The "Warriors of Chaos" is a general term used to describe the three races of Chaos-worshiping barbarians who live around the dreaded Chaos Wastes. These three races are known as the Norsemen, the Kurgan and the Hung. These savage devotees are the most intimidating of human warriors to stalk the earth, and the legends and first-hand accounts of their raids describe them as nigh-unstoppable. The Northern tribes are born into a harsh, arctic wilderness where mercy is replaced with terrifying violence and compassion with harsh, unforgiving justice. Their natural mettle further tempered by a lifetime of battle for the sake of sheer survival, not only against freezing blizzards and electrical storms, but against the tainted beasts that stalk the tundra in search of human prey. The greatest of their number are the true Chaos Warriors — mighty warriors and tribal chieftains clad in hellish iron armour as indomitable and implacable as their bloodthirsty will. Mightiest and most infamous among them is Archaon the Everchosen, the Champion of the Chaos Gods on the material world, fated to unite the tribes and turn the whole world into the Realm of Chaos.
The tribes that dwell in the shadow of the terrible Chaos Wastes are multitudinous and varied — be they tall, powerful Norscans, swarthy, robust Kurgans or lithe Hung. Regardless of their tribal affiliations, the men of the North are invariably thick-set and muscular, and possessed of ferocious battle-lust. Not due to some inherent blight of the soul, but rather due to their upbringing and the circumstances of the places they call home. The lands of the north are barren, hard and infertile, forcing the tribes to fight for food, ranging far and south in order to claim spoils of war. Thus, with each summer the raids of the north begin, whether it be the ferocious wolfship raids of the Norse, with whole clans of hulking Marauders pillaging and despoiling the coastlands of the world, or the thundering horse-charges of the Kurgan nomads down the formidable steppes. In comparison to true and terrible Chaos Incursions, these raids are but an ominous prelude, heralding those apocalyptic times of battle when thousands of Norse and Kurgan tribes rage down from the north to set the lands of the south ablaze for the glory of their Dark Gods.
In accordance to the lore, those Warriors of Chaos who decide to go south in order to fight other factions are few, and thus the Warriors of Chaos armies are composed of few but extremely powerful units. A Warrior of Chaos army is centered around its Chaos Knights, the best close-quarter combat unit in the game, or more numerous but lightly protected Marauders. The Warriors of Chaos have few shooting options, but have powerful magicians, terrifying monsters fighting by their side and the dark blessings of the Chaos Gods. In any case, the Warriors of Chaos will seek to close the distance and massacre their foes up close.
- A Commander Is You: Brute Force Elite faction. Model for model, they are the king in close combat thanks to their high all-around stats (certain specialized factions can outdo the Warriors in some things in close combat, Lizardmen have better leadership from their Coldblooded rule and Ogres hit harder, but nobody has high stats in all areas like the Warriors do) and heavy armor. Their Lords and Heroes are arguably the best in the game. All that comes at a heavy price; their units are very expensive for point values, and they are very lacking in the ranged combat department outside of magic and a few specialized units.
- An Axe to Grind: Norscans love their axes, is it any wonder that they're fanatical worshipers of Khorne? Many a model from the Warriors of Chaos will wield heavy axes.
- Anti Christ: The Everchosen is this for the whole setting. None more so than Archaon, who is meant to be the last Everchosen before the material world is swallowed by Chaos. On the other hand, he's also the Messianic Archetype for the Norse, Kurgan and Hung.
- Anti-Magic: Khorne, detesting magic, gives his followers the Collars of Khorne, collars made to repel magic and giving their wearer Magic Resistance (3), one of the highest one can have.
- Armor and Magic Don't Mix: Averted with Chaos Armour which was forged in the Chaos Realm and made so it doesnt disrupt a wizards spellcasting. As such, Chaos Sorcerers wearing Chaos Armour are among the best-protected wizards in the game thanks to a natural 4+ armour save.
- Ascended to a Higher Plane of Existence: Becoming a Daemon Prince is more or less synonymous with becoming a demigod. And the difference between a God and a Daemon in Warhammer largely depends on where one is standing at the time anyway.
- Asskicking Equals Authority: How Chaos Lords and Marauder Chieftains get their positions. Wealth or noble birth have no real meaning in the Chaos Wastes and many a chieftain's son proved too weak to even reach adulthood. Anyone in the North, if they have the drive and the ability to split anyone's skull without dying, will become a leader in his own right.
- Authority Equals Asskicking: Norscan Jarls and are almost always Chaos Champions. As are Kurgan Zars and Tong Khagans.
- Badass Army: The Northern Hordes are made up of warriors without equal. Their armybooks tend to take great pains to emphasize just how scary and badass the Norscans are compared to everyone else in the setting. Imagine an entire army of hulking 8-foot-tall Viking warriors, the strongest among them clad in several-inches thick steel plate forged in the fires of Hell, while even the weakest ones are still giants and clad in the hides of the various monstrous beasts they've personally killed, and they all wield massive axes and swords that lesser men would struggle to lift, nevermind wield effectively.
- Badass Cape: A common feature of Chaos Lords, signifying their status among Chaos Warriors.
- Badass Grandpa: Chaos Champions are essentially immortal, or at least very long lived, and the successful ones tend to be centuries old masters of war.
- Barbarian Longhair: A lot of the models have long hair, topknots and scalp-braids.
- Barbarian Tribe: Hundreds of tribes live in the North, each with its own unique culture and pantheon. Chaos Marauders are formidable barbarian warriors wearing fur and whatever armor they can get, forming the bulk of the Northmen's forces when they attack. In game, they act as a cheaper alternative Core unit to Chaos Warriors, with better Weapon Skill than the average soldier but little armour to protect them.
- Bald of Evil: Chaos Warriors tend to have these. Notable aversions, at least on the tabletop, are Wulfrik the Wanderer and Sigvald the Magnificent.
- Beard of Barbarism: Unkempt thick beards are a common feature among them, highlighting their barbarism in comparison to well-groomed beards from the Empire or Dwarfs. Plus, it helps against the frost. Overlaps with Beard of Evil, as the Northmen are also bloodthirsty savages.
- Bears Are Bad News: Back in the old Regiments of Renown days, there was a Chaos Warband called the "Bearmen of Urslo". Their leader, a Chaos Lord called Beorg Bearstruck, could turn into a massive, feral, mutant werebear. One particular background character by the name of Valmir Aesling was a Chaos Lord who rode a chariot pulled by 7 giant skinless, daemonically-corrupted bears.
