| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Galrauch, the Great Drake | 6 | 6 | 3 | 6 | 6 | 6 | 4 | 6 | 9 | 465 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Aspiring Champion | 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 8 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Lord | 4 | 7 | 3 | 5 | 5 | 4 | 6 | 5 | 9 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Daemon Prince | 6 | 7 | 5 | 6 | 5 | 4 | 7 | 5 | 9 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Exalted Champion | 4 | 6 | 3 | 5 | 4 | 3 | 5 | 4 | 8 | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Exalted Sorceror | 4 | 4 | 3 | 4 | 4 | 2 | 3 | 2 | 8 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sorcerer Lord | 4 | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 8 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 110 |
| Chariot Charioteer | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | 0 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 27 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| Champion | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Warhound | 7 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 6 | 6 |
| Chaos Warhound Handler | 5 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 15 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Marauder Horsemen | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 12 |
| Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Marauder Horsemaster | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 110 |
| Chariot Charioteer | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | 0 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Spawn | 2D6+1 | 3 | 0 | 4 | 5 | 3 | 3 | D6 | 10 | 50 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chimera | 6 | 4 | 0 | 6 | 5 | 4 | 3 | 6 | 5 | 180 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chosen Chaos Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 140 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| Chosen Charioteer | - | 5 | 3 | 4 | - | - | 4 | 2 | 9 | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chosen Chaos Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 9 | 36 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| Champion | - | 5 | 3 | 4 | 4 | 1 | 4 | 3 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogres | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 3 | 8 | 59 |
| Shartak | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 4 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogre Shaggoth | 7 | 6 | 2 | 6 | 5 | 6 | 4 | 5 | 9 | 225 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gigantic Spawn | 3D6 | 3 | 0 | 6 | 6 | 6 | 3 | D6+1 | 10 | 145 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gorebeast Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 135 |
| Chariot Charioteer | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warpfire Dragon | 6 | 6 | 0 | 6 | 6 | 6 | 3 | 5 | 8 | 375 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warhoof | 8 | 5 | 3 | 5 | 4 | 3 | 3 | 4 | 7 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Centigor | 8 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 6 | 17 |
| Gorehoof | 8 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 8 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Killing Blow, Magical Attacks |
Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks |
For each Wound an enemy loses as a result of an attack made with the Dagger of the Dark Pantheon, its wielder may apply a +1 modifier to their next Casting or Dispel roll.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 6 | -3 | Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through |
The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Terror |
The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last |
The Obsidian Dread-glaive may only be taken by a model in a Heralds of Darkness Army of Infamy
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | -3 | Hatred (Empire), Magical Attacks, Poisoned Attacks |
The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (2) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (1), Magical Attacks |
Models whose troop type is 'infantry' only. During the command sub-phase of their turn, the wielder of the Taskmaster's Scourge may attempt to urge those around them into battle with a lash of their whip by making a Leadership test (using their own Leadership). If the test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gains a +D3 modifier to their Movement characteristic (to a maximum of 10).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Extra Attacks (+1), Magical Attacks, Requires Two Hands |
The wielder of the Axes of Khorgor may re-roll any rolls To Wound of a natural 1 made during the Combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Extra Attacks (+D6), Magical Attacks |
Each time a natural 6 is rolled for the Extra Attacks (+D6) special rule, the wielder of the Black Maul suffers a -1 modifier to their Weapon Skill characteristic (to a minimum of 1, and for the remainder of the game).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks |
Enemy models are not permitted an armour, Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 when making a roll To Wound.
Models whose troop type is 'infantry' or 'cavalry' only. The Daemonic Platemail is a suit of full plate armour. In addition, it's wearer improves their Toughness and Initiative characteristics by 1.
Full Plate Chaos Armour is a suit of full plate armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.
Heavy Chaos Armour is a suit of heavy armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.
May de worn with other armour. The wearer if the Pelt of the Dark Young improves their armour save by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
May be worn with other armour. The wearer of the Fur of Sharggu improves their armour value by 2 (to a maximum of 2+) against non magical shooting attacks.
