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Unnamed List

The document outlines a 1995-point army roster for Chaos Daemons, detailing various units including Be'lakor, Bloodthirster, Great Unclean One, and Keeper of Secrets, along with their abilities and weapons. It specifies the rules governing the army, such as Psychic abilities, Deep Strike, and The Shadow of Chaos, which enhance gameplay strategies. Additionally, it includes information on allied units and their respective configurations and abilities.
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0% found this document useful (0 votes)
3 views

Unnamed List

The document outlines a 1995-point army roster for Chaos Daemons, detailing various units including Be'lakor, Bloodthirster, Great Unclean One, and Keeper of Secrets, along with their abilities and weapons. It specifies the rules governing the army, such as Psychic abilities, Deep Strike, and The Shadow of Chaos, which enhance gameplay strategies. Additionally, it includes information on allied units and their respective configurations and abilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chaos - Chaos Daemons - Unnamed list - (1995 pts)

Army Roster (Chaos - Chaos Daemons) (1995 pts)


Rules: Psychic

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Choice Shadow Legion

Rules: First Prince of Chaos

Khorne Daemons are visible

Nurgle Daemons are visible

Slaanesh Daemons are visible

Tzeentch Daemons are visible

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Chaos Knights are visible

Epic Hero (375 pts)


Be'lakor (1) Warlord
(375 pts)
Rules: Deep Strike, The Shadow of Chaos, Stealth, Deadly Demise D6, Devastating Wounds, Psychic,
Hazardous, Ignores Cover, Sustained Hits
Unit: Be'lakor
Abilities: The Dark Master (Aura), Shadow Form, Invulnerable Save[1], Damaged: 1-6 wounds remaining,
Disciples of Be'lakor
Shadow Form: Wreathed in Shadows (Aura, Psychic), Pall of Despair (Aura, Psychic), Shadow Lord (Aura,
Psychic)
Ranged Weapons: Betraying Shades - witchfire, Betraying Shades - focused witchfire
Melee Weapons: The Blade of Shadows - sweep, The Blade of Shadows - strike

Character (845 pts)


Bloodthirster (1) Great axe of Khorne
(305 pts)
Rules: Deadly Demise D6, Deep Strike, The Shadow of Chaos, Ignores Cover, Torrent
Abilities: Daemon Lord of Khorne (Aura), Relentless Carnage, Invulnerable Save[1], Damaged: 1-6 wounds
remaining, Greater Daemon of Khorne (Aura), Murderer's Cowl
Unit: Bloodthirster
Ranged Weapons: Hellfire breath
Melee Weapons: Great axe of Khorne - strike, Great axe of Khorne - sweep

Great Unclean One (1) Plague flail, Bilesword


(250 pts)
Rules: Deadly Demise D6, Deep Strike, The Shadow of Chaos, Feel No Pain 6+, Ignores Cover, Torrent,
Lethal Hits
Abilities: Invulnerable Save[1], Daemon Lord of Nurgle (Aura), Nurgle’s Rot (Psychic), Damaged: 1-7 wounds
remaining, Greater Daemon of Nurgle (Aura), Gloam Rot
Unit: Great Unclean One
Ranged Weapons: Putrid vomit, Plague flail
Melee Weapons: Bilesword - strike, Bilesword - sweep

Keeper of Secrets (1) Rules: Deadly Demise D6, Deep Strike, The Shadow of Chaos, Devastating Wounds, Hazardous, Psychic,
(290 pts) Extra Attacks
Abilities: Invulnerable Save[1], Daemon Lord of Slaanesh (Aura), Mesmerising Form, Damaged: 1-6 wounds
remaining, Greater Daemon of Slaanesh (Aura), Shadow's Caress
Unit: Keeper of Secrets
Ranged Weapons: Phantasmagoria - witchfire, Phantasmagoria - focused witchfire
Melee Weapons: Snapping claws, Witstealer sword

Battleline (145 pts)


Nurglings (3) • 3x Nurgling Swarm
(35 pts)
Rules: Deep Strike, The Shadow of Chaos, Infiltrators, Lethal Hits
Abilities: Invulnerable Save[2], Mischief Makers (Aura), Gloam Rot
Unit: Nurglings
Melee Weapons: Diseased claws and teeth
Plaguebearers (10) • Plagueridden
(110 pts) • 9x Plaguebearer

Rules: The Shadow of Chaos, Deep Strike, Lethal Hits


Abilities: Invulnerable Save[3], Infected Outbreak, Gloam Rot
Unit: Plaguebearers
Melee Weapons: Plaguesword (x2) (x4)

Mounted (95 pts)


Skull Cannon (1) Rules: Deep Strike, The Shadow of Chaos, Extra Attacks, Blast
(95 pts) Abilities: Invulnerable Save[1], Skulls of the Fallen, Murderer's Cowl
Unit: Skull Cannon
Melee Weapons: Attendant's hellblades, Biting maw
Ranged Weapons: Skull cannon

Vehicle (180 pts)


