Ravening Hordes - Daemons of Chaos 8th Ed
Ravening Hordes - Daemons of Chaos 8th Ed
Ravening Hordes - Daemons of Chaos 8th Ed
DAEMONS OF
CHAOS
DAEMONS OF CHAOS 1
ARMY SPECIAL RULES
DAEMONIC ALIGNMENT Double 1 Reality Blinks: All Wounds suffered by the
Most Daemons (even chariots) are bound to one of the unit this Close Combat phase, including any Wounds
Chaos Gods. Only Daemonic characters can join units suffered by characters that have joined it, are restored,
of Daemons. Furthermore, Daemonic characters can and any models removed as casualties in this phase
only join units that are solely composed of Daemons immediately return to play in their earlier positions.
with the same allegiance as themselves. In addition, Wounds restored in this manner still count as having
Daemons receive no benefit from the Inspiring been inflicted for the purposes of combat results.
Presence or Hold "Your Ground! special rules, unless
both they and the model with those rules are Daemons Double 6 Banished! Remove the unit from play as a
of the same allegiance. casualty.
Daemons of Khorne: Daemons of Khorne have the 3) Now (assuming the unit has not been wiped out
Hatred (Daemons of Slaanesh) special rule. In addition, when resolving a double 6) apply the difference in
on a turn in which a model with this special rule makes combat results as a penalty to the Daemons’
a successful charge, it has a +1 bonus to its Strength for Leadership. For every point by which the 2D6 roll
the rest of the turn. exceeds this modified Leadership value, the unit
suffers one additional Wound, with no saves of any
Daemons of Tzeentch: Daemons of Tzeentch have the kind allowed.
Hatred (Daemons of Nurgle) special rule, and re-roll
ward save results of 1. Wizards with the Daemon of If characters are present in the unit, the controlling
Tzeentch special rule can also re-roll channelling player first allocates Wounds to the unit (up to their
results of 1. current Wounds), then divides remaining Wounds as
equally as possible amongst any characters. Once all
Daemons of Nurgle: Daemons of Nurgle have the Wounds have been allocated, the penalty to the
Hatred (Daemons of Tzeentch) special rule. Enemy Daemons’ Leadership is discounted. Note that
models in base contact with a Daemon of Nurgle suffer Daemonic Instability tests do not benefit from Insane
a -1 penalty to their Weapon Skill. Courage. They can, however, be rerolled if the battle
standard is within 12", use the General’s Inspiring
Daemons of Slaanesh: Daemons of Slaanesh have Presence rule, and/or be tested on unmodified
wicked claws that cut deep. Daemons of Slaanesh have Leadership if the unit is Stubborn/Steadfast. If a
the Armour Piercing and Hatred (Daemons of Khorne) Daemonic unit somehow has the Unbreakable special
special rules. rule, it takes no Daemonic Instability test.
2 DAEMONS OF CHAOS
5 Storm of Fire: Roll a D6 for each enemy unit anywhere within 6" of the slain model that is
and each friendly unit that contains one or more than 1" from all units and impassable
more Daemons of Nurgle, or models with the terrain. If you chose a Herald of Tzeentch,
Mark of Nurgle, on the board. Do not roll for generate its spell immediately. This Herald can
units that are engaged in close combat. On the act normally in the turn it is created. This
roll of a 6, place a small round template centred model do not have any upgrades or award
directly over the centre of the unit this then victory points. If you do not have a spare
scatters D6". Any models wholly or partially Herald of Chaos model, or if one cannot be
beneath the template's final position suffer a placed on the board according to the
single Magical Strength 4 hit with the Flaming aforementioned restrictions, the selected
