creatures gain force to a weak point in the enemy battle line, smashing
mom entum , balefire flickers from their eyes and nostrils, apart those before it and scattering the rest in panic and
giving the impression that the chariot has galloped straight disarray. Few foes can m uster the courage required to stand
from the realm o f nightm ares into reality. before the thunderous charge o f one of these murderous war
machines, and those foolish enough to do so are torn apart
W hen a Chaos Chariot slams into the enemy lines, the by monstrous jaws, cut to pieces by keen-edged halberds, or
bone-splintering im pact is only the start o f the carnage it crushed into the dirt beneath heavy, iron-shod wheels.
can wreak. As the enemy is hurled in all directions by the
sheer force o f the chariot’s charge, the hellish steeds plough Gorebeast Chariots are even heavier and sturdier than other
through the enemy ranks, iron-shod hooves trampling Chaos Chariots. N o norm al beast would have the strength to
bodies, and fanged maws snapping at exposed flesh. Spinning pull such a massive instrum ent o f war, and they are therefore
pulled into batde by a Gorebeast - a muscular creature
renowned for its violent temperament. These grunting brutes
strike their prey with such shocking force that those not
impaled upon jutting arm our spikes are torn apart by the
impact. Even the lowliest of beasts recognise the bulky shape
o f a G orebeast as synonymous with death. E ach iron-clad
chariot drawn by one o f these formidable m utants is thus
followed, at some distance, by circling carrion crows and
slinking scavenger hounds waiting to feast on the bloody
rem nants o f a G orebeast’s grim harvest.

•»*

TR O O P TYPE: C hariot (A rm our Save 3 + ).

SPECIAL RULES: Fear.

Gorebeast Charge: All Im pact H its m ade by a G orebeast
Chariot have the Killing Blow special rule.

vom .

CHIMERAE

T he three-headed Chim era is one o f the most fearsome o f all
children o f Chaos, a beast whose progenitors were so warped
that it is now impossible to say what m anner o f creatures
they m ight once have been. Like all monsters that dwell
in or near to the Realm o f Chaos, the Chimerae take many
bizarre shapes. However, Chimerae are more susceptible than
most monsters to the twisting power o f Chaos. The heads
o f some Chimerae breathe fire in the m anner o f Dragons,
whilst other heads sprout razor-sharp fangs or jaws that drip
with a poisonous slime. M o st Chimerae possess a fiendish tail
that ends in a snapping maw possessed of an intelligence and
hunger o f its own. There are even some Chimerae, like those
that dwell among the spires of the Bloodshriek Citadel, that are
said to have bathed in the coruscating W inds of M agic at the
summit of the world. The skin of these Bloodshriek Chimerae
is an ever-shifting pattern o f bright colours and hues, turning
translucent one moment before running like molten wax to
cover and heal the rips and gashes in its tainted flesh the next.
Regardless o f their exact form, all Chimerae share a savage and
unpredictable nature, and wherever their tri-throated roars are
heard, death and carnage are surely not far behind.

A particularly powerful Chaos L ord, or an insanely brave
Sorcerer, may sometimes try to bind a Chimera to his service,
for the sheer carnage they can wreak upon the battlefield is a
spectacle bound to attract the attention o f the D ark Gods. It is
said that only those truly favoured by Chaos will have any hope
o f binding such a creature to their will, and a champion may
spend a lifetime searching for a Chimera, and never succeed,
or else find his prize and be torn apart by it moments later.
However, those few who succeed in their quest have at their
disposal a monstrous creature o f unbridled destructive potential.

■ Chimera I walked across the plain o f bone beneath the brazen sky. A ll
about were the skulls o f the slain, and among them grew black
TR O O P TYPE: M onster. flowers, each twisted bloom a soul in thrall. Crimson-fleckedflies
sucked at the red nectar in that field and the air tasted bloody in
SPECIAL RULES: Fly, Large Target, Scaly Skin (4 + ), my mouth. The black flowers nodded their heads as I passed and
Terror. whispered in the bitter-scented breeze. A distant D aem ons shriek
reached my ears and the sound o f tormented laughter drifted by
Fiend Tail: In addition to its norm al Attacks, a Chim era and was swallowed by silence.
has an additional Attack that has the Random Attacks (D 3)
special rule. Roll To H it with these Attacks separately, or A n d then I came to the Tree o f Damned Shades.
use differendy coloured dice to distinguish them from the
C him era’s other Attacks. These Attacks gain a + 1 To H it Living souls had hung upon its branches and living souls had fed
bonus if they target a unit in the C him era’s rear arc. its roots in ages past. Twisted with the pain o f their misguided
loyalty, the shades had made their pact and now had their reward.
UPGRADES: Those same shades moaned their regret and agony, pleading fo r
p ity from every branch and twig, save one whose deviant eye I
Flaming Breath: A Chim era with the Flam ing Breath met. I paused in the glare o f that eye. The Tree o f Damned Shades
upgrade has a Strength 4 Breath Weapon which has the spoke in a splintering voice, crying out as if a thousand axes were
Flam ing Attacks special rule. tearing at its heartwood.

Regenerating Flesh: A Chimera with the Regenerating “B y my broken faith and darkenedprom ises, a mortal walks in the
Flesh upgrade has the Regeneration special rule. garden o f blood. Once my roots taste o f his mortal body, he is
mine and I am he. A man... a man... I will be free inflesh and bone.
Venomous Ooze: A Chimera with the Venomous Ooze I will slay you fo r my master. B lood beyond measure I will spill
upgrade has the Poisoned Attacks special rule.
IV upon the battlefields o f the world. Oh... freedom from this wooden
frame that I could once again march to the beat o f my h e a rtr

•I
The tree withered and shook its dark branches and I fled, fo r my
fate lay not with those trapped and hideous souls...’

