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Name
Daemon Prince (1 , 340 pts)
Daemon Prince of Nurgle
Type
WS BS S
1
Mo
8
9
5
6 5
4
8
5
9 4+ 5+
Composition: Lord
General; Daemon of Nurgle; Chaos Armour: 4+ armour save.; Daemonic Flight; Hand
Weapon; Daemonic; Fly; Hatred (Daemons of Tzeentch); Immune to Psychology; Large
Target; Swiftstride; Terror; Thunderstomp
15 comp; Lesser Gift
340
1
In
4
5
5
5 5
2
4
3
8
5+
205
Composition: Hero
Battle Standard Bearer ; Greater Locus of Fecundity; Plaguesword; Daemon of Nurgle;
Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to Psychology; Poisoned Attacks;
Regeneration
Razor Standard 1 Unit gains Armour Piercing.
[45]
Armour Piercing
1
In
4
5
5
5 5
2
4
3
8
5+
Composition: Hero
Greater Locus of Fecundity; Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred
(Daemons of Tzeentch); Immune to Psychology; Poisoned Attacks; Regeneration
7 comp
135
1
MC
5
5
5 5
4
4
3
8 6+ 5+
200
Composition: Hero
Plaguesword; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to
Psychology; Lesser Locus of Virulence; Poisoned Attacks; The Tally of Pestilence
53 comp
Palanquin of Nurgle 1
4
3
3
3
3
6
7
5+
[0]
Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune to Psychology
5
MB
6
3
4 5
4
2 D6+1 7
5+
300
Composition: Special
Attention Seeker; Daemon of Nurgle; Daemonic; Fear; Hatred (Daemons of Tzeentch); Immune
to Psychology; Poisoned Attacks; Random Attacks (D6+1); Regeneration; Slime Trail; Stomp;
Swiftstride
41 comp
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
Name
Type
WS BS S
1
Mo
8
3
3
6 7
6
3
4
7 4+ 5+
305
Composition: Rare
Daemon of Nurgle; Baleful Torrent; Hand Weapon; Harvester Cannon; Armour Piercing;
Caught by the Iron Claw; Daemonic; Flaming Attacks; Hatred (Daemons of Tzeentch); Immune
to Psychology; Implacable Advance; Large Target; Natural Armour (4+); Terror;
Thunderstomp
23 comp
Total Cost:
2488
Option Footnotes
Armour Piercing
Flaming Attacks
Poisoned Attacks
Baleful Torrent
Lesser Gift
Musician
Plague Proboscis
Plaguesword
Standard Bearer
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
Roster Notes
Daemonic Instability Table 1) Calculate combat result as normal and roll 2D6.
2) If the dice roll is a double 1 or double 6, something unexpected happens:
Double 1: Reality Blinks - All Wounds suffered by the unit are restored, and any models removed as
casualties in this phase return to play. Wounds restored still count for the purposes of combat results.
Double 6: Banished! - Remove the unit from play as a casuality.
3) Now apply the difference in combat result as a penalty to the unit's Leadership. For every point by which
they lose the roll, the uni suffers an additional Wound, with no saves of any kind allowed. Wounds are first
allocated to the unit and then equally divided amongst any character.
Daemonic Instability tests do not benefit from Insane Courage, but they are affected as normal by
Inspiring
Presence, Hold your Ground! , Stubborn or Steadfast. Unbreakable units never take Daemonic Instability tests.
Reign of Chaos Table
Whenever you roll for Winds of Magic total the two highest dice scores and resolve immediately the result
shown.
2) - The Winds Recede : All units with the Daemonic Instability special rule must take a Daemonic
Instability test on their unmodified Leadership.
3) - Punished by the Gods : Randomly select one character with the Daemonic Instability special rule. 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) - Chaotic Ebb : All models with the Daemonic Instability special rule suffer a -1 penalty to their ward
saves until you next roll for the Winds of Magic.
5) - Storm of Fire* : Roll a D6 for each non-engaged unit that contains one or more Daemons of Nurgle (or
models with the Mark of Nurgle) on the board. On the roll of a 6, place the small template over the center of
the unit and scatter D6". Any models wholly or partially beneath the template's final position suffer a
magical Strength 4 hit with the Flaming Attacks special rule.
6) - Rot, Glorious Rot* : Roll a D6 for each non-engaged unit that contains one or more Daemons of
Tzeentch (or models with the Mark of Tzeentch) on the board. On the roll of a 6, that unit suffers D6+3
Strength 3 magical hits, with no armour saves allowed.
7) - The Eye of the Storm : Nothing happens.
8) - The Dark Prince Thirsts* : Roll a D6 for each non-engaged unit that contains one or more Daemons of
Khorne (or models with the Mark of Khorne) on the board. On the roll of a 6, that unit must take a
Leadership test on 3D6, adding the results together. If the test is failed, the unit suffers a Wound for each
point by which the unit failed, with no armour saves allowed.
9) - Khorne's Wrath* : Roll a D6 for each non-engaged unit that contains one or more Daemons of Slaanesh
(or models with the Mark of Slaanesh) on the board. On the roll of a 6, place the small template over the
center of the unit and scatter 3D6". Resolve damage as you would from a stone thrower shot, with the model
under the center 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.
10) - Chaotic Surge : All models with the Daemonic Instability special rule gain a +1 bonus to their ward
saves until you next roll for the Winds of Magic.
