edition pdf is available at our online library. with our complete resources, you could find warhammer armies warriors of chaos 8th edition pdf or just found any. The 8e Warriors of Chaos Handbook Hello there, and welcome to the 8th edition Warriors of Chaos handbook. The purpose of this thread is to provide a h. WFB Warriors of Chaos 8th FaQ - Free download as PDF File .pdf), Text File .txt) or read online for free.
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Warriors of Chaos - Download as PDF File .pdf), Text File .txt) or read online. S T W I A Ld Daemon Prince 8 8 0 5 5 4 7 5 8 Mark of Chaos Upgrade. Armies (EN ) pdf Warhammer Siege (EN ) pdf Realm of Chaos: Slaves to Darkness. (EN ) pdf Realm of Chaos: The Lost and the. Warhammer Quest Characters] Chaos Warrior - [PDF Document] warhammer warriors of chaos 8th edition rulebook Free iOS App iPhone.
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On the field of battle the Beastmen release these feral beasts to intercept the forward. Warhammer Fantasy Armies. Warhammer Fantasy Battle — Armybook. Dont bother giving them any upgrades other than vangard. Alternate take: For 30 points naked, they're a super cheap investment in an army that otherwise has very expensive units. They give you more flexibility at deployment and make excellent redirectors. Once they run, they'll likely keep running, but keeping your outnumbered self unflanked for a turn or two can make the difference between life and death.
Don't ever consider them combat-worthy. Consider them for dominating the movement phase, protecting your own flanks by redirecting chargers, and with the side benefit of maybe occasionally doing a few wounds on something squishy.
Don't leave home without naked units of 5 in any army above , learn how to use them and you'll love them. Don't bother with any upgrades. Just get more units of them if you have the points to spare. You can also use them to dominate the deployment phase. By putting down 3 or 4 units of just 5 hounds as your first deployments, you get to see where your opponent is putting his stuff before you start deploying your important units.
Watch out for panic tests - with Ld 5, these things will run at the first scent of danger, and you don't want your expensive units of warriors to follow them off the board. Vanguard helps you get them away from your main battle line, while a BSB will reduce the chance of your important units failing their test. Yes please. They're not often used: if you want cavalry, Chaos Knights nearly always are given this task. But if you absolutely need you some poor bastards taking those Fanatics out or want a mono-cavalry army, these are your friends.
Alternate take: Note that Marauder Horsemen, being light cavalry, have the Vanguard special rule. This means that if you have the initiative, they can charge the first turn. Units with Vanguard cannot charge in the first turn if their army goes first. Against certain dakka armies with slow to fire weapons i'm looking at you, Empire Handgunners Empire Handgunners have move or shoot not slow to fire , a group of 5 with flails and Mark of Khorne will rip through a gunline and possibly overrun, engaging a cannon or something like that.
Think of them as a one-shot desert eagle magnum. Also good for charging lone wizards. In one of my games they almost took out an empire Great Wizard by themselves. Forsaken: Another trap. Their stat-line is considerably worse than that of a Warrior, but they cost more points. Fast and with great potential, but just not worth it compared to regular Chaos Warriors.
I've seen some players attempt to use multiple small units of Forsaken, but your points are better spent elsewhere. On the plus size, the parts from their sprues make for excellent conversion fodder for Chaos Warriors, so if you were wanting to spruce up a unit of those Alternate take: Those small units aren't so bad. Movement 6 plus swiftstride with Mark of Slaanesh means they're not much slower than your Knights at around half the cost, and Immune to Psychology means you can field 5-man units without worrying about them fleeing after ranged attacks.
Useful as a flanking unit in support of your main blocks of Warriors, or to chase off small units such as skirmishers or light cavalry. And now they are Core you can considerably upgrade your hitting power with but a small unit.
Skip on regular infantry and you can have a stupidly fast army as a whole with these without giving up killing power and resilience. Just watch out for combat res and be sure to break steadfast. For the rest they have the same options as a unit of Chaos Warriors, except shields are more expensive for them and can take more expensive magic banners.
