Grand Alliance of Order | Grand Alliance of Chaos
Grand Alliance of Death | Grand Alliance of Destruction
The Chaos Gods seek to conquer the Mortal Realms, twist them to their every whim, and feed on the souls of their inhabitants. The forces that these Dark Gods use to accomplish this goal are beyond count, and near infinite in form.
General Chaos 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.
- Deal with the Devil: All mortal followers of Chaos are walking the Path of Glory in some manner, trading away their souls for unearthly power. The Gods of Chaos are no saviours, however, and while some may reach their ultimate goal of immortality, the vast majority will lose all they hold dear before dying and having their souls consumed by those they bargained with.
- Godhood Seeker: The end goal for most, if not all, mortal servants of Chaos is to become a Daemon Prince, a quasi-Physical God with immense physical and magical power after being ascended by one or all of the Chaos gods to wreak havoc on the Mortal Realms for all eternity. Fortunately, the vast majority die (or worse) long before they can even get close to that goal.
- Horn Attack: All Ogroids, whether they are the Myrmidons of the Slaves to Darkness or the Thaumaturges of Tzeentch's Arcanite Cults, use their impressive horns to gouge and tear at their enemies in close combat. The strength and fury of the Ogroids means that these horns can do far more damage than the enscrolled weapons used by most Chaos Warriors.
- Horned Humanoid: Ogroids are large, Ogor-like creatures that have impressive horns sprouting from their heads. The appearance of these horns varies across the race with the arcane Thaumaturges having a wide set of curved horns growing from their temples, while the martial Myrmidons sport multiple curved, ram-like horns. Whatever their main set of horns looks like, however, all types of Ogroids typically have a smaller pair of horns emerging from their forehead.
- I Know Your True Name: Daemonic beings of all types can be controlled by those who know their true names, and most daemons will hide these names by using titles and nicknames. Even if a mortal should discover a daemon's true name, they may not have control for long, however, as daemons will use every ounce of their power and intellect to brake free.
- The Legions of Hell: The Legion of Chaos Ascendant consists of daemons affiliated with all four Chaos Gods and represent full might of their daemonic hordes unleashed upon reality. The ground twists and the skies burn before the advance of the Legion of Chaos Ascendant.
- Living Weapon: Daemon Weapons are possessed by the spirit of a bound daemon that is very pissed off by its imprisonment.
The Gaunt Summoners
Powerful daemon-sorcerers of Tzeentch, the Chaos God of magic, who reside in eldritch Silver Towers, the nine Gaunt Summoners attempt to manipulate fate of the Mortal Realms with their plots and magics. Although bound to Archaon through the power of their true names, the Gaunt Summoners often fight alongside daemons hosts of Tzeentch and the forces of the Arcanite cults as they attempt to free themselves from their servitude.
- The Archmage: The Gaunt Summoners are some of the greatest sorcerers to serve Tzeentch, the Dark God of magic, and are ranked amongst the most accomplished magic uses in all the Mortal Realms. Capable of casting multiple spells during each turn of the game, these mighty daemon-sorcerers are able to summon daemons with the greatest of ease or burning their enemies to ashes with infernal flame.
- Baleful Polymorph: The warptongue blades wielded by the Gaunt Summoners inflict random and uncontrollable mutations on those they cut, giving them a chance to do multiple mortal wounds against their opponent as their body takes on painful and unnatural forms.
- Summon Magic: Gaunt Summoners can easily call the daemonic minions of the Dark Gods to the battlefield by using their Books of Profane Secrets to subvert the power of a Realmgate once per battle.
- Tome of Eldritch Lore: All of the Gaunt Summoners carry a Book of Profane Secrets, a mystical tomb that is full of the infernal secrets of daemon summoning.
Khorne, the Lord of SkullsThe 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, Khornes 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.
- 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 Khornes 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: Khornes 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 Khornes daemons as they fight each other in unending war.
- Named Weapon: Khornes 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, Khornes 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 Khornes 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 Khornes 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
- 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.
- The Archmage: By virtue of being the god of magic, Tzeentch serves as this.
- 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. Tzeentchs 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: Tzeentchs 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.
The Chaos God of excess and pleasure, Slaanesh is the youngest and most beautiful of the Dark Gods. During the Age of Myth, Slaanesh's thirst for aelven souls led to the Dark Prince being captured by the aelven gods and imprisoned within the sub-realm of Uhl-Gysh.
- Leaking Can of Evil: He constantly seeks out cracks in his prison to give orders to and recruit cultists.
- Sealed Evil in a Can: Slaanesh has been captured and imprisoned by the Aelves - with a rather large amount of help from Tzeentch - in the border world between Ulgu and Hysh.
- Too Kinky to Torture: Why he's still sane (to the extent a Chaos God can be described as such); the chains the Aelves bound him with are agonizing, which means he has a steady diet of sensation to keep his mind sated.
The Great Horned Rat
The deity of the Skaven, the Great Horned Rat ascended to the Dark Pantheon after the destruction of the world-that-was. While the other Dark Powers do not consider him to be their equal, the Great Horned Rat has many plots and schemes to raise his status amongst the gods.
- 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.
Slaves to Darkness
Despite the resurgence of Order since the dawning of the Age of Sigmar, the worshippers of the Dark Gods make up the majority of the human population outside of the Celestial Realm of Azyr. Whether they are barbarian tribes, corrupted warrior orders, cabals of sorcerers or members of any number of obscure cults, these mortals are known collectively as the Slaves to Darkness and pay homage to the Chaos Gods. Whatever their origins, all the Slaves to Darkness seek power, glory and ultimately immortality as a mighty Daemon Prince, but most find nothing but death and damnation.
While the followers of Chaos don't follow any formal organisational structure, the Hordes of the Slaves to Darkness can be split into three main categories: the near endless roaming hordes of Ravagers; the sinister, magic dominated Cabalists; and the monstrous Despoilers that gather around infernal Daemon Princes. Only Achaon the Everchosen can bring all the disparate worshippers of the Dark Gods together and when it matches to war, the Mortal Realms tremble.
- Anti-Magic: Ravager Artefacts of Power, the Desecrator Gauntlets are wreathed in balefire that disrupts and destroys arcane energy, making it more difficult for Wizards to cast spells in their presence.