Liber M alefic, M arius H ollseher

FORSAKEN

Forsaken are frothing maniacs that howl and scream as they extreme mutations, their warped forms echoing their bestial
sprint pell-mell towards the enemy lines, mutated limbs flailing minds; a sure sign that they are but one mutation away from
and distended jaws snapping like those o f ravenous beasts. suffering total degeneration into spawndom.
Though they were once proud and mighty Chaos Warriors,
because o f the severe mutations bestowed upon them, they have T hough they seem benighted and hideous to those from the
become something less than human, with no more understanding south, the W arriors o f Chaos make little distinction between
o f battlefield tactics than the hounds that gather around their the Forsaken and those other warriors who bear the mark
bone-strewn lairs. Forsaken plunge headlong into battle without o f the gods. In fact, they consider even the most freakishly
discipline or caution. They attack without heed for their own m utated Forsaken to be blessed, for is it not better to attract
defence, a random mass o f mutant appendages snapping in fury the attention of the gods and die a glorious death in battle,
as they seek to tear their foes apart. These unfortunates have been than to live an unrem arkable life?
reduced to the level o f animals, and snarl and growl in a guttural
parody of true language. W here they once killed in the name of Forsaken M WS BS S T w I A Ld
martial ambition and the glory o f the D ark Gods, they now kill 6 4 0 4 4 1 4 D3 8
because o f a savage and unnatural hunger.
TROOP TYPE: Infantry.
M any Warriors o f Chaos, often no less valiant in the service
o f their deities than their Chosen counterparts, find that the SPECIAL RULES: Frenzy, Immune to Psychology,
rewards of the gods turn out to more closely resemble afflictions Random Attacks (D 3).
than blessings. In time, many Forsaken lose any capacity for
rational thought, setting aside sophisticated weaponry in favour Freakish Mutations: I f a unit o f Forsaken are in base
o fjagged teeth and twisted claws. They have no intelligence contact with one or more enemy units at the start of a Close
glinting within their black eyes, for their minds churn with C om bat phase, roll a D 6 on the table below. T h e effect lasts
nothing more than thoughts of killing and devouring everything until the end o f the Close Combat phase.
they can catch. These atavistic warriors often bear ever-twisting
assortments o f mutations, including writhing tentacles, chitinous w m w sp ' r 1 f 1 ■
claws, extra heads and hairy, grasping limbs that push out
through their armour. Some Forsaken manifest even more

D 6 Mutation

1 Slug Brains: All Forsaken in the unit have the

Always Strikes L ast special rule.

2 Razor Talons: All Forsaken in the unit have the
A rm our Piercing special rule.

3 Lashing Tentacles: All Forsaken in the unit have
the Always Strikes First special rule.

4 Venomous Fangs: All Forsaken in the unit have
the Poisoned Attacks special rule.

5 Healing Flesh: All Forsaken in the unit have the
Regeneration (5 + ) special rule.

6 Decapitating Claws: All Forsaken in the unit have
the Killing Blow special rule.

UPGRADES:

Forsaken of Khorne: Forsaken o f Khorne have the
H atred special rule.

Forsaken of Tzeentch: Forsaken of Tzeentch have the
M agic Resistance (2) special rule.

Forsaken of Nurgle: Forsaken of N urgle have the Fear
special rule.

Forsaken of Slaanesh: Forsaken o f Slaanesh have the
Swiftstride special rule.

A w arrior who is visited by too many gifts o f the D ark G ods
eventually succumbs to madness and mutation. H is altered
body reaches a point where reason no longer sustains it, and
he wails in anguish as his flesh ripples, sprouts and writhes,
undergoing the most profound and final of changes. Truly,
Chaos Spawn have a thousand faces and forms.

Chaos Spawn M WS BS S T W I A Ld
2D6 3 0 4 5 3 2 D6+110

TROO P TYPE: M onstrous Beast.

SPECIAL RULES: Fear, Random Attacks (D 6 + 1 ),
Random Movement (2D 6), Unbreakable.

UPGRADES:

Spawn o f Khorne: A Spawn o f Khorne has the
Devastating Charge special rule.
Spawn of Tzeentch: A Spawn of Tzeentch has a
Strength 3 Breath Weapon that has the Flam ing Attacks
special rule.
Spawn o f Nurgle: A Spawn o f N urgle has the Poisoned
Attacks special rule.
Spawn of Slaanesh: A Spawn of Slaanesh has the
Always Strikes First special rule.

CHAOS
WARHOUNDS

In Norsca, wolves and hounds prowl in the flickering
shadows of the campfires made by the barbarian tribespeople
o f the frozen lands. T he further north the tribe dwells, the
more likely it is that the hounds that follow them will be
mutants, their bodies swollen by the energies o f Chaos.
Brutish and bloodthirsty, the W arhounds of Chaos are
natural killers built of muscle and fang that prowl the
wilderness in ravening packs. They will even charge a
spearwall with total abandon, their only concern the moment
w hen their slobbering jaws sink into juicy, yielding flesh.

Chaos Warhound M WS BS S T W I A Ld
7 40331315

TROO P TYPE: W ar Beast.

UPGRADES:

Scaly Hide: Chaos W arhounds with this upgrade have
the Scaly Skin ( 6 + ) special rule.

Mutant Poisons: Chaos W arhounds with the M u tan t
Poisons upgrade have the Poisoned Attacks special rule.

CHAOS OGRES

Ogres are brutal, frightening, muscle-bound thugs to whom
only two things really m atter —fighting and eating. T hey
roam the w orld over, picking on anything smaller than them
and hiring out their services as mercenaries in exchange for
gold, weaponry and copious amounts of food. I f a group of
O gres is sufficiendy im pressed by the savagery and skill o f a
northern tribe, they may join them for a time, or even become
a permanent part of their warband.

Chaos Ogre M WS BS S T W I A Ld
Ogre Mutant 632443237
632443247

TR O O P TYPE: M onstrous Infantry.

SPECIAL RULES: Eye of the Gods (O gre M utant only),
Fear.

