VALKIA THE BLOODY
Bringer of Glory, The Gorequeen
T here is a legend o f a cruel but beautiful w arrior woman Khorne raged at Valkia’s passing, and his fury was so thunderous
who is the consort o f K horne himself. H e r violent deeds are that it awoke her from death and, taking her in his claws, Khorne
watched over by her batde-hungry patron, and it is said that reforged the queen into a form even more pleasing to him. Valkia
those who earn her blessing will fight in the halls o f the Blood returned to the mortal world a vision o f destructive power. Every
G od for all eternity. H e r name is Valkia the Bloody, and she new dawn, she descends from the skies, taking more skulls for
was returned from the dead to further the work of Khorne. her diabolic paramour and choosing those who will fight on in
the Realm of Chaos after their death. The Warriors of Chaos
O nce the fell queen o f a great northern tribe, Valkia rose to fight all the harder in her presence, for it is said the gaze of
infamy by decapitating anyone foolish enough to question Khorne lingers about her still. M any champions redouble their
her right to reign. T his pleased Khorne greatly, for Valkia efforts knowing that the Blood G od despises cowards and will
dispatched many minions of his brother gods. O ne such strike down those who flee, whilst others see a chance to gain his
individual was Locephax, an unimaginably perverse Daemon attention on the field o f slaughter, knowing that to become one of
Prince o f Slaanesh. Struck by the queen’s cold beauty, the his chosen is a prize beyond measure.
leering D aem on Prince suggested that Valkia would be
better suited to life as a slave girl than as a m onarch. T he
warrior queen did not take kindly to this; taking up the spear,
Slaupnir, she flew into a berserk rage. T hey duelled for days,
but ultim ately Q ueen Valkia was trium phant.
From that day forwards, Valkia enjoyed great favour in the T R O O P TYPE: Infantry (Special Character).
eyes o f Khorne. T h e G orequeen m eant to slaughter her way
to the northernmost point of the world and cross through into SPECIAL RULES: Eye o f the G ods, Fear, Fly,
the Realm of Chaos, personally placing the head of Locephax Mark o f Khorne.
at the base o f K horne’s throne. She nearly fulfilled her quest,
but before a year was out, her corpse joined the thousands of C onsort o f the B lood God: I f Valkia the Bloody is
others littered across that hellstained realm. required to roll on the Eye of the Gods table, do not roll
any dice. Instead, she is always counted as having rolled the
S laughterer’s Strength rew ard (see page 25).
T h e G aze o f Khorne: All friendly units w ithin 12" o f Valkia
the Bloody re-roll failed Break tests. However, any friendly
unit that flees whilst w ithin 12Mo f Valkia the Bloody, for
whatever reason, immediately suffers D 6 Strength 6 hits.
MAGIC ITEMS:
T he Spear Slaupnir: The Gorequeens barbedspear has slain
kings andpaupers alike, ripping out their hearts or striking their
headsfrom their bodies in one deft blow.
M agic Weapon. All close combat attacks made by the Spear
Slaupnir have the A rm our Piercing special rule. In addition,
on any tu rn in which Valkia the Bloody charges, Slaupnir
confers + 2 Strength and the Killing Blow special rule.
D aem onshield: The hornedhead ofLocephax has adorned
Valkia's shield ever since the Daemon Prince angeredthe
Gorequeen, its hypnotic eyes gazing at all who come close.
M agic Armour. T h e D aem onshield follows all the norm al
rules for a shield. In addition, whilst an enemy model is in
base contact with Valkia the Bloody, they reduce their Attacks
by 1, to a m inim um o f 1.
T h e Scarlet Armour: This suit ofarmour runs red with thick
strings ofblood\ sapping the strength ofall Khorne's enemies.
M agic Armour. T h e Scarlet A rm our grants Valkia the
Bloody a 3 + arm our save. In addition, whilst an enemy
model is in,base contact with Valkia the Bloody, they reduce
their Strength by 1, to a m inim um o f 1.
VILITCH THE CURSELING
Master of Misrule, The Twisted Twin
O nce there was born a pair o f twins; one healthy, strong and TR O O P TYPE: Infantry (Special Character).
good to look upon, and one w retched, weak and tiny. T h o u g h
the tribe’s leaders expected the wholesome son to become a MAGIC: Vilitch the C urseling is a Level 4 W izard. H e uses
great warrior, it was the ru n t Vilitch who was to change their spells from the L ore o f Tzeentch.
fate forever.
SPECIAL RULES: Eye o f the Gods,
T he twins had a difficult birth, and their mother died Loremaster (Lore o f T zeentch), Mark o f Tzeentch.
soon afterward, for it took all her strength to nourish the
greedy infants. As they grew up, Thom in - the thriving MAGIC ITEMS:
twin - excelled in the hunt, and soon rose to lead the tribe’s Vessel o f Chaos: Vilitch enjoys thepatronage ofthe Great
youngest warriors. T he weakling Vilitch, on the other Sorcerer himself and aspart ofTzeentchIffickleplans, he has
hand, was universally despised for his ugliness and frailty. gifted the Twisted Twin with a dark crucible - apowerful artefact
H e was forced to perform his dead m other’s chores and, that is able to harness and store a great reservoir ofunstable
humiliatingly, was denied the use o f a sword. Thom in used to
beat Vilitch for the slightest infraction and, despite the ru n t’s A rcane Item . W hen an enemy W izard fails to meet the
pleas, his father would not intervene. casting value o f a spell, the power dice used for that attem pt
are converted to bonus dispel dice that Vilitch the Curseling
As they grew up, Thom in became well-muscled and athletic, may utilise later that phase. Conversely, should the enemy
quickly learning the ways o f the warrior. Vilitch barely make a failed dispel attem pt to counter one o f Vilitch the
m anaged to scrape by as an apprentice to the tribe’s shaman, C urseling’s spells, the dispel dice used for th at attem pt are
where he learnt a few meagre cantrips and a little knowledge immediately converted to bonus power dice that Vilitch may
about the powers that dwelt beyond the veil. Every night, the utilise later that phase. N ote that these bonus dice cannot
runtling prayed fervently to Tzeentch to reverse their fates, take your pool above the maximum limit and no other
to make him the strong one and his brother the slave. T he W iza rd can use these bonus dice —if Vilitch is unable to use
G reat Sorcerer, who delights in anarchy, eventually agreed to them , they are lost.
Vilitch’s selfish request.
O ne Geheimnisnacht, when the Chaos moon passed close to
the world, Vilitch awoke to find that his body and that o f his
sibling T hom in had m elded together. H is bro th er’s intellect
had been added to his own, and there was nothing left of
T hom in’s m ind save for a drooling autom aton enthralled to
Vilitch’s com m and.
The grotesque fusion of warrior and runtling that staggered
out of the twins’ tent glowed with the power of baleful magic.
Vilitch’s budding magical abilities had been enhanced a
hundredfold, and the hulking body to which his withered frame
had been fused was possessed o f diabolic strength. Laughing
maniacally at his newfound powers, Vilitch embarked upon a
bloody killing spree, sending crackling arcs o f pure change into
those who had looked down upon him in the past and forcing
the body o f Thom in to throttle any who tried to stop him. By the
time the sun set, the village had been consumed by sorcerous fire
and the streets ran with molten flesh.
B ut Vilitch’s story did not end there. T h e m alform ed
sorcerer-twin hunted down all o f the w arrior elite o f his tribe
and used his dire powers to enslave their minds, making
them litde more than walking puppets that lived and died
according to his whims. Now, wherever the Curseling plots
and schemes to further his own power, a band of hard-bitten
veterans marches at his side, each of them under the fearful
com m and o f the disturbing creature that they know only as
the Twisted Twin.
Vilitch the Curseling M WS BS S T W I A Ld
4 53543538
FESTUS THE LEECHLORD
Dark Apothecary, The Fecundite
I f an unfortunate traveller were to stray onto the twisted Those plague victims he had managed to sequester in his
roads that lead from the northern forests into the Chaos laboratory were dying and he was powerless to prevent it. As
Wastes, he might be paid a visit by a most unsavoury the last o f his test subjects shook themselves to death, Festus
individual during the dark of the night. A shuffling, dropped to his knees, crying out for help. O ne by one, the
m uttering figure stalks these lands, his moth-eaten robes slack-jawed corpses in Festus’ laboratory turned their heads
gently clinking with vials containing unimaginable to look at him. W ith one voice emanating from a score of
concoctions, which he is seeking to test out upon those he can parched throats, they promised to give Festus the knowledge
catch or deceive. A devotee of the plague god N urgle, this necessary to cure not only this plague but all the diseases
mysterious apothecary is quite, quite mad, though he once in the world, in exchange for a lifetime o f service. In his
bore the respect of physicians, alchemists and scientists across desperation, Festus agreed.
the length and breadth of the O ld World.
In the blink of a bloodshot eye, Festus’ mind was filled with
D octor Festus was once a skilled chirurgeon who founded every detail o f every sickness, ailment and plague known to the
hospices all across the province o f N ordland, and was as great god Nurgle. This drove him entirely mad, washed away his
compassionate as he was gifted. Specialising in curative compassion and left nothing more than an intimate knowledge of
unguents and salves, the good doctor cured hundreds disease and a desire to experiment. Festus became the Leechlord
o f people every year. W ith Festus’ guidance, N ordland o f Nurgle, who goes to war in the name o f furthering his
overcame outbreaks of the Screaming Ague, Blacklegge, and revolting studies. T hough his curative powers are greater than
even the crippling Ghoulpox. ever before, woe betide the fool who crosses the Doctor, for he is
always in need o f new test subjects, and not above force-feeding
It was the onset of G nashing Fever that marked the his latest concoctions to his victims in his quest to bring ever
beginning o f the end for Festus. Try as he might, the doctor more repugnant forms o f life into the world. It is a better fate by
could not stem the spread of this new and highly contagious far to die on the field o f battle than to be captured alive by Festus
disease. Festus locked him self in his laboratory, working and used for his latest dark experiments.
ceaselessly to create a healing elixir. C oundess sleepless nights
passed, and despite his best efforts, Festus still had no cure.
TROOP TYPE: Infantry (Special Character).
MAGIC: Festus the L eechlord is a Level 2 W izard. H e uses
spells from the L ore o f N urgle.
SPECIAL RULES: Eye o f the G ods, Mark o f Nurgle,
Poisoned Attacks, Regeneration.
Harbinger o f Pestilence: W hilst Festus the L eechlord is
in a unit, all models in that unit have the Poisoned Attacks
special rule.
H ealing Elixirs: W hilst Festus the Leechlord is in a unit, all
models in that unit have the Regeneration (5 + ) special rule.
MAGIC ITEMS:
Pestilent Potions: Festus is a walking repository ofalembics and
foul-smellingpotions. To one blessedby Grandfather Nurgle, these
elixirs are restorative brews, but to others, they are deadlypoisons.
Enchanted Item. At the beginning o f each Close Combat
phase Festus may either drink his potions, in which case
he will immediately regain a single lost W ound, or try to
force them down the throat of a single enemy model in base
contact. I f he attempts the latter, both players roll a D 6 and
add their m odel’s unm odified Strength to the result. I f your
opponent’s total is higher, nothing happens. I f Festus’ total is
equal or higher, his victim immediately suffers D 3 W ounds,
with no arm our saves allowed. Any unsaved W ounds inflicted
by Pestilent Potions count towards the combat result.
SIGVALDTHE MAGNIFICENT
Scion of Slaanesh, The Geld-Prince
T hough he appears to be little more than sixteen summers
o f age, Sigvald the M agnificent has blighted the world for
over three hundred years. The personification o f beauty
on the outside, but rot within, Sigvald rides at the head of
an army o f utterly devoted followers who would give their
lives for him w ithout a second thought. H is elite bodyguard
bear m irrored shields so that Sigvald m ight bask in his
own divine glory, and dozens o f exotic females attend to his
every whim and desire. Such are the depths o f Sigvald’s
self-obsession that he will even call his retainers to attend
him with their mirrors in the midst of batde, preening and
m urm uring complim ents to him self as men plunge into batde
and die all around him. Sigvald’s baroque arm our remains
forever untarnished by age or the tiniest fleck o f dirt, and
warm perfumed air surrounds him even during the fiercest
blizzard. T he ground itself reshapes itself to let Sigvald pass,
and his feet float an inch above the w orld’s surface so that his
boots are never touched by the m ud or gore of the battlefield.
H e has defeated warriors twice his size with a contem ptuous
flick o f his rapier, for Sigvald the M agnificent is the chosen
scion of Slaanesh, his every wish granted in exchange for an
eternity o f depravity.