Removing Favor of the Gods hurt them quite a bit, but this is made more than up for for two reasons: The Rewards of Chaos is done on 3d6 of which you may discard one, potentially allowing you to choose between three different Gifts, and when paired up with a Warshrine this adds yet ANOTHER die to roll with, giving you even more flexibility. With this ability your units of Chosen can quickly become very powerful, and will serve as a good block of heavy infantry for your army.
Their speed is their big downside, but they are ridiculously tough and hit like an unstoppable pain train with no brakes. If possible I'd take these guys over a regular chariot any day of the week.
Remember that like all chariots, they can pivot and threaten a charge on your flanks after movement, making them excellent linebackers for your main blocks. Just turn them to face any direction you don't want your enemy moving into and they create a no man's land of pain. Take Mark of Nurgle to have a T6 W5 brick wall that most troops will only be hitting on 5s to begin with. This might actually be the best chariot in the game now.
Ogres : Opinions are mixed on these guys. They're cheaper, but less deadly and durable, than Dragon Ogres. The Mark you should probably take is the Mark of Khorne; combine with a weapon of choice depending on what you're up against I2 will mean you hit last against nearly anything anyway so don't be shy about Great Weapons but remember their cost , use of them and let 'em rip. The other Mark you should consider is that of Nurgle: being only WS3 they will be rather easy to hit.
And their champion is allowed to roll for Eye of the Gods, potentially creating an Ogre Daemon Prince. And for the love of Khorne, don't download the metal Ogres. Use the plastic boxes, get a Spawn of two and glue on some tentacles. It'll save you a LOT of money. Alternatively you can use the Dragon Ogre arms and heads to Chaos-ify the normal Ogres; Combine that with extra spawn bits as you see fit.
Or, given the Ogres' high resistance to mutation, you could just paint some Chaos Stars on their gutplates. Dragon Ogres: More expensive than regular Ogres, hitting at S5 without using Great Weapons will bring the pain upon any lesser unit you'll face. They're fast too: at M7 you can slam them into your enemy's juicy units with ease. They're immune to lightning-based attacks as well, use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry; maul your enemy's biggest units, countercharge knights, slay monsters, and kill anything worth a lot of points.
Be careful though, these guys are tough, but not invincible. Trolls : Trolls are Cheaper than Dragon Ogres but with near-equal stats and Regenerate, Trolls are what you'll want to kill heavily-armored enemy models. In lieu of their regular attacks 3 at S5 , all trolls in base contact with an enemy unit and those in the rank behind them inflict a S5 auto-hit that ignores armor.
Again, knights are a prime target for this attack but it's always a good idea to have something charge alongside the trolls, preferably something that can deal a finishing blow against the enemy.
Also remember that trolls have Stupidity, so don't let them wander off on their own. Taking King Throgg makes them Core, and having him in a big unit of them makes for ultimate trolling I see what you did here. Either with your trolls or in reality, it's up to you really.
Chaos Knights: Until recently the deadliest cavalry unit in the game, Chaos Knights have the works. Give them the Mark of Khorne to make them even deadlier. Don't bother with lances: always having S5 is preferable to S6 on the charge, followed by S4 for the rest of combat. Their downside is of course their cost: at points bare bones you will want to be VERY careful about what you do and don't with them, both in points and on the battlefield. An obvious bodyguard to your General, these guys will break nearly anything you throw them against.
Be careful of concentrated fire: giving them the Blasted Standard is a good idea when facing the more dakka armies. Upgrading one to a Champion is usually a bad idea, you don't want to waste all of his expensive attacks on a single-wound unit sergeant.
A Lichebone Pennant with Mark of Tzeentch will be vital if you're up against a magic heavy army with access to spells that ignore armour Lore of Metal, Curse of Years, Lore of Death perhaps?
Hellstriders of Slaanesh: Hellstriders are a good deal more expensive than Marauder Horsemen, being one point more than a fully kitted out Warrior. The main thing you have to be careful of is avoiding being shot. Sure, you're fast, but you will go down hard if you aren't careful.
The best way to use them is in a similar way to Empire detachments. Have them back up a large unit, so when that unit charges or is charged, they can get the enemies flank. Then, when the enemy breaks and flees, restrain the large unit and send the Hellstriders to run them down.
