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Characters / Warhammer: Age of Sigmar

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Grand Alliance of Order

    General Tropes 

  • Badass Beard: The dwarfs still have love for their facial hair, even after the end of the world, and plenty of them tend to be braided or adorned.
  • A Lighter Shade of Grey: Against the horrors of Chaos, compassion and morality are often seen as dangerous luxuries; Order is not synonymous with good. Yet they advance the cause of civilisation, and in doing so, bring harmony.

    God-King Sigmar Heldenhammer
Back to settle the score.

The once mortal founder of the Empire who ascended to godhood, having returned and rebuilt the many Worlds once lost to Chaos. But now, the battle against his eternal foes resumes once more after The End Times.

  • Big Good: Sigmar is the greatest, mightiest force once responsible for holding together all of existence and restoring what was once destroyed by the Forces of Chaos. Now he leads the charge to drive back the invaders.
  • Came Back Strong: He barely avoided destruction by holding to Mallus, the core of the world-that-was, when Dracothion found him he was nearly comatose, he got better after that.
  • Comes Great Responsibility: What does he do once he becomes a physical god? Travels across the realms bringing order and civilization to the human tribes he finds, creates a Pantheon of gods to establish a golden age of peace and prosperity and creates the Stormcast Eternals to save the Eight Realms from the dominion of Chaos.
  • Deity of Human Origin: Originally started off as a prince of a tribe of warriors before eventually obtaining godhood.
  • Drop the Hammer: Played with. Ghal Maraz survived the End times along him, and gained new powers, but Sigmar lost it when he launched it towards an illusion. In the book Quest of Ghal Maraz, it is found again and recovered.
  • Expy: Of the Emperor of Mankind. His kingdom is even called the Empire of Man, compared to the Imperium of Man.
    • Foil: Of the Emperor again. Sigmar's Establishing Character Moment is apologizing for keeping secrets from his Stormcast explaining it was in order to prevent Tzeetch from learning his plans. He also maintains far more humanity than the God-Emperor. As the Warhammer 40K setting continues to be fleshed out, it is clear that the Emperor of Mankind was very morally dubious figure in his prime, and it is suggested that by the time of 41st millennium he has become even worse. Sigmar himself reflects the more heroic nature of Age of Sigmar.
    • Which actually goes both ways, and full circle, as the Emperor of Mankind started out as Sigmar's expy...
    • While Sigmar always was Norse-like, especially similar to Thor, now when he combined with Azyr, the Wind of Heavens, he gained mastery over lightning and thunder, making the similarities stronger than ever. Sigmar also became similar to Odin, with Stormcast Eternals basically being Einherjar, and like Odin he has a Good Is Not Nice stance to fight efficently the forces of Chaos. The Eight Realms along with the ninth one - the Realm of Chaos, also resemble the Norse Cosmology/Multiverse strongly.
    • Unlike the Emperor, Sigmar cares about his followers by name, and he shed tears for those he had to left behind in the grip of Chaos when sealing the Realmgates.
  • Founder of the Kingdom: He founded Sigmaron, the great city in Azyr, the Realm and Wind of Heavens.
  • A God Am I: If grudgingly, he really doesn't like the responsibilities and prefers to be a good ruler rather than the object of fearful adulation, but he seems to rejoice in his powers.
  • God-Emperor: Right there in his title. He was literally worshipped even before the destruction of the Old World and the creation of the new one, and now he's a literal god as well.
  • Good Is Not Nice: He's still a Barbarian Hero after all, but the millenia of imprisonment in the wind of Azyr and Godhood have calmed him down a bit.
  • Heroic Second Wind: Him and the entire realm of Azyr, he is currently reverting the dominion of Chaos over the other mortal realms.
  • Hidden Depths: The Pantheon short story gives us an interesting insight: he's still a human in terms of mindset and yearns for the days where he didn't have to do the duties of a god. Further driving home the fact that he's the Emperor's Foil, he abhors the concept of Godhood, but because it chaffs his personal freedom (He's VERY busy) and is a whole set of responsibilities he just doesn't want. Still he takes on the job and allows for him being worshiped.
  • Hope Bringer: to the Mortal Realms, saving them has become the work of his existence.
  • Infinity +1 Sword: Ghal Maraz, the titular Warhammer, which has acquired new powers plus to the ones it had.
  • Manly Tears: Before he could finish the devices which spirited away mortal champions to be turned into Stormcast Eternals he witnessed many being tortured to death by the forces of Chaos.
  • Physical God: Now more than ever, having combined with Azyr, the Wind of the Heavens, and gaining powers over lighting and thunder.
  • Real After All: During the Age of Chaos, some of the descendants of the left-behind tribes almost forgot Sigmar was more than a legend. Enter the Age of Sigmar, where he is making every bit clear that he is here to stay.
  • Reasonable Authority Figure: You have to give credit the man for having managed to hold such a disparate alliance for that long, including Nagash and Gorkamorka. The novels further build up on this, with him understanding (if not being pleased) people holding views opposed to him, and not wanting to force them or else he'd become a tyrant.
  • Retired Badass: No longer fights anymore due to his temper costing the Battle for the All-Gates.
  • Saintly Church: Most of his followers actually try to live to his standards of bravery and honor, and many share with him the belief of giving Chaos worshipers and corrupted people second chances, things unheard of in any other Games Workshop production.
  • Seers: Can see what is happening in the Mortal Realms, what he saw during the Age of Chaos wasn't pretty.
  • Time Abyss: Sigmar predates the current world as one of the few survivors of a previous one.

Dracothion, the Great Drake, that caught the remains of the World-That-Was, named it Mallus, and set it in the firmament.

  • Big Damn Heroes: He found Sigmar clinging to the remains of the World-That-Was, and took him to the Mortal Realms.
  • Kaiju: This guy is MASSIVE, as in filling the sky massive.
  • Monster Progenitor: The Dracoths and Stardrakes are noted to be the children of Dracothion.
  • Number Two: By far the closest and one of the most important of Sigmar's lieutenants.
  • Real After All: It's implied he's Sotek, the Serpent God worshipped by Skinks in the World-That-Was.



    Gotrek Gurnisson 
  • Fashionable Asymmetry: Gotrek wears a plate pauldron on his left shoulder, the side once covered by the missing Felix Jaeger.

Stormcast Eternals

A golden soldier for a golden God.

"This night, we ride the storm!"
Lord-Celestant Vandus Hammerhand, of the Hammers of Sigmar

The Stormcast Eternals are Sigmar's greatest weapon in his war of reconquest against the dominion of the nigh-omnipotent Powers of Chaos. They are the reforged spirits of fallen tribesmen and warriors of the Mortal Realms, snatched from death at the axes of Chaos at the last moment by Sigmar's intervention. Girded in armour of purest Sigmarite - the last remnants of Mallus, the World-That-Was, long since slain by the Forces of Chaos - and wielding mighty hammers and blades forged by the Priest-Smiths of Azyrheim, they stand ready to strike out against the very legions of hell itself and to bring the light of a new age upon the Mortal Realms.

The Stormcast Eternals are divided into various Stormhosts, self-contained armies that each perform their God-King's bidding, and who are each renowned for myriad heroic deeds. Amongst these Stormhosts are - the Hammers of Sigmar, the Anvils of Heldenhammer, the Astral Templars and the Celestial Vindicators.


  • Amazon Brigade: Stormcasts have women in their ranks and some chambers are female only.
  • The Armies of Heaven: Commanded by the main benevolent deity of the setting, come from Azyr, the Realm of the Heavens, functionally immortal, they even have a winged variety of troops, and they will stop at nothing, not even Death, to defeat Chaos once and for all.
  • Armored Dragons: The Stardrakes, immense magical dragons used as steeds by Stormcast Eternals, wear armor plating on their chests and legs.
  • Astrologer: Lord-Ordinators observe the movements of the stars, using mathematics, science and seer-craft to determine the future.
  • An Axe to Grind: The Stormcast Eternals can field Decimators, who wield giant two-handed Thunderaxes on par with the massive battleaxes hefted by Khorne's warriors.
  • Badass Army: Had to be. What else could possibly take on the Warriors of Chaos?
  • Badass Cape: Lord-Celestants on foot are equipped with Sigmarite Warcloak that unleash a barrage of magical hammers at the Lord-Celestant’s foes.
  • Barbarian Hero: Many of the Stormcasts are reincarnated barbarian tribes. Because after all, why should Chaos get all the fun?
  • Black and White Insanity: Some Stormcast who have had to be reforged too many times had lost much of what it is to be human and any sense of judgement or discernment regarding right and wrong. Only an existence of black and white remained, of Order and Chaos, with no shades of morality inbetween.
  • Bling of War: Clad in golden armour with sigils of Ghal Maraz, the Twin-Tailed Comet, lightning bolts, Griffons and such embossed upon their plate. It gets increasingly more elaborate as one goes up the ranks, from the rather functional and utilitarian-seeming Liberators to the ridiculously ornate Lord-Celestants.
  • Blood Knight: They live only to slaughter Sigmar's enemies down to the last man.
  • BFS: Grandblades—massive enchanted runeblades forged from sigmarite.
  • Came Back Wrong: Not after first reforging, when they become Stormcast Eternals in the first place, but each subsequent reforging is noted as stripping away a piece of their personality. Those that have been killed twice after their first reforging tend to become The Stoic to the extreme in that they seem almost robotic - and what happens if a Stormcast were to be reforged after that has yet to be seen...
  • Cast from Hit Points: Lord-Arcanums and Knights-Incantor carry spirit flasks that can be shattered to deal wounds to all units near them, including the Lord-Arcanums or Knights-Incantor themselves.
  • Church Militant: Not an actual church of course, but their faith in Sigmar is a source of all of their resolve and determination, they also get along well enough with the actual priests of Sigmar.
  • Death from Above: Skyhosts.
  • Dragon Rider: Some Eternals go to battle on the backs of immense magical dragons known as Stardrakes.
  • Drop the Hammer: They worship Sigmar. Of course they use warhammers.
  • Energy Ball: Lightning Orb, the exclusive spell of the Lord-Arcanum on Tauralon, is a storm of pure Azyrite force.
  • The Engineer: Lord-Ordinators oversee the construction of new cities, walls and Stormkeeps, working in tandem with Dispossessed work gangs.
  • Expy:
    • Of the Adeptus Astartes, from Games Workshop's other significant IP, Warhammer 40,000: an Elite Army of engineered super-soldiers, personally designed by a godlike ruler to be his warriors to combat unfathomably terrifying Lovecraftian horrors that normal men would simply despair at; some Stormcast have crossbows that resemble bolters and the winged ones resemble the Blood Angels. Also, lightning hammers and thunder axes - "precursors" to lightning claws and thunder hammers. Design-wise, both are well-rounded armies with low model counts and sport heavy, all-enclosing armour with huge pauldrons which are easy to paint, making them good factions for people new to tabletop wargaming to start with.
    • The Hammers of Sigmar, the first Stormhost, who wear Blue and Gold, pride themselves on being the posterboys of the game and have little distinct personality, can be seen as the Ultramarines in the Mortal Realms. The Hallowed Knights, who wear silver and blue and are zealous about fighting Chaos, are the Grey Knights; the grim, brooding, black-clad Anvils of the Heldenhammer are the Dark Angels; while the Knights of the Aurora are considered to be the fastest Stormhost and specialise in rapid assault, are the equivalent of the White Scars.
    • In another sense, as fanatical, hammer-wielding warriors of Sigmar often commanding the power of golden light, it's easy to see them as next-generation Sigmarite Warrior-Priests. Ironically, the Warrior-Priests themselves were an influence on the development of the Adeptus Astartes as Warrior Monks.
    • As essentially anti-daemons, the Stormcast Eternals resemble also the Living Saints from Warhammer 40.000, not only in function, but also backstory of being ascended heroes, who can return multiple times after being slain, and are even somewhat similar in aesthetics, especially the winged ones. As anti-daemons, they also resemble the practically forgotten Angels/Law Daemons of Alluminas from Warhammer, or Viydagg.
    • As pointed out in Sigmar's article, the Stormcast Eternals also serve as basically Sigmar's Einherjar.
    • On a darker note, the Stormcast Eternals, in their Faceless Mooks look (especially the Lord-Relictors) resemble Necrons. Also like Necrons, Stormcast Eternals are changed by their resurrection/"reforging", returning as less than they were before it. Even their background is similar, as the souls of the dead placed in artificial bodies to serve again as warriors for their gods against the forces of Chaos.
    • Just to drive the point home further, Games Workshop have replaced "Bob the Space Marine", a statue in front of their head quarters, with a Stormcast Eternal. The new statue looks almost the same.
  • Faceless Mooks: An entire army of them - badass though they may be. Averted for the significant characters, who actually do take off their helms at certain points.
  • Final Death: Any Stormcast who falls in the Realms of Chaos is gone for good.
  • Foil: To the Space Marines, while their scifi counterparts are made from children often forcefully taken to be psycho-conditioned and genetically augmented to serve a doomed dystopian Imperium, the Stormcasts are all heroes saved from last stands where they fought to the very end against Chaos, then are magically empowered, and their main goal is to liberate the Mortal Realms from the grip of the Ruinous Powers. The Space Marines play their transhumanism to the hilt in that they usually tend to be considered as removed from humanity (by themselves and others), while the Stormcasts were once normal people and in many ways remain so still aside from how they're a lot more powerful than they were before. Stormcast have lost everything, know full well of the stakes (since they have experienced them), the concept of losing what they hold dear terrifies them, unlike the Marines who will wantonly throw away their lives.
  • Foreseeing My Death: The Celestial Warbringers claim to each know the hour of their death.
  • Four-Star Badass: The Lord-Celestants, each of whom leads a Chamber of Stormcast Eternals, are universally mighty warriors and inspiring leaders who often personally lead their warriors.
  • Hope Bringer: The other main reason for why Sigmar created them was to be this for the oppressed denizens of the Mortal Realms. The Modus Operandi specifically is to slay the "tyrants" of the Mortal Realms, meaning the Warriors of Chaos.
  • Horn Attack: while they prefer to avoid combat, the Tauralons ridden by some Lord-Arcanums sport a set of ram-like horns that they can use to gouge and smash their opponents. It is said that when at full charge a Tauralon's horns can demolish a fortress wall.
  • Horse of a Different Color: Mounts used by the Stormcast include Gryph-chargers (large flightless birds with two extra legs), Dracoths (small wingless dragons) and Stardrakes (large magical dragons).
  • Hunter of Monsters: Candidates for the Astral Templars are recruited from barbarian tribes who have to fight monsters for daily survival, and retain these skills after they have become Stormcast.
  • IKEA Weaponry: The Celestar Ballista is constructed in such a way that it can be broken down and carried by the two operators.
  • Implacable Man: While they are the good guys, each one of them is a resurrectable killing machine, they just come back after getting killed, for instance, there is one story where they nearly overwhelmed a Chaos host composed of Chaos Champions lead by none other than Archaon himself, this was because they had portals directly opened to Azyr, which allowed them to pour fresh formations of Stormcast Eternals to the fight, have the fight been prolonged for some more time this would have allowed the Stormcast to launch recently killed forces into the fray, and while they lost because the portals were closed, it's still remarkable that they almost won Chaos at his own game.
    • In fact, an entire chamber of Stormcast Eternals can get killed and brought back to Azyr just to be reforged and redeployed a few days later to finish the job.
  • Light 'em Up:
    • The Lord-Castellants carry lanterns heavily implied to be imbued with Hysh, the wind of Light Magic. As such, they can cast their light on their allies to defend them, or on enemies to set them on fire, especially if the enemy is a daemon.
    • Lord-Veritants channel the magic of their own lanterns to unbind spells and hurt enemy wizards. In one of the novels, City of Secrets, what is quite possibly their lanterns' primary use gets shown off, and that is to illuminate the truth of a person, forcing them to recall any misdeeds they have ever committed, and letting the Lord-Veritant know all about it.
  • Luke Nounverber: A Stormcast's last name (if they have one) almost always consists of a noun and an adjective or another noun: Vandus Hammerhand, Ionus Cryptborn, Tarsus Bullheart, Thostos Bladestorm, Hamilcar Bear-Eater, and so on.
  • Mage Killer: The job of Lord-Veritants is hunting out and systematically destroying evil magic-users, with all of their special rules being tailored to counter enemy Wizards in some way.
  • Magic Knight: Sequitors and Evocators, the line infantry of the Sacrosanct Chambers, have a few magic powers of their own.
  • Meaningful Name: Some Stormcast abandoned their birth name in favour of another one: Vandus Hammerhand used to be Vendell Blackfist; Aventis Firestrike used to be Avante Fireson and so on.
  • Musical Assassin: When needed, a Knight-Heraldor can use his battle-horn as a weapon whose reverberations can fell trees and shake buildings alike.
  • Noble Bird of Prey: Aetherwings are birds of prey that ally themselves with the Stormcast Eternals and will attack their enemies while the Vanguard-Raptors shoot from afar.
  • No-Sell: The Idoneth Deepkin cannot sever the souls of the Stormcast, leading to an alliance between them during their first contact.
  • Old Soldier: That "Eternal" thing in their name is not a metaphor or a boast. Some of them, such as Vandus Hammerhand, can dimly remember the age before the Coming of Chaos, making them many thousands of years old. In fact, it's even implied that some of the Stormcast Eternals are the ancient ancestors to thousands of modern human tribes on Aqshy and the other Mortal Realms.
  • Our Angels Are Different: They are made from mortal warriors taken away by the God-King Sigmar and augmented with mystic energies and given fancy new weapons and armour made of Sigmarite. The universal trait to all the Eternals is that they oppose Chaos whenever it appears. Aside from all that, Stormcasts aren't actually all the holy or magical when it comes down to it; they are about as powerful physically as a Chaos Warrior, aside from the "cannot completely die" thing. Unlike Chaos Warriors, who are fanatically devoted to Chaos, Stormcasts are still very much human, or whatever race they were before. They need to eat, to sleep and have desires as anyone else. The Eternal part of their name is rather relative: their souls are constantly coveted by Nagash, and the supply of Sigmarite is limited, with each reforging taking more supplies and more of the Stormcast's memories, feelings and general personality is lost.
  • Power Creep: The new Stormcast Eternals are one of the stronger factions in the game and keep getting increasingly powerful new gear, such as a new monster in the form of Stormcast Eternals riding dragons.
  • Power Of Hate: They run on hatred for the Forces of Chaos, seeing as how their followers destroyed their realms, slaughtered and subjugated their people and killed all of them. Sigmar himself encourages this, considering that he opposed Chaos for thousands of years prior to the beginning of the setting and ultimately lost to them during the End Times.
  • Resurrective Immortality: Stormcast can't die under normal circumstance. Upon death, they are warped back to Sigmar's side, reforged, then sent back.
  • Sculpted Physique: Male Stormcast Eternals' breastplates clearly were made to look they have defined pectoral muscles. The female ones instead have their breastplates shaped like a top over the breasts with defined abdominal muscles underneath.
  • Shock and Awe: During the the End Times, Sigmar in addition to being an Imperial War-God also became one with Azyr, the Wind of Heavens. As a result, he gained mastery over lightning and thunder, which seems to have been passed on to the Stormcast Eternals. Though the Lord-Relictors seem to fall back more on Shyish than Azyr.
  • Shoulders of Doom: Massive spaulders emblazoned with the Stormhost's colours and various Sigmarite iconography.
  • Sigil Spam: The Stormcasts seem to enjoy spamming Sigmar's hammer and twin-tailed comet emblems everywhere on their armour.
  • Skull for a Head: The Lord-Relictors, who are culled from tribesmen from Shyish - the realm of Death and domain of Nagash.
  • Sword and Gun: All Vanguard-Hunters wield a Boltstorm Pistol, with some being equipped with Storm Sabres as well.
  • Talking Animal: The Stardrakes and Dracoths, who have their own language and can also understand the tongues of the other Order-aligned races.
  • Theme Naming: As the elite warriors of a god strong associations with thunder and lightning, the Stormcast Eternals are armed with weapons and equipment that follow this theme such as Lightning Hammers, Stormstrike Glaives and Thunderaxes.
  • True Companions: Having trained for ages in Azyr, each Stormhost forms a link of camaraderie and friendship among their ranks and sometimes between them. There is one instance where a Lord-Celestant received the mission to make his chamber reinforce the beleaguered forces of another stormhost whose Lord-Celestant was being deployed for the first time against Chaos, and he was promptly goaded by members of the other stormhost to bring their inexperienced brother alive unless they demand a satisfaction, instead of getting angry at them he promised to do his utmost to bring him back as he was his friend too.
  • Warrior Monk: They're giant, hammer-wielding murder-machines and their faith in Sigmar is constantly reinforced as a major aspect of their characters.
  • Weapon of X-Slaying: Sequitors' Stormsmite Greatmaces and Castigators' Thunderhead Greatbows can release a burst of celestial energy upon hitting their targets, dealing extra damage to Daemons and Nighthaunt.


Celestant-Prime, The Avenging Angel of Azyr. The Bearer of the World-Hammer. The First Scion of Sigmar.
Taking flight against Chaos one more time.

The first of the Stormcast Eternals, the Celestant Prime was formerly a great king from a darkening age, a guardian of mankind chosen by Sigmar himself to be the first of his new army in the war against Chaos. Wielding the Cometstrike Sceptre and Ghal Maraz, the hammer of Sigmar itself, the Celestant Prime is the god's will incarnate, and a terrifying force to behold on the battlefield.

Lord-Celestant Vandus Hammerhand

  • Arch-Enemy: Vandus desires little more than to settle his blood debt with Korghos Khul, the leader of a Khornate warband that destroyed his tribe, killed his sons, ended his mortal life and was featured as his nemesis in the first edition starter set.

Neave Blacktalon

  • An Axe to Grind: Neave's Whirlwind Axes can cut down characters in a flurry of blows.
  • Helmets Are Hardly Heroic: The rest of her body is fully armoured, but you can choose to have her wear a full helm or not.
  • The Musketeer: Neave is armed with Whirlwind Axes to fight enemies in close combat and a Boltstorm Pistol to strike them from range.

Gavriel Sureheart

  • Born into Slavery: He was born as the son of two slaves in a Khornate arena, and he was soon inured to the lash as a child.
  • Gladiator Games: Upon coming of age, Grub was forced as fodder into the arena.
  • Gladiator Revolt: He led an armed revolt against the Khornate rulers of the Ratspike arena which ultimately ended in failure.

Aventis Firestrike

  • Cool Crown: He wears the ornate Thunderhead Crown, which renews him even in the thick of battle.
  • Eat Dirt, Cheap: Upon the destruction of his homeland, Avante transmuted his body into fire in order to consume the Everburning Coal, a shard of primordial realmstone, and use it as a source for devastating magic.
  • Hot-Blooded: Aventis is famously known for his foul temper.
  • Playing with Fire: Aventis is capable of combining the magics of Aqshy and Azyr with his unique spell Pyroelectric Blast.

Astreia Solbright

  • Anime Hair: Since her second reforging Astreia has been surrounded by a corona of electricity that causes her flaxen hair to stand out around her head.
  • Immortality Seeker: Astreia has hunted countless ostensibly immortal creatures to unlock their secrets in search for a cure to the slow erosion of the souls of the Stormcast Eternals.
  • Light 'em Up: She was originally a magus of light from Hysh.

Cities of Sigmar



  • Badass Normal: The Freeguilds are composed of completely normal humans with no special powers in a fantastical setting where humanity is severely outclassed by almost everyone else. And they hold the line against Chaos with completely normal weapons, armour, and the occasional demigryph or gryphon.
  • The Berserker: Flagellants launch themselves at the enemy with rabid fervour, heedless of their own survival.
  • Grenade Launcher: A few Freeguild Sharpshooters carry grenade-launching blunderbusses.
  • Medieval Stasis: Thousands of years have passed and a world has ended, but the Free Peoples are still dressing in the exact same fashion their ancestors in the Empire of the World-that-was once did, and there's been little cultural shift in that time. One of the more ridiculous examples is their gunpowder weapons. They've had the technology to make rifles for thousands of years, but for some reason still use smoothbore barrels for everything but sharpshooter weapons. They seem to have stalled out sometime between flintlock mechanisms being introduced and matchlock ones being phased out; just the right spot to make bows and crossbows still a viable alternative. In our world this period lasted about one generation, and the flintlock era itself was only about two centuries.
  • Mighty Roar: The Griffons used by some Freeguild Generals as mounts can unleash a piercing bloodroar to frighten enemies.

Collegiate Arcane

  • Amplifier Artifact: A Celestial Hurricanum can act as a focus for magical energies for the benefit of nearby wizards.
  • Chain Lightning: Battlemages with the Heavens specialisation have access to the exclusive Chain Lightning spell, a lightning bolt that can jump to other units near the original target.
  • Combat Clairvoyance: Soldiers standing near a Celestial Hurricanum can see visions of the imminent future which allow them to predict the actions of the foe and attack with uncanny accuracy.
  • Multiple Head Case: The Griffons used by some Amber Battlemages as mounts have two heads to bite enemies.
  • Ray Gun: The Luminark of Hysh is capable of unleashing a blinding, destructive beam of soulfire through its arcane optics that vaporises anything in its path.
  • Weather-Control Machine: The magical orrery mounted on a Celestial Hurricanum can be used to summon a Storm of Shemtek to batter the foe.

Ironweld Arsenal

  • Heal Thyself: A Steam Tank's commander can attempt to repair it in the midst of a battle.
  • Helicopter Blender: Gyrocopters and Gyrobombers can use their rotor blades as a melee weapon in a desperate situation.
  • Macross Missile Massacre: Helstorm Rocket Batteries are capable of launching an earth-shaking cascade of shrieking, explosive rockets.
  • More Dakka: Organ Guns and Helblaster Volley Guns can fire volleys of shots at once.
  • Multinational Team: The Arsenal was initially formed to facilitate knowledge exchange between human and duardin engineeers.
  • Siege Engines: The Ironweld Arsenal is composed of all artillery manufactured by humans and dwarfs.
  • Tank Goodness: Steam Tanks are monstrous, smoke-belching tanks that rumble towards the enemy, firing deadly cannonballs from their steam-powered guns.

Phoenix Temple

  • Hostile Weather: Enemies near a Frostheart Phoenix are caught in a blizzard which reduces their wound rolls.
  • The Phoenix: Come in two flavours — the Flamespyre Phoenix, which is young and fiery and able to come back from the dead in a shower of flames, and the ancient Frostheart Phoenix, which trails ice and chill rather than flames, and has lived so long it is no longer able to resurrect itself.
  • Playing with Fire: The Flamepsyre Phoenix terrorises its enemies by engulfing them in flame.

Swifthawk Agents

  • Bow and Sword, in Accord: Shadow Warriors are able to cut to the heart of the enemy with either bow or blade.
  • In a Single Bound: The High Warden, mounted on a Griffon, has the Predatory Leap special rule, which allows him and the Griffon to jump past enemies to reach the target.
  • Unstoppable Mailman: The Swifthawk Agents act as couriers and messengers between the free cities and Azyr while coordinating grand assaults that can span across realms. They will not hesitate to cut down those who would obstruct their duty.

Darkling Covens

  • Deadly Gas: Black Dragons can breathe clouds of noxious fumes at enemies.
  • Dead Man Switch: If its wearer is slain in the combat phase, the Heart of Woe inflicts mortal wounds on each enemy unit within 3".
  • Dragon Rider: Sorceresses can enter battle on the back of a Black Dragon.
  • Evolving Weapon: The Shadesliver, an artefact of the Darkling Covens, gets permanently and cumulatively more powerful every time it inflicts a wound.
  • Flechette Storm: The exclusive spell of the Sorceress on Black Dragon is Bladewind, which conjures a cloud of ethereal blades to cut the enemy.
  • Human Sacrifice: A Sorceress can sacrifice a member of the Covens to temporarily enhance her magical power.
  • Praetorian Guard: Utterly loyal, the Black Guard are the personal protectors of the coven’s leader.
  • Slave Mooks: Normal members of the Darkling Covens are ensorcelled thralls under a spell of the ruling Sorceress.
  • Sorcerous Overlord: Most Darkling Covens centre around a single powerful Sorceress; these despots may have apprentice spellcasters and captains, but their rule is absolute.
  • Stripperiffic: Sorceresses don't wear much in battle, but they are not supposed to sit near the frontline at the first place.
  • You Have Failed Me: If a Darkling Coven unit has to take a battleshock test when they are within 3" of their general, you can choose to inflict a mortal wound (heavily implied to be the Sorceress' doing) on the unit so they wouldn't have to take the test.

Order Serpentis

  • Breath Weapon: The War Hydra can incinerate enemies with its fiery breath, while Black Dragons can exhale a noxious breath.
  • Creating Life: The Order's Drakespawn and War Hydra were originally created from dark sorcery as a replacement for dragons.
  • Dragon Rider: The Order Serpentis used to be an order of Black Dragon riders, but the dragons' number has declined to the point that only their Dreadlords can still do it.
  • Healing Factor: Each time a foe chops off one of the War Hydra's many heads, another swiftly grows back in its place.
  • Knightly Lance: Drakespawn Knights charge into battle with a barbed lance.
  • Multiple Head Case: The War Hydra has six in total.
  • Raptor Attack: The Order Serpentis' Drakespawn bear a strong resemblance to real life dromaeosaurid dinosaurs.
  • A Taste of the Lash: A War Hydra's handlers are armed with a lash to keep the beast in check.
  • You Have Failed Me: If an Order Serpentis unit flee in the presence of a Dreadlord, he'll ruthlessly cut them out as an example for those who would disappoint him.

