CHAOS SPECIAL CHARACTERS
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The points value of each character is given as a total, which includes equipment, mount, magic itesm, skills, etc.
Archaon - Lord of Chaos..... 630 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Archaon | 4 | 9 | 9 | 5 | 5 |
4 | 9 | 5 | 10 |
W'Soraych | 12 | 6 | 0 | 5 | 4 |
1 | 6 | 3 | 10 |
Weapons: Archaon carries the Slayer of Kings, wears the armour of Morkar, and carries a shield.
Save: 1+
Rides: Archaon rides W'Soraych, the Chaos Steed of legend.
Mark of Chaos: Archaon bears the Mark of the Chosen One.
Psychology: Archaon is immune to all psychology and cannot be broken. The only exception is that he hates the Grand Theogonist of Sigmar.
Mark of the Chosen One Archaon is the chosen champion of Chaos Undivided. This Mark is unique to him and only he may have it. At the start of each of your own magic phases, Archaon may pick one spell at random from either the Dark Magic deck or any of the Chaos decks. He can then cast it as if he were a level 4 wizard, without using any power cards, and may power up the spell with power cards as normal. Once cast, the spell is discarded, unless it remains in play, in which case it is discarded once it has been dispelled. The spell is also discarded at the end of the magic phase if Archaon decides not to cast it. Note that Archaon is not a wizard and is not affected by spells or magic items that normally affect wizards.
The Swords of Chaos: If you include Archaon in your army, one Chaos Warrior or Chaos Knight regiment in his retinue can be the Swords of Chaos. The Swords of Chaos hate all troops in any enemy army. It costs +2 points per model to upgrade any Chaose Warrior to a Sword of Chaos and +4 points for each Chaos Knight.
Magic Items:
Slayer of Kings: In battle Archaon may fight with the statistics of the Daemon trapped in the blade.If Archaon does this, he fights with a WS of 10, 7 Attacks, and Strength 7. However, for each 1 you roll when determining if he hits or not, Archaon or any friendly model in base contact with him (chosen by you) suffers one S7 hit. The Armour of Morkar will protect Archaon as normal. you may choose not to use the Slayer of Kings, in which case Archaon fights with his own statistics.
Armour of Morkar: Roll a D3 at the start of the battle, and deduct the result from the strength of any attack made against Archaon, be it from magic, shooting, or hand-to-hand combat. Note that attacks without a strength rating are unaffected. The armour also includes a shield and gives a 3+ armour saving throw, so when riding W'Soraych and carrying a shield, Archaon has a save of 1+.
The Eye of Sheerian: At the beginning of the battle, roll a D6 to see which power the Eye will grant Archaon.
1-2 Archaon is completely immune to the effects of hostile spells. Note that any spell cast against Archaon is not dispelled as such, and can affect other troops even though Archaon remains unharmed.
3-4 Archaon can not be harmed by magic weapons. Any magic weapons used against him simply counts as a normal weapon of its type. Note that this does not affect magic bows like the Bow of Loren for example, or other magic weapons used in the shooting phase.
4-5 Archaon can take his armour save on 2 dice, rolling 2D6 and saving on 2+. Any armour save modifiers reduce this as normal, and attacks which ignore armour saves altogether will ignore this save.
Aekold Helbrass..... 248 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Aekold | 4 | 8 | 8 | 5 | 5 |
2 | 8 | 4 | 10 |
Weapons: Aekold wears Chaos armour and carries a double-handed broadsword Windblade.
Save: 4+ (Chaos armour).
Mark of Chaos: Aekold is a Champion of Tzeentch and bears his mark.
Magic Items:
The Breath of Life: At the start of each Chaos turn Aekold will recover a single wound on a D6 roll of 4+. He can only recover 1 wound per turn and can recover his full number of wounds in time. In addition, any model in base contact (friend or foe) will recover a single wound on a D6 roll of 6. The Breath of Life can bring Aekold back to life, but it cannot restore any other dead model. Once slain he can still recover wounds and thereby reincarnate himself, but a D6 score of 5+ is required to return his first wound. Mark the place where he is slain so that he can be returned once recovered.
The Windblade: The Windblade requires two hands to use. It adds +2 to the Strength of its user but it will always strike last. In addition, before the battle roll a D6 and consult the chart below to see what effect the Windblade will have on its bearer.
1-2 Aekold may fly.