Ogre Charge: Chaos O gres have the Im pact H its (1)
special rule. T his is increased to Im pact H its (D 3) if, when
calculating the charge range (or a pursuit into a new enemy),
the two highest dice score a total o f 10 or more (you may want
to m ark Chaos O gre units that rolled a 10 or more for their
charge roll with a suitable counter, so you don’t forget in the
Close Combat phase). A unit o f Chaos O gres adds its current
R ank Bonus to the Strength o f any Im pact H its they inflict.

CHAOS TROLLS

Chaos Trolls are malformed monsters whose lack of
intelligence is as legendary as their great strength. Chaos
Trolls are greatly feared because of their unthinking ferocity
and indiscrim inate appetites. L ike all their kind, Chaos
Trolls can vomit forth the steaming contents of their guts,
dissolving their victims with powerful acids and flesh-eating
worms. They are also possessed o f powerful regenerative
abilities: lost limbs and even heads can grow back. However,
Trollflesh is extremely susceptible to the m utating power o f
Chaos, and Trolls who have lurked too close to the Realm
o f Chaos find tentacles, screaming maws and even stranger
mutations sprouting from their wounds.

Chaos Troll

TR O O P TYPE: M onstrous Infantry.

SPECIAL RULES: Fear, Regeneration, Stupidity.

Troll Vomit: A unit o f Chaos Trolls can make Vomit Attacks
instead o f their ordinary Attacks in close combat (but they
can still Stomp). Each Chaos Troll that can attack, including
those that can make supporting attacks, can make a single
Vomit A ttack at Strength 5. A Vomit Attack hits automatically
and no arm our saves may be taken against it.

DRAGON OGRES

D ragon O gres are am ongst the m ost ancient o f the w orld’s
living creatures. T heir incredible longevity, as with almost all
things supernatural, is the w ork o f the Chaos G ods. Aeons
ago, the elders of their race made a pact with the Ruinous
Powers, embracing damnation in order to save themselves
from a slow decline into extinction. They were given
eternal life, and in return, the entire D ragon O gre race p ut
themselves at the com m and o f the D ark Gods. Since that day,
the D ragon O gres have carved their names across the ages as
immortals who can only die in battle, monstrous beings that
rouse themselves only in the name o f destruction.

T hough they have lived for an age, D ragon O gres spend
most of their years slumbering under the mountains, and it
is only when terrible storms assail the crests o f the w orld that
they stir and come to life. As lightning spears out o f the skies,
the D ragon O gres scale m ountain and glacier. T hey do this
in order to bathe in lightning, rejoicing in the raw forces of
nature, for it is the storm that invigorates them and fills them
with deadly energy for their coming battles.

The D ragon O gres look forward to a time when their eternal
bondage will end with the destruction o f the world by Chaos.
A m id the lightning and thunder o f the apocalypse, they
believe that their entire race will wake once again. U ntil
then, these creatures bring death to the enemies of Chaos in
preparation for the E nd Times, hewing bodies with every
sweep o f their blades and swipe o f their m onstrous claws.

M WS BS S T W I A Ld :

I Dragon Ogre 7 42544238 I

JDragon Ogre Shartak 7 42544248 \

of thunderstorms can awaken a Dragon O gre Shaggoth, and it

is fortunate for the O ld W orld that such ferocious tempests are

TR O O P TYPE: M onstrous Beast. rare. However, with each passing year the storm clouds grow a

little blacker, and legend has it that when the E n d Tim es come,

SPECIAL RULES: Fear, Scaly Skin (5 + ), a storm will break o f such apocalyptic m agnitude that even

Storm Rage (see below). the sire o f the D ragon O gre race, Krakanrok the Black, will

emerge from his ten-thousand-year slumber to lead his people

in the final battle to visit his fury upon the world.

DRAGON OGRE

SH AG G O TH S ; M WS BS S T W I A Ld I

D ragon O gre Shaggoths are living legends o f carnage I Dragon Ogre Shaggoth 7 6 3 6 5 6 4 5 9
and devastation. As a D ragon O gre ages, it becomes ever
larger, growing stronger and more powerful. As long 1 wwg • M1"i*r r w » y .)i9 ^ n ,if T » f '^ w i?
as it can find lightning to refresh its body and revitalise
its m ind, there is no lim it to the size one can reach. T h e T R O O P TYPE: M onster.
eldest and most primal of their kind are truly titanic
beings, each a tow ering m ountain o f muscle and fury, SPECIAL RULES: Immune to Psychology, Large Target,
reinforced by the power of the raging storm. Scaly Skin (5 + ), Terror.

Alive before the Elves had mastered the written word, before Storm Rage: M odels with this special rule have a 2 +
the first greenskins crawled out o f their caves, perhaps even w ard save against all lightning-based attacks. T his includes
before the O ld Ones themselves visited the world, the oldest hits caused by spells (such as Chain Lightnings Urannons
Shaggoths towered over forest canopies, temples and even Thunderbolt, Warp Lightnings Storm o f Shemtek etc.), weapons
fortresses. These monsters are the same creatures that bartered (such as Skaven W arp L ig h tn in g C annons) and other special
with the D ark G ods at the coming o f Chaos, and all who stand abilities and attacks (such as a Skaven DoomwheePs Zzzap!,
before them are slain with blade and claw. O nly the mightiest or Kholek Suneater’s L o rd o f the Storm attack). I f a model
with this special rule is ever hit by a lightning-based attack or
effect, they immediately gain the Frenzy special rule.

