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Daemon Prince WoC

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2000 Pts - Warriors of Chaos - Daemon Prince WoC

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Daemon Prince (1 , 490 pts)  Daemon Prince of 

Nurgle

1 Mo 8 9 5 6 5 4 8 5 9 2+ 5+ 3 490

General; Daemon of Nurgle; Level 3 Wizard; Daemonic Flight; Hand Weapon; Chaos Armour;

Daemonic Attacks; Daemonic Invulnerability; Fly; Hatred (Daemons of Tzeentch); Immune to

Psychology; Swiftstride; Terror; Thunderstomp; Unbreakable

  Warrior Bane 1 A monster or character that suffers unsaved wounds from this weapon also lose 1 Attack per 

wound suffered.

[5]

  Chaos Familiar  1 The character adds +1 to his channeling attempts and knows one more spell than normal. [25]  Flaming Breath 1 Breath Weapon, Strength 4, Flaming Attacks. [30]

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

Scaly Skin (5+)  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

Chaos Knights (6 , 300 pts)  Chaos Knights of 

Nurgle

5 Ca 4 5 3 4/5 4 1 5 2 8 1+ 300

Musician ; Standard Bearer ; Mark of Nurgle; Barding; Hand Weapon; Ensorcelled Weapons; Chaos

Armour; Shield; Fear 

  Doom Knight of Nurgle 1 Ca 4 5 3 4/5 4 1 5 3 8 1+ [55]Mark of Nurgle; Hand Weapon; Ensorcelled Weapons; Chaos Armour; Shield; Eye of the Gods

  Chaos Steed 6 - 8/7 3 - 4 3 1 3 1 5 [0]

Swiftstride

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Forsaken (15 , 315 pts)  Forsaken of Khorne 15 In 6 4 - 4 4 1 4 D3/D 8 4+ 315

Forsaken of Khorne; Hand Weapon; Chaos Armour; Extra Attack; Freakish Mutations; Frenzy; Hatred;

Immune to Psychology; Random Attacks (D3)

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Chaos Warriors (25 , 505 pts)  Chaos Warriors of 

Nurgle24 In 4 5 3 4 4 1 5 2/3 8 3+ 505

Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Additional Hand Weapon; Chaos

Armour; Shield; Extra Attack 

   Aspiring Champion of Nurgle 1 In 4 5 3 4 4 1 5 3/4 8 3+ [29]

Mark of Nurgle; Hand Weapon; Additional Hand Weapon; Chaos Armour; Shield; Eye of the Gods; Extra

Attack 

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Chaos Chariot (3 , 110 pts)  Chaos Chariot 1 Ch 5 5 4 3+ 110

Scythed wheels; Impact Hits (D6+1); Swiftstride

  Chaos Charioteer  2 - - 5 3 4/5 - - 5 2 8 [0]Halberd   Chaos Steed 2 - 8 3 - 4 3 1 3 1 5 [0]

Swiftstride

Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Marauder Horsemen (5 , 70 pts)  Marauder Horsemen 5 Ca 4 4 3 3 3 1 4 1 7 6+ 70

Hand Weapon; Fast Cavalry; Swiftstride; Vanguard 

  Warhorse 5 - 8 3 - 3 3 1 3 1 5 [0]

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Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost

Hellcannon (4 , 210 pts)  Hellcannon 1 Mo 3 4 3 5 6 5 1 5 4 4+ 5+ 210

Caged Fury; Daemonic Attacks; Deamonic Construction; Doomfire; Immune to Psychology; Large

Target; 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

Total Cost: 2000

Option Footnotes

Mount

Barding Grants a +1 armour save bonus but reduces Movement by 1.

Options

Additional Hand Weapon (Foot) Extra Attack, Requires Two Hands.

Chaos Armour 4+ armour save. Wizards can still cast spells.

Daemonic Flight Grants the Fly special rule.

Ensorcelled Weapons +1 Strength, magical attacks.

Forsaken of Khorne Grants Hatred.

General Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.

Halberd +1 Strength, Requires Two Hands.

Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.

Level 3 Wizard Can channel Power and Dispel dice. Adds +3 to all attempts to cast and dispel. Knows 3 spells.

Musician +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.Scythed wheels Improves Impact Hits.

Shield +1 armour save bonus.

Standard Bearer  +1 to Combat Resolution, Standard can be captured if unit Flees.

Special Rules

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 can

only move forwards.

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 Panic

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

Fast Cavalry Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, can

move and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in which

it marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule until

the character leaves.

Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their  

Weapon 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.

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, but

they always flee and pursue on the ground.

Freakish Mutations If a unit of Forsaken is in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6on the Forsaken Mutations Table. The effect lasts until the end of the Close Combat phase.

Frenzy Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose to

restrain 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 a

charge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a charge

against the nearest viable enemy.

Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules are

lost.

Hatred 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.

Hatred (Daemons of 

Tzeentch)

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.

Impact Hits (D6+1) Impact Hits are resolved at the very beginning of combat, only if this model charged and is in base contact with the

enemy. Those hits hit automatically, and roll to wound using the Strength of the model.

Large Target Cannot claim cover modifiers for obstacles. Also, this model's  Inspiring Presence or  Hold your Ground! ability range

is increased to 18".

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 its

handlers.

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Random Attacks (D3) Must roll before striking blows to determinate the number of attacks the model will make.

Scaly Skin (5+) Improves the model's armour save.

Swiftstride When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest

instead of 2D6 for distance.

Terror Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their  

Weapon 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.

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

Extra Attack Grants +1 Attack.

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.

Slow to Fire Cannot Stand and Shoot.

Roster Notes

Hellcannon Misfire Table 1) Free at Last! : Remove the Hellcannon and the Chaos Dwarf Handlers from play and every unit within 3D6" takes

D6 Strength 5 hits.

2) Schlurp : Remove all remaining Handlers from play.

3) Thzzzz : All Wizards within 24" must take a Leadership test or suffer a miscast. Ignore any instruction to lost dice

from the pool. Spells are lost randomly.

4) Grrraaagh : Remove D3 Handlers from play.

5) Blooood : Immediately move 3D6" forward as if subject to Random Movement.

6) Boom! : Resolve as if a Hit! had been rolled, doubling the Strength of any hits (to a maximum of 10). Cannot fire

for rest of the game.

Monster Reaction Table 1-2) Uh? Monster is subject to Stupidity.

3-4) Grrrrr. Monster can't move nor pursue for the remainder of the game, but gains Unbreakable.

5-6) Raaargh! Monster gains Hatred and Frenzy. Will always charge closest eligible enemy and doesn't lose Frenzy if 

defeated in combat.