woc daemon prince

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Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com! 2500 Pts - Warriors of Chaos - WoC Daemon Prince Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Daemon Prince (1 , 390 pts) Daemon Prince of Khorne 1 Mo 8 9 5 6+* 5 4 8 5 9 1+ (2+), 5+ 390 General; Daemon of Khorne; Daemonic Flight; Hand Weapon; Chaos Armour; Daemonic Attacks; Daemonic Invulnerability; Fly; Hatred (Daemons of Slaanesh); Immune to Psychology; Swiftstride; Terror; Thunderstomp; Unbreakable Sword of Striking 1 Attacks made with this weapon receive a +1 bonus To Hit. [15] Dragonhelm 1 Grants a +1 armour save bonus and a 2+ ward save against Flaming Attacks. [10] Flaming Breath 1 Breath Weapon, Strength 4, Flaming Attacks. [30] Flaming Attacks Soul Feeder 1 Roll a D6 for every unsaved Wound dealt by the character in close combat. for each result of a 6, he regain a single lost Wound. [10] Scaled Skin 1 Model gains Scaly Skin (5+) [20] Scaly Skin (5+) Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Chaos Sorcerer (1 , 230 pts) Chaos Sorcerer of Nurgle 1 In 4 5 3 4 4 2 5 2 8 2+ 4+ 2 230 Mark of Nurgle; Level 2 Wizard; Hand Weapon; Chaos Armour; Eye of the Gods Enchanted Shield 1 Shield. Grants an additional +1 armour save bonus. [5] Talisman of Preservation 1 Grants a 4+ ward save. [45] Chaos Familiar 1 The character adds +1 to his channeling attempts and knows one more spell than normal. [25] The Lore of Nurgle 1 Must choose spells from the Lore of Nurgle. [0] Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Exalted Hero (1 , 185 pts) Exalted Hero of Nurgle 1 In 4 7 3 5 4 2 6 4 8 3+ (5+), 6+ 185 Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Eye of the Gods Biting Blade 1 Armour Piercing. [10] Armour Piercing Charmed Shield 1 Shield. One use only. The first hit suffered is discounted on a roll of 2+. [5] Talisman of Protection 1 Grants a 6+ ward save. [15] Burning Body 1 Grants Flaming Attacks and a 5+ ward save against Flaming Attacks. [10] Flaming Attacks Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Throgg (1 , 195 pts) Throgg 1 MI 6 5 2 6/8 5 4 2 5 8 4}+ 195 Great Weapon; Copious Vomit; Eye of the Gods; Fear; Lord of the Monstrous Horde; Mutant Regeneration; Regeneration; Troll Vomit; Always Strikes Last The Wintertooth Crown 1 Enchanted Item. If not fleeing, all friendly war beasts, monstrous beasts, monstrous infantry and monsters within 18" can use Throgg's Leadership. [0] Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Chaos Trolls (8 , 304 pts) Chaos Trolls 8 MI 6 3 1 5 4 3 1 3/4 4 4}+ 304 Hand Weapon; Additional Hand Weapon; Fear; Immune to Psychology; Regeneration; Stupidity; Troll Vomit; Extra Attack Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost Chaos Warriors (20 , 385 pts) Chaos Warriors of Nurgle 19 In 4 5 3 4 4 1 5 2 8 3+ 6)+ 385 Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Shield Aspiring Champion of Nurgle 1 In 4 5 3 4 4 1 5 3 8 3+ 6)+ [27] Mark of Nurgle; Hand Weapon; Chaos Armour; Shield; Eye of the Gods Lichebone Pennant 1 The unit gains Magic Resistance (1). [15] Magic Resistance (1)

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Page 1: WoC Daemon Prince

Created with Army Builder® - Copyright (c) 1997-2015 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!

2500 Pts - Warriors of Chaos - WoC Daemon PrinceName # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Daemon Prince (1 , 390 pts) Daemon Prince of

Khorne1 Mo 8 9 5 6+* 5 4 8 5 9 1+ (2+),

5+390

General; Daemon of Khorne; Daemonic Flight; Hand Weapon; Chaos Armour; Daemonic Attacks;Daemonic Invulnerability; Fly; Hatred (Daemons of Slaanesh); Immune to Psychology; Swiftstride;Terror; Thunderstomp; Unbreakable

Sword of Striking 1 Attacks made with this weapon receive a +1 bonus To Hit. [15] Dragonhelm 1 Grants a +1 armour save bonus and a 2+ ward save against Flaming Attacks. [10]

Flaming Breath 1 Breath Weapon, Strength 4, Flaming Attacks. [30]Flaming Attacks

Soul Feeder 1 Roll a D6 for every unsaved Wound dealt by the character in close combat. for each resultof a 6, he regain a single lost Wound.