Scourge Privateers

  • Combat Tentacles: The Kharybdiss snatch up its victims with its fanged tentacles.
  • Hunter of Monsters: The Scourge Privateers are among the finest hunters in the Realms, seeking misshapen and deadly sea monsters to capture.
  • Hyperactive Metabolism: The Kharybdiss has a chance to instantly regain a Wound when it eats an enemy model.
  • Kraken and Leviathan: Scourge Privateers make use of the Kharibdyss, a creature dragged from the depths of the oceans.
  • Nemean Skinning: Black Ark Corsairs and Fleetmasters wear a cloak made from sea dragon pelt.
  • Pirate: The Scourge Privateers ply their bloody trade across the seas of the Realms, seeking out fresh slaughter and loot.
  • Seadog Peg Leg: The model of the Black Ark Fleetmaster has a sword for a leg.
  • A Taste of the Lash: A Kharybdiss' handlers are armed with a lash to control the beast.


  • Bow and Sword, in Accord: Dark Riders are armed with deadly repeater crossbows and barbed swords.
  • Poisoned Weapons: Assassins coat their weapons with the deadliest poisons.
  • Secret Police: For many years the Shadowblades serve Sigmar in this role by rooting out Chaos cultists, spies and other traitors from the city of Azyrheim without revealing themselves to the populace.


  • The Atoner: Wanderers seek to redeem themselves for having abandoned Ghyran and the Sylvaneth to Nurgle's infestations during the Age of Chaos.
  • Eye Scream: Nomad Princes have pet hawks which can gouge out the eyes of enemies.
  • Green Thumb: Sisters of the Thorn can cause crawling brambles to burst from the ground and form a living barrier around their allies.
  • Hit-and-Run Tactics: Wanderers are difficult to lock in combat, melting away to strike from afar. A Wanderer unit that retreats can shoot in the shooting phase of the same turn, encouraging players to make maximum use of Glade Guards' mobility while retaining their effectiveness when it comes to shooting.
  • Horse of a Different Color: Wild Riders and Sisters of the Thorn are borne into battle on mystical, stag-like steeds.
  • Living Weapon: The Splinterbirch Blade is made of still-living wood that can regrow itself if struck against armour.
  • Punny Name: One of the Wanderers' artefacts is a chain of florets called 'Forget-me-knot'.
  • Walking the Earth: The Wanderers have travelled the realms for generations and know many hidden paths.
  • Weapon of X-Slaying: Wildwood Rangers' draichs inflict more damage against monstrous creatures; Sisters of the Watch's arrows are more effective against Chaos units.


  • Anti-Magic: The Runic Icon gives units with the icon a 5+ save against casting attempts on them.
  • Elaborate Underground Base: Most of the Dispossessed kingdoms are found in great caverns under the city of Azyrheim.
  • The Musketeer: The Dispossessed's heavy gunners, Irondrakes, are not awful in close combat, being only slightly worse than their melee-focused counterparts, Ironbreakers.
  • Throw Down the Bomblet: Ironwardens and Ironbeards can be given a Cinderblast Bomb to throw at the enemy.
  • Weapon of X-Slaying: Irondrakes can be equipped with Grudgehammer Torpedoes which deal more damage against enemy monsters.
  • When I Was Your Age...: Longbeards are always grumbling and complaining about something, from how expensive beer is, to the hardships they endured during their youth, to how the young do not respect their elders and so on.


Grombrindal, the White Dwarf

  • The Artifact: Even after his race was renamed, Grombrindal retains the title of White Dwarf rather than being called White Duardin, due to his status as the mascot of the White Dwarf magazine.
  • The Cavalry: Grombrindal is infamous for his tendency to appear on the battlefield without warning.
  • Palette Swap: To celebrate White Dwarf magazine being relaunched in September 2016, Grombrindal was given rules so that he could be used in Age of Sigmar. This version of Grombindal doesn’t have his own model, instead he is represented by a Duardin Unforged model painted in a specific colour scheme.

Daughters of Khaine

  • Affably Evil: Some temples are rather pleasant and on friendly terms with locals.
  • Agony Beam: A Bloodwrack Shrine emits an aura that wreathes foes in pain.
  • Amazon Brigade: Except for the Doomfire Warlocks, this entire faction consists of females (aelves and Medusae).
  • And I Must Scream: The mere touch of a Blood Sister can crystallise flesh in an instant, and the victim is still alive and aware. In fact, they love crystallising their foes in the few agonizing moments between having their hearts ripped out and dying so they're forever trapped in that state.
  • Arch-Enemy: Khainites prosecute their crusades with particular violence against the servants of Slaanesh.
  • Bare Your Midriff: You'll be hard-pressed to find a female member of the Daughters of Khaine who doesn't leave her belly bare.
  • Battle Trophy: Melusai Blood Stalkers are skilled archers and have strings of hearts on their belts, each with holes consistent with having been pierced by one of their arrows.
  • Bloody Murder: An Avatar of Khaine, animated by blood rites, can spew forth a torrent of burning blood.
  • Combat Medic: A Hag Queen or Slaughter Queen can take the Crimson Rejuvenation prayer which allows them to heal the wounds of friendly Daughters of Khaine except Morathi.
  • Church Militant: The Daughters of Khaine are an army of religious fanatics with unbreakable faith in Khaine.
  • Clingy Costume: Sisters of Slaughter permanently graft leering masks of living metal onto their faces.
  • Critical Existence Failure: The Avatar of Khaine plays this trope straight, unlike most Behemoth units in the game: it does not get slower or weaker as it loses wounds and remains fully operational until it is destroyed.
  • Cruel and Unusual Death: Should an enemy meet a Bloodwrack Medusa's gaze, they will die a horrifying and painful death as their blood flows from every pore.
  • Death from Above: Khinerai Heartrenders outright invoke this with one of their rules, allowing them to easily pierce heavy armor with their javelins on the turn they swoop down onto the battlefield.
  • Deflector Shields: The powerful magic that fuels a Cauldron of Blood protects it and nearby followers with a Bloodshield.
  • Dual Wielding: A Slaughter Queen fights with a sword in each hand: a Deathsword and a Blade of Khaine.
  • Everyone Has Standards: Most aelven members consider the Sisters of Slaughter extreme for grafting living metal masks to their faces with boiling blood.
  • Fountain of Youth: Rituals of rebirth keep the covenite sisters youthful in appearance and supple in body.
  • Gladiator Games: Witch Aelves and Sisters of Slaughter are gladiatrixes that fight public ritualised combats or shady pit fights.
  • Godiva Hair: The Bloodwrack Medusa's left breast is covered by her snake hair.
  • Gratuitous Foreign Language: The writing in the Daughters of Khaine battletome is peppered with words in the aelves' language, some (but by no means all) of which bear suspicious resemblance to the Irish language, for example leathanam (meaning 'half soul'), scáthborn (one of whose alternate names is Shadowborn; scáth means 'shadow' in Irish); or sciansá (scian meaning 'knife' and being the nominal form of the verb saigh meaning 'stab').
  • Hit-and-Run Tactics: Khinerai Heartrenders excel at hit-and-run attacks. With their Fire and Flight ability, they can instantly dash away from the foe after firing.
  • Horse Archer: Doomfire Warlocks can be armed with doomfire crossbows, and are expert at using them while atop their dark steeds.
  • Increasingly Lethal Enemy: The longer the Daughters of Khaine fight, the deadlier they become, as they accumulate bonuses from their Blood Rites trait. While you may be able to whittle their forces down, those left are only going to get stronger and angrier.
  • Javelin Thrower: Khinerai Heartrenders throw armour-piercing barbed javelins.
  • Lady Land: Exaggerated. The cities and temples of the Daughters of Khaine are ruled by the female aelves while the male aelves are slaves (even the Doomfire Warlocks are branded with mind-control runes). Even their religion has been co-opted by this; while Khaine is a male deity, unbeknownst to his followers Morathi is siphoning away his power into herself, using his religion as a front so she can ascend to godhood.
  • Last Ditch Move: The Martyr's Sacrifice prayer causes friendly Daughters of Khaine unit to deliver one last blow (represented by a chance to deal a mortal wound) when slain.
  • Living Statue: The statue of Khaine, previously only seen on top of a Bloodwrack Shrine in the old Warhammer, now can be animated and fielded as an iron Avatar of Khaine.
  • Malevolent Masked Men: Not so much on the men part, but the Sisters of Slaughter, Melusai Blood Sisters, and Khinerai Heartrenders all wear pretty impressive Rage Helm masks, and the Doomfire Warlocks' Master of Warlocks has a mask that's more Majora's Mask-style creepy than angry-looking.
  • Men Are the Expendable Gender: The slave class among the Daughters of Khaine consists exclusively of the male aelves among them, and only the strongest are allowed to survive.
  • One-Gender Race: Male Bloodwrack Medusae do not exist, as all of them were originally women transformed by Morathi.
  • Poisoned Weapons: The Bloodbane Venom, coating a blade, causes even the tiniest wound to bleed openly and profusely.
  • Really 700 Years Old: Many Daughters of Khaine have lived far beyond the average aelf lifespan, which is already longer than that of other races.
  • Sexy Packaging: Reading the Daughters of Khaine battletome in public might attract unwanted attention.
  • Slave Brand: To ensure their faith, each Doomfire Warlock is branded with runes of control, although they are told such marks are wards against Slaanesh.
  • Snake People: The Bloodwrack Medusa and the Melusai, have snake-form lower bodies, with all the attendant tropes.
  • Stripperiffic: The skimpy, revealing clothing of the Witch Elves and Sisters of Slaughter does not look like what you should be wearing to the battlefield. The Bloodwrack Medusa's humanoid torso is that of a woman and has one breast bared.
  • Taken for Granite: The Melusai Blood Sisters can turn enemies into crystalline statues with a touch.
  • Technicolor Fire: The Doomfire Warlocks' Doombolt spell throws bolts of black flame, which isn't a natural fire colour.
  • Token Evil Teammate: One one hand, they serve the forces of Order. On the other, they are blood-crazed fanatics who get turned on by killing, worship a dead God of Murder, think little of butchering the innocent and their leader has had... pretty substantial issues dating back to thousands of years before the Old World burned.
  • Took a Level in Badass: The Bloodwrack Medusa, formerly a fairly weak monstrous beast in Warhammer, has now turned into masters of shadow magic.
  • Winged Humanoid: Some of the Daughters of Khaine, the Khinerai, have been gifted with bat-like wings.
  • Whip It Good: The Sisters of Slaughter are armed with barbed whips and bladed bucklers.


Morathi the Shadow Queen, High Oracle of Khaine
Too long have I been shunned, no longer will I be denied!

  • The Archmage: She's not nearly at Nagash's level of power, but there are few spellcasters in the Mortal Realms capable of putting out as many spells per turn as she can in her High Oracle form (even Arkhan the Black and Kairos Fateweaver fall short there), and fewer still who exceed her. She also doubles the range of any spell she casts while in that form.
  • Blade on a Stick: In both her forms Morathi wields Heartrender, the magical spear she wielded on the world-that-was.
  • Discard and Draw: In her Shadow Queen form, Morathi loses her command ability and enhanced powers of sorcery in exchange for turning into a melee powerhouse.
  • Does Not Like Men: Heavily implied. Morathi deliberately made only a few male aelves in the faction, and then only from the weakest and most broken of souls retrieved from Slaanesh. Even those born the conventional way are cursed by Morathi to the same fate so she can siphon part of their souls. They're also deliberately restricted to serving the most menial roles where only the strongest are allowed to live, such as the Doomfire Warlocks... but even they are deceitfully branded with mind-control runes.
  • Game Face: Morathi starts the battle in a humanoid form, but can change to her true form, a larger winged version of basic form, with a snake tail and snakes for hair.
  • Glamour: Morathi is a mighty sorceress who is a master of shadow magic and illusion. The incredibly vain Morathi uses these magical abilities to disguise her loathed, Slaanesh-tainted, true form.
  • Glamour Failure: When wounded, there is a chance that High Oracle Morathi’s rage will cause her disguise spells to fail, automatically transforming her into her true, monstrous Shadow Queen form.
  • Gorgeous Gorgon: Morathi's true form does nothing to diminish her attractiveness.
  • Interspecies Romance: Morathi has taken her shadow daemons as lovers and also tried to seduce (in failure) Sigmar, Nagash and Kharybtar, the Father of Kharybdisses.
  • It's Personal: When Morathi was part of Sigmar's pantheon, she tried to seduce Nagash. Insulted by her seduction spells, Nagash struck Morathi, revealing her true serpentine form. Humiliated, Morathi fled and would never forgive or forget what Nagash did.
  • Monster Lord: Morathi is served by mist elementals and shadow daemons who haven't made an appearance in-game yet, along with the Bloodwrack Medusae, Melusai, and Khinerai. Their monstrous forms, including her own, are all because of being twisted by Slaanesh before escaping (in Morathi's case) or being forcibly torn from him and reborn.
  • Nice Job Breaking It, Hero!: Her deceptive magics to skew the soul division between herself and Malerion, Tyrion and Teclis altered the eldritch balance that kept Slaanesh perfectly suspended between Hysh and Ulgu, leading to vast armies of Slaanesh followers to invade Ulgu in search of their god and may mean that Slaanesh will be able to free itself if said imbalance becomes worse.
  • No-Sell: Even in her squishier High Oracle of Khaine form, she is ridiculously hard to kill, thanks to the Iron Heart of Khaine preventing her from taking more than three wounds in any given turn, and she retains the item and its effects in her true Shadow Queen form. Only outright One-Hit Kill abilities can bypass the need to wear her down over multiple turns.
  • Path of Inspiration: Not that she tries to pass off the Khainite cult she leads as benevolent, but she is actively preventing Khaine's return and consuming the power that would be going toward him in her own quest for Godhood.
  • Randomized Damage Attack: Morathi's unique spell is Arnzipal's Black Horror, which stands out for having its damage determined by two separate die rolls.
  • Rapunzel Hair: Morathi's hair in her High Oracle form is long enough to approach her feet.
  • Razor Wings: The ornamental wings that Morathi wears in her High Oracle form are razor sharp and she uses them to lacerate her foes in combat.
  • The Resenter: The Arc Words of the preview videos for the faction's Battletome were, "Too long have I been shunned, no longer will I be denied!" She resents her son for being rather ungrateful, the other Gods of Sigmar's alliance for distrusting, looking down on, and even pitying her, and outright despises Nagash for outing her true form to the rest of the pantheon. All of that combined doesn't hold a candle to the sheer hatred she has for Slaanesh, though, for obvious reasons.
  • Scaled Up: She can swap between her true, monstrous form, and how she looked in the world-that-was, though in-game she always starts in the latter, until the player chooses to have her change, or fails to keep her concentration on her prior form when taking damage. The primary author of the faction's Battletome mentioned that she reverts to her true form when particularly angry or passionate.
  • Symbolic Wings: Morathi's High Oracle outfit sports a pair of ornamental, blood-dripping, golden wings. These wings not only add to the impressiveness of her costume, giving her a look sutable for an aelf demigoddess, but are a nod towards her true winged form.
  • Tail Slap: In her Shadow Queen form, Morathi can crush foes to death with her tail.

Idoneth Deepkin

The Deepkin are a race of aquatic aelves who live deep below the seas of the Mortal Realms. They were created from the souls of those aelves who were devoured by Slaanesh during the End of Times, and then rescued by the forces of Teclis, Tyrion, and Malerion.

Teclis molded these aelven souls into the Cythai and taught them magic, intending to recreate the High Elven empires that existed in the World-That-Was. However, having been cursed to be born without souls, the Cythai rebelled against Teclis, and fled to the seas when he tried discovering their true nature. There, they renamed themselves as Idoneth - meaning "seclusive".

The Deepkin are defined by a hierarchy based on which of them had souls - those born with souls occupy the higher parts of society as the Akhelian warrior-kings, and the magically-inclined Isharann. These two castes are the leaders of Deepkin society and share a symbiotic relationship as either one couldn't work without the other's skills. The large majority are the Namarti, bald, eyeless aelves born without souls. These aelves conduct raids on settlements to gain souls for themselves, leaving nothing behind.

  • Action Pet: Each Soulrender employs a Rakerdart bond-beast that glides at its master's feet and stabs prey with its sharp bill.
  • Arch-Enemy: They do not tolerate the presence of Slaanesh's followers, even gaining one extra point of damage when pitted against them.
  • Asskicking Equals Authority: The Akhelians are strictly meritocratic – lines of succession don't mean much when most of their children will be Namarti.
  • Back from the Dead: Isharann Soulrenders can use their mystical lures to capture the souls of enemy dead and use them to resurrect fallen Namarti.
  • Bald Women: Most Idoneth Deepkin models are hairless, including the women.
  • Base on Wheels: The Deepkin Nautilar enclave is built upon the back of a continent-sized Great Scaphodon.
  • Big Eater: Allopexes are ferocious predators of the deeps that are always hungry.
  • Casting a Shadow: One of the spells in the Deepkin's exlusive Lore of the Deeps is Abyssal Darkness, which shrouds the caster and nearby allies in shadow.
  • Conscription: All Akhelians, regardless of gender, perform obligatory military service.
  • Death of a Child: Namarti children only survive beyond infancy if they receive a new soul.
  • Deflector Shields:
    • The Ishlaen Guard can channel their Fangmoras' bioelectricity into their shields, where it manifests as an arcing energy field that turns aside enemy blows.
    • The Black Pearl projects an aura which can protect the bearer from any harm.
    • Nautilar Tidecasters know the spell Protective Barrier, which creates arcane barriers to protect their comrades from harm.
  • Early-Bird Cameo: The Idoneth Deepkin are first mentioned in the Daughters of Khaine battletome in the backstory (where they're described as 'mysterious sea-beings') and as one of the possible armies that the Daughters of Khaine can ally with, before their formal introduction into the game.
  • Evil Counterpart: The Deepkin can be seen as this to the High Elves. The High Elves are magically-inclined race who tend to be Noble Bigots that look down on the younger races, yet still help them against the forces of Chaos. The Deepkin has none of that, and they selfishly sustain themselves and their empire at the expense of others.
  • Eyeless Face: The Namarti Deepkin do not have eyes, their eye sockets being covered in translucent skin. This is justified, as it is a trait to differentiate them from those who were born with souls.
  • Fantastic Caste System: The Deepkin are divided into several castes, though unusually there is a meritocratic aspect to them caused by the fact that the curse that causes most of their number to be born without souls strikes families at random. The Namarti are the aforementioned soulless aelves and typically serve as the lowest caste, performing menial work for Deepkin society, and serve as infantry in battle. The Akhelians are the dedicated warriors and ride into battle upon tamed sea creatures in emulation of the Dragon Princes of the World-That-Was, and the Isharann are the mages of the Deepkin, both of these latter castes being composed entirely of aelves born with souls.
  • Flying Seafood Special: When the Idoneth Deepkin fight, they summon a magical ocean called the aethersea around themselves, allowing their troops and sea monsters to "swim" in the air and take advantage of their underwater training.
  • Four-Star Badass: An Akhelian King must be swift and strong, able to best any of his comrades in single combat. Yet martial skill is not enough, for a King is first and foremost a leader and his mind must be as deft as his swordplay.
  • Gratuitous Foreign Language: The Idoneth Deepkin enclave of Dhom-hain means deep questors in their language. Remove the hyphen, and you get the lenited form of the Irish word domhain, meaning deep or depth.
  • Hidden Elf Village: The Idoneth Deepkin live in cities hidden far beneath the waves, and have isolated themselves to such an extent that they're barely known by the other inhabitants of the Mortal Realms.
  • Horn Attack: Every Deepmare has a spiral horn which it uses to gore foes when charging into combat.
  • Horse of a Different Color: Mounts used by the Deepkin include the Fangmora Eel (an electric eel), Allopex (a shark), Deepmare (a hippocampus) and Leviadon (a six-flippered giant turtle).
  • Hot-Blooded: The Fuethán are militant, aggressive, impetuous, bold and are quick to anger, especially after a long exposure to the realm of Aqshy.
  • Hunter of Monsters: The Dhom-hain's Akhelians are experts at fighting the savage beasts that live near their home in the realm of Ghur.
  • Laser-Guided Amnesia: The Deepkin use memory magic to make the victims of their raid forget about them, like a dimly remembered nightmare.
  • Magic Music: Upon the back of each Leviadon, a Namarti pounds a void drum, sending forth rippling currents that refract light in strange ways around the creature and making it hard to see and aim at despite the Leviadon's massive size.
  • Making a Splash: The Isharann are the masters of the crushing, abyssal power of the seas.
  • Meaningful Name: In-universe, "Idoneth" means "extreme seclusion", apt for a culture of aelves who concealed themselves in the ocean depths and avoided contact with the rest of the world.
  • Mysterious Mist: When the Deepkin enter battle, their presence generates a disorienting magical mist as part of the aethersea that lets them and their mounts act as though underwater.
  • Playing with Fire: The Deepkin's forges are powered by the molten discharge of the fuiadon bond-beasts.
  • Poisoned Weapons: Terrornight venom can be used to coat a weapon, so the smallest cut will cause severe pain and nausea and fill the victim with a feeling of impending doom.
  • Shock and Awe: Fangmora Eels possess the ability to harness biovoltaic energy.
  • Slave Collar: The Namarti's iron collars serve as a mark of their low status.
  • Slave Mooks: The Deepkin's bond-beasts are magically enslaved by the Embailors, a specialised sect of the Isharann. If not previously blinded, they risk slipping their bonds and escaping in a murderous rampage. There are some exceptions: a few Ochtar and Deepmares have proven loyal.
  • Soul Jar: When the Deepkin die, their spirits are interred in a coral reef called a chorrileum.
  • Tail Slap: Fangmora Eels and Deepmares can batter enemies with their lashing tails.
  • Threatening Shark: Allopexes are vicious sharks known for their voracious appetites, savage blood frenzies and a bite force capable of severing the arm of a gargant.
  • Turtle Power: The greatest of the Idoneth Deepkin's monsters is the Akhelian Leviadon, a giant turtle that is described as 'something between an armoured battleship and a dragon'.
  • Underwater City: The Idoneth Deepkin build their cities beneath the oceans of the Mortal Realms.
  • Vertebrate with Extra Limbs: The Idoneth Deepkin's Leviadons are giant turtles with six flippers instead of four.
  • Weapon of X-Slaying: The Abyssal Blade, one of the Akhelian artefacts, is especially deadly against those dedicated to the ancient enemy Slaanesh, dealing 1 more damage to all models with the Slaanesh keyword.
  • Witch Species: Like all aelves, the Idoneth Deepkin are highly attuned to magic.
  • Wolverine Claws: Soulscryers defend themselves with claws made from razor-sharp Allopex teeth.
  • Would Hurt a Child: Unlike most other enclaves, the Fuethán do not avoid harming children and withdraw only when all their foes are dead.
  • Your Soul Is Mine: The Deepkin steal the souls of sentient creatures and use them to extend their lives and grant new souls to their Namarti.



The old god of the sea worshipped by the elves of the World-that-Was, Mathlann is long dead by the time of the Age of Sigmar — like the rest of the elven pantheon, he was destroyed by Slaanesh during the End Times. He's nonetheless widely worshipped by the Idoneth, who were formed from the souls of his old worshippers and can summon echoes of his power to aid them in battle.
  • Badass Cape: The Eidolon of Mathlann rides on a crashing wave that extends far longer than his height and is worn like a cape.
  • Dual Mode Unit: The Eidolon of Mathlann can be built and fielded as either the melee-oriented Aspect of the Storm or the magic-wielding Aspect of the Sea.
  • Dual Wielding: The Eidolon of Mathlann wields a Spear of Repressed Fury and a Crulhook in its Aspect of the Storm, or a Psi-trident and Deep-sea Sceptre in its Aspect of the Sea.
  • Ethnic God: Mathlann is the most-worshipped figure by the Idoneth Deepkin, who were originally created out of the souls of his followers rescued from Slaanesh.
  • Forced Sleep: One of the exclusive spells of the Eidolon of Mathlann's Aspect of the Sea is Cloying Sea Mists, which send foes into a slumber from which they'll never awaken.
  • Fusion Dance: Each Eidolon of Mathlann is formed as a gestalt consciousness from the portions of the souls of deceased Deepkin.
  • Healing Factor: The Eidolon of Mathlann can heal D3 wounds per round, either by not using a re-roll for casting rolls in the Aspect of the Sea or by charging enemies in the Aspect of the Storm.
  • Posthumous Character: Mathlann himself is gone, killed by Slaanesh, but his Deepkin followers can still create the Eidolons of Mathlann, summoned visions of Mathlann as he once was. While they tried many times to resurrect him, none of these attempts succeeded.
  • Supernatural Fear Inducer: The Eidolon of Mathlann in its Aspect of the Sea has an exclusive spell named Tsunami of Terror. This spell sends forth invisible waves of fear that force enemies to cower.


The twin brother of Tyrion, the god of light. In the World-That-Was, he was one of the most powerful elven mages to have lived, but a terrible family curse left behind by his ancestor Aenarion made him sickly to the point where he relied on medicinal potions to even stand. Through a mystical bond, he allows the blind Tyrion to see through his eyes.

He is the creator of the Idoneth Deepkin, a monstrous race of aquatic elves whose majority are born without souls. Teclis deeply regrets being involved in their birth.

  • The Archmage: He's still the most powerful mage in Warhammer lore. Becoming a satellite god for his blind brother boosted his magic even further.
  • Ascended to a Higher Plane of Existence: Sort of. He has become a satellite entity to his brother who can see through his eyes. He's still as good a sorcerer as always, if not better.
  • Blessed with Suck: No longer the case. Unlike his mortal counterpart in the World-That-Was, being a god means that he's not so sickly and reliant on medical potions to keep himself living anymore.
  • Didn't Think This Through: Teclis truly meant well when he claimed the freed Elven souls of the Children of Mathlann, reincarnated them as the Cythrai, built a city for them, and tutored them in the arts of magic. But not once did it occur to him, until it was too late, that any soul that's been partly digested by Slaanesh is already irredeemable. As a result, Teclis accidentally created the Idoneth, a race that is doomed to be parasitic by nature due to the permanent damage suffered by Slaanesh before being reincarnated.
  • Did You Just Punch Out Cthulhu?: He aided in the capture and imprisonment of Slaanesh along with Tyrion and Malerion.
  • Gone Horribly Wrong: Sees his creation of the Idoneth Deepkin to be this.


The High King of the Idoneth Deepkin. He is one of the original Cythai who were created from the aelven souls rescued from Slaanesh's stomach. Though time and wars had whittled away at the Cythai's numbers, only he remained.
  • Anti-Magic: Volturnos' shield Cealith protects him from malign magic.
  • Asskicking Equals Authority: He is regarded by the Deepkin as the most powerful warrior, so naturally he got to lead them as their High King. It's not unwarrented, given his long list of accomplishments.
  • The Cavalry: The Nautilar tell the tale of how Volturnos arrived at the head of a coalition to break the Siege of Grystleback, the greatest threat to ever beset their city.
  • Eyepatch of Power: Volturnos wears an eyepatch over an eye which he lost during a fight against the Masque.
  • Gratuitous Foreign Language: The great gift of learning and magic that Teclis bestowed upon Volturnos is called eolas (which means knowledge in Irish). His deepmare mount is named Uasall, which is very similar to uasal, the Irish word for noble.
  • Last of His Kind: Volturnos is the last surviving member of the original Cythai created by Teclis.


  • Dual Wielding: Lotann's familiar Ochtar carries a knife and a club with its tentacles.
  • Familiar: Lotann is protected on the battlefield by the octopoid familiar Ochtar.
  • The Pen Is Mightier: If forced to fight in close combat, Lotann uses his Bone Quill to stab enemies.

There are grudges to settle and gold to gather!

One of several Duardin factions, the Fyreslayers are descended from dwarfs who settled in the Realm of Aqshy, the Land of Fire. Worshipers of Grimnir, their ancient god of war and vengeance, the Fyreslayers are driven to seek out the magical ur-gold, a substance containing Grimnir's lost essence.