- Being Evil Sucks: Don't let all the talk about how badass they are fool you, as the Warriors of Chaos are a textbook example of this. Sure, the lucky few become immortal and godlike Daemon Princes, but the vast majority are doomed to become consumed by their emotions and end up as blood-crazed berserkers who live only to kill and die in battle, jaded hedonists who have to keep doing more and more depraved things simply to feel something, sorcerors who are forever driven to expand their knowledge in an attempt to reach an impossible goal, or disease-ridden husks who are kept alive by supernatural powers despite their bodies rotting away. That's all one can get, and that's even if you don't simply end up a mindless mass of be-tentacled gribblyness because of all the mutations you've been receiving, or get used by your superiors as: sacrificed as cannon fodder, as an experiment, to slate the hunger of ravenous daemons, as a sex toy to rapacious daemons or simply For the Evulz. Never mind the part where they live in a frozen wasteland populated by horrible Chaos-corrupted monstrosities on the whole, or that you will probably be killed point blank if you say a single thing against the Chaos Gods. Part of their drive to invade the Southern regions is so they don't have to live in the Chaos Wastes any more.
- Beneficial Disease: The blessings of Nurgle act like this, corrupting the flesh and bloating it with pus, insects or other unpleasant stuff. However, not only does it make the bearer more resilient, the foul magic allows him to regenerate wounds. For instance, the Lore of Nurgle has the Bloated With Disease attribute that allows a Sorcerer to increase his wounds and Toughness on a lucky dice roll every time he successfully casts a spell.
- The Berserker: Followers of Khorne tend to come most often from Norsca, and the Norscans are Vikings while Khorne is the god of rage. Do the math. In game, the Mark of Khorne gives its wearer the Frenzy rule, representing their savagery in combat at the cost of self-preservation. Moreover, Unbound Slaughterbrutes will attack anyone they cross paths with, and being hulking monsters that could give dragons a run for their money, is something to avoid entirely.
- Black Mage: Chaos Sorcerers. Ironically, even though Dark Magic, the lore of mashing together all of the Winds of Magic into one unstable whole, is synonymous with Chaos, Chaos Sorcerers instead use Elemental Powers — Dark Magic is exclusively the province of the Dark Elves and Wood Elves.
- The precise array of powers varies from army book to army book; in 6th edition's "Hordes of Chaos", their first new codex in some time, they only had access to the Lores of Death, Fire and Shadow. In 6th edition's "Warriors of Chaos", Sorcerers could only cast Death or Fire magic and Exalted Sorcerers could cast Death, Fire, Shadow or Heavens magic. As of 7th edition's "Warriors of Chaos", they can all use Death, Fire, Metal or Shadow.
- In all army books, however, a Chaos Marked Sorcerer can use magic of their patron god; only Champions could bear Tzeentch's Mark (and thus cast Tzeentchian spells) in "Hordes of Chaos", but this changed afterwards. Pre-7th Edition, Marked Sorcerers had to use their Patron Magic spells, but 7th edition allowed them to instead use one of the elemental powers based on their patron god (Metal for Tzeentch, Death for Nurgle and Shadows for Slaanesh).
- Blood Knight: Warriors of Khorne, particularly. All Northern tribes (but Norscan ones in particular) are comprised of this, as every tribe's warriors logically venerate Khorne. Also, being a Blood Knight is practically a survival mechanism in the North.
- Born in the Saddle: The Kurgan and some tribes of Norsemen. Though the Kurgan are more intense about cavalry warfare being the best horse-archers in the world, whereas Norscans tend to see horses as merely a way to get from point A to point B faster. In game, Marauder Horsemen form units of light cavalry, having the Fast Cavalry rule, that can take some of the few shooting weapons available to the faction. Alternatively they can focus on charging the enemy.
- Body Horror: Living in a land where the raw stuff of Chaos seeps into the material plane invariably induces some mutations, which can be voluntarily given by the Chaos Gods as rewards. The Eye of the Gods mechanics allows some models who perform remarkable deeds such as killing a character to mutate, gaining boosts to stats or other bonuses as extra horns grow, the skin become hard as iron, and other changes rapidly occur. One mutation too far will turn a Chaos Warrior into a Forsaken, a feral humanoid monster whose mind is overwhelmed by his mutations, or even a Chaos Spawn that does not even look human anymore.
- Bow and Sword, in Accord: Kurgans, being a fantasy counterpart to the Turkish tribes (including Tatars), tend to favour the axe and bow.
- Bright Is Not Good: Followers of Slaanesh (Chaos god of hedonism and excess) are Sense Freaks who wear hideously garish clothing and choking perfumes at all times, being so blasé it's the only way they can feel anything.
- Canis Major: Those hulking mutant wolves as large as small horses that occasionally march alongside Norscan armies. Ulfwerenar also count, essentially being bloodthirsty Chaos Werewolves. Followers of Khorne also incorporate wolf-imagery into their armour and weapons, as the wolf is said to be Khorne's favoured totem beast.
- The Chosen Many: The Chosen are a special type of Chaos Warriors who are noticeably more favored by the Gods, being elite warriors among the already fearsome Chaos Warriors (indeed they have Weapon Skill 6 instead of the usual 5), and being allowed to immediately make a roll on the Eye of the Gods table.
- Close-Range Combatant: Yes indeed, the Warriors of Chaos are all close-quarters beasts, with higher than average Weapon Skill, Strength and Toughness across the faction. In exchange for that sheer deadliness up close, they possess little means to attack at range, for instance only having the occasional javelin or throwing axe for Marauder Horsemen, and the very rare Hellcanons as the only artillery piece they wield; although Chaos Sorcerers may compensate for that to some degree.
- Cool Helmet: Seriously, look at the pic, you know you want those helmets.
- Demon of Human Origin: Daemon Princes were once mortals who managed to impress the Chaos Gods enough to earn the privilege of becoming a real daemon. As such they are now immortal and more powerful than they could ever be as a mortal, although they are now forever tied to the Chaos Gods. In game, Daemon Princes are rightfully considered Daemons and belong to the Monster unit type. In addition, they get the Daemonic Invulnerability rule giving them a 5+ ward save.