[10]

Scaled Skin 1 Model gains Scaly Skin (5+) [20]Scaly Skin (5+)

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Sorcerer (1 , 230 pts)

Chaos Sorcerer of Nurgle 1 In 4 5 3 4 4 2 5 2 8 2+ 4+ 2 230Mark of Nurgle; Level 2 Wizard; Hand Weapon; Chaos Armour; Eye of the Gods

Enchanted Shield 1 Shield. Grants an additional +1 armour save bonus. [5] Talisman of Preservation 1 Grants a 4+ ward save. [45]

Chaos Familiar 1 The character adds +1 to his channeling attempts and knows one more spell than normal. [25] The Lore of Nurgle 1 Must choose spells from the Lore of Nurgle. [0]

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostExalted Hero (1 , 185 pts)

Exalted Hero of Nurgle 1 In 4 7 3 5 4 2 6 4 8 3+ (5+),6+

185

Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Eye of the Gods

Biting Blade 1 Armour Piercing. [10]Armour Piercing

Charmed Shield 1 Shield. One use only. The first hit suffered is discounted on a roll of 2+. [5] Talisman of Protection 1 Grants a 6+ ward save. [15]

Burning Body 1 Grants Flaming Attacks and a 5+ ward save against Flaming Attacks. [10]Flaming Attacks

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostThrogg (1 , 195 pts)

Throgg 1 MI 6 5 2 6/8 5 4 2 5 8 4}+ 195Great Weapon; Copious Vomit; Eye of the Gods; Fear; Lord of the Monstrous Horde; MutantRegeneration; Regeneration; Troll Vomit; Always Strikes Last

The Wintertooth Crown 1 Enchanted Item. If not fleeing, all friendly war beasts, monstrous beasts, monstrous infantryand monsters within 18" can use Throgg's Leadership.

[0]

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Trolls (8 , 304 pts)

Chaos Trolls 8 MI 6 3 1 5 4 3 1 3/4 4 4}+ 304Hand Weapon; Additional Hand Weapon; Fear; Immune to Psychology; Regeneration; Stupidity; TrollVomit; Extra Attack

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Warriors (20 , 385 pts)

Chaos Warriors ofNurgle

19 In 4 5 3 4 4 1 5 2 8 3+ 6)+ 385Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Shield

Aspiring Champion of Nurgle 1 In 4 5 3 4 4 1 5 3 8 3+ 6)+ [27]Mark of Nurgle; Hand Weapon; Chaos Armour; Shield; Eye of the Gods

Lichebone Pennant 1 The unit gains Magic Resistance (1). [15]Magic Resistance (1)

Page 2: WoC Daemon Prince

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Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Warriors (11 , 229 pts)

Chaos Warriors ofKhorne

10 In 4 5 3 4/6 4 1 5 2/3 8 4+ 229Musician ; Mark of Khorne; Hand Weapon; Great Weapon; Chaos Armour; Extra Attack; Frenzy;Immune to Psychology; Always Strikes Last

Aspiring Champion of Khorne 1 In 4 5 3 4/6 4 1 5 3/4 8 4+ [29]Mark of Khorne; Hand Weapon; Great Weapon; Chaos Armour; Extra Attack; Eye of the Gods; Frenzy;Immune to Psychology; Always Strikes Last

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostHellcannon (4 , 210 pts)

Hellcannon 1 Mo 3 4 3 5 6 5 1 5 4 4+ 5+ 210Caged Fury; Daemonic Attacks; Deamonic Construction; Doomfire; Immune to Psychology; LargeTarget; Monster and Handlers; Terror; Unbreakable; Move or Fire; Multiple Wounds (D6); Slow to Fire

Chaos Dwarf Handlers 3 - 3 4 3 3 4 1 2 1 9 [0]Hand Weapon

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChimera (1 , 290 pts)

Chimera 1 Mo 6 4 - 6 5 4 2 6+D3* 5 4+ 4}+ 290Flaming Breath; Regenerating Flesh; Venomous Ooze; Fiend Tail; Fly; Large Target; Poisoned Attacks;Regeneration; Scaly Skin (4+); Swiftstride; Terror; Thunderstomp; Flaming Attacks

Name # Type M WS BS S T W I A Ld AS WSv Mgc CostMarauder Horsemen (5 , 80 pts)

Marauder Horsemen 5 Ca 4 4 3 3 3 1 4 1 7 5+ 80Hand Weapon; Javelin; Shield; Fast Cavalry; Swiftstride; Vanguard; Quick to Fire

Warhorse 5 - 8 3 - 3 3 1 3 1 5 [0]Total Cost: 2498

Option FootnotesOptions

Additional Hand Weapon (Foot) Extra Attack, Requires Two Hands.Battle Standard Bearer Hold your Ground! : If not fleeing, friendly models within 12" may re-roll failed Leadership tests.Chaos Armour 4+ armour save. Wizards can still cast spells.Daemonic Flight Grants the Fly special rule.Flaming Breath Breath Weapon, Strength 4, Flaming Attacks.General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.Great Weapon +2 Strength, Always Strikes Last, Requires Two Hands.Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.Javelin Range 12", Strength as user, Quick to Fire.Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.Mark of Khorne A model with the Mark of Khorne has the Frenzy special rule.Mark of Nurgle Enemy models targeting a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.Regenerating Flesh Grants Regeneration.Shield +1 armour save bonus.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.Venomous Ooze Grants Poisoned Attacks.