Attacks special rule. Wizard is removed as a casualty but no Herald
6 Rot, Glorious Rot: Roll a D6 for each enemy is placed.
unit and each friendly unit that contains one or 12 Summoned from Beyond: Place a new unit
more Daemons of Tzeentch, or models with the consisting of 2D6+3 Bloodletters, Pink
Mark of Tzeentch, on the board. Do not roll for Horrors, Plaguebearers or Daemonettes (you
units engaged in close combat. On the roll of a choose). When placing this unit, it can be
6, that unit suffers D6+3 Magical Strength 3 placed anywhere on the battlefield at least 1"
hits, with no armour saves allowed. away from all units, buildings and impassable
7 The Eye of the Storm: The roiling tide of terrain. It can be placed in any legal formation,
Chaos slows for a moment. Nothing happens, so long as the unit's front rank contains at least
this time... five models. This unit do not have any
8 The Dark Prince Thirsts: Roll a D6 for each upgrades or award victory points. If the
enemy unit and each friendly unit that contains summoned unit cannot be placed (because
one or more Daemons of Khorne, or models there is not enough room or you do not have
with the Mark of Khorne, on the board. Do not enough models), the unit does not enter play at
roll for units that are engaged in close combat. all.
On the roll of a 6, that unit must take a
Leadership test on 3D6, adding the results DAEMON PRINCE:
together. If the test is passed, nothing happens. UPGRADES:
Otherwise, for each point by which the unit Daemonic Flight: The Daemon has the Fly special
failed the test, it suffers a Wound, with no rule.
armour saves allowed. This is a Magical attack.
9 Khorne's Wrath: Roll a D6 for each enemy
unit and each friendly unit that contains one or
HERALD OF KHORNE:
more Daemons of Slaanesh, or models with the Locus of Khorne: This model, and all models in his
M ark of Slaanesh, on the board. Do not roll unit, have the Hatred special rule.
for units that are engaged in close combat. On
the roll of a 6, place a small round template BLOODLETTERS:
centred directly over the centre of the unit. This Hellblade: Magic Weapon. Attacks made with a
then scatters 3D6". Resolve damage as you Hellblade have the Killing Blow special rule.
would from a stone thrower shot, with the
model under the centre of the template JUGGERNAUTS:
suffering a Strength 9 hit with the Multiple Brass Behemoth: A Juggernaut improves its rider’s
Wounds (D6) special rule, and all other models armour saving throw by +2, rather than the usual +1 for
wholly or partially under the template suffering monstrous cavalry mounts.
a Magical Strength 3 hit.
10 Chaotic Surge: All models with the Daemonic
Instability special rule (friend and foe) gain a
SKULL CANNON:
+1 bonus to their ward saves (which will Skull Cannon: Fire the skull cannon in the same way
therefore normally be increased to 4+) until as a normal cannon, using the following profile:
you next roll for the Winds of Magic.
11 Daemonic Possession: Randomly select one Range: Strength: Special Rules:
enemy Wizard on the board who does not have 48" 10 Flaming Attacks,
the Daemonic Instability special rule (if there Multiple Wounds (D6)
are no eligible enemy Wizards currently on the
board, count this as The Eye of the Storm Implacable Advance: This model can move (not
instead). The selected Wizard must pass a march) and still shoot any one of its weapons.
Leadership test or be removed as a casualty
with no saves of any kind allowed. If the Daemon Engine: Unlike other chariots, a Daemon
Leadership test is failed then before removing Engine is not pulled by beasts, but is instead propelled
the Wizard, place a Herald of Khorne, by a combination of machinery and dark enchantment -
Tzeentch, Nurgle or Slaanesh (your choice) treat the profile as a combination of chassis and beast.
DAEMONS OF CHAOS 3
Any spells or special rules that affect a chariot’s beasts Miscast table. Instead, the unit suffers 2D6 Strength 10
have no effect at all on a Daemon Engine. hits.