- The Dreaded: Without doubt, the most feared race of humans in the setting. They regularly invade the Empire every year and have come perilously close to destroying the world several times, after all.
- The Aesling and Kul tribes get this treatment from among the Norse and Kurgan respectively.
- Eldritch Abomination: The Warriors of Chaos can field a number of these. Most of the time, they are accompanied with Chaos Spawns, former warriors who were given the gift of mutation too many times and became feral creatures whose human form was replaced by a mass of flesh, tentacles, claws, and any random organ one can think of. Mutalith Vortex Beasts are even worse, being giant amalgams of flesh and magic, usually having six appendices as legs and whose head is a giant mouth full of teeth and tentacles.
- Empowered Badass Normal: The Chaos Warriors and Daemon Princes pretty much all started as Northmen who impressed the Gods enough to earn gifts of mutations and become superhuman monsters. In game, the main gimmick of the Warriors of Chaos is the Eye of the Gods mechanics, allowing several models, among them normal Chieftains, to earn boosts in the form of mutations after performing a great deed like slaying an enemy character.
- Equal-Opportunity Evil: Chaos welcomes anyone willing to damn themselves for power, and the Warriors of Chaos reflect the diversity of its mortal servants. Thus, alongside the human Marauders, one can witness Ogres, Dragon Ogres, Giants, Trolls, Dragons and other creatures who all either serve Chaos of their own volition or were broken by the Dark Gods' power to become beasts of war.
- Evil Weapon: Daemonblades are a powerful magic item, being weapons containing the essence of a Daemon and thus powered accordingly, although the blade will seek to harm its user as well. In game a Daemonblade grants D6+3 Attacks to its user but rolls of 1 are resolved against the wielder instead as the blade sweeps at the warrior.
- Fantasy Counterpart Culture: Predominantly, the army has a very heavy Germanic/Nordic feel to it as the resident Viking culture, the Norscans, are the most heavily featured in the canon. At least half of the Warrior special character list is made up of Norscans as well. And the universal Dark Tongue of Chaos used by all servants of the Gods is heavily influenced by Elder and Younger Furthark. That said, the Warriors are actually culturally diverse, being a coalition of various barbarian human races drawing upon influence from both Northern European and Eurasian warrior cultures.
- The Norscans, as you can probably tell, are daemonic Vikings, with the Vikings' bloodthirst and war-like nature and general badassery dialed Up to Eleven, with some Anglo-Saxon thrown in there as well. They are the fiercest and most devout of Chaos. And they often lead the Chaos Hordes into battle because of that. Khorne is seen as an Odin-like figure among the Norse who presides over a warrior afterlife. The Norse thus tend to be Khorne's greatest and most numerous followers due to this. The Norscans also have some Scottish influence.
- The Kurgan are daemonic Turks and Mongols, with some Slavic influences along with those people's historic savagery exaggerated to an extent that would be comical if it wasn't so horrifying. Filling a sort of Hordes from the East dynamic to the Warriors. They are also fiercely devoted to Chaos and form a great deal of Northman Hordes.
- The Hung are daemonic Huns. Unsurprisingly. There's not much known about them, as they are furthest from the Old World where the all the action in Warhammer goes on. They're busy waging war against Cathay on the other side of the world, or fighting the Dark Elves. They are notable as ardent followers of Slaanesh.
- Fantasy Pantheon: Worship of the Chaos Gods is something of a folk religion for the tribes of the north, and each clan/ethnic group tends to put their own particular spin on it. In many ways, the manner in which Chaos is portrayed in Warhammer (as opposed to 40K) has a lot in common with a lot of pre-Christian pagan beliefs, particularly Norse paganism. For instance, rather than viewing the Chaos Gods as pure evil as is the wont of most Chaos Space Marines, the Norscans tend to see them (as real Vikings saw the gods) as incredibly powerful, often Jerkassy war-mongering spirits who should be respected because pissing them off really isn't an option.
- Fat Bastard: Many, if not all followers of Nurgle are like this, although their bloated appearance may not be solely due to fat, but rampant infections, pus, or foul ichor. It usually makes them quite resilient at the cost of a bit of speed.
- Grim Up North: It's not called the Northern Wastes for nothing. Norsca is a place where no crops survive, many horrible monsters roam, and where barbarian men are ready to split your skulls in the name of their evil gods.
- Had To Be Sharp: Thanks to living so close to the Chaos Wastes and thus, HELL, the Norse, Kurgan, and Hung have become the fiercest human warriors to walk the Old World.
- The Hedonist: Usually what all Warriors of Slaanesh will amount to, being seekers of pleasures in all forms although it doesnt make them any less deadly.
- Hell Hound: Chaos Warhounds are dog-like creatures that can be fielded, acting as a mobile soft-hitting skirmisher unit. They can be upgraded/mutated to have somewhat better protection and get Scaly Skin or have Poisoned Attacks.
- Hellish Horse: Chaos Steeds are a common mount for Chaos Warrior, being horse-like creatures that are in fact daemonic and said to be personal gifts from the Chaos Gods.
- Horns of Villainy: A pretty much standard feature of Chaos Armours all around. They usually mimic some beast horns, but there are variations such as the Skullcrushers of Khorne whose helmet design is supposed to mimic the sigil of Khorne.
- Horny Vikings: They can be best described as 'hulking, heavily armoured, demonic, superhuman Norse barbarians'.
- The Horde: If Northmen come in numbers, it means that a Chaos Lord has decided that the men of the South shall exist no more and gathered his army accordingly. Thus, the usually scattered tribes of the North come in unified numbers, with thankfully rare accounts describing said armies as covering the land beyond the horizon.
- Horse Archer: The Kurgans are described as having something like this as a hat. However in game, Marauder Horsemen only get javelins or throwing axes as shooting weapons.
- Horse of a Different Color: Normal horses are not an option for Northmen. The most horse-like mount the Warriors of Chaos have are the Chaos Steeds, who are Animalistic Abominations who are pretty much daemonic animals. Depending on ones allegiance one may ride the massive Juggernauts of Khorne, Steeds of Slaanesh resembling bidepal snakes.
- Hufflepuff House: The Hung are listed as one of the three main Warriors of Chaos subgroups, but their actual presence in the fluff is negligible.
- Humanoid Abomination: Plenty of creatures fielded by the Warriors of Chaos are this, from the Forsaken who barely look human to Daemon Princes who look fully monstrous. Somewhat horrifyingly, each of them Was Once a Man.