- Attack Animal: The cultists of the Untamed Beasts trin vicious horned felines known as Rocktusk Prowlers to accompany them into battle, using them to run down their prey.
- An Axe to Grind: Many Chaos followers favour axes for their brutality and simplicity. These warriors make use of numerous types and styles of axe, from the basic Barbarian Axes wielded by the fierce Chaos Marauders to the mighty Soul-splitter axes wielded by the Chosen that can cleave an opponent in two with a single blow.
- Badass Cape: Despite having the appearance of a ragged cape, the Cloak of the Relentless Conqueror is a magical artefact of the Ravager hordes that contains countless minor daemons. When worn, these daemons energise the wearer, continuously driving him into combat.
- Bad with the Bone: The shamanistic hunters of the Untamed Beasts craft their Hunting Weapons from the bones of the creatures they have slain, only employing metal when it can be scavenged from defeated enemies. Despite the materials used in their creation, the axes, harpoons and daggers of the Untamed Beasts are just as effective as more traditionally crafted weapons.
- The Blacksmith: Originally hailing from Chamon, the Realm of Metal, the cultists known as the Iron Golems are skilled smiths and craftsmen who believe that it as their sacred duty to produce weapons and armour for the armies of the Three-Eyed King.
- Boulder Bludgeon: After being reduced to near mindless destroyers by Archaon's curse, the most common ranged attack used by Formoroid Crusher is to throw chunks of shattered masonry and large boulders at their enemies. Known as Hurled Terrain on their stat line, this attack is the most powerful, non-magical, ranged attack in the Slaves to Darkness army.
- Chainmail Bikini: In keeping with the classic female barbarian warrior image, the armour worn by Darkoath Warqueens does not protect her legs, arms or belly. The background material mentions that they do this is so that they can better display the scars they have acquired over a lifetime of service to the Dark Gods.
- Chariot Pulled by Cats: Some Chaos Chariots are pulled by mysterious monsters known as Gorebeasts. Resembling a mixture of ape and lizard, Gorebeasts are incredibly dangerous beasts that only the mightiest charioteers are able to subdue long enough to hitch to a chariot but, once unleashed upon an enemy army, the damage that a Gorebeast Chariot is capable of unleashing is spectacular.
- Combat Clairvoyance: Sorcerer Lords have the ability to grant nearby allies a limited form of foresight. Known as Oracular Visions, this ability allows the effected unit to protect themselves from enemy attacks, and gives them a re-roll to their save rolls.
- Cool Sword: The Ravager Trophy of Conquest known as the Hellfire Sword was forged from a flame given physical form. The arcane weapon still retains the power of its original searing form and can unleash it at its wielder's command.
- Counter-Attack: Some of the Chaos Lords that ride Manticores go into battle wearing a Daggerfist, an armoured gauntlet that incorporates a light, but sharp, blade. The Chaos Lord is able to use his Daggerfist to quickly take advantage of a foe that has overreached themselves, giving them a chance to cause a mortal wound against foes whose attacks have been stopped by their armour.
- Counter Spell: The arcane Scroll of Dark Unravelling, available to Cabalist Heroes, contains a profane incantation that, when red at the right time, will instantly calm arcane energies, allowing the bearer to automatically stop an opposing Wizard from casting a spell.
- Crown of Horns: Darkoath Warqueens wear an ornate crown that incorporates two pairs of horns that resemble those of a Brayherd Beastlord. This crown is a symbol of the favour of the Dark Gods, and the Warqueen's mastery over the hordes of the Slaves to Darkness.
- Cyborg: The timeline section of 2019's Chaos Battletome: Slaves to Darkness mentions a horde of barbarians with mechanical grafts following the Soulgrinder they worship as a god into battle against the kingdom of Prosperia in the Realm of Metal.
- Cyclops: As a mixture of the Fomorians of Irish mythnote and the cyclopes of Classical Mythology, the massive Fomoroid Crushers have a single eye situated in the centre of their monstrous face. Also, like the Classical cyclopes, the fomoroids were great craftsmen and masons before being enslaved.
- Dash Attack: Chaos Chariots use their Spiked Wheels, and sheer bulk, to cause massive damage as they collide with an enemy unit, their Swift Death ability giving them a chance to inflict multiple mortal wounds on their foe.
- Demon of Human Origin: The ultimate goal of almost all followers of Chaos is to discard their mortal life and become an immortal Daemon Prince of one of the Dark Powers. It is extremely rare for a champion to be granted such power but those that do are worshipped as demigods by the Slaves to Darkness, and lead Despoiler warbands of monsters and elite warriors across the realms, corrupting everything in their path.
- Evil Weapon: The weapons wielded by Chaos Lords, and some of the most elite Slaves to Darkness tropes such as the Varanguard of the Everchosen, typically have the souls of daemons bound within them, enhancing the weapons power as the daemon within attempts to consume the souls of those it strikes.
- Familiar: Spell Familiars, Artefacts of Power available to Cabalist Heroes, are small daemonic creatures that memorised spells for their master, giving a Chaos Sorcerer access to an additional spell during a battle.
- Feathered Fiend: Once nothing more than large birds of prey, the vicious Raptoryx have been mutated into warped creatures covered in spikes and sporting many eyes. Flocks of these man-sized avian predators now hunt their prey across the twisted landscape of the Eightpoints, spreading through its Realmgates to the other Mortal Realms through.
- Fire-Breathing Weapon: The Hellfire Sword, an Artefact of Power usable by Heroes of the Ravager hordes, is able to unleash a wave of daemonic fire at the wielder's enemies, doing multiple mortal wounds.
- Glory Seeker: Exalted Heros of Chaos only care about gaining glory by slaying the most powerful enemies they can find and have abilities that boost their combat prowess when they face a prestigious foe such as a Hero or Monster.
- God Save Us from the Queen!: The Darkoath Warqueens are greatest of all Chaos Marauders who have committed countless atrocities to reach their position. Blessed by the Dark Gods of Chaos, these powerful warrior-women are able to bind together the disparate barbaric Marauder tribes into a great horde and leads them into battle for the greater glory of Brothers in Darkness.
- Had to Be Sharp: As members of a barbaric society that respects strength and worships profane gods, members of Marauder tribes have to be capable warriors in order to survive into adulthood.