11) - Daemonic Possession** : 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 test is failed then before removing the Wizard, place a
Herald of Khorne, Tzeentch, Nurgle or Slaanesh (your choice) anywhere within 6" of the slain model that is
more than 1" from all units and impassable terrain. If you choose a Herald of Tzeentch, generate its spell
immediately. This Herald can act normally in the turn it is created.
12) - Summoned from Beyond** : Place a new unit consisting of 2D6+3 Bloodletters, Pink Horrors,
Plaguebearers or Daemonettes (you choose). This unit can be placed anywhere on the battlefield at least 1"
away from all units, buildings and impassable terrain. It can be placed in any legal formation, so long as the
unit's front rank contains at least 5 models.
* Hits and wounds caused by these results are treated as having been made by magical attacks.
** New units created by these results do not have any upgrades or award victory points, but are otherwise
treated exactly as for other units of their type.
Special Rules
Armour Piercing
Wounds caused inflict a further -1 armour save modifier.
Attention Seeker
Can issue and accept challenges.
Caught by the Iron Claw
Immediately before the Soul Grinder makes its Attacks, nominate one model in base contact with the Soul
Grinder. That model must pass an Initiative test. If the test is failed, all other attacks the Soul Grinder makes
against that model this turn hit automatically.
Daemon of Nurgle
Enemy models targeting a Daemon of Nurgle in close combat suffer a -1 penalty To Hit.
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
Daemonic
All models with this special rule have Fear, Immune to Psychology, Daemonic Attacks, Daemonic Aura and
Daemonic Instability. Only Daemonic characters can join units of Daemons and the character and the unit
must have the same allegiance. In addition, Daemonic units receive no benefit from
Inspiring Presence or
Hold your Ground! unless both the unit and the model with those rules are Daemons of the same allegiance.
Daemonic Attacks : This model's attacks are magical. This includes special, ranged or Stomp attacks.
Daemonic Aura : This model has a 5+ ward save.
Daemonic Instability : A unit of Daemons that loses a combat must take a Daemonic Instability test instead
of a Break test, using the procedure described in the Daemonic Instability Table.
Fear
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed,
their Weapon Skill is reduced to 1 for that round of Combat.
Fly
Model can make a flying movement of 10" and a march flying movement of 20".
Hatred (Daemons of
Re-roll misses every first round of close combat against models of the specified army. If none is specified
Tzeentch)
applies against every enemy.
Hover
Model can make a flying movement of 10" instead of normal movement.
Immune to Psychology
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
Implacable Advance
This model can move (not march) and still shoot any one of its weapons.
Large Target
Cannot claim cover modifiers for obstacles. Also, this model's
Inspiring Presence or Hold your Ground!
ability range is increased to 18".
Lesser Locus of Virulence Poisoned Attacks made by this model, and all model in his unit, automatically wound on a To Hit roll of 5+.
Multi Wound (D3)
Each unsaved Wound inflicted is multiplied by the number indicated.
Natural Armour (4+)
Improves armour save.
Poisoned Attacks
Wounds automatically on a To Hit roll of 6.
Random Attacks (D6+1)
Must roll before striking blows to determinate the number of attacks the model will make.
Regeneration
4+ Save. Wounds caused by flaming attacks stop regeneration for the remainder of the phase.
Skirmishers
Models with this rule are deployed in a loose formation, may free reform and shoot after having marched.
Can never claim rank bonuses, be steadfast or disorder an enemy, but unit gains Stubborn when fighting in
forests.
Slime Trail
Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this rule.
Stomp
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
Swiftstride
When charging / fleeing / pursuing, units made entirely of models with Swiftstride roll 3D6 and discard the
lowest instead of 2D6 for distance. Moreover, flyers can make a flying charge instead of a normal one,
adding 10 instead of the Movement value to the roll.
Terror
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed,
their Weapon Skill is reduced to 1 for that round of Combat.
Thunderstomp
Units charged by this model must immediately take a Leadership test. If failed, the unit must make a Flee!
charge reaction.
Whilst alive, keep count of all unsaved Wounds caused by Daemons of Nurgle (friend or foe) and spells from
the Lore of Nurgle. At the start of turn, consult the table below. Effects are cumulative, and are applied to all
Daemons of Nurgle (friend and foe). If Epidemius is killed, the effects are lost.
0-6 Wounds No effect.
7+ Wounds: +1 Strength.
14+ Wounds: +1 Toughness.
21+ Wounds: Grants Killing Blow.
28+ Wounds: May re-roll failed ward saves.
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
Validation Report
Army Subtype: Daemons of Chaos; Edition: 8th Edition; Game Type: Normal Game; Special Rules: Forbid Chaos Dwarfs in WoC,
Forbid Regiments of Renown; File Version: 2.83
Roster satisfies all enforced validation rules
Roster Statistics
Fortitude: 5
General's Ld: 9
Hierophant Ld: 0
# Models: 69
Total Characters: 880
Total Core: 788
Total Magic Items: 70
Total Rare: 520
Total Special: 300
% Characters: 35.4
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.
% Core: 31.7
% Magic Items: 2.8
% Rare: 20.9
% Special: 12.1
Group
Points of Lords
Points of Heroes
Points of Core
Points of Special
Points of Rare
Min
0
0
625
0
0
Max
625
625
Unlimited
1250
625
Used
340
540
788
300
520
Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.