Sigvald was once the son of a powerful w arlord-king whose Favoured Son: I f Sigvald the M agnificent is required to roll
dark desires led him to carnal and unnatural acts. W hen a on the Eye o f the Gods table, do not roll any dice. Instead, he
child was born from the union of the warlord and his own is always counted as having rolled the D ark Fury rew ard (see
sister, the bastard infant was handsom e indeed. H is hair was page 25).
like spun gold and his skin was unblem ished save for a tiny
horned birthm ark on the back o f his neck. At first, Sigvald’s Suprem e Vanity: Sigvald the M agnificent may never re-roll
every wish was m ade manifest. However, the P rince’s a failed Stupidity test, nor use another m odel’s L eadership
excesses eventually grew too obscene even for his father and, w hen taking a Stupidity test (such as the army G eneral’s) —
when his fondness for hum an flesh was discovered, Sigvald he’s far too self-absorbed to take notice o f anyone other than
was banished. T he boy-prince feigned dismay, but when his his own handsome reflection. T he above also applies to any
father retired for bed, Sigvald slew him with his own blade. unit that Sigvald is currendy joined to.
T he boy-prince left the tribe, reasoning that a man o f his
calibre would thrive in the Chaos Wastes. A nd thrive he did, MAGIC ITEMS:
but not through honest toil. Before the next dawn, the young Sliverslash: Prince Sigvalds sword isforgedfrom a sliver of
w arrior had a new patron in the form o f Slaanesh. Slaanesh s own blade. It moves like quicksilver, striking itsfoes
down in aflurry oflightning-quick blows.
H undreds o f years later, Sigvald the M agnificent marches to
war at the head o f an army o f adm iring followers. Any who the M agic Weapon. Sliverslash grants Sigvald + 2 Attacks and
Prince deems to be ugly, crude or irritating he has put to the the Always Strikes First special rule.
blade, sometimes eradicating whole cities on a whim. Slaanesh
spoils his adopted son as an indulgent father, and Sigvald’s
wild excesses only serve to elevate him further in the D ark
Prince’s favour. Jaded and capricious in the extreme, Sigvald
the M agnificent ever strives to plumb new depths of cruelty in
his conquests. H e inspires fanatical devotion in his followers,
for they know that in the aftermath o f battle, they may sate
their most unholy lusts without restraint.
TROOP TYPE: Infantry (Special Character). Auric Armour: The Auric Armour is a sculptedsuit ofplate mail
forgedfrom ensorcelledgold. Tendrils ofdark energy constantly
SPECIAL RULES: Eye o f the Gods, Mark o f Slaanesh, caress the skin ofthe wearer, rejuvenating hisflesh and closing his
Strider, Stubborn, Stupidity. wounds with a tender touch.
M agic Armour. The Auric A rm our grants Sigvald a 2 +
arm our save and the R egeneration special rule.
THROGG
Wintertooth, King of Trolls
Even the most lackwit child knows that Trolls are grossly W intertooth. Every season, great and lauded heroes would
stupid beasts. Nonetheless, around the campfires of the ride northwards, brave knights and adventurers, all seeking
north, there persist rum ours that in the depths of Troll out T h ro g g ’s lair to slay him. E very season, the Troll King
C ountry there is an elder beast whose m utations were not ju st dined upon noble flesh.
o f the body but also the m ind —a Troll K ing possessed o f a
grim and malevolent cunning who seeks to grind the realms O ne moonless night, as T hrogg was picking his yellowed
of M an under his monstrous rule. tusks clean with a gem -encrusted blade, he beheld the broken
bodies o f his prey and began to think. T hrogg m uttered to
At the heart o f an icy labyrinth strewn with the gnawed himself, his eyes b urning with cold fire for several long days.
corpses o f once-mighty heroes, the Troll King, T hrogg, sits I f the race o f M an was so keen to fight him and his bestial
brooding upon his rocky throne. N o fanfare announces his subjects, then fight he would, with all the monsters o f Troll
arrival, no vassals pay him tithe, and no courtiers vie for his C ountry at his side.
favour. H is subjects are drooling, stinking monsters and his
dom ain is a desolate and w ind-w hipped wasteland. A filth- T h at night, T h ro g g vowed that he would see the lands o f
encrusted crown rings one o f the Troll K ing’s tusks, a once- M en despoiled in the name of the D ark Gods. H e would
priceless heirloom taken from a great warrior whose quest led gather every monster, m utant and madm an under his rule
him only into T h ro g g ’s gullet. and march at the head of a nightmarish horde deep into the
so-called civilised lands o f the south. O n his heels would
T here was a time when T h ro g g was content purely w ith a life come the bitter cold o f winter, for where the creatures of
of hunting, raiding and killing. H e led his monstrous kin in Chaos tread, the land itself warps and changes. Throgg
ambushes and midnight attacks, each more successful than w ould bring about an age o f ice and darkness and make all o f
the last. T hrogg had a knack o f using the harsh climate o f the the races o f the O ld W orld his slaves.
north as his ally, for Trolls are quite at home in the num bing
cold; to them a fierce ice-shard blizzard is no more troubling As the Troll King marches determinedly south, his monstrous
than a light sum m er rain. Before long, the Troll King became entourage grows with every passing day U nder Throgg’s
infamous, know n am ongst the w arriors o f the O ld W orld as dominion, the creatures o f the hinterlands have united into a vast
army, and soon the race o f M an shall feel the Troll King’s wrath.
Throgg
TROOP TYPE: M onstrous Infantry (Special Character).
SPECIAL RULES: Eye o f the G ods, Fear,
Troll Vomit (see page 40).
C opious Vomit: T hrogg has a Strength 5 Breath Weapon.
N o arm our saves are allowed against W ounds caused by this
Breath Weapon.
Lord o f the M onstrous Horde: I f your army includes
T hrogg, units o f Chaos Trolls count as Core choices instead
o f Special choices.
Mutant Regeneration: T hrogg has the Regeneration special
rule. In addition, if T hrogg passes two or more Regeneration
saving throws in the same phase, he rolls on the Eye of the
G ods table at the end o f that phase.
MAGIC ITEMS:
T he W intertooth Crown: Whether by someproperty ofthis
battered crown, or by the grace ofthe Dark Gods themselves, all
things bestial and savage obey the Troll Kings barked commands.
E n chanted Item . P roviding T h ro g g is not fleeing, all friendly
war beasts, monstrous beasts, monstrous infantry and
monsters within 18" use his L eadership instead o f their own,
unless it would normally be higher.
SCYLA ANFINGRIMM
Scourgeborn, The Talon of Khorne
Scyla A nfingrim m was once the bane o f the coasdands Scyla Anfingrimm M WS BS S T W I A Ld
from frozen N orsca to exotic Ind. A bloodthirsty raider 6 4 0 5 5 4 3 D6+210
and w arrior lord o f the Ironpelt tribe, Scyla’s name was
synonymous with victory and pillage, and all who met TR O O P TYPE: M onstrous Beast (Special C haracter).
him saw the fire o f a born leader in his eyes. By the end o f
Scyla’s second decade in the service o f the Chaos Gods, SPECIAL RULES: Fear, Hatred, Mark o f Khorne,
he had become little more than a mountain of muscle and Random Attacks (D 6 + 2 ), Scaly Skin (5 + ),
unquenchable rage, goaded into battle as a beast o f war and U n b reak ab le.
unleashed to run howling into the ranks o f the enemy.
As a young man, Scyla quickly earned the respect o f not M AGIC ITEMS:
only his tribe but also the tribes o f the neighbouring fjords. Brass Collar o f Khorne: During hisfinal transformation into
H e slew the vile Jabberslythe that haunted the mists over a Chaos Spawn, a brazen collarpushed outfrom under the corded
the R iver Voltag, and it was Scyla’s sword that dealt the muscle ofScyla Anfingrimm’s neck. This collarprotects the Blood
deathblow to the tentacled beast that plagued the Bay God’sfavoured spawnfrom enemy attacks and the sorceries of
o f Blades. E very spring, he w ould set sail with his men cowardly wizards.
further and further afield, raiding the coasts o f the Em pire,
Bretonnia, and even of far-off Nehekhara. Every autumn, Talisman. T h e Brass Collar o f Khorne bestows Scyla
his longships came back laden with plunder, their timbers Anfingrimm with a 6 + ward save and the M agic Resistance
groaning with gold and captives to be sacrificed to Khorne. (3) special rule.
The womenfolk o f his tribe chattered excitedly; surely it
w ould not be long before the eye o f the gods noticed Scyla ‘KILL FOR KHORNE! KILL FOR KHORNE!
and began to reward his prowess. KILL FOR KHORNE! KILL FOR KHORNE!’
- Scyla A nfingrim m
They were right. After orchestrating the massacre at Black
Gulch, which caused the winding chasm to run red with
Skaven blood, Scyla was gifted with massive brute strength
and hulking, ape-like arms. H onouring Khorne for his
blessing, Scyla launched a series o f daring raids on the war-
dhows of the Plenipotentate Ibn D hul, personally reducing
the flagship o f the D huli arm ada to splinters. This time
his bravery was rewarded with a serpentine tail ending in
a snapping maw. Scyla’s merciless slaughter o f the Chaos
D w arf delegation sent to trade with his tribe resulted in a
profusion of horn-like plates that spread across his body.
After Scyla’s subjugation o f the troglodyte G orgers that
dwelt in U nderm ountain, Khorne gifted his champion with
the m ind o f a ravenous beast. T h a t same night, Scyla’s body
flowed and spasmed out o f control until his transformation
into a Chaos Spawn was complete.
From that day on, Scyla A nfingrim m was know n as the
Talon o f Khorne, and his tribe had a new master. Scyla still
fights alongside his old comrades at arms, but now they treat
him more like a prized warhound than a lord amongst men.
T h ough Scyla has become a mindless beast, he is still high in
the favour of Khorne, his only desire to kill and maim in the
name o f his bloodthirsty god, and his destiny unlikely to hold
little more than a violent death.
LiALivA.U l_-.il
The Great Drake, First of the Chaos Dragons
In the time of Aenarion, when the Elves fought their great eyes. H is scales flowed like water, form ing into evil, leering
wars against the tides of Chaos, the elder race of Dragons faces that cackled maniacally in praise of Tzeentch. Foul
fought at their side. These great drakes were the nemeses of tentacles and wicked spikes em erged from the D ragon’s
the armies o f the D ark Gods, diving from the skies upon the flesh, and finally the once-noble head o f G alrauch split into
scions o f Chaos and crushing or incinerating them in their two all the way down to the base o f his neck. W here there
thousands. T he m ight of the D ragons could only be matched was once one head, there were now two, and to the horror of
by the greatest of Daemons, and the epic clashes between the Elves below, both turn ed towards their ranks. O ne head
these mighty creatures were events o f such magnitude that belched dark fire, b urning scores o f Elves alive, bu t the other
the m ortal w arriors could only witness them in awe. breathed a sorcerous mist that brought horrible mutations
and madness. T he heads were governed by the same will at
It was during such a battle that Galrauch the Gold Drake first, but soon they started to tear at each other with hatred,
came upon Fateclaw, the L o rd o f C hange at the head o f a a sure sign that the spirit o f the great D ragon had not been
Daemon horde. As Galrauch descended from the heavens completely destroyed. The mind of the L ord o f Change
like an avenging thunderbolt, the avian D aem on-thing below managed to wrest control o f the powerful body once again,
did nothing more than bare its teeth in a sinister expression o f but not before the Elves and Dragons had broken the back of
glee. G alrauch’s great jaws snapped shut around Fateclaw’s the D aem on armies.
head, ripping it clean away in a m ulticoloured spray o f ichor.
W ithin a heartbeat, the broken body of the Greater Daemon Galrauch withdrew from the lands of mortals and slept for
had dissolved into a scintillating mist that enveloped the centuries at a time, emerging now and then throughout history
exultant D ragon and sank into his flesh. to wreak havoc on the lands of Elves, Dwarfs and M en.
Legend has it that he was the first of the Chaos Dragons, and
G alrauch, resplendent in victory, flew high into the air, and that many were the dark creatures born of his blood and of his
the E lf warriors below him raised cries o f trium ph. But evil sorcery. It was G alrauch who slaughtered King T hurgrim
their cheers died away w hen the D ragon’s body became Rockarm and all his kin and sacked their ancient halls. It was
suddenly wracked by violent convulsions. The mighty drake he who single-handedly destroyed the city o f L anguerre de
froze in mid-air, and an evil, iridescent light appeared in its Lac and plunged its ruins into eternal night. H u n d red s o f
noble heroes have tried to slay him, but they have all failed, and
their remains hang high in G alrauch’s lair as a testament to the
D ragon’s sorcerous might.
TROOP TYPE: M onster (Special Character).