- Having a Blast: The Cursed Warhammers wielded by Chaos Lords on Daemonic Mounts unleash an explosion of dark energy when they hit their target, giving them a chance to do mortal wounds against the foe.
- Hellish Horse: The equine beasts ridden by Chaos Knights' are infused with the power of Chaos, are typically possessing a dark coat, a muscular body and breath as hot as a forge. These mounts are also often depicted with vicious red eyes and are said to possess a violent temperament that makes them every bit as dangerous as their riders.
- Hit-and-Run Tactics: Marauder Horsemen are renowned for the speed and manoeuvrability on the battlefield, charging towards their foes to unleash volleys of javelins, or murderous close combat attacks before quickly retreating so that they can attack again, their Feigned Flight ability allowing them to shoot and charge in the same turn that they retreat from combat.
- The Horde: The barbaric Marauders who make up the majority of human Chaos worshippers in the realms, typically live in tribal communities ruled by a powerful shaman or chieftain. While each tribe will have its own customs and culture, all Marauders respect strength above all things and should a particularly powerful Godsworn Overlord arise, many tribes will join together under their leadership to lay waste to all that oppose them in the name of the Chaos Gods.
- Horse of a Different Color: Some Chaos Lords ride into battle atop Karkadraksnote , large and brutish reptilian beast with an armour piercing horn atop its snout. While they are slower than the mounts ridden by Chaos Knights, Karkadraks are more powerful than any even the largest warhorse, and once they build up momentum, they are all but unstoppable.
- Human Sacrifice: Wizards from Cabalist hordes often willingly sacrifice the lives of their followers to the Dark Gods during a battle in exchange for greater arcane power to cast spells and take control over wild Endless Spells.
- Javelin Thrower: The most common non-magical missile weapons seen in Slaves to Darkness armies are the javelins used by some Chaos Marauder Horsemen. These barbaric riders use these Marauder Javelins to harry their opponents at close range before charging forward to using them as spears in close combat.
- Mighty Glacier: While they hit just as hard as the other Slaves to Darkness Cultist units, the Iron Golems their heavy armour gives them a low Move value but, their better Save characteristic than their fellows and have a special ability that makes them even more survivable.
- Our Manticores Are Spinier: Ferocious and highly territorial creatures, Manticores are lion-like monstrosities that have been twisted by the powers of Chaos. While they can take many forms, the most common is that of a massive beast with ragged, bat-like wings and a spiked tail. Worshipped as avatars of Chaos by some Beastmen, many Chaos Lords and Sorcerer Lords attempt to tame these vicious creatures so that they can use them as mounts but only the greatest survive the attempt.
- Our Sphinxes Are Different: Mindstealer Sphiranxes are chaos creatures resembling long-armed felines with a third eye in the middle of their foreheads and a large pair of horns on their heads. They were once an order of mystics who served Teclis, one of the twin aelven gods of Hysh, but made a pact with Tzeentch, the dark god of magic, in order to have direct access to arcane power; Tzeentch gave them their third eyes and the ability to pluck knowledge from the minds of their victims, at the cost of losing all other connections to sorcery. The rush of new knowledge drove them quite mad, and modern-day Sphyranxes revel in seizing vital knowledge from the minds of their foes before killing them.
- Poisoned Weapons:
- Slaves to Darkness Heroes dedicated to the Plague God have their melee weapons, and those of their allies, blessed by with deadly toxins that give them a chance to deal more damage during a game.
- When the Shrinemaster of a Chaos Warshrine calls upon the Favour of Nurgle, the god of disease will bless the blades of a nearby unit with foul contagion that makes them more likely to wound their enemies.
- To imitate the serpentine daemons they worship, the Cultists of the Splintered Fang coat their blades with lethal poisons that give them a chance to deal mortal wounds with each attack.
- Slave Race: The formoroids were originally a race of slave-builders for one of the civilisations of the Allpoints until they rebelled and overthrew their masters. Unfortunately, their freedom didnt last long as when the forces of Chaos invaded the Allpoints, Archaon enslaved the formoroids once again, cursing their entire race so that they became mindless destroyers fit only to fight as slave-warriors in the armies of the Everchosen, and the fighting pits of the Varanspire.
- Slave Liberation: During the Age of Myth, the fomoroids were the slave-builders for one of the original civilisations of the Allpoints until they rebellion and slew their masters. Their freedom didnt last long and the Age of Chaos saw the formoroids enslaved once again, but in the depths of their rage-cursed minds they still dream of liberation.
- Soul-Cutting Blade: The great, two-handed axes wielded by the elite Chaos Warriors known as Chosen hold a powerful curse that allows them to cut the soul from an enemy's body, giving them a chance to cause mortal wounds in addition to their normal damage.
- Sprint Shoes: Chaos Chariots can use the Don't Spare the Lash ability to increase their speed when on the attack, becoming able to both run and charge in the same turn, as their drivers brutally encourage their draught beasts with their lashing whips.
- Supernatural Fear Inducer: Crafted from burnt bone, the magical Helm of the Oppressor, which can be worn a Ravager Hero, is surrounded by an aura of dark dread that reduces the Bravery characteristic of enemy units.
- Taking You with Me: Darkoath Chieftains encourage their followers to fight on, even as they are hacked down by their enemies blades, their Last Gasp of Glory Command Ability allowing Marauders and Cultists that were killed before they could fight to make their melee attacks before being removed as casualties.
- Token Evil Teammate: The Darkoath Chieftain is the only Chaos-aligned member of the otherwise Order-aligned default party in the Gaiden Game Warhammer Quest: Silver Tower, combining the roles of the Chaos Warrior and Barbarian from the original Warhammer edition of the game.
- Trick Bomb: The Thrallmasters of the Cypher Lords cultists carry globes filled with an alchemical substance known as shimmersmoke. When the globe is shattered, it shrouds the Cypher Lords in choking smog that debilitates the enemy, making it harder for them to hit the devious cultists.
- Whip It Good: The warriors that drive Chaos and Gorebeast Chariots are so skilled with the barbed Lashing Whips they carry that they can cause as much damage with it as a Marauder can with a Barbarian Axe.
- Wreathed in Flames: Some Ravager Warlords are blessed with a covering of chaotic fire that burns their foes while leaving their own skin untouched. The Flames of Spite Command Trait represents this blessing on the battlefield with a chance to cause a mortal wound on those the general is fighting.