  • Anime Hair: Narrowly averted trope - Warhammer Fantasy's Slayers had some pretty impressively-high mohawks, but the Fyreslayers' mohawks can be nearly as tall as they are! Their helmets however seem to have some very high crests that go into their hair and help prop their mohawks up to justify it.
  • Anti-Magic: Once per battle, the bearer of the Ash-plume Sigil can automatically unbind one spell cast by an enemy Wizard within 18".
  • An Axe to Grind: Axes are the favoured weapon of the Fyreslayers, to the point that there's no unit in this army that is not armed with some kind of axe.
  • Bee People: The Runefather's children are the Auric Runesons, who rule in his name as the nobility although only one can replace him if he dies; the rest must either become ineligible to ever become a Runefather or strike out on their own to form and become the Runefather of a new lodge. In this way the Fyreslayers can be summarised as 'dwarf bees'.
  • The Berserker: Now in both Grimwrath, Hearthguard and Vulkite flavours.
  • Blessed with Suck: Auric Runemasters used to allow the enemy to pick one unit that could re-roll wound rolls of one at the cost of the Fyreslayers facing that unit getting extra attacks against it, to represent that unit having some ur-gold on them. Since the enemy player got to pick which unit, it was often abused quite heavily on things such as artillery. Thankfully this is averted with the new version of the rule in their second Battletome, which reworks it to be a dice check on the Fyreslayer player's part to find out if the enemy unit has ur-gold, and having it doesn't give the enemy unit any bonus.
  • Dragon Rider: Some Fyreslayers go into battle riding dragon-like creatures known as magmadroths.
  • The Dreaded: The Vostarg Lodge's reputation as brutal mercenaries and fearsome warriors stretches far, causing all enemies standing near them to lose a point of Bravery.
  • Eat Dirt, Cheap: An Auric Runesmiter can consecrate a small nugget of ur-gold over his runic altar, then consume it to invoke the Grand Ritual of Awakening.
  • Fantastic Drug: Fyreslayers burn runes made of ur-gold into their flesh, empowering them in battle. These runes don't last forever, meaning the fyreslayer needs a "refill" once his runes have worn off. He can be left with severe cravings afterward.
  • Fiery Redhead: Fire (or rather, "fyre") is literally in their name; plus, all dwarf slayers dye their hair red.
  • Greed: Of a very specific kind - for "ur-gold", believed to be the shattered fragments of Grimnir. They'll keep any oath they make, but you'll probably have to have the ur-gold to make them swear it...
  • I Gave My Word: Fyreslayers are as serious about oaths as classic Dwarfs ever were. That said, enough ur-gold can convince a Fyreslayer to do almost anything. Oaths are oaths, but gold is gold.
  • Kill It with Fire: Up to Eleven. Auric Runemasters can slam their forge-temple's brazier upon the ground, causing the battlefield to split and crack — and give their enemies a magma bath.
  • Magma Man: Auric Runemasters can coax a stream of magma to bubble up from the ground.
  • Mix-and-Match Weapon: Auric Hearthguard's Magmapikes are halberds that can fire molten rockbolts at enemies.
  • Only in It for the Money: Fyreslayers won't work for anyone, not even Sigmar or fellow duardin, unless paid in gold. They're often, but not always, willing to work for Chaos as well if they can give a better offer.
  • Our Dwarves Are All the Same: Let's see... they've got the beards, the axes, the oaths, they live in underground lodges... yeah, they fit the bill all right.
  • Power Tattoo: Ur-gold is turned into runes and hammered into a warrior's skin where its divine energies could take root.
  • Private Military Contractors: Fyreslayers are mercenaries, worship Grimnir instead of Sigmar's buddy Grungnir and won't help him out unless paid in gold. They'll even work for Chaos against Sigmar too if given a better counter-offer. Fyreslayers may give no fucks about the lures of Chaos, but gold corrupts them and drives them to outright madness now.
  • Rated M for Manly: In normal High Fantasy settings, the elves are somewhat effeminate, the humans resemble real-life humans, and the dwarves are manly. In Warhammer, the elves are manly, the humans are beyond manly, and the dwarves make Chuck Norris look like a milk-drinking wimp... and the Fyreslayers manage to make other dwarves look like little girls by comparison. They're empowered by shards of their dead god, they charge into battle wearing only a loincloth, and they RIDE DRAGONS!! Some of them even go into battle with flaming beards!! Does it get manlier than this??
  • Really Gets Around: The Runefather of every lodge is the literal father of a long line of sons, each of whom leads a Fyreslayer fyrd. The entirety of the Fyrd militaries of a Lodge are called the Grand-fyrd and represent the thousands of Fyrds assembled, so to be a Runefather, you need to be quite fertile.
  • Retcon: The very first Age of Sigmar books called them the Red Slayers until it changed to Fyreslayers when their battletome was released, likely so it's easier to trademark. Note how the untrademarkable 'fire' is spelled as the much more patent-friendly 'fyre'.
  • Sibling Rivalry: Competition between Runesons can be intense, and they'll always try to outdo each other, although it's rare that brother will turn against brother.
  • Stripperiffic: Fyreslayers seem to have taken the often shirtless quality of the Old World Slayers to an extreme. They now prefer thongs and aprons as attire.
  • Tail Slap: The Fyreslayers' Magmadroth mounts can use their tails to kill scores of enemies at once.
  • Time-Delayed Death: If a Grimwrath Berzerker is reduced to 0 Wounds, he has a chance to keep fighting and be only removed as a casualty until the end of the phase.
  • Token Evil Teammate: The Greyfyrd Lodge are a large part of the source of the stereotype that the Fyreslayers will fight alongside anyone, even the forces of Chaos, for ur-gold. The Battletome also states that there are deeds in the Lodge's past that their Battlesmiths refuse to recount.
  • Token Good Teammate: The Hermdar Lodge are still mercenaries, but are known for eagerly facing down tyrants and slavers, sometimes without even bothering to negotiate for compensation beforehand.
  • Took a Level in Jerkass: Whereas the dwarfs of old were fairly close to good guys (as much as that was possible in the setting), Fyreslayers are amoral gold-seekers who will fight alongside anyone — even their ancestral enemies, the forces of Chaos! — in pursuit of ur-gold.
  • Walking Shirtless Scene: Fyreslayers go into battle wearing loincloths and not much else, their jewelry notwithstanding. And being dwarfs, it should go without saying that they are ripped.



  • Mutual Kill: He was sent to fight Vulcatrix, the mother of the salamanders, and their battle caused both to explode and rain down across all eight Realms.
  • Pieces of God: After Grimnir and Vulcatrix killed each other, his spirit was scattered across the realms and came to rest inside pieces of gold, transmuting them into ur-gold.
  • Posthumous Character: Grimnir died in the Age of Myths, long before the events of the game, and for many millennia the Fyreslayers have sought out his soul from the ur-gold in the Realms.

Bael-Grimnir, Runefather of the Vostarg Lodge

"Hear me, my scions, and I will tell ye the same as I heard from my own forebear. Only one can bear the lodge's grandaxe. I shall name as heir he whose deeds prove best – he who fells the mightiest foes and brings before the proud name of Vostarg the greatest tribute to Grimnir. May the blaze of battle burn bright within you all".

The stern ruler of the Vostarg Fyreslayers, Bael-Grimnir is widely considered to be the greatest Runefather to lead his Lodge since the legendary Thorgar-Grimnir. Bael has held the position for centuries, siring more than fifty children and leading the warriors of the Vostarg to countless victories. In the wake of the Shyish necroquake, Bael has begun making preparations for a great expedition, with many believing that the mighty Runefather will soon attempt to retake the Vosforge, the ancient home of the Vostarg Lodge, from the forces of Chaos.

  • Ancestral Weapon: Bael wields Hrathling, an ancient latchkey grandaxe that has been carried by generations of Vostarg Runefathers. In the Tome Celestial rules for Baelnote , Hrathling has the stats of a regular latchkey grandaxe with more Attacks and a greater chance of destroying an enemy’s weapon.
  • Breath Weapon: Like others of its kind, Bael's mighty Magmadroth mount, Flamespitter, is capable of unleashing a stream of flaming bile on its enemies. Such is its power, however, Flamespitter is able to unleash its Roaring Firestream at a greater range than any other Magmadroth if it remains stationary.
  • Determinator: Bael-Grimnir's toughness, and his determination to continue fighting despite his injuries, is legendary. In-game this is represented by the Furious Endurance ability that gives Bael a chance of ignoring any wound or mortal wound inflicted upon him.
  • Praetorian Guard: The Vosguard are Bael-Grimnir’s personal bodyguard of Hearthguard Berserkers, consisting solely of those sons that the Runefather thinks are unworthy of commanding their fellows in battle. While there are no special rules for the Vosguard, the unit is represented on the tabletop by the unit of Vostarg Hearthguard Berserkers that are part of the Lords of Vostarg Warscroll Battalion.

Kharadron Overlords
Masters of the skies.

One of several duardin factions, the Kharadron Overlords descend from dwarfs who migrated to the mountains of Chamon, the Realm of Metal, and who escaped the Age of Chaos by first fleeing to the peaks of the mountains and then above them. Using arcane sciences, they learned to siphon "aether-gold", a magical floating metal that normally exists as a gas but which can be processed into a solid with the right treatments, they built enormous flying cities, converting their culture from one that mined the peaks to one that mined the clouds. Out of reach of the vast majority of their enemies, they have prospered, waiting for the proper time to make contact with the other races again.

  • Airborne Aircraft Carrier: Each sky-port possesses a number of massive Grundcarriers for when the need arises.
  • Animal Mecha: A unit of Grundstok Thunderers can be accompanied by an aethermatic bird known as a Drillbill.
  • Artificial Limbs: If they have the money, those Kharadron duardin who have lost a limb can get it replaced with a custom made aether-powered Steam Punk augmetic.
  • Awesome, but Impractical: The Ironclad is not the biggest ship the Kharadron Overlords can build - it is only the largest vessel that can be propelled by a single buoyancy endrin. Massive craft with multiple endrins exist but are ruinously expensive to build and maintain, and are only built in small numbers for when the need arises.
  • Awesome Personnel Carrier: Skyvessels are bristling with weaponry and armour, and their cargo holds can be loaded with Arkanaut Companies or Grundstok Thunderers who are transported into battle in relative safety.
  • Bling of War: None take more pride in their uniforms than do the Kharadron from Barak-Zon. Their armour and ships are bright, so that all foes might see them coming and know who it is that shall defeat them.
  • Deadly Gas:
    • Aether-Khemists can fire pressurised gouts of noxious aether to smother enemies with their atmospheric anatomiser.
    • With a spoken command, a Balebreath Mask issues forth a pressurised cloud of gas infused with toxic metals.
  • Does Not Like Magic: Kharadron aren't fond of wizards, mainly because they view science and technology as the answer to everything.
  • The Engineer: The Endrinriggers and Endrinmasters of the Endrineers Guild are talented combat engineers whose job it is to keep their sky-vessels flying as well as defend it from any enemies and monsters that would attack it.
  • Faceless Mooks: Due to them operating at high altitude and in hazardous atmospheres, the Kharadron Overlords go into battle wearing elaborate helms that incorporate air filtration systems.
  • The Federation: Kharadron Overlords are a fairly loose confederacy but ultimately they all, up to a degree, pay heed to their ruling body: the Geldraad, consisting of 19 representatives adjudicated by the sky-ports.
  • Floating Continent: The Kharadron Overlords live in floating sky-port cities in the skies of Chamon, the Realm of Metal, held aloft by the mystical science of the aether-endrins. These sky-ports are centres of commerce and culture with the six greatest ports of Barak-Nar, Barak-Zilfin, Barak-Zon, Barak-Urbaz, Barak-Mhornar and Barak-Thryng forming the Geldraad, a council of representatives that act as the Kharadron government.
  • Gatling Good: Gattleson's Endless Repeater houses an aether supercharger that gives it a tremendous rate of fire.
  • Grappling-Hook Pistol: Endrinriggers and Skywardens can be armed with Grapnel Launchers, which can be used to snag on a terrain feature or unit so the Endrinriggers or Skywardens can reel in.
  • Hit-and-Run Tactics: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions.
  • Jet Pack: The most fearless of the Kharadrons use personal aether-endrins. These small dirigible backpacks allow the Arkanauts to clean and repair their sky-vessels while still in flight, as well as acting as a form of airborne cavalry during battle.
  • Long-Range Fighter: The Kharadron Overlords make use of a wide variety of ranged weapons from Privateer Pistols through Aethershot Rifles and Aethermatic Volley Guns, to the Great Sky Cannons and Heavy Skyhooks. The Kharadrons are so reliant on firepower that there isn’t a unit in the army that doesn’t have some form of ranged attack.
  • Machine Empathy: The Endrinmasters are the greatest members of the Endrineers Guild, able to find and fix a single broken element in an aether-endrin on intuition alone.
  • Magic Is a Monster Magnet: The mystical substance known as aether-gold, that is essential for powering the technology of the Kharadron Overlords, the unfortunate side-effect of irresistibly attracting monsters and other dangerous aerial fauna. As a result, every Kharadron duardin of the sky-fleets has to be heavily armed and a skilled warrior despite not being professional soldiers.
  • Magitek: Although the Kharadron themselves think of what they do as science, in reality, it's essentially just Metal Magic developed to a whole new level and arguably mixed with Heavens Magic.
  • Mook Commander: As the flagship of the Kharadron fleet, the Ironclad buffs all skyvessels in line of sight in the Hero phase.
  • The Mutiny: The Kharadron Code approves of the removal of a ship's Captain if they're not turning a profit. The process is far more formal than most examples; the former Captain is still a part of the crew in whatever capacity their skills allow, and may potentially regain command on strict meritocratic grounds.
  • The Navigator: With signal flashes of their zephyrscopes, Aetheric Navigators can help steer any Kharadron airships into prevailing currents.
  • Naytheist: The Kharadron have lost a lot of their religious faith. Superstition was seen as detrimental, a remnant of an old age that had almost brought them into extinction. Statues and busts are more a secular matter of fashion than one of religious devotion. How they deal with the more pious factions, or what happens if they come face-to-face with an Incarnate, has yet to be explored.
  • Nominal Hero: This is actually part of their personal code: they only intervene in the war against Chaos when they find a valuable trading partner (such as the Stormcast Eternals) who needs protection; after all, dead people can't trade with you. There's actually a bit of history behind this: during the time that Chaos invaded the realms, no one came to the Kharadron Overlords' aid. Those who survived the war were forced to flee and developed quite a large chip on their shoulder. They're also plutocratic, meritocratic rationalists.
  • Only in It for the Money: The main reason for the Kharadron Overlords to affiliate themselves with the Order alliance is because Order provides them with the best business prospects. Neither the undead, the followers of Chaos or the barbarians of Destruction make good customers.
  • Our Dwarves Are All the Same: Downplayed. They still retain a lot of traditional dwarfish traits; they're obsessed with gold (although this time for the practical reason that aether-gold is not only their sole building material, it's actually integral to the devices that keep them afloat), they're strong and tough, they shun magic and prefer science and technology, etc. However, there are many other traits that are also different. First and foremost, they live in the sky and mine clouds rather than burrowing into the earth. Secondly, they've forsaken their old culture with its focus on clans and kings; instead, Kharadron culture is a sort of plutocratic meritocracy. All duardin start at the bottom, and work their way up by successfully helping their sky-vessels haul in successful loads of wealth from aether-gold "veins".
  • Phantasy Spelling: The Kharadron Code is composed of 'artycles', spelt with a Y. Their chemical experts are called 'Aether-Khemists'.
  • Private Military Contractors: The Grundstok Company, also known as the Grundcorps, are a group of professional mercenaries who hire out their services to the mercantile Kharadron sky-fleets to protect them from the vicious aerial monstrosities of the Mortal Realms, as well as any other threat they might face. Highly trained and outfitted with advanced weaponry, the Grundcorps are well worth their high price.
  • Rags to Riches: In Kharadron society, no one is born into nobility and privilege, and everyone has to rise through the ranks through hard work and gumption – from being a humble deckhand to a Captain of his own vessel, or even an Admiral rolling in gold.
  • Ray Gun: Endrinmasters wear a God's Eye that can unleash a beam called the Gaze of Grungni.
  • Sky Pirates: The Kharadron Overlords have a number of airships in their arsenal and are looking for plunder.
  • Steampunk: Almost Up to Eleven. Full suits of Magitek-and-steam Powered Armor, lots of guns, PERSONAL DIRIGIBLE JETPACKS, and airships.
  • Sword and Gun: The majority of Arkanauts are generally equipped with aether-powers pistols and close combat weapon known as an Arkanaut cutter that release a burst of energy when they cut their target. The more successful Arkanauts often wield elaborately designed and decorated versions of these weapons.
  • Taking the Bullet:
    • The Grundstok Gunhauler, tasked with ensuring the safety of larger ships, can choose to willingly suffer a wound in place of them.
    • When an Arkanaut Admiral chooses the Look Out For The Boss tenet of his command ability, he can have friendly Skyfarer units nearby take mortal wounds in place of him.
  • Those Magnificent Flying Machines: The aesthetic of their airships, being literal ships lifted by steam engines.
  • Utility Weapon: Unlike their Fyreslayer relatives, Kharadron Overlords don't have many dedicated warriors; instead, most of their troops are actually mundane workers. Fortunately, their tools are all designed so they make handy weapons in a pinch — rivet-guns that shoot white-hot rivets can easily bore big, steaming holes in flesh.
  • Weather-Control Machine: Aetheric Navigators can redial their gear's settings to summon raging aetherstorms that force airborne foes to the ground.

Brokk Grungsson, Lord-Magnate of Barak-Nar

  • Ace Custom: Brokk's dirigible suit is custom-built, commissioned from the Master Endrineer Durek Coghammer of Barak-Zilfin.
  • Chainsaw Good: In close combat Brokk Grungsson fights with an Aethermantic Saw.
  • Foe-Tossing Charge: Brokk has perfected the art of landing amidst a melee, dropping the not-inconsiderable weight of his one-duardin flying suit right on top of his target whilst slashing around him with the whirring blade of his aethermatic saw.
  • Frontline General: Always one to lead from the front, Brokk’s natural aeronautical skills and aggressive nature have led him to many glories.
  • Helmets Are Hardly Heroic: He wears a top hat (which doesn't count as proper armour) in place of the helmets worn by the other Kharadron. He still wears a head-engulfing mask as part of his pressure suit, though.
  • I Coulda Been a Contender!: Not Brokk himself, but his father had this mindset. It's part of what made Brokk what he is.
  • Nice Hat: Brokk's armor has a built-in top hat, fittingly for one of the most respected and influential members of a nation of ultra-wealthy steampunk merchants.
  • Unusual Weapon Mounting: He's armed with two aetherblasters mounted on his moustache. It's good to be Brokk Grungsson and get some of the coolest equipment and fashion statements in the Realms.


The Lizardmen of the Old World, having turned into Daemons of Order and come back to resume their eternal war against Chaos and the Skaven.
  • The Archmage: The Slann are among the most powerful magic users in the setting, with mortal mages being mere children compared to them.
  • Blinded by the Light: The Coronal Shield can blind enemies standing before its carrier by the light of suns.
  • Chameleon Camouflage: Chameleon Skinks are possessed of curious abilities and can blend into their surroundings at will.
  • Javelin Thrower: Meteoric javelins are a very common weapon used by the Skinks.
  • Lizard Folk: The Saurus and Skinks are traditional lizard men, while Kroxigors are large crocodile men.
  • Made of Iron: The Bastiladon, an enormous creature covered entirely in impregnable armoured scales, can shrug off all but the strongest attacks.
  • Mix-and-Match Critters: The Stegadon has a ceratopsid's body plan, horns and bony frill; a stegosaur's vertical plates; and an ankylosaur's armour and spiked tail.
  • No Body Left Behind: The Seraphon are creatures of star magic, have no corpse to speak of and simply dissipate when 'killed'. The Bonesplitterz do not like how their prey disappear before they can eat them.
  • One Steve Limit: Previously, Seraphon was the dragon of Malekith. It is unclear if in setting if anyone remembers that was her name, or who Malekith even was for that matter.
  • Our Angels Are Different: The Seraphon are reptilian warriors made of Azyr who appear out of nowhere, making them "Daemons of Order" (they even have the DAEMON keyword on their warscrolls, except the Slann). They are described as having an empire in High Azyr (or, in other words, space) and travel across the Mortal Realms without the need for Realmgates. All the Seraphon bar the Slann are now memories, materialising when the Starmaster wants to beat down on Chaos. Just how physical the Seraphon are is vague — despite being described as materialising at the whim of the Slann they have blood of starlight which is said to be soaking in the ground to purify it of Chaos' taint. To make matters more confusing, the Seraphon also physically manifest as star constellations, with various hosts forming around a central Slann.
  • Power Floats: Slann Starmasters and Skink Starseers sit on palanquins that float around a metre over ground.
  • Randomized Damage Attack: The Engine of the Gods is a wildly unpredictable device whose exact effect is randomised by a die roll every time it's activated.
  • Ray Gun:
    • The Solar Engine, mounted on Bastiladons, radiates the staggering power of a sun, casting forth searing beams that turn armour to molten slag and incinerate anything alive extremely quickly.
    • The Prism of Amyntok can blast the bearer's foes with a beam of pure white energy.
  • Spike Shooter: Barbed Razordons are large creatures covered in spines, which they shoot by way of powerful muscular spasms.
  • Summon Magic: Slann can summon every single Seraphon unit except for other Slann: not only troops, but also specialist units like Chameleons, and even things like Carnosaurs.
  • Time Abyss: The Slann are survivors from the World-that-was and were witnesses of the birth of the Realms.
  • Tyrannosaurus rex: The Carnosaur is based on the large theropod dinosaurs (most notably Tyrannosaurus), and can rip the throats out of dragons.
  • Weapon of X-Slaying: The light of a Solar Engine is lethal to Chaos Daemons, which take extra damage from it.
  • Whateversaurus: One of the Seraphon subraces is simply called Saurus.

Lord Kroak

  • Colony Drop: One of Kroak's unique spells is Comet's Call, which causes a cluster of comets to drop on enemies' heads.
  • Gameplay and Story Segregation: In lore, Kroak is the most powerful wizard who exists or had ever existed in the Warhammer Fantasy Battle world outside of Tzeentch. Protected a city for decades against a daemonic horde, cast a magical nuke which killed hundreds of thousands of daemons, then when they kept coming he did something... stranger as a last-ditch defense. He finally got killed and, after he was dead cast an even more powerful spell which melted daemons across the entire world, saving it from imminent destruction by Chaos. He also brings himself back to life and saves the world, again, for a few years in the End Times. In-game, Lord Kroak is an extremely powerful wizard, but not quite as powerful as in lore, for obvious reasons.
  • Punny Name: He's a giant, dead, frog-like creature named Kroak.


The native inhabitants of the Realm of Ghyran, the Sylvaneth are the children of Alarielle, the Goddess of Life and Everqueen of the Jade Kingdoms. These otherworldly creatures are great enemies of the forces of Chaos, opposing their perversion of the natural order at every turn.

  • Arch-Enemy: They will never forgive the followers and armies of Nurgle for permanently scarring their world and temporarily killing Alarielle before the Stormcast Eternals brought her back to life.
  • The Dreaded: Spite-Revenants are rightfully feared for their cruelty against enemies.
  • Gaia's Vengeance: To such a degree that even the Ents would tell these guys to calm down.
  • Natural Weapon: Spite-Revenants need no weapons other than talons and claws.
  • Nature Spirit: The Sylvaneth are an entire race of nature spirits, the living embodiments of life magic that have a deep connection the natural cycles of the Mortal Realms.
  • Non-Mammal Mammaries: Despite being plants, Dryads, Branchwraiths and Branchwyches have breasts like mammals.
  • Plant Person: All Sylvaneth are creatures of plant matter, save Alarielle, who is a High Elven woman merged with the magic of life and ascended to godhood.
  • Shockwave Stomp: Treelords can stomp the ground to push enemies off their feet.
  • Time Abyss: Some of them were ancient even in The-World-That-Was. Examples include Alarielle, Drycha and (maybe) some of the Treelord Ancients.
  • When Trees Attack: Treelords are Sylvaneth in the shape of walking trees.

Spirits of Durthu

  • Bodyguarding a Badass: Seriously, they're the elite personal guard of the Goddess of Nature.
  • Degraded Boss: Durthu, a special character in the original Warhammer, was replaced in-game by the Spirits of Durthu, who are generic heroes that share his model in Age of Sigmar.
  • Generation Xerox: They're alternately referred to as the Sons of Durthu, as Alarielle specifically created them in Durthu's image, and they seek to live up to their predecessor.
  • Heroic BSoD: After Alarielle exiled them, most of the Sons of Durthu reacted badly. Some just kind of shut down from depression, others sought battle against the most horrible things they could find, and others took up wandering the Mortal Realms.
  • Praetorian Guard: The Spirits of Durthu were created to act as bodyguards, advisers and heralds for Alarielle protecting the Goddess of Life, and her chosen followers, from all harm. In-game this is represented by the Solemn Guardians ability that gives a Spirit the chance to take wounds in place of a nearby Sylvaneth Hero.
  • Undying Loyalty: Unfailingly loyal to their queen and their duty to her. Even during their exile, they fervently hoped she would call for them once more.
  • Walking the Earth: After Alarielle exiled them from her side for an unknown offense, many took to wandering the Mortal Realms, fighting Chaos and hoping to one day be called back to their Queen.


Forget the bugspray or the weedkiller. It's not going to save you.

Before the End Times, Alarielle was the the Everqueen of the High Elves, a beloved and adored leader who also served as the high priestess of the elven mother goddess Isha. Having ascended to Godhood after becoming one with the Wind of Life, she created the Sylvaneth to populate her new realm and became part of Sigmar's pantheon, but continued to pine for the lost World-that-Was. She was forced to return to her realm during the Age of Chaos when the forces of Nurgle attacked Ghyran, and came to resent Sigmar and the other gods for abandoning her land and people to their fate. In the modern day she willingly fights alongside the other forces of Order to repel Chaos, but has no interest in reforming the pantheon or, indeed, in doing much more than focusing on destroying the stranglehold that Nurgle's armies have established in her lands.

  • Ascended to a Higher Plane of Existence: She became a goddess within Ghyran, with her soul being tied to it.
  • Back from the Dead: Once more than most characters, seeing as she was once killed by Nurgle's daemons while a goddess and was then brought back by the Stormcast Eternals with her new wooden arm and branch-wings.
  • Big Creepy-Crawlies: She rides into battle on the back of a Wardroth Beetle, a giant-sized combination of a stag and Hercules beetle.
  • Broken Bird: The radiant personality she had before the End Times is pretty much gone after all the crap she and her people went through.
  • Fertile Feet: Alarielle's body is overflowing with life magic, her presence causing vegetation to burst into bloom with even the Wardroth Beetle she rides into battle sprouting shoots and fungus from its carapace.
  • Fisher King: As the goddess of life magic, Alarielle’s condition and mental state is reflected by the Realm of Ghyran, withering as she becomes lost and withdrawn, and bursting into life as she is reborn and leads the War of Life against the forces of Chaos.
  • Godzilla Threshold: Alarielle crossed this by causing Drycha's rebirth. She resisted replanting Drycha's soulpod due to Drycha's mercurial, berserk nature making her too unpredictable as an ally. However, when the war against Chaos pushed Alarielle's forces to the brink so Alarielle planted Drycha's soulpod, and Drycha was reborn to take the fight to Chaos.
  • Good Is Not Soft: The non-Sylvaneth in her realm of Ghyran hold her in high regard and she mostly benevolent and well-versed in healing magic. She has also destroyed at least one settlement by rousing the surrounding trees to smash it to pieces, as well as fought two Bloodthirsters with only her Wardroth steed and won. In one story, she destroyed a foundry of the Free Peoples that was polluting a glade and whose inhabitants were in conflict with the local Sylvaneth. Alarielle made sides to stop fighting and work together against a greater enemy, but not before promising the Free Peoples they would later answer for the harm they caused.
  • Lightning Bruiser: Alarielle has a massive pool of 16 Wounds with a 3+ Save and yet she still rocks a 16" Flying Move stat. She also regenerates and can heal all Sylvaneth models around her, including herself, even more.
  • Make Them Rot: When equipped for war Alarielle wears the Talon of Dwindling on her left arm, a weapon representing the withering of vegetation as winter approaches that is capable of turning enemies into lifeless husks with the slightest touch.
  • Mother Nature: What now Alarielle practically is, after merging with Isha (or at least her power) and Ghyran, the Wind of Life.
  • She's Got Legs: Alarielle's attire shows off her legs, which are quite long and toned (which has not gone unnoticed by fans, often leading to comments such as "she sure didn't skip leg day at the gym").
  • Transflormation: Alarielle is able to cast Metamorphosis, a spell that causes the target's arms to twist into branches and their feet to form roots until they become a tree. In the game, if this spell kills the last model in a unit then the player can replace the model with a wood.
  • Winged Humanoid: Alarielle has a pair of branch-like wings with leaves for feathers growing from her back.

Drycha Hamadreth
Even her bark bites.