Part D aem on, part w ar machine, a H ellcannon is a massive T R O O P TYPE: M onster.
construct of metal that growls and shakes with daemonic
sentience. In battle, these arcane engines heave crackling SPECIAL RULES: Daemonic Attacks (H ellcannon
blasts of raw energy that soar through the air into their only), Large Target, Monster and Handlers, Terror,
targets, liquefying anything they touch and sending the Unbreakable.
survivors insane with fear.
Caged Fury: At the start o f your turn, if the H ellcannon is
H ellcannons are guided by a team of corrupt and sadistic not in combat, take a L eadership test. I f the test is passed,
Chaos Dwarfs. These malign warsmiths escort and restrain the H ellcannon acts as normal. I f the test is failed, pivot the
the H ellcannons in battle, for the Daemons bound within H ellcannon to face the closest enemy unit. It is then subject
hunger for a banquet o f flesh. Such is the H ellcannon’s to the Random M ovem ent (3D 6) special rule until the
bloodlust that it m ust be chained to the ground to stop it beginning o f the next turn, except it can only move forwards.
ram paging towards enemy lines. Even these precautions
often prove inadequate, as there is little that can stay a Daemonic Construction: A H ellcannon has a natural
H ellcannon’s lust for destruction. arm our save o f 4 + and a ward save o f 5 + .

T he Chaos Dwarfs load their charge by brutally shovelling the Doomfire: D oom fire is fired following the rules for a stone
bodies o f their enemies into the Hellcannon’s dire-furnace. Flesh thrower with the following profile:
runs like wax as the Daemon-machine’s hearth feasts on body
and bone. Soon, only the souls o f its victims are left, harnessed in Range Strength Special Rules
the Hellcannon’s gullet as crackling bolts o f energy that are fired 12-60" 5(10)
towards the enemy in powerful spasms o f malice. M ove or Fire,
M ultiple Wounds (D6),
Slow to Fire

< Hellcannon M WS BS S T W I A Ld T he Doomfire’s M ultiple W ounds (D 6) special rule applies
Chaos Dwarf Handlers 343565154 only to the high-Strength hit caused against the model under
343341219 the template’s central hole. Any unit that suffers one or more
casualties from Doomfire must take a Panic test as if it had taken
mf 25% casualties, with a -1 penalty to their Leadership. Should the
artillery dice roll a misfire, roll a D 6 on the following table:

* D 6 Result
1 Free at Last! The Daemon breaks its bonds. Every
S.J.
unit within 3D6" takes D6 Strength 5 hits. Then,
remove the Hellcannon and its Chaos Dwarf Handlers
from play as casualties.

2 Schlurp: The Hellcannon sucks its own handlers into
its furnace. Remove all the Hellcannon’s remaining
Chaos Dwarf Handlers from play as casualties.

3 Thzzzz: The Hellcannon fires great pulses of raw
magic. All Wizards (friend or foe!) within 24" must
immediately pass a Leadership test or suffer a miscast.
Ignore any instructions to lose dice from the pool. Any
spells lost are determined randomly.

4 Grrraaagh: The enraged Daemon inside the
Hellcannon goes berserk. Remove D3 of the
Hellcannon’s Chaos Dwarf Handlers as casualties.

5 Blooood! The Hellcannon breaks its chains and rushes
forwards. Move the Hellcannon 3D6" directly forwards
as if it were subject to the Random Movement special
rule and it was the Compulsory Moves sub-phase.

6 Boom! The Hellcannon fires a devastating blast.
Resolve the Doomfire shot as if a Hit! had been rolled,
doubling the Strength of any hits (to a maximum of 10).
The Hellcannon cannot fire for the rest of the game.

CHAOS WARSHRINES

The men o f the north are ever conscious that their actions Giver o f Glory: As mortal souls are offered to the Ruinous
could catch the eye o f their diabolic masters, and they do Powers, the Shrinemaster implores the Chaos Godsfo r their aid\
everything in their power to attract their notice. For this bestowing their dark blessings onto nearby Champions.
reason, many tribes bring blasphemous icons and unholy
relics to batde, hoping to draw the gaze of the gods. The Innate bound spell (power level 4). Giver o f Glory is an
most powerful go even further, carrying vast shrines and augment spell that targets D 3 friendly models with the Eye
altars into battle so that the slaughter they wreak in the names o f the G ods special rule within 12". T h e targets o f the spell
of their gods may be offered up direcdy to the Ruinous immediately roll on the Eye o f the Gods table (see page 25).
Powers themselves. Remember, they will also benefit from the Chaos W arshrine’s
Favour of the Ruinous Powers special rule (see above).
Chaos W arshrines can vary wildly in design. Some are mere
wagons, piled high with skulls, weapons and other offerings Protection o f the Dark Gods: A Chaos W arshrine has a
pleasing to their god. O thers are vast altars m ounted atop 4 + w ard save.
iron platforms and borne aloft by m utant beasts that roam
the Chaos Wastes, creatures whose misshapen, over-muscled War Platform: U nlike other chariots, a Chaos W arshrine has
bodies are evidence of the D ark G ods’ favour. Regardless neither the Swiftstride nor Im pact H its (D 6) special rules.
o f who, or what, bears a Chaos W arshrine into batde, these I f a Chaos W arshrine has the Frenzy special rule (from the
beasts of burden fight with unholy fervour, using their M ark of Khorne or otherwise), the Chaos Shrinemaster and
prodigious strength to lash out w ith fists, teeth and claws, the Chaos Shrine Bearers each gain an E xtra Attack. Finally,
striking down any who dare approach. if a Chaos W arshrine is required to take a D angerous Terrain
test, treat its troop type as infantry.
T he shrine bearers are goaded towards the front lines by a
Shrinemaster, who condemns the souls o f the slain to the '■, r
otherworldly beings of the Realm of Chaos. The prayers
and sacrifices that are offered up are like sweet nectar to the 7 have been chosen for greatness by the Dark Gods themselves.
Chaos Gods, and the air crackles with blasphemous power You, petty mortal, have been chosen only for death.’
when they turn their glance towards the Warshrine. The
presence of a Chaos Warshrine empowers the warriors that - Eglixus, The Executioner ofTrechagrad
fight before it, the blessings of the D ark Gods manifesting in
the faithful nearby.