Answering only to Archaon himself, the eight Circles of the Varanguard act as the Everchosen's heralds, enforcers, and elite shock troops. Also known as the Knights of Ruin, the Varanguard are some of consist of some of the greatest mortal warriors of Chaos, and although any one of these mighty warriors could have easily risen to command their own warband they have all chosen to dedicate themselves, body and soul, to the Exalted Grand Marshal of the Apocalypse.
- Anti-Magic: All Varanguard carry a Warpsteel Shield, a large great shield that can offer them immunity from any magic that would affect them, although these spells will still affect other units as normal.
- Black Knight: As the chosen elite of the Grand Marshal of the Apocalypse, the Varanguard are a feared corps of powerful knights who traditionally colour their plate armour black, with bronze trim, in imitation of warband that Archaon lead when he was a mortal on the world-that-was.
- Boss in Mook Clothing: The Varanguard, despite being rank-and-file Battleline units in a Host of the Everchosen army, have a profile equivalent to an average melee hero's. Their mounts are almost as good in melee as a daemonic Juggernaut of Khorne, while being much faster. This is taken even further in the Knights of the Empty Throne armynote , they also get the Hero keyword, allowing them to taking command traits and Artefacts of Power if Archaon is not present.
- Elite Army: The Varenguard are the chosen elite of Archaon himself and each is a Chaos warlord in his own right, comparable to the melee heroes of the other factions. In Archaon's personal Host of the Evershosen Damned Legion Slaves to Darkness army, units of these mighty warriors Battleline unitsnote .
- Hellish Horse: All members of the Varanguard ride fell Steeds of Chaos, hideously mutated equine beasts that typically possess multiple eyes, fang-filled maws and have vicious horns sprouting from their heads.
- Hyperactive Metabolism: The cannibalistic warriors of the Seventh Circle of the Varanguard believe that they can gain the strength of their defeated opponents by eating their flesh. Whether this is true or not is unknown but their wounds do heal far quicker when they eat their foes flesh and their in-game rules allow them to heal lost wounds after destroying an enemy unit as the stop to feed on the fallen.
- Supernatural Fear Inducer: The Varanguard of the Second Circle are surrounded by an aura of despair that causes their enemies to loose all hope so that more of them flee when they fail a battleshock test than would normally be the case.
Archaon the Everchosen, Exalted Grand Marshall of the Apocalypse
The greatest Chaos Lord in existence, Archaon has been granted dark blessing of each of the Chaos Gods. Worshipped as a demigod by his followers it was Archaon that led the final Chaos invasion of the world-that-was and he now leads the forces of Chaos in the conquest of the Mortal Realms and he will not stop until his armies stand victorious over the broken corpses of all those who oppose him.
- Big Bad:
- In the setting's backstory it was Archaon mastermind and leader the Chaos invasion that saw the destruction of the rule of Order, ended the Age of Myth and began the Age of Chaos, personally duelling with the God-King Sigmar and at the Battle of Burning Skies.
- As the Evil Overlord of the mortal forces of Chaos, Archaon was the ultimate antagonist of the Realmgate Wars with the forces of Order trying to break the hold of the Dark Powers and take the strategically important Portal Crossroad World of the Eightpoints from Archaon's personal forces.
- Cannibalism Superpower: Dorghar is able to manifest the strength and powers of those it consumes. The most obvious expression of this ability is the Steed of the Apocalypse's three heads, each of which has the form and abilities of the powerful greater daemons that it has consumed. The 1st Edition rules for Dorghar went further, granting Archaon access to the spells known by any Wizard that the beast's Tzeentchian head consumed.
- Evil Tower of Ominousness: While he is rarely there, Archaon's personal fastness is the Varanspire. Situated at the centre of the Eightpoints, the Varanspire is a hellish fortress so large that it defies mortal comprehension containing scrying towers, barracks, muster fields, dungeons, and the Everchosen's unused throne room.
- Flaming Sword: Archaon wields the Slayer of Kings, one of the mightiest daemon weapons in existence. The artwork and background material typically depicts the blade of this mighty sword aflame with the infernal power of the daemon sealed within itnote .
- Hybrid Monster: While originally taking the form of a Hellish Horse Dorghar, the Steed of the Apocalypse, has grown massive on the souls it has consumed, becoming a massive chimeric dragon-like creature with the heads and powers of the mighty greater daemons sent to test its master.
- Large and in Charge: Archaon is not just the ultimate battlefield commander of the forces of Chaos but he is also a towering and imposing figure, larger than Sigmar's divinely enhanced Stormcast Eternals. The tabletop model of Archaon mounted on Dorghar, the Steed of the Apocalypse, things even further as it is one of the largest kits in the range.
- Legend Fades to Myth: As with much of the history of the world-that-was, Archaon's origins have been obscured by time, myth and rumour. The Everchosen's true past as a former Sigmarite templar who turned to Chaos is but one of the many theories that his followers believe with some claiming he was created by the Dark Gods as Sigmar's Evil Counterpart dark shadow, while others say that he was the true ruler of Azyr that the God King usurped.
- Magic Eater: Dorghar's Tzeentchian head has the ability to consume magical energy, the Steed of the Apocalypse's 2nd Edition rules allowing it to eat and dispel any endless spell nearby.
- Magic Knight: Blessed by both the War God Khorne and Tzeetch, the god of magic, Archaon is both a mighty warrior who able to stand against godlike beings in close combat, and a sorcerer with enough magical power to cast as many spells as his enslaved Gaunt Summoners.
- Multiple Head Case: After devouring the greater daemons gent to test Archaon, Dorghar gained three heads, each with the form and powers of one of these servants of the Dark Gods.
- Soul Eating: Archaon's daemon sword Slayer of Kings continuously hungers for the souls of mighty warriors and, under certain conditions, is able to kill an enemy outright during a game as it consumes their essence.
- Spikes of Villainy: Now that he has become a demigod of Chaos, Archaon's armour and mount are depicted as having far more spikes and spines than when he was merely a mighty warlord on the world-that-was.
- Super Spit: The head Dorghar gained from eating a powerful Great Unclean One is able to vomit highly corrosive digestive juices over its enemies, doing multiple mortal wounds.