MAGIC: Galrauch is a Level 4 W izard. H e uses spells from
the Lore of Tzeentch.
SPECIAL RULES: Dark Fire o f Chaos (see page 28),
Fly, Large Target, Mark o f T zeen tch , Scaly Skin (3 + ),
Terror.
Breath o f Change: B reath o f Change is a B reath Weapon.
Any models hit m ust pass a Toughness test or be removed
from play with no saves o f any kind allowed.
Spirit o f Galrauch: At the beginning of each o f his turns,
G alrauch m ust take a Leadership test. I f the test is passed,
G alrauch is controlled as normal, but if the test is failed, the
ancient spirit of the original D ragon surfaces again.
Should this occur, G alrauch cannot move, cast spells or use
his Breath Weapons. In the Close Com bat phase, he directs
h alf o f his Attacks against him self as the two heads rip into
each other. I f G alrauch is already engaged in close combat,
he can fight with his rem aining Attacks as normal. T he
W ounds caused by G alrauch against him self are added to the
enemy’s score when w orking out the combat resolution.
KHOLEK SUNEATER
Herald of the Tempest, The Mountain God
Every eight generations, when the malevolent moon
M orrslieb waxes full in front o f its benign cousin M annslieb,
a terrible storm rages through the crevasses and chasms of
the Worlds Edge M ountains. Jagged ridges are silhouetted
like the broken teeth o f some titanic beast as lightning
flashes and thunder roars. Before a great chasm that splits
the m ountains like a gigantic axe w ound, hundreds upon
hundreds o f N orthm en kneel in the pelting hail and snow,
chanting sonorously as their captives are sacrificed and
hurled bodily into a cavernous lair. T h en , as the storm
reaches its terrible climax, a terror from the prehistory of
the world bursts forth with a roar that shakes the roots of
the peaks themselves - Kholek Suneater awakes, and all the
world trembles at his wrath.
Kholek is a Shaggoth o f trem endous age. H e is one o f the
first-born kin of K rakanrok the Black, father o f the D ragon
Ogres. Kholek was present when the terrible pact with the
D ark Gods was forged, pledging their race to an eternity
o f servitude in exchange for immortality. The sagas tell that
Kholek’s part in the bargain was such an affront to nature
that the sun hid its face behind a bank o f stormclouds and
has never looked upon Kholek since that fateful day. True
enough, Kholek’s com ing is heralded by roiling black
thunderheads. W here the H erald o f the Tempest walks, a
raging storm blots out the sun.
L ike all D ragon O gres, Kholek is energised and enlivened TROOP TYPE: M onster (Special Character).
by the power o f lightning, roaring w ith trium ph as crackling
bolts o f pure power play across his ancient and scaly body. SPECIAL RULES: Im m une to Psychology,
H e wears great plates o f brass as his armour, the better to Large Target, Scaly Skin (4 + ) ,
attract the tem pest’s kiss, encrusted with the patina o f age Storm Rage (see page 41), Terror.
and blackened by soot. In his shadow march the mountain
tribes that worship him as a primal god o f destruction. Lord o f the Storm: D uring each of Kholek Suneater's
Shooting phases, you may choose a single unengaged enemy
Kholek Suneater was last seen by mortal eyes durin g Asavar unit that is within 24” o f Kholek Suneater, and is in his front
Kul’s great invasion, striding south with his armies under arc and line o f sight, and roll a D 6. O n a roll o f a 2-6 a bolt
the cover o f a ferocious blizzard. The histories of that time of lightning hits the unit, inflicting D 6 Strength 6 hits. O n
describe a raging storm-beast tall enough to look over the the roll o f a 1, the lightning hits Kholek Suneater instead (see
ram parts o f Praag, a god o f winter who smashed his way the Storm Rage special rule). Kholek Suneater may use this
into the city w ith pure brute force. T h e sagas tell o f how the ability even if he is engaged in close combat.
m onstrosity stalked the O ld Q u arter o f the city, dem olishing
each and every temple within the city walls before returning M AGIC ITEMS:
to his glacial realm. Starcrusher: The gigantic warhammer known as Starcrusher
wasforged in the raging heart ofa volcano and enchantedtofell
I f the rum ours from the north are true, Kholek is abroad monstrousfoes. Kholek wields this enormous weapon with both
once more. W henever the sky darkens with cloud and hands as he bears down upon his doomed enemies.
thunder rum bles on the horizon, all who know o f the legend
o f the Suneater shiver in fear, for how can mortals stand M agic Weapon. H its inflicted by Starcrusher have the
against a being who has waged war in the name o f the D ark M ultiple W ounds (D 3) special rule.
Gods since before the dawn of M an?
THE LORE OF Boon of Magic (Lore Attribute)
Tzeentch is the M aster o fMagic and he rewards sorcerers who breathe
TZEENTCH deep o fthe Winds o fMagic with a boon ofsorcerous power
, ai, w / W hen a spell from the L ore o f T zeentch is successfully cast, make
a note o f how many power dice results were a 6. A fter resolving
the spell’s effect(s), you immediately add a single power dice to
your arm y’s pool for each result o f a 6 that was rolled to cast the
spell. O nly the W izard that added these power dice to the pool
can use them.
BLUE FIRE OF TZEENTCH Cast on 5+ 4. GLEAN MAGIC Cast on 8+
(Signature Spell)
The caster steals sorceriesfrom his adversary's mind.
As the wizard twists his hands in the air, the bodies ofhis enemies Glean Magic is a direct damage spell that targets a single
are consumed with coruscating blueflames. enemy W izard within 18". T h e caster and the target both roll
a D 6 and add their W izard level to the score. I f the target’s
Blue Fire ofTzeentch is a magic m issile with a range o f 24" total is higher than the caster’s, nothing happens. Otherw ise,
that causes D 6 Strength D 6 hits with the Warpflame special the target suffers a Strength 3 hit with the Warpflame special
rule. The W izard can choose to extend the range of the spell rule, loses one W izard level (to a m inim um o f 0) and forgets
to 48". I f he does so , the casting value is increased to 8 + . one randomly determined spell (this cannot be a bound
spell). I f the caster does not already know this spell, he
1. TREASON OF TZEENTCH Cast on 7+ immediately gains it and can cast it just like any o f his other
spells. W hen casting a stolen spell, always substitute its lore
The wizard reaches his thought into the minds ofhis victims, attribute with the L ore o f T zeentch’s lore attribute.
tormenting them with subtle whispers that stoke thefires ofmistrust
and treachery.
Treason ofTzeentch is a hex spell with a range o f 24". U ntil the 5. TZEENTCH’S FIRESTORM Cast on 13+
start o f the caster’s next M agic phase, the target unit m ust
use the lowest Leadership value in the unit (instead o f the A searing ball ofscarletflames swirls around the caster before
highest as would normally be the case) and cannot benefit being cast towards the enemy, engulfing regiments with balefire.
from the Inspiring Presence or H o ld Ifour Ground! special
rules. The W izard can choose to extend the range of this Tzeentch’s Firestorm is a direct damage spell. Place the small
spell to 48". I f he does so, the casting value is increased round tem plate anywhere within 30" —it then scatters D6".
( to 10 + . All models hit by the template suffer a Strength D 6 hit with
the Warpflame special rule (roll once for the Strength and
2. PINK FIRE OF TZEENTCH Cast on 8+ use that value for all hits). T h e W izard can choose to create
a larger firestorm, using the large round template rather than
A roiling tide ofiridescent energyflowsfrom the casters hand, the small one. I f he does so, the casting value is increased to
enveloping hisfoes in a cone ofmagicalflame. 16+ and the template scatters 2D6" rather than D6".
Pink Fire of Tzeentch is a direct damage spell. Place the 6. INFERNAL GATEWAY Cast on 16+
teardrop-shaped template with its narrow end touching
the front o f the W izard’s base and the large end aimed at The wizard opens aportal to the dread Realm ofChaos, a magical
the target. Roll the artillery dice and move the template tear in the mortalplane that sucks those nearby to certain oblivion.
directly forwards the num ber of inches indicated. All models
underneath the template suffer a Strength D 6 hit with Infernal Gateway is a direct damage spell with a range o f
the Warpflame special rule (roll once for the Strength and 24". T he target suffers 2D 6 Strength 2D 6 hits with the
use that value for all hits). I f a misfire result is rolled, the W arpflame special rule. Roll for the Strength first. I f an 11 or
tem plate does not move forwards and rem ains where it is. 12 is rolled when determ ining the spell’s Strength value, the
hits are resolved at Strength 10, and the unit suffers 3D 6 hits
rather than 2D6.
3. BOLT OF CHANGE Cast on 8+
The wizard hurls a single devastating bolt ofenergy that blasts WARPFLAME SPECIAL RULE
through the ranks ofthe enemy, wracking their bodies with At the end of each phase, any unit that suffered one or more
unsaved W ounds from an attack with this special rule during
mutations. that phase m ust take a Toughness test. I f the test is failed, the
unit immediately suffers D3 W ounds with no arm our saves
’ is a magic m issile w ith a range o f 24". It allowed. I f the test is passed, all models in the u nit gain the
Regeneration (6 + ) special rule for the rest of the game. Any
inflicts a single Strength D 6 + 4 hit with the M ultiple models in the unit that already have the Regeneration special
rule instead gain + 1 to all Regeneration saving throws for
W ounds (D 3) and Warpflame special rules, and then the rest o f the game. Chaos is fickle!
I -A
penetrates ranks in the same m anner as a shot from a bolt
thrower. A rm our saves are not permitted against W ounds
caused by Bolt ofChange. ...
mL+4.' ‘
THE LORE OF Bloated with Disease (Lore Attribute)
Nurgle is the Lord ofDecay and he blesses those who spread
NURGLE plague in his name by bloatim their bodies with foul vitality.
W h en a spell from the L o re o f N urgle is successfully
cast, roll a D 6 after resolving the spell’s effect(s). O n the
roll o f a 6, the W izard ’s W ounds and Toughness are both
increased by 1 for the rest of the game.
STREAM OF CORRUPTION Cast on 7+ RANCID VISITATIONS Cast on 10+
(Signature Spell)
As the wizard reaches out, his enemies are seized by a terrible
r^ScTÜ 1 The casters maw distends wide like a serpent before spewingforth affliction that blackens theirflesh and rots their organs to mulch.
a noxious stream ofdisease andfilth that chokes and suffocates the
foes nearest to him. Rancid Visitations is a magic missile with a range o f 18"
that inflicts D 6 Strength 5 hits. T he target unit m ust then
Stream ofCorruption is a direct damage spell. Place the immediately pass a Toughness test or suffer a further D 6
teardrop-shaped template with its narrow end touching the Strength 5 hits. T he target must keep testing its Toughness
front o f the W izard’s base and the large end over the target. in this m anner until a test is passed, or the target is rem oved
All models underneath the template m ust pass a Toughness as a casualty.
test or suffer a W ound with no arm our saves allowed.
5. FLESHY A B U N D A N C E Cast on 11 +
1. M IASM A OF PESTILENCE Cast on 5+ The wizardgenerouslygifts thefortunate recipient with a growth
spurt ofthe most repulsive kind. Great wobbling mounds ofgrey-
The caster’sfollowers effuse a ghastly odour, a bowel-loosening smell greenfat spill out to seal wounds moments after they areformed.
that induces crippling bouts ofviolent vomiting in nearbyfoes.
Miasma ofPestilence is an augment spell with a range o f 18". Fleshy Abundance is an augment spell with a range o f 18".
U n til the start o f the caster’s next M agic phase, all enemy U n til the start o f the caster’s next M agic phase, the target
units in base contact with the target unit reduce their Weapon has the Regeneration (5 + ) special rule. I f the target already
Skill and Initiative by 1 (to a m inim um o f 1). T h e W izard has the Regeneration special rule, it instead gains + 1 to all
can choose to cast a more powerful version o f this spell that Regeneration saving throws (to a maximum of 2 + ) until
instead reduces the W eapon Skill and Initiative o f all enemy the start o f the caster’s next M agic phase. T h e W izard can
units in base contact with the target unit by D3 (roll once choose to have this spell target all friendly units within 18". I f
and apply the result to all affected enemies). I f he does so, the he does so, the casting value is increased to 22 + .
casting value is increased to 10 + .
6. PLAGUE W IN D Cast on 15+
2. BLADES OF PUTREFACTION Cast on 8+ The wizard summonsforth a maelstrom ofmaggots, bile and blight-
riddenfluids to eat away his enemy’s skin,flesh and soul.