A Chaos W arshrine’s outward appearance often reflects the
persona o f the deity to which it is dedicated. T h e Warshrines o f
Khorne are great constructs o f brass and blades that constantiy
run with rivulets of blood, their every spike adorned with
the rune-etched skull of a powerful enemy warrior. Those
dedicated to Slaanesh are gilded carriages o f scented silk, wax
and hum an flesh, draped in the still-living skins o f those whose
organs have been offered to the D ark Prince. Warshrines of
N urgle are fouler still, heaped high with flyblown offal and
stinking waste that is host to unimaginable parasites and
plagues. T he Warshrines consecrated to the Changer of the
Ways are the strangest o f all, their frames adorned with silver
bells, caged dragonflies and crystalline bones to tinkle and
chime with the music o f the stars.

M w s BS S T W I A Ld

Chaos Warshrine - - - - 55 -
Chaos Shrinemaster
Chaos Shrine Bearers - 534 - 5 *2 8

6 3 3 4 - - 2D6+2-

TROOP TYPE: Chariot (A rm our Save 4 + ).

SPECIAL RULES: Fear, Random Attacks (D 6 + 2 )
(Chaos Shrine Bearers only).

Favour o f the R uinous Powers: I f a friendly model is
within 12" o f one or more Chaos W arshrines when he rolls
on the Eye o f the Gods table, he rolls an additional D 6 and
discards a single dice of his choosing.

Chaos Giants are monstrous humanoids with a prodigious TROOP TYPE: Monster.
appetite for violence. They are single-minded engines
o f destruction, as dedicated to m u rd er and mayhem as SPECIAL RULES: Large Target, Stubborn, Terror.
Champions o f Chaos themselves. Chaos Giants are most
often encountered in the far north of the world, being fond Fall Over: G iants are ungainly and frequently befuddled,
of the cold, rocky climes, and many find themselves in as a consequence o f which they often fall down, crushing
service to a w arband, either for their fill o f fresh meat and anything unfortunate enough to He beneath them. T hey
strong alcohol, or for the promise of slaughter and battle. are especially prone to this if they’ve been raiding the local
A swearing, bellowing monstrosity that revels in displays brewery, which isn’t altogether uncom m on.
o f im mense strength, a Chaos G iant is only content when
it is crushing people beneath its enorm ous cloven hooves A Chaos G iant m ust test to see w hether it falls over if any o f
or smashing a battle line apart single-handedly. N o wonder the following apply:
these creatures are favoured by the Chaos Gods, for they are
annihilation incarnate. - It is beaten in close combat. Test once results are established
Chaos Giants are instinctively drawn to those who bear but before taking a Break test.
the favour of the D ark Gods, perhaps because the corpses
are always thick on the g round in the company o f such - It is fleeing at the start o f its M ovem ent phase.
individuals. A Chaos G iant has the intelligence to recognise
friend from foe, but little else, and it certainly has no real - It crosses an obstacle. Test when the obstacle is reached.
concept o f obeying the orders o f anything smaller than itself.
T hings such as tactics and strategy ju st confuse a G iant, who - T he G iant decides to Ju m p U p and D ow n on an enemy.
goes to battle primarily to kill and to feed. W hen a Chaos Test immediately beforehand.
G iant has ploughed into the enemy ranks, it is as likely to
grab a foe and store him somewhere for a later meal as it is To see if the Chaos G iant falls over, roll a D 6. I f the dice roll
to lay about itself with a jagged m enhir or massive blade- is a 1, the Chaos G iant falls over. A slain Chaos G iant falls
studded tree trunk. Regardless o f its whim, a Chaos G iant’s over automatically.
attacks are always devastating.
To determ ine in which direction the G iant falls, roll a scatter
44 dice. Place the Fallen G iant template (see page 96) with its
feet at the m odel’s base and its head in the direction o f the
fall (if a ‘H it!’ is rolled, the direction o f the fall is determ ined
by the small arrow on the H it! symbol). The Fallen Giant
template is a special shaped template, which otherwise
uses all the tem plate rules from the Warhammer rulebook
(so any models lying completely or partially under it are
automatically hit).

A model hit by a falling Giant takes a Strength 6 hit that
has the M ultiple W ounds (D 3 ) special rule. I f the unit is in
combat and the Chaos G iant has fallen over whilst attem pting
to Jum p U p and Down, W ounds inflicted by a falling Chaos
G iant count towards the combat result.

A Chaos G iant that falls over automatically suffers 1 W ound.
I f the Chaos G iant is in combat, then this W ound counts
towards the combat result.

O nce on the g round (you may lie the model down if you
wish), a Chaos G iant may get up in his following M ovem ent
phase, but may not move that turn.

W hilst on the ground a Chaos Giant may not attack, but he
can still defend him self after a fashion, so the enemy m ust still
roll to score hits on him. I f forced to flee whilst on the ground,
the Chaos G iant is slain - the enemy swarm over him and
cut him to pieces. I f the Chaos G iant gets the opportunity to
pursue his foes whilst he’s on the ground, he stands up instead.
A Chaos Giant may attack on the turn it stands up.

Giant Special Attacks: Chaos Giants do not attack in the remains on his none-too-nimble feet, the target unit sustains
same way as other creatures. T hey are far too large and 2D 6 hits resolved at the Chaos Giant’s Strength. W ork out
fractious to take orders and much too scatterbrained to have damage and saves as usual. Chaos Giants enjoy jum ping up and
any sort of coherent plan. To determine what happens in each down on their enemies so much that a Chaos Giant that does so
Close Combat phase, pick a unit in base contact with the Chaos in one combat round will automatically do so in the following
G iant and roll a D 6 on one o f the following tables. W hich table round if he is able to, assuming that he did not fall over in the
you use depends on the size o f the Chaos G iant’s victim. W hen previous round. A Chaos Giant that starts to Jum p U p and
fighting characters riding monsters, decide whether to attack Down will therefore continue to do so on the same target until he
the rider or m ount before rolling on the table. falls over, the target is destroyed, or the combat ends.