  • Absolute Xenophobe: She wages an eternal omnicidal war against anything non-Sylvaneth and makes no difference between Fyreslayers, Ironjawz, Chaos Warriors or the undead.
  • Ax-Crazy: In addition to being The Berserker, lore depictions of her show that she is not entirely sane, even apart from her pathological xenophobia.
  • The Berserker: To the point where some would believe that Khorne finally took a hand in gardening and created the most pissed off tree of all time.
  • Emotion Bomb: Drycha can stoke the anger of Spite-Revenants or unleash a howl that causes enemies to be filled with fear.
  • Large and in Charge: Drycha is now as big as a Treelord.
  • Pest Controller: Drycha's body plays host to swarms of insectoid spites (either the beetle-like flitterfuries or the centipede-esque squirmlings) that she can command to attack her foes.
  • Sadist: Her lore shows that while she is eager to kill any non-Sylvaneth, she is not above toying with them first. It's also fitting, given how she keeps company with the aptly-named Spite Revenants.
  • Token Evil Teammate: Drycha is this in the Sylvaneth faction. While she will fight alongside non-Sylvaneth, she hates them all and only does so when she thinks it will lead to the fulfilment of her genocidal plans in the long term. Only her love for her fellow Sylvaneth and a grudging loyalty to Alarielle keep her on the side of Order.
  • Unstoppable Rage: She can't calm down. Ever. Not as long as anything other than Sylvaneth still lives somewhere in the realms.

Grand Alliance of Chaos

    General Tropes 
  • Cool Crown: The eight-pointed Crown of Command is a mark of total devotion to the Dark Gods. The mere sight of a champion wearing this crown fills the followers of Chaos with frenzied bravado.
  • Living Weapon: Daemon Weapons are possessed by the spirit of a bound daemon that is very pissed off by its imprisonment.

    Gods of Chaos 

Khorne, the Lord of Skulls

The incarnation of rage, slaughter and hatred, the Blood God Khorne is the most powerful of the Chaos Gods, his power fed by every drop of blood shed within the Mortal Realms. Utterly merciless Khorne cares for nothing except endless carnage and collecting the skulls of mighty warriors. With the return of the forces of Azyr to the Mortal Realms, the Blood God has a worthy foe for his followers to face once more and is mustering his legions to undertake new campaigns of slaughter.
  • Absurdly Sharp Blade: When imbued with the strength of his wrath, Khorne’s mighty sword is able to cut through reality itself.
  • Arc Number: The sacred number of Khorne is eight and the number is revered by his mortal and daemonic follows alike. There are eight ranks of Bloodthirster, the armies of Khorne are ordered into multiples of eight with each Bloodbound Warhorde consisting of eight warbands, while religious rites in the name of the Blood God generally involve eight sacrifices.
  • Arch-Enemy:
    • Of all his brother gods, Khorne hates Slaanesh the most. The Dark Prince is the total opposite of the Blood God in all things representing decadence, pleasure and self-indulgence rather than strength, martial ability, honor, duty, justice and rage.
    • As the god of bloodshed with a hatred of magic the seraphon, creatures of magic given form that do not bleed, infuriate Khorne more than any other creature of Order.
  • Blood Knight: Khorne is the personification of violence and warfare and as such he and his followers live to fight and shed blood. While all violence falls within the Blood Gods sphere of influence, battles against particularly worthy opponents are the most sort after and, win or lose, give great glory to Khorne.
  • Blood Lust: Khorne is also known as Blood God and is strengthened by the very act of shedding blood. The Lord of Skulls demands that his followers spill blood in his name every day and those that fail in this task earn Khorne’s immortal wrath. Even the blood of his own worshipers is welcome for Khorne cares not from whence the blood flows, only that it flows.
  • Does Not Like Magic: Khorne holds an intense dislike for magic as it encourages subtlety and years of study instead of martial power and facing your foes personally on the battlefield. In addition to this, where Khorne encourages his followers to revel in the shedding of blood, magic allows its users to destroy their enemies without bloodshed.
  • Forever War: Khorne’s ultimate goal is to create eternal conflict across the Mortal Realms, drowning them in oceans of blood.
  • Genius Bruiser: Despite having a reputation as a blood mad berserker, Khorne is still the physical embodiment of war itself and no mortal, god or daemon can match his understanding of tactics or his military expertise.
  • Mordor: Khorne’s domain within the Realm of Chaos is a wasteland of industry and rocky plains, studded with countless fighting pits and ringed with jagged volcanos that erupt in sympathy with the Blood Gods rage. The blood-stained landscape is constantly trampled by legions of Khorne’s daemons as they fight each other in unending war.
  • Named Weapon: Khorne’s ornate blade is known by many names; such as Ender of Worlds and Allslaughter.
  • Non-Human Head: Although as a god he can appear in any form, Khorne’s followers generally depict him as a heavily muscled humanoid in full armour with the head of a mighty hound.
  • Nothing but Skulls: Khorne is the Lord of Skulls and as such the skull is an omnipresent symbol of the Chaos God. Skulls fill Khorne’s fortress that lies in the centre of his realm, impaled on its battlements, hanging from chains and, most famously, form the ever-growing mountain that his throne rests upon. Even Khorne’s personal rune takes the form of a stylised stull.
  • Red Is Violent: As the colour of fresh blood, red stand alongside brass and bone as one of the favoured colours of the Blood God, and it is rare for his followers not to include it in their colour schemes.
  • War God: Khorne is the god of war, hatred and bloodshed, his power growing as conflict spreads across the Realms.

Tzeentch, the Great Conspirator

The god of magic, change and deceit Tzeentch is far more subtle than his brothers, favouring subtle plots over brute strength. Tzeentch delighted in the return of Sigmar’s forces to the Mortal Realms as they have introduced new challenges and opportunities for manipulation to the Great Game that the Architect of Fate plays against the other Gods of Chaos.

  • Arch-Enemy: Nurgle, the Lord of Plagues is the absolute antithesis of Tzeentch and the Grand Conspirator considers the Plague God to be his greatest enemy amongst his brothers. The two gods are absolutely opposed to each other with Tzeentch representing the hope for change and intricate plans whereas Nurgle represents the acceptance of despair, the cycle of life and steady, remorseless attrition. While the two gods will fight side by side when their causes align (or when Tzeentch feels he is able to manipulate his brother to his own benefit), the two never miss an opportunity to send their forces against each other and relish their victories against the other far more than against any other foe.
  • Body Horror: As the Chaos God of Mutation and Change, Tzeentch is the most liberal of his brother gods when it comes to granting his followers physical mutations, resulting in some truly horrific and twisted biological forms.
  • The Chessmaster: Tzeentch is the god of Chessmasters and there is nothing in the Mortal Realms that he will not manipulate to further his own ends.
  • Complexity Addiction: As the god of plots, manipulation and cunning Tzeentch delights in byzantine schemes that often appear nonsensical or contradictory to those who uncover them. Tzeentch’s fickle nature also leads to him introducing needless levels of complexity and obstacles to make his plans more interesting.
  • Eldritch Abomination: Tzeentch will often take on truly horrifying physical forms that will drive mortals to the depths of insanity with the merest glance .
  • Mobile Maze: Tzeentch rules over the Crystal Labyrinth, the second largest domain within the Realm of Chaos that appears as an endlessly shifting maze full of traps and daemons. At its centre sits the Impossible Fortress, a huge structure not bound by the laws of physics, geometry or sanity. Windows and doors constantly appear and disappear on its surface, and interior rooms and passages keep constantly changing. Even gravity changes in strength and direction at random.
  • Playing with Fire: The magic conjured by Tzeentch, his daemons and his followers commonly takes the form of dazzling, multi-coloured flames that can burn the very soul of the victim, mutate them beyond all recognition, or anything in between.
  • Too Many Mouths: Tzeentch’s “true” form is covered in mouths, each of which repeats what the Changer of the Ways says with subtle changes in meaning or with mocking commentary.
  • Try to Fit THAT on a Business Card!: Tzeentch has more titles than his brother gods including, the Architect of Fate, the Changer of the Ways, the Great Conspirator, the Great Mutator, the Great Schemer, the Master of Fortune and the Trickster Supreme.
  • Xanatos Gambit: The god of planning and cunning, Tzeentch has many plots and gambits running concurrently. When the plot itself is the payoff, any of Tzeentch's schemes become this by default. The question is only which one of his pawns reaps their payoff.


  • Sealed Evil in a Can: Slaanesh has been captured and imprisoned by the Aelves. The lore is vague on how they accomplished this.

The Great Horned Rat

  • Ascended to a Higher Plane of Existence: While he was already a God, after Slaanesh's disappearance he was upgraded as the new Fourth Chaos God (over pestilence), filling out the empty space left by the Dark Prince.
  • Ethnic God: The Great Horned Rat is the patron deity of the Skaven and is worshipped by no one else.
  • The Friend Nobody Likes: While the Gods of Chaos were not exactly fond of each other to begin with, they all equally hold him in contempt as venomous upstart.


An army consisting of some of the mightiest soldiers of Chaos, having abandoned the very Gods themselves in order to fully serve Archaon instead.
  • Anti-Magic: The Varanguard carry Warpsteel Shields which can defend them from spells cast by enemy wizards, although these spells will still affect other units as normal.
  • The Archmage: The nine Gaunt Summoners are some of the most powerful followers of Tzeentch and are the most accomplished magic uses in all the Mortal Realms, able to easily summon daemons from the Realm of Chaos or burn their enemies to ashes with infernal flame.
  • Black Knight: Archaon and the Varanguard are an entire army of these guys.
  • Boss in Mook Clothing: The Varanguard, despite being Battleline non-Behemoth units, have a profile equivalent to an average melee hero's. Their mounts are almost as good in melee as a Juggernaut, while being much more mobile.
  • Elite Army: The Everchosen are the chosen elite of Archaon himself with their Battleline unitsnote  being the Varanguard, each of whom is a Chaos warlord in his own right and is comparable to the melee heroes of the other factions.
  • Hellish Horse: All members of the Varanguard are mounted on monstrous mutated Steeds of Chaos.
  • Living Weapon: The Varanguard can be outfitted with Daemonforged Blades within each of which a daemon is bound.
  • Squishy Wizard: Gaunt Summoners are so squishy and weak in close combat that they make other wizards look brawny in comparison.
  • Summon Magic: As their title suggests the Gaunt Summoners, some of the greatest of Tzeentch’s sorcerers who specialise in summoning daemons to the battlefield through the magic of one of the Books of Profane Secrets.
  • Tome of Eldritch Lore: The Gaunt Summoners are never seen without a Book of Profane Secrets.

Archaon, The Everchosen, Exalted Grand Marshall of the Apocalypse
Not even the End Times can stop the work of the Everchosen.

The winner of the End Times, the one responsible for destroying the Old World and granting victory to the Gods of Chaos. Now he has a new goal to fulfill: destroy the remaining realms and slay the last few gods out there.

  • Attack of the 50-Foot Whatever: While it's stated that Dorghar can assume any form it want, the new incarnation is like a cross between a cockatrice, chimera and dragon, with the combined size of all three. He even out-heights Nagash.
  • Big Bad: A good contender for the setting, considering how he leads most of the mortal forces of Chaos.
  • Cannibalism Superpower: When Dorghar's Tzeentch head kills a wizard, it grants Archaon the victim's spells. When its Khorne head kills a hero, it heals Archaon.
  • Did You Just Flip Off Cthulhu?: He spat on the face of the Great Horned Rat when it tried to bestow to him a gift.
  • Flaming Sword: Archaon wields the Slayer of Kings, one of the mightiest daemon weapons from the-world-that-was. The blade of this mighty sword burns with the infernal power of the daemon sealed within it.
  • It's Personal: He has a personal grudge against Sigmar which dates back to the End Times, and he has full intention of make him pay.
  • Large and in Charge: He wasn't exactly tiny in his days as the Lord of the End Times, but now he's the same size as a Stormcast Eternal, of not more.
  • Legend Fades to Myth: His past pre-Age of Sigmar has been submerged in legend, with his real backstory as a former Sigmarite templar who was turned to Chaos being one of his many. There are some who claim he was created the exact moment that Sigmar was born, possibly being his dark shadow. Others say that he came long before Sigmar and ruled all of creation before being usurped.
  • Magic Knight: Archaon is a mighty warrior capable of both scything down foes with the Slayer of Kings or casting the basic Arcane Bolt and Mystic Shield spells.
  • Marked for Death: If fielded in an Overlords of Chaos battalion (consisting of Archaon himself, a Gaunt Summoner and a unit of Varanguard), he gains the Will of the Everchosen ability, which marks an enemy for destruction at the hands of the Varanguard, who can reroll failed hit and wound rolls against the victim.
  • Multiple Head Case: The Age of Sigmar version of Dorghar is a gigantic chimera monster with three heads to represent Nurgle, Khorne, and Tzeentch.
  • One-Hit Kill: If he chooses to focus on a single enemy hero or monster with the Slayer of Kings and rolls two or more 6s, the daemon in the blade is roused, instantly killing the target.
  • Rage Against the Heavens: He wanted the world to be rid of Gods. Instead, his actions destroyed the world and gave birth to new Gods. Let's say that he wasn't happy with the results.
  • Spikes of Villainy: One wonders how he has not poked out at least a few eyes with it.
  • Supervillain Lair: Archaon has a hellish fortress named the Varanspire located at the fabled Eightpoints, although he hasn't set foot in it for millennia.
  • Tin Tyrant: Clad in full armor and leading the biggest army of Chaos worshippers? Yep, he fits the bill.

Slaves to Darkness

  • An Axe to Grind: Marauders usually wield barbarian axes; Chosen prefer mighty two-handed Chaos greataxes capable of rending enemies in twain.
  • Black Knight: Chaos Warriors, Chosen and Knights are elite, evil warriors clad in all-black steel armour.
  • Chainmail Bikini: In keeping with the classic female barbarian warrior image, the armour worn by the Darkoath Warqueen does not protect her legs, arms or belly. The background material for the character mentions that this is so that she can better display the scars acquired over a lifetime of service to the Dark Gods.
  • Cool Crown: The Darkoath Warqueen wears a large, ornate horned crown.
  • Deal with the Devil: The Slaves of Darkness are made out of warriors who all traded away their souls for unearthly power. The Gods of Chaos are no saviours, however, and these warriors might soon find themselves tearing down the things that they hold dear, sometimes the very things they bargained with the Chaos Gods to protect, though at this point most no longer care.
  • Demon of Human Origin: The luckiest Chaos Champions who pleased the Chaos Gods can ascend from mortaldom to immortal daemonhood, becoming Daemon Princes. It is the ultimate goal of most Chaos worshippers, although for every champion that claims daemonhood there are countless more who are turned into the gibbering and mindless Chaos Spawn, sometimes for the same deeds. Chaos is fickle!
  • Flaming Sword: The Hellfire Sword was made from a single flame hammered into material form.
  • God Save Us from the Queen!: Darkoath Warqueens are devoted to the Chaos Gods and have committed all manner of atrocities in their masters' names.
  • The Horde: Hordes of Chaos warriors march acros the realms, laying waste to all that oppose them in the name of the Chaos Gods.
  • Javelin Thrower: Some Marauder Horsemen prefer javelins which can be hurled at enemies or used as spears in close combat.
  • Living Weapon: Each Chaos Lord is equipped with a daemon-possessed Reaperblade.
  • Our Manticores Are Spinier: Ferocious leonine monsters with bat wings and scorpion tails, which Chaos Lords and Sorcerers can attempt to capture and train as war mounts.
  • Poisoned Weapons: The Shrinemaster of a Chaos Warshrine dedicated to Nurgle can pray to his god to bless the blades of his followers with foul contagion.
  • A Taste of the Lash: Chaos Chariot drivers can lash their steeds to gain more speed with the Don't Spare the Lash special rule.
  • Token Evil Teammate: The default party in Warhammer Quest: Silver Tower consists of five Order heroes (Knight-Questor, Fyreslayer Doomseeker, Excelsior Warpriest, Mistweaver Saih and Tenebrael Shard), with the Darkoath Chieftain being the only Chaos-aligned member.


  • An Axe to Grind: He is armed with a pair of Chaos Axes which he uses to carve apart enemies or throw at them from range.

Blades of Khorne

  • Bloody Murder: Hexgorger Skulls consume magic and regurgitate it as boiling blood, deadly to spellcasters.

Khorne Bloodbound
Khorne's Chosen Murderers

The mortal champions of Khorne, the Bloodbound are a pack of Chaos' most wrathful berserkers and butchers who live for no other reason than to shed blood for the Blood God and claim skulls for the Skull Throne. During the slaughter of the Age of Chaos the Bloodbound rose to supremely but eventually found that there were no more worthy foes within the Mortal Realms. Once the Gates of Azyr opened and Sigmar's forces began their reconquest the Bloodbound found their prayers answered and have revelled in the battles that have followed.

  • Amplifier Artifact: The Portal of Skulls carried by a Bloodsecrator is a powerful icon of the Blood God that, once opened, creates a rift in reality that allows the rage of Khorne to saturate the surrounding area, driving any nearby followers of the Lord of Skulls into a frenzy that boosts their attacks and giving them reckless courage.
  • Anti-Magic:
    • Particularly favoured champions of the Bloodbound Warhordes are often gifted with a Collar of Khorne. These powerful rewards are forged at the foot of Khorne's throne and contain a portion of the Blood God’s distaste for the arcane, granting the wearer resistance to their enemies spells. In-game terms the character wearing a Collar of Khorne can unbind spells in the same manner as a wizard.
    • The brass-clad shields used by the Lord on Juggernauts and the Mighty Skullcrushers are forged in a similar manner to Collars of Khorne and grant their bearer a 50% chance of ignoring any damage caused by magical attacks.
    • During battle Slaughterpriests are able to channel their god’s hatred of spellcasters allowing them to unbind the spells of enemy wizards.
    • When the Bloodbound gather in large numbers their hatred of spellcasting begins to reflect that of their patron. In-game terms, any unit from a Battalion with the Blood God’s Scorn special rule can attempt to unbind spells by enemy wizards.
    • When a Bloodsecrator opens their Portal of Skulls the Blood God’s hatred of sorcery saturates the surrounding area making it more difficult for wizards to cast their loathsome magic.
  • Badass Beard: The alternate head for the Exalted Deathbringer with Impaling Spear miniature sports one of the most impressive beards of any Games Workshop model, if not taking into account the dwarfs/duardin and Squats.
  • The Berserker: While most of the Bloodbound are frenzied warriors who wish for nothing but slaughter, the Wrathmongers are the most berserk of their number, having lost themselves totally to the Blood God’s wrath. No longer entirely human, the rage of the Wrathmonger is so great that is able to infect those around them, driving even the most stoic warrior into a manic bloodlust.
  • The Blacksmith: Skullgrinders are the warrior-smiths of the Bloodbound Warhordes, crafting brutal but effective weaponry for Khorne’s chosen warriors. Unlike most fictional blacksmiths, Skullgrinders don’t fight with a hammer; instead they attach their Brazen Anvils to a length of chain and go into battle swinging them like a brutal flail.
  • Blade Below the Shoulder: The model for the Bloodstoker has his barbed Torture Blade inserted into the ragged stump of his right wrist.
  • Combat Tentacles: Khorgoraths have horrific Bone Tentacles sprouting from their body that they use to attack those foes who attempt to stay out of reach of their monstrous claws.
  • Double Weapon: Some Blood Warriors wield a Goreglaive, a brutal polearm with a large and heavy axe blade at each end that is extremely effective at cleaving through armour.
  • I'm a Humanitarian: The Bloodreaver tribes that make up the bulk of the Bloodbound forces are cannibals, consuming the flesh of their foes almost exclusively as part of a profane ritual known as the Dark Feast.
  • Impaled with Extreme Prejudice: Some Exalted Deathbringers go into battle with an Impaling Spear. The Exalted Deathbringer uses this brutal polearm to impale his opponent and hoist them into the air so that their own weight drives them further along the weapon’s haft. In-game this is represented by the Brutal Impalement ability that has a 50% chance of inflicting extra damage against an opponent wounded but not killed by the spear.
  • Join or Die: After a battle the Bloodreavers will force their captives to partake in their Dark Feast, damning them to the service of the Blood God if they accept or adding them to the menu if they refuse.
  • Mon: Slaughterbrutes are typically bound to the will of a Chaos Champion of Khorne, their minds and actions under the control of their master. If their master dies, the Slaughterbrute becomes rampant, attacking anything that comes near.
  • Multi-Armed and Dangerous: Slaughterbrutes possess four front arms of differing sizes.
  • Taking You with Me: Skullreapers are unwilling to fall while there are still skulls to claim for the Blood God and will redouble their efforts even as they are cut down. The Skullreapers' Murderous to the Last special rule allows them to cause extra damage to their opponent after being killed during combat.
  • Theme Naming: Khorne's warriors all have names alluding to their deity's blood and decapitation obsession.
  • Walking Shirtless Scene: As part of their barbaric visual theme, those Bloodbound warriors who don’t go into battle in plate armour typically fight bare chested, showing off their rippling muscles, scars and tribal tattoos.
  • Whip It Good: The weapon of the Bloodstoker, which he can use to whip other Khorne units into shape.
  • The Worf Effect: Played straight, then averted. As the chosen followers of the most powerful of the Chaos Gods who had gained ascendancy during the Age of Chaos, it was the Bloodbound who were chosen to show just how powerful the Stormcast Eternals are when Warhammer: Age of Sigmar was launched. They suffered defeats, but then they regrouped and put up a good fight that resulted in a brutal and bloody stalemate.
  • Worthy Opponent: Many of the Bloodbound now consider the Stormcast Eternals to be the strongest opponents in the Mortal Realms, believing that fighting and defeating them is one of the greatest ways of gaining glory in the eyes of their bloodthirsty god.

Daemons of Khorne
The Infernal Legions of Khorne

The daemonic minions of Khorne are the Blood God's endless desire for violence made manifest, with their sole purpose being to enact endless slaughter in his name. The numberless masses of the daemon legions of Khorne march to war wherever enough blood flows to attract their god’s gaze, drawn to the carnage of the battlefield where their blood-soaked blades can reap mountains of skulls.

  • Attack Animal: Flesh Hounds are the attack dogs of the Blood Good. Appearing to be a monstrous cross between a hound and a lizard, Flesh Hounds are despatched by Khorne to hunt down those who have incurred his wrath. Khorne will also sometimes gift one of his Flesh Hounds to the most favoured of his followers, where they will fight at their master’s command and hunt down those cowards that would escape the new master's blade.
  • Ballistic Bone: The skulls of those crushed by the daemonic artillery known as Skull Cannons are shovelled into the living machine by its Bloodletter crew and fired at their former comrades.
  • Big Red Devil: With their red skin, cloven hooves and horns, Bloodletters and Heralds of Khorne have the most traditionally demonic visual theme of all the daemons of the Chaos Gods. Bloodthirsters add great bat-like wings to the theme.
  • Breath Weapon: Wrath of Khorne Bloodthirsters can breathe a roaring blast of hellfire.
  • Flaming Skulls: The skulls fired by the Skull Cannon daemon engines are coated in a pitch made from boiling blood and saturated with a measure of Khorne's burning fury so that the madly laughing skull ignites when fired, before exploding in a shower of flaming bone shrapnel.
  • Flaming Sword: The murderously sharp and barbed Hellblades wielded by the legions of Bloodletters that make up the majority of Khorne’s daemonic forces burn with the fire of the Blood God’s rage.
  • Genius Bruiser: The leaders of Khorne’s daemonic legions, are far more mere senseless butchers, have been bequeathed a portion of the Blood God’s near infinite tactical knowledge and lead the legions of Khorne with diabolical purpose.
  • Hungry Weapon: The Blades of Blood gifted to the daemonic Heralds that lead the Blood God’s cohorts into battle endlessly thirst for the blood of Khorne’s foes, guiding their wielder’s strikes to their enemy’s most vulnerable locations.
  • The Juggernaut: Juggernauts of Khorne are monstrous rhino-like beasts used as mounts by particularly favoured mortal and daemonic warriors alike. Unholy hybrids of daemonic flesh and hell-forged brass the weight and strength of a Juggernaut make them all but unstoppable once they get going, trampling everything in their path beneath their bloodstained hooves.
  • Moody Mount: Juggernauts of Khorne are all but untameable, goring and crushing any unworthy mortal or daemon with the impudence to attempt to ride them. Even those who succeed in getting a Juggernaut to accept them as a rider have little control over their monstrous mount, merely clinging to the beast’s back as the Juggernaut itself decides when an where it will attack.
  • Off with His Head!: Khorne demands the skulls of the most powerful of warriors to adorn his throne, something his daemonic children are more than willing to oblige. Bloodletters in particular are masters at collecting skulls and have the Decapitating Strike special rule, that allows them to inflict mortal wounds, to represent this.
  • Walking Wasteland: The ground under a Bloodthirster of Unfettered Fury's hooves becomes cracked and broken, causing molten rock to bubble up from below.


Valkia the Bloody

A murderous and unforgiving warrior-queen, Valkia the Bloody swoops over the battlefield on crimson wings. A brimstone gale howls before her, the Gorequeen diving from its midst to fall upon her foes with deafening screams of rage

  • Dash Attack: When engaging a worthy foe Valkia dives into battle with her spear Slaupnir levelled at her enemy’s heart. In-game this is represented by the spear causing multiple wounds during the same turn that Valkia charges.
  • Demon of Human Origin: Valkia was once a barbarian chieftain of the-World-that-was, whose brutal rule caused her tribe to rise up against her. Although she slaughtered hundreds of her former followers Valkia was eventually dragged down by the traitors, only to be resurrected by the Blood God who had been impressed by her prowess. Drawn to Khorne’s realm, the blooded queen was soon reborn as a mighty daemon queen.
  • The Dreaded: The merest rumour of Valkia the Bloody evokes terror throughout the Mortal Realms.
  • Face-Design Shield: Valkia has the head of a Daemon Prince of Slaanesh that had insulted her mounted on her shield. The daemon’s hypnotic eyes still gaze at all who approach Valkia, causing her opponents to hesitate in their attacks.
  • Gameplay and Story Segregation: Valkia’s backstory states that she has become a daemon queen yet the rules on her warscroll lack the Daemon Keyword, having Mortal instead due to her being a Bloodbound character. Her stats are also more in line with a mortal hero character than with Khorne's most favoured daemon prince.
  • I Have Many Names: Valkia has left a bloody mark on all the peoples of the Mortal Realms and is known by many different titles. The people from Aqshy refer to her as The Gore Queen, while those from the Realm of Light call her Lady Wrath. To the duardin she is the Red Witch and Da Red to the Bonechewers.
  • Purposely Overpowered: Valkia’s White Dwarf exclusive rules for the board game Gorechosen were intentionally written to make her the most powerful model in the game, in order to represent her position as one of Khorne's favourite warriors. The magazine suggests using Valkia as a Crutch Character for inexperienced players or as the objective of a variant Kingslayer match against multiple opponents.
  • Resurrective Immortality: Valkia had been slain a number of times by many mighty foes, but her beloved Khorne always brings her back.

Skarr Bloodwrath

Like his god, Skarrr Bloodwrath craves nothing but blood and death, becoming a storm of carnage as he plunges headlong into the foe swinging his Bloodstorm Blades in wide arcs to claim mountains of skulls for Khorne’s throne. Skarr is one of the Khorne’s favourite murderers and should he fall in battle, the Blood God will raise the berserker to fight once more.

  • The Berserker: Skarr is one of the most unhinged of the Blood God’s followers, caring for nothing except slaughter and bloodshed. The insane lord cares nothing for his own life, let alone the lives of those that follow him into battle, and constantly seeks deadlier foes and larger armies to fight against in the name of Khorne.
  • Big Red Devil: Skarr has been greatly physically blessed by his patron god, his feet transforming into cloven hooves while the skin of his heavily muscled body has becoming the colour of spilled blood. These mutations, along with the horned helmet he wears into battle, give Skarr the appearance of a man slowly transforming into a daemon of Khorne.
  • Herd-Hitting Attack: Skarr’s Slaughterstorm ability allows him to attack every model within range of his Bloodstorm Blades, instead of making his usual five attacks, to represent him sweeping his brutal weapons in wide arcs around him.
  • Mix-and-Match Weapon: Skarr wields the Bloodstorm Blades, a pair of mighty double-headed axes, each with a long skull-weighted chain attached. These blades turn Skarr into a maelstrom of gore on the battlefield as he uses the axe heads to reap the skulls of his enemies while the chains bring down those who attempt to stay out of the blood-mad lord’s reach.
  • Resurrective Immortality: Khorne is greatly entertained by the carnage that Skarr inflicts upon his enemies and should the berserker be slain the Blood God will ensure that his favourite murderer returns to life, his resurrection fuelled by the bloodshed of the battlefield.

Scyla Anfingrimm

Once a mortal champion of the Blood God, the blessings of Khorne have turned Scyla Anfingrimm into a monstrous Chaos Spawn that is the incarnation of ferocity and destruction. The Bloodbound Warhordes revere Scyla and consider his presence and great omen of the Blood God's favour.

  • Critical Status Buff: Scyla's Raging Fury special rule gives him extra attacks the more he is wounded, representing the monstrous abomination’s mounting rage at his enemy’s attempts to bring him down.
  • Gender-Blender Name: In Greek Mythology Scylla was the name of a female sea monster who had once been a nymph.
  • A Head at Each End: As well as the ape-like head sitting atop Scyla’s heavily muscled neck, the monster’s prehensile tail ends with a snapping serpentine head that will attack anyone who comes near.
  • In a Single Bound: Scyla is able to make great leaps that take him over the heads of the enemy. The monstrous Spawn uses this Bestial Leap ability to bypass weaker troops so that he can engage the strongest heroes for the greater glory of Khorne.
  • Unstoppable Rage: Scyla is little more than a mindless mass of muscle and rage who will tare through his way through enemies and allies alike.
  • Was Once a Man: Scyla was once a mortal lord of Khorne from the World-that-was who the Blood God blessed with so many gifts of mutation that he eventually devolved into a monstrous beast of violence and rage.