3-4 Aekold will always strike first in hand-to-hand combat, regardless of Initiative and charging, and the blade will confer a +2 Strength bonus. If both sides are allowed to strike first because of magic items or spells, roll a dice to see which side goes first.
5-6 Aekold may throw the Windblde once in the shooting phase at any target within 12" that is within his line of sight. Use Aekold's Ballistic Skill to determine whether the Windblade hits its target or not. If the unit is hit it suffers D6 S5 hits.
Count Mordrek the Damned..... 398 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Mordrek | 4 | D6+4 | 9 | D3+3 | D3+3 |
3 | 9 | D6+1 | 10 |
Chaos Steed | 8 | 4 | 0 | 4 | 4 |
1 | 4 | 1 | 5 |
Weapons/Armour: Mordrek carries the Sword of Change whose touch turns his foes into Chaos Spawn. His changing form is enclosed within Chaos armour and he carries the Chaos Runeshield.
Save: 1+
Rides: Mordrek rides a Chaos steed that has armoured barding. Note that Mordrek has no Mark of Chaos.
Magic Items:
Sword of Change: If the wielder inflicts 1 or more wounds upon an enemy but does not kill him then roll a D6. Add +1 for each wound inflicted above 1. On a score of 5+ the enemy is turned to Chaos Spawn. The Chaos player moves the newly created Spawn 2D6" away from the beaerer of the Sword of Change. Subsequently, move the Spawn in the Chaos player's turn.
Chaos Runeshield: The Runeshield gives its wearer an armour save of 6+. It can be combined with ordinary armour and/or armour saves from a mount in the usual way. It can also be combined with Chaos armour, the two counting as one magic item when combined. Any magic weapons carried by enemy models are rendered ineffective while they remain in base contact with the bearer of the Runeshield.
Living Damnation: Before the beginning of the battle, generate Mordrek's profile randomly. Roll the appropriate dice and modify them as noted on Mordrek's profile. In addition, you must re-roll any one of this random characteristics at the beginning of your turn. You must accept the result fo the re-roll, even if this lowers Mordrek's characterstics.
Valnir the Reaper..... 340 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Valnir | 4 | 8 | 8 | 5 | 6 |
2 | 8 | 4 | 10 |
Weapons/Armour: Valnir carries the flail Gatherer of Souls and wears Chaos armour.
Save: 4+ (Chaos Armour).
Mark of Chaos: Valnir bears the Mark of Nurgle.
Psychology: Valnir hates all living enemies. Note that he does not hate Daemons or Undead. Valnir is immune to fear, terror, and panic.
Fear: Valnir causes fear.
Wind of Pestilence: At the beginning of the game you may nominate one enemy unit that has been infected by the deadly contagion of Valnir. Roll a D6 to see which aliment this unit suffers.
1-3 The Red Plague The unit suffers D6 S3 hits with no saves of any kind allowed.
4-5 Brain Fever The unit becomes subject to stupidity.
6 Black Rot The entire unit suffers a -1 Strength penalty.
No chariots, war machines or characters are affected, even if they are with a unit. No Undead and Daemons are affected either.
Magic Items:
Gatherer of Souls: The Gatherer of Souls gives Valnir a +2 bonus to Strength. It requires two hands to use. For every 3 wounds caused by Valnir, he may increase his Attacks, WS, or Strength by 1, up to a max of 10.
Regeneration: Valnir can regenerate like a Troll. when he suffers wounds from shooting, magic, or hand-to-hand then you may test to regenerate for each wound when it is inflicted. On the score of a 4+ the wound in regenerated and is immediately restored. Valnir may regenerate wounds even if he is killed. Regenerated wounds do not count towards combat results or for purposes of working out 25% casualties on Panic tests and so on. Valnir may not regenerate if burned, so once he has suffered from a flaming attack this ability is completely nullified. Even wounds suffered from normal weaponry cannot be regenerated once the character has been burned.
Dechala, the Denied One..... 355 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Dechala | 8 | 8 | 7 | 5 | 5 |
2 | 10 | 5(6) | 10 |
Weapons/Armour: Dechala wears Chaos armour and carries a multitude of swords.
Save: 4+ (chaos armour).
Mark of Chaos: Dechala bears the Mark of Slaanesh.
Hatred: Dechala hates Daemons of Khorne and any creature bearing the Mark of Khorne.
Dances of Slaanesh: Pick one of the following dances at the beginning of each of your turns. The effect applies until the beginning of your next turn.
