Cult of Slaanesh

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ARMY SPECIAL RULES This section of the book describes the different units in a Cult of Slaanesh army along with their rules. The following is a list of all the different recurring ‘army special rules’ in a Cult of Slaanesh army. CULT OF SLAANESH ARMOURY Dark Elf Repeater Weapons The repeater crossbow fires a volley of barbed bolts at range whilst its smaller cousins are equally deadly as the enemy close in. Repeater Crossbow Range Strength Special Rules 24” 3 Armour Piercing Multiple Shots (2) Repeater Handbow Range Strength Special Rules 12” 3 Multiple Shots (2) Quick to Fire Brace of Repeater Handbows Range Strength Special Rules 12” 3 Multiple Shots (2) Quick to Fire Requires Two Hands Chaos Armour Suits of Chaos Armour are the living gifts of Slaanesh; a second skin of steel that may never be removed was put on. Chaos armour grants a 4+ armour save that can be combined with other equipment as normal. A Wizard can still wear Chaos armour and still cast spells. Sea Dragon Cloak These scaled cloaks are light, flexible and incredibly tough. This confers the Scaly Skin (5+) special rule. MURDEROUS PROWESS Models with this special rule (but not their mounts) re-roll all To Wound rolls of a 1 when making close combat attacks HEKARTI’S BLESSING Models with this special rule add +1 to all attempts to cast spells from the Lore of Dark Magic or the Lore of Slaanesh. MARK OF SLAANESH Models with this rule are Immune to Fear, Panic and Terror. LOCI OF CHAOS Heralds of Slaanesh can purchase Locus upgrades. There are three tiers of locus. Rising from the weakest to the strongest these are: Lesser, Greater and Exalted. If a unit is affected by two or more loci, only the strongest takes effect – the rules for the others are ignored. Should the Herald be killed the effect of its locus is lost immediately. DAEMON OF SLAANESH Slaaneshi Daemons have wicked claws that cut deep. They have the Armour Piercing and Hatred (Daemons of Khorne) special rules. In addition being Daemonic grants the Fear and Immune to Psychology special rules. Daemonic Attacks A Daemon’s attacks are magical. This includes any special ranged or Stomp attacks they make. Daemonic Aura All daemons enjoy the physical and mystical protection that fluctuates with the Winds of Magic. At the start of the game, Daemons have a 5+ ward save (though this might change as a result of the Reign of Chaos table – see below). Daemonic Instability When a unit of Daemons loses a combat it must take a special kind of Break test called a Daemonic Instability test, instead of taking a normal Break test. To do this, use the following procedure: 1) Calculate combat result as normal and roll 2D6. 2) If the dice roll is double 1 or double 6, something unexpected happens: Double 1 Reality Blinks Time folds back on itself, restoring the slain. All Wounds suffered by the unit this Close Combat phase, including any Wounds suffered by characters that have joined it, are restored, and any models removed as casualties in this phase immediately return to play in their earlier positions. Wounds restored in this manner still count as having been inflicted for the purposes of combat results. Double 6 Banished! With an inrush of damp air and fiery ‘crack!’ the Daemons are sucked back in the Realm of Chaos. Remove the entire unit from play as a casualty. 3) Now (assuming the unit has not been wiped out when resolving a double 6) apply the difference in combat results as a temporary penalty to the Daemons’ Leadership. For every point by which the 2D6 roll exceeds this modified Leadership value, the unit suffers one additional Wound, with no saves of any kind allowed. If characters are present in the unit, first allocate Wounds to the unit, then divide remaining Wounds as equally as possible amongst any characters. Daemon Instability tests cannot benefit from Insane Courage but can be re- rolled if the battle standard is within 12”, use the General’s Inspiring Presence rule, and/or be tested on unmodified Leadership if the unit is Stubborn/Steadfast. If a Daemonic unit somehow has the Unbreakable special rule, it takes no Daemonic Instability test.

description

This is my version of merging the chaos slaanesh and dark elf armies of Warhammer Fantasy.

Transcript of Cult of Slaanesh

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ARMY SPECIAL RULES This section of the book describes the different units in a Cult of Slaanesh army along with their rules. The following is a list of all the different recurring ‘army special rules’ in a Cult of Slaanesh army.

CULT OF SLAANESH ARMOURY Dark Elf Repeater Weapons The repeater crossbow fires a volley of barbed bolts at range whilst its smaller cousins are equally deadly as the enemy close in.

Repeater Crossbow

Range Strength Special Rules . 24” 3 Armour Piercing Multiple Shots (2) Repeater Handbow Range Strength Special Rules . 12” 3 Multiple Shots (2) Quick to Fire Brace of Repeater Handbows Range Strength Special Rules . 12” 3 Multiple Shots (2) Quick to Fire Requires Two Hands Chaos Armour Suits of Chaos Armour are the living gifts of Slaanesh; a second skin of steel that may never be removed was put on.

Chaos armour grants a 4+ armour save that can be combined with other equipment as normal. A Wizard can still wear Chaos armour and still cast spells. Sea Dragon Cloak These scaled cloaks are light, flexible and incredibly tough.

This confers the Scaly Skin (5+) special rule.

MURDEROUS PROWESS Models with this special rule (but not their mounts) re-roll all To Wound rolls of a 1 when making close combat attacks

HEKARTI’S BLESSING Models with this special rule add +1 to all attempts to cast spells from the Lore of Dark Magic or the Lore of Slaanesh.

MARK OF SLAANESH Models with this rule are Immune to Fear, Panic and Terror.

LOCI OF CHAOS Heralds of Slaanesh can purchase Locus upgrades. There are three tiers of locus. Rising from the weakest to the strongest these are: Lesser, Greater and Exalted. If a unit is affected by two or more loci, only the strongest takes effect – the rules for the others are ignored. Should the Herald be killed the effect of its locus is lost immediately.

DAEMON OF SLAANESH Slaaneshi Daemons have wicked claws that cut deep. They have the Armour Piercing and Hatred (Daemons of Khorne) special rules. In addition being Daemonic grants the Fear and Immune to Psychology special rules. Daemonic Attacks A Daemon’s attacks are magical. This includes any special ranged or Stomp attacks they make. Daemonic Aura All daemons enjoy the physical and mystical protection that fluctuates with the Winds of Magic. At the start of the game, Daemons have a 5+ ward save (though this might change as a result of the Reign of Chaos table – see below). Daemonic Instability When a unit of Daemons loses a combat it must take a special kind of Break test called a Daemonic Instability test, instead of taking a normal Break test. To do this, use the following procedure: 1) Calculate combat result as normal and roll 2D6. 2) If the dice roll is double 1 or double 6, something

unexpected happens:

Double 1 Reality Blinks Time folds back on itself, restoring the slain. All Wounds suffered by the unit this Close Combat phase, including any Wounds suffered by characters that have joined it, are restored, and any models removed as casualties in this phase immediately return to play in their earlier positions. Wounds restored in this manner still count as having been inflicted for the purposes of combat results. Double 6 Banished! With an inrush of damp air and fiery ‘crack!’ the Daemons are sucked back in the Realm of Chaos. Remove the entire unit from play as a casualty.

3) Now (assuming the unit has not been wiped out when

resolving a double 6) apply the difference in combat results as a temporary penalty to the Daemons’ Leadership. For every point by which the 2D6 roll exceeds this modified Leadership value, the unit suffers one additional Wound, with no saves of any kind allowed.

If characters are present in the unit, first allocate Wounds to the unit, then divide remaining Wounds as equally as possible amongst any characters. Daemon Instability tests cannot benefit from Insane Courage but can be re-rolled if the battle standard is within 12”, use the General’s Inspiring Presence rule, and/or be tested on unmodified Leadership if the unit is Stubborn/Steadfast. If a Daemonic unit somehow has the Unbreakable special rule, it takes no Daemonic Instability test.

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EYE OF THE GODS TABLE Characters or Units Champions with this special rule are referred to as ‘Chaos Champions’ and are subject to the

rules below. They may never refuse a challenge and, must always issue one. If the model slays its opponent in the

challenge it immediately rolls on the Eye of the Gods chart. A model is allowed to have multiple of the same reward

up to a characteristic of 10 and armour save of 1+. Note the model must take the enemy’s final Wound through

direct attacks; if the enemy dies after or because of combat resolution, for example, it does not count.

9 DARK FURY: The Chaos Champion gains +1 Attack.

10 SLAUGHTERER’S STRENGTH The Chaos Champion gains +1 Strength.

11 AURA OF CHAOS The Chaos Champion gains a 6+ ward save. If the Chaos Champion already has a ward save, it is improved by 1 instead (to a maximum of 3+).

12 DARK APOTHEOSIS The Chaos Champion must take a Leadership test on his own, unmodified. This test cannot be re-rolled for any reason. If the test is failed, the Chaos Champion receives the Divine Greatness reward (see below). If the test is passed, the Chaos Champion instead receives the Daemonhood reward (see below).

DIVINE GREATNESS:

The Chaos Champion gains the Stubborn special rule. If the Chaos Champion already Stubborn, he instead gains +1 Leadership. If the Chaos Champion is already at Leadership 10 and Stubborn treat this result as ‘Daemonhood’.