Gorefeast: If this chariot’s Impact Hits cause unsaved Blue Horrors: When a model with this special rule is
Wounds, immediately roll a D6 for each Wound slain in close combat (not removed as a result of
caused. For each score of 4+, the chariot regains a Daemonic Instability), roll a D6. For each roll of a 4+
single Wound lost earlier in the game. the unit that caused the Wound suffers a Magical
Strength 2 hit (distributed as for shooting). Any
BLOOD THRONE: unsaved Wounds count towards combat results.
Totem of Endless Bloodletting: Any Daemon of
Khorne whose unit is within 6" of a Herald on a Blood FLAMERS:
Throne of Khorne benefits from the Herald’s locus, Flames of Tzeentch: This weapon has the following
exactly as if it were in the same unit. profile:
4 DAEMONS OF CHAOS
THE LORE OF NURGLE
CHILDREN OF NURGLE (Lore Attribute) 3. CURSE OF THE LEPER Cast on 10+
When a Daemon casts a spell from the Lore of Nurgle Curse of the Leper can be cast on any unit (friend or
that causes one or more unsaved Wounds, choose a foe) within 18". If cast on a friendly unit, Curse of the
unit of Plaguebearers or Nurglings within 12" of the Leper is an augment spell that increases the target
caster, and roll a D6 for each Wound caused. If it is a unit’s Toughness by D3 (to a maximum of 10) until the
unit of Plaguebearers, add 1 model to the unit for each start of the caster’s next Magic phase. If Curse of the
result of 5+. If it is a unit of Nurglings, add 1 base to Leper is cast on an enemy unit, it is a hex spell that
the unit for each result of 6. Models are added, one at a reduces the target unit’s Toughness by D3 (to a
time, to the back rank. If the back rank is full at any minimum of 1) until the start of the caster’s next Magic
point, or the unit has a single rank of at least five phase. The Wizard can choose to extend the range of
models, the next model starts a new back rank. Models this spell to 36". If he does so, the casting value is
that cannot be placed (because there isn’t enough room, increased to 13+.
or you do not have sufficient models) are lost. Models
created in this way have no upgrades and don’t award 4. RANCID VISITATIONS Cast on 10+
additional victory points. Rancid Visitations is a magic missile with a range of
18" that inflicts D6 Strength 5 hits. The target unit must
STREAM OF CORRUPTION Cast on 7+ then immediately pass a Toughness test or suffer a
(Signature Spell) further D6 Strength 5 hits. The target must keep testing
Stream of Corruption is a direct damage spell. Place its Toughness in this manner until a test is passed, or
the teardrop-shaped template with its narrow end the target is removed as a casualty.
touching the front of the Wizard’s base and the large
end over the target. All models underneath the template 5. FLESHY A BUNDANCE Cast on 11+
must pass a Toughness test or suffer a Wound with no Fleshy Abundance is an augment spell with a range of
armour saves allowed. 18". Until the start of the caster’s next Magic phase, the
target has the Regeneration (5+) special rule. If the
1. MIASMA OF PESTILENCE Cast on 5+ target already has the Regeneration special rule, it
Miasma of Pestilence is an augment spell with a range instead gains + 1 to all Regeneration saving throws (to
of 18". Until the start of the caster’s next Magic phase, a maximum of 2+) until the start of the caster’s next
all enemy units in base contact with the target unit Magic phase. The Wizard can choose to have this spell
reduce their Weapon Skill and Initiative by 1 (to a target all friendly units within 18". If he does so, the
minimum of 1). The Wizard can choose to cast a more casting value is increased to 22+.