The wizard blesses weapons to ooze with the choicest ofNurgle's
foul contagions. Remains in play. Plague Wind is a magical vortex that uses the
small round template. O nce the template is placed, the player
Blades ofPutrefaction is an augment spell with a range o f 12". then nominates the direction in which the Plague Wind will
T he target u n it’s close com bat attacks gain the Poisoned move. To determine how many inches the template moves,
Attacks special rule until the start o f the caster’s next M agic roll an artillery dice and multiply the result by the caster’s
phase. I f a model targeted by this spell already has Poisoned W izard level. I f the result on the artillery dice is a misfire,
Attacks, its Attacks wound the target automatically on a centre the template on the caster instead and roll a scatter dice;
To H it roll o f 5 as well as 6. the template moves a num ber o f inches equal to the caster’s
W izard level, in the direction shown by the scatter dice (if
3. CURSE OF THE LEPER Cast on 10+ you roll a H it!, the template remains where it is). Any model
touched by the template must pass a Toughness test or suffer
As the caster speaks, hisfollowers are blessed with virulent a single automatic W ound, with no arm our saves allowed.
resilience, whilst his enemies watch in horror as their limbs wither In subsequent turns, the Plague Wind travels in a random
and drop off. direction and moves a num ber of inches equal to the roll of an
artillery dice (if a misfire is rolled, the Plague Wind dissipates
Curse ofthe Leper can be cast on any unit (friend or foe) and is removed). T he W izard can infuse Plague Wind with
within 18". I f cast on a friendly unit, Curse ofthe Leper is an more power, so that it uses the large round template instead. I f
augment spell that increases the target unit’s Toughness by he does so, the casting value is increased to 25 + .
D 3 (to a m axim um o f 10) until the start o f the caster’s next
M agic phase. I f Curse ofthe Leper is cast on an enemy unit, V H P-
it is a hex spell that reduces the target unit’s Toughness by
D 3 (to a m inim um o f 1) until the start o f the caster’s next
M agic phase. The W izard can choose to extend the range of
this spell to 36". I f he does so, the casting value is increased
to 13 + .
THE LORE OF I——*»
SLAANESH Bliss in Torment (Lore Attribute)
Slaanesh is the Prince o fPain who gifts those that inflict
torture and despair with a delectable infusion o funholy power.
W hen a spell from the L ore o f Slaanesh is successfully
cast, roll a D 6 for each unsaved W ound caused by the
spell (if any). For each result o f a 6 rolled, the W izard’s
W eapon Skill, Initiative and Attacks are increased by 1
until the start o f his next M agic phase.
LASH OF SLAANESH Cast on 6+ 4. SLICING SHARDS Cast on 10+
(Signature Spell)
The wizardflicks his wrists and a cloud ofrazor-sharp darts bursts
A long tongue-like whip ofenergy eruptsfrom the caster'sforehead from his hands,flensing the minds, bodies and souls ofhisfoes.
and slashes into the ranks ofhis enemies.
Slicing Shards is a magic missile with a range o f 24" that
Lash ofSlaanesh is a direct damage spell with a range o f inflicts D 6 Strength 4 hits with the A rm our Piercing special
24". E xtend a straight line 24" in length, within the caster’s rule. The target must then immediately pass a Leadership
forward arc and directly from his base. Any model whose test or suffer a further D 6 Strength 4 hits with the A rm our
base falls under the line (determ ined as for a bouncing Piercing special rule. T h e target m ust keep testing its
cannonball) suffers a Strength 3 hit with the A rm our L eadership in this m anner until a test is passed, or the target
Piercing special rule. is rem oved as a casualty.
1. AC Q U IESCEN CE Cast on 6+ 5. PHANTASM AGORIA Cast on 10+
With an almost lackadaisical gesture, the wizard engulfs hisfoe With a complex sign, the wizard summons illusory creatures who
with a haze ofbroken dreams and unattainable desires. flit and broil across the battlefield\ their dark promises offulfilment
seducing and bewildering the haplessfoe.
Acquiescence is a hex spell with a range o f 24". T h e target
unit has the Always Strikes L ast and R andom M ovem ent Phantasmagoria is a hex spell with a range o f 24". U ntil the
(D 6 ) special rules until the start o f the caster’s next M ag ic start o f the caster’s next M agic phase, the target unit m ust
phase. T he W izard can choose to extend the range of roll an additional D 6 whenever it takes a Leadership test,
this spell to 48". I f he does, the casting value is increased discarding the lowest result rolled. T he caster can choose to
to 9 + . have this spell target all enemy units within 24". I f he does so,
the casting value is increased to 20 + .
2. PAVANE OF SLAANESH Cast on 7+
The caster whistles the tune to one ofthe darkling dances of 6. C A C O PH O N IC CHOIR Cast on 12+
Slaanesh, causing hisfoe tojerk spasmodically until bones snap.
The wizard screams an ear-piercing chorus that tortures the souls
Pavane ofSlaanesh is a direct damage spell with a range o f and shatters the sanity ofthose who would stand in hispath.
24" that targets a single enemy model (even a character in a
unit). I f successfully cast, the target m ust pass a Leadership Cacophonic Choir is a hex spell with a range o f 12". T he target
test on 3D 6 or suffer a W ound with no arm our saves allowed. unit takes 2D 6 hits that wound on a 4 + with no arm our
T he W izard can choose to extend the range o f this spell to saves allowed. I f at least one unsaved W ound is caused,
48". I f he does, the casting value is increased to 10 + . the target unit gains the Always Strikes L ast and Random
M ovem ent (D 6 ) special rules until the start o f the caster’s
3. HYSTERICAL FRENZY Cast on 8+ next M agic phase. T he W izard can choose to have the spell
target all enemy units within 12". I f he does so, the casting
value is increased to 24 + .
The caster's victims are engulfedby a torrent ofunreasoning
emotions, causing them to claw at themselves with excruciating
pain and blissful rapture.
Remains in play. Hysterical Frenzy can be cast on any unit
(friend or foe) within 24". I f cast on a friendly unit, Hysterical
Frenzy is an augment spell. I f Hysterical Frenzy is cast on an
enemy unit, it is a hex spell. For the duration o f the spell, the
target gains the Frenzy special rule (which is not lost if the
unit is defeated in close combat). I f the target unit already
has the Frenzy special rule, that Frenzy grants + 2 Attacks
instead o f ju st + 1 . In addition, for the duration o f the spell,
the target o f Hysterical Frenzy suffers D 6 Strength 3 hits at
the end o f each o f the caster’s M agic phases.
CHAOS MUTATIONS 6 POWERS
As the Champions of Chaos wage their wars, they acquire a ALLURE OF SLAANESH 15 Points
variety o f bizarre mutations and strange gifts o f power.
Daemon of Slaanesh or model with Mark of Slaanesh only.
Slaanesh sfavoured champions are so attractively captivating that
Below are Chaos M utations and Powers that can be bought few canfind the will to raise a blade against them.
for Chaos characters. Each can only be chosen once per
arm y Note that Daemonblade, Collar of Khorne and Chaos Any opponent wishing to strike the character in close combat
Familiar are also magic items, and so follow all the norm al m ust first pass a Leadership test (test immediately before the
rules for items of their types (with the exception that they model rolls To H it). I f the test is failed, that model cannot
are purchased differently in the W arriors of Chaos army make any close combat attacks that phase. T his does not
list). For example, you cannot have a D aem onblade and affect Attacks that do not roll To H it.
another magic weapon.
P O ISO N O U S SLIME 15 Points
DAEMONBLADE 50 Points The championsflesh is saturated with a toxic slime that seeps
Magic Weapon through his skin, poisoning anything he touches.
Each ofthese blades is aprisonfor the essence ofa powerful
Daemon. They are artefacts ofutmostpower, but the Daemon The character has the Poisoned Attacks special rule and a 5 +
ward save against Poisoned Attacks.
within is treacherous indeed\ and will turn against its wielder in
the blink ofan eye.
ACID ICHOR 10 Points
The wielder of a Daemonblade has the Random Attacks The champions bloodhas been transformed into a corrosive ichor.
(D 6 + 3 ) special rule. However, every To H it roll o f a 1 made
by this character in close com bat is resolved against himself; W henever this character suffers an unsaved W ound in
the character can never re-roll a To H it roll o f a 1. close combat, the model that inflicted that hit m ust pass an
Initiative test or suffer a Strength 4 hit. W ounds inflicted by
COLLAR OF KHORNE 45 Points Acid Ichor count towards the combat result.
Talisman. Daemon of Khorne or model with Mark of
Khorne only. BURNING BODY 10 Points
These rune-etched collars, imbued with Khornes loathingfor This champion is surrounded by cracklingflames that burn his
magic, provide protection against the arcane arts. enemies whilst leaving his own body untouched.
The character has the M agic Resistance (3) special rule. The character has the Flam ing Attacks special rule and a 5 +
ward save against Flam ing Attacks.
UNHOLY STRIKE 35 Points
The champion can channel the dark strengthflowing through his SO U L FEEDER 10 Points
veins to deliver a single blow that can shatter afortress wall. The champion ispossessedofan immortal hunger that can only be
satisfied byfeeding upon the souls ofhis slainfoes.
Instead o f striking normally, the character can choose to Roll a D 6 for every unsaved W ound inflicted by the character
make a single special Attack. I f he does so, and the Attack in close combat. For each result o f a 6 rolled, he immediately
hits, the hit is resolved at double the character’s Strength and regains a single lost W ound.
has the M ultiple W ounds (D 3) special rule.
FLAMING BREATH 30 Points THIRD EYE O F TZEENTCH 10 Points
This champion breathes not air, butfire, and by roaring he ushers Daemon of Tzeentch or model with Mark of Tzeentch only.
forth a searing cone offlames. A third eye opens in thefavoured one'sforehead that can see the
shifting strands offate.
The character has a Strength 4 Breath Weapon that has the T he character re-rolls w ard save results o f 1.
Flam ing Attacks special rule.
C H A O S FAMILIAR 25 Points NURGLE’S R O T 10 Points
Arcane Item Daemon of Nurgle or model with Mark of Nurgle only.
A Chaos Familiar memorises a spell on its masters behalf, Nurgle's Rot is the most dreaded and contagious ofall diseases, for
constantly rehearsingfor its big moment until it is called upon to it gnaws at the victim's soul as well as his mortal body.
share its arcane knowledge.
T he character adds + 1 to all o f his channelling attem pts and At the start o f every M agic phase, every enemy model in base
knows one extra spell than norm al for his level. contact with the character suffers a single Strength 1 hit, with
no arm our saves allowed.
SCALED SKIN 20 Points H IDEOUS VISAGE 5 Points
The champions skin is covered with a thousand reptilian scales, The Champion has been rewarded with a hideous appearance.
each as tough as Dragonhide.
T he character has the Scaly Skin ( 5 + ) special rule. The character has the Fear special rule. However, other
models can never use this character’s
FACTS OF CHAOS
O n the follow ing pages are magic item s available to Warriors o f C haos arm ies. T h ese can be taken in
addition to any o f the magic item s listed in the W arham m er rulebook.
HELLFIRE SWORD 65 points SWORD OF CHANGE 30 points
Magic Weapon Magic Weapon
This blade was madefrom a single, searingflame that was The Sword ofChange was wrought within the magical balestorm
hammered into materialform and quenched in the blood ofafire- ofthe northern Chaos Gate. It wasfashioned by the Daemon
djinn. Those struck by it are set ablaze and may explode as their WarlordAmon *Chakai, whosefossilised eye is still grasped in the
bloodturns to liquidfire. The Hellfire Sword wasfirst wielded by weapon spommel. The Sword ofChange is saturated with the
the Chaos Lord Garathor but, over time, it consumedhis lifeforce mutatingpower ofChaos. Even the air around the blade is in
until nought remained within his armour but ash. When the flux: at one moment, the blade is wreathed with the scent ofsweet
Hellfire Sword wasprisedfrom Garathor s ruinedgauntletyears perfumes, only to be replaced a heartbeat later with the stench of
later, itflared so hotly that itfused into its new owner’s hand. rot and decay. An eye-blink later and the air around the Sword of
Eventually, thisfool’s spirit was also consumed, and the cycle began Change shines with multicolouredhues before beingsurrounded in
anew. Since its creation, a hundred mortals have borne thisflame- a haze ofmisted blood. This magical sword has thepower to reduce
wreathed blade, unaware oftheir doom until it was too late. those whoseflesh it pierces into mindless, flailing mounds offlesh,
warping their bodies into monstrosities known as Chaos Spawn.