DAEMONHOOD:

If you have a spare Daemon Prince model you can place it anywhere within 6” of the Chaos Champion that is more than 1” from any unit or impassable terrain. This Daemon Prince will retain any equipment, Chaos Powers or Gifts, magic items, special rules and any other rewards from this table gained during its former existence (if it had any).

If the Chaos Champion was your army General or Battle Standard Bearer, the Daemon Prince remains so. If the Chaos Champion was a Wizard, the Daemon Prince retains his Wizard levels and knows the same spells as the Chaos Champion did before turning into a Daemon Prince. In addition he loses the ‘Mark of Slaanesh’ special rule but gains the ‘Daemon of Slaanesh’ Special rule. Finally, the Chaos Champion is removed from play as a casualty. If the Chaos Champion is mounted, his mount is also removed from play, unless it is a chariot or ridden monster.

2 DAMNED BY CHAOS: The Chaos Champion must take a Leadership test on his own unmodified Leadership. This test cannot be re-rolled for any reason. If the test is passed, the Chaos Champion receives the Insanity reward (see below). If the test is failed, the Chaos Champion instead receives the Spawndom reward (see below).

INSANITY:

The Chaos Champion gains the Stupidity special rule. If the Chaos Champion already has the Stupidity special rule, he instead suffers -1 Leadership, to a minimum if 2. If the Chaos Champion is already at Leadership 2 treat this result as ‘Spawndom’.

SPAWNDOM:

If you have a spare Chaos Spawn model, you can place it anywhere within 6” of the Chaos Champion that is more than 1” from any unit or impossible terrain. Note that this is treated as a normal Spawn of Slaanesh (if there is such a thing) – it retains none of the equipment, upgrades, magic items, special rules, spells, Chaos Powers or Gifts that it possessed in its former existence (these are all lost). Finally, the Chaos Champion is removed from play as a casualty. If the Chaos Champion is mounted, his mount is also removed from play, unless it is a chariot or ridden monster.

3 EVIL EYEBALL: The Chaos Champion gains +1 Ballistic Skill.

4 UNHOLY RESILIENCE: The Chaos Champion gains +1 Toughness.

3 MURDEROUS MUTATION: The Chaos Champion’s armour save is improved by 1 (to a maximum of a 1+ save).

7 THE EYE OPENS: The Chaos Champion can re-roll one failed roll To Hit, roll To Wound or saving throw until the end of his next turn.

8 UNEARTHLY REFLEXES: The Chaos Champion gains +1 Initiative.

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REIGN OF CHAOS

8 Khaine’s Wrath: “Cry Murder, Cry Murder, Kill, Kill, Kill” Khaine whispers into the ears of all, making father kill son and friend murder friend. Roll a D6 for each unit containing two or more models with the Mark of Slaanesh on the board (friend or foe). Do not roll for units that are engaged in close combat. On the roll of a 6, the unit must pass a Leadership test on its unmodified Leadership or inflict 2D6 hits on itself at the unit’s average Weapon Skill and Strength value. These attacks are distributed like shooting attacks.

9 Chaotic Surge: The tide of corrupting magic grows stronger as do the anarchic Daemons that suckle from it. All models with the Daemonic Instability special rule (friend or foe) gain a +1 bonus to their ward saves (which will normally mean it is increased to 4+) until you next roll for the Winds of Magic.

10 The Gods are here: The air is so thick with the Winds of the Magic that the Daemons can see Slaanesh himself all around them deflecting the blows of his enemies. All models with the Daemonic Instability special rule (friend or foe) gain +2 bonus to their ward saves (which will normally mean it is increased to 3+) until you next roll for the Winds of Magic.

11 Daemonic Possession: The incantations of an enemy wizard have drawn Slaanesh’s predatory gaze. Randomly select one enemy Wizard on the board who does not have the Daemonic Instability special rule. The selected Wizard must pass a Leadership test or be removed as a casualty with no saves of any kind allowed. If the Leadership test is failed then before removing the Wizard place a Herald of Slaanesh anywhere within 6” of the slain model that is more than 1” from all units and impassable terrain.

12 Summoned from Beyond: The barriers between the mortal and immortal planes crack, and yet more Daemons pour into the world. Place a new unit of consisting of 3D6+3 Daemonettes. The unit must be placed at least 1” away from all units, buildings and impassable terrain. It can be placed in any legal formation as long as there are at least 5 models in the front rank.

Whenever you roll for the Wind of Magic, total the two highest dice rolls and compare the combined result on the table below. 2 The Winds Recede: The Winds of Magic die down

drawing the Daemons of Chaos to their otherworldly realm. All units with the Daemonic Instability special rule (friend or foe) must immediately take a Daemonic Instability test on their unmodified Leadership.

3 Punished by the Gods: The Chaos Gods are displeased, and vent their anger upon one of their minions. Randomly select one character with the Daemonic Instability special rule (friend or foe) The selected character must immediately take a Leadership test, losing 1 Wound (with no saves of any kind allowed) for each point by which the test is failed.

4 The Gods are Gone: The Chaos Gods presence has all put retreated back to the Chaos planes as has the protection that they offer. All models with the Daemonic Instability special rule (friend or foe) suffer a -2 penalty to their ward saves (which will therefore normally mean that they have no ward save at all) until you next roll for the Winds of Magic.

5 Chaotic Ebb: The Chaos Gods squabble, and the Daemons’ presence on the mortal plane grows dim. All models with the Daemonic Instability special rule (friend or foe) suffer a -1 penalty to their ward saves (which will therefore normally be reduced to 6+) until you next roll for the Winds of Magic.

6 Khorne’s Wrath: With an enraged bellow that shakes both the mortal and Daemon realms, Khorne bombards the battlefield with brazen skulls. Roll a D6 for each Daemon of Slaanesh unit on the board. Do not roll for units that are engaged in close combat. On the roll of a 6, place a small template directly over the centre of the unit – this then scatters 3D6”. Resolve damage as you would from a stone thrower shot, with the model under the centre of the template suffering a Strength 9 hit with the Multiple Wounds (D6) special rule, and all other models wholly or partially under the template suffering a Strength 3 hit.

7 The Eye of the Storm: The roiling tide of Chaos is in relative balance for a moment. Nothing happens, this time…

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DRUCHII PRINCES OF PLEASURE

About Druchii Anointed and Initiates…. SLAANESH About Slaanesh…

Profile M WS BS S T W I A LD Druchii Anointed 5 8 7 5 4 3 9 5 10

Druchii Initiate 5 6 6 4 3 2 7 3 9

TROOP TYPE: Infantry (Character) SPECIAL RULES: Always Strikes First, Hatred (High Elves), Murderous Prowess, Mark of Slaanesh, Eye of the Gods

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SPECIAL RULES: Mark of Slaanesh, Eye of the Gods

MAGIC: Sorceresses are Wizards who use spells

from the Lore of Dark Magic, the Lore of Slaanesh or one of the eight Lores of Battle Magic in the Warhammer rulebook.

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BLOODWRACK SHRINE

Bloodwrack Shrine 5 - - 5 6 5 - - - Slaaneshi Medusa 7 7 6 4 4 4 6 5 2 Shrinekeeper - 4 3 3 - - 5 2 8

SPECIAL RULES: Always Strikes First, Hatred (High

Elves), Murderous Prowess, Mark of Slaanesh, Large Target, Magic Resistance (1), Terror.

Will of the Gods: This model has no steeds to draw it, but uses its own Movement value. Unlike other chariots it can also march. It can also join units as if it was a character, save for the fact that it must always be placed in the centre of the front rank. Only one model with this special rule can join each unit.

Painshield of Slaanesh: The Shrine has a 4+ ward save. Devoted of Slaanesh and Slaaneshi Medusae have a 5+ ward save, and all other units have a 6+ ward save.

Medusa’s Mirror: Extends the range of Medusa’s Bloodwrack stare from 12” to unlimited range but it still requires true line of sight.

Aura of Agony: All models with the Mark of Slaanesh or Daemon of Slaanesh special rule within 18” gain +1 to their Leadership (to a max. of 10) and all other models within 18” are at -1 Leadership (to a min. of 2) Avert your Gaze!: At the start of every Close Combat phase, before challenges are issued, enemy models in base contact must pass an Initiative test or suffer a Strength 4 with the Killing Blow special rule with no armour saves. This is a magical attack. Bloodwrack Stare: A magical shooting attack: Range Strength Special Rules . 12” 4 Killing Blow, Multiple Shots (4) When rolling to Wound substitute the target’s Toughness for its Initiative value. No armour saves.

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ADD EXALTED DAEMON OF SLAANESH!!

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When rescanned, move Heralds of Slaanesh to here and move Daemonettes back into order.

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SPECIAL RULES: Eye of the Gods (Alluress only), Eye of the Gods (Herald only)

Greater Locus of Illusion: This model, and all models

in the unit can the ‘Sophoric Musk’ Chaos Power

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SPECIAL RULES: Eye of the Gods (Lordling only), Eye of the Gods (Guard Master Only).

