Démons Du Chaos

Démons Du Chaos (Revision-1)

Enchanted Item

Van Horstmann's Speculum

max 1 per Army

When the wearer fights in a challenge, he must 'swap' the Strength, Toughness, Initiative and Attacks characteristics on his profile with his enemy (but not the enemy's mount, if he has one). So, the wearer fights with his enemy fights Toughness, Initiative and Attacks whilst his enemy fights with the wearer's Strength, Toughness, Initiative and Attacks.
Note that you cannot choose not to use Van Horstmann's Speculum and you must swap all of the listed characteristics for the duration of the challenge, not just some of them.

Ring of Volans

max 1 per Army

One use only.
Bound Spell (power level variable).
At the beginning of the game, choose one of the eight Lores of Magic from the Warhammer rulebook and generate a spell from it as if the bearer were a Level 1 Wizard. That spell is bound within the Ring of Volans and can be cast, just like a bound spell, with a power level equal to the normal casting value of the spell.

Wizarding hat

max 1 per Army

The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.

Fozzrik’s Folding Fortress

max 1 per Army

After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.

Arabyan carpet

max 1 per Army

Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.

Crown of command

max 1 per Army

The bearer of the Crown of Command has the Stubborn special rule.

Healing Potion

max 1 per Army

One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.

Featherfoe Torc

max 1 per Army

Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.

Ruby ring of Ruin

max 1 per Army

Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.

The Terrifying mask of EEE!

max 1 per Army

The wearer of this mask causes Terror. However, other models can never use his Leadership.

Potion of Strength

max 1 per Army

One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.

Potion of Toughness

max 1 per Army

One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.

The other trickster's shard

max 1 per Army

Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.

Ironcurse Icon

max 1 per Army

The character (and any unit he is with) gain a 6+ ward save against war machine weapons.

Potion of Foolhardiness

max 1 per Army

One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.

Potion of Speed

max 1 per Army

One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.

The Cloak of Feathers

max 1 per Army

Skink character on foot only. The wearer of the Cloak of Feathers has the Fly special rule. In addition, the wearer has the M agic Resistance (1) special rule.

The Horn Of Kygor

max 1 per Army

One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase. Note that the Horn of Kygor has no effect on riders, just their mounts.

The Egg Of Quango

max 1 per Army

One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.

Rock Eye

max 1 per Army

Acorns of The Ages

max 1 per Army

Moonstone of The Hidden Ways

max 1 per Army

Hail of Doom Arrow

max 1 per Army

Capes des Dunes

max 1 per Army

Masque Mortuaire de Kharnut

max 1 per Army

Le Volume Chromatique

max 1 per Army

La Pierre d'Inéluctabilité

max 1 per Army

Le Portique à Glyphes

max 1 per Army

Fragment Gardien de Moranion

max 1 per Army

Anneau de Fureur de Khaine

max 1 per Army

Gemme de Feu Solaire

max 1 per Army

Cape de Barbes

max 1 per Army

Baguette de Mort Ardente

max 1 per Army

Pendentif de Slaanesh

max 1 per Army

Calice du CHaos

max 1 per Army

Éclat de Pierre des Hardes

max 1 per Army

Cor de la Grande Chasse

max 1 per Army

Pierre de Haine

max 1 per Army

Peau d'Humain

max 1 per Army

Olifant Rugissant

max 1 per Army

Flasque Démoniaque d'Ashak

max 1 per Army

La Cor de. Frédémond

max 1 per Army

Sainte Icône

max 1 per Army

Le Gobelet de Rubis

max 1 per Army

Crinière du Pur-sang

max 1 per Army

sur destrier uniquement

Bois de la Grande Chasse

max 1 per Army

Tresse d'Isolde

max 1 per Army

Gantelet de Duel

max 1 per Army

Breuvage Skaven

max 1 per Army

Skataplasme

max 1 per Army

Flûte de Tâches-Noires

max 1 per Army

Présage de Malédiction Vermineuse

max 1 per Army

Bombe Infernale

max 1 per Army

Orbe d'Airain

max 1 per Army

Besicles de Technomage

max 1 per Army

Fumigènes

max 1 per Army

Cor D'argent De La Vengeance

max 1 per Army

Anneau Ardent De Thori

max 1 per Army

Magic Weapon

Runefang

max 1 per Army

All hits from a Runefang wound automatically with no armour saves allowed.

The Mace of Helsturm

max 1 per Army

Always Strikes Last. Requires Two Hands. The wielder of this weapon strikes at +2 Strength in close combat. Instead of attacking normally, the bearer can choose to forfeit all of his normal Attacks to make a single, special Attack (which still has the Always Strikes Last special rule). If this Attack hits, it is resolved at Strength 10 and has both the Flaming Attacks and Multiple Wounds (D3) special rules.

Giant Blade

max 1 per Army

Close combat attacks made with this sword are resolved at +3 Strength.