Close combat attacks made with the Hellfire Sword have the
Flam ing Attacks and M ultiple W ounds (D 3) special rules. I f an enemy character or m onster is slain by the Sword o f
N o arm our saves can be taken against W ounds caused by Change in close combat, roll a D 6. O n the roll o f a 4 + ,
the H ellfire Sword. A fter all close com bat blows have been the m odel is transform ed into a Chaos Spawn u nder the
struck, roll a D 6 for every foe slain by the H ellfire Sword control o f the owner o f the Sword o f Change, exactiy as if the
- on the roll o f a 6, the slain foe’s body explodes, inflicting enemy model were a Chaos Champion that had suffered a
an additional D 6 Strength 4 hits on the enemy unit with the Spawndom result on the Eye o f the Gods table on page 25.
Flam ing Attacks special rule. Unsaved W ounds inflicted in
this way count towards the combat result. At the end of each FILTH MACE 30 points
o f the w ielder’s turns, roll a D 6; on the roll o f a 1, he suffers
one W ound with no arm our saves allowed. Magic Weapon. Model with Mark of Nurgle only.
This rusted mace drips with Nurgle’s choicestplagues and bears
an enchantment that ensnares the souls ofthose crushedbeneath its
fllth-encrusted mass. The screams ofthese spirits are deafening and
fearsome in equal measure, but they are as nothing comparedto the
terror caused when afresh soul is bound to the mace, fuelling an
epidemic growth ofnew disease: the wails turn intophlegm-choked
laughter and the steady drip ofpestilence becomes a weepingflood.
Close combat attacks made with the Filth M ace have the
Poisoned Attacks special rule. Once the wielder has killed
an enemy model in close combat, he immediately gains the
Terror special rule and, from the start of the next Close
Com bat phase (friend or foe), all subsequent Attacks m ade
with the Filth M ace that result in a successful Poisoned
Attack have the M ultiple W ounds (D 3) special rule.
HELM OF MANY EYES 25 points
Magic Armour
This helm is covered with eyeballs that stare into the world as
it was, as it is, and as it shall once be. The stream ofvisions
can overwhelm the bearer, but those who can sift through the
bombardment ofimages are truly terrifyingfoes. They attack with
preternatural reflexes, foreseeing theirfoe’s actions and striking
them down before they can even raise their swords. The only
vision the helm never reveals is the moment ofits wearer’s demise,
making it impossiblefor the champion to avoid such afate. Upon
the wearer’s death, a new boil appears on the helm’s surface. In
time this bursts, revealing a new eyeball —the exact match ofthe
previous owner - tojoin the helm’s ever-growing collection.
T he bearer o f the H elm o f M any Eyes counts his arm our
save as being one higher than normal. In addition, the bearer
Strikes First and Stupidity special rules.
SKULL OF КАТАМ 15 points PENDANT OF SLAANESH 50 points
Arcane Item Enchanted Item. Model with Mark of Slaanesh only.
Upon his death, the skull ofthe daemonologist Katam was daubed Thispendant was craftedfrom the crystallisedsoul ofthefirst
with runes using the blood ofthe Chaos Dragon Baudros. The skull human to have been seduced by Slaanesh. When worn, it comes to
continues to utter words ofpower, and a wizard who listens may life, burrowing deep into the owner's chest, inflicting hours ofagony
learn many arcane secrets. However, every time the bearer consults as it slowly scratches through skin, flesh and bone before nestling
the skull, there is a chance it will reveal one ofthe true mysteries next to the champions heart. Once there, it invigorates the bearer
ofthe Realm ofChaos, imparting knowledge that blasts the mind with sublime energy whenever hefeelspain and instills a euphoric
with its scope and impossibility. In time, the skull's whisperings state that even thefear ofdeath cannot mar. Once a warrior
drive its owner insane, reducing him to a drooling madman whose has tasted this ecstasy, they willjealously guard thependant,
gibberings arejoined only by the eerie sound ofKatam s laughter. surrounding themselves only with loyalfollowers and shunning the
company ofrival champions lest they try and take itfor themselves.
The bearer of the Skull of Katam can choose to consult The bearer of the Pendant o f Slaanesh can only join units
it before attem pting to channel power dice. I f he does so, that have the M ark o f Slaanesh. N o other character may
roll 6 dice instead o f 1. I f the bearer consulted the Skull o f join the same unit as the bearer and he cannot join units that
Katam, he suffers a -1 L eadership penalty for the rest o f the already contain a character. W henever the bearer, or his unit,
game for every result o f a 1 rolled when channelling —if it is take a Break test, it is taken on one less dice than usual (note
ever reduced to 0, he is immediately rem oved as a casualty. that a Break test cannot be passed with Insane Courage on a
A W izard with the M ark of Tzeentch may not re-roll single D 6). In addition, for each unsaved W ound the bearer
channelling results o f a 1 when using the Skull o f Katam. suffers, he gains + 1 Attack for the rest o f the battle.
CHALICE OF CHAOS 10 points
Enchanted Item BLASTED STANDARD 25 points
On the eve beforethe Fall ofPraag Asavar Kulgatheredhis champions Magic Standard. Model with Mark of Tzeentch only.
todrinkfrom the Chalice ofChaos, a vessel that containedthe boiling
bloodofa Daemon. As KuTs minionsswallowed, theirbodies were Wovenfrom threads ofpure magic, this standard is inscribed with
wrought with changes, andthosethat survivedwere infusedwith runes that constantly writhe, and surrounded with the coruscating
pow>er. Oncethe last drop ofichorwas drained, the chaliceshattered fires ofchange. These magicalflames shield Tzeentchsfollowers,
anddisappearedin a cloudofsmoke. The vessel was thought lost until leaping out to intercept enemy missiles and transforming them
the Sorcerer Kharon Baal rediscoveredit decades later—mysteriously according to the Lord ofFate's whim. Volleys ofarrows might be
repairedandfilledwithfresh blood—at the base ofthe monolith raised transformed into clouds offeathers, shoals offish orpuffs ofmulti-
tohonour Kul'sfell deeds. Several timessincehas this cup beendrunk huedsmoke whilstfalling rocks and hurtling cannonballs may be
from, shatteringintofragments every time only to reappearyears later. altered into snowballs orpiles oftoads. However, such is Tzeentch's
Countless mortals have sought out thisfabledchalice, only tooeagerto fickle natyre that theseflames occasionally change a spent shot into a
risk eternal damnationfor afleetingchance at ultimateglory. bolt oflightning or a spinning shard ofcrystal thatpunches into one
ofhisfollowers with devastating —and oftenfatal —force.
O ne use only. T he bearer o f the Chalice o f Chaos may drink Each time the bearer, or his unit, suffer a hit from a shooting
from it at the start o f any phase. I f he chooses to do so, roll a attack, roll a D 6 immediately before rolling To Wound. O n
D 6 and consult the table below. the roll o f 2 + , the Strength o f that hit is halved. However,
if the result is a 1, the Strength o f that hit is instead
1 doubled. Attacks that do not roll To W ound, or that wound
automatically, are not affected by the Blasted Standard.
D 6 Result
1 Unworthy Fool: The imbiber immediately suffers BANNER O F RAGE 25 points
a W ound, with no saves o f any kind allowed.
2 Inhum an Speed: The im biber gains the Always Magic Standard. Model with Mark of Khorne only.
Strikes First special rule until the end of the turn.
Sewnfrom strings ofcongealedgore, this banner radiates bloodlust
3 Regenerating Flesh: The imbiber gains the so strong that those beneath it are goaded into a state ofpermanent
Regeneration special rule until the end o f the turn. rage. There is aprophecy written in the Tome ofBlood ofa great
champion who will carry the Banner ofRage across a river of
4 Dark Fortune: T he im biber gains a 5 + w ard save bloodand begranted the gift ofDaemonhood. Todate, no mortal
until the end of the turn. has been rewardedso, for none have lived long enough. The
promise ofimmortality draws Khorne'sfollowersfrom across the
5 D aem onic Strength: The im biber gains the world, each challenger believing that they alone are the one the
Killing Blow special rule until the end o f the turn. prophecy speaks of, each ready topluck the bannerfrom the dead
fingers ofits current bearer.
6 Final Transform ation: I f the im biber is already The bearer o f the Banner o f Rage can only join units that are
a D aem on Prince, he instead treats this result as completely comprised of models with the M ark o f Khorne.
U nworthy Fool. Otherwise, he m ust immediately O nly characters that have the M ark of Khorne may join the
take a L eadership test. I f passed, he is gifted with same unit as the bearer. W hilst the bearer is alive, neither
D aem onhood, as described on the Eye o f the he, nor his unit, can ever lose their Frenzy special rule.
G ods table on page 25. I f failed, he is gifted with I f the bearer joins a unit that has lost its Frenzy, the unit
Spawndom, as described on the same table. immediately regains the Frenzy special rule.
THE
GLORY
OF
CHAOS
The Warriors o f C h aos are led by
the strongest am ongst them, unholy
Champions who gather together
great warbands o f followers; from
weak-willed barbarians and mindless
beasts to hulking monsters and
other Cham pions chosen by the
Ruinous Powers fo r greatness. It is
these warbands that form the deadly
armies o f Chaos, the bringers o f
death and sorrow whose dark deeds
are writ in b lo o d upon the world.
A well-painted army arrayed
fo r battle on the tabletop is
an inspirational sig h t f o r any
Warhammer hobbyist. Those looking
to forge their own C haos warband,
or a dd to their existing collection,
have a wide range o f models
to choose from and countless
thousands o f ways to paint, theme
and build them into an army. This
section presents a showcase o f some
o f the fantastic C itadel miniatures
available to the Warriors o f C haos
collector. It is a gloriou s guide th at
will inspire collectors, painters and
wargamers alike.
mm
Archäon, the Everchosen
Wulfrik the Wanderer Chaos Sorcerer
Chaos Lord Sigvald the Magnificent
Hellstriders o f Slaanesh
■, >, , . ■ f Piij* i 1- " T v r ' i - p w . n r » ’■»■ ■— ■— ...........
Chaos Warriors and Chosen march beside a Hellcannon as they slaughter the defenders o fan Empire outpost.
A ball o f raw magic - the stuffo fmutation - is
anchored to a M utalith’sflesh.
M utalith Vortex Beast
Forsaken have been bestowed with numerous mutations and otherworldly gifts by the Chaos Gods.
.L A C r
' ‘F v '
* 3 3 0 ^ \ £P
*%
Warriors ofTzeentch advance in the wake o fa Forsaken and Chaos Spawn assault.
Chaos Warriors Converted Chaos Warrior
Converted Chaos Warrior Chaos Warriors can be armed with a variety o fdifferent weapons.
iV WARRIORS
' : ^ v ’? "V \ * ■' v OF CHAOS
r V " V *2*5» .•, ARMY LIST
' V » -v «Vi'i.W / ' '
’■* * " y 'H ■-. The armies o f damnation wage war
across the world, glory-hungry
warriors eager to prove their
w orthiness in the eyes o f their D ark
G ods. A s lord o f a mighty Chaos
warband, it is by your fell deeds
that you r destiny shall be forged.
Immortality and everlastingpow er
are the rewards fo r the strong:
mutation and madness are the fate o f
the weak-willed andfoolish.
This section o f the book helps you
to turn you r collection o f Warriors
o f C h aos C itadel miniatures into a
m ighty warband o f dark champions
and twisted monsters ready fo r a
tabletop battle. A t the back o f this
section, you will also find a summary
page, which lists every unit’s
characteristics profile, fo r quick and
easy reference during yo u r gam es.
ft*
;.v ■ - ■;
U SIN G THfc'AKM YLlST UN IT CATEGORIES
The army list is used alongside the ‘Choosing an Army’ section As described in the Warhammer rulebook, the units in the army list
of the Warhammer rulebook to pick a force ready for battle. Over are organised into five categories: Lords, Heroes, Core, Special and
the following pages you will find an entry for each of the models in Rare units.
your army These entries give you all of the gaming information that
you need to shape your collection of models into the units that will ARMY LIST ENTRIES
form your army Amongst other things, they will tell you what your Each army list entry contains all of the information you need to
models are equipped with, what options are available to them, and choose and field that unit at a glance, and uses the following format:
their points costs.
CHAOS MARAUDERS (l (4' 6 points per model ‘
Profile C2 M WS BS S T W I A Ld v3 Troop Type
Chaos Marauder
Marauder Chieftain 4 4 333141 7 Infantry
4 4 3 3 3 1 4 2 7 Infantry
Q Unit Size: 10+ Options:
0 Equipment: • May upgrade one Chaos Marauder to a Marauder Chieftain.. 10 point
• Hand weapon a m u s ic ia n..1 0 p o in ts
• May upgrade one Chaos Marauder to a standard bearer..........10 point
^ Special Rules:
• Eye of the Gods (Marauder Chieftain only) • May upgrade one Chaos Marauder to 2 points per model
2 points per model
• The entire unit may take one of the following: 2 points per model
.1 point p er model
—M ark o fK h o rn e ......................................... .1 point p er model
.1 point per model
—Mark of Tzeentch.....................................