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SPECIAL RULES: Eye of the Gods (Reaver only), Eye of the Gods (Bloodshade only).

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SPECIAL RULES: Eye of the Gods (Master of Warlocks only), Eye of the Gods (Herald only)

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SPECIAL RULES: Eye of the Gods (Dread Knight only)

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HELLFLAYERS OF SLAANESH ADD

Spawn of Slaanesh: Always Strikes First

Mark of Slaanesh

3D6

(3D6

)

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Special Rules: Mark of Slaanesh

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SPECIAL RULES: Always Strikes First

(Steeds of Slaanesh only)

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Favoured Daughter: Such is Slaanesh’s love for Morathi’s deceptive ways and intricate plots that he

allows her to choose when to challenge and when to wait. However should she need to roll on the

Eye of the Gods table treat every result as Aura of Chaos. + Eye of the Gods, Mark of Slaanesh

MAGIC: Morathi is a Level 4 Wizard who uses spells from

the Lore of Dark Magic, the Lore of Shadows and the Lore of

Slaanesh. However instead of generating spells in the

normal way she may chose her four spells. She may choose

all her spells from the same Lore or from one or more Lores

in combination.

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Elvish Vanity: Daemons show no love of Beauty – a thing Sigvald cannot abide – Elves on the other

hand find him a beauty to behold. It comes as no surprise that he chooses to stay only amongst the

Dark Elves in battle. This increases Sigvald’s Movement to 5 and reduces his base size to 20mm.

SPECIAL RULES: Always strikes First

Magic Weapon. This weapon confers +2 Initiative and +2

Attacks.

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AZAZEL Prince of Damnation, The Right Hand of Slaanesh

Azazel sees into the very hearts and souls of men, and even their deepest desires and hidden passions are plain to him. With his silvery voice Azazel whispers to his opponents, promising them all they have ever desired if they abandon the folly of opposing Slaanesh and embrace the Prince of Chaos instead. And there are very few that can resist his temptations. All who know of him dread to face him in battle, for the cost of losing to Azazel is not only the death of the body, but the damnation of the soul as well. At the Battle of the Moors a force of zealous Templars of Ulric had made vows before the Flame of Ulric in Middenheim that they would banish Azazel or perish trying. But before the battle ended the Templars had been reduced to gibbering imbeciles, slaves to the slightest whim of Azazel. He set collars around their necks and made them walk on all fours like dogs to amuse his patron Slaanesh. The Questing Knight, Guido de Brionne, sought out Azazel, intending to challenge him to single combat to fulfil his grail quest, but instead he kneeled before the Daemon Prince, begging him to accept his undying devotion. Laughing, Azazel severed the head of the Bretonnian Knight, who stood unmoving, convinced in the justification of the act. Woe to those who face Azazel, the right hand of Slaanesh.

M WSBS S T W I A Ld Azazel 6 8 0 5 5 4 9 5 9

Magic: Azazel is a Level 2 Wizard, and uses spells from the Lore of Slaanesh.

SPECIAL RULES Daemon of Slaanesh, Unbreakable, Terror, Fly, Aura of Slaanesh, Soporific Musk, Always Strike First Temptator: Those who come face-to-face with the awesome presence of Azazel risk gambling with their very souls. Many who see him lose their free will and become incapable of opposing him. They are used as playthings by Azazel until he grows bored of them and disposes of them as he sees fit. At the beginning of the Close Combat all models in base contact with Azazel must take a Leadership test. If the test is failed, the victims are controlled by the Chaos player in that Close Combat phase. The model will direct its attacks against his own side. The model cannot be attacked by either side during that Close Combat phase but after combat resolution has been worked out, he reverts immediately to the original player’s control and can therefore use his Leadership for any Break tests and can be broken and pursued as normal. If the model has no friendly models in base contact, it will not attack that round and attacks can be directed against it, hitting automatically. MAGIC ITEMS Blissblade: Magic Weapon. Azazel wields a mighty enchanted blade, a deadly living weapon against which mortal armour is no proof. No armour saves are allowed against attacks made with the Blissblade.

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VANDRED The Majestic, First of the Anointed, The Druchii Pleasure Princeling

Vandred was once a Highborn High Elf who was wanted throughout Ulthuan for uncountable vile atrocities. Elven mothers would tell their children stories of how Vandred the Vile would steal them away in the night to scare them. As his name grew more infamous all the twisted mind and wicked elves started to flock around him until one day he was visited by the Dark Prince himself who offered him the power to live his darkest of desires every day of life and all he asked in return was that the Elvish blood spilled was offered up to Slaanesh who favoured the sweet taste of Elven souls above all others. Vandred began a secret Slaaneshi Cult in the shadows of Ulthuan and used his heightened power and alongside his Elven cultists he drenched himself in his desire and spilled the blood of a thousand elves before giving their souls up to the Dark Prince. Over time his body became as monstrous as his mind and at the time of the Storm of Chaos Vandred allied with Abbaddon the despoiler against his own kin allowing his body to be possessed by a Daemon, Vandred became a shadow of his former self, twisted by the Gods of Chaos and Abaddon to their own ends thus becoming half-Elf, half-Daemon and the first of the Druchii Anointed. As for his fellow cultists so devoted had they become to their Druchii Princeling of Pleasure that they forsook their elven bodies entirely and embraced Daemonhood becoming the Daemonettes of Vandred’s Majestic Warband.

M WS BS S T W I A Ld Vandred 6 8 7 5 0 0 9 5 10

Magic: Vandred is a level 2 Wizard that only knows the Hysterical Frenzy and Cacophonic Choir spells from the Lore of Slaanesh.

SPECIAL RULES Always Strike First, Hatred (High Elves and Khorne), Murderous Prowess, Daemon of Slaanesh, Eye of the Gods, Fear, Poisoned Attacks The Daemon Elf: Vandred has been an Anointed Druchii for so long he is nearer to a Daemon than the Elf he once was. As such he is fielded on a 25mm base and is treated as both a Daemon and an Elf. Majestic Warband: Vandred the Majestic never enters a battle alone and instead he leads his Majestic Warband – a unit of elite Daemonettes. Vandred starts deployed in this unit and may never leave it. This unit must include at least 10 Daemonettes who cost +3 more points than normal but who have +1WS, +1A and the Poisoned Attacks special rule. The Leader Lives: So devoted are the Daemonettes of Vandred the Glorious that all of them would die before seeing a scratch on his perfect body. Vandred does not have a Wound or a Toughness stat instead any hits targeted against Vandred are instead resolved against his Daemonettes unit. However so reliant is Vandred on his Glorious Warband that should they ever be totally wiped out he is removed as a casualty. Blessings of Slaanesh: Slaanesh is always watching when blood is spilled but he takes especial note of the most glorious kills of his champions but when the Dark Prince asked Vandred which power he wanted Vandred asked for only one thing, more Daemons to lead his slaughter, Slaanesh simply smiled and opened the gates of Chaos. For every successful Poisoned Attack, Killing Blow or Heroic Killing Blow Attack (a roll of 6 to Hit or to Wound) that Vandred inflicts on his enemies add one Daemonette to his unit. MAGIC ITEMS Twin Death: Vandred’s twin blades ‘Death and Death’ may not be the most original names but they have a terrible reputation that instils their enemies with fear. Paired Weapons. Magic Weapons. These blades confer the Killing Blow special rule. In addition Vandred can opt to instead make one attack with the Heroic Killing Blow special rule.

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Special Rules: Mark of Slaanesh

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SPECIAL RULES: Eye of the Gods, Mark of Slaanesh

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SPECIAL RULES: Always Strikes First

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DECHALA The Denied One, Mistress of the Tormentors.

Dechala led the greatest of all of Slaanesh’s warbands to ever roam the Chaos Wastes. She is as cruel as she is beautiful and as pitiless as she is beguiling. The earliest records of the ravages of Dechala reach down through the centuries. Some say that she was blessed with great age by Slaanesh, or maybe the legends that she was once a High Elf princess are true. Dechala is mutated beyond recognition, making her a creature of Chaos more akin to a Daemon than a mortal. Her skin is smooth and milk-white. Her legs have been replaced by the lithe and sinuous body of a snake. Her multi-headed tail cracks like a whip, and drips with poison. Her multitudinous arms grasp heavy-bladed swords and her deep blue eyes glow with an inner light, promising terrible pain and pleasure to any who dare to stand before her. She has beauty that only Slaanesh may grant, but it is as unearthly and disturbing as it is irresistible. Her visage evokes loathing as much as it arouses pleasure. Dechala seeks the ultimate self-indulgence and freedom from the shackles of law and order, but she desires this pleasure only for herself: others can suffer and die as long as her wishes are fulfilled. She is served by a host of slaves, victims of her hideous poison that erodes both the will and the body. In battle Dechala is an enchanting sight, her snake-like body dancing to amuse her patron. And as delicate and sensuous as her movements are, they are nonetheless lethal to those who dare to oppose her, and many an opponent has been cut to pieces while entranced by her dance.