- Hybrid Monster: Dragon Ogres can fight alongside the Warriors of Chaos. Being centaur-like mixes of muscly humanoid down to their stomachs and scaled quadrupeds below that, Dragon Ogres are strange but powerful monsters who act as a Lightning Bruiser shock-troops with Movement 7, Strength 5 and Toughness 4.
- Irony: Their current leader used to be a Imperial Templar of Sigmar, this is both ironic for them and the Empire they fight. That the greatest servant of Chaos in the Old World is not a Norscan, Kurgan or Hung warlord, but a one-time worshiper of Chaos' greatest enemy.
- Magically Inept Fighter: Warriors of Khorne are supreme warriors, but cannot be Sorcerers, as Khorne hates magic for considering it a cheap alternative to real fighting skill.
- Magic Knight: Chaos Lords devoted to Tzeentch were required to be this in 6th edition (his mark could not be put on sorcerers at the time). For their part, Chaos Sorcerers and Sorcerer Lords are mostly feared because of their magical ability, being Wizards, but with Weapon Skill 5, Strength and Toughness 4 as well as a Chaos Armour, they will be able to massacre most character-hunting units. In game, they can wield the Lore of Fire, Lore of Shadows, Lore of Death, Lore of Metal, Lore of Nurgle, Lore of Tzeentch or Lore of Slaanesh.
- Magitek: Hellcannons are a mix of blacksmithing and magic, being essentially cannons with the essence of a daemon sealed inside them. By feeding them corpses, the cannons can shoot a Doomfire bolt of energy borne of the corpses souls, a 60 range, Strength 10 to 5 shooting attack with the Move or Fire, Multiple Wounds and Slow to Fire rules.
- Mark of the Supernatural: One of the special rules of the Warriors of Chaos faction is the Mark of Chaos mechanics, representing a model swearing allegiance to a particular god, earning him special stigmatas or other symbols signaling to just whom he belongs, and giving him bonuses in game. Characters with a particular Mark of Chaos cannot join characters with other types of Marks. The Mark of Khorne grants the Frenzy rule; the Mark of Tzeentch upgrades the ward save of the bearer; the Mark of Nurgle forces a penalty to hit on enemies, and the Mark of Slaanesh can allow a bearer or unit to pass all Psychology tests.
- Master of All: In terms of focus in close combat, the Chaos Warriors are the best Core close-quarter units in the game bar none. They cost a lot, but Chaos Warriors have Weapon Skill and Initiative 5, Strength and Toughness 4, and a natural 4+ Armour Save, and 2 Attacks. In short, they hit as well and usually as fast as Elves, are tough like Dwarfs, and hit like Ogres. And that is if one was ever foolish enough to not upgrade these Chaos Warriors with additional equipment and Marks.
- Mind-Control Device: Slaughterbrutes can only be controlled by a complex system of runes engraved on the skin and magic swords that have been stabbed on the Slaughterbrutes back, using Blood Magic to link a Champion to the beast and controlling it.
- Our Giants Are Bigger: Chaos Giants may fight alongside the Northmen, being otherwise similar to most other Giants with the same rules and attacks. The only major difference is that these Giants made the terrible mistake of wandering north on their drunken meandering, getting heavily corrupted by the Chaos Wastes in the process.
- Our Manticores Are Spinier: Manticores can be used as a Lord Mount. Being Weapon Skill, Strength and Toughness 5 Monsters that can Fly, they can be useful to bring a Chaos Lord where skulls need to be reaped the fastest.
- Our Trolls Are Different: Chaos Trolls can be fielded by the Warriors of Chaos faction, coming from the piece of land known as Troll Country, situated between Kislev and the Northern Wastes. However, they do not have any real specialty compared to other Troll units.
- Proud Warrior Race Guy: A decidedly wicked flavour. All Northmen look down on their southern kin for being soft, not having to fight to survive each day like they do. As such, they consider it their right to take away whatever food or riches those pansies down south have since they are obviously too weak to defend it, and Northmen raids against the Empire's northern borders are common.
- Rated M for Manly: They're Vikings who worship Kho- oh wait, you probably got this already.
- Religion of Evil: Double subverted. They claim the Chaos Gods are not evil, maintaining that such powerful entities are beyond human judgement and should be venerated and respected for their power; the Kurgan and Hung hold similar views. And yet, their actions towards the other races and factions are this trope in full force. Khornates butcher armies and raze cities for bloodshed's own sake and treat non-combatants with open contempt, Tzeentchians manipulate anyone they meet and make it a point of pride to stab superiors in the back, Nurglites spread disease and decay in all its myriad forms in the demented belief that their work is good, and Slaaneshi embrace all three parts of Rape, Pillage, and Burn with equal abandon and relish.
- The Chaos Warshrine, great unholy shrines that Chaos Shrine Bearers lift to battle, are special moving shrine that enable Warriors of Chaos to directly offer their tally to the Gods, reinforcing the ritualistic side of battle and making it more likely to have rewards. To represent this, their models on the tabletop have the Favour of the Ruinous Powers rule that allows to partially reroll the Eye of the Gods rolls, the Giver of Glory that is a bound spell allowed some models nearby to immediately roll on the Eye of the Gods table, and Protection of the Dark Gods giving it a 4+ ward save.
- Religion Is Magic: Norse, Kurgan and Hung holymen tend to be Chaos Sorcerers or tribal shamans who gained some divine power from the Dark Gods. Averted by followers of Khorne's faith, who slaughter any sorcerer or magician they encounter as a matter on principle. Khorne does have his own priests called 'Bloodfathers', who basically get by on warrior skill, but they are said to receive visions from their god. Particularly if those visions regard battles to come.
- Religious Bruiser: The Warriors of Chaos are usually very eager to prove themselves to their gods, and if they are sworn to one in particular, fight in his name. That makes them generally very devout and hard to discourage, as they know the Gods are watching and rewards for exceptional feats of arms are as easily given as punishment for cowardice.
- Scary Impractical Armor: Downplayed. Chaos Armour are forged in the Chaos Realms, and fuse with their wearer so that he becomes a Chaos Warrior. It is quite scary thanks to the foul runes, skull decorations, and other ornaments such as the standard Horns of Villainy. However, the impractical part is averted as it was made to be a second skin, allowing Chaos Warriors to still have Initiative 5.
