DAEMON RETINUES


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0-1 Daemon Battle Standard Bearer
Bloodletter Champion..... 110 points
Plaguebearer Champion..... 120 points
Pink Horror Champion..... 125 points
Daemonette Champion..... 125 points


Profile MWSBSSTWIALD
Bloodletter4665317310
Plaguebearer46653 17310
Pink Horror46653 17310
Daemonette47653 17410

The Daemon Battle Standard Bearer is a large, impressive or ugly Daemon charged with the singular honour of carrying his master's standard to battle.

The Daemon General's retinue may include a Daemon Battle Standard Bearer. It must always lead a unit of the same kind of Daemons: Bloodletters, Plaguebearers, Pink Horrors, or Daemonettes. The Battle Standard Bearer replaces the unit's normal leader, so a unit of Bloodletters could include a Bloodletter Battle Standard Bearer or a Bloodletter Champion, but not both.

Weapons/Armour: A Bloodletter Champion is armed with a Hellblade, and a Plaguebearer Champion is armed with a Plague Sword.

Save: None (Pink Horror), 4+ (Bloodletterk Plaguebearer or Daemonette).

Steed: Daemon Battle Standard Bearers must ride the steed of their Choas god if their unit does so:

Juggernaut (for Bloodletter)..... +70 points
Beast of Nurgle (for Plaguebearer)..... +75 points
Steed of Slaanesh (for Deamonette)..... +15 points
Profile MWSBSSTWIALD
Juggernaut73055 32210
Beast of Nurgle33035 33D66
Steed of Slaanesh123045 16110

Banner of the Gods: The Daemon Battle Standard Bearer may carry a magic standard. This must always be the magic war banner of his patron god.


Chaos Spawn..... 70 points

Profile MWSBSSTWIALD
Spawn2D6304533D610

Chaos Spawn can be included in the retinue of any Daemon Warlord. They do not have to be organised into a unit of five or more models, but can be organised into a smaller unit, ie a single Spawn model forms a unit on its own. If your army includes up to five Chaos Spawn these form a single unit. Six to ten Spawn can be formed into either one or two units of as near equal size as possible, eleven to fifteen Spawn can be formed into one, two or three untis as so on.

Weapons/Armour: None.

Save: None.

Options: None.

Attacks: A Chaos Spawn has D6 attacks from its tentacles, arms, claws or whatever, determined randomly for each of them separately during each hand-to-hand combat round. These attacks always hit automatically.

Fear: Chaos Spawn cause fear.

Movement: Chaos Spawn have a movement of 2D6. Roll in the compulsory movement phase to see how far the Spawn travels. Make only a single roll for any units of Spawn. The Chaos Spawn will always move directly towards an enemy model, though this does not necessarily need to be the closest one. Spawn will move around impassible terrain in order to reach the enemy. If their movement brings them in contact with any unit, friend or foe, they stop and fight in hand-to-hand combat with their opponents. No formal declaration of the charge is necessary. The target may make the usual response just as if it had been charged in the normal manner. The Spawn will hit first in hand-to-hand combat during the round just as if it had charged. The Spawn will not move away until the fight is resolved. The Spawn always pursues fleeing opponents. Roll 2D6 to determine pursuit move.

Psychology: Chaos Spawn are immune to psychology and cannot be broken in hand-to-hand combat. In addition, they will automatically pass any Leadership-based test they are forced to take.


Bloodletters of Khorne
Bloodletter..... 20 points
Bloodletter Champion..... 60 points
Juggernaut..... +70 points


Profile MWSBSSTWIALD
Bloodletter4554316210
Bloodletter Champion4665317310
Juggernaut73055 32210

Weapons/Armour: Bloodletters are armed with a Hellblade.

Save: 4+ (daemonic save).

Options: One unit out of the entire army may be mounted on Juggernauts (+70 points per model). These daemonic calvary are know as Bloodcrushers of Khorne. Bloodcrushers do not have to be organised into a unit of five or more models, they can be organized into a smaller unit, ie a single Bloodcrusher forms a unit on its own.

Standard Bearer and Musician: Units of Bloodletters may include a standard bearer and/or musician each costing 40 points. Units of Bloodcrushers may include a standard bearer and/or musician for 110 points each. Any unit may carry a magic standard. Any unit may carry a magic standard of Khorne. If the unit includes a musician it carries a Bloodhorn .

Bloodhorn: The unit can always march even if there are enemy troops within 8" at the start of the movement phase.

Leader: Any regiment of Bloodletters may have a Bloodletter Champion for 60 points. A unit of Bloodcrushers may have a Bloodcrusher Champion for 190 points. Not that daemonic champions may not carry magic items.