Sword of Bloodshed

max 1 per Army

The wielder has +3 Attacks.

Obsidian Blade

max 1 per Army

Armour saves cannot be taken against wounds caused by the Obsidian Blade.

Ogre Blade

max 1 per Army

Close combat attacks made with this sword are resolved at +2 Strength.

Sword of Strife

max 1 per Army

This wielder of the Sword of Strife has +2 Attacks.

Fencer's Blades

max 1 per Army

Paired weapons. The bearer has Weapon Skill 10.

Sword of Anti-Hereos

max 1 per Army

The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.

Spellthieving Sword

max 1 per Army

A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.

Sword of Swift Slaying

max 1 per Army

The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.

Sword of Battle

max 1 per Army

The wielder has +1 Attack.

Berserker Sword

max 1 per Army

The bearer has the Frenzy special rule and can never lose his Frenzy.

Sword of Might

max 1 per Army

Close combat attacks made with this sword are resolved at +1 Strength.

Gold Sigil Sword

max 1 per Army

Attacks from the Gold Sigil Sword are made at Initiative 10.

Sword of Striking

max 1 per Army

Attacks made with the Sword of Striking receive a +1 bonus to hit.

Biting Blade

max 1 per Army

Close combat attacks made by the Biting Blade are Armour Piercing.

Relic sword

max 1 per Army

Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.

Shrieking blade

max 1 per Army

The bearer causes Fear.

Tormentor sword

max 1 per Army

A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.

Warrior bane

max 1 per Army

A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).

The Blade of Realities

max 1 per Army

No armour or ward saves can be taken against Wounds caused by the Blade of Realities.

The Piranha Blade

max 1 per Army

The wielder has the Multiple Wounds (D3) and Armour Piercing special rules.

Sacred Stegadon Helm Of Itza

max 1 per Army

The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.

Thundermace

max 1 per Army

Siegebreaker

max 1 per Army

The Spirit Sword

max 1 per Army

Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.

If the wounded model’s total is higher, or the totals are the same, nothing else happens.

If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.

Daith’s Reaper

max 1 per Army

All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.

The Bow Of Loren

max 1 per Army

The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.

Lame D'Antarhak

max 1 per Army

Destructeur d'Éternité

max 1 per Army

La Lame Éternelle

max 1 per Army

Fouet de Désespoir

max 1 per Army

Épée Voleuse d'Esprits

max 1 per Army

Fléeau Pestilentiel

max 1 per Army

Sceptre du Changement

max 1 per Army

Baguette de Bizarrerie

max 1 per Army

Hâche de Khorne

max 1 per Army

Lame de Sang

max 1 per Army

Lame d'Or Bondissant

max 1 per Army

Lance des Étoiles

max 1 per Army

Arc du Patrouilleur

max 1 per Army

Skabscrath

max 1 per Army

Masse Putréfiante

max 1 per Army

Épée du Changement

max 1 per Army

Épée des Feux de l'Enfer

max 1 per Army

Massue primitive

max 1 per Army

Hâche à Hommes

max 1 per Army

Masse de Broyage

max 1 per Army

Le Dévoreur

max 1 per Army

Lance de Chasse

max 1 per Army

Hâches de Khorgor

max 1 per Army

Les Griffes d'Ithilmaar

max 1 per Army

Le Hachoir d'Airain

max 1 per Army

Le saigneur

max 1 per Army

Marteau Noir d'Hashut

max 1 per Army

Dague de Malice

max 1 per Army

Masse des Ténèbres

max 1 per Army

Épée du champion de la Dame

max 1 per Army

Serment du Graal uniquement

Épée des Héros

max 1 per Army

Lance du Chêne Sacré

max 1 per Army

monté uniquement

Épée de Naissance de Gasconnie

max 1 per Army

Fléau de Fracasse

max 1 per Army

Lance d'Artenois

max 1 per Army

monté uniquement

Lance du Dragon

max 1 per Army

monté uniquement

Lame Fatale

max 1 per Army

Lame de Malepierre

max 1 per Army

Arme de Technomage

max 1 per Army

Lame de Corruption

max 1 per Army

Lame Suintante

max 1 per Army

Le Fléau des Nains

max 1 per Army

Lame Nurglitch

max 1 per Army

Étoiles de Jet en Malepierre

max 1 per Army

Fusée Funeste

max 1 per Army

Spère de Mort

max 1 per Army

Pique à Bétail

max 1 per Army

Electro-Fouet

max 1 per Army

Le Marteau De Karak Drazh

max 1 per Army

La Hache Rouge De Karak-aux-huit-pics

max 1 per Army

Dons Démoniaques

Dons Exaltés

max 1 per Army

Dons Majeurs

max 1 per Army

Dons Mineurs

max 1 per Army

Banner enchantement

Army Organisation

Lords

Lords

(No Limit)

Heroes

Heroes

(No Limit)

Core

Core

(No Limit)