A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
The Banner of the Baying Hound may only be taken by a model in the Heralds of Darkness Army of Infamy. A unit carrying the Banner of Baying Hound gains the Vanguard special rule.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of this banner may attempt to unleash its power by making a Leadership test (using their own unmodified leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier.
All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
A unit carrying the Beast Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
If a unit wishes to declare a charge against a unit carrying the Gore Banner, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.
A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner.
Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Models whose troop type is 'infantry' only. Instead of attacking normally, the bearer of the Bloodskull Pendant may choose to inflict a single Strength 8 hit on every enemy model it is in base contact with, each with an AP of -1. These hits have the Killing Blow special rule.
Whilst their unit is within 18" of the bearer of the Cacophonous Dirge, enemy musicians cannot use their 'Onwards to Victory!,' Steadying Rhythm or Quick Time rules.
Daemon-forged barding may only be taken by a model whose troop type is 'cavalry' in a Heralds of Darkness Army of Infamy. On a turn in which the bearer charged, their mount and all mounts in any unit they have joined have a +1 modifier to their Attacks characteristic.
Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
Once per turn, after rolling to determine if a unit with the Ambushers special rule that is currently held in reserve as reinforcements arrives, and if the bearer of the Horn of the Great Hunt is on the battlefield and is not fleeing, you may apply a +1 or -1 modifier to the result.
The bearer of the Rod of the Damned may cast The Summoning spell from the Lore of Daemonology (see page 322 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
The wielder of the Scourge of the Burdened can cast the Call of the Wild spell from the Lore of Primal Magic as a Bound Spell with a Power Level of 2.
Beastman Chieftains and Beastman Shamans whose troop type is 'infantry' only. The wearer of the Skin of Men gains the Scouts and Vanguard special rules.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase all Wizards (friend or foe) suffer a -2 modifier to their casting rolls.
Single use. A Wizard may use this item instead of making a Wizardly dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled.
When attempted a Wizardly dispel, the bearer of the Daemon Heart counts their Level of Wizardry as being one higher than that of the Wizard whose spell they are dispelling or, in the case of Bound Spells, one higher than that spell's Power Level. Note this applies even if it would mean the bearer counts their Level of Wizardry as being lower than it actually is.
In addition to the Lores of Magic they may normally know spell from, the bearer of a Goretooth may know spells from the Lore of Primal Magic.
Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardy per turn.
Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. On model belonging to the bearer's unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic f the sacrificed model to the result. Note that this is a modifier to the result of a roll- it does not negate a roll of a natural double 1.
The bearer of the Sceptre of Power may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with and AP of -3 after the effects of the roll have been resolved.
If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Chalice of Dark Rain may drink from it. Until your next Start of Turn sub-phase, the range of all enemy missile weapons is halved (rounding fractions up) and enemy war machines cannot shoot.
When the bearer's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, enemy models in base contact with the bearer of the Cornucopia of Corpulence must make a Toughness test. If this test is failed, they lose a single Wound.
Single use. During the Command sub-phase on their turn the bearer of the Dark Heart can consume it. The model immediately recovers one lost Wound.
Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
The bearer of the Talisman of the Carrion Crow has the Regeneration (5+) and Poisoned Attacks special rules.
The bearer of the Talisman of the Soaring Eagle has the Magic Resistance (-2) special rule. In addition, the bearer has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Magical Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | -1 | Breath Weapon, Flaming Attacks, Magical Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | N/A | Breath Weapon, Magical Attacks |
No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | * | * |
*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Strikes Last |
In combat, this model may choose to make one of its attacks each turn with this weapon. For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6"-24" | 4 (8) | -1 (-3) | Bombardment, Cumbersome, Flaming Attacks, Multiple Wounds (D3+1) |
This weapon shoots like a stone thrower, using the 'Bombardment' special rule and a 3" blast template. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on the Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.