Blessed Spawn

A pack of Chaos Spawn coated in devotional markings of Slaanesh, manifested to serve Sarvokri until the end of their days. They are slow, often far from pleasing, and some even bear disease - but that makes them a useful tool in an arsenal.

Delfa and Delfi

Delfa and Delfi were once Dark Elves, and so the following applies: Hates goblins.

Name Movement Weapon Skill Ballistic Skill Strength Toughness Wounds Initiative Attacks Leadership Intelligence Cool Willpower Armour Save Magic Power Fear Points Fear Effect
Spawn Delfa 2.5 4 7 5 4 1 8 7 9 9 8 8 7 9 (level 1) 19 Fear 6"+2, immune to fear except when caused by greater daemons or gods
Spawn Delfi 3 3 4 4 4.5 2 6 3 8 9 4.5 9 6 0 19 Fear 6"+2, immune to fear except when caused by greater daemons or gods

Delfa knows the spells Acquiescence, Cure Light Injury, and Summon Steed.

Spawn Delfi has the following:


Wizzo
Name Movement Weapon Skill Ballistic Skill Strength Toughness Wounds Initiative Attacks Leadership Intelligence Cool Willpower Armour Save Magic Power Fear Points Fear Effect
Spawn Wizzo 2 9 4 5 6 1 10 8 10+2 9+2 10+2 10+2 6 37 (level 3) 5 Fear, immune to fear except when caused by daemons or gods

Wizzo knows Acquiescence, Walk On Water, Hide, Pavane of Slaanesh, Mystic Mist, Resist Fire, Beam of Slaanesh, Transfer Aura, and Crumble Stone.

Acquiescance

Spell Level: 1

Magic Points: 3

Range: Touch

Made during the Fight phase in addition to normal attacks, after all other attacks have been made. The caster must roll to Hit as if a melee attack, followed by the caster rolling under their own Initiative. Non-daemonic targets then receive a Magic Saving Throw.
Followers and Daemons of Slaanesh become immune to all Psychology and suffer -2 Initiative.
Followers and Daemons of Khorne spend D6 turns travelling D4" in a random direction and then die.
Other targets have all statistics halved and must roll 1d6 at the start of every turn. On a 1-3, the afflicted can take no actions that turn. On a 4+, the target is subject to Stupidity for that turn.

Hide

Spell Level: 1

Magic Points: 3

Range: Personal/Unit

Targets the character and any associated unit. So long as they remain stationary, they may not be seen from more than 6" away. Within this range, missile attacks suffer -2 to Hit them, and melee attacks suffer -1 to Hit. This effect lasts until dispelled or the unit moves.

Walk on Water

Spell Level: 1

Magic Points: 2

Range: Personal

The caster may walk on water, taking effect when water is stepped on and lasting until dry land is stepped upon. It is not dispelled by stepping on boats or other floating structures. The target may traverse any body of water without penalty.

Pavane of Slaanesh

Spell Level: 2

Magic Points: 8

Range: 24"

Targets any unit or group of models within 2" of each other, and numbers at least four. Targets must have at least 4 Intelligence. Non-daemonic targets receive a Magic Saving Throw. The afflicted may not move, attack, or use missile weapons, as they are too busy dancing lewdly to unheard music. This effect lasts until the afflicted are attacked in any way.

Mystic Mist

Spell Level: 2

Magic Points: 5

Range: Battlefield

Create a 6" diametre mist anywhere on the battlefield. Troops caught in the mist cannot see out or through it, troops outside cannot see in or past it. Troops inside move at half rate. The mist lasts for 1D3 turns.

Resist Fire

Spell Level: 2

Magic Points: 3

Range: Personal

Caster is immune to any Fire attack. This effect lasts for the remainder of battle.

Beam of Slaanesh

Spell Level: 3

Magic Points: 8

Range: 24"

Non-daemonic targets receive a Magic Saving Throw.
Followers and Daemons of Slaanesh become immune to all Psychology and suffer -2 Initiative.
Followers and Daemons of Khorne spend D6 turns travelling D4" in a random direction and then die.
Other targets have all statistics halved and must roll 1d6 at the start of every turn. On a 1-3, the afflicted can take no actions that turn. On a 4+, the target is subject to Stupidity for that turn.

Crumble Stone

Spell Level: 3

Magic Points: 9

Range: Touch

Normal attacks cause automatic D6 S8 hits against stone or brick structures. Alternatively, may be combined into a single S10 hit. Remains in effect until dispelled, caster uses other magic, or end of battle.

Transfer Aura

Spell Level: 3

Magic Points: 1

Range: 2"

Transfer an aura affecting the caster to another model within range.


Urist

Urist was once a Chaos Dwarf, and so the following applies: Dwarven wizards have half the Power Level of a human wizard. They are missing their left arm.

Name Movement Weapon Skill Ballistic Skill Strength Toughness Wounds Initiative Attacks Leadership Intelligence Cool Willpower Armour Save Magic Power Fear Points Fear Effect
Spawn Urist 3 4 3 3 3 1 1 3 9 0 9 10 7 0 2 None

Hir
Name Movement Weapon Skill Ballistic Skill Strength Toughness Wounds Initiative Attacks Leadership Intelligence Cool Willpower Armour Save Magic Power Fear Points Fear Effect
Spawn Hir 1 6 4 4 6 4 6 6 10+3 7 8+1 9+1 7 0 5 Fear, immune to fear except when caused by daemons or gods

Sayl

Sayl was once a Dark Elf, and so the following applies: Hates goblins.

Name Movement Weapon Skill Ballistic Skill Strength Toughness Wounds Initiative Attacks Leadership Intelligence Cool Willpower Armour Save Magic Power Fear Points Fear Effect
Spawn Sayl 5 5 5 3 2 1 7 5 8 9 9 9 7 0 6 Fear, immune to fear except when caused by daemons or gods

Krell
Name Movement Weapon Skill Ballistic Skill Strength Toughness Wounds Initiative Attacks Leadership Intelligence Cool Willpower Armour Save Magic Power Fear Points Fear Effect
Spawn Krell 2 5 4 4 4 2 4 4 8+1 7 7 8 7 0 4 None

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