- Screaming Warrior: Northmen are usually quite passionate about what they want: BLOOD FOR THE BLOOD GOD!, THE SOUTH SHALL FALL!
- Shrouded in Myth: The Norscans (who make up the backbone of any Chaos incursion) are debated by Imperial theologians and historians as being half-breed spawn of men and daemons. In truth? They are simply a race of men who migrated south from the Chaos Wastes and briefly lived in the Reik Basin, raiding and slaughtering all the surrounding tribes in the name of Chaos before Sigmar united said tribes drove them back to the North. This act has left them with a grudge against the Empire so great it makes the hatred Chaos Space Marines have for the Imperium look like a tiny ember in comparison.
- Sigil Spam: The models usually mostly display the eight-pointed star of Chaos, one of the most famous symbols that represents Chaos as a whole and is guaranteed to not piss off ¾ of all Warriors of Chaos on sight.
- Skeletons in the Coat Closet: Chaos Warrior models and variants usually have skulls somewhere on them, signalling that once a fool crossed their path.
- Spikes of Villainy: They actually use the spikes on their armor and vehicles to impale the heads of slain foes/victims and eventually make a gruesome trophy rack. At least one Chaos army book has included "Spiky Bits" as a piece of equipment that makes its bearer more effective in combat. The Orcs & Goblins have also taken to referring to them as "spiky boyz" as a derisive form of Lampshade Hanging on this trope. The absolute example of it may be the Slaugherbrutes, covered in horns, spike, sharp claws and teeth.
- This Is Your Brain on Evil: Anyone who worships Chaos will end up all kinds of wrong in the head.
- Tin Tyrant: Chaos Lords and Exalted Heroes come with a set of Chaos Armour, with many more ornaments to make their status visible to all. However, Champions of Nurgle models may avert this trope and expose their putrefying flesh instead.
- The Need for Mead: Northmen like drinking mead, so much so that it is even brought up in their codex descriptions because they're Vikings.
- Unstoppable Rage: The standard state of mind for Warriors of Khorne, sprinkled with a Proud Warrior Race Guy mentality and a little Honour Before Reason. Models and units with the Mark of Khorne gains the Frenzy special rule, making them extra deadly in close quarters.
- Warrior Heaven: Khorne's domain in the Realm of Chaos is implied to be something like this for worthy warriors who die in battle. Once again playing off the heavy Nordic flavour of this army, this is more like War 'is heaven.
- Weapon of Choice: They generally use hefty axes, swords and hammers, as well as chain flails and large two-handed weapons. A fair number, especially those devoted to Khorne, use two weapons and eschew shields. They are no-nonsense born warriors and boisterous vikings, so close combat is what they're all about. They also have no traditional missile weapons beyond the odd throwing axe or throwing spear. Most of the weapons used by the Warriors of Chaos are forged by Chaos Dwarf smiths, and thus tend to be of high quality, and occasionally intricately detailed. Some of their heroes wield sentient weapons possessed by daemons.
- Your Soul Is Mine: Hellstriders of Slaanesh have the Soul Hunters special rule giving them several bonuses as they kill more enemy models. It serves to represent Slaanesh rewarding the Hellstriders tally with empowering magic.
Champions of the Gods
Archaon, Lord of Chaos, The Everchosen
- The Ace: In game, Archaon's stats are one of the most terrifying stats a mortal could have, with Weapon Skill 9 to represent his supreme swordfighting skill, Strength and Toughness 5 as well as Initiative 7 to represent his Lightning Bruiser side, and the lore showing how much cunning Archaon had to demonstrate to gather his equipment.
- The Antichrist: As said previously, he is the Everchosen of Chaos, a champion of all four Chaos Gods, making him this. As such, he has the Chosen of the Gods rule and bears the Mark of Chaos which shows that he is chosen of all four Chaos Gods, with the possibility of joining anyone as a result. Moreover his status as the Lord of the End Times causes him to be so inspiring his Inspiring Presence bubble is 18" wide.
- Badass Beard: Grew one out after going north and becoming a champion of Chaos.
- Badass Cape: Extra points for being bearskin.
- Badass in Charge: Of the North, after proving his right to lead every tribe of Northmen through various feats of arms.
- The Bad Guy Wins: In The End Times, his plan to destroy the world succeeds, with only a single solitary figure and a spark surviving the end.
- Barbarian Hero: Looks the part well enough under his armour to actively pass off incognito as a Norse Marauder named Rhaanoc.
- Battle Trophy: As of End Times: Thanquol, he has made one of Ghal Maraz itself, after conquering Middenheim. It is worth noting that he did not personally kill Valten, its bearer, due to a Verminlord's interference. Sigmar in Karl Franz reclaims it in the next book.
- Black Knight: While wearing the armour of Morkar the Uniter.
- Child by Rape: A product of rape. His father was an unnamed Varg champion who forced himself on an Empire woman in a raid on the Empire town of Hargendorf.
- Combat Clairvoyance: The third Chaos Treasure, the Eye of Sheerian, is a powerful amulet that grants its bearer visions of the future, allowing them to predict and avoid enemy attacks. In-game this is represented by Archaon having a 4+ ward save that is further enhanced by the Everchosens Mark of Tzeentch.
- Cool Crown: Archaon possesses the Crown of Domination, an artefact dating to the time of Morkar the first Everchosen of Chaos. Used to dominate the mind of lesser servants of Chaos due to its malicious aura, it grants Archaon the Terror special rule and allows all nearby units to reroll failed Break tests.
- Cool Sword: The Slayer of Kings, an Evil Weapon having the Greater Daemon U'zuhl trapped in it, granting the blade awesome power. In game, it ignores armour saves, and Archaon can unleash U'zuhl to double his attacks at the risk of hitting himself on a roll of 1 to Hit.
- Despair Event Horizon: After finding out about his destiny, he went into the temple of Sigmar and begs his god to aid him, but received no divine aid. He takes this as a sign that it was hopeless to defy his fate and decides to become what he was destined to be.
- The Dreaded: This is the guy that the whole world fears.
- Even Evil Has Loved Ones: Even after deciding to become Archaon, he traveled alongside his steed who served as a companion ever since he was a squire. When his horse was devoured by monsters, he went into an Unstoppable Rage and slayed hundreds.
- Fallen Hero: He used to be a devout Templar of Sigmar named Diederick Kastner.