M WS BS S T W I A Ld Dechala 6 8 3 4 4 2 9 8 8 Weapons: Dechala carries a multitude of poisoned swords. Armour: Dechala wears Chaos Armour. SPECIAL RULES

Daemon of Slaanesh

Eye of the Gods

Poisoned Attacks

Always Strike First

DANCES OF SLAANESH Even battle is a way for Dechala to please her master. She dances across the battlefield sensuously, her blades making eerie whistling music to accompany her movements. In combat she may pick one of the following dances. The effect applies for that Close combat phase only. The Decadent Dance: Dechala fights with dancing movements that enthral her enemies, and her twisting body becomes almost impossible to hit. All successful rolls to hit against her in close combat must be re-rolled. Dance of Destruction: Dechala swirls with frantic energy, cutting limbs and severing heads with her whistling blades. Dechala gains +1 to all her to hit rolls. Deathdance: Dechala’s twisting blades make a web of death around her helpless enemies who can do nothing but watch their demise surround them. Dechala gains the killing blow special rule.

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THE CULT’S PRIZES OF PLEASURE

On the following pages are magic items available to Cult of Slaanesh armies. These can be taken in addition

to any of the magic items listed in the Warhammer rulebook.

HYDRA BLADE Magic Weapon

100 points PENDANT OF SLAANESH Enchanted Item

50 points

The Hydra blade was carved from a single fang of Akholrak, first and greatest of the War Hydras broken to Malekith’s service, and like its many-headed namesake, its keen edge strikes repeatedly against its foes. Though Akholrak is dead now, torn asunder long ago by the talons of the great Caledorian Dragon Incalamir, its malice lives on within this gnarled and twisted sword. Only those of iron will can hope to dominate the Hydra Blade, for it is imbued with an echo of Akholrak’s malice and is little inclined to suffer the commands of another. Most wielders discover the blade’s wilfulness more than offset by its alacrity, but more than a few have perished needlessly in encounters where skill would have served them far better than speed.

The wielder of the Hydra Blade had the Random Attacks (D6+A) special rule. In addition, at the start of any round of close combat in which the bearer will fight, he must take a Leadership test with a -2 modifier before striking any blows. If the test is passed, nothing extra happens. If the test is failed, the wielder suffers a -5 penalty to Weapon Skill (to a minimum of 1) but gains the Heroic Killing Blow special rule until the end of the round.

This pendant was crafted from crystallised soul of the first elf to have been seduced by Slaanesh. When worn, it comes to life, burrowing deep into the owner’s chest, inflicting hours of agony as it slowly scratches through skin, flesh and bone before nestling next to the champion’s heart. Once there, it invigorates the bearer with sublime energy whenever he feels pain and instils a euphoric state that even the fear of the death cannot mar. Once a warrior has tasted this ecstasy, they will jealously guard the pendant, surrounding themselves only with loyal followers and shunning the company of rival champions lest they try and take it for themselves.

Model with the Mark of Slaanesh Only. The bearer can only join units that have the Mark of Slaanesh. No other characters can join the same unit and he may not join any unit that already contain a character. Whenever the bearer or his unit take a Break test, it is taken on one less dice than usual (note that a Break test cannot be passed with Insane Courage on only a single D6). In addition, for each unsaved Wound the bearer suffers, he gains +1 Attack for the rest of the battle.

DRAICH OF DARK POWER Magic Weapon

50 points WAND OF KHARAIDON Enchanted Item

40 points

This Mighty two-handed, curved blade is deadly when wielded by a skilful swordsman, easily able to carve through armour and bone with deadly grace. It is believed that the weapon was given to the first of the Druchii Anointed by the Prince of Pleasure himself.

The wielder is at +2 Strength in close combat and gains the Killing Blow. Requires two hands.

A powerful item of dark sorcery, this wand unleashes the powers of the fell daemon Kharaidon on command. Kharaidon was once an elf cursed with spawndom until his love of the pleasure of pain caught the eye of Slaanesh who blessed him with daemonhood. However the fleeting favour of Slaanesh was short lived with he chose a new champion and tricked the remnants of Kharaidon’s soul shattered soul into his own weapon to be gifted to his new favoured son, who no doubt also met a grisly fate.

Bound Spell. Power Level 4. Once per Magic phase, the wielder may unleash the power of the wand. This automatically casts the spell Doombolt on the lower power. Each time it is used, roll a dice: on a 1 its power is exhausted, and it cannot be used for the remainder of the game.

LASH OF DESPAIR Magic Weapon

50 points

The cords of this whip are spun soul-stuff, hungry for escape. When the lash cracks forward, the soul-streamers splay outward, striking wildly at all nearby.

Range Strength Special Rules . 12” User Multiple Shots (2D6)

WITSTEALER SWORD 25 points Magic Weapon

The Witstealer Sword was forged in the molten heat of desire thus the Dark Prince thought his champion could beat his enemies but alas never has desire burned as hot as wrath and Slaanesh’s champion was swiftly defeated but his sword became legend.

Any character or monster that suffers one or more unsaved Wounds from the Witstealer Sword must immediately pass an Initiative test or suffer another Wound with no armour saves allowed.

CLOAK OF TWILIGHT Enchanted Item

50 points

Woven from the hair of innocents and dyed with the blood of sorceresses, the Cloak of Twilight is all but invisible to the mortal eye. The cloak has served many masters well across the long centuries. It was this garb that allowed Morathi to keep a close watch on the Phoenix Court of Bel Shanaar even from Nagarythe. Centuries later, it had passed from the Hag Sorceress’ hands and became a tool of death that keeps its death-dealer from punishment.

Confers a 3+ ward against wounds caused by shooting and spells. Plus, in the first round of close combat, the wearer gains Killing blow and Multiple Wounds (D3).

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THE CLOAK OF DARK SOULS Enchanted Item

25 points

The billowing cloak of the darkest shadows envelops the wearer, allowing them to pass by almost unnoticed or delve deep into territories previously unreachable. An ability all Dark Elves would kill for but for those who worship Slaanesh in secret it has often been the difference between life and death at the murderous hands of the Executioners of Har Ganeth.

A Character with the Cloak of Dark Souls may Scout, so long as they are on foot.

THE BLACK AMULET Talisman

60 points

Carved from the tortured heartstone of a mountain drenched in Dark Magic, the Black Amulet is a lustrous polished stone of midnight hue. It is engraved with a single glowing rune, and into its ebony facets have been poured all of the captured malice and spite that emanates from the chill lands of Naggaroth. To behold its darksome shape is to see despair made physical, it is to abandon even the merest memory of hope.

The wearer of the Black Amulet has a 4+ ward save. Furthermore, each time the bearer of the Black Amulet makes a successful ward save whilst fighting in a challenge; the Black Amulet inflicts one Wound on the bearer’s opponent. Armour saves cannot be taken against Wounds caused by the Black Amulet.

RING OF HOTEK Talisman

60 points

Hotek was once an outcast priest of Vaul. It was he who forged Malekith’s run-etched armour, and he also oversaw the creation of many of the Witch King’s most terrible weapons. Renegade and turncoat though he was, Hotek was no fool. He knew that he lived only at Malekith’s fickle pleasure, and so created for himself an armoury of defences – both magical and physical – with which he hoped to blunt the Witch King’s wrath long enough to escape. Ultimately Hotek did not perish at Malekith’s hands but was poisoned by the Cult at Morathi’s order. His armoury was broken up and many of his greatest works ended up as prizes offered up to Slaanesh.

The bearer has the Magic Resistance (3) special rule. In addition, any enemy Wizard that attempts to cast or target a spell on a unit within 6” of the bearer will suffer a miscast on the roll of any double not just a double 6. Note that miscasts caused by any double that isn’t a double 6 do not benefit from irresistible force.

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ADD ALL THE COMMON MAGIC ITEMS

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Chaos Powers

As the Champions of Chaos wage their wars, they acquire a variety of bizarre mutations and strange gifts of

power. Below are Chaos Mutations and Powers that can be bought for Cult of Slaanesh Characters. In

addition to these listed below a Daemon of Slaanesh may select one or more Daemonic Gifts from the

following page, these may be taken in multiples and alongside other Chaos Powers and Gifts.

Daemonblade Magic Weapon

50 points CHAOS FAMILIAR Arcane Item

25 points

Each of these blades is a prison for the essence of a powerful Daemon. They are artefacts of utmost power, but the Daemon within is treacherous indeed, and will turn against its wielder in the blink of an eye.

The wielder of a Daemonblade has the Random Attacks (D6 + 3) special rule. However, every To Hit roll of a 1 made by this character in close combat is resolved against himself; the character can never re-roll a To Hit roll of a 1.

The Chaos Familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge. Slaanesh wizards favour young dragons, or lesser daemonic spirits inhabiting small creatures native to Naggaroth.

The Character adds +1 to all of his channelling attempts and knows one extra spell than normal for his level (this does not increase his Wizard level).

UNHOLY STRIKE 35 points SOPHORIC MUSK 25 points The Champion can channel the dark strength flowing through his veins to deliver a single blow that can shatter a fortress wall.