powerful version of this spell that instead reduces the
Weapon Skill and Initiative of all enemy units in base 6. PLAGUE WIND Cast on 15+
contact with the target unit by D3 (roll once and apply Remains in play. Plague Wind is a magical vortex that
the result to all affected enemies). If he does so, the uses the small round template. Once the template is
casting value is increased to 10+. placed, the player then nominates the direction in
which the Plague Wind will move. To determine how
2. BLADES OF PUTREFACTION Cast on 8+ many inches the template moves, roll an artillery dice
Blades of Putrefaction is an augment spell with a and multiply the result by the caster’s Wizard level. If
range of 12". The target unit’s close combat attacks the result on the artillery dice is a misfire, centre the
gain the Poisoned Attacks special rule until the start of template on the caster instead and roll a scatter dice;
the caster’s next Magic phase. If a model targeted by the template moves a number of inches equal to the
this spell already has Poisoned Attacks, its Attacks caster’s Wizard level, in the direction shown by the
wound the target automatically on a To Hit roll of 5 as scatter dice (if you roll a Hit!, the template remains
well as 6. where it is). Any model touched by the template must
pass a Toughness test or suffer a single automatic
Wound, with no arm our saves allowed. In subsequent
turns, the Plague Wind travels in a random direction
and moves a number of inches equal to the roll of an
artillery dice (if a misfire is rolled, the Plague Wind
dissipates and is removed). The Wizard can infuse
Plague Wind with more power, so that it uses the large
round template instead. If he does so, the casting value
is increased to 25+.
DAEMONS OF CHAOS 5
THE LORE OF SLAANESH
BORN OF DAMNATION (Lore Attribute) 5. PHANTASMAGORIA Cast on 10+
When a Daemon casts a spell from the Lore of Phantasmagoria is a hex spell with a range of 24".
Slaanesh that causes one or more unsaved Wounds, Until the start of the caster’s next Magic phase, the
choose a unit of Daemonettes or Fiends of Slaanesh target unit must roll an additional D6 whenever it takes
within 12" of the caster, and roll a D6 for each Wound a Leadership test, discarding the lowest result rolled.
caused. If it is a unit of Daemonettes, add 1 model to The caster can choose to have this spell target all
the unit for each result of 5+. If it is a unit of Fiends, enemy units within 24". If he does so, the casting value
add 1 model to the unit for each result of 6. Models are is increased to 20+.
added, one at a time, to the back rank. I f the back rank
is full at any point, or the unit has a single rank of at 2. PAVANE OF SLAANESH Cast on 7+
least five models, the next model starts a new back Pavane of Slaanesh is a direct damage spell with a
rank. Models that cannot be placed (because there isn’t range of 24" that targets a single enemy model (even a
enough room, or you do not have sufficient models) are character in a unit). If successfully cast, the target must
lost. Models created in this way have no upgrades and pass a Leadership test on 3D6 or suffer a Wound with
don’t award additional victory points. no armour saves allowed. The Wizard can choose to
extend the range of this spell to 48". If he does, the
LASH OF SLAANESH Cast on 6+ casting value is increased to 10+.
(Signature Spell)
Lash of Slaanesh is a direct damage spell with a range 3. HYSTERICAL FRENZY Cast on 8+
of 24". Extend a straight line 24" in length, within the Remains in play. Hysterical Frenzy can be cast on any
caster’s forward arc and directly from his base. Any unit (friend or foe) within 24". If cast on a friendly unit,
model whose base falls under the line (determined as Hysterical Frenzy is an augment spell. If Hysterical
for a bouncing cannonball) suffers a Strength 3 hit with Frenzy is cast on an enemy unit, it is a hex spell. For
the Armour Piercing special rule. the duration of the spell, the target gains the Frenzy
special rule (which is not lost if the unit is defeated in
4. SLICING SHARDS Cast on 10+ close combat). If the target unit already has the Frenzy
Slicing Shards is a magic missile with a range of 24" special rule, that Frenzy grants + 2 Attacks instead of
that inflicts D6 Strength 4 hits with the Armour ju st + 1 . In addition, for the duration of the spell, the
Piercing special rule. The target must then immediately target of Hysterical Frenzy suffers D 6 Strength 3 hits
pass a Leadership test or suffer a further D6 Strength 4 at the end of each of the caster’s Magic phases.
hits with the Armour Piercing special rule. The target
must keep testing its Leadership in this manner until a 6. CACOPHONIC CHOIR Cast on 12+
test is passed, or the target is removed as a casualty. Cacophonic Choir is a hex spell with a range of 12".