- Tin Tyrant: Achaon is the greatest Champion of Chaos to have ever lived and all the worshippers of Chaos, own him their obedience. He is always depicted wearing the ancient Armour of Morkar, a near impervious suit of black and brass plate armour that is festooned with spikes, horns, runes and skulls.
Be'lakor, the Dark Master
Thought by some to be the first Daemon Prince, Be'lakor is only mortal to have ascended to this position through with the blessing of all the Chaos Gods, something that gives him far more freedom than his fellows. A being of darkness and lies, Be'lakor's true history, motives and goals are a mystery to all, but his machinations are felt across the realms.
- The Chessmaster: A master schemer, Be'lakor manipulates everyone around him, both allies and enemies, so that they eventually do his bidding, whether they are aware of it or not. In-game, the Dark Master ability represents these intrigues by forcing an opposing unit to take a test before it can do anything for a turn.
- Intangibility: Be'lakor is a creature of darkness whos physical form is as insubstantial as a shadow. Enemies often find their blades passing right through the mighty daemon prince and his in-game rules allow him to ignore save modifiers for attacks that target him.
- Multiple-Choice Past: There are many rumours and legends surrounding Be'lakor's past, such as him being the first Daemon Prince who grew jealous of other champions and now seeks to overthrow the gods, or that he was the original ruler of Ulgu, the Realm of Shadow, who was replaced by the aelven god Malerion. Due to the Daemon Princes obsession with secrets and lies, it is unlikely that anyone in the realms will ever known the truth.
Slambo, Exalted Hero of Chaos
A legendary warrior of Chaos, Slambo seeks nothing more than to carve apart the mightiest foes with his paired axes.
- Dual Wielding: Slambo is armed with a pair of powerful Chaos Axes which he uses to future enemies, gaining a random number of Attacks each time he fights.
- Throwing Your Sword Always Works: Slambo is able to throw his mighty Chaos Axes at the enemy with each hit having the chance to do more damage to the enemy than it would if he had used it in close combat.
Blades of Khorne
Consisting of the blood mad mortal followers of Khorne fighting alongside the immortal Daemons of the Blood God, the Blades of Khorne spread terror across the the Mortal Realms, leaving nothing but rivers of blood and mountains of skulls in their wake.
- Bloody Murder: Hexgorger Skulls consume magic and regurgitate it as boiling blood, deadly to spellcasters.
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.
- 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 Gods 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 gods 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 Gods Scorn special rule can attempt to unbind spells by enemy wizards.
- When a Bloodsecrator opens their Portal of Skulls the Blood Gods 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 Gods 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 Khornes chosen warriors. Unlike most fictional blacksmiths, Skullgrinders dont 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 weapons 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.
- Skeletons in the Coat Closet: The Flayed are a Bloodbound warband who craft their armour from the skeletons of those they have butchered.
- 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 dont 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 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 gods 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 masters 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 Khornes daemonic forces burn with the fire of the Blood Gods rage.
- Genius Bruiser: The leaders of Khornes daemonic legions, are far more mere senseless butchers, have been bequeathed a portion of the Blood Gods 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 Gods cohorts into battle endlessly thirst for the blood of Khornes foes, guiding their wielders strikes to their enemys 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 beasts 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 enemys 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 Khornes 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 daemons hypnotic eyes still gaze at all who approach Valkia, causing her opponents to hesitate in their attacks.
- Gameplay and Story Segregation: Valkias 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: Valkias 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.
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 Khornes throne. Skarr is one of the Khornes 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 Gods 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: Skarrs 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 lords 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.
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 abominations mounting rage at his enemys 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 Scylas heavily muscled neck, the monsters 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 Skaaracs origin. Some believe that the Great Khorgorath was once a daemon who fell from Khornes 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 Khorgoraths wrath, Skaarac will vomit up a stream of unholy blood as hot as molten metal.
Vorgaroth the Scarred
A mighty lord of the Bloodbound, Vorgaroth the Scarred fell from favour after being defeated by the Stormcast of the Fists of Sigmarite Stormhost. In an effort to return to the Blood God's favour, Vorgaroth hunted down the Godbeast Skalok and fought the great dragon until Khorne blessed them both. Their fate now bound together Vorgaroth and Skalok now travel the Mortal Realms, leaving a trail of red ruin in their wake.
- 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: Skarbrands 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 Khornes 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: Skulltakers 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 victims 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, Skulltakers 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 Heralds greatest conquests. Skulltakers 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 Khornes 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 Gods 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 Khornes 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 quarrys 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 sentient axe, known as Harrow Meat, hungers for the souls of its victims, permanently increasing its in-game characteristics for every enemy it kills during a game.
- 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
Hidden cults, avian Beastmen and capricious Daemons fight together as the Disciples of Tzeentch. These pawns of the Architect of Fate pillage arcane secrets, burn the realms with mutating fire and work for the greater glory of their mad god, whether they intend to or not.
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 sought 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 cabals 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 Cults 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 Curselings 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:
- A fully initiated Kairic Acolyte is remade into the peak of human physical potential as Tzeentch sees it - which is to say, a six foot tall, heavily muscled warrior with the ability to call curseblades out of nothing. Naturally, to even begin to take the Nine Tests that make an initiate an Acolyte, one must first impress the cult with displays of ambition and cunning, and those who survive the cutthroat nature of Tzeentch's church are just as sly as the mystics among them. Fatemasters, those Kairic Acolytes who have become Chaos Lords, even more so.
- 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.
- Growing Muscles Sequence: An initiate who successfully passes the Kairic Tests of Nine is remade by the warpfire of Tzeentch into his idea of the perfect humanoid form. Said humanoid form is rather ripped.
- Horned Humanoid: 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 masters plans in secrecy. Generally, this is the form they had before becoming Acolytes, so even the weediest-seeming covert can turn into a giant hunk of cunning muscle if need be.
- 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.
- Pyromaniac: 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 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 Daemons 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 Tzeentchs 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.
- Pyromaniac: 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.
- Taking You with Me: When killed, some Horrors take petty vengeance by exploding in a blast of flame, instead of dividing into smaller Horrors. According to the designers, this rule was added in 2nd Edition to account for when the Disciples of Tzeentch player doesn't have sufficient Blue or Brimstone Horror models to replace his killed Pink or Blue Horrors with.
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 players 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.
