WoC Mathias
WoC Mathias
Name
Sorcerer Lord (1 , 295 pts)
Sorcerer Lord of Tzeentch
Talisman of Preservation
Metalshifting
0. Searing Doom
1. A Plague of Rust
3. Glittering Robe
5. Transmutation of Lead
6. Final Transmutation
Name
Chaos Warriors (10 , 205 pts)
Chaos Warriors
Type
Mv
WS BS St To Wo In
At
1
In
4
5
3
4 4
3
5
3
8 4+ 3+
3
Composition: Lord
Eye of the Gods; Mark of Tzeentch; Hand Weapon; Chaos Armour; Metalshifting
295
1 4+ Ward Save.
1 Lore of Metal spells do not have a Strength, they use the armour save value of the
target as a To Wound roll. No armour saves, counts as Flaming Attacks.
1 Magic Missile .
10+ Cast . 24" Range, D6 hits.
20+ Cast . 24" Range, 2D6 hits.
1 Hex.
Lowers target unit's armour save by one point for the remainder of the game.
Repeated use of the spell imposes a further -1 penalty for each successful cast.
7+ Cast . 24" Range
10+ Cast . 48" Range
1 Augment.
Until caster's next magic phase target unit has +1 To Hit with all Shooting and
Close Combat attacks. Attacks count as Magical and have the Armour Piercing
special rule.
9+ Cast . 24" Range
16+ Cast . 48" Range
1 Augment.
Until caster's next magic phase target unit has the Scaly Skin (5+) special rule.
9+ Cast . Unit within 12" Range
16+ Cast . All friendly units within 12" Range
1 Direct Damage .
Single enemy model in range suffers D6 hits. Characters may be targeted but
"Look Out, Sir!" rolls are allowed.
9+ Cast . 12" Range
12+ Cast . 24" Range
1 Hex.
Lowers target unit's Weapon Skill, Ballistic Skill and armour save by one point
until the start of the Caster's next magic phase.
12+ Cast . 24" Range
15+ Cast . 48" Range
1 Direct Damage .
Roll D6 for every model in the unit, on a 5+ they are removed, with no saves of
any kind. Multi-wound models are affected on a 6. Stupidity test required for all
enemy units with 12" on following turn.
15+ Cast . 18" Range
18+ Cast . 36" Range
[45]
[0]
Type
Mv
WS BS St To Wo In
9
In
4/5
5
Composition: Core
Musician ; Standard Bearer
At
2/3
4+
[0]
[0]
[0]
[0]
Option Footnotes
Mark of Tzeentch
[0]
205
1
In
4/5
5
3
4 4
1
5
3/4
8 4+
Eye of the Gods; Hand Weapon; Extra Hand Weapon; Chaos Armour
Banner of Swiftness 1 Unit has +1 to Movement
Standard Bearer
[0]
Aspiring Champion
Chaos Armour
Extra Hand Weapon
Hand Weapon
Musician
[0]
Options
4+ armour save. Sorcerers may cast spells
+1 Attack, Requires two hands.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Mark of Chaos
Ward Save improves by +1 (or 6+ Ward Save if none was available before). Sorcerers re-roll any
channelling dice rolls of a 1
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
500
Roster Notes
Roll 2D6 whenever a model with this rule kills an opponent in a challenge, or if he kills a monster. A model
can have the same gift more than once.
(2) - Damned by Chaos : Model must take his own unmodified Ld Test. No re-roll is allowed.
If passed model gains; Insanity Gift : Gains Stupidity, if model has Stupidity already, then -1 Ld (to a min
2).
If failed; Spawndom: Place a Chaos Spawn anywhere within 6" of model and 1" away from units or
impassable terrain.
(3) - Evil Eyeball : +1 Ballistic Skill
(4) - Unholy Resilience : +1 Toughness
(5) - Iron Skin : +1 armour save bonus
(6) - Murderous Mutation : +1 Weapon Skill
(7) - The Eye Opens : Model may re-roll one failed To Hit, To Wound or saving throw until the end of his
next turn.
(8) - Unearthly Reflexes : +1 Initiative
(9) - Dark Fury : +1 Attack
(10) - Slaughterer's Strength : +1 Strength
(11) - Aura of Chaos : Gain 6+ Ward Save or increases Ward Save by 1 to a maximum of 3+
(12) - Dark Apotheosis : Model must take his own unmodified Ld Test. No re-roll is allowed.
If failed model gains; Divine Greatness : Gains Stubborn, if model already has Stubborn then +1 Ld.
If passed; Daemonhood: Model gains Mark of choosing, save Wizard may not take Mark of Khorne. Place
Daemon Prince anywhere within 6" of model and 1" away from units or impassable terrain. (Addl. notes:
WoC Armybook pg 25)
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.