Pick Up and...: T he Chaos G iant stoops down and grabs
a single model in base contact from the target unit (Chaos
G iant player’s choice). T h e target m ust make a single Attack
to try to fend o ff the Chaos G iant’s clumsy hand. I f this
Attack causes an unsaved W ound, the Chaos G iant’s Attack
fails. Otherw ise, the Chaos G iant grabs the model and the
player rolls a D 6 to see what happens next:

Yell and Bawl: T h e Chaos G iant yells and bawls at the Swing with Club: T he Chaos G iant swings his club across
enemy. T his is not pleasant as Chaos G iants are deafeningly the enem y’s ranks. T he Chaos G iant inflicts D 6 hits on the
loud and tend towards poor oral hygiene. N either the Chaos target unit, resolved at the Chaos G iant’s Strength.
Giant nor models in contact with him actually fight if they
have not already done so this round. T h e Chaos G iant’s side UPGRADES:
automatically wins the combat by 2 points (if both models Giant of Khorne: A Giant o f Khorne has + 1 Strength.
have a m odel that ^ells and Bawls, the com bat is a draw).
Giant of Tzeentch: A G iant of Tzeentch has a 64-
Thump with Club: T he Chaos G iant picks one model as w ard save.
his target and brings down his club with a single mighty
strike. T he target may attem pt to avoid the blow by passing Giant of Nurgle: A G iant o f N urgle has + 1 Toughness.
an Initiative test (use the lowest if the model has several
different values). I f the test is failed, the model takes 2D 6 Giant of Slaanesh: A G iant o f Slaanesh has
hits that w ound automatically, with no arm our saves allowed. + 1 Initiative.
I f a double is rolled, the Chaos G iant’s club em beds itself in
the ground and the Chaos G iant cannot attack at all in the
following round whilst he recovers his weapon.

’Eadbutt: T he Chaos G iant head-butts a single enemy
model from the target unit, automatically inflicting 1 W ound
with no arm our saves allowed. I f a victim is w ounded b ut not
slain, then he is dazed and loses all o f his following Attacks.
I f the target has not yet attacked in that combat round, he
loses those Attacks; if he has already attacked, then he loses
the next round’s Attacks.

Jump Up and Down: The Chaos Giant jum ps up and down
vigorously on top of the enemy. Before he starts, the Chaos
Giant must test to determine if he falls over (see previous page).
I f he falls over, work out where he falls and calculate damage
as already described. Any Wounds caused by the fall (on either
side) count towards the combat result. I f the Chaos Giant

A M utalith Vortex Beast is an u tter abomination o f nature. T R O O P TYPE: M onster.
It is a terrifying fusion o f m onster and magic, a creature
m utated beyond all reason by the power o f Chaos. In batde, SPECIAL RULES: Large Target, Random Attacks
a M u talith ’s tentacles smash into the ranks o f the foe. T hose (D 6 + 2 ), Regeneration (5 + ), Scaly Skin ( 4 + ), Terror.
not flung through the air are dragged screaming into the
M u talith ’s maw, where hundreds o f needle-like teeth shred Aura o f Mutation: Tides o fraw magic seep out o fthe vortex,
flesh and crunch bones to powder. As horrifying as such a mutating and twisting anything they touch.
fate is, though, it is not the thought o f being eaten alive by a
M utalith that gives its enemies waking nightmares. Innate bound spell (power level 5). Aura o fMutation is a
direct damage spell with a range o f 18". Roll a D 6, and
W herever a M utalith treads, m utation and madness follow. consult the table below to discover how many Toughness tests
A ball o f raw magic is anchored into the creature’s body, the target m ust take, and if any long lasting mutations have
a seething orb o f Chaos energy that warps and twists occurred. For each Toughness test failed, the target suffers a
everything nearby. T h e flesh o f the M u talith itself is forever single W ound with no arm our saves allowed:
being healed and remoulded, sucked in and poured back out
again by the vortex. These same wisps of malign energy reach 1 l j K p - f ■■ ■■■ UTI'W^ IU,
out across the batdefield, mutating everything they touch.
1D 6 Result
W hen facing a M utalith, enemy soldiers are wracked with Hideous Disfigurements: T he target must take
random mutations. For every w arrior who sprouts an extra D 6 Toughness tests, and gains the Fear special rule
limb, another is transform ed into a gleam ing crystal statue for the rest of the game.
or a pile o f squirm ing three-eyed fish. H eroes have died as
their own spines burst from their backs to strangle them, 2 Trollbrains: T he target m ust take D 6 Toughness
and warriors have watched on in horror as their flesh melts
and falls off their bones. Worse still are those times w hen the tests, and gains the Stupidity special rule for the
vortex pulses, and entire regiments are engulfed by waves of rest of the game.
m utating power that cause their bodies to twist together into
the shape of a hideous Chaos Spawn. 3 Gift of Mutations: T he target m ust take D 6
Toughness tests. After resolving these tests, one
o f the un it’s characteristics (roll a D 6 to random ly
select between W S , BS, S, T, I or A ) is increased
by 1 (to a maximum o f 10) and one of their
characteristics (roll another D 6 to randomly select
between W S , BS, S, T, I or A ) is decreased by 1 (to
a m inim um o f 1) for the rest o f the game.

4 Tide o f Transformation: T he target m ust take
D 6 Toughness tests. O nce the tests have been
resolved, roll a D 6: on a 3 or more, choose another
enemy unit w ithin 6" o f the initial target - it m ust
take D 6 Toughness tests. Keep rolling for further
victims (each within 6" o f the last target struck),
until the roll is less than 3 or there are no more
viable targets. A unit can only be the target of Tide
of Transformation once per casting.

5 Maelstrom o f Change: Place the small round
template over the target and scatter it D6". I f a H it!
is rolled, the template does not scatter. Every model
underneath the template m ust take a Toughness test.

6 Spawnchange: Every model in the target unit must
take a Toughness test. I f the target suffers one or
more unsaved W ounds, you can immediately place a
new Chaos Spawn anywhere within 6" o f the target
unit that is at least 1" from any unit and impassable
terrain. I f the target suffered no unsaved Wounds, if
you do not have a spare Chaos Spawn model, or if it
cannot be placed, then no Chaos Spawn is created.