If you have the models of the old Seekers of Slaanesh with the old Daemonettes instead of GW's new androgynous abominations, it'd be a novel idea to use them as Hellstriders, employing the 'Counts As' rule to save on money and let classic miniatures see the light of day again. With their Initiative 5, the ASF upgrade will let them re-roll misses against most things; this is a considerable buff since they only start with a single attack each. Always have a Demon Prince model on hand, especially when you use the shrine!
Chimera: A nice beastie. Because it can fly it is one of your fastest units that is not a mount. Though it's a bit expensive to hunt war machines and wizards it is undeniably very good at it, and when those are all gone it is more than capable of piling in with other units to kill big blocks of infantry. Regeneration is a mandatory upgrade, as it can save you from those inevitable cannonballs you'll be taking.
Same with the breath weapon, both mandatory. But if that happens you are using your Chimera wrong. Tag team with your flying Dp because it is awfully LD5, and likely to fuck off the first chance it gets. With WS6, MoN, and T5 they are hard to kill and their attack potential is clearly not lacking, but they have only M4 and seem like they will have a hard time winning combats between steadfast and rank bonus. Also, they are infantry with 40mm bases, so forget having a horde of these unless you are playing a omgwtfholyshit-sized game.
Note: They might be a decent, if not good, tarpit for hordes: 5 of them could easily tank a horde of 50 clanrats, empire state troops and the like. The combination of high WS, MoN and T might force the enemy opposing force to roll 6s to hit and to wound. Also, a rank of 5 Blightkings covers the whole front line of a 20mm model horde. When they retaliate, they have 15 attacks 20 if you had the 2 hand weapons that will normally hit and wound on 3s.
Note that this is just speculation. Maybe if you are a WoC player who fights huge hordes a lot Skaven, Empire, VC try using them and tell us what they're like. A unit of 5 held off a 50 strong horde of skellies with spears using their shield combo for 3 rounds without taking a single wound, however, infantry worth a damn lizardmen saurus bearded midgets,empire great swords ect.
I personally take a group of 10 of these bad boys into game on occasion. They put out a handful of Poisoned Attacks each, and they have the Mark of Nurgle, but they won't get much done. Think of them as weaker Trolls without stupidity and the vomit, just throw them at whatever you want tarpitted down as 2 wound Daemons they aren't going anywhere and you can't go too wrong. They're much better in Daemons of Chaos where they are Core choices and you'll need at least one character with the Mark of Nurgle to even take them.
They were overpriced even as Core, but they're the only unit that the Chaos Dwarf characters can join, so only take one if you want a bodyguard for your Daemonsmith. Can be upgraded to have blunderbusses or fireglaives, giving Warriors of Chaos a proper shooting unit that isn't a war machine.
Fireglaives are probably the best choice, as the points cost for taking enough blunderbusses to use them effectively is probably more than it's worth. Rare Units[ edit ] Chaos Spawn: Spawn are terribad.
Like, really sucky. Even less reliable than Trolls, combined with their low stats for a monster and their slow movement 7" on average, can't march or charge makes them a joke. Even with their better interpretations of the Marks of Chaos they still are just too random to have any effect. You should download these for only two reasons at best: conversions using the crapload of tentacles found on the sprue or using them to drag your converted Chaos Warshrines.
Sadly, they are now needed, for the same reason as the Daemon Prince: although some of the marks make them semi-usable, such as giving them a breath weapon, if you roll a 2 on the Eye of the Gods table, the character making the roll has a chance to become one. Hellcannon: The only "war machine" in your army, it is a stonethrower that will kick your ass in combat.
Needs to take an LD test at the beginning of your turn; if you fail the cannon will drive itself 3d6 closer to the enemy, so it can hit them with its spiky bits. It hits at S5, causing Panic at -1 LD, good against feeble humans and greenskins, and the model under the center of the template suffers a Str10 hit that causes D6 wounds, pretty good against monsters, too. When it misfires though bad shit goes down, from explosions to murdering its crew and mindraping every wizard within 24' inches, instead of the old "all wizards on the table" which could mean less exploding enemy wizards sadly.
