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7/23/2019 WoC 3000, DP + Lvl 4 + Festus
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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!
3000 Pts - Warriors of Chaos - WoC 3000, DP + Lvl 4 + Festus
Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Daemon Prince (1 , 340 pts) Daemon Prince of
Khorne
1 Mo 8 9 5 6+* 5 4 8 5 9 2+ (2+),
5+
340
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
Dragonbane Gem 1 Grants a 2+ ward save against Flaming Attacks. [5]
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 Cost
Chaos Sorcerer Lord (1 , 409 pts) Chaos Sorcerer Lord
of Nurgle1 Ca 4 5 3 4 4 3 5 3 8 1+ 4+ 4 409
Mark of Nurgle; Level 4 Wizard; Hand Weapon; Chaos Armour; Eye of the Gods; Barding
Enchanted Shield 1 Shield. Grants an additional +1 armour save bonus. [5] Dispel Scroll 1 One use only. Read instead of attempting to dispel. Automatically dispels an enemy spell. [25]
Talisman of Preservation 1 Grants a 4+ ward save. [45] Flaming Breath 1 Breath Weapon, Strength 4, Flaming Attacks. [30]
Flaming Attacks The Lore of Nurgle 1 Must choose spells from the Lore of Nurgle. [0] Chaos Steed 1 - 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
Exalted Hero (1 , 227 pts) Exalted Hero of Nurgle 1 Ca 4 7 3 5/7 4 2 6 4 8 1+ (2+) 227
Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Great Weapon; Chaos Armour; Eye of the
Gods; Barding; Always Strikes Last
Dragonhelm 1 Grants a +1 armour save bonus and a 2+ ward save against Flaming Attacks. [10] Obsidian Amulet 1 Grants Magic Resistance (2). [30]
Magic Resistance (2)
Chalice of Chaos 1 One use only. Bearer may drink at the start of any phase. Roll a D6:1 - Unworthy Fool : Suffers a Wound, no saves of any kind allowed.
2 - Inhuman Speed : Gains Always Strike First until the end of the turn.
3 - Regenerating Flesh : Gains Regeneration until the end of turn.
4 - Dark Fortune : Gains a 5+ ward save until end of turn.
5 - Daemonic Strength : Gains Killing blow until end of turn.
6 - Final Transformation : If imbiber is already a Daemon Prince treat as Unworthy Fool.
Otherwise model must immediately make a Leadership test. If passed, he is gifted with
Daemonhood as described on the Eye of the Gods Table. If failed, he is gifted with
Spawndom instead.
[10]
Acid Ichor 1 When suffering an unsaved wound in close combat, the wounding model must pass an
Initiative test or suffer an automatic Strength 4 hit, which counts towards combat result.
[10]
Chaos Steed 1 - 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
Chaos Knights (12 , 608 pts) Chaos Knights of
Nurgle
11 Ca 4 5 3 4+* 4 1 5 2 8 1+ 608
Musician ; Standard Bearer ; Mark of Nurgle; Barding; Hand Weapon; Lance; Chaos Armour; Shield;
Fear
Doom Knight of Nurgle 1 Ca 4 5 3 4+* 4 1 5 3 8 1+ [54]
Mark of Nurgle; Hand Weapon; Lance; Chaos Armour; Shield; Eye of the Gods Chaos Steed 12 - 8/7 3 - 4 3 1 3 1 5 [0]
Swiftstride Ranger's Standard 1 The unit gains Strider. [50]
Strider
7/23/2019 WoC 3000, DP + Lvl 4 + Festus
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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!
Name # Type M WS BS S T W I A Ld AS WSv Mgc Cost
Festus the Leechlord (1 , 190 pts) Festus the Leechlord 1 In 4 4 2 4 4 2 2 2 8 4}+ 2 190
Level 2 Wizard; Hand Weapon; Eye of the Gods; Harbinger of Pestilence; Healing Elixirs; Mark of
Nurgle; Poisoned Attacks; Regeneration
Pestilent Potions 1 Enchanted Item. At the beginning of each Close Combat phase Festus may either regain a
single lost Wound, or try to Wound an enemy in base contact.
To do the latter, both players roll a D6 and add their model's unmodified Strength to the
result. If Festus' total is equal or higher, the victim immediately suffer D3 Wounds, whichcount towards combat result.
[0]
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 Warriors (34 , 691 pts) Chaos Warriors of
Nurgle
33 In 4 5 3 4 4 1 5 2/3 8 3+ 691
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 Lichebone Pennant 1 The unit gains Magic Resistance (1). [15]
Magic Resistance (1)
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}+ 290
Flaming 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 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
Hellstriders of Slaanesh (6 , 134 pts) Hellstriders of
Slaanesh
5 Ca 4 4 3 3+* 3 1 5 1 7 5+ 134
Standard Bearer ; Hand Weapon; Spear; Shield; Fast Cavalry; Mark of Slaanesh; Soul Hunters;
Swiftstride; Vanguard
Hellreaver of Slaanesh 1 Ca 4 4 3 3+* 3 1 5 2 7 5+ [29]
Hand Weapon; Spear; Shield; Eye of the Gods; Fast Cavalry; Mark of Slaanesh; Swiftstride; Vanguard Steed of Slaanesh 6 - 10 3 - 3 3 1 5 1 7 [0]
Armour Piercing; Daemonic Attacks; Fast Cavalry; Fear; Poisoned Attacks; Swiftstride; Vanguard
Total Cost: 2999
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.
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.
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.
Lance +2 Strength on the charge.
Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.
Level 4 Wizard Can channel Power and Dispel dice. Adds +4 to all attempts to cast and dispel. Knows 4 spells.
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Mark of Nurgle Enemy models targeting a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.
Mark of Slaanesh If the majority of models in a unit have the Mark of Slaanesh, the unit automatically passes any Fear, Terror and
Panic tests it has to take.
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.
Scythed wheels Improves Impact Hits.
Shield +1 armour save bonus.
Spear +1 Strength on the charge.
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.
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.
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.
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.
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, but
they always flee and pursue on the ground.
Harbinger of Pestilence All models in Festus' unit have Poisoned Attacks.
Hatred (Daemons of
Slaanesh)
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.
Healing Elixirs All models in Festus' unit have Regeneration (+5).
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".Magic Resistance (1) Improves the unit's ward save by 1 against spells.
Magic Resistance (2) Improves the unit's ward save by 2 against spells.
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.
Soul Hunters This unit gains one or more of the following bonuses, depending on the number of units this one has destroyed in
battle.
1+. Fueled by Pain : Devastating Charge.
2+. Intoxicating Delirium : Stubborn.
3+. Insensible to Agony : 4+ ward save.
Strider Models with this rule do not take Dangerous Terrain tests. Applies only for the specified terrain type; if none is
specified, applies for every terrain type.
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, 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
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 Always
Strikes 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.