Warriors of Chaos (v2024)
Magic Weapons
Daemonsword
max 1 per ArmyThis most deadly of blades is a prison for the essence of a powerful but treacherous Daemon. For all the might it grants its wielder, the Daemon within endlessly strives to be set free.
R S AP Special Rules Daemonsword Combat S+D3 -2 Extra Attacks (+D3), Magical Attacks, Strike First.
Notes: Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit the wielder has joined, rather than the enemy. If the wielder has not joined a unit, this hit must be resolved against the wielder.
Chaos Runesword
max 1 per ArmyThis evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods.
R S AP Special Rules Chaos Runesword Combat S+1 -1 Magical Attacks.
Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
Filth Mace
max 1 per ArmyThis heavy-headed and rust-encrusted mace endlessly oozes a necrotic slime which can sap the strength and vitality of the strongest warriors, causing even minor wounds to become debilitating.
R S AP Special Rules Filth Mace Combat S+1 -1 Magical Attacks.
Notes: Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.
Spellthieving Sword
max 1 per ArmyForged of magically resistant ores and carved with dire runes of spell warding, the Spellthieving Sword burns and blinds its victims, robbing them of their mage sight.
R S AP Special Rules Spellthieving Sword Combat S -1 Magical Attacks.
Notes: Any enemy Wizard that suffers one or more unsaved wounds from the Spellthieving Sword immediately forgets a single spell (determined at random) for the remainder of the game.
Daemonsword
max 1 per ArmyThis most deadly of blades is a prison for the essence of a powerful but treacherous Daemon. For all the might it grants its wielder, the Daemon within endlessly strives to be set free.
R S AP Special Rules Daemonsword Combat S+D3 -2 Extra Attacks (+D3), Magical Attacks, Strike First.
Notes: Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit the wielder has joined, rather than the enemy. If the wielder has not joined a unit, this hit must be resolved against the wielder.
Chaos Runesword
max 1 per ArmyThis evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods.
R S AP Special Rules Chaos Runesword Combat S+1 -1 Magical Attacks.
Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
Filth Mace
max 1 per ArmyThis heavy-headed and rust-encrusted mace endlessly oozes a necrotic slime which can sap the strength and vitality of the strongest warriors, causing even minor wounds to become debilitating.
R S AP Special Rules Filth Mace Combat S+1 -1 Magical Attacks.
Notes: Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.
Spellthieving Sword
max 1 per ArmyForged of magically resistant ores and carved with dire runes of spell warding, the Spellthieving Sword burns and blinds its victims, robbing them of their mage sight.
R S AP Special Rules Spellthieving Sword Combat S -1 Magical Attacks.
Notes: Any enemy Wizard that suffers one or more unsaved wounds from the Spellthieving Sword immediately forgets a single spell (determined at random) for the remainder of the game.
Daemonsword
max 1 per ArmyThis most deadly of blades is a prison for the essence of a powerful but treacherous Daemon. For all the might it grants its wielder, the Daemon within endlessly strives to be set free.
R S AP Special Rules Daemonsword Combat S+D3 -2 Extra Attacks (+D3), Magical Attacks, Strike First.
Notes: Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit the wielder has joined, rather than the enemy. If the wielder has not joined a unit, this hit must be resolved against the wielder.
Chaos Runesword
max 1 per ArmyThis evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods.
R S AP Special Rules Chaos Runesword Combat S+1 -1 Magical Attacks.
Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
Filth Mace
max 1 per ArmyThis heavy-headed and rust-encrusted mace endlessly oozes a necrotic slime which can sap the strength and vitality of the strongest warriors, causing even minor wounds to become debilitating.
R S AP Special Rules Filth Mace Combat S+1 -1 Magical Attacks.
Notes: Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.
Spellthieving Sword
max 1 per ArmyForged of magically resistant ores and carved with dire runes of spell warding, the Spellthieving Sword burns and blinds its victims, robbing them of their mage sight.
R S AP Special Rules Spellthieving Sword Combat S -1 Magical Attacks.
Notes: Any enemy Wizard that suffers one or more unsaved wounds from the Spellthieving Sword immediately forgets a single spell (determined at random) for the remainder of the game.
Magic Armour
Armour of the Damned
max 1 per ArmyThis ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer’s outline and clouding the minds of their foes.
The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must re- roll successful rolls To Hit made against the wearer.
Crimson Armour of Dargan
max 1 per ArmyThe rich crimson metal of this armour flares into a storm of blood- coloured light when its wearer wills it, dazzling those who would strike a mortal blow.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Crimson Armour of Dargan is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds (X) special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.
Armour of the Damned
max 1 per ArmyThis ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer’s outline and clouding the minds of their foes.
The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must re- roll successful rolls To Hit made against the wearer.
Crimson Armour of Dargan
max 1 per ArmyThe rich crimson metal of this armour flares into a storm of blood- coloured light when its wearer wills it, dazzling those who would strike a mortal blow.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Crimson Armour of Dargan is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds (X) special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.