Temperamental at best, and with a notable price tag, the Hellcannon should only be taken by the more daring of generals. It is pretty much immune to anything that goes hunting war machines though, as it is better in combat than shooting, being a monster that decided one day that it wanted to be a gun. Combining with either another hand weapon or a great weapon, there's nothing a Shaggoth won't murder.
Get this guy in combat fast and keep him there, otherwise he'll be headbutting cannonballs from turn 1. He is rather pricey though, so have a plan before you field this guy. Should have been the hero choice version of Kholek; right now he's fighting for space vs Skullcrushers, and losing. They are less effective against monstrous infantry, due to most of the Giant's attack being effective against only one model.
WFB Warriors of Chaos 8th FaQ
The Giant is surprisingly very effective against characters, especially if you roll on the Pick Up And chart; you have a 2 in 3 chance to remove the guy from the game. As of the new book, the Mark of Nurgle actually increases his toughness to 6, making it the ideal choice. Skullcrushers: Despite suffering a significant points increase less than three months after being released, Skullcrushers are still one of the best choices available to WoC players.
They have 3 magical S5 attacks each, cause fear, and are frenzied. In addition the juggs get stomps on infantry. They're monstrous cav so they have swiftstride and can't be killing blown. Forget using chaos knights, these guys blow them out of the water and are cheaper and better than 2 knights put together. I recommend taking a unit of every game, sometimes 2 units depending on how mean you want to be. These guys are ridiculously hard to kill and if you send them into the enemy's flank they'll just sit there and rampage the whole game while your opponent scrambles to deal with them and your oncoming horde of whatever else you bring.
I advise not taking a champion, because he has to challenge, and you're then losing a third of your attacks from him and the mounts Which are s6 on the charge fighting some scrawny unit champion. As a side note. I've seen them withstand a shitload of arrow barrages and still get to them and destroy them with ease.
And against combat units, well my unit even managed to withstand a damn daemon prince and beat it in his face in turn 3. Definitely a solid choice. Slaughterbrute: The first of two big, scary monsters. The Slaughterbrute is a powerful monster with very decent four attacks, solid strength and decent toughness.
While it may at first seem to suck at close combat with a pathetic weapon skill of 3, you can boost its killing ability by binding it to your Chaos Lord Lord of Hero, a process which involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your Chaos Lord's Lord's of Hero's weapon skill and leadership so long as he is alive, producing results like a weapon skill 8 leadership 9 monster.
It only has four attacks however, so it won't do much against large units, even with its thunder stomp. Where it excels is against small elite units, preferably with good armour, that its high WS and S will give you a good return against. Mutalith Vortex Beast: The other big, scary monster. The Vortex Beast has a bound spell which makes you roll on a table to see how many toughness tests the enemy takes, for each toughness test they fail they suffer a wound with no armour saves allowed.
This monster has great synergy with the Nurgle magic lore and its toughness reducing spell. Be aware though that a lot of the rolls on the chart give bonuses to the target unit. Nightmaw: If you take Sayl the Faithless up in the Lords section, you have the option of including his pet spawn Nightmaw.
It gets a random amount of attacks, between 2 and 7, and its Initiative of 5 means it will be getting re-rolls to hit most of the time thanks to ASF. Unfortunately, its attacks are still just Strength 4 with no extra abilities, so Nightmaw won't really impact combat much apart from being hard to kill. Nightmaw's biggest failing is costing roughly double the point cost of a basic Chaos Spawn, if it was included for free with its master Sayl, Nightmaw would be an excellent unit.
Can also take a magic standard. They can do wonders against blocks of infantry, but their weakness lie in their low movement and having fairly weak defense for such high cost. Remember that these are competing in the rare slot with alternatives such as Skullcrushers, which would in most situations be better.
Not competitive because they're overcosted compared to the standard Giant. Perfect if you're playing a siege scenario.