. 3 points per model
—M arkofN urgle......................................... . 2 points per model
—Mark of Slaanesh.......................................
• The entire unit may take shields
The entire unit may take light armour............
The entire unit may take one of the following:
—Great weapons...........................................
- F lails.........................................................
1 Name. The name by which the unit or 4 Points Value. Every miniature in the 7 Special Rules. Many models have
character is identified. Warriors of Chaos army costs an amount special rules that are either fully described
of points that reflects how effective it is earlier in this book or in the W arham m er
2 Profiles. The characteristics profiles for on the battlefield. For example, a Chaos rulebook. The names of these special
the model(s) in each unit are provided Marauder costs 6 points, while Archaon rules are listed here as a reminder.
as a reminder. Where several profiles are costs a mighty 580 points.
required, these are also given, even if they 8 Options. A list of optional weapons and
are optional (such as unit champions). 5 Unit Size. This specifies the minimum armour, mounts, and other upgrades for
size for each unit, which is the smallest units or characters, including the points
3 Troop Type. Each entry specifies the number of models needed to form the cost for each particular option. Many
unit type of its models (for example, unit. Sometimes it will also show a unit entries include the option to upgrade
‘infantry’, ‘cavalry’ and so on). maximum size for the unit. a unit member to a champion, standard
bearer or musician. Some units may carry
6 Equipment. This is a list of the stand a magic standard or take magic items at a
ard weapons and armour for the unit. further points cost.
The cost of these items of equipment is
included in the basic points value.
The Chaos M arauder The Chaos Marauder
on the left is armed with on the left is armed with
a hand weapon. As you
can seefrom the profile aflail, and he costs 8
points. The warrior on
above, he w ill cost 6 the right is a Marauder
points to include in your Chieftain. To upgrade
army. A unit o ften a M arauder unit to
warriors armed like this include this champion
would therefore cost w ill cost you an
60 points. additional 10 points.
LORDS
ARCHAON Troop Type
Infantry (Special Character)
Profile Monstrous Beast
Archaon
Equipment: Special Rules Special Rules Options:
• Shield (Archaon):
• Chosen of the Gods (Dorghar): • May be mounted on D orghar..................................... 70points
Magic Items: • Eye of the Gods
• The Slayer of Kings • Lord of the • Daemonic Attacks • If your army includes Archaon, you may upgrade one unit
• Armour of Morkar
• Crown of Domination End Times • Fear of Chaos Knights in your army that does not have a M ark of
• Eye of Sheerian • The Swords
• Strider Chaos to be the Swords of Chaos (see page 48 for additional
of Chaos
ru le s)............................................................ 5 pointsper model
Magic:
Archaon is a Level 2 Wizard. H e uses spells from one of the following: the Lore of
Death, the Lore of Fire, the Lore of Metal, the Lore of Shadow or Lore of Tzeentch.
GALRAUCH 510 points
Profile Troop Type
Galrauch Monster (Special Character)
Special Rules: Mark of Tzeentch Magic:
• Breath of Change Scaly Skin (3 + ) Galrauch is a Level 4 Wizard. H e uses spells from the
• Dark Fire of Chaos Spirit of Galrauch Lore of Tzeentch.
• Fly Terror
• Large Target
KHOLEKSUNEATER M WS BS S T W I A Ld Troop Type
Monster (Special Character)
Profile 88 3 8 6 8 1 7 9
Kholek Suneater
Magic Items: Special Rules: Scaly Skin (4 + )
• Starcrusher • Immune to Psychology Storm Rage
• Large Target Terror
• Lord of the Storm
SIGVALD THE MAGNIFICENT
Profile J Troop Type
Infantry (Special Character)
Sigvald the Magnificent
Strider
Equipment: Magic Items: Special Rules: Stubborn
• Shield • Sliverslash • Eye of the Gods Stupidity
• Auric Armour • Favoured Son Supreme Vanity
• Mark of Slaanesh
VALKIATHE BLOODY Troop Type
Infantry (Special Character)
Profile
Valkia the Bloody
Magic Items: Special Rules: Fly
• The Spear Slaupnir • Consort of the Blood God The Gaze of Khorne
• Daemonshield • Eye of the Gods
• The Scarlet Armour M ark o f Khorne.
• Fear
LORDS
VILITCH THE CURSELING M WS BS S T W I A Ld Troop Type
Infantry (Special Character)
Profile 45 3 5 4 3 5 3 8
Vilitch the Curseling
E q u ip m en t: Magic Items: Special Rules: Magic:
• Two hand weapons • Vessel of Chaos • Eye of the Gods Vilitch the Curseling is a Level 4 Wizard. H e
• Chaos armour • Loremaster (Lore of Tzeentch) uses spells from the Lore of Tzeentch.
• Mark of Tzeentch
CHAOS LORD M WS BS S T W I A Ld Troop Type
Infantry (Character)
Profile 48 3 5 5 3 7 5 9
Chaos Lord
Equipment: Options:
• Hand weapon
• Chaos armour • May take magic items worth up t o 100 points May choose to be armed with one of the following:
- Additional hand weapon (unless mounted) 6 points
Special Rules: • May take Chaos Mutationsand Powers worth up to - Great weapon..............................................8 points
• Eye of the Gods - F la il............................................................ 6 points
.......................................................................... SOpoints - H alb erd ......................................................8 points
- Lance (mounted only)............................... 8 points
• May take one of the following: May take a shield............................................5 points
May choose a M o u n t............................(see page 88)
- Mark of Khorne........................................10points
- Mark of Tzeentch....................................10points
- Mark of N urgle........................................10 points
- Mark of Slaanesh..................................... 5 points
CHAOS SORCERER LORD M W S B S S T W I A Ld Troop Type
Infantry (Character)
Profile 45 3 4 4 3 5 3 8
Chaos Sorcerer Lord
E q u ip m en t: Magic: Options:
• Hand weapon A Chaos Sorcerer Lord is a Level 3 Wizard. H e
• Chaos armour uses spells from the Lore of Death, the Lore of Fire, • May be upgraded to aLevel 4 Wizard . . . 35 points
the Lore of Metal or the Lore of Shadow. A Chaos
Special Rules: Sorcerer Lord with the Mark of Tzeentch, Nurgle • May take magic items worth upt o 100 points
• Eye of the Gods or Slaanesh must use either the Lore of Tzeentch or
the Lore of Metal, the Lore of Nurgle or the Lore of • May take Chaos Mutations and Powers
Death, or the Lore of Slaanesh or the Lore of Shadow,
respectively. worth up to ....................................................50 points
• May take one of the following:
— M ark of Tzeentch.....................................15 points
— M ark of N urgle....................................... 10points
— Mark of Slaanesh...................................... 5 points
• May choose a M o u n t............................(see page 88)
DAEMON PRINCE M WS BS S T W I A Ld Troop Type
Profile 89 5 6 5 4 8 5 9 Monster (Character)
Daemon Prince
E q u ip m en t: Magic: Options:
• Hand weapon A Daemon Prince that is a Wizard uses spells from May take Chaos Mutations and Powers
the Lore of Tzeentch or the Lore of Metal if it is a worth up to ................................. ............ 100 points
Special Rules: Daemon of Tzeentch, the Lore of Nurgle or the Lore May take magic items worth up t o .......... 25 points
• Daemonic Attacks of Death if it is a Daemon of Nurgle, and the Lore of May take Chaos a rm o u r.......... ...............2 0 points
• Daemonic Slaanesh or the Lore of Shadow if it is a Daemon of May take Daemonic Flight ...............4 0 points
Slaanesh. M ust take one of the following:
Invulnerability — Daemon of K h o rn e.............. .................10 points
• Terror —Daemon of Tzeentch............ ...............15 points
• Unbreakable —Daemon of Nurgle................. .................10 points
- Daemon of Slaanesh.............. .................5 points
Unless it is a Daemon of Khorne, may take up to
four Wizard levels..................... . . . . 35 points/level
HEROES
WULFRIKTHE WANDERER Troop Type
Infantry (Special Character)
Profile
Wulfrik the Wanderer
Equipment: Special Rules: H unter of Champions
• H and weapon • Eye of the Gods Seafang
• Chaos armour • Gift of Tongues
• Shield
M WS BS S T W I A Ld Troop Type
6 5 26542 58 Monstrous Infantry (Special Character)
Equipment: Magic Items: Special Rules: Fear • Mutant Regeneration
• Great weapon • The Wintertooth Crown • Copious Vomit Lord of the Monstrous Horde • Troll Vomit
• Eye of the Gods
FESTUS THE LEECHLORD M WS BS S T W I A Ld Troop Type
Infantry (Special Character)
Profile 44 2 4 4 2 2 2 8
Festus the Leechlord
Equipment: Special Rules: Poisoned Attacks Magic:
• Hand weapon • Eye of the Gods Regeneration- Festus the Leechlord is a Level 2 Wizard.
• Harbinger of Pestilence H e uses spells from the Lore of Nurgle.
Magic Items: • Healing Elixirs
• Pestilent Potions • M arkofNurgle
SCYLA ANFINGRIMM M WS BS S T W I A Ld Troop Type
Monstrous Beast (Special Character)
Profile 6 4 0 5 5 4 3 D 6 + 2 10
Scyla Anfingrimm
Special Rules: Mark of Khorne Scaly Skin (5 + ) Magic Items:
• Fear Random Attacks (D6 + 2) Unbreakable • Brass Collar of Khorne
• Hatred
EXALTED HERO M WS BS S T W I A Ld Troop Type 110 points
Infantry (Character)
Profile 47 3 5 4 2 6 4 8 . . . .50 points
Exalted Hero
. . . .25 points
Equipment: Special Rules: Options:
• Hand weapon • Eye of the Gods • May take magic items worth up t o ........................... . . . .10 points
• Chaos armour • May take Chaos Mutations and Powers worth up to . . . .10 points
• May take one of the following:
BATTLE STANDARD BEARER . . . .10 points
• One Exalted Hero in the army may carry the - Mark of Khorne...................................................... 5 points
- Mark of T zeentch..................................................
battle standard for +25 points. The Battle - Mark of N urgle...................................................... 3 points
Standard Bearer can have a magic standard - Mark of Slaanesh.................................................... 5 points
(no points limit). A model that carries a magic • May choose to be armed with one of the following: 6 points
standard cannot have any other magic items. - Additional hand weapon (unless mounted).......... 6 points
- F la il..................... 3 points
- Great weapon. . . .
- H alb erd .............. (see page 88)
• May take a shield. . .
• May choose a Mount
HEROES
CHAOS SORCERER MWSBSS T W I A y Troop Type
Infantry (Character)
Profile 45 3 4 4 2 5 2 8
Chaos Sorcerer
E qu ip m en t: Magic: Options:
• Hand weapon A Chaos Sorcerer is a Level 1 Wizard. He uses spells
• Chaos armour from the Lore of Death, the Lore of Fire, the Lore of • May be upgraded to a Level 2Wizard . . . 35 points
Metal or the Lore of Shadow. A Chaos Sorcerer with
Special Rules: the Mark of Tzeentch, Nurgle or Slaanesh must use • May take magic items worth up t o 50 points
• Eye of the Gods either the Lore of Tzeentch or the Lore of Metal, the
Lore of Nurgle or the Lore of Death, or the Lore of • May take Chaos Mutations and Powers
Slaanesh or the Lore of Shadow, respectively.
worth up t o ..................................................25 points
• May take one of the following:
- Mark of Tzeentch.....................................15 points
- Mark of N urgle....................................... 10points
- Mark of Slaanesh...................................... 5 points
• May choose a M o u n t...............................(see below)
rn n I I I ' ( ukrliirri rtfc ifii f ' I
MOUNTS
A character that has the option to be mounted may choose one mount from the following list:
• Barded Chaos Steed..............24 points (Lords) or 16 points (Heroes) • Chaos W arshrine.............................................................. 125 points
• Steed of Slaanesh (See page 43 for profile and special rules. The character replaces
the Chaos Shrinemaster)
(Character with the M ark of Slaanesh only)..................... 25 points - If the character has taken a Mark of Chaos, you may upgrade the
• Disc of Tzeentch Chaos Warshrine to have the same Mark of Chaos (see page 93 for
points cost).
(Character with the M ark of Tzeentch only)..................... 30 points
• Daemonic M o u n t..............................................................35 points • Gorebeast C hariot............................................................ 130 points
(See page 36 for profile and special rules. The character replaces
- May be upgraded to have b a rd in g ..................................15 points one of the chariot’s crew)
• Palanquin of Nurgle - If the character has taken a Mark of Chaos, you may upgrade
the Gorebeast Chariot to have the same M ark of Chaos (see
(Character with the M ark of Nurgle only)........................40 points page 93 for points cost).