Skaarac the Bloodborn

The greatest of its bestial kind, Skaarac the Bloodborn is a bloody legend amongst the worshipers of Khorne. The colossal Khorgorath has slaughtered his way across the battlefields of the Mortal Realms for countless centuries, slaying all who stand before him until some mighty champion can stop his rampage. Even death will not stop Skaarac however as the great beast is called back to the battlefields of the Mortal Realms by the bloodshed of war.

  • Blade Below the Shoulder: Unlike other Khorgorath, who fight with nothing but their claws and tentacles, Skaarac has Brutal Blades chained to his forearms that he uses to hack and gouge the enemies of the Blood God.
  • Defeat Equals Explosion: Should Skaarac be slain, he explodes in a shower of scalding blood and blazing soul-fire. This is represented in gameplay by the Undying Hatred ability that inflicts mortal wounds on nearby enemy models after the Great Khorgorath is killed.
  • Multiple-Choice Past: There are many theories as to Skaarac’s origin. Some believe that the Great Khorgorath was once a daemon who fell from Khorne’s favour while others believe he is nothing more than a mindless beast mutated beyond all reason by the powers of Chaos. There are even some who believe that Skaarac was the first of the Khorgoraths, crafted by the Blood God himself in ages past.
  • Super Spit: Should the enemy attempt flee the Great Khorgorath’s wrath, Skaarac will vomit up a stream of unholy blood as hot as molten metal.

Vorgaroth the Scarred

  • Anti-Magic: Skalok's wings disrupt the balance of the winds of magic when beating.
  • Dragon Rider: Vorgaroth rides on the daemonic dragon Skalok the Skull Host.
  • Hyperactive Metabolism: In battle, Vorgaroth and Skalok are overcome with a murderous rage that reinvigorates them with any enemy eaten by Skalok.
  • Lightning Bruiser: Skalok is extremely fast for a creature of such strength and bulk.
  • Walking Shirtless Scene: Vorgaroth rides into battle bare-chested.
  • You Have Failed Me: Vorgaroth demands unfettered obedience from his men and will severely punish anyone who shows any sign of fear. If a friendly Khorne unit near him has to take a battleshock test, he can instantly kill one model in that unit so the rest won't have to take the test.


Skarbrand was once the greatest of Khorne's Bloodthirsters, with none able to stand before his wrath. The prideful greater daemon fell from his god's favour however when he was tricked by Tzeentch into attacking Khorne himself and had all reason choked out of him by the wrathful Lord of Skulls. Now nothing more than a being of pure rage and hate Skarbrand travels across the Mortal Realms, slaughtering all who cross his path.

  • Angst Nuke: Skarbrand’s rage is so powerful that, when released in a mighty roar, it can blood boil and cause the heads of those nearby to explode in bloody fountains of gore.
  • Badass Beard: Unlike other Bloodthirsters, who tend to have bone protrusions growing from their chins, Skarbrand sports a platted beard as long as a Stormcast Eternal is tall.
  • Critical Status Buff: Skarbrand has five levels of anger that increase as he loses more and more Wounds. The more pissed off Skarbrand is, the more attacks he can make, among other effects, in opposition to other Behemoth units that almost always get weaker and slower as they lose wounds. Justified as Skarbrand is driven by nothing but rage, becoming more dangerous the angrier he becomes.
  • Dual Wielding: Skarbrand wields a pair of axes called Slaughter and Carnage that were forged from the souls of two mighty Bloodthirsters he had defeated in single combat.
  • The Exile: Skarbrand has been exiled from Khorne’s realm for being manipulated into attacking the Blood God. Since his exile Skarbrand has shed more blood and reaped more skulls than he did before his fall from grace, serving his god more faithfully than ever before.
  • Wings Do Nothing: Skarbrand's wings have been burnt to stumps, rendering him unable to fly like other Bloodthirsters can.


The mightiest of all Bloodletters, Skulltaker is the chosen champion of Khorne, tasked with seeking out the mightiest mortal champions and presenting their skulls to his master. A peerless duelist who has fought the greatest mortal warriors for millennia, few foes can stand before Skulltaker for long and those that do inevitably fall to his wickedly barbed Slayer Sword, their skulls destined to adorn the Herald's macabre cloak.

  • The Champion: Skulltaker is the immortal champion of Khorne and has spent millennia hunting down and challenging the most talented warriors of the Mortal Realms for the greater glory of the Blood God.
  • Cruel and Unusual Death: Skulltaker’s favoured method of despatching defeated foes is to cripple them so that they lie helpless on the ground before taking their head in his hand and burning the flash from the still living victim’s skull with hellfire.
  • Decapitation Presentation: Skulltaker personally presents the skulls of those he defeats to the Blood God so that they can be hung from the walls of the Brass Citadel. In a sign of how highly Khorne regards his greatest Herald however, the Lord of Skulls allows Skulltaker to keep the skulls of particularly talented foes.
  • Hero Killer: As the champion of the Blood God, Skulltaker’s entire existence is dedicated to bringing death to the greatest warriors. In battle the mighty Herald seeks out the commanders and heroes of the enemy army so that he may present their skulls to his master. One particularly renowned warrior to have fallen to Skulltaker was the Ironjawz Warboss Grukka Grotye who fought the Herald for a day and a half before succumbing to inevitable defeat.
  • Skeletons in the Coat Closet: Skulltaker wears a voluptuous cloak hung with the skulls of the Herald’s greatest conquests. Skulltaker’s tabletop miniature has no fewer than 137 skulls modelled on it.


Khorne's favourite attack dog, the three-headed Flesh Hound known as Karanak is the Blood God's thirst for vengeance made manifest. Karanak spends much of its time guarding Khorne’s throneroom within the Brass Citadel, prowling the shadows of the cavernous chamber or laying at the foot of the Skull Throne itself, gnawing at the bones of the unworthy. When Khorne's rage is roused however, he will dispatch Karanak to hunt down the object of the Blood God’s wrath.

  • Anti-Magic: Karanak wears the Brass Collar of Blood Vengeance, the most powerful of all the magic cancelling Collars of Khorne. The Collar is so powerful in fact that, not only will it disrupt the abilities of magic users in the vicinity, it can also cause a backlash that harms the spellcaster as well.
  • Enemy Summoner: Karanak is the alpha leader of Khorne’s Flesh Hounds. When he has the scent of his prey, Karanak unleashes a daemonic howl that echoes across all the realms, calling his fellow hunting beasts to the battlefield so that they can join the pursuit.
  • Hero Killer: Khorne unleashes his favourite attack dog on those who have most infuriated the Lord of Skulls. In-game this is represented by the Prey of the Blood God rule that gives Karanak bonuses against one of the opponents Hero models.
  • Multiple Head Case: Karanak has three heads, each of which is able to track his prey a different way. The first of Karanak's heads can follow its quarry’s scent across space, the second can see the prey across time while the third can sense his prey's thoughts.

Mazarall the Butcher

The mighty Daemon Prince Mazarall slaughtered countless foes on his path to daemonhood, consuming their essence to increase his power. A near unstoppable force on the battlefield, Mazarall leads his gore soaked followers against the enemies of the Blood God leaving nothing but the butchered remains of his foes in his wake.

  • The Butcher: Mazarall gained the title of ‘the Butcher’ for his remorseless slaughter and devouring of both mortal and daemonic foes.
  • Dash Attack: Mazarall’s Bloody Charge ability has a chance to cause heavy damage to any foes unfortunate enough to be charged by the mighty Daemon Prince to represents Mazarall’s great rage and strength as he charges into the heart of the enemy’s force.
  • Evolving Weapon: Mazarall's axe, Harrow Meat hungers for the souls of its victims, becoming permanently more powerful for every enemy it kills during battle.
  • Face-Design Shield: The Ancyte Shield carried by Mazarall has a twisted face covering its surface that has been stitched together from the skin of a former victim.
  • Genius Bruiser: Due to his barbaric fury, many think Mazarall incapable of the intelligence and cunning required to lead troops into battle. Such fools invariably pay for their mistake with their lives and the lives of their men as Mazarall leads his followers with a skill that belies his monstrous appearance.
  • Sealed Evil in a Can: Mazarall imprisons the essence of those daemons he defeats and devours within the Ancyte Shield. The Daemon Prince is able to use the energies of these bound daemons to fire energy blasts against those enemies too cowardly to approach within range of his mighty axe.
  • Shrouded in Myth: While there are many legends and lies told about Mazarall’s origin, nothing is known for sure about the mighty daemon except that he has been a force of destruction for centuries.

Disciples of Tzeentch


Tzeentch Arcanites
The Disciples of Tzeentch

The Arcanite Cults are the most blessed of the mortal followers of Tzeentch and pose an insidious threat those who live in the Mortal Realms. From mad hermits casting twisted spells in remote and desolate places, to fat merchants, itinerant nobles and supposedly loyal soldiers, these Kairic Acolytes are present in every level of society, waiting for the day that they can throw off their disguises to enact the will of the Changer of Ways. Marching beside the human cultists come the warflocks of the Tzaangor, twisted gor-kin who are instinctively drawn to magical power and fight with the Arcanite Cults to enact the twisted goals of their dark god.

  • Amplifier Artifact: Some Kairic Acolytes carry Scrolls of Dark Arts into battle. These mystical scrolls contain many arcane secrets that enhance the sorcerous abilities of the Acolyte and his cohorts.
  • Badass Teacher: Ogroid Thaumaturges are highly sort after by Arcanite Cults, not only for their strength on the battlefield but also for their knowledge of magic and their ability to tutor the cabal’s members in the use of pyromancy.
  • Baleful Polymorph:
    • Tzaangor Shamans are steeped in the magic of Change, capable of turning their enemies, and anyone who annoys them, into horrifying forms more pleasing to the Changer of Ways.
    • The members of the Alter-kin Covens are so saturated with the magic of change that their enemies often suffer spontaneous transmogrification merely from getting too close to the Battalion.
    • The Changeblade is a fell artefact wielded by some Arcanite Heroes. Those struck by the Changeblade are horribly mutated by its power and transformed into a Chaos Spawn.
  • Beak Attack: Tzaangor possess viciously sharp beaks that they use to peck and gouge their enemies flesh in addition to attacking with their savage blades.
  • Bloody Murder: One of the rewards that a champion of Tzeentch can gain using the Path to Glory campaign rules is for their blood to be transmuted into a strong acid that will wound his enemies whenever the champion takes damage.
  • Chronic Backstabbing Disorder: As would be expected from the followers of the god of byzantine plots, the members of the Arcanite Cults scheme against each other almost as much as they do against their enemies in order to rise through the ranks and secure the favour of Tzeentch.
  • Circle of Standing Stones: Like other species of beast-kin, Tzaangor rise monolithic herdstones known as flux-cairns. Erected in locations rich in magic flux-cairns leach this energy from the surrounding landscape, becoming great repositories of magic and warping the surrounding landscape.
  • Critical Status Buff: The Ogroid Thaumaturge's Brutal Rage rule enhances its melee abilities but lowers its magical abilities after suffering 5 Wounds, reflecting how wounds suffered by an Ogroid Thaumaturge serve to only enrage it further.
  • Degraded Boss: Vilitch the Curseling, a special character in the original Warhammer, was replaced in-game by the Curselings, who are generic heroes that share his model in Age of Sigmar.
  • Dual Wielding:
    • The rank and file members Kairic Acolytes and Tzaangor are often armed with multiple blades that they use to attack their enemies. These warriors are so skilled at fighting with paired blades that, in-game, they gain a bonus to their to hit rolls.
    • Curselings are able to triple wield during battle with the main body fighting with a burning blade and a threshing flail, while their parasitic homunculus wields a mystical Staff of Tzeentch.
  • Evil Sorcerer: While all members of the Arcanite Cults have some level of arcane skill, the Magisters of the Cult’s leadership are the true masters of The Dark Arts who will stop at nothing to lead their Cult to victory and gain favour with their profane god. Having sold their souls to Tzeentch, magical energy saturates their bodies allowing the Magister to draw upon the raw power of Chaos to power their spells.
  • Eyeless Face: A Curseling’s parasitic Tretchlet homunculus lacks eyes, having nothing but flat skin stretching from their noses to the top of their heads. Instead of sight the Tretchlets use their arcane sense of smell to perceive the world.
  • Flaming Sword: Flame wreathed weapons are popular amongst the higher ranked members the Arcanite Cults with Curselings and Fatemasters both typically wielding weapons that burn with the mystical fires of Tzeentch.
  • Flight: The mystical Windthief Charm is a magical treasure of the Arcanite Cults that allows its bearer to unshackle themselves from the bonds of gravity and fly through the skies of the battlefield.
  • Genius Bruiser: Due to their size and monstrous appearance, many of the uninitiated believe the Ogroid Thaumaturges to be nothing more than dumb brutes. In reality the Thaumaturges have incredibly cunning minds and possess a deep knowledge of the arcane arts.
  • Horn Attack: An Ogroid Thaumaturge is able to use its great horns to gouge at its enemies in close combat and is able to doing more damage with them than many troops can do with their blades.
  • Horned Humanoid:
    • Ogroid Thaumaturges have a wide set of curved horns sprouting from their heads, along with a smaller pair of horns emerging from their foreheads. Together with their cloven hooves and massive size, these horns give the Thaumaturges an almost devilish appearance.
    • The Tzaangor are a twisted form of gor-kin with avian features yet retain the elaborate horns of their more bestial cousins. The more favoured a Tzaangor is with the Architect of Fate, the more elaborate their crown of horns becomes.
  • Humanshifting: All Kairic Acolytes possess some limited form of shapeshifting ability, being able to change their form and features so that they can disguise their true allegiance and enact their master’s plans in secrecy.
  • Improbable Aiming Skills: The Tzaangor Skyfires are able to use their precognitive abilities to pull off incredible feats of marksmanship. In-game this is represented by a re-roll to hit and their attacks having a 1-in-6 chance of automatically wounding.
  • Living Lie Detector: The twisted Tretchlets that grow from the bodies of Curselings have the ability to discern any lie spoken in their presence and can sniff out even the most hidden of secrets. This ability makes Curselings excellent at rooting out those trying to infiltrate the Cult as well as discerning those most worthy of membership.
  • Magic Eater: The Vulchares gifted to some Kairic Acolytes are twisted avian creatures with an insatiable hunger for magical energy.
  • Magic Knight: Combining strength and ferocity with magic, an Ogroid Thaumaturge can hurl blasts of fire into the enemy, before stampeding into their ranks to gore and pummel the survivors.
  • Malevolent Masked Men: The Kairic Acolytes wear twisted masks resembling the daemonic servants of their god. These mad cultists believe that these masks represent their true face.
  • Mana Drain: The Icons carried into battle by the Tzaangor drain magical power from nearby magic users and redirect it into sorcerous bolts that the Gor-kin fire back at their foes.
  • Playing with Fire:
    • Ogroid Thaumaturges are masters of pyromancy, able to cast the Fireblast spell in combat that burns the enemy and summons a Horror of Tzeentch at the same time.
    • Those Kairic Acolytes with the greatest skill in the use of pyromancy often group together into Witchfyre Covens. The combined might of these masters of flame allows them to unleash a relentless barrage of sorcerous flame.
  • Power Copying: The ability of a Curseling's Tretchlet to uncover secrets extends to magecraft. This insidious power allows the homunculus to steal spells from the mind of any nearby Wizard so that their host can cast them back at the enemy.
  • Pyro Maniac: The members of the Pyrophane Cult are obsessed with the wyrdflame, believing that true glory lies in fiery destruction. Members of the Cult revel in the use of sorcerous fire to burn everyone who stands against them and their dark god blesses them for bringing corrupting flame to his enemies. As a result of their obsession, the Pyrophane Cult and its splinter cults contain more Witchfyre Covens than any other Arcanite Cult.
  • Seers: Although all Tzaangor are able to sense the winds of fate in the same way that a predator can scent its pray, the elite of the warflocks have far more developed prophetic abilities with the Tzaangor Enlightened able to clearly see the strands of the past while the Tzaangor Skyfires are guided by knowledge of the future. The Shamans who lead the warflocks also receive prophetic dreams and visions that help them guide their followers and advance the plans of their dark god Tzeentch.
  • Shrouded in Myth: Even amongst the most learned of the Arcanite Cults, little is known about the Ogroid Thaumaturges. That they are magically gifted and blessed by the Changer of the Ways is obvious but beyond this almost nothing is known of their origin beyond speculation.
  • Sky Surfing: The Fatemasters of the Arcanite Cults and the elite of the Tzaangor warflocks often ride to battle atop Discs of Tzeentch, flying across the battlefield to engage those whose death will advance the schemes of the Architect of Fate.
  • The Speechless: Tzaangor Skyfires are utterly silent, barred from speech by Tzeentch himself as the price for seeing the future.
  • The Symbiote: Curselings are gifted with a parasitic, daemonic homunculus known as a Tretchlet. These twisted spirit-creatures are created from an eldritch coalescence of forbidden knowledge that has gained sapience. These homunculi constantly whisper advice to their hosts and support them with their arcane abilities as the Curseling continue their search for further hidden knowledge.
  • Too Many Mouths: In addition to its 'normal' mouth (if that tentacle-filled maw can be considered 'normal' at all), the Mutalith Vortex Beast has two tails that also end in mouths.
  • Was Once a Man: Some Tzaangor were originally humans who have gone through dark rituals to be turned into the avian beast-kin. This transformation is often voluntary with members of the Cult of the Transient Form in particular seeing being turned into a Tzaangor as a great honour.
  • Winds of Destiny, Change: Fatemasters are blessed with the ability to alter the strands of fate to aid their fellow Cultists. In-game this is represented by the ability to grant a re-roll to nearby Tzeentch Mortal units.

Daemons of Tzeentch
The Children of Change

The very embodiment of insanity, the Daemons of the Architect of Fate are a riot of constantly shifting colour that appear to randomly shift between corporeal and incorporeal forms. Organised into ever-changing forces known as convocations, these children of change fight with arcane spells while constantly trying to catch the attention of their fickle master.

  • Asteroids Monster: When killed Pink Horrors now properly split into two Blue Horrors, who then further split into two Brimstone Horrors each when wounded themselves.
  • Badass Bookworm: Many warriors have thought the Lords of Change to be physically the weakest Greater Daemons of Chaos only to find their blades shattered by the Daemon’s seemingly wiry frame and their armour rent by razor sharp talons.
  • Baleful Polymorph: Heralds of Tzeentch often wield Staffs of Change, magical staves that cause uncontrollable mutation in all enemies struck by the Herald.
  • Evil Living Flames: Brimstone Horrors, the smallest of the Horror divisions, take the form of Waddling Head flames.
  • Feathered Fiend: Lords of Change, the most powerful of Tzeentch’s Daemons, are massive, bipedal, avian monsters that sport great feathered pinions.
  • Flaming Sword: The Warpfire Blade and the Pyrofire Stave are flame wreathed daemonic weapons available to Daemonic Heroes of a Tzeentch army that enhance the attacks made by the bearer.
  • Flying Seafood Special: Screamers of Tzeentch, also known as sky-sharks, are daemons that resemble flying spine manta rays that soar on currents of magical energy in the same way that birds soar on the winds.
  • Hellgate: Lords of Change are capable of casting the Infernal Gateway spell. This spells sees the Greater Daemon open a portal to the Realm of Chaos itself, pulling in nearby enemy warriors to have their bodies and souls ripped apart by ravenous Daemons.
  • Magic Eater: Those daemons with the greatest hunger for magical energy often group together into Aether-eater Hosts. These Hosts seek out and set upon enemy spellcasters so that they can leach their magical energies to revitalize their own material bodies.
  • Playing with Fire: As their name suggests, the mushroomoid daemons known as Flamers and Exalted Flamers are continuously expel gouts of baleful warpflame and are used as living artillery by their fellow daemons. In battle Flamers group together into Warpflame Hosts, the combined fury of their flames burning all those that stand nearby.
  • Pyro Maniac: The Daemons of the Eternal Conflagration are renowned for their specialisation in, and obsession with, the use of fire and the convocation includes more Flamers of Tzeentch than any of theirs. Led by a Lord of Change known as the Radiant Lord, Tzeentch turns to the Eternal Conflagration when the god of magic feels the time for subtlety is at an end and those who stand in the way of his goals, and everything else in the vicinity, needs to be reduced to ashes.

Kairos Fateweaver, the Oracle of Tzeentch

After Tzeentch threw the Lord of Change known as Kairos into the Well of Knowledge in an attempt to learn its secrets, the Greater Daemon re-emerged terribly changed. The twin-headed Kairos could now see things that even his master could not, his right head perceiving every possible future while the left seeing the past with perfect clarity. Kairos now sits at Tzeentch’s right hand as his Oracle and most powerful servant, revealing hidden secrets for the Architect of Fate or leading his forces in battle to advance Tzeentch’s plots.

  • The Archmage: Even amongst the magically gifted ranks of the Lords of Change, Kairos’ arcane abilities are unparalleled.
  • Baleful Polymorph: Kairos is able to use the Gift of Change spell to grant his enemies the blessing of mutation, transforming his target into a mindless Chaos Spawn under the player’s control.
  • Blind Seer: Kairos’ sojourn within the Well of Eternity left him with the ability to predict the future and perfectly perceive the past but left the Lord of Change blind to the events of the present.
  • Power Copying: Kairos is able to cast any spell known by a nearby Wizard (friend or foe).
  • Throwing Off the Disability: Due to a dark pact with the Lords of Change known as the Allscryers, Kairos has regained the ability to see the present by seeing through their eyes.

The Changeling

Said to be the personification of Tzeentch as the great trickster, the Changeling is one of the most favoured of the Architect of Fate’s Daemonic Heralds. A master of illusion and misdirection with powerful shape-changing abilities, the Changeling advances the Great Deceiver’s plans by spreading lies, sowing discord and corrupting the innocent. On the battlefield it uses its abilities to sow confusion amongst the enemy’s ranks and disrupting their battleplans.

  • The Corrupter: When Sigmar’s followers returned to the Mortal Realms and began establishing settlements, the Changeling disguised itself and moved through these new cities leading countless followers of the God-King astray with its lies and promises of power
  • The Faceless: The Changeling’s preferred form is that of a multi-armed Daemon with its face covered by a heavy hood. It is said that the Changeling has taken on so many forms over its existence that it cannot even remember what its true face and form looked like.
  • Morph Weapon: The Changeling carries the Trickster’s Staff, a weapon that shares its wielder’s shape-changing abilities enabling it to take on the form and abilities of its opponent’s weaponry.
  • The Trickster: When not actively advancing the plots of the Great Deceiver, the Changeling spends its time amusing itself by using its powers to spread general chaos and confusion amongst the mortal population of the Realms.
  • Voluntary Shapeshifting: The Changeling is able to alter its form at will, using this ability to infiltrate the cities and civilizations of the Forces of Order to corrupt its citizens, ferment sedition and spread suspicion amongst the populous.

The Blue Scribes

The most self-aware of their kind, the Blue Horrors known as P'tarix and Xirat'p were created by Tzeentch to collect every spell in existence. Travelling constantly across the Realms, it is P’tarix’ duty to record any incarnation the Blue Scribes come across while Xirat’p cetology them, and casts them when under threat. Like others of their kind, the Blue Scribes are bad tempered and constantly bicker over every little thing, something the Great Conspirator intended as if the pair are busy fighting with each other then they are less likely to use the arcane knowledge they have acquired against their master.

  • Gotta Catch Them All: The Blue Scribes were specifically created by Tzeentch to collect and catalogue every spell that has ever existed.
  • The Pen Is Mightier: Being unable to use the magic that he collects, P'tarix uses his sharpened quills, created from the feathers of a Lord of Change, to stab enemies during combat.
  • Power Copying: As part of his mission to collect every spell in the Mortal Realms, P'tarix frantically inscribes any spell he sees used onto a Scroll of Sorcery. In-game this gives the Blue Scribes a 50% chance of instantly learning any spell used by a nearby Wizard, friend or foe.
  • Power Limiter: Tzeentch is well aware of his Daemons' tendency towards duplicity and betrayal, and so took steps so that the Blue Scribes would never be able to use their acquired knowledge against his interests. To this end, the Architect of Fate made P'tarix able to write arcane symbols but unable to read them. Xirat'p meanwhile is able to read the words of his twin, but is unable to understand them.
  • Sdrawkcab Name: Created together to fulfil the same role, the twin Blue Horrors P'tarix and Xirat'p share the same name, only reversed.
  • Sky Surfing: To assist them in their quest, Tzeentch granted the Blue Scribes the gift of a Disc of Tzeentch to ferry them across the Realms. Piled high with scrolls and tomes, the Disc is as much a mobile library as it is a mode of transport.

Maggotkin of Nurgle


Nurgle Rotbringers

The most beloved servants of the Plaguefather, mortals and daemons who joyfully spread disease and death wherever they go.
  • Abnormal Ammo: The Lord of Blights hands out severed heads to nearby Putrid Blightkings, letting them throw them nearby foes.
  • Body Horror: Their specialty as most of their forces, mortal or not, suffers from this to a horrific degree.
  • Creepy Crows: The Harbinger of Decay model comes with accompanying raven.
  • Deadly Gaze: The Eye of Nurgle is an amulet through which Nurgle sometimes peek through with his eye. It doesn't end well for the poor enemy standing before the wearer at such a time.
  • Fat Bastard: Most of Nurgle's followers becomes quite pudgy from all the diseases they stockpile in their bodies.
  • Horse of a Different Color: Pusgoyle Blightlords ride into battle on the backs of Rot Flies.
  • One-Hit Kill: The Eye of Nurgle can instantly remove an enemy model from the battlefield, no matter their wounds (if it actually works that is).
  • The Pig Pen: And proud of it. Afterall, such stench can only come from the most loving father ever.
  • Plaguemaster: Well, a proper servant of Nurgle obviously has to know a thing or two about spreading flesheating germs.
  • Poisoned Weapons: Weapons blessed by the Blades of Putrefaction spell ooze with Nurgle's choice contagions.
  • Random Number God: The Eye of Nurgle, a one-use item that can instantly kill an enemy model within 12'' on a 2D6 roll of 7. While most of the time it would be useless, if it actually works you can instantly get rid of a model like Archaon or Nagash (no matter their wounds) and throw 600+ of your opponent's points down the drain.

Daemons of Nurgle

  • And Call Him "George"!: With the personality and demeanour of an excited puppy, Beasts of Nurgle just want to play with all the 'friends' they meet on the battlefield. However, they are strong enough to crush a man under their bulk, and secrete all manner of toxins and virulent diseases, so you can guess how well that goes.
  • Beware My Stinger Tail: Rot Flies have tails ending in iron-hard stingers which can pierce through heavy armour.
  • Breath Weapon: Great Unclean Ones can vomit streams of filth and disease upon their enemies.
  • Cyclops: Plaguebearers and Heralds of Nurgle only have a single cyclopean eye in the middle of their forehead.
  • Fat Bastard: Great Unclean Ones are gargantuan, living mountains of rotting flesh.
  • Mean Boss: Spoilpox Scriveners ensure that Plaguebearers meet their tallies by relentlessly browbeating and bullying them with insults and commands.
  • Super Toughness: The putrid bodies of Nurgle's daemons can withstand all but the strongest blows.
  • Swallowed Whole: Rot Flies can stretch their mouthparts and proboscides to swallow their prey whole.
  • Tome of Eldritch Lore: The Tome of a Thousand Poxes, whose pages are thick which secrets of foul plague sorcery.
  • Zerg Rush: Nurglings hurl themselves at far bigger foes in massive numbers and try to drown them in a mass of diseased flesh.

The Glottkin

  • Body Horror: All three, but especially prominent with Ghurk, a horrific Chaos Spawn so large that his brothers took to riding him to war. Great horns sprout from his shoulders, popping boils cover his back, and his arms are hideously mutated.
  • Breath Weapon: Otto can unleash a torrent of corrosive filth from his gut.
  • Dumb Muscle: Ghurk, who is mutated to such a monstrous size that his brothers ride him as a mount.
  • Easily Forgiven: After their failure to conquer the Empire at the end of End Times: Glottkin, the brothers were trapped in jars in Nurgle's attic, for Nurgle was very displeased with them. Now they are back and seemingly without a scratch, because it's rather counterproductive for Games Workshop to have the huge, starring model of a release become unusable after such a short amount of time.
  • Lamprey Mouth: Ghurk's right hand has been replaced by something that looks like a monstrous, overscary version of a parasitic lamprey's mouth.
  • Made of Iron: The Glottkin are one of the tankiest models in the game. With a whopping 16 wounds and Healing Factor, it's extremely difficult to kill them at the end of a battle.
  • Sibling Team: The three brothers always fight together.
  • Sinister Scythe: Otto attacks with a wicked scythe.
  • Too Many Mouths: Ghurk's right arm has been mutated into a lamprey mouth.