Special Rules: All the special rules for Daemons apply. Bloodletters and Bloodcrushers cause fear and are armed with Hellblades.

Hellblade: A hit inflicted by a Hellblade = D3 hits.


Flesh Hounds of Khorne..... 35 points

Profile MWSBSSTWIALD
Flesh Hound105054 26110

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: None.

Collar of Khorne: Flesh Hounds wear a brass collar that protects them. Magic weapons cannot affect a Flesh Hound at all and any spell cast against them is automatically dispelled.

Special Rules: All the special rules for Daemons apply.


Nurglings..... 30 points per base

Profile MWSBSSTWIALD
Nurglings43333 3437

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: None.

Special Rules: Nurglings cause fear. Note that enemies are not allowed to lap round Nurglings in hand-to-hand fighting. All the special rules for Daemons apply.


Plaguebearers of Nurgle
Plaguebearer..... 30 points
Plaguebearer Champion..... 70 points
Beast of Nurgle..... +75 points


Profile MWSBSSTWIALD
Plaguebearer45543 16210
Plaguebearer Champion46653 17310
Beast of Nurgle33035 33D66

Weapons/Armour: Plaguebearers are armed with Plageuswords.

Save: 4+ (daemonic save).

Options: One unit out of the entire army may be mounted on Beasts of Nurgle (+75 points per model). These deamonic calvary are known as Plagueriders. Plagueriders do not have to be organised into a unit of five or more models, they can be organised into a smaller unit, ie a single Plaguerider forms a unit on its own.

Standard Bearer and Musician: Any unit may include a standard bearer and/or musican for 60 points each for Plaguebears or 135 points for Plagueriders. Any units may carry a magic standard. Plaguebearers and Plagueriders may carry a magic standard of Nurgle if you wish.

If the unit includes a musician it carries a Gong of Despair.

Gong of Despair: Any enemy in hand-to-hand combat with a unit of Plaguebearers carrying a Gong of Despair must re-roll any successful Break test. The second roll always stands. Note that this has no effect on Daemons or Undead.

Leader: A Champion may lead any regiment of Plaguebearers for 70 points or Plagueriders for 145 points. Note that Daemonic champions may not carry magic items.

Special Rules: Plaguebearers and Plagueriders cause fear, and are armed with Plagueswords.

Plaguesword: If a mortal creature has more than 1 wound, then a wound from one of these weapons will kill it on a 4+, regardless of how many wounds the target can normally sustain. Note that this only applies to mortal creatures, for example not Daemons or Undead.

Cloud of Flies: Plaguebearers are surrounded by a black cloud of flies, causing any enemy fighting a Plaguebearer suffers -1 to all dice rolls to hit.

Magic: A unit of Plaguebearers or Plagueriders has a magic level and can cast spells like a wizard. The size of the unit defines its magic level and the number of spells it may cast: 1-5 models = magic level 1/one spell; 6-10 models = magic level 2/two spells; 11-15 models = magic level 3/three spells; 16+ models = magic level 4/four spells. Spells must be drawn from the Nurgle spell deck.

All the
special rules for Daemons apply.


Beasts of Nurgle..... 75 points

Profile MWSBSSTWIALD
Beasts of Nurgle33035 33D66

Beasts do not have to organised into units of five or more models, they can be organised into smaller units. If your army includes up to five Beasts these form a single unit. Six to ten Beasts can be formed into either one or two units of as near equal size as possible, eleven to fifteen Beasts can be formed into one, two or three units and so on.

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: None.

Slime Trail: An enemy attacking from the side or rear of a Beast will automatically sustain an additinal S3 hit resolved before any other combat is worked out. No armour save is permitted.

Special Rules: Beasts cause fear. Beasts have D6 attacks which penetrate armour automatically. No armour save is permitted.

Movement: Beasts have an additional move in the compulsory movement phase due to their surprising speed. Beasts are moved D6+2" straight forward. Make only a single roll for any unit of Beasts. If this random move brings a Beast into base-to-base contact with any enemy models, then it is considered to have charged. The target may make the usual response just as if it had been charged in the normal manner. Beasts can also move and march normally and declare charges if you wish. Note that the random move is in addition to the Beast's normal movement.

Riding Beast: A Beast is not treated as a cavalry model. When shooting at a Beast and its rider, roll to hit as normal, but randomise any hits between the rider and the mount. Work out any hits as normal, and resolve damamge against either the rider or the Beast. If the rider is slain, the Beast continues to fight as normal. If the Beast is slain, the rider is slain as well unless he is a character model other than the unit's regimental leader. In this case the character can continue to fight on foot. In the case of attacks using a template, treat the Beast and the rider as separate targets, so both will be hit if both lie within the templage area. In the hand-to-hand phase both the beast and its rider fight separately. In effect, this works the same way as combat against monsters and their riders. An enemy may choose to aim its attacks against either the rider or the Beast.

