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    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.
  • Living Weapon: Daemon Weapons are possessed by the spirit of a bound daemon that is very pissed off by its imprisonment.

    Gods of Chaos 

Khorne, the Lord of Skulls

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

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


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

The Great Horned Rat

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


Slaves to Darkness

  • An Axe to Grind: Marauders usually wield barbarian axes; Chosen prefer mighty two-handed Chaos greataxes capable of rending enemies in twain.
  • Black Knight: Chaos Warriors, Chosen and Knights are elite, evil warriors clad in all-black steel armour.
  • Chainmail Bikini: In keeping with the classic female barbarian warrior image, the armour worn by the Darkoath Warqueen does not protect her legs, arms or belly. The background material for the character mentions that this is so that she can better display the scars acquired over a lifetime of service to the Dark Gods.
  • Cool Crown: The Darkoath Warqueen wears a large, ornate horned crown.
  • Deal with the Devil: The Slaves of Darkness are made out of warriors who all traded away their souls for unearthly power. The Gods of Chaos are no saviours, however, and these warriors might soon find themselves tearing down the things that they hold dear, sometimes the very things they bargained with the Chaos Gods to protect, though at this point most no longer care.
  • Demon of Human Origin: The luckiest Chaos Champions who pleased the Chaos Gods can ascend from mortaldom to immortal daemonhood, becoming Daemon Princes. It is the ultimate goal of most Chaos worshippers, although for every champion that claims daemonhood there are countless more who are turned into the gibbering and mindless Chaos Spawn, sometimes for the same deeds. Chaos is fickle!
  • Familiar: A Spell Familiar is an impish daemon that has memorised a spell on behalf of a Chaos Sorcerer, and waits for its master to call upon its knowledge.
  • Feathered Fiend: Raptoryx are ferocious birds, twisted by the taint of Chaos into monstrous forms, that swarm across the Eightpoints in search of prey.
  • Flaming Sword: The Hellfire Sword was made from a single flame hammered into material form.
  • God Save Us from the Queen!: Darkoath Warqueens are devoted to the Chaos Gods and have committed all manner of atrocities in their masters' names.
  • Had To Be Sharp: Chaos Marauders must be naturally talented fighters, for those too weak to defend themselves in their culture soon become prey.
  • Hellish Horse: Chaos Knights' dark chargers are hulking, muscular beasts whose breath is like cinder, and who are no less fierce than their riders.
  • The Horde: Hordes of Chaos warriors march acros the realms, laying waste to all that oppose them in the name of the Chaos Gods.
  • Javelin Thrower: Some Marauder Horsemen prefer javelins which can be hurled at enemies or used as spears in close combat.
  • Living Weapon: Each Chaos Lord is equipped with a daemon-possessed Reaperblade.
  • Our Manticores Are Spinier: Ferocious leonine monsters with bat wings and scorpion tails, which Chaos Lords and Sorcerers can attempt to capture and train as war mounts.
  • Poisoned Weapons:
    • The Shrinemaster of a Chaos Warshrine dedicated to Nurgle can pray to his god to bless the blades of his followers with foul contagion.
    • Warriors of the Splintered Fang coat their blades in vile poisons before every battle.
  • Slave Liberation: The fomoroids once served as builders for one of the great civilisations of the Allpoints, who treated them like slaves. When they could bear it no more, they launched a rebellion against their masters, eventually overthrowing them.
  • Smoke Out: The Thrallmasters of the Cypher Lords carry globes that release shimmersmoke clouds when shattered, choking the foe and hiding their advance.
  • A Taste of the Lash: Chaos Chariot drivers can lash their steeds to gain more speed with the Don't Spare the Lash special rule.
  • Token Evil Teammate: The default party in Warhammer Quest: Silver Tower consists of five Order heroes (Knight-Questor, Fyreslayer Doomseeker, Excelsior Warpriest, Mistweaver Saih and Tenebrael Shard), with the Darkoath Chieftain being the only Chaos-aligned member.

Host of the Everchosen

An army consisting of some of the mightiest soldiers of Chaos, having abandoned the very Gods themselves in order to fully serve Archaon instead.

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


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

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

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

The First Daemon Prince
  • Multiple-Choice Past: Many legends exist concerning Be'lakor's origins. Some believe that he was the first Daemon Prince, but grew resentful as the gods raised more servants into daemonhood and now seek to overthrow them. Another legend claims that his ambition to become the most favoured champion amused the gods, who cursed him to crown the Everchosen, sparking a mutual antipathy against Archaon. Pictograms depicting a being resembling Be'lakor can be found across Ulgu, suggesting that he used to be its ruler before Malerion came, and turned to Chaos to keep his throne.


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


Blades of Khorne

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

Khorne Bloodbound
Khorne's Chosen Murderers

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

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

Daemons of Khorne
The Infernal Legions of Khorne

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

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


Valkia the Bloody

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

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

Skarr Bloodwrath

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

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

Scyla Anfingrimm

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

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

Skaarac the Bloodborn

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

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

Vorgaroth the Scarred

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


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

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


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

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

The Hound of Vengeance

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

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

Mazarall the Butcher

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

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

Disciples of Tzeentch


Tzeentch Arcanites
The Disciples of Tzeentch

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

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

Daemons of Tzeentch
The Children of Change

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

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

Kairos Fateweaver, the Oracle of Tzeentch

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

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

The Changeling

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

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

The Blue Scribes

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

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

Maggotkin of Nurgle


Nurgle Rotbringers

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

Daemons of Nurgle

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

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

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

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

Nurgle's Chosen Tallyman

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

Hedonites of Slaanesh

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

The Masque

  • The Exile: For having displeased Slaanesh, the Masque was exiled and cursed to dance across the Mortal Realms.


  • Fusion Dance: Syll'Esske is a symbiosis of two separate entities: the Herald Syll Lewdtongue and the Daemon Prince Esske the Scarred.

Legion of Azgorh

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

Shar'tor the Executioner

Beasts of Chaos

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


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


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

Clans Verminus

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


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

Clans Skryre

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

Clans Eshin

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

Clans Moulder

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

Clans Pestilens

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


Skreech Verminking

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

Grey Seer Thanquol

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

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