A Slaughterbrute is a hulking m onster o f muscle Unbound: If, at the beginning of its M ovem ent phase,
and aggression. Such a creature cannot be broken by a Slaughterbrute’s master has been slain (or if it started
conventional means, and those foolish enough to try are torn the game w ithout a master), it is U nbound. A n U n b o u n d
apart and eaten for their efforts. Instead, a S laughterbrute’s Slaughterbrute has the Random M ovem ent (2D 6) and
m ind is enslaved, through magic, to that o f a Chaos Frenzy special rules. An U nbound Slaughterbrute can never
C ham pion. T h e binding ritual for a S laughterbrute is long lose its Frenzy, even if beaten in close combat. In addition,
and arduous. First, the beast is bou n d with magical chains, an U nbound Slaughterbrute cannot choose the direction
its flesh carved with runes o f domination and branded with it travels in. Instead, roll a scatter dice in the Com pulsory
sigils o f enslavement. Finally, daggers are soaked in the Moves sub-phase and move the U nbound Slaughterbrute in
blood o f the cham pion who w ould be the beast’s master. the direction rolled (if a ‘H it!’ is rolled, the Slaughterbrute
T hese are then driven deep into the creature’s spine, at moves straight forwards). If an U nbound Slaughterbrute
which point its thoughts are immediately subsum ed with a moves into contact with the board edge, a building or
m align intelligence that is not its own. impassable terrain, it instead stops 1" away.

Though some champions control a Slaughterbrute through Unlike other random movement, an U nbound Slaughterbrute
the movement o f a marionette, most are able to manipulate can move into base contact with a friendly unit, in which case it
the creature through surpassing force o f will, controlling its will come to a stop and immediately inflict D 6 + 2 Strength 7
every action as if they were their own. U n d e r such dominion, hits on the unit. (I f it comes into base contact with more than one
a m onster that w ould otherwise lash out w ith blind fury, unit, you must choose one to inflict hits on.) After resolving these
instead strikes with the skill of a warrior born. Every sweep hits, move the Slaughterbrute directly backwards 1”, so that it is
o f its over-muscled arms leaves behind a trail o f broken and no longer in base contact with the unit.
mangled bodies; every bite from its massive jaws rips another
enemy in half. As terrifying as a Slaughterbrute is, it is the UPGRADES:
sight o f so massive a creature feinting and parrying blows
that most unnerves their foes. W orse still, as a Slaughterbrute Extra Claws: A Slaughterbrute with this upgrade has
carves through entire regiments, the unmistakable sound two additional Attacks to those shown on its profile. These
o f laughter can be heard rum bling from within the beast’s Attacks are resolved at Strength 5, so should be rolled for
throat, a throat that should by all rights be roaring with separately. I f the Slaughterbrute’s Strength is modified,
bestial fury. these additional Attacks are modified by the same amount.

T he com bination o f raw strength and pure skill is a
mighty boon for the followers of Chaos. However, if
the Slaughterbrute’s puppeteer should ever be slain, the
magical shackles binding the m onster will sever. U n b ound,
a Slaughterbrute reverts to its natural state, and a red haze
descends that makes no distinction between friend and foe.
To a Slaughterbrute free o f enslavement, everything it sees is
prey to be crushed, stomped, and ripped apart. T he only way
to halt the resultant ram page is to hack the beast down, and
few warriors are up to such a task.

TROOP TYPE: M onster.

SPECIAL RULES: Large Target, Scaly Skin (4 + ),
Terror.

Runes o f Binding: At the beginning o f the game, you m ust
nominate a single friendly L ord or H ero and make sure
your opponent is aware which model you have nom inated
—this is the Slaughterbrute’s master. I f you have more than
one Slaughterbrute, you must nominate a different L ord or
H ero for each Slaughterbrute - if you do not have enough
L o rd s or H eroes for all your Slaughterbrutes, the rem ainder
start the game U nbound (see U nbound, below). W hilst the
Slaughterbrute’s m aster is alive, the Slaughterbrute uses that
m odel’s current W eapon Skill and L eadership instead o f its
own (unless it would normally be higher).

The Everchosen, The Lord of the End Times

A rchaon is the L o rd o f the E n d Tim es, the vessel through Chosen o f the Gods: Uniquely, Archaon has the M ark of
which the D ark Gods will unite their followers and turn Khorne, M ark of Tzeentch, M ark of N urgle and M ark of
the whole world into a Realm o f Chaos. H e is an individual Slaanesh. This does not prevent Archaon from joining any
w hom all the Chaos G ods have bestowed their gifts upon. unit that has a M ark of Chaos, nor does it prevent any other
O f all the Everchosen o f Chaos who have assailed the world character that has a M a rk o f Chaos from joining Archaon’s
over the ages, A rchaon is the most ruthless and powerful. At unit. In addition, Archaon may re-roll any Eye of the Gods
the heart o f A rchaon’s army is his old w arband, the Swords roll, but the second result stands, even if it is worse.
o f Chaos, the most dread group o f Chaos Knights ever to
have blighted the world. The Everchosen often rides to war Lord o f the End Times: I f you take Archaon, he must be
leading this cadre of veterans from atop the daemonic beast your army General. H is Inspiring Presence has a range o f 18".
known as D orghar, the Steed o f the Apocalypse.
T he Swords o f Chaos: I f your army includes Archaon, one
] Archaon M WS BS S T W I A Ld unit of Chaos Knights that does not have a M ark of Chaos
4 95 may be upgraded to be the Swords of Chaos. This unit has
the H atred and Im m une to Psychology special rules.
T R O O P TYPE: Infantry (Special C haracter). D orghar is a
M onstrous Beast. SPECIAL RULES (D orghar): Daemonic Attacks,
Fear, Strider.
MAGIC: A rchaon is a Level 2 W izard. H e uses spells from
one of the following: the Lore o f Death, the L ore o f Fire, the MAGIC ITEMS:
Lore of M etal, the Lore of Shadow or the Lore of Tzeentch. T h e Slayer o f Kings: The Second Everchosen, Vangel, trapped
the Greater Daemon U’zuhl inside this blade.
SPECIAL RULES (Archaon): Eye o f the Gods.
M agic Weapon. N o arm our saves are allowed for W ounds
caused by the Slayer o f Kings. In addition, Archaon may
unleash the power o f U ’zuhl in any Close Com bat phase. I f he
does this, he fights with double his normal num ber of Attacks
(to a m aximum o f 10) b ut any rolls To H it o f a 1 will strike
either him self or a friendly model in base contact (controlling
player’s choice). Archaon may not re-roll To H it results o f
a 1 when unleashing U ’zuhl. O nce U ’zuhl is unleashed,
Archaon m ust use this special ability in every close combat he
is subsequently involved in for the rest o f the batde.