Instead of striking normally, the character can choose to make a single special Attack. If he does so, and the Attack hits, the hit is resolved at double the character’s Strength and has the Multiple Wounds (D3) special rule.

The champion gives off a strong but beautiful odour that induces feelings of extreme drowsiness.

All models in base contact with one or more models with the Sophoric Musk are at -1 Weapon Skill and Initiative unless they are also a Daemon of Slaanesh or bear the Mark of Slaanesh.

FLAMING BREATH 30 points BURNING BODY 10 points

This Champion breathes not air, but fire, and by roaring he ushers forth the Hellfire of the Dark Prince himself.

The Character has a Strength 4 Breath Weapon that has the Flaming Attacks special rule.

The champion is surrounded by crackling flames that burn his enemies whilst leaving his own body untouched.

The character has the Flaming Attacks special rule and a 5+ ward save against Flaming Attacks.

SCALED SKIN 20 points QUICKENING BLOOD 10 points The Champion’s skin is covered with a thousand reptilian scales, each as tough as Dragonhide.

The Character has the Scaly Skin (5+) special rule.

The very blood of the daemon’s body pulsates with hellish vigour as if to push it on to deeds of depravity.

The Character gains +2 to their Initiative Stat.

ALLURE OF SLAANESH 20 points SOUL FEEDER 10 points Slaanesh’s favoured champions are so attractively captivating that few can find the will to raise a blade against them.

Any opponent wishing to shoot at or strike the character in close combat must first pass a Leadership test (test immediately before the model to rolls To Hit). If the test is failed, that model cannot make any close combat or shooting attacks that phase. This does not affect Attacks that do not roll To Hit.

The champion is possessed of an immortal hunger that can only be satisfied by feeding upon the souls of his slain foes.

Roll a D6 for every unsaved Wound inflicted by the character in close combat. For each result of a 6 rolled, he immediately regains a single lost Wound. This includes special attacks, Breath Weapons and Stomp Attacks.

POISONOUS SLIME 15 points FEARFUL VISAGE 5 points The champion’s flesh is saturated with a toxic slime that seeps through his skin, poisoning anything he touches.

The character has the Poisoned Attacks special rule and a 5+ ward save against Poisoned Attacks.

The champion has been rewarded with a terrifying visage.

The character has the Fear special rule. However, other models can never use this character’s Leadership.

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Unnatural Swiftness: The Daemon has +2

Initiative.

Magic Weapon: The Daemon has a magic

weapon, of a value up to 25 points, chosen

from the Warhammer rulebook or the Cult

of Slaanesh Prizes of Pleasure magic

weapons.

Greater Weapon: The Daemon has a magic

weapon, of a value up to 50 points, chosen

from the Warhammer rulebook or the Cult

of Slaanesh Prizes of Pleasure magic

weapons.

Hellforged Artefacts: The Daemon has one of

the Hellforged Artefacts presented on the next

page. One of each per army.

Portal Master: At the end of every Close Combat

phase in which the Daemon causes one or more

unsaved Wounds, additional Daemonettes can be

added to nearby units. For every unsaved Wound

caused one Daemonette may be added to a unit

within 12”. Alternatively the Daemonettes may be

placed as a new unit within 6” of the Daemon.

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ALL EIGHT LORES OF MAGIC!

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LORDS

Morathi 405 points Profile M WS BS S T W I A LD Type Morathi (Dark Elf High Sorceress) 5 5 4 3 3 3 6 3 10 Infantry (Character)

Sulephet (Dark Pegasus) 8 4 0 4 4 3 4 3 6 Monstrous Beast

Magic Items: Special Rules (Morathi):

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods

Hekarti’s Blessing

Enchanting Beauty

The First Sorceress

Favoured Daughter

Thousand and One Dark Blessings

Magic:

Heartrender

Darksword

Morathi is a Level 4 Wizard who uses spells from the Lore of Dark Magic, the Lore of Shadows and the Lore of Slaanesh. However instead of generating spells in the normal way she may chose her four spells. She may choose all her spells from the same Lore or from one or more Lores in combination.

Mount:

Sulephet (Dark Pegasus)

Special Rules (Sulephet):

Fly

Impale Attack

SIGVALD THE MAGNIFICENT 385 points Profile M WS BS S T W I A LD Type Sigvald (Chaos Lord) 5 8 3 5 5 3 8 5 10 Infantry (Character)

Equipment: Magic Items:

Silverslash

Auric Armour

Special Rules:

Always Strikes First

Mark of Slaanesh

Eye of the Gods

Stubborn

Stupidity

Strider

Supreme Vanity

Favoured Son

Shield

KHOLEK SUNEATER 545 points Profile M WS BS S T W I A LD Type Kholek (Dragon Ogre Lord) 8 8 3 8 6 8 1 7 9 Monster (Character)

Magic Item: Special Rules:

Mark of Slaanesh

Immune to Psychology

Large Target

Scaly Skin (4+)

Terror

Storm Rage

Lord of the Storm

Starcrusher

AZAZEL 500 points Profile M WS BS S T W I A LD Type Azazel (Slaanesh Daemon Prince) 6 9 0 5 5 5 9 5 9 Monster (Character)

Equipment:

Chaos Armour Magic Item:

Blissblade

Magic: Azazel is a Level 2 Wizard who uses spells from the Lore of Slaanesh.

Special Rules:

Always Strikes First

Daemon of Slaanesh

Unbreakable

Terror

Fly

Aura of Slaanesh

Soporific Musk

Temptator

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LORDS

VANDRED 365 points Profile M WS BS S T W I A LD Type Vandred (Dark Elf Druchii Annointed) 6 8 7 5 0 0 7 5 9 Monster (Character)

Magic Item: Special Rules:

Always Strike First

Hatred (High Elves)

Hatred (Khorne)

Murderous Prowess

Twin Death Magic: Vandred is a Level 2 Slaanesh Wizard.

Eye of the Gods

Daemon of Slaanesh

Fear

Poisoned Attacks

The Daemon Elf

Majestic Warband

The Leader Lives

Blessings of Slaanesh

DRUCHII ANOINTED 235 points Profile M WS BS S T W I A LD Type Anointed 6 8 7 5 4 3 9 5 10 Infantry (Character)

Equipment: Magic: Options:

May be armed with one of the following: - Additional hand weapon...................................................3 points - Halberd…………………………………………………………………………..3 points - Lance (mounted only)..…………………………………………………..7 points - Great weapon…………………………………………………………………6 points

May be armed with one of the following: - Repeater crossbow………………………………………………………….5 points - Repeater handbow………………………………………………………….5 points - Brace of repeater handbows…………………..…………………….10 points

May take a shield……………………………………………………………….3 points

May take a sea dragon cloak………………………………………………8 points

May be mounted on one of the following: - Dark Steed……………………..................................................20 points - Cold One..........................................................................25 points - Steed of Slaanesh.............................................................25 points - Daemonic Mount………………………………………………………….35 points

- Barded Daemonic Mount………………………………………………50 points - Dark Pegasus…………………………………………………………………50 points - Cold One Chariot (displaces one crew member)............115 points - Slaanesh Chariot (displaces one crew member)……..............varies - Black Dragon……………..………………………………………………..300 points

May take magic items worth up to…………………………………100 points

May take Chaos Powers worth up to……………………..………..50 points

May take up to two Wizard levels………………………35 points per level

Hand Weapon A Druchii Anointed that is a Wizard uses spells from the Lore of Dark Magic, the Lore of Slaanesh or the Lore of Shadows from the Warhammer rulebook.

Chaos Armour Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods

Fear

5+ Ward Save

DRUCHII FLEETMASTER One Druchii Anointed may be upgraded to the Druchii Fleetmaster for +50 points unless the army includes Lokhir Fellheart. The Fleetmaster has a sea dragon cloak, a brace of handbows, a second hand weapon and the Show No Weakness special rule. He may choose magic items, chaos powers and wizard levels as normal but may not choose any more conventional weapons and armour and may not ride a mount.

DARK ELF SUPREME SORCERESS 195 points Profile M WS BS S T W I A LD Type Supreme Sorceress 5 4 4 3 3 3 5 1 9 Infantry (Character)

Equipment: Magic:

A High Sorceress is a Level 3 Wizard who uses spells form the Lore of Dark Magic, the Lore of Slaanesh or one of the eight Lores of Battle Magic from the Warhammer rulebook.

Options:

May be upgraded to a Level 4 Wizard………………………………35 points

May be mounted on one of the following: - Dark Steed……………………..................................................20 points - Cold One...........................................................................25 points - Steed of Slaanesh.............................................................25 points - Dark Pegasus…………………………………………………………………50 points - Black Dragon..…………………..………………………………………..300 points

May take magic items worth up to…………………………………100 points

May take Chaos Powers worth up to……………………………….50 points

Hand Weapon

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods

Hekarti’s Blessing

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LORDS

KEEPER OF SECRETS 385 points Profile M WS BS S T W I A LD Type Keeper of Secrets 10 9 6 6 6 5 10 6 9 Monster (Character)

Equipment: Magic:

A Keeper of Secrets is a Level 1 Wizard who uses spells from the Lore of Slaanesh or the Lore of Shadow.