Gutrot Spume

  • Combat Tentacles: The entire left half of his torso is a waving mass of tentacles, which ensnare and crush enemies in battle.
  • Pirate: Gutrot Spume and his fleet travel the Realms, raiding and spreading corruption.

Rotigus Rainfather, the Generous One

  • Be Careful What You Wish For: Rotigus listens to despairing mortals' supplications and always delivers in a twisted manner.
  • Breath Weapon: Rotigus has been blessed with the ability to vomit an endless stream of rotten meat, acids and plague water. His model visually represents this with the tide of maggots pouring out of his mouth.
  • Combat Tentacles: Several large tentacles sprout from Rotigus' left arm.
  • Green Thumb: In a typically twisted manner. Rotigus can make the flora and fauna around him grow and multiply out of control, the resulting death and rot exponentially adding to the destruction he causes.
  • Too Many Mouths: The opening in Rotigus' belly is a leering fang-filled mouth, and a snarling face is emerging from the muscles in the open tear in his left arm.
  • Weird Weather: Rotigus is always accompanied by Nurgle's Deluge, a downpour of filthy, pestilent water that perpetually hovers over him and drowns those nearby in the gifts of Nurgle.


Horticulous Slimux

  • Extra Eyes: Five eyes in total, arranged in a straight line on his head.
  • Fertile Feet: Horticulous causes the diseased and mutated flora of the Garden of Nurgle to sprout in his wake whenever he walks the material universe.
  • Jerkass: Horticulous is notorious among the usually jovial Daemons of Nurgle for his lack of humour, known as “old sour-seed”.
  • Meaningful Name: The name 'Horticulous' sounds close to 'horticulture', fitting with his role as Nurgle’s Grand Cultivator.
  • Mix-and-Match Critters: Horticulous' mount can be described as a snail with an ammonite shell and prolegs like caterpillars.
  • Motivation on a Stick: A bound Nurgling is hung in front of Mulch to make it move.
  • Oral Fixation: Horticulous' model is chewing on a human bone in the same manner as a stereotypical country farmer chews on a stalk of wheat or corn. This is intended to strengthen the agricultural theme of Nurgle’s head gardener.
  • Shear Menace: Instead of a balesword or plaguesword, the traditional weapons of a Herald of Nurgle, Horticulous goes into battle armed with a pair of rusted and filth covered lopping shears.
  • Time Abyss: Horticulous has been the custodian of Nurgle's garden for as long as the oldest Great Unclean Ones can remember.
  • Walking Wasteland: Where Horticulous goes, the soil swells with flora that spread disease and decay.

Hedonites of Slaanesh

  • Beware My Stinger Tail: Fiends of Slaanesh deliver deadly stings with their barbed tails.
  • Brown Note: The spell unique to Keepers of Secrets, called Cacophonic Choir, fills the air with a sanity-shattering chorus of magical sound.
  • Deal with the Devil: A Keeper of Secrets can make such a deal with an enemy hero right in the middle of a game with the Dark Temptation ability. If the enemy accepts, they gain 6 extra attacks with one of their weapons for a turn, but if they roll any unmodified 1 for the hit rolls of that weapon during that turn, the enemy will be slain instantly.
  • A God Am I: In the wake of Slaanesh's disappearance, some of his followers (mortals and Keepers of Secrets alike), called Pretenders, have proclaimed themselves as the new Slaanesh.
  • Musical Assassin: The Infernal Enrapturess blasts apart foes with sonic fire support from her heartstring lyre.
  • One-Hit Kill: If a Keeper of Secrets uses its Dark Temptation ability on an enemy hero, the target accepts and rolls any unmodified 1 for the hit results of the extra attacks it gained via Dark Temptation, it is slain instantly as its soul is devoured by the Keeper of Secrets.
  • Poisonous Person: Steeds of Slaanesh attack foes with their venomous tongues.
  • Spiked Wheels: Slaanesh's Seeker Chariots and Hellflayers are festooned with razor sharp blades, including great scythe-like blades mounted on their viciously barbed wheels.
  • Your Soul Is Mine: As a Hellflayer's barbed wheels mow down the enemy, it transmutes their souls into an incense that drives its riders into an exhilarating frenzy.

Legion of Azgorh

  • Car Fu: Both Iron Daemons and Skullcrackers are capable of grinding foes to a pulp with their armoured bulk as well as the Iron Daemon's spiked wheels and the Skullcracker's array of picks and mauls.
  • Counter Attack: The Spiteshields of the Legion of Azgorh are laced with malefic curses, which have a chance to inflict a wound back on an attacker if the wielder passes a save roll.
  • Foe-Tossing Charge: Charging Bull Centaurs slam into their victims with wild rage, crushing them beneath their weight and hooves.
  • Mighty Glacier: Artillery pieces used by the Legion of Azgorh (namely the Deathshrieker, Magma Cannon and Dreadquake Mortar) are slow, ponderous but much more heavily armoured than other artillery, all while sporting the same firepower.
  • Our Centaurs Are Different: Bull Centaurs have the head and torso of a monstrous, horned humanoid, and the lower body of an oversized horse.
  • Our Dwarves Are All the Same: Averted. The Legions of Azgorh are the successors of the Chaos Dwarfs.
  • Recursive Ammo: Deathshrieker rockets split apart mid-air to shower their targets with incendiaries.
  • A Taste of the Lash: Daemonsmiths can brutally lash a Dreadquake Mortar's Slave Ogre in order to make it reload faster, but this is not without risk and the Slave Ogre may rebel.
  • Throw Down the Bomblet: Each Daemonsmith carries a single flask of the Blood of Hashut, a deadly incendiary substance that causes flesh to liquefy and metal to burst into flames.
  • Wreathed in Flames: The bodies of the K'daai are scorched iron frameworks filled with searing flame.

Shar'tor the Executioner

Beasts of Chaos

  • The Ageless: As part of a deal they made with the Gods of Chaos, the Dragon Ogors are all immortal unless killed. They continue to grow as they age, and the most ancient ones become Shaggoths.
  • Ancestral Weapon: The weapons of the Dragon Ogors were forged in the Age of Myth, when they were still roaming the Realm of Heavens.
  • Ax-Crazy: All Beasts of Chaos are crude and base creatures, filled with a desire to see any trace of civilisation they come across burned to the ground.
  • An Axe to Grind: Bestigors, Bullgors, Beastlords and Doombulls tend to favour great axes as weapons.
  • Basilisk and Cockatrice: The Cockatrice is a monster of Chaos whose most feared weapon is a gaze that can turn foes into stone.
  • Beast Man: Gor-kin resemble humans with the heads and hooves of ungulates like goats and cattle but with more fangs and spikes, although the more chaotic ones have additional, unique mutations. They're also all horrible, evil monsters and fully devoted to Chaos.
  • The Berserker: In battle, the Beasts of Chaos tear up their enemies in a savage frenzy.
  • Blood Lust: All Warherd species (Doombulls, Bullgors, Ghorgons, and Cygors) suffer from the bloodgreed curse, compulsively devouring those before them - even the likes of ghosts and daemons - in efforts to slake their thirst for blood.
  • Booze-Based Buff: Centigors have the special rule Drunken Courage, which grants them a bonus to Bravery for being intoxicated.
  • Breath Weapon: A Chimera can unleash a gout of fire from its draconic head.
  • Brown Note: There is something so unearthly about the Jabberslythe that even to set eyes upon one is to go immediately insane.
  • Combat Tentacles: The Mutalith Vortex Beast attacks its prey with nine huge tentacles that extend out of its mouth.
  • Cyclops: The Cygor only has a single, large, glowing eye on its forehead.
  • Disability Superpower: Cygors' eyes are blind, but can see the souls of wizards blazing like flame and pick them out in the midst of a battle.
  • Dual Wielding: Dragon Ogors can be armed with a pair of identical weapons.
  • Energy Absorption: Lightning does not harm Dragon Ogors; it instead heals and energises them.
  • The Horde: The Beasts of Chaos gather in hordes and seek to tear down civilisation, leaving nothing but ruins.
  • Human Sacrifice: Brayherds incessantly seek worthy victims to sacrifice to the Gods of Chaos.
  • King Mook: The Shaggoth resembles a scaled-up version of a regular Dragon Ogor, with a huge axe instead of twin weapons.
  • Klingon Promotion: The leaders of the Beasts of Chaos, called alphabeasts, almost always reached this position by killing their predecessor.
  • Life Drain: If a Cygor successfully unbinds a spell, a wound is transferred from the caster to it. A Ghorgon can heal itself if it inflicts wounds with its maw.
  • A Load of Bull: Bullgors and Doombulls are towering bull-headed and cloven-hoofed beasts that constantly hunger for blood and meat. Twice the height of a man and substantially more muscular, their horns can eviscerate with a single thrust.
  • Mage Killer: Wizards blaze like beacons before the unnatural sight of a Cygor, which can reroll failed hit rolls against them and unbind spells as if it was a wizard.
  • Multi-Armed and Dangerous: In addition to its normal arms, a Ghorgon has two extra bladed arms.
  • Multiple-Choice Past: It's speculated that the Brayherds might be either barbarian humans mutated by the powers of Chaos, natives of the Realm of Chaos that spilled into the eight others, or the corporeal manifestations of the nightmares of all those under the dominion of Chaos.
  • Multiple Head Case: Each Chimera has an avian, a draconic and a leonine head.
  • Our Centaurs Are Different:
    • Centigors are like goat-bodied centaurs with horns and clawed feet instead of hooves.
    • Dragon Ogors have the upper body of an ugly ogor and a lizard-like, four-legged lower body.
  • Retcon: Originally, the Slaughterbrute and Mutalith Vortex Beast were generic unaffiliated Chaos beasts until an update in April 2017 gave them the Khorne and Tzeentch keywords, respectively.
  • Shock and Awe: The exclusive spell of Dragon Ogor Shaggoths is called Summon Lightning. However, it cannot be used offensively; it instead heals and empowers friendly Dragon Ogors.
  • The Social Darwinist: The weak and feeble in the merciless gor-kin society are quickly culled, and no gor-kin that is not a warrior can survive long.
  • Taken for Granite: Cockatrices have the curious ability to petrify their foes with a magical gaze.
  • Use Your Head: The Ramhorn Helm allows its wearer to deliver a devastating headbutt to any enemy that lowers its guard.
  • You Will Not Evade Me: The Great Bray-Shaman's exclusive spell Devolve forces an enemy unit to move as close as possible to the nearest model from the caster's army.


  • Eldritch Abomination: Morghur is a semi-immortal, sentient, daemonic spirit hellbent on corrupting everything and destroying civilisation in the name of Chaos.
  • Monster Progenitor: The Gavespawn Beasts of Chaos believe Chaos Spawn to be Morghur's offspring.


The vile and countless hordes of ratmen, having survived the End Times and are now mightier than ever due to their deity having become a Chaos God.
  • Enemy Mine: All the Chaos Gods look upon the Horned Rat with scorn, but that hasn't stopped Nurgle from taking the Clans Pestilens under his wing. No doubt this is due to both of them loving disease. In matched play, the only faction that can ally with the Skaven is the Maggotkin of Nurgle, and only if the Skaven general is a member of the Clans Pestilens.
  • Friendly Fireproof: Unlike nearly every other predatory endless spell in the game, the Skaven's Vermintide does not harm Skaven units, nor does it block their movement. That being said, this protection does not extend to Maggotkin of Nurgle troops allied to a Pestilens army.
  • Magic Knight: Verminlords are capable of wiping out entire armies with both physical and magical might.
  • Our Demons Are Different: The daemonic Verminlords are avatars of the Horned Rat with the physical and sorcerous might enough to slaughter armies.
  • Rodents of Unusual Size: The Skaven are far larger than any rodent ought to be.
  • Swarm of Rats:
    • The preferred Skaven tactic is to exhaust the enemy by throwing thousands of Skaven at them, heedless of each individual Skaven's survival.
    • With their Vermintide spell, Skaven wizards can summon a tide of voracious rats that scurry forth and gnaw the battlefield.
  • Tail Slap: A Verminlord can snare and lash at foes with its prehensile tail.
  • We Have Reserves: Don't expect your life to be very valuable in Skaven society. No Skaven leader is foolish enough to fight in the front ranks, preferring to spend the lives of their minions instead.
  • Why Did It Have to Be Snakes?: They have a crippling fear of the Seraphon, panicing at the mere sight of the reptilian Daemons of Order.
  • You Dirty Rat!: And proud of it. There is not a single Skaven that is not an irredeemable and unapologetic bastard.
  • Zerg Rush: The Skaven's tendency to use swarms of infantry is reflected by how their special rule Strength in Numbers doubles the bravery bonus units receive for every 10 models, which combines effectively with how Skaven infantry are relatively cheap and get a discount if taken in large units.

Clans Verminus

  • Last Ditch Move: Models affected by a Verminlord Warbringer's Death Frenzy spell will try to pile in and attack a last time before expring in a rage that even death does not cool.


  • For Doom the Bell Tolls: Grey Seers often ride into battle on a wagon with a Screaming Bell, an enchanted bell capable of evoking various magical effects, shattering enemey leadership, and providing various buffs to the Skaven battle line.
  • Instant-Win Condition: If you use a Screaming Bell's Peal of Doom and manage to somehow score a 13 result when rolling a 2D6, you instantly win the game... which is completely impossible, since the maximum you will ever get in such a roll is 12 and the Screaming Bell's rule explicitly forbids modifiers from being applied to the roll.
  • Mass Teleportation: Warpgnaw Verminlords can be set up in the twisting passages of the gnawholes between reality alongside Clanrats and Stormvermin, which you can choose to teleport to the battlefield during a movement phase.
  • Randomized Damage Attack: The Screaming Bell is a wildly unpredictable device whose exact effect is randomised by a die roll every time it's activated.
  • Random Number God: When using the Screaming Bell's Peal of Doom, you have to roll two dice and see what effect the peal has. The effects vary all the way from the Screaming Bell hurting itself if you're unlucky and roll a 2, or you getting a free Verminlord (which normally costs 220-320 points) if a 12 is scored.
  • Weather Manipulation: The exclusive spell of the Verminlord Warpseer is Howling Warpgale. When this spell is cast, storm clouds blot the heavens, batter the enemy with fierce gales and strike them with warp lightning.

Clans Skryre

  • Cast from Hit Points: The highly combustible oil within the Vial of the Fulminator accelerates Skryre war machines at the cost of inflicting wounds to them.
  • Fire-Breathing Weapon: Arch-warlocks' Warpfire Gauntlets, Stormfiends' Warpfire Projectors and Warpfire Throwers can unleash sheets of deadly flame.
  • Gatling Good: Ratling guns are large, multi-barrelled weapons capable of firing a hail of warpstone bullets that can be given to Stormfiends.
  • Lightning Gun: Warp Lightning Cannons fire bolts of warp lightning that scour all in their path.
  • Mad Scientist: Skryre products include Warpstone shooting gatling guns, cannons that fire green lasers, and giant armoured hamster wheels that throw off green lightning indiscriminately.
  • One-Hit Kill: The Brass Orb can instantly remove an enemy model from the battlefield, no matter their wounds (if it actually works that is).
  • Random Number God: The Brass Orb, a one-use item that can instantly kill an enemy model within 6'' on a die roll of 6+. While it is tremendously unreliable, if it actually works you can instantly remove a model like Archaon or Nagash from the table (no matter their wounds) with a lowly Warlock Engineer.
  • Shock and Awe: Warlock Engineers can cast Warp Lightning, which causes a bolt of greenish-black lightning to arc from his hands to the enemy. Arch-warlocks have a more powerful but harder to cast version called Warpstorm, which fires up to three such bolts at up to three enemy units.
  • Throw Down the Bomblet: Skryre Acolytes carry poisoned wind globes which are thrown at enemies like grenades and choke them with warpstone gas.

Clans Eshin

  • Knife Nut: As befitting a group of stealthy assassins, knives are the premier Weapon of Choice for the Clans Eshin.
  • Stealthy Colossus: Despite its large size, the Verminlord Deceiver's power lies in stealth. It moves in clouds of shadow, obfuscating even those around them.

Clans Moulder

  • Flesh Golem: The Hell Pit Abomination is a collection of creatures who were crudely stitched together and thrown into a magical pit to form a giant monster.
  • Right-Hand Attack Dog: Some Moulder Packmasters enter battle accompanied by a prized and vicious Wolf Rat.

Clans Pestilens

  • Gameplay and Story Segregation: In the lore, it's stated that Plague Monks are so hardened by their diseases that they can take a lot of punishment before dying. In-game, they're about the most fragile troops you can field: they have only one wound, and don't get to make regular save rolls.
  • Glass Cannon: Plague Monks and Plague Censer Bearers only have one wound and no save roll to speak of — if something hurts them, they're going down. But if they get close enough, there's a very good chance they'll take their enemies with them. In fact, in the case of censer bearers, just standing near them is enough to kill you.
  • No-Sell: For reasons which should be obvious, Nurgle troops are immune to most of the diseases fielded by the Clans Pestilens.
  • Spam Attack: A single plague monk is unlikely to pose a threat on its own. However, they can travel in packs of up to 40. Now consider this: the average plague monk makes two attacks per turn, and if armed with two foetid blades, can re-roll failed hit rolls (they score a hit on a 4+). When they complete a charge move, they make three attacks per turn instead.
  • Spell Book: The Liber Bubonicus, inscribed with the lore of corrupt magic, contains the secrets of every pestilence in the Realms.
  • The Symbiote: Blistrevious, the Living Cyst is a sentient pustule that migrates from host to host, whispering ravings to drive the host into a frenzy.


Skreech Verminking

  • Baleful Polymorph: Skreech Verminking is capable of casting the Dreaded Thirteenth Spell, which kills enemies and transforms them into Skaven under his control.

Grey Seer Thanquol

  • Back from the Dead: Despite being implied to have been killed offscreen The End Times: Archaon, Thanquol comes back in Age of Sigmar, alive and well. Boneripper too, although that's to be expected. After all, it is unthinkable to kill Thanquol and Boneripper off after they just received a new model in End Times: Thanquol.
  • Cyborg: Either the last Boneripper survived the destruction of the Warhammer World, or Thanquol managed to get his hands on yet another one.
  • Fire-Breathing Weapon: Boneripper can be armed with Warpfire Projectors that fire sheets of flame, or Warpfire Braziers that trail green flame at close range.
  • Legacy Character: This particular incarnation of Boneripper is only the latest in a series of rat ogres created specifically to serve as Thanquol's bodyguards which are all named Boneripper.
  • The Magnificent: Refered to by the other forces of Chaos as "The Grey Lord." Gotrek takes great offense at anyone calling him by such a lofty title.
  • The Man Behind the Man: Was the one behind the a Tzeentchian Cult and Free Guild's plan to infiltrate and destroy Hammerhal. Almost succeded too if it were not for Gotrek's unexpected, and largely unintentional, interference.
  • Multi-Armed and Dangerous: This incarnation of Boneripper has a total of four arms.
  • Villainous Breakdown: Apparently had an absolutely massive one when he finds out that Gotrek is around again. And gets another freak out when he is told that Gotrek is still alive after his attempt to kill him.
    "He lives! NOOOO no no no no no it cannot BE! Not HIM! Not again! Not like this! Always the same! I want him dead! Dead dead! AAAAAAGH!"

Grand Alliance of Death

    General Tropes 

  • Bat Out of Hell: Terrorgheists are giant bat-like creatures with a thirst for blood rivalling that of their masters.
  • Breath Weapon: A Zombie Dragon's breath is a cloud of death magic, which withers flesh and saps life from the living.
  • Clown-Car Grave: At the start of each battle, after sides are chosen, a Legions of Nagash player sets up two gravesites in their territory and two others anywhere on the battlefield. These gravesites can house as many summonable units as the player desires.
  • Dracolich: Zombie Dragons are animated from the remains of dragons.
  • Dragon Rider: Some Vampire Lords and Abhorrant Ghoul Kings ride into battle on the back of a Zombie Dragon.
  • Hoist by His Own Petard: If the bearer of an Asylumaticae rolls a 1 when opening it, the freed spirits of the insane murderers inside the casket will unleash their fury on them instead of on the enemy.
  • Life Drain: The Tomb Blade steals the energy of its victims and uses it to heal the undead.
  • Living Clothes: The Chiropteric Cloak is a bat-winged cloak capable of feeding on blood, which drives it into a frenzy and causes it to lash out.
  • Nemean Skinning: The Terrorgheist Mantle is crafted from the hide of a Terrorgheist, and grants the wearer the power to call on its sonic screech.
  • Non-Human Undead: The dead are not selective about who joins their ranks, as long as there is something to be reanimated. No creature of flesh, bone and blood is beyond the power of necromancy.
  • Power Nullifier: If an Oubliette Arcana successfully negates an enemy spell, that spell cannot be cast again by the caster for the rest of the battle.
  • Rapid Aging: With but a motion of a Grave-sand Timeglass, the bearer can cause a victim to age centuries in seconds.
  • Soul-Powered Engine: A Spiritcage captures the spirit energy of the slain and uses it to empower the undead.
  • Taking You with Me: When a Terrorgheist is killed, a swarm of bats emerge from its corpse to feast on those nearby.
  • Tome of Eldritch Lore: Powerful Artefacts of Death, the Cursed Books are evil Spell Books that are filled with the malign knowledge written by the most evil necromancers to practice their dark arts. Such is the evil power contained within their pages, the mere presence of a Cursed Book can unnerve the living, represented in-game by a penalty on hit rolls for enemy models near the Cursed Book's owner.

Legions of Nagash



Consisting of Nagash, his strongest minions and his Morghast royal guards, the Deathlords are the supreme rulers of the Realm of Shyish. Bound to the Supreme Lord of the Undead through his powerful magic, the Deathlords exist to bring about his greatest wish, a kingdom of unlife that covers all eight of the Mortal Realms.

  • Blade on a Stick: Morghast Archai, Nagash's Praetorian Guard, wield spirit halberds.
  • Bodyguarding a Badass: Nagash maintains a personal guard of Morghasts. Being a full-fledged god, he is the last person in Shyish in need of protection.
  • Co-Dragons: The Mortarchs serve as this for Nagash.
  • Dual Wielding: Morghast Harbingers wield two spirit swords that cut through both body and soul.
  • Horse of a Different Color: The Dread Abyssals ridden by the Mortarchs are large, monstrous undead steeds that consume the souls of those they kill.
  • Necromancer: Headed by Nagash, the God of Death himself, the Deathlords are the greatest practitioners of necromancy in all the Mortal Realms.
  • Non-Human Undead: The Morghasts were originally divine servants of Ptra from the World-That-Was that he sent to destroy Nagash, only for the Great Necromancer to defeat and raise them as undead perversions of their former angelic selves.
  • Praetorian Guard: The Morghasts act as heralds and bodyguards for Nagash and his Deathlord minions, protecting them while they cast great works of necromancy and carving through the ranks of enemies at their master’s slightest command.
  • Winged Humanoid: Morghasts are animated from the corpses of hammurai, the winged heralds of Ptra.


Soulblight vampires are powerful undead aristocrats who rule empires of the night across the Mortal Realms. Those afflicted with the Soulblight curse are gifted with inhuman strength, great magical power and eternal life but in return they suffer from an insatiable thirst for blood.
  • Bat Out of Hell: Humans aren’t the only ones affected by the Soulblight curse, the bats of the Realm of Shyish also carry its taint. From the massive, red eyed Fell Bats to the swarms of lesser bats, the Soulblight curse has turned them into blood thirsty hunters who are drawn to the bloody wake of the vampire armies.
  • Blood Magic: Two Soulblight heroes have unique spells related to blood: the Vampire Lord riding a Zombie Dragon's Blood Boil causes his foe's blood to boil in their veins, and the Bloodseeker Palanquin's Blood Siphon drains a torrent of blood from the target hero.
  • Blow You Away: The Spirit Gale spell calls forth spectral winds that howl through the ranks of the foe.
  • Damage Discrimination: The Bloodseeker Palanquin's Blood Siphon can only target heroes and is useless against normal units.
  • Death of a Thousand Cuts: A Coven Throne can chip at enemies with up to 25 attacks each turn (5 from the Vampire Queen, 8 from the Handmaidens and 12 from the Spectral Host), most of which are only mediocre at best.
  • Dragon Rider: The most powerful Soulblight Vampire Lords are able to bind even the mighty zombie dragons to their will and ride them into battle.
  • Evolving Weapon: The Slaking Blade gets permanently more powerful, gaining damage as it inflicts more and more wounds.
  • Face–Monster Turn: While all Soulblight vampires are able to pass their curse onto others, the Vampire Queens who ride into battle on the Coven Thrones are able to do this during a battle, having a 50% chance of turning any enemy Hero they kill into a Vampire Lord under their control.
  • Flechette Storm: The Blades of Shyish spell manifests a whirlwind of lambent spirit blades to slice through the caster's enemies.
  • A Glass of Chianti: As battle rages around them, the Sanguinarch on a Bloodseeker Palanquin catches sprays of enemy blood in her chalice and tastes them.
  • Hellish Horse: Many Vampire Lords and all Blood Knights go to war upon nightmarish black steeds called Nightmares.
  • Life Drain:
    • All vampires (except the Vargheist and Bloodseeker Palanquin) can heal a wound at the end of every combat phase in which they slew any enemies.
    • With the Vile Transference spell, a vampire can siphon the animus from foes and uses it to heal his undead servants.
  • Living Weapon: The Slaking Blade is sentient and thirsts for blood.
  • Necromancer: All Soulblight vampires gain necromantic abilities to some degree with the most powerful being able to raise whole armies of Deadwalkers and Deathrattle legions.
  • Our Banshees Are Louder: Above a Bloodseeker Palanquin, a cloud of banshees scream a Wail of the Damned.
  • Right-Hand Attack Dog: The Crimson Wing is a Fell Bat pet for a vampire that tears out the eyes of his enemies.
  • Super Smoke: One of the command traits available to generals of a Soulblight army is Mist Form. This trait allows them to fly when retreating and charge in the same turn later.


The Deathmages are scholars who seek mastery of the necromantic arts. These necromancers use the secrets of the Realm of Shyish to fulfil their own dark desires, whether that is to create armies of the dead to carve out a kingdom of their own, to extend their lives beyond their mortal span or simply to amass as much power and knowledge as possible.
  • Amplifier Artifact: Mortis Engines contain the remains of powerful necromancers who are so infused with necromantic energy that they boost the abilities of all those who practice the magic of death within their presence.
  • Combat Medic: The Mortis Engine is able to unleash a wave of necromantic force that heals other undead.
  • Necromancer: While most do not have the necromantic abilities of the Deathlords or Soulblight vampires, the Deathmage Necromancers are still powerful enough to raise armies of undead followers for their own dark purposes.
  • Our Banshees Are Louder: Above a Mortis Engine, a cloud of banshees scream a Wail of the Damned.
  • Sinister Scythe: With the Soul Harvest spell, a Necromancer summons a ghostly scythe which slices through enemies.
  • Technically Living Zombie: The Necromancers have never died and are technically still alive, but they have lasted so long past a natural lifespan that their hair have thinned, their teeth yellowed, their skin turned cold and pale, and their heart stopped beating.


Raised by Deathmage necromancers and Soulblight lords to act as cannon fodder, the zombies of the Deadwalker herds are the most common form of undead in the Mortal Realms. Uncontrolled packs of Deadwalker zombies can also be found shambling across the landscapes of the Mortal Realms, their numbers growing whenever they encounter the living.
  • Our Zombies Are Different: Deadwalker zombies are raised from freshly dead corpses by necromancers and are the most common type of undead.
  • Raising the Steaks: The Deadwalker Dire Wolves are the remains of great lupine hunters reanimated by the dark magic of death.
  • The Virus: Those slain by a herd of Deadwalker zombies will soon rise to their feet and join their former foes. From the lowliest foot soldier to the mightiest general, all those who fall to the Deadwalkers will join their ranks whether there is a necromancer around to raise them or not.
  • Whip It Good: The Corpsemaster controlling a Corpse Cart might be armed with a goad or lash to whip at enemies.
  • Zerg Rush: An individual zombie is absolutely lame and useless - players are encouraged to spam them because they are extremely cheap and get better the more individuals a unit has.


Countless empires have risen and fallen since the creation of the Mortal Realms, but many of these lost kingdoms do not rest silently in their graves. Empires of death ruled over by skeletal kings, the Deathrattle kingdoms attempt to recreate their mortal life in undeath, rebuilding their time-worn monuments and waging war against the living who now inhabit their former territories.
  • Dem Bones: The legions of the Deathrattle kingdoms consist of the skeletal remains of long dead warriors marching to battle with a discipline that no mortal army could match.
  • The Necrocracy: The Deathrattle kingdoms are governed by the proud and mighty Wight Kings who rule over their skeletal subjects with the iron will of the undead.
  • Skeletal Musician: Deathrattle units are often accompanied by a skeletal hornblower, their ethereal notes compelling their fellows to greater speed when they charge into combat.
  • Undead Laborers: When not waging war, the skeleton warriors of the Deathrattle kingdoms spend their time rebuilding their ruined civilization for the glory of their Wight Kings.
  • Wreathed in Flames: Aqshy-based Deathrattle kingdoms are fond of wreathing their minions in ever-burning flames.