The Praise of Slaanesh: Dechala is a -1 to hit in hand-to-hand combat or by shooting.
Dance of Destruction: Dechala gains +1 to all her to hit rolls.
Daggerdance: Dechala may deflect up to 3 of her opponent(s) attacks but each parry costs her 2 attacks during the same hand-to-hand combat phase. At the beginning of the hand-to-hand declare how many attacks she will parry and which enemies in base contact with her lose their attacks. Note this has no effect on special attacks like the "yell and bawl" attack of a giant, only against normal attacks.
Magic Items:
Elixir of Damnation: If an opponent suffers an unsaved wound but is not killed, they cannot attack Dechala by shooting, in hand-to-hand, or casting any spells at her. Note this elixir has no effect on Undead or Daemons.
Many Arms: This Rewards allows Dechala to carry an extra weapon gaining +1A, giving her 6 attacks. This has already been included in her profile.
Arbaal the Undefeated, Destroyer of Khorne..... 570 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Arbaal | 4 | 9 | 8 | 6 | 5 |
3 | 8 | 2D6 | 10 |
Khorne's Hound | 8 | 6 | 0 | 6 | 5 |
3 | 10 | 4 | 10 |
Weapons/Armour: Arbaal is armed with an axe and wears Chaos armour.
Save: 4+ (Chaos armour).
Rides: Arbaal rides the Hound of Khorne.
Mark of Chaos: Arbaal has the Chaos armour of a Champion of Khorne. Note that he is not affected by frenzy as Khorne's Champions usually are. The Destroyer of Khorne Reward effectively replaces the Frenzy rule.
Wrath of Khorne: If Arbaal flees for any reason then rather than fleeing he will be turned into Chaos Spawn. As soon as he turns to Spawn move him 2D6" directly forward, and then move him using the rules for Chaos Spawn. Once Arbaal become Spawn he loses his magic items and the Hound of Khorne returns to the Realm of Chaos.
Challenge: If fighting a unit containing an enemy character, Arbaal must make a challenge on behalf of his master. If a challenge is issued to Arbaal or a unit he is with he must meet it. If Arbaal fights a challenge and slays his enemy he may immediately issue another challenge and fight another round of combat. if his challenge is not met then he may fight a round of combat against ordinary troops as normal. When Arbaal fights, the Hound of Khorne also fights, both during challenges and ordinary combat. If an enemy unit contains more than one character willing to fight him it's possible for Arbaal to fight several rounds of combat within a normal round. Work out combat results only when all fighting is finished, counting all wounds inflicted toward the result.
Magic Items:
The Hound of Khorne: All the special rules for Flesh Hounds apply. Note that the Hound of Khorne wears a Flesh Hound's Collar of Khorne which makes it immune to magic weapons - this immunity does not extend to the Hound's rider who is affected by magic weapons as normal. The collar does protect both Hound and rider against magic spells - making them immune to magic. Shooting hits are randomised as if Arbaal were riding a monster. If Arbaal is killed then make a test on the Monster Reaction Table.
Destroyer of Khorne: This allows Arbaal to make 2D6 attacks during the hand-to-hand combat phase. Roll at the start of each hand-to-hand phase to see how many attacks Arbaal can make against his opponents.
Egrimm Van Horstmann..... 521 points
+Chaos Dragon Baudros..... 625 points
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Egrimm | 4 | 6 | 6 | 5 | 5 |
4 | 9 | 4 | 10 |
Baudros | 6 | 6 | 0 | 7 | 7 |
7 | 6 | 8 | 8 |
Weapons/Armour: Egrimm wears Chaos Armour and carries a Chaos Runeblade.
Save: 4+ (Chaos armour).
Rides: Egrimm rides on the back of the Dragon Baudros, .
Magic Items:
Sword of Change: If the wielder inflicts 1 or more wounds upon an enemy but does not kill him then roll a D6. Add +1 for each wound inflicted above 1. On a score of 5+ the enemy is turned to Chaos Spawn. The Chaos player moves the newly created Spawn 2D6" away from the beaerer of the Sword of Change. Subsequently, move the Spawn in the Chaos player's turn.
Chaos Runeshield: The Runeshield gives its wearer an armour save of 6+. It can be combined with ordinary armour and/or armour saves from a mount in the usual way. It can also be combined with Chaos armour, the two counting as one magic item when combined. Any magic weapons carried by enemy models are rendered ineffective while they remain in base contact with the bearer of the Runeshield.