Options:

May be upgraded to one of the following: - Level 2 Wizard……………………………………………………………….35 points - Level 3 Wizard……………………………………………………………….70 points - Level 4 Wizard..…………………………………………………………..105 points

May take Chaos Powers and/or Gifts worth up to..………..100 points

Claws (hand weapon) Special Rules:

Always Strikes First

Daemon of Slaanesh

Large Target

Terror

Unbreakable

DAEMON PRINCE OF SLAANESH 280 points Profile M WS BS S T W I A LD Type Daemon Prince 8 9 5 6 5 4 8 5 9 Monster (Character)

Equipment: Magic:

A Daemon Prince that is a Wizard uses spells from the Lore of Slaanesh or the Lore of Shadows from the Warhammer rulebook.

Options:

Hand Weapon May take Daemonic Flight……………………………………………....40 points May take Chaos Armour…………………………………………………..20 points Special Rules: May take magic items worth up to…………………………………..25 points

Always Strikes First

Daemon of Slaanesh

Terror

Unbreakable

May take Chaos Powers and/or Gifts worth up to…………100 points

May take up to four Wizard levels…..………………………35 points/level

MOUNTS Profile M WS BS S T W I A LD Type Black Dragon Cold One Daemonic Mount Dark Pegasus Dark Steed Steed of Slaanesh

6 7 8 8 9

10

6 3 4 3 3 3

0 0 0 0 0 0

6 4 5 4 3 3

6 4 5 4 3 3

6 1 3 3 1 1

3 2 3 4 4 5

5 2 2 2 1 1

8 3 8 6 5 7

Monster War Beast Monstrous Beast Monstrous Beast War Beast War Beast

Special Rules:

Black Dragon: Fly, Hatred (High Elves), Large Target, Noxious Breath, Scaly Skin (3+), Terror

Cold One: Fear, Stupidity, Thick-Skinned

Daemonic Mount: Daemonic Attacks, Fear

Dark Pegasus: Fly, Impale Attack

Dark Steed: Fast Cavalry

Steed of Slaanesh: Fast Cavalry, Poisoned Attacks, Always Strike First, Daemonic Attacks

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HEROES

LOKHIR FELLHEART 245 points Profile M WS BS S T W I A LD Type Lokhir (Dark Elf Fleetmaster) 5 6 6 4 3 2 7 3 9 Infantry (Character)

Equipment:

Heavy Armour

Sea Dragon Cloak

Magic Items:

The Red Blades

Helm of the Kraken

Special Rules:

Always Strike First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods

Show No Weakness

Merciless Slaver

Daring Leap

MASQUE OF SLAANESH 150 points Profile M WS BS S T W I A LD Type Masque (Daemonette) 10 7 6 4 3 2 7 5 8 Infantry (Character)

Equipment:

Hand Weapon

Special Rules:

Always Strikes First

Daemon of Slaanesh

Eye of the Gods

Dance Alone

The Eternal Dance

Unnatural Reflexes

DECHALA 250 points Profile M WS BS S T W I A LD Type Dechala (Daemonette) 7 7 3 4 4 2 9 8 8 Infantry (Character)

Equipment:

Many Hand Weapons

Special Rules:

Always Strikes First

Daemon of Slaanesh

Eye of the Gods

Poisoned Attacks

Dances of Slaanesh

DRUCHII INITIATE 80 points Profile M WS BS S T W I A LD Type Initiate (Dark Elf) 5 6 6 4 3 2 7 3 9 Infantry (Character)

Equipment:

Hand Weapon

Chaos Armour

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods

Options:

May be armed with one of the following: - Additional hand weapon...................................................3 points - Halberd…………………………………………………………………………..3 points - Lance (mounted only)..…………………………………………………..7 points - Great weapon…………………………………………………………………6 points

May be armed with one of the following: - Repeater crossbow………………………………………………………….5 points - Repeater handbow………………………………………………………….5 points - Brace of repeater handbows………………………………………….10 points

May take a shield……………………………………………………………….3 points

May take a sea dragon cloak………………………………………………6 points

May be mounted on one of the following: - Dark Steed……………………..................................................20 points - Cold One..........................................................................25 points - Steed of Slaanesh.............................................................25 points - Daemonic Mount………………………………………………………….35 points

- Barded Daemonic Mount………………………………………………50 points - Dark Pegasus…………………………………………………………………50 points - Cold One Chariot (displaces one crew member).............115 points - Slaanesh Chariot (displaces one crew member)……...............varies

May take magic items worth up to…………………………………..50 points

May take Chaos Powers worth up to………………………..……..25 points

BATTLE STANDARD BEARER One Initiate or Herald may carry the battle standard for +25 points. The Battle Standard Bearer may carry a magic standard (with no points limit). A model that carries a magic standard cannot have any other magic item.

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HEROES

SORCERESS 90 points Profile M WS BS S T W I A LD Type Sorceress 5 4 4 3 3 2 5 1 8 Infantry (Character)

Equipment:

Hand Weapon

Magic: A High Sorceress is a Level 3 Wizard who uses spells form the Lore of Dark Magic, the Lore of Slaanesh or one of the eight Lores of Battle Magic from the Warhammer rulebook.

Options:

May be upgraded to a Level 2 Wizard………………………………35 points

May be mounted on one of the following: - Dark Steed……………………..................................................20 points - Cold One..........................................................................25 points - Steed of Slaanesh.............................................................25 points - Dark Pegasus…………………………………………………………………50 points

May take magic items worth up to…………………………………..50 points

May take Chaos Powers worth up to………………………..……..25 points

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods

Hekarti’s Blessing

HERALD OF SLAANESH 100 points Profile M WS BS S T W I A LD Type Herald 6 7 6 4 3 2 7 4 8 Infantry (Character)

Equipment:

Hand Weapon

Magic: A Herald that is a wizard may choose spells from either the Lore of Slaanesh or the Lore of Shadows from the Warhammer rulebook.

Options:

May be upgraded to a Level 1 Wizard………………………………35 points

May be mounted on one of the following: - Steed of Slaanesh.............................................................25 points - Daemonic Mount………………………………………………………….35 points

- Barded Daemonic Mount………………………………………………50 points - Slaanesh Chariot (displaces one crew member)……...............varies

May take Chaos Powers and/or Gifts worth up to…....……..50 points

Special Rules:

Always Strikes First

Daemon of Slaanesh

Eye of the Gods

SLAANESHI MEDUSA 190 points Profile M WS BS S T W I A LD Type Medusa 7 7 6 4 4 4 6 5 2 Mon. Inf. (Character)

Equipment:

Hand Weapon

Special Rules:

Always Strike First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Fear

Avert your Gaze!

Bloodwrack Stare

May be mounted on a Bloodwrack Shrine………………,…….210 points

May take Chaos Powers worth Up to (may not take any magic items)....………………....……..25 points

BLOODWRACK SHRINE Profile M WS BS S T W I A LD Type Bloodwrack Shrine 5 - - 5 6 5 - - - Chariot (6+ Save)

Shrinekeeper - 4 - 3 - - 5 2 8 -

Crew: 2 Shrine Keepers Drawn by: The Will of the Gods

Equipment (Crew): Spears Equipment (Chariot): Scythed Wheels

Special Rules:

Always Strike First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Large Target

Magic Resistance (1)

Terror

Will of the Gods

Painshield of Slaanesh

Medusa’s Mirror

Aura of Agony

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CORE UNITS

DREADSPEARS 10 points per model Profile M WS BS S T W I A LD Type Dark Elf Warrior Lordling

5 5

4 4

4 4

3 3

3 3

1 1

5 5

1 2

8 8

Infantry Infantry

Unit Size: 10+ Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Lordling only)

Options:

May upgrade one Dark Elf Warrior to a Lordling…………….10 points

May upgrade one Dark Elf Warrior to a musician……………10 points

May upgrade one Dark Elf Warrior to a standard……………10 points

One Dreadspears unit with a standard bearer may take a magic standard worth up to……………………………….25 points

Equipment:

Spear

Light Armour

Shield

BLEAKSWORDS 10 points per model Profile M WS BS S T W I A LD Type Dark Elf Warrior Lordling

5 5

4 4

4 4

3 3

3 3

1 1

5 5

1 2

8 8

Infantry Infantry

Unit Size: 10+ Equipment:

Hand Weapon

Light Armour

Shield

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Lordling only)

Options:

May upgrade one Dark Elf Warrior to a Lordling…………….10 points

May upgrade one Dark Elf Warrior to a musician……………10 points

May upgrade one Dark Elf Warrior to a standard……………10 points

One Bleakswords unit with a standard bearer may take a magic standard worth up to……………………………….25 points

DARKSHARDS 13 points per model Profile M WS BS S T W I A LD Type Dark Elf Warrior Guardsman

5 5

4 4

4 5

3 3

3 3

1 1

5 5

1 1

8 8

Infantry Infantry

Unit Size: 10+ Equipment:

Hand Weapon

Light Armour

Repeater Crossbow

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Guardsman only)

Options:

May upgrade one Dark Elf Warrior to a Guardsman……….10 points

May upgrade one Dark Elf Warrior to a musician……………10 points

May upgrade one Dark Elf Warrior to a standard……………10 points

One Darkshards unit with a standard bearer may take a magic standard worth up to……………………………….25 points

The entire unit may take shields……………………….1 point per model

DARK RIDERS 17 points per model Profile M WS BS S T W I A LD Type Dark Rider Herald

5 5

4 4

4 5

3 3

3 3

1 1

5 5

1 1

8 8

Cavalry Cavalry

Dark Steed 9 3 - 3 - - 4 1 - -

Unit Size: 5+ Equipment:

Spear

Light Armour

Special Rules:

Fast Cavalry

Special Rules (Riders only):

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Herald only)

Options:

May upgrade one Dark Rider to a Herald………….…………….10 points

May upgrade one Dark Rider to a musician……….……………10 points

May upgrade one Dark Rider to a standard……….……………10 points

The entire unit may take shields………...…………….1 point per model

The entire unit may take repeater crossbows….3 points per model

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CORE UNITS

BLACK ARK CORSAIRS 9 points per model Profile M WS BS S T W I A LD Type Corsair Reaver

5 5

4 4

4 4

3 3

3 3

1 1

5 5

1 2

8 8

Infantry Infantry

Unit Size: 10+ Equipment:

Hand Weapon

Light Armour

Sea Dragon Cloak

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Reaver only)

Options:

May upgrade one Corsair to a Reaver…………..............…….10 points - Reaver may take a brace of repeater handbows…………….4 points

May upgrade one Corsair to a musician…………….……………10 points

May upgrade one Corsair to a standard bearer………………10 points

One Corsair unit with a standard bearer may take a magic standard worth up to….…………………………….25 points

The entire unit must be upgraded with one of the following: - Additional hand weapon……………………………… 2 points per model - Repeater handbows………………………………………2 points per model

DEVOTED OF SLAANESH 11 points per model Profile M WS BS S T W I A LD Type Devoted Mistress

5 5

4 4

4 4

3 3

3 3

1 1

6 6

2 3

8 8

Infantry Infantry

Unit Size: 10+ Equipment:

Hand Weapon

Shield

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Mistress only)

Soporific Musk

Options:

May upgrade one Devoted to a Mistress………….…………….10 points

May upgrade one Devoted to a musician………….……………10 points

May upgrade one Devoted to a standard………….……………10 points

One Devoted of Slaanesh unit with a standard bearer May take a magic standard worth up to…..…………………….25 points

DAEMONETTES 12 points per model Profile M WS BS S T W I A LD Type Daemonette Alluress

6 6

5 5

4 4

3 3

3 3

1 1

6 6

2 3

7 7

Infantry Infantry

Unit Size: 10+ Equipment:

Claws

Special Rules:

Always Strikes First

Daemon of Slaanesh

Eye of the Gods (Alluress only)

Options:

May upgrade one Daemonette to a Alluress…….…………….10 points

May upgrade one Daemonette to a musician…….……………10 points

May upgrade one Daemonette to a standard…….……………10 points

One Daemonettes unit with a standard bearer may take a magic standard worth up to………………………………….25 points

Page 47: Cult of Slaanesh

SPECIAL UNITS

COLD ONE KNIGHTS 30 points per model Profile M WS BS S T W I A LD Type Cold One Knight Dread Knight

- -

5 5

- -

4 4

3 3

1 1

6 6

1 2

9 9

Cavalry Cavalry

Cold One 7 3 - 4 - - 2 2 - -

Unit Size: 5+ Equipment:

Hand Weapon

Lance

Heavy Armour

Shield

Special Rules (Knights):

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods Special Rules:

Fear

Stupidity

Thick-Skinned

Options:

May upgrade one Knight to a Dread Knight……………..…….10 points - Dread Knight may take a magic weapon worth up to.….25 points

May upgrade one Knight to a musician…………….…………….10 points

May upgrade one Knight to a standard bearer.………………10 points - May take a magic standard worth up to……………………….50 points

COLD ONE CHARIOT 115 points Profile M WS BS S T W I A LD Type Cold One Chariot Charioteer

- -

- 5

- 4

5 4

5 -

4 -

- 6

- 1

- 9

Chariot (3+ Save) -

Cold One 7 3 - 4 - - 2 2 - -

Unit Size: 1 Equipment (Chariot):

Scythed Wheels

Crew: 2 Knight Charioteers Equipment (Crew):

Hand Weapon

Spear

Repeater Crossbows

Drawn by: 2 Cold Ones Special Rules:

Fear

Stupidity

Special Rules (Charioteers):

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

WAR HYDRA 160 points Profile M WS BS S T W I A LD Type War Hydra 6 4 4 5 5 5 2 3+ 6 Monster

Unit Size: 1

Special Rules:

If One Head is Severed…

Another Takes its Place

Large Target

Scaly Skin (4+)

Terror

Options:

May take one of the following: - Fiery Breath…………………………………....…………………………….20 points - Spit Fire………………………………………………………………………….20 points

SEEKERS OF SLAANESH 22 points per model Profile M WS BS S T W I A LD Type Seeker - 5 - 3 3 1 6 2 7 Cavalry

Heartseeker - 5 - 3 3 1 6 3 7 Cavalry

Steed of Slaanesh 10 3 - 3 - - 5 1 - -

Unit Size: 5+ Special Rules (Steeds):

Poisoned Attacks

Special Rules:

Always Strikes First

Daemon of Slaanesh

Fast Cavalry

Options:

May upgrade one Seeker to a Heartseeker……………..…….10 points

May upgrade one Seeker to a musician…..……….……………10 points

May upgrade one Seeker to a standard bearer………………10 points - May take a magic standard worth up to……………………….25 points

Page 48: Cult of Slaanesh

SPECIAL UNITS

SEEKER CHARIOT OF SLAANESH 115 points Profile M WS BS S T W I A LD Type Seeker Chariot Daemonette Crew

- -

- 5

- -

4 3

4 -

4 -

- 6

- 2

- 7

Chariot (6+ Save) -

Steed of Slaanesh 10 3 - 3 - - 5 1 - -

Unit Size: 1 Equipment (Chariot): Scythed Wheels

Crew: 2 Daemonettes Drawn by: 2 Steeds of Slaanesh

Special Rules (Charioteers):

Always Strikes First

Daemon of Slaanesh

Special Rules (Steeds only):

Poisoned Attacks

FIENDS OF SLAANESH 65 points per model Profile M WS BS S T W I A LD Type Fiend of Slaanesh 10 4 - 4 4 3 6 3 7 Monstrous Beast

Unit Size: 3+

Special Rules:

Always Strikes First

Daemon of Slaanesh

Soporific Musk

SHADES 17 points per model Profile M WS BS S T W I A LD Type Shade Bloodshade

5 5

5 5

5 6

3 3

3 3

1 1

5 5

1 1

8 8

Infantry Infantry

Unit Size: 5+ Equipment:

Hand Weapon

Repeater Crossbow

Special Rules:

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Bloodshade only)

Scouts

Skirmishers

Options:

May upgrade one Shade to a Bloodshade Knight…....…….10 points

May upgrade one Shade to a musician………….….……………10 points

May upgrade one Shade to a standard bearer.………………10 points

The entire unit may take one of the following: - Additional hand weapons..…………………………….2 points per model - Great Weapons………………………………………………4 points per model

The entire unit may take light armour……………..1 points per model

REAPER BOLT THROWER 70 points Profile M WS BS S T W I A LD Type Reaper Bolt Thrower Dark Elf Crew

- 5

- 4

- 4

- 3

7 3

2 -

- 5

- 1

- 8

War Machine -

Unit Size: 1 Crew: 2 Dark Elf Crew

Equipment (Crew):

Hand Weapon

Light Armour

Special Rules (Crew):

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Special Rules (War Machine):

Reaper Bolt Thrower

A Cult of Slaanesh army may include up to 8 Repeater Bolt Throwers in a Grand Army.