• Juggernaut of Khorne
• Manticore (Lords only)....................................................150 points
(Character with the M ark of Khorne only)....................... 55 points - A Manticore may have any of the following upgrades:
• Chaos C h ario t.................................................................. 110 points • Iron H ard S k in ......................................................... 25 points
• Venom Tail.................................................................. 10 points
(See page 36 for profile and special rules. The character replaces
one of the chariot’s crew) • Chaos Dragon (Lords o n ly )........................................... 330points
— If the character has taken a Mark of Chaos, you may upgrade a
Chaos Chariot to have the same Mark of Chaos (see page 90 for
points cost).
Profile M WS BS s T W I A Ld Type
Chaos Dragon 8 Monster
Chaos Steed 6 6 066636 5 War Beast
Daemonic Mount 8 3 04 3 13 1 8 Monstrous Beast
Disc of Tzeentch 8 4 055332 7 War Beast
Juggernaut of Khorne 1 3 044 14 3 7 Monstrous Beast
Manticore 7 5 054323 5 Monster
Palanquin of Nurgle 6 5 055454 7 Monstrous Beast
Steed of Slaanesh 4 3 333436 7 War Beast
10 3 0 3 3 1 5 1
Special Rules: - _a* _
• Chaos Dragon: Dark Fire of Chaos, Fly, * m_ m _ -wry
Fumes of Contagion, Large Target, Scaly • Disc o f Tzeentch: Daemonic Attacks, IVLanticore: Fly, Killing Blow, Large
Skin (3 + ), Terror. Fear, Fly. Target, Terror, Uncontrollable.
• Daemonic Mount: Daemonic Attacks, • Juggernaut o f Khorne: Brass Behemoth, Palanquin o fNurgle: Daemonic Attacks,
Fear. Daemonic Attacks, Fear, Murderous Fear.
Charge.
Steed o fSlaanesh: Armour Piercing,
Daemonic Attacks, Fast Cavalry, Fear,
Poisoned Attacks.
Л■ ___________
CORE UNITS
CH A O S WARRIORS M WS BS S T W I A Ld Troop Type
4 5 344152 8 Infantry
Profile 45 3 4 4 1 5 3 8 Infantry
Chaos Warrior
Aspiring Champion
Unit Size: 10+ Options:
• May upgrade one ChaosWarrior to an AspiringC ham pion.................... 10 points
Equipment: • May upgrade one ChaosWarrior to a m usician........................................10points
• H and weapon • May upgrade one ChaosWarrior to a standard bearer............................. 10points
• Chaos armour
— May take a magic standard worth up t o ................................................25 points
Special Rules: • The entire unit may take one of the following:
• Eye of the Gods (Aspiring Champion only)
— M ark of Khorne......................................................................... 2 pointsper model
— M ark of T zeentch..................................................................... 2 pointsper model
— Mark of N urgle......................................................................... 2 pointsper model
—Mark of Slaanesh.........................................................................1pointper model
• The entire unit may take shields.................................................... 1pointper model
The entire unit may take one of the following:
—Additional hand weapons........................................................... 2 pointsper model
— Great weapons............................................................................3 pointsper model
— H a lb erd s....................................................................................3 pointsper model
^9
' CHAOS MARAUDERS M WS BS S T WI A Ld Troop Type 6 points per model v(
4 4 333 14 17 Infantry
1 Profile 4 4 333 14 27 Infantry *1
-J
! Chaos Marauder « * —» m -- |
Marauder Chieftain - » .» . * » !i
•
U nit Size: 10+ O p tio n s:
• May upgrade one Chaos Marauder to a Marauder C hieftain.................10points
Equipm ent: • May upgrade one Chaos Marauder to a m usician................................... 10points
• Hand weapon • May upgrade one Chaos Marauder to a standard bearer......................... 10points
• The entire unit may take one of the following:
Special Rules:
• Eye of the Gods (Marauder Chieftain only) — Mark of Khorne......................................................................... 2 pointsper model
- Mark of T zeentch..................................................................... 2 pointsper model
— M ark of N urgle......................................................................... 2 pointsper model
— Mark of Slaanesh.........................................................................1pointper model
• The entire unit may take shields............................................1pointper model
• The entire unit may take light armour................................... 1pointper model
• The entire unit may take one of the following:
— Great weapons............................................................................3 pointsper model
— F la ils ..........................................................................................2 pointsper model
FORSAKEN 19 points per model
Profile M WS BS S T W I A Ld Troop Type
Forsaken 6 4 0 4 4 1 4 D3 8 Infantry
Unit Size: 5+ Equipment: Special Rules: Options:
• Hand weapon • Freakish Mutations
• Chaos armour • Frenzy • The entire unit may take one of
• Immune to Psychology
• Random Attacks (D3) the following:
— Forsaken of Khorne..........2 pointsper model
— Forsaken of Tzeentch......... 1pointper model
— Forsaken of N u rg le 2 pointsper model
— Forsaken of Slaanesh . . . . 2 pointsper model
CORE UNITS
CHAOS WARHOUNDS MWSBSSTWIALd Troop Type
War Beast
Profile 74 0 3 3 1 3 1 5
Chaos Warhound
Unit Size: 5+ Options:
• The entire unit may be upgraded to have the Vanguard special rule
.........................................................................................................2 pointsper model
• The entire unit may be upgraded to have any of the following:
- Scaly H id e ......................................................................................1pointper model
- M utant Poisons............................................................................. 1pointper model
CHAOS CHARIOT 110 points
Profile Troop Type
Chaos Chariot Chariot (Armour Save 3 + )
Chaos Charioteer
Chaos Steed Equipment: Options:
• Halberds (Chaos Charioteers only) • May take one of the following:
Unit Size: 1 • Scythes
— Mark of Khorne........................................10points
Crew: 2 Chaos Charioteers
— Mark of T zeentch....................................10points
Drawn by: 2 Chaos Steeds
— M arko fN u rg le........................................IS points
— M ark of Slaanesh....................................... 5 points
. * 1><rrJL ^ ‘I
i MARAUDER HORSEMEN M WS BS S T w I A Ld Troop Type M points per model
Cavalry
I Profile 4 4 3 33 14 1 7 Cavalry '
Marauder Horseman ■
4 4 3 3 3 14 2 7
P Marauder Horsemaster •i|
8 3 03 3 13 1 5
f* Warhorse
-. - m_
| « • « -----^
Unit Size: 5+ Options:
Equipment: • May upgrade one Marauder Horseman to a MarauderHorsemaster. . .10p
• Hand weapon
• May upgrade one Marauder Horseman to a m usician.10 points
Special Rules:
• Eye of the Gods (Marauder Horsemaster only) • May upgrade one Marauder Horseman to a standard bearer10points
• Fast Cavalry* .
*If a unit of Marauder Horsemen is equipped with • The entire unit may take one of the following:
light armour, they lose their Fast Cavalry special rule.
— Mark of Khorne..........................................................................2 pointsper model
— Mark of Tzeentch..................................................................... 2 pointsper model
— Mark of N urgle..........................................................................2 pointsper model
— Mark of Slaanesh.........................................................................1pointper model
• The entire unit maytake shields....................................................1pointper model
• The entire unit maytake light armour*..........................................1pointper model
• The entire unit may take one of the following:
—Throwing axes............................................................................2 pointsper model
—Javelins..........................................................................................1pointper model
• The entire unit may take one of the following:
— Spears........................................................................................... 1pointper model
— F la ils .......................................................................................... 2 pointsper model
SPECIAL UNITS
HELLSTRIDERS OF SLAANESH
I Profile MWSBSS T W I A U Troop Type
Cavalry
\ Helistrider 4 4 333 15 1 7 Cavalry
[’ Hellreaver 443331527
[* Steed of Slaanesh 10 3 0 3 3 1 5 1 7
Unit Size: 5+ Special Rules: Options:
• Armour Piercing (Steed of Slaanesh only) • May upgrade one Helistrider to a Hellreaver..........10points
Equipment: • Daemonic Attacks (Steed of Slaanesh only) • May upgrade one Helistrider to a m usician............10points
• Spear • Eye of the Gods (Hellreaver only) • May upgrade one Helistrider to a
• Shield • Fast Cavalry
• Fear standard bearer...........................................................10points
• Mark of Slaanesh • The entire unit may replace their spears
• Poisoned Attacks (Steed of Slaanesh only)
• Soul Hunters withhellscourges...........................................1pointper model
CHOSEN 18 points per model
Profile Troop Type
Chosen Infantry
Chosen Champion Infantry
Unit Size: 5+ Special Rules: Options:
• Eye of the Gods
Equipment: • May upgrade one Chosen to a Chosen Cham pion...................................10points
• H and weapon (Chosen Champion only)
• Chaos armour • The Rewards of Chaos • May upgrade one Chosen to a musician................................................... 10points
• May upgrade one Chosen to a standard bearer.........................................10points
- May take a magic standard worth up t o ................................................ 50points
• The entire unit may take one of the following:
— Mark of Khorne..........................................................................2 pointsper model
— Mark of T zeentch......................................................................2 pointsper model
—Mark of Nurgle. . ^.................................................................. 2 pointsper model
- M ark of Slaanesh......................................................................... 1pointper model
• The entire unit may take shields................................................... 2 pointsper model
• The entire unit may take one of the following:
- Additional hand weapons...................... 2 pointsper model
— Great weapons............................................................................3 pointsper model
- H a lb erd s.................................................................................... 3 pointsper model
CHAOS KNIGHTS 40 points per model \
Profile Troop Type
Chaos Knight Cavalry
, Doom Knight Cavalry
1 Chaos Steed
Unit Size: 5+ Special Rules: Options:
• Eye of the Gods • May upgrade one Chaos Knight to a Doom Knight................................ 10points
Equipment: • May upgrade one Chaos Knight to a musician........................................ 10points
• H and weapon (Doom Knight only) • May upgrade one Chaos Knight to a standard bearer.............................. 10points
• Chaos armour • Fear
• Shield — May take a magic standard worth up t o ................................................ 50points
• Barding • The entire unit may take one of the following:
—Mark of Khorne......................................................................... 2 pointsper model
— Mark of Tzeentch..................................................................... 2 pointsper model
— Mark of N urgle......................................................................... 2 pointsper model
— Mark of Slaanesh........................................................................1pointsper model
• The entire unit may take one of the following:
—Lances . ....................................................................................2 pointsper model
— Ensorcelled weapons................................................................. 3 pointsper model
SPECIAL UNITS
-5» - — - * ' „ .• _ ... . I
i CHAOS OGRES 33 points per model
1’ Profile M WS BS ST W I A Ld Troop Type j
| - Chaos Ogre 63 2 44 323 7
r Ogre Mutant 63 2 44 324 7 Monstrous Infantry i
9 ^_ — -i'S'—-.^ ^ Monstrous Infantry *j
•i
Unit Size: 3 +
Special Rules: Options: ............... 10points
Equipment: • Eye of the Gods • May upgrade one Chaos Ogreto an Ogre Mutant . ............... 10points
• H and weapon • May upgrade one Chaos Ogreto a m usician.......... ............... 10points
• Heavy armour (Ogre Mutant only) • May upgrade one Chaos Ogreto a standard bearer .
• Fear • The entire unit may take one of the following: . 4 pointsper model
• Ogre Charge . 4 pointsper model
- M arkofK horne......................................................
- M ark of Tzeentch.................................................. . 2 pointsper model
- M ark of N urgle......................................................
- M ark of Slaanesh.................................................... . 3 pointsper model
• The entire unit may take one of the following:
- Additional hand weapons.......................................
- Great weapons........................................................
wwmi
■■KMj
DRAGON OGRES M WS BS s T W I A Ld Troop Type 60 points per model
Monstrous Beast
* Profile 7 4 254423 8 Monstrous Beast J
• Dragon Ogre 4
| Dragon Ogre Shartak _m 7 4 254424 8
91
km m* — » _ ’^ * * —at * »
Unit Size: 3+ Special Rules: Options:
• Fear • May upgrade one Dragon Ogre to a Dragon Ogre Shartak.....................10points
Equipment: • Scaly Skin (5 + ) • The entire unit may take one of the following:
• H and weapon • Storm Rage
• Light armour —Additional hand weapons........................................................... 3 pointsper model
—H alb erd s.................................................................................... 8 pointsper model
— Great weapons............................................................................8 pointsper model
SPECIAL UNITS
CH AO S TROLLS 35 points per model
Profile
Chaos Troll Troop Type
Monstrous Infantry
Unit Size: 3+ Special Rules: Options: . 3 pointsper model
• Fear • The entire unit may take additional hand weapons .