T h e Armour o f Morkar: Once belonging to the Lord Morkar,
first Everchosen ofChaos, this armour shields Archaonfrom all
but the deadliest ofblows.

M agic Armour. The Arm our of M orkar grants Archaon
a 3 + arm our save. In addition, no attack against him may
ever have a better chance To W ound than a 3 + . Attacks that
w ound automatically, always w ound on a 2 + , and so on, will
still need a 3 + to w ound Archaon.

T h e Crown o f D om ination: An ancient battle-helm dating
back to the time ofMorkar, the Crown ofDomination exudes an
aura ofraw malice, cowing the unruly servants ofChaos and
terrifying the enemy.

Enchanted Item. The Crown of Domination grants Archaon
the Terror special rule. In addition, Archaon and any friendly
unit within 12" o f A rchaon may re-roll failed Break tests.

T he Eye o f Sheerian: The Eye ofSheerian, named after the
Tzeentchian Sorcerer whofirst discovered it, grants the bearer
visions, allowing Archaon topredict the attacks ofthe enemy and
counter or avoid them.

Talisman. The Eye o f Sheerian grants Archaon a 4 + ward
save (which is increased to 3 + by the M a rk o f T zeentch).

WULFRIKTHE WANDERER

Worldwalker, The Eternal Challenger

W ulfrik the W anderer is the ultim ate seafaring warrior. own language. Simultaneously, he was cursed to w ander the
A hairy giant o f a man, adorned with the trophies o f his length and breadth of the world on a never-ending quest to
many kills, W ulfrik travels the four corners of the world prove him self against the most gifted w arriors alive; living or
and beyond. H e seeks out and challenges the mightiest dead, mortal or daemonic.
champions o f every race and creed, for as punishm ent for his
hubris, W ulfrik is bound to a lifetime o f constant duelling Since that fateful night, W ulfrik has led a life o f exile. H is
and violent death. warriors, loyal to the end, sail with him across the seas in the
sturdy longship Seafang. T he stories have it that W ulfrik’s
A w arrior born, W ulfrik was ever known for his hulking travels have taken him into the Realm o f Chaos, where Seafang
frame and tremendous skill at arms. H e took the heads sailed upon the W inds of M agic themselves, and that the great
of every Chaos champion who crossed his path, proudly vessel still retains the memory o f flight. It is also said, perhaps
displaying them for all to see. M an y sagas were sung to his because o f this remarkable ship, that it is impossible to escape
honour in his tribe, and his reputation spread far and wide. W ulfrik once he has decided upon his next quarry. W ulfrik the
Pride proved to be W ulfrik’s downfall, however. At the W anderer is one o f the most devout worshippers o f the D ark
victory banquet held in his name after he slew King Torgald Gods ever to journey across the world. H e has made offerings
at the Battle o f a T housand Skulls, W ulfrik drank four full o f lordlings, sea serpents and D ragons to his nefarious masters.
barrels o f mead, drunkenly boasting that he was the equal To Khorne, he gives the skulls of his victims, to Slaanesh their
of any other warrior anywhere in this world or the next. The still-beating hearts, to N urgle the contents o f their slit guts,
gods have a way o f punishing such rash claims. and to Tzeentch their dying breath.

T hat night, W ulfrik was visited by a strange emissary of the T R O O P TYPE: Infantry (Special Character).
D ark Gods. In his dreams, W ulfrik journeyed to paradises,
necropolises and fantastic netherworlds, and everywhere he
passed was drowned in a great tide of blood. W hen Wulfrik
awoke, he was blessed with the gift o f tongues —the ability to
issue an irrefusable challenge to any w arrior or beast in their

SPECIAL RULES: Eye of the Gods.

Gift o f tongues: W hen W ulfrik the W anderer issues
a challenge, your opponent cannot choose to refuse it.
Furthermore, W ulfrik nominates which character will accept
the challenge - your opponent does not get to choose as per
the normal challenges rules.

H unter o f Champions: As soon as W ulfrik the W anderer
is placed on the tabletop, nom inate one enemy character in
your opponent’s arm y —this is the cham pion W ulfrik has
journeyed to challenge. W ulfrik gains + 2 Strength and re­
rolls all failed To H it rolls against the chosen character.

Seafang: Before any units are deployed, W ulfrik the
W anderer and a single unit o f Chaos M arauders may choose
to use Seafang to encircle their foes. I f they choose to do this,
they have the Ambushers special rule. W hen rolling to see if
W ulfrik and the Chaos M arauders arrive, roll once for both
W ulfrik and the unit. W hen they arrive, the unit m ust be
deployed with W ulfrik joined to it.

‘Face me i f you dare, stu n ted whelp, o r d o you lack even an
Eloen m a id ’s courage? I th ou gh t the S o n s ofG ru n gn i were
great warriors, butperhaps you are no true D w a rf Indeed,
maybe you are instead some breed o f bearded Goblin, though
in truth I haoe seen a finer beard on a Troll’s back-side.’

- Wulfrik the Wanderer,
to D w a r f K in g T h u rb a d S to n eb ea rd , in p e r fe c t K h a z a lid


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