Nagash, Supreme Lord of the Undead
And you thought The Grim Reaper was bad.

Once, Nagash was the mightiest undead magician of the world-that-was and the very creator of necromancy. Steeped in the magic of death, Nagash has become the God of Death and absolute ruler of the Realm of Shyish. His greatest wish is to spread his domain across all the Mortal Realms.

  • The Archmage: Nagash's mastery of necromancy is rivalled by no one in the Realms.
  • Ascended to a Higher Plane of Existence: He's become the god of all Afterlifes in the new setting.
  • Asshole Victim: Nagash gets killed by Archaon but, by betraying Sigmar and still being as evil as he always was, he brought it on himself.
  • Attack Reflector: Nagash's armor can reflect the damage his enemies inflict on him in combat back at them.
  • Berserk Button: Nagash considers all the souls of the dead in the Realms to be his, and woe betide those that try to steal what he considers his just due (whether they be the Chaos Gods, Sigmar, the Idoneth Deepkin or the aelven gods) and provoke the ire of a very petty, spiteful God of Death.
  • Big Bad: Nagash was the primary villain of the Malign Portents Worldwide Campaign, something that continued through the Time of Tribulations and Soul Wars periods of the game's timeline as the Supreme Lord of Undeath attempts to regain the souls of the dead that he believes have been stolen from him.
  • Deadly Gaze: Nagash is so steeped in the magic of death, his very gaze is able to cause even the most powerful foes to wither and die.
  • Death Is Cheap: He easily comes back after his defeat. That's what happens when someone kills the god of the Afterlife in said Afterlife.
  • The Dreaded: Even in this setting Nagash is one of the most fearing beings in existence, with even Sigmar being implied to have a level of fear towards Nagash. Also see Horrifying the Horror below.
  • Evil Sounds Deep: How his voice sounds in the opening narration of the audio book series, along with Power Echoes.
  • Evil Is Petty: Nagash despises people others stealing souls because as god of the dead he sees those as his rightful property, but Nagash's definition of stealing souls includes healers saving people from otherwise fatal injuries or diseases.
  • Faux Affably Evil: Nagash can act courteously or be considerate, but only when it serves his purposes and never in a way that goes against his evilness.
  • Horrifying the Horror: This guy's ultimate plans are evil enough to scare the Chaos Gods, with Slaanesh in particular described as outright panicking at the possibility of his victory.
  • Hypocrite: Nagash punished Kurdoss for his scheming by killing him at his coronation. This is despite the fact that Nagash himself had usurped his position as the god of death from others. Even in the world-that-was he got the throne of Nehekhara and became god of the dead through usurping the previous incumbents.
  • Kick the Son of a Bitch: He announced his return to Nagashizzar after his defeat by Archaon by crucifying the Chaos Lords occupying the area and trapping their souls in their undead husks to burn forever. Being Chaos Lords, it's more or less a given that they had it coming. Also what he does to the souls of evil individuals who enter the afterlife, such as Lady Olynder and Kurdoss Valentian.
  • Large and in Charge: His model is absolutely huge despite not coming with any mount.
  • Lighter and Softer: As evil and unrepentant as he remains, Nagash genuinely seems to have abandoned his "kill everyone, everywhere" plans from the world-that-was. Now he's willing to allow living humans even in the depths of his realm in Shyish, provided of course they worship and pay tribute to him.
  • Magic Knight: The Great Necromancer has learned bladework over countless lifetimes of bloodshed, and is a skilled swordsman.
  • Mighty Glacier: Nagash is comparatively the slowest of the major lore characters, since he can fly he can only move 9' to their 16' (even Archaon has Dorghar in a flying form). However Nagash can take a hit as he has a massive pool of 16 Wounds with a 3+ Save and he can dish it out with interest, with 6 attacks doing 3 wounds each and 1 attack doing up to six wounds on a D6. He also has a combat spell that inflicts a One-Hit Kill if successful, and that's not factoring in his healing abilities or summoning abilities.
  • Not in This for Your Revolution: He's only allying with Sigmar and the other Incarnates to create a new world and fight back against Chaos.
  • Nominal Hero: He's still the evil bastard he always was, the only difference is he co-operates with the good guys for awhile.
  • Power Copying: In addition to his own spells, Nagash can cast any spell known by other Death Wizards on the battlefield.
  • Power Floats: Nagash is often depicted hovering in the art while the feet of his model don't touch the ground. In the game, he has the fly special rule.
  • Pyrrhic Victory: Nagash achieved what he wanted and reached godhood like he originally planned, and even got a world of his own to rule. However there are other gods who can challenge him and Chaos is still a threat to him, so it didn't all go his way.
  • Resurrective Immortality: A true immortal creature, Nagash has died and resurrected himself countless times.
  • Self-Serving Memory: He's spent centuries plotting revenge for Sigmar's "betrayal" when the latter stormed his realm and attacked him. That this was after he'd stabbed Sigmar and his allies in tha back in the Battle of All-Points, which effectively handed the war for the Realms to Chaos, seems to have deliberately forgotten.
  • Skeletons in the Coat Closet: Nagash's raiment incorporates a few accessories made of bones, especially skulls.
  • Tome of Eldritch Lore: Penned by the Supreme Lord of the Undead himself, the Nine Books of Nagash are the greatest works of necromancy ever written and he carries them with him at all times. These books allow Nagash to cast a number of extra spells every turn.
  • Touch of Death: Nagash is able to cast the spell Hand of Death. With this spell, Nagash’s slightest touch causes his enemy to age millennia in an instant, turning them into a pile of dusty bones.
  • Villain Ball: Nagash has been saddled with this at times, seen in his betrayal of Sigmar.
  • Villain Override: Used this on Neferata to communicate with the Stromcast Eternals who helped liberate Nulahmia.

Arkhan the Black, Mortarch of Sacrament
The loyal servant

Nagash’s most loyal follower, Arkhan was one of the Great Necromancer’s followers when they were both mortal humans on the world-that-was. In undeath, Arkhan is second only to Nagash in necromantic ability and serves as his most trusted general.

  • The Archmage: Arkhan's mastery over death magic is only second to that of his boss Nagash.
  • An Arm and a Leg: Loses his sword hand when he fights Mannfred and Tarsus. Unfortunately, he's ambidextrous, drops his staff and switches the sword to the other hand and keeps fighting.
  • Brutal Honesty: In the audio novel when the Bullhearts and Mannfred encounter Arkhan in the Underworld, Arkhan is upfront that Nagash is merciless, despises Sigmar and will not ally with him. He also warns them that they better leave or he will kill them at Nagash's behest.
  • Creative Sterility: Even Nagash states that Arkhan's loyalty to him dulls Arkhan's ability to see the big picture.
  • The Dragon: He's still Nagash's most loyal servant and right hand man.
  • Deadpan Snarker: Still the same smartass he was in the World-That-Was, according to the novels.
  • Evil Sounds Deep: How Arkhan sounds in the audio novel, with a rather dry, throaty voice.
  • Obfuscating Stupidity: He plays the loyal servant so well that the other Mortarchs, and occasionally Nagash himself, forget that he's his own person and not just a neutral avatar of Nagash. This lets him get away with making his own moves in their endless politicking almost entirely undetected. He himself lampshades it in Soul Wars.
  • Rapid Aging: Arkhan's unique spell Curse of Years causes enemy warriors to age hundreds of years in an instant.
  • "Reason You Suck" Speech: Arkhan's dialogue to Mannfred in the audio novel is a string of these.
  • Undying Loyalty: Despite everything that happened to him in the End Times, Arkhan's back to serving Nagash like he always was. It's implied he was the one who retrieved Nagash's body after Archaon killed him.
  • Unexplained Recovery: In The End Times he not only died, he purposely annihilated himself by combining the dark magic that powered him with the light magic of the curse he was carrying in a last-ditch effort to keep some spark of the world alive after defeat was inevitable (which apparently worked). Now he's hanging out with Nagash again, in an entirely different world, like nothing happened. The novel Nagash: The Undying King hints that he's not the original, since unlike the other Mortarchs he can't remember the old setting (or anything before Nagash overthrew the other death gods) at all.
  • Working with the Ex: Arkhan's affection displayed towards Neferata has yet to be retconned and they have worked together. They have banter with Ship Tease whenever they're alone together, he's never made a move against her except at Nagash's behest and both have a low opinion of Mannfred.

Mannfred von Carstein, Mortarch of Night
The traitorous lieutenant

  • Body Horror: His body is badly damaged in his first appearance.
  • Chronic Backstabbing Disorder: When they encounter Nagash, Mannfred sells out the Stromcast Eternals, claiming he brought them to Nagash as a gift to get back in his good graces.
  • Do Not Taunt Cthulhu: Despite being unarmed, imprisoned and starved, he still tries to attack and mock the armed and numerous Stormcast Eternals when they find him. One hammer in the gut later and he's talking civilly to them, and when they threaten to leave him behind he's suddenly helpful and co-operative.
  • Egopolis: Mannfred von Carstein rules from the underworld of Carstinia.
  • Evil Pays Better: Despite his acts during the End Times that led to the doom of the World-that-was, Mannfred is the winner of the von Carsteins, since he made it to Age of Sigmar but Vlad, Isabella and most of the other Von Carsteins did not.
  • Faux Affably Evil: See above and below.
  • Humiliation Conga: He's imprisoned by Nagash in a realm with entropic magic that keeps everything, including his body, in a state of constant decay. In the audio book he'd escaped, only to be captured and tortured by Khorne worshippers and forced to ally with the Stormcast Eternals to recapture his mount, escape and find Nagash.
  • Karma Houdini: Mannfred turned to Chaos in the final moments of the World-that-was and was directly responsible for its doom by sabotaging the Incarnates during their effort to stabilise the doomsday device. Yet Games Workshop can't just kill him off after he just got a shiny new model (complete with Dread Abyssal) in the first End Times book, so now he's back serving Nagash and seemingly no worse for wear. He even gets to keep the Dread Abyssal.
  • Lack of Empathy: Despite dooming the previous world to destruction, Mannfred never spares a thought for this and feels no remorse whatsoever.
  • Magic Knight: Successfully casting a spell makes him better in combat; being in combat makes him more likely to successfully cast his spells.
  • Pet the Dog: Even though he's the one who sold them out in the end, Mannfred still tries to convince Tarsus Bullheart to escape with him rather than die pointlessly trying to convince Nagash of an alliance the Deathlord doesn't want. Tarsus refuses and Mannfred does abandon him, but it actually seemed like he really wanted Tarsus to come with him.
  • The Punishment: He's imprisoned by Nagash in a realm with entropic magic that keeps everything, including his body, in a state of constant decay but nothing can die. Mannfred's own body is decayed and he has no eyes at that point. It's heavily implied that this is for his betrayal in the End Times that led to the world's destruction. Later backstory reveals that he's gone rogue, been punished, and gotten back in Nagash's good graces many times over the intervening millennia; it has not been revealed what this one was about.
  • The Rival: Mannfred and Neferata have spent centuries plotting and fighting with each other. Only Nagash himself able to force the two vampires to work together. Arkhan suspects Nagash is deliberately encouraging it.
  • The Starscream: Mannfred desires to overthrow and replace Nagash, also see Chronic Back Stabbing Disorder above. Justified, as Nagash is aware of Mannfred's treacherous nature but keeps him around because Mannfred's scheming keeps Nagash on his toes and prevents him from becoming complacent. Nagash also uses Mannfred to motivate Arkhan by spurring the latter to counter the former's treachery, uses Mannfred and his schemes to act as a rival and stumbling block for Neferata and her schemes and because Nagash enjoys inventing new ways to torture Mannfred for failing him.
  • Überwald: Mannfred's domain of Carstinia, shaped according to his memories of Sylvania from the World-that-was, is a gloomy kingdom of night dominated by foreboding castles and dense forest.

Queen Neferata, Mortarch of Blood
Beautiful as she is deadly

  • Build Like an Egyptian: Neferata's city of Nulahmia, the capital of Neferatia, built according to her memory of Lahmia from the World-That-Was, with place names, architectural styles and some fashion trends echoing the now axed Tomb Kings faction.
  • Egopolis: Neferata rules from the domain of Neferatia.
  • Getting Crap Past the Radar: Neferata comes under attack from a Slaaneshi warband whose (male) Chaos Lord wants to claim her as his personal prize despite her being a vampire and all that it implies. Also see The Hedonist.
  • The Hedonist: She has had many lovers and lives in such hedonism that a Slaaneshi warband is lured to her realm and Slaaneshi daemons have tried to claim her personally more than once.
  • Lightning Bruiser: She's faster than elves and daemons of Slaanesh, only encountering her equal in a Slaaneshi Chaos Lord (and even then he had to catch her in a surprise attack) and the Stormcast who intervened (because he was sent using magical/divine lightning).
  • Manipulative Bastard: Even better than she was before the End Times, with even subjects of questionable loyalty willing to die for her. She's built a new espionage network throughout the realms (except maybe Chaos and Skaven realms). She really gets to show her chops in the novel Neferata: Mortarch of Blood, where she plays all the events and factions around her to her advantage, including a particularly devious gambit where she tricked a rebellious nobleman she made a vampire into thinking she had no control over him. She did so by not seizing control of him until after he rallied her other enemies, led an army against her and had her cornered, only for Neferata to take control of him and make him hold still while she killed him.
  • Pragmatic Villainy: Though Neferata has little regard for her subjects, seeing them more as tools to achieve her goals, she makes sure they live in luxury, doesn't spend their lives carelessly and ensures they don't know how expendable she considers them.
  • Reasonable Authority Figure: Among the Mortarchs, since was willing to ally with the Stormcast, and while ruthless she is generous to those who come through for her. Also see Pragmatic Villainy above. This is in contrast to Arkhan, who is too loyal to Nagash, and Mannfred.
  • The Rival: Neferata and Mannfred have spent centuries fighting and trying to outdo each other with only Nagash himself able to force the two vampires to work together.
  • Silk Hiding Steel: Neferata could be considered a personification of this. Even the attire on her model is a combination of battle armor and a formal dress (complete with gems on the hemlines of her skirt).
  • The Vamp: Seduction is still one of Neferata's key weapons, such as seen with how she ensured the loyalty of her general and consort Harkdron.
  • Villain Override: On the receiving end of one from Nagash when fighting alongside the Stormcast Eternals.
  • Villain with Good Publicity: She is borderline worshiped by her subjects, as well as other Soulblights (except Mannfred).
  • Working with the Ex: Neferata's affection displayed towards Arkhan has yet to be retconned and they have worked together. She's never seen working against him directly and when they're alone they have banter with some Ship Tease subject. She also shares Arkhan's low opinion of Mannfred.

Prince Vhordrai

  • And I Must Scream: For his treachery against Nagash in the Age of Chaos, Vhordrai was entombed in a coffin for an age, denied the taste of blood but kept from oblivion. When Nagash later released him, Vhordrai was half-insane.
  • The Brute: Vhordrai is a blunt instrument of death who rides forth with his Blood Knights to slaughter and terrorise Nagash's enemies.
  • Dragon Rider: Vhordrai rides forth upon the great undead dragon Shordemaire.
  • The Paragon: A dark version of it. He is worshiped as a virtual saint of slaughter by the vampiric Blood Knights, many seeking to go on a pilgrimage to his fortress. All aspire to live up to his reputation.
  • The Punishment: Vhordrai is forever bound to his Crimson Keep and perpetually unable to go far from it for more than a day without instantly unraveling. Fortunately for him, and unfortunately for everyone else, Nagash frequently sees fit to place it down near someone he would like to die horribly.
  • The Starscream: In the Age of Chaos, Vhordrai once attempted to let the Chaos Gods devour Nagash, killing him for good. His plan was foiled by the efforts of Arkhan the Black.

Flesh-eater Courts

The degenerate remnants of nations that fell to ruin during the Age of Chaos, the Flesh-eater Courts are morbid reflections of the glorious civilisations that they once were. Lead by the insane Abhorrent Ghoul Kings, the Flesh-eater Courts consist of twisted sub-human cannibals who believe that they are sill the noble subjects they once were.

  • Ax-Crazy: While the mordant hordes of the Flesh-eater Courts believe that they are noble men and women fighting a world of savages, they are really twisted creatures who throw themselves against their enemies with the savagery of ravenous beasts. They are arguably the most savage faction in the game.
  • Bad with the Bone: Some Crypt Horrors use bones as some sort of improvised clubs.
  • Boomerang Comeback: After the Keening Bone has been hurled at an enemy, it will return to the hand of the thrower.
  • The Emperor: The Abhorrant Archregent is the supreme leader of any given Flesh-eater Court and rules over a vast domain. Their utter dedication to their delusions is resilient enough to bind together the fractious kingdoms of their kin.
  • Enemy Mine: Nagash still holds the Flesh-eater Courts responsible for the destruction wrought by Ushoran, but that doesn't stop him from pressing the ghouls into his service many times.
  • Enemy Summoner: All Courtiers have the ability to add models to units already on the table. Abhorrant Ghoul Kings can additionally set up whole new units with their command ability.
  • Hyperactive Metabolism: Varghulf Courtiers can regain lost wounds the same turn they kill an enemy.
  • Infectious Insanity: The insane delusions of the Abhorrant Ghoul Kings quickly spread to their followers who see themselves as noble retainers rather than the rag clad degenerates they actually are.
  • Our Ghouls Are Creepier: Most of the Flesh-Eater Courts are actually still alive. Ghouls are not actual undead, but rather inbred, monstrous cannibalistic humans.
  • Skeletons in the Coat Closet: Many ghouls garb themselves in bones and blood.
  • Technically Living Zombie: Despite their creepy, ghoulish appearance and affiliation with the Grand Alliance of Death, the ghouls are not actual undead, but rather insane, monstrous, cannibalistic, savage and still living humans. This also means that they cannot be taken as part of a Legions of Nagash army list, although the Legions of Nagash and Flesh-eater Courts can still ally with each other.
  • Was Once a Man: The ghouls used to be people who, desperate during times of war and famine, turned to cannibalism for survival and became hideous parodies of civilisation.

The Carrion King

Once a loyal follower of Nagash, the Carrion King fell to madness and was imprisoned by the Great Necromancer. When Sigmar invaded the Realm of Shyish at the beginning of the Age of Chaos, he unwittingly freed the Carrion King who fled across the Mortal Realms.
  • I Have Many Names: The Carrion King was known by many names and titles over the aeons he roamed the Mortal Realms before he fell to madness. Some of these including Sumeros Summerking, the Blood Rose Prince and Ushoran the Handsome.
  • Monster Progenitor: The Ghouls began with Ushoran of all beings, who managed to survived the destruction of the World-that-was and was imprisoned in a prison called the Shroudcage by Nagash. He escaped and created a kingdom of monstrous undead due to his madness now contagious, and gathered the living of the Realm of Death to him.


The malignant spirits of the Nighthaunt hosts are a plague upon the Mortal Realms. These armies of ethereal undead howl across the land, searching for fresh souls to send to the underworlds that they themselves have escaped.
  • Amazon Brigade: Dreadscythe Harridans are exclusively transformed from women devoted to easing suffering and prolonging life.
  • And I Must Scream: The spirits of the Soulblight vampires who occupy Black Coaches are trapped forever within their coffins as punishment for having the audacity to attempt to enter the underworld.
  • Anti-Magic: Myrmourn Banshees can unbind enemy spells and dispel endless spells as if they were wizards, which also give their daggers bonus attacks (although they'll suffer wounds as well if they dispel an endless spell).
  • An Axe to Grind: Lord Executioners each bear a massive decapitating axe.
  • The Berserker:
    • Grimghast Reapers are frenzied, indiscriminate murderers, blind to their foe and attack with wild, unfocused slashes.
    • Bladegheist Revenants fight with the desperate frenzy of a drowning man reaching for air, exacerbated by the presence of those that they perceive as captors.
  • Blade Below the Shoulder: The hands of the Dreadscythe Harridans have been twisted into the shape of scythes.
  • Chain Pain: Chainrasp Hordes bludgeon enemies with the chains and manacles that bind them in service to the Grand Necromancer.
  • Cruel and Unusual Death: Bladegheist Revenants met particularly tormenting ends, and their last living thoughts were a horrible desperation to break free, preserved forever by Nagash's terrible curse.
  • Deal with the Devil: Knights of Shrouds have sold their souls in exchange for command over a powerful undead host.
  • Familiar: The Covetous Familiar swirls around its master’s essence and lashes out at any other soul that draws too close.
  • Hoist by His Own Petard: One of the endless spells exclusive to the Nighthaunt is Shyish Reaper, which is a big scythe that deals a mortal wound to those models it passes over provided that a die rolls higher than the target's armour save. Coincidentally, the Nighthaunt are a whole army with high saves, so the Shyish Reaper potentially hurts your own forces more than the enemy's.
  • Hunting the Most Dangerous Game: In life, Glaivewraith Stalkers hunted men for sport and pleasure. In undeath, that's their job in their servitude to Nagash.
  • I Did What I Had to Do: Each Knight of Shrouds tells themselves they had no choice in their betrayal, that anyone else would have done the same in their position, but a little doubt forever remains to gnaw at them.
  • Improvised Weapon: Rather than weapons, the Nighthaunt wield instruments of torture, or simple implements from their former lives, like the clubs and daggers of the Chainrasp Hordes.
  • Increasingly Lethal Enemy: The Black Coach absorbs death magic, having a chance to gain up to 3 levels of power (which all stack and last for the rest of the battle) every battle round.
  • Ironic Hell: The Nighthaunts were directly shaped by Nagash himself in some cruelly ironic way linked to their life or death. The Chainrasp Hordes were imprisoned criminals who waited for death as an escape only to find themselves bound by more chains than ever, while the Dreadscythe Harridans, who spent their lives healing and nurturing, find themselves with no desire other than wanton destruction. Nagash finds the twisted irony he has inflicted to be naught but poetic justice.
  • Life Drinker: The Knight of Shrouds' Sword of Stolen Hours can pilfer lifespan from a foe and use it to increase his own.
  • Light 'em Up: Each Guardian of Souls carries a nightmare lantern burning with the light of Nagashizzar that can invigorate the souls of the Nighthaunts that it illuminates, or summon more spirits of the dead.
  • Magic Eater: Myrmourn Banshees haunt the Realms in search of arcane magic to devour.
  • Our Banshees Are Louder:
    • Tomb Banshees are the souls of women who have been slighted and betrayed who have returned to the Mortal Realms to take revenge on the living. Their piercing scream is enough to freeze the life of any they encounter.
    • Myrmourn Banshees are the souls of wizards who didn't pay proper respect to Nagash in life and were cursed to devour the magic of others.
  • Our Ghosts Are Different: The Nighthaunt hosts consist entirely of spectral undead, from powerful Cairn Wraiths through the knightly Hexwraiths to the swarms of lesser Spirit Hosts.
  • Sickly Green Glow: The light of Nagashizzar emanating from the nightmare lantern of a Guardian of Souls is a sickly green.
  • Sinister Scythe: Wraiths of all types wield a variety of scythes, often wreathed in spectral flames, so that they can reap the souls of their enemies.
  • Slave Mooks: Each Chainghast maintains an inexplicable yearning for freedom, yet they can never act on it, being bound to automatically obey each and every command of their Spirit Torment.
  • Soul Eating: Mournguls are monstrous, inhuman spirits driven by a ravenous hunger to devour not only the flesh of the living but their very souls as well. The souls of their victims nourish the Mourngul, healing its wounds and sustaining its unholy existence.
  • The Swarm: Spirit Hosts are clusters of souls merged into one spirit cloud.
  • Teleportation: Dreadblade Harrows can fade away and reappear anywhere on the battlefield that is not too near an enemy.
  • Tome of Eldritch Lore: Only the lifeless can read the spells inscribed upon the black pages of the cursed Midnight Tome.
  • Touch of Death: The slightest touch of a Spirit Host or Black Coach crew's spectral claws is enough to stop the heart of all but the mightiest of foes.
  • Wardens Are Evil: Spirit Torments used to be pitiless jailers in life.
  • Your Soul Is Mine: Spirit Torments seek out those souls that Nagash deems his and locks away their souls after beating them up with their padlocks.


Lady Olynder, Mortarch of Grief

  • Asshole Victim: She was a manipulative, greedy and murderous person who killed for selfish gain and played the victim of a grieving widow. In death, Nagash makes her constantly feel all the grief in the realms (given that this a Warhammer setting, that's a lot) and has enslaved her to be one of his top lieutenants.
  • Black Widow: Olynder would marry her husbands, only to have them killed for her own personal gain.
  • Brown Note: What Olynder's face has become in undeath. If she lifts her veil, whoever sees her face will die of grief with an expression of horror on their own.
  • Carry a Big Stick: Olynder wields the Staff of Midnight, an ornate staff said to be able to steal the life of her foes and doubles as her badge of office.
  • Emotion Bomb: She is possessed of such misery that it projects from her in vast, deadly waves and those who fight her often lose hope and accept the grim inevitability of death.
  • The Eeyore: Due to her evil deeds in life, Olynder was cursed by Nagash to feel all the grief in the Mortal Realms. This has reduced her to a sobbing wreck.
  • Fairytale Wedding Dress: Olynder invokes this imagery, albeit a dark take; while her dress looks like a wedding dress complete with a veil, instead of a bouquet a throny vine with flowers growing from it weaves around her body and her bridesmaids are banshees.
  • Fate Worse than Death: Olynder was cursed by Nagash to fell all the grief in the Mortal Realms because of her actions in life.
  • Fertile Feet: As Olynder advances, grave-roses instantaneously sprout before her, their flowers rapidly blooming and dying in order to lay a path of fallen petals beneath her.
  • Gold Digger: Olynder chose powerful or wealthy men for her husbands, and her motivation for having them killed was to claim their wealth and power for herself.
  • Lady of Black Magic: In undeath, Lady Olynder became a powerful wizard.
  • Mysterious Veil: Part of her bridal ensemble includes a plain white veil.
  • Unholy Matrimony: After dying and becoming the Mortarch of Grief she was married to the undead Kurdoss Valentian. Neither of them love each other, and it's heavily implied to be a cruel joke of Nagash against both of them (since marrying for power and murdering her husbands was how she earned her punishment).

Kurdoss Valentian

  • Asshole Victim: He was a scheming, power-hungry murderer in life. In undeath he became an undead lieutenant cursed never to be in charge himself.
  • Berserk Button: Not being able to rule, something that Nagash used to his advantage by forcing him to be Number Two to Lady Olynder for eternity.
  • Cain and Abel: His brothers were among Kurdoss Valentian's victims during his quest for the throne.
  • Carry a Big Stick: He wields the Sepulchral Sceptre into battle.
  • Cool Chair: He rides into battle on a stone throne held aloft by dark magic.
  • Death by Irony: Killed by Nagash himself at the moment of his coronation.
  • The Dragon: Kurdoss was cursed to never to know true rulership by Nagash, so he was appointed as Olynder’s husband and second-in-command. He also obeys her orders.
  • Green-Eyed Monster: He holds a particular hatred for authority figures because Nagash's curse has denied him the chance to experience rulership himself.
  • It's All About Me: In life, Kurdoss was a ruthless betrayer who deceived, killed, and betrayed his way to a throne.
  • The Speechless: Played with. Kurdoss Valentian can talk, but he seldom does and his curse prevents him from raising his tone or volume over a whisper.
  • Stealth Insult: He is accompanied by two wraith heralds, but they were appointed by Nagash to mock and goad him by crying aloud his wicked deeds and some defamatory titles for all to hear.
  • Unholy Matrimony: After dying and becoming the Mortarch of Grief he was married to the undead Lady Olynder. Neither of them love each other, and it’s heavily implied to be a cruel joke of Nagash against both of them (since scheming and killing his way to try and become a king was how he earned his punishment).

Reikenor the Grimhailer

  • Cast from Hit Points: He can draw on the energies that sustain him, inflicting a mortal wound on himself to increase the power of his magic.
  • Cool Horse: He rides an undead, bat-winged nightmare.
  • Herd-Hitting Attack: He can swing his scythe with enough force to mow through a rank of soldiers at a time.
  • Immortality Seeker: It was his efforts to become immortal that earned him Nagash's ire.
  • In the Hood: He wears dark robes similar to a cairn wraith, but he also wears a metal skull mask.
  • Light 'em Up: In life he was a powerful Light wizard from the realm of Hysh.
  • Magic Knight: He is a powerful wizard and very skilled at using his scythe in combat, especially against large hordes of enemies.
  • Sinister Scythe: He wields a large scythe decorated with candles and chains.

Ossiarch Bonereapers

  • Soul-Powered Engine: Ossiarch Bonereapers are constructs gifted the soul animus of great warriors and heroes.


Orpheon Katakros

  • Four-Star Badass: Leader of the Ossiarch Bonereapers and once a general of the Mortal Realms, Katakros is a master of strategy, tactics and diplomacy with aeons of conquest under his belt.