Equipment: • Regeneration
• Hand weapon • Stupidity
• Troll Vomit
CHIM ERA Special Rules: Troop Type 230 points
Profile • Fiend Tail Monster
Chimera • Fly .30 points
• Large Target Options: .15 points
Unit Size: 1 • Scaly Skin (4 + ) • May take any of the following: .15 points
• Terror
- Flaming Breath...................
- Regenerating F lesh ............
- Venomous O oze...................
GOREBEAST CHARIOT Troop Type 130 points
l Profile Chariot (Armour Save 3 + )
\ Gorebeast Chariot 10 points
\ Chaos Charioteer 10 points
[• Gorebeast 10 points
.5 points
't
Unit Size: 1 Equipment: Options:
Crew: 2 Chaos Charioteers • Halberds (Chaos . . . . • May take one of the following:
Drawn by: 1 Gorebeast
Charioteers only) - MarkofKhorne..................
• Scythes - Mark of Tzeentch..............
- Mark of N urgle..................
Special Rules: - 'Mark of Slaanesh................
• Fear
• Gorebeast Charge
C H A O S W ARSHRINE M WS BS S T W I A Ld Troop Type 125 points 4
Profile Chariot (Armour Save 4 + )
Chaos Warshrine . __ _5 5 . _ .10points
Chaos Shrinemaster .10points
it Chaos Shrine Bearers - 53 4--5 28 .10points
6 33 . 5 points
Unit Size: 1 4 - - 2D6+2 -
Crew: 1 Chaos Shrinemaster Special Rules: Options:
• Favour of the Ruinous Powers • May take one of the following:
Drawn by: Chaos Shrine Bearers • Fear
• Giver of Glory - MarkofKhorne..................
Equipment: • Protection of the Dark Gods - Mark of Tzeentch..............
• Hand weapon • Random Attacks (D 6+2, Chaos - M arkofNurgle..................
- Mark of Slaanesh................
Shrine Bearers only)
• War Platform
RARE UNITS
HELLCANNON 210 points
Profile
Hellcannon M WS BS S T W I A Ld Troop Type
Chaos Dwarf Handlers Monster
34 3 5 6 5 1 5 4
Unit Size: 1 Special Rules: • Large Target
• Caged Fury • Monster and Handlers
Crew: 3 Chaos Dwarf Handlers • Daemonic Attacks • Terror
• Unbreakable
Equipment (Chaos Dwarf Handlers): (Hellcannon only)
• H and weapon • Daemonic Construction
• Doomfire
DRAGON OGRE SHAGGOTH
Profile M WS BS S T W I A Ld Troop Type
Monster
Dragon Ogre Shaggoth 76 3 6 5 6 4 5 9
Unit Size: 1 Special Rules: Options: , . 5 points
• Immune to Psychology • May take one of the following: , 12 points
Equipment: • Large Target
• H and weapon • Scaly Skin (5 + ) - Additional hand weapon
• Light armour • Storm Rage - Great weapon.........................
• Terror
C H A O S GIANT 200 points
Profile
Chaos Giant Troop Type
Monster
Unit Size: 1 Special Rules: Options:
• Fall Over • May take one of the following:
Equipment: • Giant Special Attacks
• Hand weapon • Large Target — Giant of Khorne....................................................................................... 10 points
• Stubborn — Giant of T zeentch ................................................................................... 15 points
• Terror — Giant of N urgle....................................................................................... 15 points
— Giant of Slaanesh....................................................................................... 5 points
CH A O S SPAWN Troop Type 50 points
Profile Monstrous Beast
Chaos Spawn . .5 points
2 0 points
Unit Size: 1 Special Rules: Options: .10 points
• Fear • May take one of the following: .10 points
• Random Attacks (D 6 + 1)
• Random Movement (2D6) — Spawn of Khorne.................
• Unbreakable — Spawn of Tzeentch..............
— Spawn of N u rg le................
—Spawn of Slaanesh..............
RARE UNITS
' SKULLCRUSHERS OF KHORNE
[ Profile M Troop Type
Monstrous Cavalry
\ Skullcrusher 4 Monstrous Cavalry
[' Skullhunter 4
’• Juggernaut of Khorne 7
Unit Size: 3+ Special Rules: Options:
• Brass Behemoth • May upgrade one Skullcrusher to a Skullhunter.......... 10points
Equipment: • Daemonic Attacks • May upgrade one Skullcrusher to a musician...............10points
• H and weapon • May upgrade one Skullcrusher to a standard bearer. . . 10points
• Chaos armour (Juggernaut of Khorne only)
• Shield • Eye of the Gods (Skullhunter only) — May take a magic standard worth up t o ....................50 points
• Fear • Theentire unit may take one of the following:
• Mark of Khorne (riders only)
• Murderous Charge - L ances............................................................2 points per model
— Ensorcelled weapons..................................... 3points per model
(Juggernaut of Khorne only)
mi MWSB8S T W I A y Troop Type
SLAUGHTERBRUTE 6 3 075534 5 Monster
Profile
Slaughterbrute
Unit Size: 1 Special Rules: Options:
• Large Target • May take Extra Claws .
• Runes of Binding 2 0 points J
• Scaly Skin (4 + )
• Terror
• Unbound
M UTALITH VORTEX BEAST 240 points
Profile
Mutalith Vortex Beast M WS BS S T W I A Ld Troop Type
6 3 0 5 5 5 3 D6+2 8 Monster
Unit Size: 1 Special Rules:
• Aura of Mutation
• Large Target • Regeneration (5 + )
• Random Attacks (D 6+2) • Scaly Skin (4 + )
• Terror
SM I \ Ü
SUMMARY
LORDS SPECIAL
M W S BS s T w I A Ld Type Page M W S BS s T w I A L d Type Pg
Archaon 4 9 5 5 5 4 7 5 10 In (SC) 48 Chaos Knight 4 5 3 4 4 1 5 2 8 Ca 34
< - Dorghar 8 4 0 5 5 3 3 3 9 MB - Doom Knight 4 5 3 4 4 1 5 3 8 Ca
Chaos Lord 4 8 3 5 5 3 7 5 9 In 26 - Chaos Steed 8 3 0 4 3 13 1 5 -
Chaos Sorcerer Lord 4 5 3 4 4 3 5 3 8 In 27 Chaos Ogre 6 3 2 4 4 3 2 3 7 M I 40
L Daemon Prince 8 9 5 6 5 4 8 5 9 M o 30 - Ogre M utant 6 3 2 4 4 3 2 4 7 MI
1 Galrauch 6 6 6 6 6 6 6 6 9 M o(SC) 56 Chaos Troll 6 3 1 5 4 3 1 3 4 M I 40
fL Kholek Suneater 8 8 3 8 6 8 1 7 9 M o (SC) 57 Chaos Warshrine - - - - 5 5 - - - Ch 43
1 Sigvald the Magnificent 4 8 3 5 5 3 8 5 10 In (SC) 53 - Chaos Shrinemaster - 5 3 4- -52 8 -
n Valkia the Bloody 4 9 3 5 5 3 8 6 9 In (SC) 50 - Chaos Shrine Bearers 6 3 3 4 - - 2D6+2 - -
f Vilitch the Curseling 4 5 3 5 4 3 5 3 8 In (SC) 51 | Chimera 6 4 0 6 5 4 2 6 5 M o 37
Chosen 4 6 3 4 4 1 5 2 8 In 31
I HEROES M WS BS s T w I A Ld Type Pg - Chosen Champion 4 6 3 4 4 1 5 3 8 In
Dragon Ogre 7 4 2 5 4 4 2 3 8 M B 41
Chaos Sorcerer 4 5 3 4 4 2 5 2 8 In 27 | - Dragon Ogre Shartak
Gorebeast Chariot 7 4 2 5 4 4 2 4 8 MB
- - - 5 6 5 - - - Ch 36
Exalted Hero 4 7 3 5 4 2 6 4 8 In 26 - Chaos Charioteer - 5 3 4 - -52 8 -
Festus the Leechlord 4 4 2 4 4 2 2 2 8 In SC 52 I - Gorebeast 6 4 - 5- -23 - -
1 Scyla Anfingrimm 6 4 0 5 5 4 3D 6 + 2 10 M B (SC) 55 H ellstrider 4 4 3 3 3 1 5 1 7 Ca 35
Throgg 6 5 2 6 5 4 2 5 8 M I (SC) 54 - Hellreaver 4 4 3 3 3 1 5 2 7 Ca
j§ Wulfrik the Wanderer 4 8 3 5 4 2 7 4 8 In (SC) 49 - Steed o f Slaanesh 10 3 0 3 3 1 5 1 7 -
CORE M OUNTS
M WS BS S TW I A Ld Type Pg Chaos Steed M WS BS S TW IA Ld Type Pg
554 36 Daemonic M ount 83 0 43 1 31 5 WB 34
Chaos Chariot -- - 4- - -- - Ch Disc ofTzeentch 84 0 553 32 8 MB 28
- Chaos Charioteer 4- - 32 Juggernaut of Khorne 13 0 44 1 43 7 WB 29
- Chaos Steed -5 3 33 1 52 8 - 32 Manticore 75 0 543 23 7 MB 35
Chaos M arauder 83 33 1 Palanquin of Nurgle 65 0 554 54 5 Mo 29
- M arauder Chieftain 44 - 33 1 31 - - 39 Steed of Slaanesh 43 3 334 36 7 MB 29
Marauder Horseman 44 33 1 31 Chaos Dragon 10 3 0 33 1 51 7 WB 33
- M arauder Horsemaster 44 3 33 1 4 1 7 In 38 66 0 666 36 8 Mo 28
- Warhorse 44 3 33
Chaos Warhound 83 3 44 1 4 2 7 In
Chaos Warrior 3 44 1
- Aspiring Champion 0 44 1 4 1 7 Ca
Forsaken
4 2 7 Ca
31 5 -
31 WB
45 3 5 2 8 In
45 3
64 0 5 3 8 In 1r7AALILTtFiMNLPrTiAiWNTI
4 D3 8 In TEMPLATE
RARE To make your template:
• First photocopy this
M WS BS S Tw I A Ld Type Pg
6. 3 3 44 page and stick it to a
Chaos Giant 2D6 3 0 6 56 3 Special 10 M o 39 piece of thin card
Chaos Spawn 76 3 453 41 (cereal packets
Dragon Ogre Shaggoth 34 3 6 56 2 D 6 + 1 10 M B 42 are ideal).
Hellcannon 34 3 565 • Carefully cut around
- Chaos Dwarf Handlers 63 0 34 1 4 5 9 Mo 46 the dotted line with a
M utalith Vortex Beast 45 3 555 35 sharp pair of scissors
Skullcrusher 45 3 441 1 5 4 Mo or a hobby knife.
- Skullhunter 75 0 44 1 47 • Alternatively, you can
- Juggernaut of Khorne 63 0 543 21 9 - download printable
Slaughterbrute 755 versions of the template
3D6+2 8 Mo from our website:
5 2 8 MC
5 3 8 MC
23 7 -
3 4 5 Mo
Troop Type Key: In=Infantry, WB = M r Beast, www.games-workshop.com
Ca= Cavalry, M I = Monstrous Infantry, M B = Monstrous
Beast, MC = Monstrous Cavalry, SC= Special Character,
M o = Monster, Ch = Chariot, Sw= Swarms, Un = Unique,
W M = W&rMachine.
© Copyright Games Workshop.
Permission is granted to photocopy
this page for personal use only. All
rights reserved.
WARRIORS OF CHAOS Inside you will find:
From the magic-swept lands of the frozen north march the • A bestiary describing every unit, monster,
Warriors of Chaos, an indomitable race of battle-hungry killers hero and war machine in the army.
and mutant monsters who fight for glory and the favour of
bloodthirsty gods. Led to war by inhumanly powerful Champions, • An army list to arrange your collection of
armed and armoured in Daemon-forged steel, and imbued with Citadel miniatures into a battle-ready force.
the raw power of Chaos itself, the worshippers of the Ruinous
Powers never tire in their eternal quest to drown the world in a • A showcase of the expertly painted range of
tide of death and destruction. Warriors of Chaos Citadel miniatures.
Warhammer: Warriors o f Chaos is one o f a series
o f supplem ents fo r Warhammer. Each book in the
series describes in detail an arm y, its history a n d
its heroes.
ISBN-13: T7A-nCIAA72b47 A supplement for
9 781908 872647 ENGLISH LANGUAGE T he G ame of Fantasy Battles™ CITADEL games-workshop.com
PRINTED IN CHINA You will need a copy of Warhammer to use the
contents of this book.
PRODUCT CODE
60 03 02 01 007