WoC Daemon Prince

WoC Daemon Prince
WoC Daemon Prince
WoC Daemon Prince
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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!

    2500 Pts - Warriors of Chaos - WoC Daemon PrinceName # Type M WS BS S T W I A Ld AS WSv Mgc Cost

    Daemon Prince (1 , 390 pts) Daemon Prince of

    Khorne1 Mo 8 9 5 6+* 5 4 8 5 9 1+ (2+),

    5+390

    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

    Sword of Striking 1 Attacks made with this weapon receive a +1 bonus To Hit. [15] Dragonhelm 1 Grants a +1 armour save bonus and a 2+ ward save against Flaming Attacks. [10]

    Flaming Breath 1 Breath Weapon, Strength 4, Flaming Attacks. [30]Flaming Attacks

    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 CostChaos Sorcerer (1 , 230 pts)

    Chaos Sorcerer of Nurgle 1 In 4 5 3 4 4 2 5 2 8 2+ 4+ 2 230Mark of Nurgle; Level 2 Wizard; Hand Weapon; Chaos Armour; Eye of the Gods

    Enchanted Shield 1 Shield. Grants an additional +1 armour save bonus. [5] Talisman of Preservation 1 Grants a 4+ ward save. [45]

    Chaos Familiar 1 The character adds +1 to his channeling attempts and knows one more spell than normal. [25] 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 CostExalted Hero (1 , 185 pts)

    Exalted Hero of Nurgle 1 In 4 7 3 5 4 2 6 4 8 3+ (5+),6+

    185

    Battle Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Eye of the Gods

    Biting Blade 1 Armour Piercing. [10]Armour Piercing

    Charmed Shield 1 Shield. One use only. The first hit suffered is discounted on a roll of 2+. [5] Talisman of Protection 1 Grants a 6+ ward save. [15]

    Burning Body 1 Grants Flaming Attacks and a 5+ ward save against Flaming Attacks. [10]Flaming Attacks

    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostThrogg (1 , 195 pts)

    Throgg 1 MI 6 5 2 6/8 5 4 2 5 8 4}+ 195Great Weapon; Copious Vomit; Eye of the Gods; Fear; Lord of the Monstrous Horde; MutantRegeneration; Regeneration; Troll Vomit; Always Strikes Last

    The Wintertooth Crown 1 Enchanted Item. If not fleeing, all friendly war beasts, monstrous beasts, monstrous infantryand monsters within 18" can use Throgg's Leadership.

    [0]

    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Trolls (8 , 304 pts)

    Chaos Trolls 8 MI 6 3 1 5 4 3 1 3/4 4 4}+ 304Hand Weapon; Additional Hand Weapon; Fear; Immune to Psychology; Regeneration; Stupidity; TrollVomit; Extra Attack

    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Warriors (20 , 385 pts)

    Chaos Warriors ofNurgle

    19 In 4 5 3 4 4 1 5 2 8 3+ 6)+ 385Musician ; Standard Bearer ; Mark of Nurgle; Hand Weapon; Chaos Armour; Shield

    Aspiring Champion of Nurgle 1 In 4 5 3 4 4 1 5 3 8 3+ 6)+ [27]Mark of Nurgle; Hand Weapon; Chaos Armour; Shield; Eye of the Gods

    Lichebone Pennant 1 The unit gains Magic Resistance (1). [15]Magic Resistance (1)

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    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostChaos Warriors (11 , 229 pts)

    Chaos Warriors ofKhorne

    10 In 4 5 3 4/6 4 1 5 2/3 8 4+ 229Musician ; Mark of Khorne; Hand Weapon; Great Weapon; Chaos Armour; Extra Attack; Frenzy;Immune to Psychology; Always Strikes Last

    Aspiring Champion of Khorne 1 In 4 5 3 4/6 4 1 5 3/4 8 4+ [29]Mark of Khorne; Hand Weapon; Great Weapon; Chaos Armour; Extra Attack; Eye of the Gods; Frenzy;Immune to Psychology; Always Strikes Last

    Name # Type M WS BS S T W I A Ld AS WSv Mgc CostHellcannon (4 , 210 pts)

    Hellcannon 1 Mo 3 4 3 5 6 5 1 5 4 4+ 5+ 210Caged Fury; Daemonic Attacks; Deamonic Construction; Doomfire; Immune to Psychology; LargeTarget; 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

    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}+ 290Flaming 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 CostMarauder Horsemen (5 , 80 pts)

    Marauder Horsemen 5 Ca 4 4 3 3 3 1 4 1 7 5+ 80Hand Weapon; Javelin; Shield; Fast Cavalry; Swiftstride; Vanguard; Quick to Fire

    Warhorse 5 - 8 3 - 3 3 1 3 1 5 [0]Total Cost: 2498

    Option FootnotesOptions

    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.Hand Weapon 6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.Javelin Range 12", Strength as user, Quick to Fire.Level 2 Wizard Can channel Power and Dispel dice. Adds +2 to all attempts to cast and dispel. Knows 2 spells.Mark of Khorne A model with the Mark of Khorne has the Frenzy special rule.Mark of Nurgle Enemy models targeting a model with the Mark of Nurgle in close combat suffer a -1 penalty To Hit.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.Shield +1 armour save bonus.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.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 canonly move forwards.

    Copious Vomit Breath Weapon, Strength 5, Ignores armour saves.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.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 Panictest, 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 model

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

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    Fast Cavalry Grants Vanguard. Moreover, a Fast cavalry unit is allowed to reform as many times at it wishes during its move, canmove and shoot during the turn it rallies after having fled as a charge reaction, and can shoot during a turn in whichit marched or reformed. If a Fast Cavalry unit is joined by a character without this rule, the unit loses the rule untilthe character leaves.

    Fear Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, theirWeapon 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, butthey always flee and pursue on the ground.

    Frenzy Grants Berserk Rage, Extra Attack and Immune to Psychology. Frenzied models cannot parry and cannot choose torestrain 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 acharge, then it must do so unless a Leadership test is passed. If the test is failed, the unit must declare a chargeagainst the nearest viable enemy.Losing Frenzy : Models retain their Frenzy until beaten in close combat, at which point any granted special rules arelos