- Freudian Excuse: After years of faithful service and becoming an exemplar knight, his own comrades start hunting him down because of his prophecy. He attempts to hang himself because he couldn't bear the truth of what he was destined to do, but failed. He then went to Altdorf and prayed to Sigmar for aid, but his prayers received only silence. After receiving another confirmation that he was the Everchosen, he snapped and decided to destroy everyone that worshiped Sigmar, in order to show that his former god was a fake the entire time.
- Grim Up North: Of mixed Norscan and Nordlander heritage.
- Hero Killer: Befitting his role as The Anti-Christ.
- Heroic Bastard: Started out as this. Then the revelation that he was basically the anti-christ turned him into a Bastard Bastard.
- Hellish Horse: Dorghar, the Steed of the Apocalypse. It is quite the beast, with the fastness of a Warhorse but with Strength and Toughness 5 as well as Daemonic Attacks.
- Horny Vikings: His dad was a Norscan Chaos champion. His mother was a fisherman's wife from Nordland.
- Knight In Shining Armour: Used to be one when he was serving in the Order of the Twin-Tailed Orb. He was even regarded by the Grandmaster as the most skilled, courageous, heroic and devout member of the order.
- Lightning Bruiser: When mounted on Dorghar, which makes him count as cavalry and ignore terrain penalties.
- Made of Iron: Not counting some monsters, he's probably the hardest to kill unit in the game. He can only be wounded on 3 or higher (not auto-wounding), has a 1+ armor save, a 3+ ward save, magic resistance, and attacks against him have a minus 1 penalty on to hit rolls. In the 5th edition Champions of Chaos, he was even harder to kill, as anything with a strength rating had D3 subtracted from it.
- Magic Knight: He is one of the most terrifying models in close combat, and is also a level 2 Wizard using the lores available to Chaos Sorcerers save that of Nurgle and Slaanesh.
- Naytheist: Ironically for the greatest champion of the Northern Gods, Archaon's abiding aim isn't to establish the world as an eternal kingdom of Chaos, but to utterly destroy it and leave none left alive to venerate and worship them, out of sheer spite.Archaon: Your God-King does this to you. You feel the hopelessness of his failure. Abandon him as he has abandoned you.
Giselle Dantzinger: And pray to your dread gods?
Archaon: No. For I have none. Let the powers of Darkness favour me as they will. Let them lend me their strength and draw strength from my victories, if that is their want. You will not see me kneel to them even as I kneel to you now. All gods are fickle. Don't trust in them. I don't. Believe as much as you need to, or not at all. Ultimately, the only thing you can really believe in is in yourself.
Giselle Dantzinger: You serve the Chaos gods...
Archaon: They serve themselves, as do I. The world is not fit for man or god [...] All will fall and burn for me. I will be the Lord of the End-Times. The harbinger of doom for all — man and god — for in a world of the slain, with no men, no savages, no ancients of the elder races to pray to them and erect their temples, what will become of these gods, their heroes and their daemons?
- Omnicidal Maniac: Archaon's goal is to destroy the entire world, himself included.
- The Paragon Always Rebels: See Knight In Shining Armour.
- Praetorian Guard: Archaon often rides alongside his personal warband of Chaos Knights, the Swords of Chaos. When Archaon is fielded, one unit of Chaos Knight can be designated as the Swords of Chaos, gaining the Hatred and Immune to Psychology special rules.
- Rage Against The Heaven: Most of his hatred towards the world derives from his rage against Sigmar, who he served faithfully for years but who didn't even bother answering his prayers when he was near the Despair Event Horizon.
- Self-Fulfilling Prophecy: The dark truth that he discovered that made him turn to Chaos was he was prophesied to become the Everchosen of Chaos, and the revelation broke him so he resolved to make it come to pass as a form of vengeance. Going by the nature of the Chaos Gods, particularly Tzeentch, this could have been their plan all along.
- Tin Tyrant: Archaon never goes without the Armour of Morkar a magic armour that shields Archaon from the deadliest strikes. It grants a 3+ armour save and prevents anything from wounding Archaon on an easier roll than 3+.
- You Have Outlived Your Usefulness: After the conquest of Middenheim, Archaon, deciding that he needs Khorne's might more than Tzeentch's guile in consuming the world, executes Kairos Fateweaver, his dragon, and uses his blood to summon the Bloodthirster Ka'Bandha.
- The Dragon: To Archaon, albeit a very very short tenure in the role because Archaon wanted him dead in the first place.
- Dual Wielding: Crom is armed with both an axe and a sword alongside his shield. The in-game rules for Crom allow him to switch between fighting with both weapons or fighting with a weapon and shield, both of which grant him superior bonuses to other warriors fighting with similar styles.
- Killed Off for Real: In End Times: Nagash, he meets his end at the hands of Valten and Luthor Huss, getting his head staved in by Ghal Maraz.
- The Red Baron: Is often referred to as the Conqueror.
- We Hardly Knew Ye: He is introduced in the middle of End Times: Nagash, and dies ignominiously less than a chapter later.
- You Have Outlived Your Usefulness: Indirectly. Archaon sends him off to assault the Empire with the express hope that he would die in the process. He did.
- Amazing Technicolor Population: Scylla's body is bright red to signify his allegiance to Khorne.
- Anti-Magic: Scylla has the Brass Collar of Khorne protecting it even further with a 6+ ward save and Magic Resistance (3).
- Disney Villain Death: He meets his end at the hand of Ungrim Ironfist, who knocks him down from the ramparts of Averheim to the ground.
- Gender-Blender Name: While this probably isn't the case in-universe, in real world terms, Scyla is named after a female monster from Classical Mythology.
- Horny Vikings: Every Chaos warrior comes from Norsca.
- It Can Think: Kinda. While he's become a Chaos Spawn, he's also still a Champion of Chaos, and as such retains a certain degree of self-will. He can still issue and receive challenges, for one.
- The Red Baron: The Scourgeborn, The Talon of Khorne are among his most well-known nicknames.
- Spikes of Villainy: He is covered in spikes at the shoulder area and tail.
- With Great Power Comes Great Insanity: He exemplifies what happens if you get too much of the Chaos Gods's attention; his many gifts from them eventually collapsed in on themselves. To represent the toll on his sanity, he now have Random Attacks (2D6) to represent how likely he is to strike a few times and get distracted by something, or unleash a true onslaught of punches as he focuses.