Said to be the personification of Tzeentch as the great trickster, the Changeling is one of the most favoured of the Architect of Fates Daemonic Heralds. A master of illusion and misdirection with powerful shape-changing abilities, the Changeling advances the Great Deceivers plans by spreading lies, sowing discord and corrupting the innocent. On the battlefield it uses its abilities to sow confusion amongst the enemys ranks and disrupting their battleplans.
- The Corrupter: When Sigmars 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 Changelings 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 Tricksters Staff, a weapon that shares its wielders shape-changing abilities enabling it to take on the form and abilities of its opponents 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 Ptarix duty to record any incanation the Blue Scribes come across while Xiratp catalogues 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
An alliance of the mortal and Daemonic follows of the Plague God, the Maggotkin of Nurgle dedicate themselves to bringing the bountiful blessings of the Lord of Decay to the inhabitants of the Mortal Realms.
Nurgle RotbringersThe 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
The children of the Plague God, the Daemons of Nurgle are the physical manifestations of disease, despair and decay. Ranging in temprement from the jovial to the sullen, Nurgle's Daemons spread the gifts of the Lord of Pestilence throughout the Mortal Realms.
- 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.
Three powerful brothers who have served the Nurgle since before the destruction of the world-that-was, the Glottkin continue to fight for their pestilent god and, although they fell out of favour after their defeat during the Realmgate Wars, the three brothers continue to plague the Mortal Realms.
- 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.
A powerful Rotbringer chieftain, Gutrot Spume leads a fleet of plague-ridden pirates known as the Drowned Men. Spume and his followers fight across the seas and rivers of the Mortal Realms in the name of the Plague God, from the deck of his kraken-flagship Lurska.
- 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, the Generous One
One of Plague God's most favoured Great Unclean Ones, Rotigus enjoys spreading the bounty of Nurgle's diseased creations across the Mortal Realms. To some primitive tribes, the Greater Daemon is a god representing the cycle of life and death, his gifts inevitably leading to the corruption and decay of all those who receive them.
- 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.
- 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.
A powerful Herald of Nurgle, Epidemius is surly and irritable, even by the standards of Plaguebearers. Tasked with documenting every plague and disease that Nurgle has ever created Epidemius travels the Mortal Realms, his quill endlessly recording the Plague Gods bounty.
- Human Resources: All of Epidemius' parchment or ink is grown or secreted by his research assistants.
- Too Important to Walk: He's borne on a litter by Nurglings.
Thought to be the first Daemon created by the Plague God, Horticulous Slimux is a surly Herald who tends to the Garden of Nurgle. Although he would prefer to be left tending his master's garden, Nurgle values Horticulous' abilities on the battlefield and will often send the Grand Cultivator to the Mortal Realms on important missions of corruption.
- 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.
- Horse of a Different Color: He rides around on a creature resembling a giant snail with caterpillar feet.
- Jerkass: Horticulous is notorious among the usually jovial Daemons of Nurgle for his lack of humour, and is known as "old sour-seed" as a result.
- Meaningful Name: "Horticulous" sounds similar to "horticulture" and both terms are derived from the root word "hortus", meaning "garden" in Latin, fitting with his role as Nurgle's Grand Cultivator.
- Mix-and-Match Critters: Horticulous' mount resembles 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 Nurgles 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
The Hedonites of Slaanesh are some of the most depraved of all the forces of Chaos, taking pleasure in every sensation while spreading carnage and pain to every realm. Consisting of the horrifically beautiful daemons of Slaanesh and their mortal followers, the Hedonites turn war into a depraved work of art, revelling in the violence, noise, pain and bloody smell of the battlefield. After the Dark Prince was imprisoned by the Aelven gods, the Hedonites split into three factions: the Pretenders who wish to take the throne of the Prince of Pleasure for themselves; the Seekers who search for their lost god; and the Invaders who care for nothing except stating their own desires.
- Absurdly Sharp Claws: The claws that many Slaaneshi daemons sport are always described as razor-sharp, capable of slicing through flesh, bone, and armour with ease and always impose some form of Rend modifier to an opponent's save in-game.
- Animate Inanimate Object: The Dreadful Visage was once a mask worn by Slaanesh that gained a daemonic sentience after being so close to the face of the Dark Prince. Slaaneshi Wizards are able to summon this horrifying mask as a predatory endless spell that terrifies enemies, emboldens Hedonites, and flays anything that gets too close with its barbed tongues. As it flies around the battlefield.
- Beware My Stinger Tail: Fiends of Slaanesh possess whip-like tails that end in viciously barbed stingers that can punch through armour to deliver an agonising venom into the victim's flesh.
- Bizarre Instrument: Heartstring Lyres are disturbing instruments created from the living bodies of an Infernal Enrapturess' latest victim. Resembling a large harp with strings of soul-sinew stretched between the unfortunate mortal's ossified arms, an Enrapturess uses their Lyre to produce screams of pleasure and pain that become discordant music, and waves of pure sonic energy.
- Blade Below the Shoulder: The hands of some Hellstriders can mutate into hideous claw-spears that consist of a single short digit alongside a digit that can grow to become longer than the Hellstrider's arm.
- Brown Note: The unique Keepers of Secrets spell Cacophonic Choir, fills the air around an enemy unit with arcane sound that can reduce all but the most courageous warriors to an insane wreck, doing multiple mortal wounds on themselves.
- Civil Warcraft: While fighting against your own side is almost normal for all factions in the game, the Hedonites have a specific battleplannote in the Battletome called Two Hosts Go to War, which sees two Hedonite armies battle against each other to gain the blessings of their master.
- Combat Tentacles: The Contorted Epitome is able to move and defend itself with its thick, metal tentacles that are powerful enough to crush bone and punch through armour.
- Damage Discrimination: Unlike most predatory endless spells, the mesmerising and soul sucking abilities of Mesmerising Mirrors do not effect Slaanesh units (friend or foe) in any way as they have already lost their soul to the Dark Prince.
- Deal with the Devil: While greater daemons of other gods make deals with mortals, Keepers of Secrets are the only one than can make such a deal during the game with its Dark Temptation ability. The enemy player can choose whether to accept the deal to receive a combat bonuses, but at the cost of a chance that they will lose their soul and dying in following combat phase.