Armour of the Damned
max 1 per ArmyThis ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer’s outline and clouding the minds of their foes.
The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must re- roll successful rolls To Hit made against the wearer.
Crimson Armour of Dargan
max 1 per ArmyThe rich crimson metal of this armour flares into a storm of blood- coloured light when its wearer wills it, dazzling those who would strike a mortal blow.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Crimson Armour of Dargan is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds (X) special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.
Talismans
Crown of Everlasting Conquest
max 1 per ArmyThe warrior’s helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power.
The wearer of the Crown of Everlasting Conquest gains the Regenerate (5+) special rule.
Brazen Collar
max 1 per ArmyChampions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic.
The wearer of a Brazen Collar has Magic Resistance (-2).
Crown of Everlasting Conquest
max 1 per ArmyThe warrior’s helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power.
The wearer of the Crown of Everlasting Conquest gains the Regenerate (5+) special rule.
Brazen Collar
max 1 per ArmyChampions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic.
The wearer of a Brazen Collar has Magic Resistance (-2).
Crown of Everlasting Conquest
max 1 per ArmyThe warrior’s helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power.
The wearer of the Crown of Everlasting Conquest gains the Regenerate (5+) special rule.
Brazen Collar
max 1 per ArmyChampions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic.
The wearer of a Brazen Collar has Magic Resistance (-2).
Enchanted Items
Pendant of Damnation
max 1 per ArmyThis pendant burrows deep into the owner’s chest and nestles beside their heart, filling them with vitality even as their mortal form inches towards damnation.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.
Helm of Many Eyes
max 1 per ArmyThis ornate full face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men.
The Helm of Many Eyes gives its wearer (but not their mount) the Strike First special rule. However, due to the confusing images the helm conjures up, its wearer is also subject to the Stupidity special rule.
Favour of the Gods
max 1 per ArmyThe Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods.
Single use. The bearer of a Favour of the Gods may re-roll the D6 when rolling on the Gaze of the Gods table.
Pendant of Damnation
max 1 per ArmyThis pendant burrows deep into the owner’s chest and nestles beside their heart, filling them with vitality even as their mortal form inches towards damnation.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.
Helm of Many Eyes
max 1 per ArmyThis ornate full face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men.
The Helm of Many Eyes gives its wearer (but not their mount) the Strike First special rule. However, due to the confusing images the helm conjures up, its wearer is also subject to the Stupidity special rule.
Favour of the Gods
max 1 per ArmyThe Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods.
Single use. The bearer of a Favour of the Gods may re-roll the D6 when rolling on the Gaze of the Gods table.
Pendant of Damnation
max 1 per ArmyThis pendant burrows deep into the owner’s chest and nestles beside their heart, filling them with vitality even as their mortal form inches towards damnation.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.
Helm of Many Eyes
max 1 per ArmyThis ornate full face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men.
The Helm of Many Eyes gives its wearer (but not their mount) the Strike First special rule. However, due to the confusing images the helm conjures up, its wearer is also subject to the Stupidity special rule.
Favour of the Gods
max 1 per ArmyThe Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods.
Single use. The bearer of a Favour of the Gods may re-roll the D6 when rolling on the Gaze of the Gods table.
Arcane Items
Skull of Katam
max 1 per Army (Solo Hechiceros )The polished skull of the daemonologist Katam constantly whispers its dark secrets into the mind of any Wizard nearby.
The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Infernal Puppet
max 1 per Army (Solo Hechiceros )Twisting and jerking upon its strings, this eldritch homunculus draws the Winds of Magic into itself, causing them to flow with strange currents that confound the wits of its master’s rivals.
Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 24" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.
Spell Familiar
max 1 per Army (Solo Hechiceros )A spell familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
Skull of Katam
max 1 per Army (Solo Hechiceros )The polished skull of the daemonologist Katam constantly whispers its dark secrets into the mind of any Wizard nearby.
The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Infernal Puppet
max 1 per Army (Solo Hechiceros )Twisting and jerking upon its strings, this eldritch homunculus draws the Winds of Magic into itself, causing them to flow with strange currents that confound the wits of its master’s rivals.
Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 24" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.
Spell Familiar
max 1 per Army (Solo Hechiceros )A spell familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
Skull of Katam
max 1 per Army (Solo Hechiceros )The polished skull of the daemonologist Katam constantly whispers its dark secrets into the mind of any Wizard nearby.
The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Infernal Puppet
max 1 per Army (Solo Hechiceros )Twisting and jerking upon its strings, this eldritch homunculus draws the Winds of Magic into itself, causing them to flow with strange currents that confound the wits of its master’s rivals.
Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 24" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.