Special RulesArmour Piercing Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1 armour

save modifier.Caged Fury At the start of your turn, if it not in combat, take a Leadership test. If passed, unit acts as normal. If failed, pivot unit

to face closest enemy. It is then subject to Random Movement (3D6) until the start of the next turn, except it canonly move forwards.

Copious Vomit Breath Weapon, Strength 5, Ignores armour saves.Daemon of Khorne Grants Hatred (Daemons of Slaanesh). In addition, on the turn a Daemon of Khorne makes a successful charge, it has

a +1 bonus to its Strength for the rest of the turn.Daemonic Attacks Attacks made by a model with this rule are magical. This includes any special, ranged or Stomp attacks they make.Daemonic Invulnerability Model has a 5+ ward save.Deamonic Construction 4+ armour save, 5+ ward save.Doomfire Range 12-60", Strength 5(10), Move or Fire, Slow to Fire, Multiple Wounds (D6). Fires like a Stone Thrower.

Multiple Wounds applies only to the high-Strength hit. Any unit that suffers one or more casualties must take a Panictest, with a -1 penalty to their Leadership.

Extra Attack Grants +1 Attack.Eye of the Gods Models with this rule can never refuse a challenge and must always issue one if possible. In addition when the model

kills a monster, or an opponent in a challenge, immediately make a 2D6 roll on the Eye of the Gods Table.

Page 3: WoC Daemon Prince

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Fast Cavalry Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, canmove and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in whichit marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule untilthe character leaves.

Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, theirWeapon Skill is reduced to 1 for that round of Combat.Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.

Fiend Tail Has additional Random Attacks (D3). These Attacks gain a +1 To Hit if they target a unit in the model's rear arc.Flaming Attacks Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls

when shooting at or assaulting a building.Fly Grants Swiftstride. In addition, flying units consisting of more than one model have Skirmishers too.

Flyers can make a glide of up to 10" or march as normal, doubling the length of the glide of up to 20". Moreover,flyers can make a flying charge instead of a normal one, adding 10 instead of the Movement value to the roll, butthey always flee and pursue on the ground.

Frenzy Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose torestrain pursuit (or overrun) if they beat a foe in close combat.Berserk Rage : If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare acharge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a chargeagainst the nearest viable enemy.Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules arelost.

Hatred (Daemons ofSlaanesh)

A model with this rule re-rolls To Hit misses every first round of close combat against models of the specified army.If none is specified applies against every enemy.

Immune to Psychology Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.Large Target Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground! ability range

is increased to 18".Lord of the Monstrous Horde Chaos Trolls count as a Core choice instead of Special choice.Magic Resistance (1) Improves the unit's ward save by 1 against spells.Monster and Handlers Roll a D6 for every wound suffered. On 1-4 the monster suffers the wound as normal, on 5-6 a handler is removed

instead. When all handlers are removed, monster must take a Monster Reaction test. If monster is removed, so are itshandlers.

Mutant Regeneration Grants Regeneration. Moreover, if two or more Regenerations saving throws are passed in the same phase, he rolls onthe Eye of the Gods Table at the end of that phase.

Poisoned Attacks Poisoned hits wound automatically on a To Hit roll of 6.Regeneration 4+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder of

that phase.Scaly Skin (4+) Improves the model's armour save.Scaly Skin (5+) Improves the model's armour save.Stupidity If not engaged, at the start of every turn, a unit that contains model with this rule must take a Leadership test. If

failed, the unit immediately stumbles D6" forwards and can't make any other action that turn, as well as channelingpower or dispel dice until a stupidity test is passed.

Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowestinstead of 2D6 for distance.

Terror Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, theirWeapon Skill is reduced to 1 for that round of Combat.Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic test.If failed, the unit must make a Flee! charge reaction.Models that cause Terror are themselves immune to both Fear and Terror.

Thunderstomp Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against Infantry,War Beasts or Swarms in base contact.

Troll Vomit Model can make a single Strength 5 attack that hits automatically and ignores armour saves instead of its ordinaryAttacks in close combat.

Unbreakable A unit composed entirely of models with this rule is Immune to Psychology and passes Break tests automatically.Non-Unbreakable characters cannot join Unbreakable units.

Vanguard After deployment, the unit can make a free movement of up to 12".Equipment Special Rules

Always Strikes Last A model with this special rule always strikes last in close combat, regardless of Initiative.If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and AlwaysStrikes First, the two cancel out and neither applies.

Extra Attack Grants +1 Attack.Flaming Attacks Models with this rule cause Fear in War Beasts, Chariots and Cavalry. Moreover, they re-roll failed To Wound rolls

when shooting at or assaulting a building.Move or Fire Can't shoot if moved previously during the turn.Multiple Wounds (D6) Each unsaved Wound inflicted is multiplied by the number indicated.Quick to Fire Does not suffer -1 To Hit for moving and shooting. May always Stand and Shoot.Slow to Fire Cannot Stand and Shoot.