Warriors of Chaos
While their Mark of Nurgle makes them safer from ranged attacks -1 to hit it also only subtracts 1 from enemy WS in close combat, though since they're only WS2 that'll barely help them at all. Their final advantage is their vomit causes D3 wounds at S5 rather than only one, but honestly you're just better off paying the extra 10 points for another troll. The Magma Cannon and Deathshrieker are pretty good, but since they're competing for a Rare slot here, you may be better off sticking with a Hellcannon.
Chaos War Mammoth Forge World : Not a brilliant choice; although it's powerful, and most of its attacks will do considerable damage, it's very expensive and models mounted on the back of it can't attack, except with throwing axes. But, to be honest, you want one anyway, don't you? The other one is that the models are, most of the time, goddamn awesome.
Under 8th edition infantry has been strengthened haha! Consequently, you should consider downloading a strong core of infantry: about warriors of chaos "oh my god the pain!
Marauders are no longer a good choice, although they can be used MSU style quite effectively depending on your list. One of the advantages of playing WoC as opposed to Ogre Kingdoms or another similar force is the viability of many of your choices - you can run an all-mounted force, an all-chariot force, a force made up entirely of monsters or a simply Warrior army.
The choice is yours! The Battalion box is really meh Actually you can make decent pts starter army out of the battalion and a hero of your choice! Since Chaos Warrior squads are better off being smaller, just one or two boxes make it three of them will do for core along with a box of Warhounds and a Chariot if you want one. And then just proceed from that point. Generic Mounts[ edit ] Generic mounts tend to be worse than mark-specific mounts, but the ability to be taken with any mark guarantees that they aren't obsolete, especially due to the dubious usefulness of the marks of Slaneesh and Nurgle in every other aspect although their specific mounts do rock.
A note on monstrous cavalry: at the moment, skullcrushers are the only monstrous cavalry unit in your army, which means that you won't have Look out Sir!
Against spells and stone throwers there is nothing you can do, but they are generally unreliable stone throwers or can be dispelled at the cost of allowing something else to slip past spells. All analysis of monstrous mounts assumes that you are taking this into account. Chaos Steed: Your standard barded warhorse, only since this is chaos, he gets S4 to kick people to death. If you want a mounted hero or lord, this is what you'll likely be taking.
The cost for such an awesome loadout is that with cavalry being so gimped this edition you will have a hard time killing very large units if you are unable to maneuver well and depending on the map it may be hard: losing a 40 point model to a dangerous terrain test is sad.
While not bad on your general, it might be best used on a hero leading a flank. Daemonic Mount: An attack-oriented chaos steed, with an extra attack at S5 and stomp.
It does, however, work great on sorcerer lords and especially exalted champions, because it improves their wounds to 3 and toughness to 5 you can use mount's toughness and wounds - it's been errated , while still providing a decent offense. Barding is possible now. Chaos Chariot: Yeah no. Chariots operate fine on their own, placing a character there will only turn them into the focus of all shooting, because it will become as vulnerable as a Shaggoth and just as or more pricey.
Not only that, you replace one of the crew so you lose attacks compared to a normal chariot and you aren't as mobile as if you were on any other mount, because you can't march. Oh, and it's more expensive than a Daemonic Mount. If you didn't get the picture yet, don't take it. Chaos Warshrine: Yes, this really is a mount now. Despite offering a great ward save and being relatively tough, the Warshrine is no longer as useful as it used to be.
In addition, it hobbles along at a painfully slow pace - as in, slower than the rest of your already mostly slow army - hardly an ideal choice for a mount. I have no idea what you're talking about, stick a sorcerer on here. Manticore: At T5, 4 wounds and no armour, this thing will die fast to shooting, melee, and magic. Which is a shame, because it can really dish out the pain: 4 attacks 5 if you fail the leadership test, which will also make your lord frenzied at s5 with killing blow and thunderstomp will put a hurt on things, but you can't really expect it to survive against anything other than s3 infantry and even then, not lol 4 rows asf high elves.
Back when terror was more devastating, this was a worthy, if unreliable, mount,but now you are better off just taking the Tzeentch or Slaneesh mounts if you need your lord to move fast across the board.