Spell Familiar
max 1 per Army (Solo Hechiceros )A spell familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
Encantamiento de Estandarte
Banner Of Iron Resolve
max 1 per ArmyNo regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Razor Standard
max 1 per ArmyHung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Rampaging Banner
max 1 per ArmyAs a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
The Blazing Banner
max 1 per ArmyAn eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
max 1 per ArmyA proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
Banner of the Gods
max 1 per ArmyForged in the red-lit depths of Zharr-Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos.
A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.
Doom Totem
max 1 per ArmyA collection of ragged skins strung over a framework of bone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it.
All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.
Blasted Standard
max 1 per ArmyThe Blasted Standard burns with coruscating magical flames that explode outward to consume any missile that comes near it.
A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.
Banner of Rage
max 1 per ArmySewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage.
A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.
Banner Of The Dark Powers
max 1 per ArmyPulsing with iridescent light, this banner shields those who march beneath it from all but the most potent magic.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule
Icon Of Darkness
max 1 per ArmyThis accursed icon is cloaked in endless shadow, the darkness shielding those who bear it from view as they march.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier
Army organisation
Characters
(50% Max)
Core
(25% Least)
Special
(50% Max)
Rare
(25% Max)
Mercenaries
(20% Max)
Allies
(25% Max)
Daemon Prince
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Daemon Prince | 6 | 7 | 5 | 6 | 5 | 4 | 7 | 5 | 9 |
Chaos Lord
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Lord | 4 | 7 | 3 | 5 | 5 | 4 | 6 | 5 | 9 |
Chaos Lord
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Exalted Champion | 4 | 6 | 3 | 5 | 4 | 3 | 5 | 4 | 8 |
Chaos Lord
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Aspiring Champion | 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 8 |
Montura Chaos Steed
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
Montura Daemonic Mount
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Daemonic Mount | 8 | 4 | - | 45 | - | (+1) | 3 | 2 | - |
Montura Chaos Chariot
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Chaos Steed(2) | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
Equipo
Montura Gorebeast Chariot
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Garobest | 6 | 4 | - | 5 | - | - | 2 | 3 | - |
Equipo
Montura Manticore
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Manticore | 6 | 5 | - | 5 | - | (+4) | 5 | 4 | - |
Montura Chaos Dragon
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Dragon | 6 | 6 | - | 7 | (+1) | (+6) | 4 | 6 | - |
Sorcerer Lord
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Sorcerer Lord | 4 | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 8 |
Sorcerer Lord
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Exalted Sorcerer | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 8 |
Chaos Warriors
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Warrior | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | |
Champion | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 8 |
Chaos Knights
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | |
Champion | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | |
Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
Equipo
Chaos Marauders
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Marauder | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | |
Marauder Chieftain | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 |
Marauder Horsemen
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Marauder Horsemen | - | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | |
Marauder Horsemaster | - | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | |
Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - |
Equipo
Chaos Warhounds
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Warhound | 7 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 6 | |
Chaos Warhound Handler | 5 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 |
Equipo
Chaos Warhound
Chaos Warhound Handler
Forsaken
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Forsaken | 5 | 4 | 0 | 4 | 4 | 1 | 3 | D3 | 8 |
Chosen Chaos Warriors
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chosen Chaos Warrior | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 9 | |
Champion | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 3 | 9 |
Chosen Chaos Knights
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chosen Chaos Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 9 | |
Champion | - | 5 | 3 | 4 | 4 | 1 | 4 | 3 | 9 | |
Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
Equipo
Chosen Chaos Knight
Chaos Steed
Chaos Chariot
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Chaos Steed(2) | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
Equipo
Chaos Ogres
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Ogre | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 7 | |
Champion | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 4 | 7 |
Chaos Trolls
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Troll | 6 | 3 | 1 | 5 | 4 | 3 | 2 | 3 | 4 |
Chaos Spawn
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Spawn | 2D6 | 3 | 0 | 4 | 5 | 3 | 3 | D6 | 10 |
Dragon Ogres
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Dragon Ogre | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 3 | 8 | |
Shartak | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 4 | 8 |
Chimera
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chimera | 6 | 4 | 0 | 6 | 5 | 4 | 3 | 6 | 5 |
Gorebeast Chariot
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Garobest | 6 | 4 | - | 5 | - | - | 2 | 3 | - |
Equipo
Chaos Giant
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 |
Dragon Ogre Shaggoth
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Dragon Ogre Shaggoth | 7 | - | 2 | 6 | 5 | 6 | 4 | 5 | 9 |
Hellcannon
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Hellcannon | 3 | 4 | 3 | 5 | 6 | 5 | 1 | 5 | 4 | |
Chaos Dwarf Handlers(3) | 3 | 4 | - | 3 | - | - | 2 | 1 | 9 |
Bonegrinder Giant
Tropas | M | WS | BS | S | T | W | I | A | Ld | Tipo de Tropa |
---|---|---|---|---|---|---|---|---|---|---|
Bonegrinder Giant | 6 | 3 | 1 | 7 | 6 | 8 | 3 | * | 10 |