- Flying Weapon: The Wheels of Excruciation are viciously sharp, barbed wheels that fly around Slaanesh's palace in vast flocks. When summoned as a predatory endless spell, the Wheels of Excruciation seek out mortal flesh to lacerate, doing multiple mortal wounds against any unit they move over.
- A God Am I: In the wake of Slaanesh's disappearance, the most narcissistic, egotistical, and psychopathic followers of the Prince of Chaos (mortals and Daemonic alike), proclaimed themselves gods and sought to claim the absent Dark Gods throne. Known as Pretenders, these insane beings lead possessions of equally deluded followers across the Mortal Realms offering everyone they meet a simple choice — to accept them as their new god, or to become a sacrifice to their greater glory.
- Healing Hands: The Forbidden Sorceries spell Progeny of Damnation allows a greater daemon to draw the power of Slaanesh into the mortal realm to heal itself and its allies.
- Instant Knots: As well as using them as weapons, Keepers of Secrets that carry living whips into battle use them to entangle large enemies, reducing their combat effectiveness and making them easy prey.
- Luckily, My Shield Will Protect Me: Some Keepers of Secrets carry a shield known as a Shining Aegis. Despite their relatively small size and ornate designs, these enchanted shields off the greater daemon protection from both physical and magical attacks.
- Magic Mirror: The Mirror of Absorption was a powerful artefact that its mortal creator had hoped would slowly drain the godly power of Slaanesh. When this plan failed — the mirror shattering due to the power of the Dark Prince's vanity — Slaanesh forced the unfortunate creator to create more, using them as the core of the Contorted Epitomes, twisted mirrors that absorb the souls of any who stare into them so that they can be eternally tortured by daemons.
- The Muse: The Daemonic Heralds known as Infernal Enrapturesses act as dark muses to musicians, encouraging them to create the most perfect piece of music that will touch the hearts and minds of anyone who hears it. Unfortunately for the musician, it invariably turns out that this piece will be unplayable on any mortal instrument, causing the musician to give themselves over to their daemonic muse to turn into be turned into the perfect instrument, the Infernal Enrapturess will then use to summon its master's legions
- Multi-Armed and Dangerous: All Keepers of Secrets have four arms, two of which end in the traditional elegant claws associated with Slaaneshi daemons, while the others end in humanlike hands that typically carry weapons as powerful as they are beautiful.
- Musical Assassin: Infernal Enrapturesses use the discordant melodies of their heartstring lyres to fill the air with sonic waves that can cause the foe's body to rip itself apart, or their hearts to burst. These daemonic Heralds able to unleash a Cacophonous Melody that will kill swathes of foes at once, or concentrate their music on a single enemy in a damaging Euphoric Blast.
- Poisonous Person: The whip-like tongues of Steeds of Slaanesh secret a toxin that makes them almost as dangerous as the claws of the Daemonettes that ride them.
- Practical Taunt: Invader Host Heroes with the Hurler of Obscenities Command Trait are particularly skilled at saying just the right thing to send their opponent into a such a rage that they will attack recklessly. An affected enemy Hero is forced to attack the Slaaneshi Hero — even receiving bonuses to their attack — but they also suffer a penalty to their save rolls as they become far more vulnerable.
- Soul-Cutting Blade: The Lore of Slaanesh spell Soulslice Shards unless a swarm of magical darts that can rip apart very soul of the caster's target, causing multiple mortal wounds.
- Spiked Wheels: The Seeker Chariots, Exalted Chariots and Hellflayers seen in Hedonite cavalcades not only have razor sharp scything blades mounted on their axels, the wheels themselves are constructed entirely from elegant, yet sturdy, blades that mince anything they run over.
- Whip It Good:
- Some Keepers of Secrets carry sinuous living whips into battle, using them as short range missile weapons that can hit almost as hard as the greater daemon's Elegant Greatblade.
- The Allurers and Heralds that ride into battle on vicious Hellflayers and Seeker Chariots typically wield Flensing Whips. These high-ranked Daemonettes are so skilled with these long, three-tailed, barbed whips that they are able to tear chunks of flesh and exposed eyes from their enemies bodies, doing just as much damage as other Daemonettes can do with their viciously sharp claws.
- Your Soul Is Mine: Those caught in the barbed wheels and axels of Hellflayers and Exalted Chariots have their souls extracted and transformed into an invigorating incense that drives the Daemonette crew into a frenzy, granting them extra attacks for a short time.
Shalaxi Helbane, Monarch of the Hunt
Created to hunt down and overcome the greater daemons of the other Chaos God, particularly the Bloodthirsters of Slaanesh's greatest rival Khorne, Shalaxi is the Dark Prince's greatest hunter as the Dark Prince's disposal. The Monarch of the Hunt uses multidimensional senses to track its prey across the realms before challenging them to single combat, a combat that invariably ends with the foe impaled on the greater daemon's mighty spear.
- Blade on a Stick: Shalaxi is armed with Soulpiercer, a perfectly balanced longspear that is longer than the massive Keeper of Secrets is tall, and possesses a blade of near unsurpassed sharpness
- Ludicrous Melee Accuracy: The speed and skill of Shalaxi's attacks allow the greater daemon to perfectly place attacks so that they ignore the target's defences. The Delicate Precision ability gives Shalaxi the chance to cause mortal wounds with its weapons instead of normal wounds and ignore those saves that would stop them.
- Practical Taunt: When Shalaxi closes on a target, the greater daemon will issue a challenge to the foe that includes by an arcane curse which will cause terrible agony to those few who can resist its power, doing multiple mortal wounds.
- Super Senses: The mass of hairlike antennae that sprout from Shalaxi's head are a sensorium that grant it superior senses to any other daemon of Slaanesh. Able to see fear, taste cowardice, and peer across dimensions, once the Monarch of the Hunt is on the trail, there is nowhere to hide and the foe's death is assured. Shalaxi can also increase her senses even more with the Refine Senses spell so that it can sense its prey's actions.
- Tentacle Rope: The Cloak of Constriction that Shalaxi wears consists of multiple tentacles that grasp and bind the limbs of the greater daemon's enemies, interfering with their attacks so that Shalaxi gets a bonus to its saving throw in combat.