Prince Sigvald the Magnificent
- Agent Peacock: Yes, he's vain, foppish and ridiculously pretty. He's also a Combat Sadomasochist and a lethally skilled warrior whose cruelty is infinite.
- Bastard Bastard: He was born of BrotherSister Incest, and is one of the most depraved people in the Old World.
- Bling of War: He wears solid gold armor, and that's just for starters. His Auric Armour is a scuplted suit of plate mail made of gold after all. It also happens to grant him a nice 2+ armour save and the Regeneration special rule.
- Captain Ersatz: Of Joffrey Baratheon from A Song of Ice and Fire. Both are blonde-haired bastards literally born from BrotherSister Incest, are youthful and handsome, but also absolutely cruel, amoral and psychotic.
- Cool Sword: Sigvald wields the Sliverslash a rapier like sword that is said to come from a shard of Slaanesh's own blade. It grants him +2 attacks and the Always Strikes First rule.
- Even Evil Has Loved Ones: Averted Trope. Even though he showed some love to his first two wives, when they aged he ripped off their skins and replaced it with doll ceramic. Then his third wife gets abducted by his highest trustee (one Baron Schüler) and all he does is admire the ingenuity behind the plan (an Uriah Gambit to get Sigvald killed). Even his best friend from childhood is really more of a slave than, well, a friend. In short, Sigvald loves no one but himself.
- Evil Is Petty: He once burned a city to the ground because their wine was bad. He also once went to war against the High Elves because he heard a rumor they had nicer hair than him.
- The Fighting Narcissist: So narcissitic that on the tabletop he suffers from the Stupidity rule (though his high leadership means it's not a huge issue), as he can get distracted by his own beauty or wanders off in pursuit of a sudden whim. One White Dwarf campaign had him declare vengeance on the Empire because he once broke a nail on a priest's armor. There's an instance in the lore that has him invading Ulthuan to scalp as many High Elves as he can because their hair is nicer than his.
- Inbred and Evil: Sigvald's parents were brother and sister, and he's a very bad person.
- Light Is Not Good: While his appearance seems almost angelic, his behavior is anything but.
- Narcissist: Exemplifies the Slaaneshi ideal of self-love to an insane degree. This is to the point that his narcissism actively interferes with his fighting prowess, and he's willing to wage bloody wars over perceived slights to his own beauty. That said, he's still The Fighting Narcissist and keeps his position through skill and bloodthirst.
- Patricide: After his father banished him for his obscene excesses and cannibalism, Sigvald killed him while he slept with his own sword.
- Power Floats: He drifts merrily across the battlefield due to Slaanesh's favor; in essence, he rejects the earth underfoot for being too ugly and the earth listens.
- Really 700 Years Old: As with other favoured followers of the Chaos Gods, Sigvald is well over three hundred years old yet hasnt appeared to have aged a day since he killed his father and dedicated himself to Slaanesh, the Chaos God of Beauty and Excess, at the age of just 16.
- Red Right Hand: His only blemish is a birthmark in the shape of twin horns on the back of his neck.
- Spoiled Brat: His father apparently spared the rod when it came to his son. Only cannibalism was considered taboo enough to punish Sigvald, who made his father pay with his life.
- Too Dumb to Live: He put a mirror on his shield so he can look at his reflection on the battlefield. It's represented on the game as him being distracted and the owning player losing the ability to control where he moves.
Wulfrik the Wanderer
- And I Must Scream: Damned to spend eternity traveling across the land, from world to world, seeking out and destroying other warriors. Subverted however as he doesn't see it as a curse; the Norsemen generally see such favour from the gods as an honour.
- Badass Beard: As a Northman it's a given, but notable for having a bright orange beard.
- Badass in Charge: Of his Chaos warband(s). He goes through quite a few recruits given the insanely powerful things he hunts.
- Badass Baritone: In his novel, his voice is described as 'the growl of a wolf worrying at a bone'.
- Badass Cape: Made of the fresh scalp of a giant he's personally killed, no less!
- Badass Boast: He's made quite a few, but this habit totally backfired on him and caused his fate in the first place. Wulfrik's forced to prove his boasts for the rest of his existence now.
- Be Careful What You Say: He boasted that he was the best warrior in the world. Now the Gods want him to prove it. Not that he particularly minds.
- Blood Knight: He has a level of bloodlust that would make any Khornate champion take pause.
- Challenge Seeker: Wulfrik is cursed by the gods to be this, although he takes it well since it means the Gods do pay attention to him. His Hunter of Champions allows him to nominate one character to be Wulfrik's target, and he gains +2 Strength against this character.
- Cursed with Awesome: How he sees his curse. Sure, he has to fight an endless series of battles across the whole world or be damned, but he is uniquely favored by his Dark Gods and gets to fight an endless series of battles.
- Omniglot: Wulfrik can speak any language perfectly. Which he uses to swear at, taunt, jeer and verbally abuse reluctant challenges into agreeing to fight him. In game terms, his Gift of Tongues rules makes it so characters he challenges can't refuse; this is because his mastery of their language lets him insult them in just the right way to piss them off.
- Pirate: He's become one for good since he must constantly travel the world, so he might as well do it rapidly on a ship. His longship the Seafang does fly after all, giving him and his unit the Ambushers rule.
- Skeletons in the Coat Closet: Aside from the literal skeleton affixed to a pole attached to his armour, he is bedecked in the countless skulls of the creatures he has slaughtered. Including the massive skull of an Orc Warboss affixed to his breastplate.
- Super Strength: Wulfrik's sheer physical strength is noted to be exceptional, even amongst Chaos Champions. On special conditions, he will have Strength 7 on the tabletop.
Valkia the Bloody
- Action Mom: A rather dark take. Valkia was this for a while, though her devotion to Khorne outweighed her love for her daughters, with eventual fatal consequences.
- Authority Equals Asskicking: How she ended up leading her tribe after her father's death.
- Blade on a Stick: Her spear The Spear Slaupnir. In game it has the Armour Piercing rule and on the charge, +2 Strength and Killing Blow.
- Child Soldier: Served as Shield Maiden when she was less than ten years old and killed her first enemy.
- Dark Action Girl: Described as a murderous and unforgiving warrior queen, also notable for being one of the few named female Warriors of Chaos.