The target unit takes 2D6 hits that wound on a 4+ with
1. ACQUIESCENCE Cast on 6+ no armour saves allowed. If at least one unsaved
Acquiescence is a hex spell with a range of 24". T h e Wound is caused, the target unit gains the Always
target unit has the Always Strikes Last and Random Strikes Last and Random Movement (D6) special rules
Movement (D6) special rules until the start of the until the start of the caster’s next Magic phase. The
caster’s next Magic phase. The Wizard can choose to Wizard can choose to have the spell target all enemy
extend the range of this spell to 48". If he does, the units within 12". If he does so, the casting value is
casting value is increased to 9+. increased to 24+.
6 DAEMONS OF CHAOS
THE LORE OF TZEENTCH
FIRES OF CHANGE (Lore Attribute) 3. BOLT OF CHANGE Cast on 8+
When a Daemon casts a spell from the Lore of Bolt of Change is a magic missile with a range of 24".
Tzeentch that causes one or more unsaved Wounds, It inflicts a single Strength D6+4 hit with the Multiple
choose a unit of Pink Horrors or Screamers within 12" Wounds (D3) and Flaming Attacks special rules, and
of the caster, and roll a D6 for each Wound caused. If it then penetrates ranks in the same manner as a shot
is a unit of Pink Horrors, add 1 model to the unit for from a bolt thrower. Armour saves are not permitted
each result of 5+. If it is a unit of Screamers, add 1 against Wounds caused by Bolt of Change.
model to the unit for each result of 6. Models are
added, one at a time, to the back rank. If the back rank 4. GLEAN MAGIC Cast on 8+
is full at any point, or the unit has a single rank of at Glean Magic is a direct damage spell that targets a
least five models, the next model starts a new back single enemy Wizard within 18". The caster and the
rank. Models that cannot be placed (because there isn’t target both roll a D6 and add their Wizard level to the
enough room, or you do not have sufficient models) are score. If the target’s total is higher than the caster’s,
lost. Models created in this way have no upgrades and nothing happens. Otherwise, the target suffers a
don’t award additional victory points. Strength 3 hit with the Flaming Attacks special rule,
loses one Wizard level (to a minimum of 0) and forgets
BLUE FIRE OF TZEENTCH Cast on 6+ one randomly determined spell (this cannot be a bound
(Signature Spell) spell). If the caster does not already know this spell, he
Blue Fire of Tzeentch is a magic missile with a range immediately gains it and can cast it just like any of his
of 24" that causes D6 Strength D6+1 hits with the other spells. When casting a stolen spell, always
Flaming Attacks special rule. The Wizard can choose substitute its lore attribute with the Lore of Tzeentch’s
to extend the range of the spell to 48". If he does so, the lore attribute.
casting value is increased to 8+.
5. TZEENTCH’S FIRESTORM Cast on 13+
1. TREASON OF TZEENTCH Cast on 7+ Tzeentch’s Firestorm is a direct damage spell. Place
Treason of Tzeentch is a hex spell with a range of 24". the small round template anywhere within 30" – it then
Until the start of the caster’s next Magic phase, the scatters D6". All models hit by the template suffer a
target unit must use the lowest Leadership value in the Strength D6+1 hit with the Flaming Attacks special
unit (instead of the highest as would normally be the rule (roll once for the Strength and use that value for all
case) and cannot benefit from the Inspiring Presence or hits). The Wizard can choose to create a larger
Hold Your Ground! Special rules. The Wizard can firestorm, using the large round template rather than
choose to extend the range of this spell to 48". If he the small one. If he does so, the casting value is
does so, the casting value is increased to 10+. increased to 16+ and the template scatters 2D6" rather
than D6".