Still a glass cannon, but with the option for other viable flying threats like a Chimera or a Daemon Prince, it can find its place in an army now as part of a multitude of fast threats. Chaos Dragon: Ouch. This your strongest mount, but also the most expensive. Unless you are tackling enemy lords or monsters, this is usually to your advantage, especially considering you are paying 50 points less for it.
Monsters are always risky to take, so don't be surprised if one game you slaughter everything in your path and the other you lose points to turn 1 shooting.
Mark-Specific Mounts[ edit ] Juggernaut of Khorne: An S5 mount with 3 attacks S6 on the charge which also improves your armor save by 2 and stomps infantry in their faces. Khorne is a kind god indeed to those who would fuck shit up in his name.
A very solid choice. Palanquin: A Monstrous Beast mount, The Palanquin provides a respectable 6 S3 poisoned attacks, ideal against monsters and hordes designed to slow you down alike. A solid choice only stained by the fact that the mark of nurgle is generally wasted on lords unless you also take the chaos runesword, in which case WS5 heroes and elite infantry will only hit you on 5s.
Steed of Slaneesh: Have you ever wanted to hit something really hard, but were too far away to bash its skull in? Then the boobed snake is for you. Of dubious usefulness in a lord you want him close to the rest of your army to offer his leadership , this thing is spectacular on an exalted hero, because while the Disc of Tzeentch has fly, the steed allows you to join a unit of marauders and still have the vanguard move at the start of the game which means you have all the defensive benefits of being in a unit , something your opponent will have to react to unless he wants to lose his flank.
All the mounts have fear, but the fact that your hero will likely hit units in the flank away from the BSB makes it far more effective here than elsewhere. Disc of Tzeentch: Boy, aren't you just spoiled for mounts? The Disc of Tzeentch can claim two main advantages over the Steed of Slaneesh: it allows you to fly over units, and you get a far more useful mark.
Without vanguard, you are better having your hero or lord join a unit of chaos knights rather than marauder horsemen, and then leave the unit when a suitable charge opportunity presents itself. As with the steed of slaneesh, it tends to be more useful on a hero, but the fact that you can be close to your army before they reach the melee where they will be required to make far fewer leadership tests means that it can and should be considered even on a lord.
Also, great to keep sorcerers out of dangerous combat once it starts. Again, fear is more advantageous here than on the other non-slaneeshi mounts. Some armies have them, some do not.
Deal with it. That being said it can be useful on a Deamon Prince who has that tiny 25 magical items point limit, so grab this if you've already used up all your magic item points and still need a magic weapon. For a 45 points your favoured champion gets his very own brass collar which gives him Magic Resistance 3 so that he can shrug off those magic missiles and please Khorne by taking that magic wielding weakling's head for the Skull Throne!!! Unholy Strike: Instead of lots of murderous, Ogre-strength strikes with a lot of chances to kill stuff, you get one Cannon-strength, D3 wounding doom attack that makes brick walls run home to mummy.
If fighting Ogres or anything with a lot of big things it can be worth it, otherwise you'll be better off with the more expensive Bloodshed Sword. Comboes well with Sword of Striking.
Flaming Breath: All right, yet more Breath Weapons for your army always excellent , goes great with Daemon Princes or anybody with the ability to fly and for extra fun, remember that in a challenge you can use it to cause 2d6 strength 4 hits on your opponent.
With the new point allocations to Lords and Heroes you'll be hard pressed to not find at least a Hero to put this on. Allure of Slaanesh: Usually not worth it unless you have your character on a large base, and since regular Chaos Lords will get hung up in Challenges so often only one model will have to test every couple of turns it's best used on Daemon Princes.
Soul Feeder: for every wound dealt roll a D6 and get a wound back on a roll of 6. Acid Ichor: any model that wounds the lord takes a S4 hit if they fail an initiative save. It's an all right choice, anything that attacks your lord will probably be dead in the next round of combat anyway, but every little bit helps, so It isn't bad if you have the points to spare.