Tzeentch Soul Grinder (1) Warpsword
(180 pts)
Rules: Deadly Demise D3, The Shadow of Chaos, Deep Strike, Blast, Extra Attacks
Abilities: Invulnerable Save[1], Scuttling Walker, Damaged: 1-5 wounds remaining, Penumbral Puppetry
Unit: Soul Grinder
Ranged Weapons: Harvester cannon, Warp gaze
Melee Weapons: Iron claw, Warpsword

Allied Units (355 pts)


Chaos Lord (1) Plasma pistol, Daemon hammer, Leaping Shadows
(105 pts)
Rules: Dark Pacts, Leader, Deep Strike, Scouts 9", Devastating Wounds, Hazardous, Pistol
Abilities: Invulnerable Save[1], Leader, Chance for Glory, Lord of Chaos, Disciples of Be'lakor, Leaping
Shadows
Unit: Chaos Lord
Melee Weapons: Daemon hammer
Ranged Weapons: Plasma pistol - standard, Plasma pistol - supercharge

Chosen (10) • 6x Chosen w/ boltgun


(250 pts) • 2x Chosen w/ paired accursed weapons and plasma pistol
• 2x Chosen w/ power fist and plasma pistol

Rules: Dark Pacts, Deep Strike, Pistol, Twin-linked, Hazardous


Unit: Chosen
Abilities: Chosen Marauders, Disciples of Be'lakor
Melee Weapons: Accursed weapon, Paired accursed weapons, Power fist
Ranged Weapons: Bolt pistol, Boltgun (x2) (x4)
Ranged Weapons: Plasma pistol - standard (x2) (x4), Plasma pistol - supercharge (x2) (x4)
Rules:

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

First Prince of Chaos Abilities for this Detachment are linked to the relevant units.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

The Shadow of Chaos If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s
Shadow of Chaos, as follows:
% Your deployment zone is always within your army’s Shadow of Chaos.
% At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that
phase, No Man’s Land is within your army’s Shadow of Chaos.
% At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until
the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

DAEMONIC MANIFESTATION
While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a
Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit
is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

DAEMONIC TERROR
While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT
UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or
SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is
failed, that enemy unit suffers D3 mortal wounds.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Feel No Pain 6+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.
Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Dark Pacts If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark
Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that
unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the
phase:
% [LETHAL HITS]
% [SUSTAINED HITS 1]

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Scouts 9" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Unit M T SV W LD OC

Be'lakor 12" 11 3+ 20 6+ 5

Bloodthirster 12" 11 3+ 18 6+ 5

Great Unclean One 7" 12 5+ 20 6+ 5

Keeper of Secrets 14" 10 5+ 18 6+ 5

Nurglings 5" 3 7+ 4 8+ 0

Plaguebearers 5" 5 7+ 2 7+ 2

Skull Cannon 8" 9 4+ 9 7+ 3

Soul Grinder 8" 11 3+ 14 7+ 5

Chaos Lord 6" 4 3+ 5 6+ 1

Chosen 6" 4 3+ 3 6+ 1
Abilities

The Dark Master (Aura)

The area of the battlefield within 6" of this model is considered to be within your army’s Shadow of Chaos.

Shadow Form

At the start of the battle round, select one Shadow Form ability. Until the end of the battle round, this model has that ability.

Invulnerable Save[1]

This model has a 4+ invulnerable save.

Damaged: 1-6 wounds remaining

While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Disciples of Be'lakor

- This unit has the Dark Pacts army rule, and can use it as described in _Codex: Chaos Space Marines_, even though your Army Faction is not Heretic
Astartes. If this unit is Be’lakor, it automatically passes the Leadership test required for Dark Pacts.
- Shadow Legion Heretic Astartes models in this unit have the Deep Strike ability.

Daemon Lord of Khorne (Aura)

While a friendly ^^Khorne Legiones Daemonica^^ unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Relentless Carnage

At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1
mortal wound.

Greater Daemon of Khorne (Aura)

While a friendly ^^Khorne Legiones Daemonica^^ unit is within 6" of this model, that unit is within your army’s Shadow of Chaos.

Murderer's Cowl

This unit is eligible to shoot and declare a charge in a turn in which it Advanced.

Daemon Lord of Nurgle (Aura)

While a friendly ^^Nurgle Legiones Daemonica^^ unit is within 6" of this model, add 1 to the Toughness characteristic of models in that unit.

Nurgle’s Rot (Psychic)

At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the
Toughness characteristic of models in that unit.

Damaged: 1-7 wounds remaining

While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Greater Daemon of Nurgle (Aura)

While a friendly NURGLE LEGIONES DAEMONICA unit is within 6" of this model, that unit is within your army’s Shadow of Chaos.

Gloam Rot

Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound
roll.

Daemon Lord of Slaanesh (Aura)

While a friendly ^^Slaanesh Legiones Daemonica^^ unit is within 6" of this model, improve the Armour Penetration of melee weapons in that unit by 1.

Mesmerising Form

Each time an attack targets this model, subtract 1 from the Hit roll.