Grand Alliance of Destruction

    General Tropes 
  • Blood Knight: The forces of Destruction are driven only by the primal need for violence.
  • Eyepatch of Power: The Rockeye is a rough gemstone that replaces a missing eye and gives the wearer the power of second sight.
  • Turns Red: The Wild Fury command trait initially grants a Destruction general a single extra attack, which is increased to two after he has suffered at least three wounds.

The fused form of the Orruk twin gods, Gork and Mork, Gorkamorka is a two-headed deity who is both brutally conning and cunningly brutal. He was found by Sigmar, early in the Age of Myth, entombed in a vast mass of living amber; after the other god dug him out, the two deities proceeded to beat the living daylights out of each other in a twelve day battle, after which Gorkamorka readily agreed to join Sigmar as the pantheon's monster-hunter and troublesmasher. This worked fine until it didn't, as the easily bored god eventually grew fed up with not being allowed to fight whoever and whoever he pleased and went on a one-man Waaagh! from one end of reality to the other and then right back again. Nowadays he eagerly encourages his green-skinned followers to be as ferocious and bloodthirsty as they can be, tearing down the worlds' empires for the sake of the fighting needed to do so.
  • Blood Knight: He’s the God of the Orruks, what do you expect?
  • Composite Character: Despite being the fusion of the old Orc and Goblin gods Gork and Mork, Gorkamorka is also worshipped as the Great Beast that Consumes the World by the Gutbusters, in the almost exact fashion according to which the Ogres of the World-that-was worshipped the Great Maw.
  • Defeat Equals Friendship: For a given value of "friendship". He joined the Great Alliance after Sigmar fought him for twelve days straight, resulting in a draw.
  • Fusion Dance: The fusion of the former Orc and Goblin gods Gork and Mork.
  • Literal Split Personality: He’s a fusion of the old orc gods, Gork, the god of ferocity, and Mork, the god of trickery. He tends to split apart again whenever his two halves argue, which is often.
  • Multiple Head Case: Gorkamorka has a head for each of the brother gods Gork and Mork. Both of these heads retain their original personality and will often ague with each other. If their arguments become particularly fierce, Gorkamorka will even split into his two constituent parts to that they can have a propa scrap.
  • Nominal Hero: While he still sided with the Alliance, he only did so because they provided him with a constant stream of targets to fight, not out of any sense of goodness.
  • The Starscream: He promptly betrayed the Alliance once he grew bored of not being allowed to rampage as he pleased.

Orruk Warclans

  • Funetik Aksent: Orruk speech tends to be intentionally misspelt in writing.
  • The Horde: The Orruk Warclans rampage across the Mortal Realms drowning anything and everything in their path with a near endless tide of barbaric warriors.
  • Our Orcs Are Different: Orruks, renamed from the Orcs of the World-that-was, are green-skinned violent brutes driven by the base instinct to crush and destroy. They all feel the call of the dualistic god Gorkamorka, and gladly take up their axes against the forces of Chaos, the undead and civilisation alike.
  • Xtreme Kool Letterz: Da Orrukz' Funetik Aksent is spellt as Ironjawz, Maw-krushas, Ardboyz and so on.

Dem gitz Sigma', Nagash an' Archaon are in for som' propah Gorkamorkan krumpin'!

The Ironjawz are as large and tough as orruks come and as such are considered the elite warriors of that savage race. Clad in crude but effective suits of plate armour, the Ironjawz are always in the thick of the fighting, slaughtering their foes with huge choppas to tear the heart out of the enemy’s battle line.

  • An Axe to Grind: As with other orruks, Ironjawz make use of a wide variety of axe-like choppas. Whether it is a regular orruk-forged choppa or a massive Gore-choppa, the axes used by the Ironjawz are brutally effective weapons.
  • The Berserker: Maw-Krushas are nearly as bloodthirsty as the orruks who ride them, remorselessly destroying and slaughtering anything that comes within range of its claws. In-game, this is represented by the On the Rampage Ability that allows a Maw-Krusha (and it's Megaboss rider) to make a second charge if it kills all the enemy within range with its sheer bulk.
  • Counter Attack: The Armour of Gork's own fighting spirit inflicts wounds on attackers if its wearer rolls a 6 for a save roll.
  • Dragon Rider: Many of the biggest and toughest Megabosses have managed to capture and use Maw-krushas, heavy hulking wyvern-like creatures, as mounts of war.
  • Extreme Omnivore: Gruntas will eat absolutely anything including their defeated foe, armour and all.
  • Full-Boar Action: The gruntas ridden by the Ironjawz are the largest and most foul-tempered type of boar used as mounts by the orruks.
  • Gravity Master: It's implied Maw-krushas are so belligerent even gravity doesn't want to mess with them.
  • Large and in Charge: As with all orruks, the Ironjawz thrive on violence, growing bigger and more powerful with each victory and, as the biggest and most violent of their kind, other orruks instinctively look towards the elite Ironjawz for leadership. The Megabosses who lead the Ironjaw tribes themselves meanwhile have fought and won so many battles over their lifetime that they are the largest of all the orruks and even have a special rule that allows them to grow even more powerful as they kill enemy Heroes during a game.
  • Make Me Wanna Shout: The roar of a Maw-krusha is so loud that it is capable of bursting the internal organs of enemy warriors.
  • Soldier vs. Warrior: Brutes are the Warriors while Ardboyz are the soldiers, the two groups form an Odd Friendship.
  • Wolverine Claws: The bladed tips of Metalrippa's Klaw can tear through the thickest armour.

The Beast Hunters of Gorkamorka

The Savage Orruks of the Bonesplitterz warclans are the wildest of their race to plague the Mortal Realms. The Bonsplitterz believe that the bones and souls of the most destructive beasts contain the pure energy of the Waaagh!, and they see it as their mission to hunt such monsters to absorb this energy.

  • Bad with the Bone: Due to their belief that the bones of deadly animals contain the energy of the Waaagh!, Bonesplitterz will often wield weapons, known as chompas, crafted from the bones of particularly ferocious beasts.
  • Ballistic Bone: The bows used by Savage Orruk Arrowboyz fire the sharpened bones of mighty beasts with such force that they can penetrate even a Chaos Knight’s armour.
  • Clap Your Hands If You Believe: The protection provided by the Bonesplitterz' warpaint is generated by the collective belief of the warclan in its divinely granted abilities.
  • Co-Dragons: Wurrgog Prophets will often choose the two toughest Savage Orruks they can find to be their Gorka-Boss and Morka-Boss to lead their warclan in battle and keep the boyz in line.
  • Full-Boar Action: While nowhere near as large or unruly as the gruntas ridden by the Ironjawz, the war boars that the Bonesplitterz use as mounts are still almost as insanely ferocious as their riders.
  • Power Tattoo: Bonesplitter Savage Orruks daub themselves in warpaint that grants them the favour of Gorkamorka allowing them to ignore even the most powerful of attacks.
  • Walking Shirtless Scene: Bonesplitterz don't have much in terms of clothing and wear little more than a loincloth.
  • Witch Doctor: The Wurrgog Prophets, Wardokks and Maniak Weirdnobs are the shamanic leaders of the Bonesplitterz warclans. These shaman conduct great rituals to channel the energy of the Waaagh! and the Bonesplitter boyz believe that they are direct conduits to the power of Gorkamorka.

Gordrakk, Fist of Gork
Fist of Gork

As the biggest and toughest Megaboss in the Mortal Realms, Gordrakk claims to be the leader of orruks everywhere and none thus far have had the strength to disprove this claim. An unstoppable force of destruction, Gordrakk fights at the head of his Great Waaagh! from the back of the massive and foul tempered Maw-Krusha Bigteef, crushing all those who stand against him.

  • Armored Dragon: Despite being the strongest and toughest of its kind, Gordrakk’s Maw-Krusha, Bigteef, wears an armoured helmet made of crudely beaten metal.
  • Dual Wielding: Gordrakk is armed with a pair of axes known as Smasha and Kunnin’. It is said that these weapons were originally part of a single axe known as Worldchoppa but Gordrakk broke it into two so that he could kill more enemies with them.
  • Suspiciously Similar Substitute: His many similarities to Grimgor Ironhide, such as his missing eye, broken teeth, leading the toughest Orruks, massive size, dangerous addiction to fighting and being the mortal representative of Gork has not gone unnoticed by fans. His lore even mentions that his dual-wielded axes were once part of a bigger magical axe, unusually similar to Grimgor's Gitsnik. Although if he is actually Grimgor reincarnated or just a Boss who happens to be very similar has yet to be seen.

Gloomspite Gitz

  • Combat Pragmatist: Grots are weak and cowardly creatures who will use any means necessary to gain an advantage over a foe in battle. Gitmobs hordes will generally use ambushes, flanking manoeuvres and superior numbers to overwhelm their foes, while individual grots will attempt to seek out their enemies weaknesses. The grot assassins, known as Nasty Skulkers, are particularly infamous for the dirty tactics they employ and Grot Shamans even have a unique spell that guides their follower's attacks to the foe's weak spot.
  • Zerg Rush: The most basic tactic used by grots is to swamp their enemies with shear weight of numbers.

Moonclan Grots

A tribe of subterranean grots, the Moonclan worship the Bad Moon, the only thing in the Mortal Realms that proved too tough for Gorkamorka to eat. Emerging from the caverns beneath great mountains, that they believe are the broken teeth of Gorkamorka, the Moonclan attack the kingdoms of the Realms, making great bonfires of their cities and feeding their populations to ravenous squigs.
  • Abnormal Ammo: The massive Squig Gobbas are living artillery bread by the Moonclan who spit mouthfuls of lesser squigs towards the enemy battle line. When they strike the ground these drug addled Splat-Squigs burst, spreading poisonous slime across the surrounding area.
  • Attack Animal: Moonclan Grots breed strange beasts known as cave squigs that they herd into battle with various prodders and cacophonous musical instruments. Once driven into the enemy the ravenous squigs become all but uncontrollable, attacking and biting everything around them.
  • Battle Trophy: A Fungoid Cave-Shaman wears the spine of some unfortunate creature as a trophy.
  • Big Eater: The Squig Gobba has an oversized maw and a ravenous appetite to rival even that of a Troggoth.
  • Epic Flail: The Fanatics of the Moonclan Grots wield heavy Ball and Chains as they spin wildly into the ranks of the enemy, leaving a trail of shattered and pulped corpses in their wake.
  • Ethnic God: The Moonclan worship their own god, a Bad Moon which Gorkamorka wasn't able to eat.
  • In a Single Bound: Squigs typically move around the battlefield in a series of hops and leaps that get progressively larger as the squig becomes more and more excited until they become fleshy meteors of teeth that smash into the ranks of the enemy.
  • Knightly Lance: The grot equivalent of knights, Boingrot Bounderz, ride squigs and skewer their enemies with pointed lances.
  • Magic Mushroom: For those brave enough to consume them, deffcap mushrooms provide arcane insights and enhance magical capabilities.
  • Mushroom Man: A Fungoid Cave-Shaman has consumed so much hallucinogenic fungus that a toadstool is growing from the top of his head. Further spores and mushrooms are dotted about his cloak and staff.
  • Mushroom Samba: Fungoid Cave-Shamans are insane mushroom-gobbling grots. To them, to get lost in a hallucinogenic vision is to grow closer to the side of Gorkamorka that epitomises cunning and trickiness over brute strength, which is the side that all grots like the best. Whether these visions are gifted by Gorkamorka, or simply the side effects of ingesting deffcap mushrooms, doesn't matter.
  • Psycho Serum: Before a battle, Moonclan Fanatics drink a special potion brewed from the rare Mad Cap fungus. This potion boosts the strength of the Fanatic considerably, allowing them to swing their massive flails and turning them into near uncontrollable madmen who spin randomly across the battlefield.
  • Rock Monster: Some squigs, known as Stalagsquigs, infest the rock itself, becoming immobile, ravenous creatures.
  • Swallowed Whole: The eternally hungry Colossal Squig has a cavernous mouth that allows it to wholly devour multiple smaller creatures with a single bite. This is represented in-game by a rule that gives the monster a chance of causing unstoppable mortal wounds against the enemy.
  • Waddling Head: The squigs that the Moonclan breed resemble large heads, with a massive tooth filled maw, set upon a pair of powerful legs.

Spiderfang Grots
Scuttling doom approaches

The Spiderfang tribes of Grots worship the great spider that once bit Gorkamorka on the foot and absorbed a portion of the god's power. The Spiderfang Grots live in web-choked lairs beneath the ruins of the civilizations that they have destroyed and ride into battle on the backs of the arachnid monsters that they worship.

  • Abnormal Ammo: The Flinger catapults, mounted on the back of the monstrous Arachnaroks, fire balls of web filled with venomous spiders.
  • Beast of Battle: The Spiderfang Grots mount crude howdahs on the backs of the massive Arachnaroks when they go into battle. These war-platforms are typically crowded with Grots and often mount crude catapults or are turned into mobile shrines tended to by a Spiderfang Shaman.
  • Giant Spider: The Spiderfang Grots make great use of giant spiders, from the pony sized spiders that the majority of the tribe ride, all the way up to the gargantuan Arachnarok spiders.
  • Mushroom Samba: The Spiderfang Big Bosses and Shaman consume great quantities of spider venom in order to induce hallucinations that they believe are messages from the arachnid aspect of Gorkamorka that they worship.

Aleguzzler Gargants

Aleguzzler gargants are the largest known humanoid species of the Mortal Realms who stomp around the landscape absentmindedly destroying anything in their path while continuously drinking any alcohol they can lay their oversized hands on. Large, dumb and quick to anger, gargants follow the tribes of orruks and ogors into battle for the promise of vast quantities of alcohol.
  • The Alcoholic: As befitting their name, Aleguzzler Gargants have an insatiable thirst for strong alcohol and it is incredibly rare for them to be sober. This is represented in-game by the Drunken Stagger Ability that gives them a chance of falling over when the charge.
  • Dumb Muscle: Gargants make up strong but not especially smart allies for orruks and ogors.
  • Improvised Weapon: Gargants lack the skills, patience and sobriety to craft weapons. Therefore, when entering battle, gargants make do with anything they can get their hands, on such as tree trunks, large rocks or enemy troops too slow to get out of reach.
  • Multiple-Choice Past: Opinion is divided amongst the scholars of the Mortal Realms as to the origins of the Aleguzzler Gargants. Some think they are the degenerate dependents of a race of titanic builders while others theorise that they are the offspring of the zodiac godbeast Behemat. There is even a theory that they are refugees from somewhere outside the Mortal Realms. As for the gargants themselves, they are generally too drunk to care about their origins.
  • Our Giants Are Bigger: Gargants loom over even the largest warriors of other races, crushing their enemies under their feet or, for the particularly unlucky, stuffing them down their trousers.
  • Use Your Head: When fighting in close combat, Gargants are able to unleash a devastating head-butt against their foes. Although it is their less accurate, when it hits this ‘Eadbutt is capable of doing far more damage than any of its other attacks.
  • Walking Shirtless Scene: Due to their sheer size, and their lack of craft skills, finding clothes for a Gargant is extremely difficult. As a result of this, most Gargants make do with wearing crudely stitched together loincloths or trousers and little else.


Disgusting and stupid creatures, Troggoths are children of destruction that gather in darkest places of the realms that emerge from their lairs only to destroy and eat anything they come across. Many races of Troggoth plague the Mortal Realms with the ruin dwelling Sourbreath Troggoths being the most numerous, but the amphibious Fellwater Troggoths and the mounting dwelling Rockgut Troggoths are also relatively common. Troggoths are instinctively attracted to the destruction of battle and can often be found accompanying Orruk tribes when they march to war.
  • All Trolls Are Different: Troggoths, renamed from the Trolls of the World-that-was, are savage bestial creatures with huge appetites and the ability to quickly heal their wounds.
  • Anti-Magic: The mushrooms and realmstone consumed by Dankhold Troggoths protect them from the effects of magic.
  • Healing Factor: Troggoths are incredibly difficult to kill due to their amazing healing abilities, which allow their flesh to knit back together as fast as their enemies can cut it.
  • The Pig Pen: While all Troggoths are filthy creatures, the Fellwater Troggoths are the most disgusting of their kind. These swamp dwelling Troggoths are covered in dirty, slimy scales and smell so bad that even orruks cannot stand the stench. So discussing are the Fellwater Troggoths that they have a special rule that reduces their enemy’s chances of hitting them as they struggle not to vomit.
  • Super Spit: The stomach acids of Troggoths are notoriously corrosive and all these foul creatures are capable of vomiting up a stream of digestive juices at will in order to attack their enemies.


Skragrott, the Loonking

  • Sorcerous Overlord: Skragrott is both a king and a Shaman. He's not someone who rules through might, but through magic and cunning.

Ogor Maw-tribes



The majority of ogors are members of the Gutbuster tribes. These nomadic empires wander the Mortal Realms, stealing, killing and destroying as they please. The Gutbusters worship Gorkamorka as the Great Beast that Consumes the World and they seek to help their ever hungry god devour everything in the realms.
  • Adipose Rex: The Tyrants who lead the Gutbuster tribes are able to appropriate the largest share of food and other provisions, leading them to grow fat on the spoils of war.
  • Blade Below the Shoulder: Some Ogor Butchers replace their hands with Stump Blades so that they are always ready to carve their opponents into juicy morsels.
  • BFG: Leadbelcher Guns are basically cannons stuffed with rocks, broken weapons and other detritus. Ogors are able to wield these weapons as easily as other races use handguns and crossbows.
  • Extreme Omnivore: Ogors see all things as food, the only difference is whether it is to be eaten immediately or saved for later.
  • The Horde: Gutbusters roam the realms in great, hungry, nomadic clans, consuming everything in their path.
  • I'm a Humanitarian: Their obsession with eating leads to Gutbuster ogors feeding on their own kind when other sources of food are scarce.
  • Magic Cauldron: Some Butchers go into battle carrying a Great Cauldron on their back.
  • Power-Up Food: Ogor magic users, known as Butchers, are able to cast different spells depending on what they eat. Eating troggoth guts allows him to heal himself for example.

Beastclaw Raiders
Heralds of the Everwinter

The Alfrostun tribes of the Beastclaw Raiders are nomadic hordes of Ogors who roam the Mortal Realms atop great beasts from icy mountains and endless tundra. Driven forward by their ravenous hunger and the freezing storm of the Everwinter, the Beastclaw Raiders are masterful hunters who worship Gorkamorka as the greatest predator of the Realms.

  • Big Eater: It takes a truly staggering amount of meat to satisfy the Beastclaw Raiders.
  • Bigfoot, Sasquatch and Yeti: Icefall Yhetees, carrion creatures that follow the Beastclaw Raiders to share in their food.
  • Breath Weapon: Icebrow Hunters can breathe ice by drinking a magical elixir distilled from the blood of Frost Sabres.
  • Eat Dirt, Cheap: The diet of a Stonehorn consists of rocks and jewels rather than the meat and vegetation of other animals. As a side effect of this a Stonehorn’s skeleton is made of rock and if it ever stops moving then it will fuse into place and become a living statue.
  • Elemental Weapon: Icefall Yhetees wield clubs and axes made from magically hardened ice.
  • Elite Army: Beastclaw Raider armies have an extremely low model count, with the Stonehorns and Thundertusks being the only units (alongside the Royal Zombie Dragons and Terrorgheists of the Gristlegore Flesh-eater Court) that are treated as both Battlelinenote  and Behemothnote , and their strength and power are undeniable.
  • Endless Winter: Places destroyed by the Beastclaw Raiders become wastelands buried under a heavy blanket of sorcerous snow that can take centuries to thaw.
  • Extreme Omnivore: Beastclaws are notoriously broadminded when it comes to food.
  • The Horde: The Beastclaw Raiders are ravenous, cannibalistic nomads that hunt everything in the realms and leave behind only an icy wasteland.
  • Horse of a Different Color: Among the Beastclaw Raiders, Mournfang Riders ride Mournfangs, and Frostlords and Huskards ride Thundertusks and Stonehorns.
  • An Ice Person: There are the Thundertusks, which breathe frost and is surrounded in a permanent aura of magical cold; Icebrow Hunters, who can breathe ice with a magical elixir; and Huskards, who can harness the wintery magic around Thundertusks.
  • Lightning Bruiser: Beastclaw Raiders tend to move fast, hit hard and be very resilient to damage. This is offset by one of the lowest model counts in the game.
  • Magically Inept Fighter: The Beastclaw Raiders have no access to Wizards and there is no opportunity to cast or dispel spells, which can be a problem against some magic heavy army lists unless if you choose to take an allied Gutbuster Butcher.
  • Our Ogres Are Hungrier: The Beastclaw Raiders are a group of snowy nomads who bring winter wherever they go and fight to eat. And their appetites are still huge.
  • Palette Swap: Appearance-wise, the Frost Sabres are no more than a recoloured version of the Sabretusks of the old Warhammer world. They are now blue instead of brown, presumably to make them fit better with the aesthetics of the Age of Sigmar Beastclaw Raiders.
  • Panthera Awesome: Frost Sabres are large sabre-toothed cats with no discernible body temperature who accompany Icebrow Hunters while they scout ahead of the Beastclaw tribes.
  • Retcon: The first Age of Sigmar book mentions Beastclaw Raiders to be led by Hunters and make use of Ironblaster cannons. Later, the Grand Alliance: Destruction book moved the Ironblasters to the Gutbusters faction, and the Beastclaw Raiders battletome relegated the Hunters (renamed Icebrow Hunters) to the role of scouts and specialists, with the leadership now fulfilled by Frostlords and Huskards.
  • Theme Naming: The wintery theme of the Beastclaw Raiders extends to the names of their units, such as Icefall Yhetees, Icebrow Hunters, Frost Sabres and Frostlords.
  • To Serve Man: The Beastclaw Raiders harvest their enemies' bodies as food.
  • War Elephants: Thundertusks, which are used by the Beastclaw Raiders as mounts, strongly resemble a white, frozen woolly mammoth.


An ogor cult that worships the Sun-eater aspect of Gorkamorka, the Firebellies dream of emulating their god by consuming a sun themselves. Until they can achieve this feat, Firebellies make do with eating fiery beasts and volatile minerals that grant them the ability to breathe fire over their victims.
  • Breath Weapon: In emulation of their god, Firebellies use a diet of highly combustible materials combined with fiery arcane rituals to grant themselves the ability to breathe fire.
  • Drop the Hammer: Firebellies typically carry massive hammers made from volcanic rock to deal with those foes who survive their fiery breath.
  • Star Killing: The dream of the Firebellies is to consume a sun themselves.
  • Walking the Earth: Firebellies are a nomadic cult whose members constantly travel across the Mortal Realms in search of a sun close enough to the ground to eat.
  • Wreathed in Flames: Firebellies have access to a unique spell known as Cascading Fire-Cloak. This spell surrounds the caster with a fiery aura that burns any enemy who gets too close to the Firebelly.


Ogors who have left their tribe to partake in the of the life of a mercenary, Maneaters travel from conflict to conflict, fighting for their own entertainment as much as their pay. Wandering the Mortal Realms alone or in small groups of like-minded ogors, Maneaters have a reputation as gluttons and thieves but their abilities in battle are such that there are always lord s and generals willing to hire their services.
  • Dressed to Plunder: One of the Maneater models is dressed in traditional pirate garb complete with tricorn hat, longcoat (worn as an open vest due to being too small to fit the size of the ogor), cutlass, brace of Ogor Pistols and Grot in a parrot costume.
  • The Exile: Some Ogors are forced to take up the life of a Maneater after being banished from their tribe, not that they mind as they can now be paid for doing what they love.
  • Parrot Pet Position: The pirate themed Maneater model has a Grot wearing a parrot costume sitting on the ogor's shoulder in place of a Pirate Parrot.
  • Private Military Contractors: Maneaters enjoy war and conflict more than anything else and spend their lives traveling from warzone to warzone, selling their services to anyone willing to pay.
  • Pro Bono Barter: Ogors have little understanding of currency or wealth and as such Maneaters generally prefer their pay to take the form of particularly tasty food or ostentatious clothing.
  • Weapons Kitchen Sink: Maneaters are armed with a variety of weapons that they have picked up in their travels from flails and hammers to scimitars and large ninjatō. The model for the pirate costumed Maneater even wields a large rusted anchor.


Daemons of the Mists

Large, reptilian monsters that sport a single baleful eye and a prehensile tail, the Fimir are degenerate creatures of destruction that make their homes in mist shrouded bogs and swamps.

  • Beware My Stinger Tail: Fimir have tails that end in a bony club perfect for bludgeoning any enemies who approach too close.
  • Cyclops: A Fimir only has a single, large eye on his forehead.
  • Evil Is Not Well-Lit: All Fimir despise the light and are always covered in mists.
  • Healing Factor: Fimir are able to shrug off injuries that would slay a mortal man outright.
  • Lizard Folk: The Fimir resemble bipedal, hunchbacked lizards with a single malevolent eye.
  • Ominous Fog: Fimir only go abroad shrouded in sorcerous mists which conceal them from their enemies.

    Other Monsters 

  • Counter Attack: Any unit which inflicts wounds on a Magma Dragon in close combat suffers mortal wounds itself from the Magma Dragon's burning blood.
  • Deadly Gaze: The Basilisk’s most infamous and deadly gift is its gaze, which causes flesh to slough from bone, metal to blister and plants to wither.
  • Hyperactive Metabolism: Merwyrms can quickly recover wounds by swallowing enemies with its jaws.
  • Kraken and Leviathan: The Merwyrm is a breed of sea monster which is able to crawl upon land to wreak havoc.
  • The Pig Pen: The air around tha Merwyrm is filled with a stench of rotting flesh and filth.
  • Sand Worm: The Dread Maw is a vast worm which erupts from beneath the earth to devour its victims or crush them to pulp.
  • Tail Slap: The Merwyrm's powerful tail can be used as a weapon to snap bones and crush enemies.
  • Walking Wasteland: Basilisks are so inimical to life that they poison the very ground they walk upon.


    Endless Spells 
  • The Assimilator: A Suffocating Gravetide is a great wave of the unquiet dead that churns up the souls of their victims to join the tide.
  • Blinded by the Light: The radiance of a Prismatic Palisade confounds the aim of all within sight of it.
  • Cool Gate: The Umbral Spellportal magically links two points on the battlefield, allowing wizards near one to measure their spells from the other point, and predatory endless spells to travel through them.
  • Dragged Off to Hell: The Soulsnare Shackles clamp down on the souls of their victims to drag them off to the Great Oubliette in Shyish.
  • Extreme Omnivore: Ravenak's Gnashing Jaws devours everything that moves in its jaws, consuming them in the mouth's swirling amber energies.
  • Flaming Skulls: The Burning Head is a massive burning skull that makes everyone around it fight harder if it doesn't incinerate them first.
  • Food Chain of Evil: In the absence of living victims, Soulsnare Shackles will feed on the undead.
  • Home Field Advantage: All endless spells become stronger when cast within their home realm.
  • Magic Eater: The Malevolent Maelstrom unbinds and devours other spells.
  • Mind Rape: The senses of those struck by a Shadow Geminid are numbed, replaced by phantasmal tentacles wrought of malevolent and swirling blackness. These shadows surround and seep through the victims, painfully eroding their souls and sanity.
  • No-Sell: No physical attack can harm endless spells: they must be brought down with magic.
  • One-Hit Kill: Any model with less than 6 wounds hit by the Purple Sun of Shyish that fails their saving throw is instantly killed.
  • Pendulum of Death: The Aethervoid Pendulum sweeps back and forth, slicing through armour, bone and flesh with ease and monotonously repeating its deadly motion.
  • Phlebotinum Overload: The Malevolent Maelstrom absorbs energy by unbinding spells or sucking in the souls of the dead. The more energy points a Malevolent Maelstrom has, the bigger the chance for it to collapse in an explosion of devastating energy.
  • Pure Magic Being: These spells have taken on a life of their own, roaming the realms and accumulating power. Some have achieved a notoriety like any beast, like the legendary Phantom Blade that cleaves through Ulgu.
  • Storm of Blades: The Quicksilver Swords fly in a tight flock, cutting down all in their path.
  • Supernatural Fear Inducer: The skeletal face leering from the Purple Sun of Shyish fills all who witness it with mortal terror.
  • The Swarm: An Emerald Lifeswarm manifests as hundreds of green insects that rapaciously seek and heal the wounded, devouring infected and cancerous flesh to remove poisons and magical infections.
  • Taken for Granite: Victims of the Purple Sun of Shyish have their bodies crystallised as their souls are whisked into Shyish.
  • Time Master: Wizards near the Chronomantic Cogs gain the ability to speed up or slow down time.
  • Yin-Yang Bomb: The Geminids of Uhl-Gysh are a pair of twinned entities: one made of the darkest shadow, the other of pure, piercing light.

Alternative Title(s): Warhammer Age Of Sigmar Forces Of Sigmar, Warhammer Age Of Sigmar Aelves, Warhammer Age Of Sigmar Duardin, Warhammer Age Of Sigmar Seraphon, Warhammer Age Of Sigmar Sylvaneth, Age Of Sigmar Forces Of Sigmar


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