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.
- Chaos Spawn cannot use Equipment.
- Chaos Spawn are Stupid.
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.
- Bestial Face (Goat): 1 Attack may be made as a Gore attack.
- Beaked: 1 Attack may be made as a Bite attack.
- Siamese Twin: Delfa and Delfi are physically joined by their tail, and are present as a single block that cannot seperate - effectively becoming a single creature with two profiles. Each faces in the opposite direction. Should one fall, both die.
- Chaos Lord: Gained magic included in profile.
- Eye Stalks: No effect.
- Rotting Flesh: No effect.
- Plague Bearer (Grey Fever): Any targets hit in combat must take a Toughness test. On failure, they are infected with Grey Fever. At the end of battle, a model infected with Grey Fever must test Toughness. Failure on any Toughness test against Grey Fever (including the original) causes the character to lose 1 from every Mental statistic.
- Bestial Face (Fiend) (2): Up to 2 Attacks may be Lick attacks, dealing no damage, but causing the target to attempt a WP saving throw. If failed, the target is Stupid for the remainder of battle.
- Technology: One of her arms has been replaced by a Shuriken Pistol. Shuriken pistols have the following stats: Short Range (0-6, +2), Long Range (6-12, +0), S3, Damage 1, Sv-1, May be fired in close combat using WS.
- Dimensional Instability: If pushed back, beginning their turn within 12" of a wizard using a Zone ability against their creature type, or a wizard attempts to dispel them, they must make an Instability test by rolling 1d6.
- 1: The unit becomes unable to cause damage to other units, though they may make use of such things as lick attacks or magic. If pushed back or called upon to make another Instability test, they are destroyed.
- 2: May not move, shoot, or cast magic this turn. If in Hand-to-Hand combat, rolls to Hit are made with a -1 penalty.
- 3: Roll 1d6. On a 4+, attempt a magic save. If failed, die.
- 4: Roll 1d6. On a 5+, attempt a magic save. If failed, die.
- 5: If in hand-to-hand combat, strike an extra round of blows for free. If not in combat, choose to either double Movement for the turn, be able to shoot twice this turn, or be able to strike an extra round of blows in melee before the start of your next turn.
- 6: Any casualties suffered this turn are restored, and you cannot suffer casualties for the remainder of this turn.
- Overgrown Body Hand (Hand): No effect from hands doubling in size.
- Teleport: May not be used as teleporting would severe the connection with Delfi, killing them both instantly.
- Mace Tail: Unusable due to the presence of Delfi.
Spawn Delfi has the following:
- Bestial Face (Goat): 1 Attack may be made as a Gore attack.
- Beaked: 1 Attack may be made as a Bite attack.
- Siamese Twin: Delfa and Delfi are physically joined by their tail, and are present as a single block that cannot seperate - effectively becoming a single creature with two profiles. Each faces in the opposite direction. Should one fall, both die.
- Limb Loss (One Leg): No pertinent effect.
- Resilient: No pertinent effect.
- Long Leg (2): No pertinent effect.
- Cowardice: Requires Cool test in order to attempt Charge.
- Overgrown Body Hand (Hand): No effect from hands quadrupling in size.
- Warty Skin: Provides 1 Armour.
- Manikin: Entire face except mouth becomes smooth and featureless, miniature elf upper body sprouts from forehead
- Furry
- Vampire: At start of battle, obtain 4d6 Blood. Roll 1d6 each turn. On 4+, must spend 1 Blood to be able to act during turn. Gain Blood by causing Wounds in Hand-to-Hand. Die if at zero Blood.
- Scorpion Tail: No effect due to presence of Delfa.
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.
- Fangs: One attack may be a Bite attack.
- Chaos Lord (two): Gained magic included in profile.
- Warty Skin: Provides 1 Armour.
- Shrink: Reduced to one quarter size.
- Silly Voice: Harder to take seriously.
- Tentacles (One): One arm has become a tentacle.
- Eye Stalks: No effect.
- Burning Body: deal additional S4 hit when attacking, opponents suffer -2 to Hit and must roll 1d6 on success, suffering S2 hit on 3 or below.