Special

Special

(No Limit)

Rare

Rare

(No Limit)

Lords
Lords

Prince démon

250 pts single model
Troops M WS BS S T W I A Ld Troop's type
Prince Démon 8 9 5 6 5 4 8 5 9 Monster

Magic options

35 pts
70 pts
105 pts
140 pts

Options

5 pts
10 pts
5 pts
free
20 pts
40 pts
75 pts
50 pts
25 pts
Heroes
Heroes

Héraut de Khorne

100 pts single model
Troops M WS BS S T W I A Ld Troop's type
Héraut de Khorne 5 7 7 5 4 2 6 3 8 Infantry

Command group options

(0-1 per Army)

25 pts

Options

75 pts
60 pts
30 pts
up to 50 pts
50 pts
25 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
50 pts
160 pts
Heroes

Héraut de Tzeentch

90 pts single model
Troops M WS BS S T W I A Ld Troop's type
Héraut de Tzeentch 4 3 4 3 3 2 3 2 8 Infantry

Magic options

35 pts

Command group options

(0-1 per Army)

25 pts

Options

50 pts
35 pts
25 pts
50 pts
25 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
20 pts
70 pts
20 pts
Heroes

Héraut de Nurgle

90 pts single model
Troops M WS BS S T W I A Ld Troop's type
Héraut de Nurgle 4 5 5 5 5 2 4 3 8 Infantry

Magic options

35 pts

Command group options

(0-1 per Army)

25 pts

Options

50 pts
45 pts
40 pts
50 pts
25 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
50 pts
Heroes

Héraut de Slaanesh

90 pts single model
Troops M WS BS S T W I A Ld Troop's type
Héraut de Slaanesh 6 7 6 4 3 2 7 4 8 Infantry

Magic options

35 pts

Command group options

(0-1 per Army)

25 pts

Options

60 pts
50 pts
5 pts
50 pts
25 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
25 pts
85 pts
190 pts
Heroes

Mount Palanquin de Nurgle

single model
Troops M WS BS S T W I A Ld Troop's type
Palanquin de Nurgle 4 3 3 3 3 4 3 6 7 Monstrous Beast
Core
Core

Horreurs roses de Tzeentch

130 pts + 13 pts/extra model 10-99 models
Troops M WS BS S T W I A Ld Troop's type
Horreur rose 4 3 3 3 3 1 3 1 7 Infantry
Horreur irisée 4 3 3 3 3 1 3 2 7 Infantry

Command group options

10 pts
10 pts
10 pts
up to 25 pts
Core

Portepestes de Nurgle

130 pts + 13 pts/extra model 10-99 models
Troops M WS BS S T W I A Ld Troop's type
Portepeste 4 3 3 4 4 1 2 1 7 Infantry
Pouacre 4 3 3 4 4 1 2 2 7 Infantry

Command group options

10 pts
10 pts
10 pts
up to 25 pts
Core

Démonettes de Slaanesh

110 pts + 11 pts/extra model 10-99 models
Troops M WS BS S T W I A Ld Troop's type
Démonette 6 5 4 3 3 1 5 2 7 Infantry
Tentatrice 6 5 4 3 3 1 5 3 7 Infantry

Command group options

10 pts
10 pts
10 pts
up to 25 pts
Special
Special

Char traqueur de Slaanesh

110 pts single model
Troops M WS BS S T W I A Ld Troop's type
Char traqueur - - - 4 4 4 - - - Chariot
Démonette(2) - 5 4 3 - - 5 2 7
Monture de Slaanesh(2) 10 3 0 3 - - 5 1 -
Special

Veneuses de Slaanesh

100 pts + 20 pts/extra model 5-99 models
Troops M WS BS S T W I A Ld Troop's type
Veneuse 6 5 4 3 3 1 5 2 7 Cavalry
Accroche-coeur 6 5 4 3 3 1 5 3 7 Cavalry
Monture de Slaanesh 10 3 0 3 3 1 5 1 7 Monstrous Beast

Command group options

10 pts
10 pts
10 pts
up to 25 pts
Special

Gargouilles

60 pts + 12 pts/extra model 5-99 models
Troops M WS BS S T W I A Ld Troop's type
Gargouilles 4 3 0 4 3 1 4 1 2 Infantry

Options

2 pts/mod.
2 pts/mod.
2 pts/mod.
2 pts/mod.
Rare
Rare

Drones de la peste

165 pts + 55 pts/extra model 3-99 models
Troops M WS BS S T W I A Ld Troop's type
Drone de la peste 4 3 3 4 4 1 2 1 7 Monstrous Cavalry
Pestifère 4 3 3 4 4 1 2 2 7 Monstrous Cavalry
Mouche à peste 1 3 3 5 5 3 2 3 7

Command group options

10 pts
10 pts
10 pts
up to 25 pts

Options

10 pts/mod.
5 pts/mod.
10 pts/mod.