2. PINK FIRE OF TZEENTCH Cast on 8+
Pink Fire of Tzeentch is a direct damage spell. Place 6. INFERNAL GATEWAY Cast on 16+
the teardrop-shaped template with its narrow end Infernal Gateway is a direct damage spell with a range
touching the front of the Wizard’s base and the large of 24". The target suffers 2D6 Strength 2D6 hits with
end aimed at the target. Roll the artillery dice and move the Flaming Attacks special rule. Roll for the Strength
the template directly forwards the number of inches first. If an 11 or 12 is rolled when determining the
indicated. All models underneath the template suffer a spell’s Strength value, the hits are resolved at Strength
Strength D6+1 hit with the Flaming Attacks special 10, and the unit suffers 3D6 hits rather than 2D6.
rule (roll once for the Strength and use that value for all
hits). If a misfire result is rolled, the template does not
move forwards and remains where it is.
DAEMONS OF CHAOS 7
DAEMONIC GIFTS
Characters may select one or more Gifts belonging to their Patron God. Multiples of the same Daemonic Gift
may not be taken for a single Daemon.
8 DAEMONS OF CHAOS
MAGIC ITEMS
AXE OF KHORNE 35 points LASH OF DESPAIR 50 points
Magic Weapon Magic Weapon
Daemon of Khorne only. The wielder receives +1 Daemon of Slaanesh only. The Lash of Despair uses
Attacks for each enemy model he is in base contact the following profile:
with, to a maximum of +3 Attacks.
Range: Strength: Special Rules:
ARMOUR OF KHORNE 20 points 12" As user Quick to Fire,
Magic Armour Multiple Shots (2D6)
Daemon of Khorne only. Heavy armour. In addition,
magic weapons carried by enemy models lose all their WITSTEALER SWORD 25 points
magical abilities whilst the bearer remains in contact Magic Weapon
with the Daemon. Daemon of Slaanesh only. Any character or monster
that suffers one or more unsaved Wounds from the
COLLAR OF KHORNE 15 points Witstealer Sword must immediately pass an Initiative
Talisman test or suffer another Wound with no armour saves
Daemon of Khorne only. The Daemon has Magic allowed.
Resistance (3).
ETHERBLADE 35 points
BALESWORD 25 points Magic Weapon
Magic Weapon Daemon of Slaanesh only. Armour saves may not be
Daemon of Nurgle only. Attacks made with the taken against close combat attacks made by this
Balesword have the Poisoned Attacks and Multiple Daemon.
Wounds (D3) special rules.
STAFF OF CHANGE 50 points
PLAGUE FLAIL 25 points Magic Weapon
Magic Weapon Daemon of Tzeentch only. Any character or monster
Daemon of Nurgle only. Flail. Any character or that suffers one or more unsaved Wounds from the
monster that suffers one or more unsaved Wounds Staff of Change must immediately pass a Toughness
from the Plague Flail must immediately pass a test or suffer an additional D6 Wounds with no armour
Toughness test or suffer another Wound with no saves allowed. If such a model loses its last Wound to
armour saves allowed. the Staff of Change, it explodes! All models within
D6" immediately suffer a single Strength 5 hit.
TRAPPINGS OF NURGLE 10 points
Magic Armour WAND OF WHIMSY 25 points
Daemon of Nurgle only. The Daemon has the Magic Weapon
Regeneration special rule. Daemon of Tzeentch only. Whenever the bearer
successfully casts or dispels a spell, roll a D6 – the
Wand of Whimsy gains a charge on a roll of 5+. The
Wand of Whimsy grants the bearer a bonus to both
Strength and Attacks equal to the number of charges.