- Cloven Hooves: No pertinent effect.
- Bestial Face (Goat): 1 Attack may be made as a Gore attack.
- Mechanoid: Arms and legs are robotic.
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 |
- Uncontrollable Flatulence: roll d6 ever turn - on 5+, create D4 diameter cloud that lasts for 1D3 turns, ending turn in cloud causes T test vs Frenzy, moves D6 in random clockface direction every turn.
- Bestial Face (Goat): 1 Attack may be made as a Gore attack.
- Brightly Patterned Skin: Appears as if disruptive "camouflage".
- Mindless: Becomes Chaos Spawn.
- Atrophy (both arms): Both arms are withered.
- Multiple Heads (two): Now has three heads.
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 |
- Blood Substitution (Molten Metal): each Wound taken causes a S4 hit to opponent, ignites any flammable substances within 2", on death explodes, dealing S4 hit to all within 5", increase Fear points by 3 after first Wound.
- Breathes Fire: Provided they do not make any Bite attacks this round, may Breathe Fire as a ranged attack. It has an AoE 6 Long by 2 Wide, causing 2 Hits to each creature in AoE.
- Hopper: No pertinent effect.
- Mace Tail: One attack may be an Armed attack made at S+1.
- Eye Stalks: No effect.
- Zoological Mutation: Finger of an Ant, no effect.
- [Black Skin] Living Shadow: Appears as a solid black shadow with white eyes and teeth.
- Bestial Face (Goat): 1 Attack may be made as a Gore attack.
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 |
- Bestial Face (Goat) (3): 3 Attacks may be made as a Gore attack.
- Big Ears: No pertinent effect.
- Manikin: Entire face except mouth becomes smooth and featureless, miniature elf upper body sprouts from forehead
- Eye Stalks: No effect.
- Plague Bearer (Bone Ague): Any targets hit in combat must take a Toughness test. On failure, they are infected with Bone Ague. At the end of battle, a model infected with Grey Fever must test Toughness. Failure on any Toughness test against Bone Ague (including the original) causes the character to lose 1 from Strength and Toughness.
- Evil Eye: any creatures entering with 4" must test vs their own I or suffer a penalty of 1 to all rolls while Sayl lives.
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 |
- Crown of Flesh: Head is ringed with noses.
- Irrational Fear: Units that could be considered Imperial, Good-aligned, or Elven cause Fear.
- Overgrown Body Hand (Feet): No effect from feet doubling in size.
- Dimensional Instability: If pushed back, beginning their turn within 12" of a wizard using a Zone ability against their creature type, or a wizard attempts to dispel them, they must make an Instability test by rolling 1d6.
- 1: The unit becomes unable to cause damage to other units, though they may make use of such things as lick attacks or magic. If pushed back or called upon to make another Instability test, they are destroyed.
- 2: May not move, shoot, or cast magic this turn. If in Hand-to-Hand combat, rolls to Hit are made with a -1 penalty.
- 3: Roll 1d6. On a 4+, attempt a magic save. If failed, die.
- 4: Roll 1d6. On a 5+, attempt a magic save. If failed, die.
- 5: If in hand-to-hand combat, strike an extra round of blows for free. If not in combat, choose to either double Movement for the turn, be able to shoot twice this turn, or be able to strike an extra round of blows in melee before the start of your next turn.
- 6: Any casualties suffered this turn are restored, and you cannot suffer casualties for the remainder of this turn.
- Wings: May Fly with a minimum speed of 6", a maximum of 11", and an acceleration and deceleration of 6".
- Tentacles (One): One arm has become a tentacle.
- Uncanny Resemblance: Bears a strange appearance to someone we know IRL. May have stat changes if appropriate, but I couldn't think of anyone that this wouldn't be insulting.
- Short Legs: No pertinent effect.
- Bestial Face (Dragon): May make one attack as a Bite. Provided they do not make any Bite attacks this round, may Breathe Fire as a ranged attack. It has an AoE 6 Long by 2 Wide, causing 2 Hits to each creature in AoE.
Temporary site navigation is temporary, click here to return to the Realm of Chaos hub, or here for the Six-Soaked Path.