Page 49: Cult of Slaanesh

RARE UNITS

DOOMFIRE WARLOCKS 26 points per model Profile M WS BS S T W I A LD Type Warlock Master of Warlocks

- -

4 4

- -

3 3

3 3

1 1

5 5

2 3

8 8

Cavalry Cavalry

Dark Steed 9 3 - 3 - - 4 1 - - Steed of Slaanesh 10 3 - 3 - - 5 1 - -

Unit Size: 5+ Equipment:

Hand Weapon Special Rules:

Fast Cavalry

Cursed Coven

Prey of the Dark Prince

Special Rules (Riders only):

Always Strikes First

Hatred (High Elves)

Murderous Prowess

Mark of Slaanesh

Eye of the Gods (Master only)

Poisoned Attacks Special Rules (Ste. of Sla.):

Always Strike First

Options:

May upgrade one Warlock to a Master of Warlocks…….….10 points

The entire unit may upgrade their Dark steeds to Steeds of Slaanesh……………………………………………..2 point per model

KHARIBDYSS 160 points Profile M WS BS S T W I A LD Type Kharibdyss 6 5 4 7 5 5 4 5 6 Monster

Unit Size: 1

Special Rules:

Large Target

Scaly Skin (4+)

Terror

Poisoned Attacks

Abyssal Howl

Feast of Bones

SPAWN OF SLAANESH 60 points Profile M WS BS S T W I A LD Type Spawn * 3 - 4 5 3 2 ** 10 Monster

Unit Size: 1

Special Rules:

Always Strikes First

Fear

Unbreakable

Random Movement (3D6) *

Random Attacks (D6 +1)**

EXALTED CHARIOT OF SLAANESH 230 points Profile M WS BS S T W I A LD Type Seeker Chariot Daemonette Crew

- -

- 5

- -

4 3

4 -

8 -

- 6

- 2

- 7

Chariot (6+ Save) -

Exalted Alluress - 5 - 3 - - 6 4 7 -

Steed of Slaanesh 10 3 - 3 - - 5 1 - -

Unit Size: 1 Equipment (Chariot): Scythed Wheels

Crew: 3 Daemonettes and 1 Exalted Alluress Drawn by: 4 Steeds of Slaanesh

Special Rules (Charioteers):

Always Strikes First

Daemon of Slaanesh

Impact Hits (2D6 + 1)

Special Rules (Steeds only):

Poisoned Attacks

Page 50: Cult of Slaanesh

RARE UNITS

HELLFLAYER OF SLAANESH 130 points Profile M WS BS S T W I A LD Type Hellflayer Daemonette Crew

- -

- 5

- -

4 3

4 -

4 -

- 6

- 2

- 7

Chariot (6+ Save) -

Exalted Alluress - 5 - 3 - - 6 4 7 -

Steed of Slaanesh 10 3 - 3 - - 5 1 - -

Unit Size: 1 Equipment (Chariot): Scythed Wheels

Crew: 2 Daemonettes and 1 Exalted Alluress Drawn by: 2 Steeds of Slaanesh

Special Rules (Charioteers):

Always Strikes First

Daemon of Slaanesh

Soulscent

Special Rules (Steeds only):

Poisoned Attacks

DRAGON OGRES 60 points Profile M WS BS S T W I A LD Type Dragon Ogre Dragon Ogre Shartak

7 7

4 4

2 2

5 5

4 4

4 4

2 2

3 4

8 8

Monstrous Beast Monstrous Beast

Unit Size: 3+ Equipment: Hand Weapon

Special Rules:

Mark of Slaanesh

Fear

Scaly Skin (5+)

Storm Rage

Options:

May upgrade one Dragon Ogre to a Shartak…….………………10 points

The entire unit may take one of the following: - Additional hand weapons..…………………………….3 points per model - Halberd………………………………………………………….8 points per model - Great Weapons………………………………………………8 points per model

DRAGON OGRE SHAGGOTH 215 points Profile M WS BS S T W I A LD Type Dragon Ogre Shaggoth 7 6 3 6 5 6 4 5 8 Monster

Unit Size: 3+ Equipment: Hand Weapon

Special Rules:

Mark of Slaanesh

Immune to Psychology

Terror

Scaly Skin (5+)

Storm Rage

Options:

The entire unit may take one of the following: - Additional hand weapons..…………………………….5 points per model - Halberd…………………………………………………………12 points per model

- Great Weapons…………………………………………….12 points per model

Page 51: Cult of Slaanesh

SUMMARY

LORDS M WS BS S T W I A Ld Ty. Pg.

Azazel 6 9 0 5 5 5 9 5 9 MO

Daemon Prince 8 9 5 6 5 4 8 5 9 MO

Druchii Anointed 5 8 7 5 4 3 9 5 10 In

Keeper of Secrets 10 9 6 6 6 5 10 6 9 MO

Kholek Suneater 8 8 3 8 6 8 1 7 9 MO

Morathi - Sulephet

5 8

5 4

4 0

3 4

3 4

3 3

6 4

3 3

10 6

MC -

Sigvald the Magnif. 5 8 3 5 5 3 5 1 9 In

Supreme Sorceress 5 4 4 3 3 3 5 1 9 In

Vandred 6 8 7 5 0 0 7 5 9 In

HEROES M WS BS S T W I A Ld Ty. Pg.

Dechala 7 7 3 4 4 2 9 8 8 In

Druchii Initiate 5 6 6 4 3 2 7 3 9 In

Herald of Slaanesh 6 7 6 4 3 2 7 4 8 In

Lokhir Fellheart 5 6 6 4 3 2 7 3 9 In

Masque of Slaanesh 10 7 6 4 3 2 7 5 8 In

Slaanesh Medusa 7 7 6 4 4 4 6 5 2 MI

Sorceress 5 4 4 3 3 2 5 1 8 In

MOUNTS M WS BS S T W I A Ld Ty. Pg.

Black Dragon 6 6 0 6 6 6 3 5 8 MO

Bloodwrack Shrine Shrine Keepers

5 -

- 4

- -

5 3

6 -

5 -

- 5

- 2

- 8

Ch -

Cold One 7 3 0 4 4 1 2 2 3 WB

Daemonic Mount 8 4 0 5 5 3 3 2 8 MB

Dark Pegasus 8 3 0 4 4 3 4 2 6 MB

Dark Steed 9 3 0 3 3 1 4 1 5 WB

Steed of Slaanesh 10 3 0 3 3 1 5 1 7

CORES M WS BS S T W I A Ld Ty. Pg.

Black Ark Corsairs - Reaver

5 5

4 4

4 4

3 3

3 3

1 1

5 5

1 2

8 8

In In

Bleakswords - Lordling

5 5

4 4

4 4

3 3

3 3

1 1

5 5

1 2

8 8

In In

Daemonettes - Alluress

6 6

5 5

4 4

3 3

3 3

1 1

6 6

2 3

7 7

In In

Dark Riders - Herald - Dark Steed

5 5 9

4 4 3

4 5 -

3 3 3

3 3 -

1 1 -

5 5 4

1 1 1

8 8 -

Ca Ca -

Dark Shards - Guardsman

5 5

4 4

4 5

3 3

3 3

1 1

5 5

1 1

8 8

In In

Devoted of Slaanesh - Mistress

5 5

4 4

4 4

3 3

3 3

1 1

6 6

2 3

8 8

In In

Dreadspears - Lordling

5 5

4 4

4 4

3 3

3 3

1 1

5 5

1 2

8 8

In In

SPECIALS M WS BS S T W I A Ld Ty. Pg.

Cold One Chariot - Charioteer - Cold One

- - 7

- 5 3

- 4 -

5 4 4

5 - -

4 - -

- 6 2

- 1 2

- 9 -

Ch - -

Cold One Knights - Dread Knight - Cold One

- - 7

5 5 3

- - -

4 4 4

3 3 -

1 1 -

6 6 2

1 2 2

9 9 -

Ca Ca -

Fiends of Slaanesh 10 4 - 4 4 3 6 3 7 MB

Seeker Chariot. - Daemonette Crew - Steed of Slaanesh

- -

10

- 5 3

- - -

4 3 3

4 - -

4 - -

- 6 5

- 2 1

- 7 -

Ch - -

Seekers of Slaanesh - Heartseeker - Steed of Slaanesh

- -

10

5 5 3

- - -

3 3 3

3 3 -

1 1 -

6 6 5

2 3 1

7 7 -

Ca Ca -

Shades - Bloodshade

5 5

5 5

5 6

3 3

3 3

1 1

5 5

1 1

8 8

In In

Reaper Bolt Thrower - Dark Elf Crew

- 5

- 4

- 4

- 3

7 3

2 -

- 5

- 1

- 8

WM -

War Hydra 6 4 4 5 5 5 2 3+ 6 MO

RARE M WS BS S T W I A Ld Ty. Pg.

Doomfire Warlocks - Master of Warlock - Dark Steeds - Steed of Slaanesh

- - 9

10

4 4 3 3

- - - -

3 3 3 3

3 3 3 3

1 1 - -

5 5 4 5

2 3 1 1

8 8 - -

Ca Ca - -

Dragon Shaggoth - Shartak

7 7

4 4

2 2

5 5

4 4

4 4

2 2

3 4

8 8

MB MB

Dragon Ogre Shagg. 7 6 3 6 5 6 4 5 8 MB

Seeker Chariot. - Daemonette Crew - Exalted Alluress - Steed of Slaanesh

- - -

10

- 5 5 3

- - - -

4 3 3 3

4 - - -

8 - - -

- 6 6 5

- 2 4 1

- 7 7 -

Ch - - -

Hellflayer - Daemonette Crew - Exalted Alluress - Steed of Slaanesh

- - -

10

- 5 5 3

- - - -

4 3 3 3

4 - - -

4 - - -

- 6 6 5

- 2 4 1

- 7 7 -

Ch - - -

Kharibdyss 6 5 4 7 5 5 4 5 6 MO

Spawn of Slaanesh * 3 - 4 5 3 2 ** 10 MO

*3D6

**D6+1