Greater Daemon of Slaanesh (Aura)

While a friendly ^^Slaanesh Legiones Daemonica^^ unit is within 6" of this model, that unit is within your army’s Shadow of Chaos.

Shadow's Caress

Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.
Invulnerable Save[2]

Models in this unit have a 6+ invulnerable save.

Mischief Makers (Aura)

Each time an enemy unit (excluding ^^Titanic^^ units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the
phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll.

Invulnerable Save[3]

Models in this unit have a 5+ invulnerable save.

Infected Outbreak

If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains
under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Skulls of the Fallen

In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test.

Scuttling Walker

Each time this model makes a Normal or Advance move, it can move over friendly MONSTER and VEHICLE models and terrain features that are 4" or less in
height as if they were not there.

Damaged: 1-5 wounds remaining

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Penumbral Puppetry

Each time an attack targets this unit, subtract 1 from the Hit roll.

Leader

This model can be attached to the following units:


% CHOSEN
% LEGIONARIES

Chance for Glory

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour
Penetration and Damage characteristics of melee weapons equipped by this model by 1.

Lord of Chaos

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Leaping Shadows

Models in the bearer's unit have the Scouts 9" ability.

Chosen Marauders

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Shadow Form

Wreathed in Shadows (Aura, Psychic)

While a friendly ^^Legiones Daemonica^^ unit or ^^Shadow Legion^^ unit is within 6" of this model, that unit can only be targeted by a ranged attack if the
attacking model is within 18".

Pall of Despair (Aura, Psychic)

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 6" of this model, that unit must take a
Battle-shock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or
more wounds. In addition, for each enemy unit that fails a Battle-shock test within 9" of this model, this model regains up to D3 lost wounds.

Shadow Lord (Aura, Psychic)

While a friendly ^^Legiones Daemonica^^ or ^^Shadow Legion^^ unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll
of 1.
Ranged Weapons Range A BS S AP D

Betraying Shades - witchfire 18" 9 2+ 5 -2 1

Devastating Wounds, Ignores Cover, Psychic

Betraying Shades - focused witchfire 18" 12 2+ 6 -3 1

Devastating Wounds, Hazardous, Ignores Cover, Psychic

Hellfire breath 12" D6 N/A 5 -1 1

Ignores Cover, Torrent

Putrid vomit 12" D6+3 N/A 5 -2 1

Ignores Cover, Torrent

Plague flail 6" D6+1 3+ 7 -2 2

Phantasmagoria - witchfire 18" 6 2+ 6 -2 1

Devastating Wounds, Psychic

Phantasmagoria - focused witchfire 18" 9 2+ 6 -2 1

Devastating Wounds, Hazardous, Psychic

Skull cannon 48" D6+2 3+ 9 -1 2

Blast

Harvester cannon 36" 3 3+ 10 -1 3

Warp gaze 48" D3 3+ 12 -2 D6+2

Blast

Plasma pistol - standard 12" 1 2+ 7 -2 1

Pistol

Plasma pistol - supercharge 12" 1 2+ 8 -3 2

Hazardous, Pistol

Bolt pistol 12" 1 3+ 4 0 1

Pistol

Boltgun (x2) (x2) 24" 2 3+ 4 0 1

-
Melee Weapons Range A WS S AP D

The Blade of Shadows - sweep Melee 14 2+ 8 -3 1

Sustained Hits 1

The Blade of Shadows - strike Melee 7 2+ 14 -4 D6+1

Devastating Wounds

Great axe of Khorne - strike Melee 7 2+ 16 -4 D6+2

Great axe of Khorne - sweep Melee 14 2+ 10 -2 2

Bilesword - strike Melee 6 2+ 10 -2 D6+1

Lethal Hits

Bilesword - sweep Melee 12 2+ 6 -1 1

Lethal Hits

Snapping claws Melee 4 2+ 6 -2 3

Devastating Wounds, Extra Attacks

Witstealer sword Melee 6 2+ 8 -2 3

Diseased claws and teeth Melee 4 5+ 2 0 1

Lethal Hits

Plaguesword (x2) (x2) Melee 2 3+ 4 -1 1

Lethal Hits

Attendant's hellblades Melee 4 3+ 5 -2 2

Extra Attacks

Biting maw Melee 2 4+ 6 0 2

Iron claw Melee 5 3+ 16 -3 D6+2

Warpsword Melee 3 3+ 8 -2 D6

Extra Attacks

Daemon hammer Melee 5 3+ 8 -2 2

Devastating Wounds

Accursed weapon Melee 4 3+ 5 -2 1

Paired accursed weapons Melee 5 3+ 5 -2 1

Twin-linked

Power fist Melee 4 3+ 8 -2 2

-
Ranged Weapons Range A BS S AP D Keywords

Plasma pistol - standard (x2) (x2) 12" 1 3+ 7 -2 1 Pistol

Plasma pistol - supercharge (x2) (x2) 12" 1 3+ 8 -3 2 Hazardous, Pistol

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