All the
special rules for Daemons apply.


Pink Horrors of Tzeentch
Pink Horror..... 35 points
Pink Horror Champion..... 75 points
Blue Horror


Profile MWSBSSTWIALD
Pink Horror45543 16210
Pink Horror Champion46653 17310
Blue Horror43333 17110

Weapons/Armour: None.

Save: None.

Options: None.

Standard Bearer and Musician: Any unit of Pink Horrors may include a standard bearer and/or musician for 70 points each. Any unit may carry a magic standard. Pink Horros may carry a magic standard of Tzeentch if you wish.

If the unit of Pink Horrors includes a musician it carries the Drum of Change.

Drum of Change: thanks to the magcial resonance of the drum the unit can store a single extra magic card from turn to turn. As units of Horrors also count as wizards, you may store up to two magic cards for each Horror unit with a musician in your army.

Split: When a Pink Horror sustains a wound it is not slain but automatically divides into two Blue Horros. Remove the model and replace it with two Blue Horror models. Place the Blue Horror models at the back of the unit (even if the Blue Horrors were created by the destruction of a Pink Horror Champion in a Challenge.) These continue to fight on in place of the original Pink Horror until they receive a wound and are removed. Note that, unlike most other Daemons, neither variety of Horror recieves a daemonic saving throw.

Special Rules: Horrors cause fear.

Magic: A unit of Horros has a magic level and can cast spells like a wizard. The number of Pink Horros in the unit defines its magic level and the number of spells it has: 1-5 models = magic level 1/one spell; 6-10 models = magic level 2/two spells; 11-15 models = level 3/three spells; 16+ models = magic level 4/four spells.

Note that Blue Horrors do not count. Spells must be drawn from the Tzeentch spell deck.


Flamers of Tzeentch..... 50 points

Profile MWSBSSTWIALD
Flamer93554 24210

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: None.

Flamers may shoot flame up to 6" and any target struck suffers D6 Strength 3 hits.

In hand-to-hand combat any enemy that suffers a wound sustains D3 wounds rather than 1 because of the effect of the Daemons' flames.

Movement: Flamers move by bounding, and can cross obstacles without penalty.

Special Rules: Flamers cause fear. All the special rules for Daemons apply.


Discs of Tzeentch..... ?? points

Profile MWSBSSTWIALD
Disc123033 13110

A Champion of Tzeentch can ride a Disc into battle.

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: None.

Flying: Discs can fly (even though they have no wings).

Special Rules: Discs cause fear. All the special rules for Daemons apply.


Daemonettes of Slaanesh
Daemonette..... 35 points
Daemonette Champion..... 75 points
Steed of Slaanesh


Profile MWSBSSTWIALD
Daemonette46543 16310
Daemonette Champion47653 17410
Steed123045 16110

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: One unit out of the entire army may be mounted on Steeds of Slaanesh (+25 points). Mounted Daemonettes do not have to be organised into a unit of five or more models, they can be organised into a smaller unit, ie a single model forms a unit on its own.

Standard Bearer and Musician: Any unit of Daemonettes may include a standard bearer and/or musician for 70 points each or 95 points if mounted. Any units may carry a magic standard. Daemonettes may carry a magic standard of Slaanesh if you wish.

If the unit of Daemonette unit includes a musician it carries a Siren Flute.

Siren Flute: When the Daemonettes charge, their enemy may not stand and shoot against them. Undead and other Daemons are not affected. Any other charge response is still allowed.

Leader: Any unit of Daemonettes may be led by a Daemonette Champion for 75 points or 100 points if mounted. Note that Daemonic Champions may not carry magic items.

Special Rules: Daemonettes cause fear. All the special rules for Daemons apply.

Magic: A unit of Daemonettes has a magic level and can cast spells like a wizard. The number of Daemonettes in the unit defines its magic level and the number of spells it has: 1-5 models = magic level 1/one spell; 6-10 models = magic level 2/two spells; 11-15 models = level 3/three spells; 16+ models = magic level 4/four spells. Spells must be drawn from the Slaanesh spell deck.


Fiends of Slaanesh..... 30 points

Profile MWSBSSTWIALD
Fiend63033 1338

Weapons/Armour: None.

Save: 4+ (daemonic save).

Options: None.

Special Rules: Fiends cause fear. All the special rules for Daemons apply.

Attack: One of the Fiends three attacks is a special poisonous attack from its Scorpion Tail. If the tail attack hits then the target must make its armour save or suffer 1 wound. No roll to wound is required.

Fiends exude a soporific musk which makes it hard for an enemy to attack. Any enemy in base-to-base contact suffers a -1 to hit.


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