DAEMONS OF CHAOS 9
LORDS
BLOODTHIRSTER 400 points
Profile M WS BS S T W I A Ld Troop Type
Bloodthirster 8 10 5 6 6 5 8 6 9 Monster (Character)
10 DAEMONS OF CHAOS
LORDS
DAEMON PRINCE 250 points
Profile M WS BS S T W I A Ld Troop Type
Daemon Prince 8 9 5 6 5 4 8 5 9 Monster (Character)
CHARACTER MOUNTS
Profile M WS BS S T W I A Ld Troop Type
Juggernaut of Khorne 7 5 0 5 4 3 2 4 7 Monstrous Beast
Plague Toad of Nurgle 6 3 0 4 4 3 1 2 7 Monstrous Beast
Palanquin of Nurgle 4 3 0 3 - - 3 6 7 -
Steed of Slaanesh 10 3 0 3 3 1 5 1 7 War Beast
Fiend of Slaanesh 10 4 0 4 4 3 6 3 7 Monstrous Beast
Disc of Tzeentch 1 3 0 4 4 1 4 2 7 War Beast
Special Rules:
Juggernaut of Khorne: Daemonic, Daemon of Khorne, Brass Behemoth.
Plague Toad of Nurgle: Daemonic, Daemon of Nurgle, Poisoned Attacks.
Palanquin of Nurgle: Daemonic, Daemon of Nurgle, Poisoned Attacks.
Steed of Slaanesh: Daemonic, Daemon of Slaanesh, Poisoned Attacks.
Fiend of Slaanesh: Daemonic, Daemon of Slaanesh.
Disc of Tzeentch: Daemonic, Daemon of Tzeentch, Fly.
DAEMONS OF CHAOS 11
HEROES
HERALD OF KHORNE 150 points
Profile M WS BS S T W I A Ld Troop Type
Herald of Khorne 5 7 5 5 4 2 6 3 8 Infantry (Character)
12 DAEMONS OF CHAOS
CORE UNITS
BLOODLETTERS OF KHORNE 13 points per model
Profile M WS BS S T W I A Ld Troop Type
Bloodletter 5 5 5 4 3 1 4 1 7 Infantry
Bloodreaper 5 5 5 4 3 1 4 2 7 Infantry
DAEMONS OF CHAOS 13
CORE UNITS
FLESH HOUNDS OF KHORNE 21 points per model
Profile M WS BS S T W I A Ld Troop Type
Flesh Hound 8 5 0 4 4 1 4 2 7 War Beast
Mount:
Steed of Slaanesh
14 DAEMONS OF CHAOS
SPECIAL UNITS
BLOODCRUSHERS OF KHORNE 60 points per model
Profile M WS BS S T W I A Ld Troop Type
Bloodletter 5 5 5 4 3 1 4 1 7 Monstrous Cavalry
Bloodhunter 5 5 5 4 3 1 4 1 7 Monstrous Cavalry
Juggernaut of Khorne 7 5 0 5 4 3 2 3 7 -
Mount:
Juggernaut of Khorne
DAEMONS OF CHAOS 15
SPECIAL UNITS
BLOOD CHARIOT OF KHORNE 130 points
Profile M WS BS S T W I A Ld Troop Type
Blood Chariot - - - 5 5 4 - - - Chariot (Armour save 4+)
Bloodletter 5 5 5 4 - - 4 1 7 -
Juggernaut of Khorne 7 5 0 5 - - 2 3 7 -
16 DAEMONS OF CHAOS
SPECIAL UNITS
BLOODBEAST OF KHORNE 65 points
Profile M WS BS S T W I A Ld Troop Type
Bloodbeast 8 4 0 5 5 3 4 4 7 Monstrous Beast
DAEMONS OF CHAOS 17
RARE UNITS
SKULL CANNON OF KHORNE 240 points
Profile M WS BS S T W I A Ld Troop Type
Skull Cannon 7 5 - 5 5 4 2 3 - Chariot (Armour save 4+)
Bloodletter Crew 5 5 5 4 - - 4 1 7 -
Mount:
Rot Fly of Nurgle
18 DAEMONS OF CHAOS