Once the most favoured of all Slaanesh's Daemonic Heralds, the Masque fell from grace when the fickle Dark Prince thought she was mocking a recent loss in the Great Game. Cursed to dance eternally, the Masque was banished from Slaanesh's palace and now travels the realms, luring mortals to join her dance.
- Cool Mask: The Masque carries a short staff with a shape-changing mask at each end that the Herald uses to take on various roles during its dances. Each mask also has a different effect on the Masque while being worn, either increasing its Attacks, or allowing it to regain lost wounds.
- Dance Battler: Despite being cursed to never stop dancing, the Masque is still a highly competent fighter, using the rhythm and agility of her dances to cavort through enemy lines, snipping of heads and limbs with every pirouette. On the tabletop, the Masques Endless Dance ability boosts the Herald's combat ability against slower targets and makes it easier for it to get into combat.
- The Exile: The Masque was exiled from Slaanesh's presence for displeasing Slaanesh, and cursed to dance throughout the Mortal Realms, and the Realms of Chaos, for all eternity.
- Involuntary Dance: While it isn't represented in the Masque's tabletop rules, the background material mentions that those who see the exiled Herald's dance are often compelled to join in until they collapse in exhaustion or begin to harm themselves in time with the dance.
- Multi-Armed and Dangerous: Much like a Keeper of Secrets, the Masque sports four arms, two with human-like hands while the others possess razor sharp claws.
Syll'Esske, the Deadly Alliance
The symbiotic Daemon Prince known as Syll'Esske came into being when the Daemonic Herald Syll attempted to save the life of the mortal gladiator Esske by giving him ichor directly from her own veins. The soul-bound entities now fight as one, leading their own Host of Slaanesh consisting of both mortal and Daemonic warriors who worship them as saints of excess.
- An Axe to Grind: Esske wields the Axe of Dominion, which is designed to look like a styalised part of Slaanesh's symbol and carries an enchanted that makes it is sharp enough to cleave through stone with ease.
- Disabled Badass: Soon after their souls joined together, the blinded Esske and the crippled Syll were forced to fight against a legion of Khornate daemons that had invaded Slaanesh's palace, but the pair proved far stronger than anyone thought, managing to delay three Bloodthirsters long enough for them to be overwhelmed by Slaaneshi reinforcements. It was this act that saw Esske elevated to the rank of Daemon Prince and the pair truly became the Vengeful Alliance.
- Merger of Souls: Syll's desperate attempt to save Esskes life by feeding him her daemonic ichor resulted in the souls of the two entities merging together forevermore, fighting in perfect unison against their foes.
- Whip It Good: Syll wields a multi-tailed Scourging Whip that she found abandoned on the floor of the gladiatorial arena after joining with Esske. While not as powerful as the daemon princes Axe of Dominion, Syll uses her whip to create openings for Esske, or to quickly land attacks on a target left staggered by Esskes strikes.
Legion of Azgorh
Corrupted duardin based in the Ashcloud Mountains of Aqshy, the Legion of Azgorh worship Hashut, the Father of Darkness. The Legion seek to enslave everybody that crosses their path, and create monstrous war machines to help them dominate the Mortal Realms.
- 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
The massive Bull Centaur, Shar'tor is a powerful warrior-priest Hashut who acts as the dark god's executioner who is said to be able to kill the weak-hearted with a word.
- An Axe to Grind: Shar'tor wields the Darktide Axe, a massive, rune covered two-handed executioners axe that absorbs the souls of those it slays.
- The Faceless: His face is never seen, as he always wears Hashut's sacred Mask of the Executioner.
- Large and in Charge: Shar'tor is the biggest Bull Centaur model, being taller and much more massive than the normal Bull Centaur Render or Taur'uk.
Beasts of Chaos
The true children of Chaos, the Beasts of Chaos consist of the beastherds of the barbaric Gor-kin along with various other Chaos-touched beasts who threaten the sanity of the Mortal realms.
- 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.
A malevolent entity of corruption from the world-that-was, Morghur survived its destruction and is now worshiped as a god by the Gor-kin of the Gravespawn Greatfray .
SkaventideThe 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.
The numerous and aggressive Verminus Clans specialise in the art of war, consisting of teeming masses of clanrats and stormvermin and venerate the Great Horned Rat in its aspect of the Great Conqueror.
- 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.
The rulers of the entire Skaven race, the Masterclan consists of two separate ruling councils and their immediate underlings. The first council, the Council of Thirteen, consists of the most influential Skaven alive, while the second, the Shadow Council, is made up of twelve powerful Verminlord Greater Daemons. Due to the traitorous nature of the Skaven, these two councils compete and plot against each other as much as their enemies.
- 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.
The industrious Skryre clans combine arcane power with insane technology to produce highly destructive weapons that they sell to the other clans.
- 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.
Specialising in stealth, spying and assassination, the Clans eshin claim to remain impartial when it comes to the constant infighting that characterises Skaven politics, hiring their services out to the highest bidder.
- 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.
Flesh-crafters and beastshapers, the Clans Moulder create the monstrous war beast used by the other Skaven Clans and are renowned for their insane experiments that attempt to mix biology, technology and dark magic.
- 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.
The diseased Skaven of of the Clans Pestilens are religious fanatics who worship the Great Horned Rat in its aspect of the Great Corrupter. Alongside their mission to spread death and decay throughout the Mortal Realms, the Clans Pestilens are searching for the Thirteen Great Plagues for the Great Horned Rat and have successfully uncovered seven of these deadly and mysterious diseases.
- 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.
A powerful Verminlord, Skreech Verminkin is said to have been created from twelve Lords of Decay who displeased the Great Horned Rat. Skreech has served as the herald of the Skaven god, quelling a particularly violent civil war during the Age of Chaos so that the Great Clans could work towards increasing the power and influence of the Great Horned Rat instead.
- 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
A powerful but paranoid Grey Seer, Thanquol manipulates those around him wherever possible. In battle, Thanquol rides on the back of the massive mutant Rat Ogre Bonerippa, unleashing powerful magic against those who deny his greatness.
- 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.
- Fire-Breathing Weapon: Boneripper can be armed with Warpfire Projectors that fire sheets of flame or with 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, all of which are named Boneripper.
- The Magnificent: He's referred to by the other forces of Chaos as "the Grey Lord."
- Multi-Armed and Dangerous: This incarnation of Boneripper has a total of four arms.