Similar to Poisonous Slime, your Lord should have a better save anyway. Take it if you have a Tzeentch chap with a big ward save. Nurgle's Rot: Take it on your Prince or someone on a mount as this only really shines when it's on massive bases. Getting out free hits that kill dudes on 6s with no armour saves for 10 points? Not bad. Hideous Visage: A cheap filler, but unfortunately doesn't make the characters unit immune to fear, just him. Being unable to give out his LD to others is very rarely a drawback, as they all pretty much share the same LD anyway.
Dread Artefacts of Chaos:[ edit ] Hellfire Sword Magic Weapon : One of the best trolling weapons against anything that has high armour, regeneration, many wounds, or some combination of the three yes, Hell Pit Abominations, I am looking at you. The main downside is on average you'll be taking a wound for every model you cause to explode make sure to get a Ward Save and some of effects of this weapon can be recreated by taking unholy strike and burning body but for 20 points cheaper, but if you combine with the Soul Feeder ability you should have a Lord who regains more wounds than they lose.
Sword of Change Magic Weapon : Although hilarious, it is a little overcosted for how often this will come into effect, though with the new point allocations to Heroes and Lords it can be more often than you think, and it will make its points back even if it only works once. Filth Mace Magic Weapon : Not that great, you can get Poisoned Attacks for half the price, Terror won't help very often especially with your WS , the only thing that really shines is the D3 Multiple Wounds, which makes it decent for fighting Monstrous Infantry, but not too much else.
Note it is magic armor so it can't be combined with Enchanted Shield. Is good if you fight a lot of Elves, or against anything that isn't Elves if you have a great weapon, as you probably still hit them first. Unless you're putting this on a Demon Prince, your leadership on your sorcerer should never matter outside of a few fringe cases, think of it like an extra power die a turn 6 rolls averages to 1 success.
On average you should be able to use this every turn without popping your wizard. The only thing holding it back is that you can't get Chaos Familiar with it, which is usually just plain better. Pendant of Slaanesh Enchanted Item : This item essentially makes your Lord character and their unit Unbreakable vs Break Tests unless you really fucked up and somehow lost by four points or more depending on whether or not an LD 10 character is within range , gaining additional attacks is handy enough too, but given how you shouldn't be losing combat to start with, this is of dubious use.
If you really want some Unbreakable units then just get some Daemons. Blasted Standard Magic Standard : Excellent for keeping your knights and other large blocks of units alive long enough to reach the enemy and really cheaply too , don't worry about it's downside, on average you're still better off with the banner and getting that double Strength hit every now and again than going without it.
Banner of Rage Magic Standard : Not that great, if your frenzied units lost combat you've normally fucked up and sent them after something that'll kill them anyway, Frenzy or no Frenzy. Magic[ edit ] Tzeentch Tzeentchian spells are quite funny. That said The Lore of Tzeentch suffers because it is a mostly ranged spell lore in a combat centric army six out of the seven spells cannot be cast while the Sorcerer is in combat , because it heavily features the bad kind of random, and because it has a silly extra rule called Warpflame instead of Flaming attacks.
Guys affected by a spell with Warpflame have to take a toughness test. They take more hits if they fail, but if they pass, they get regeneration, which stacks with whatever regenerate save they might already have. This is a Bad Thing to give your opponent. Some would argue that you could have a Fire Wizard on hand to get rid of any regeneration you give your opponent because warpFLAME is somehow not FLAMing in which case, congratulations, you have the only Wizard in the game that needs help from another Wizard with a completely different Lore.
In fact, half of these spells are straight out of the Lore of Fire with random strength and Warpflame tacked on.Generic Characters[ edit ] Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Daemons of Chaos 8th Edition. Imperial Armour - Index - Forces of Chaos. They can be given poisoned attacks as well, but with only 1 attack each this should not make much of a difference.
Jump to Page. If you really want some Unbreakable units then just get some Daemons. There is a minimum of units from the Core units category that you must take. Chaos armour? Tamurkhan, the Maggot Lord Forge World : Ridiculously powerful and survivable, thanks in part to his stats, in part to the enormous Toad Dragon he's mounted on, and in part to the fact that, when killed, he can possess the body of the model that killed him, but he's far too expensive: you'd need to be playing a game of at least points to even take him, since he costs points, and that's at the reduced statline and points value!