- Even Evil Has Loved Ones: One of her special rules is Consort of Khorne, and another of her rules lets her reroll results on the Eye of the Gods table... because Khorne can't stop watching her. Subverted with her own family.
- Fiery Redhead: In her youth presumably. Some of the artwork depicts her with grey hair.
- Horny Vikings: Valkia was and yet remains a Norse warrior-queen, and has personally led the Norscans to bloody victories in the name of Khorne on many occasions. Its also up to her to bring the valiant dead of the Brass Halls of Khorne, so that they might feast, drink and fight for all eternity.
- I Call It "Vera": Named her spear Slaupnir after a monster from one of her favourite childhood stories.
- Valkyries: Valkia the Bloody of the Norse is a Daemon Princess and servant of Khorne who acts in this capacity to the Lord of Battle, it is even explicitly stated that she chooses great warriors who die on the battlefield in Khorne's name to fight on the Blood God's halls. In case you weren't convinced the Warriors of Chaos are crazy Vikings.
- Luckily, My Shield Will Protect Me: She was a Shield-Maiden in her pre-Champion life, which meant her job was to take her position in the Norse shield-wall while the men charged forth into combat, killing everything with huge axes. Now she uses the Daemonshield which sports the horned head of a daemon Prince. Its hypnotic gaze reduces the attack stats of all models in base contact by 1.
- Mutual Kill: During the battle of Averheim, after a brutal combat against Ludwig Schwarzhelm she meets her fate on the end of his broken banner pole as it pierces her heart at the same time she kills him, the two falling dead at the same time.
- Offing the Offspring: Killed at least one of her daughters.
- The Smurfette Principle: Female Champions of Chaos are uncommon, to say the least.
- Tomboy and Girly Girl: The Tomboy to her childhood friend Kata's Girly Girl.
- Til Murder Do Us Part: Killed her husband for being a selfish misogynist.
- Time Abyss: The lore mentions that she was already active one millenia before the setting of the game, making her really old.
- Tin Tyrant: Valkia's own armour is the Scarlet Armour sapping the strength of enemies nearby. It grants her a 3+ armour save and reduces the strength of model in base contact by 1.
- Unkempt Beauty: As a human. Being a female Norse raised to adore Khorne, she probably never cared much about her appearance. Yet Valkia possessed such feral beauty that made Locephax, a Daemon Prince of Slaanesh offer her to abandon her life as a monarch and join his harem instead. Naturally, she didn't took this well.
- Winged Humanoid: Of the hellish, demonic variety. She gets the Fly rule thanks to them.
Vilitch the Curseling
- Abusive Parents: His dad abused him and preferred his handsome brother.
- The Archmage: Vilitch is one of the greatest, if not the greatest mortal sorcerer on Tzeentch's payroll. Vilitch is a Level 4 wizard who is Loremaster in the Lore of Tzeentch.
- Conjoined Twins: A horrific subversion. Their bodies (and minds) were fused together by black magic as adults, rather than being naturally joined at birth. Also Thomin is a drooling automaton under Vilitch's command.
- Death by Childbirth: Their mother died giving birth to them and nursing them.
- The Dog Bites Back: Abused and tormented for his weakness, he destroyed his village as soon as he had the power to do so. And later his brother Thomin, having spent many years being Vilitch's slave and puppet, takes over in the End Times and turns the tables on Vilitch.
- Energy Absorption: Vilitch was gifted with a magic artefact that siphons magic for Vilitch to use. The Vessel of Chaos allows Vilitch to steal the dice used for enemy casting or dispel attempts that failed and store them for later use.
- Grand Theft Me: In the absolute worst way possible, only for it to be turned back against him by Thomin.
- Irony: After spending so many years controlling his brother as a mindless puppet thanks to Tzeentch, the Chaos God turns this right back against him.
- Merging Mistake: Vilitch was the downtrodden younger brother of Thomin, apprenticed to the tribe's shaman while Thomin received the best warrior training in preparation for his becoming the tribe's chieftain. Vilitch prayed to Tzeentch that their fates might be switched. Instead, Tzeentch melded their bodies together, Vilitch casting spells and Thomin's body removing nearby threats. Vilitch saw no problem with this, using his newfound strength to enact a Roaring Rampage of Revenge against All of the Other Reindeer.
- Mind-Control Device: Vilitch is this thanks to his magic, though he's only used it against the Warriors of his tribe.
- Puppeteer Parasite: He is one of these.
- The Un-Favourite: He was this to his father, his brother and the rest of the tribe.
Festus the LeechlordA noble and benevolent doctor who, driven to madness by a plague he was unable to cure, foolishly accepted a daemonic pledge to gain knowledge over all diseases. Now devoid of empathy, he exists only to develop new plagues and spread them across the world.
- Bald of Evil: Festus is bald, and his baldness doesn't stop him from enjoying turning whole populations sick to death with plagues.
- Deal with the Devil: His knowledge of disease came from a deal he made with Nurgle Daemons.
- Despair Event Horizon: Lost his mind when every treatment he developed for the Gnashing Pox failed.
- Fat Bastard: He's got this appearance, although it may have more to do with the foul bloated diseased tissue than any real fat.
- Go Mad from the Revelation: The Daemons gave him knowledge of all the diseases in the world, but it was too much for his mind and drove him mad. He saw the sheer legions of disease that he would face as a doctor and gave up. In his madness, he lost his compassion and was left with an intimate knowledge of disease and a desire to experiment.
- Healing Factor: He is blessed by Nurgle after all. He and his unit have the Regeneration rule and his Pestilent Potions can be used to give him back a lost wound.
- Impaled with Extreme Prejudice: Vlad von Carstein impales him with a wooden stake, which the rampant life energies inside him cause to grow into a tree, splitting his body apart.
- Mad Doctor: He will treat you if you come to him, but you'll probably leave with a half-dozen new diseases to replace the one he cured. Festus can force a model in base contact to drink one of his Pestilent Potions, possibly losing D3 wounds with no armour save allowed.
- One-Winged Angel: During the battle of Altdorf in Geheimnisnacht of 2525, Festus, with the help of Ku'gath Plaguefather, opens the gate of Nurgle's garden spilling into the city. Nurgle rewards Festus with the immortality he desired, turning him into a new being swollen with his master's power (in-game this is represented by the Lord-level Festus Empowered profile replacing his normal Hero-level one), and would have become a Daemon Prince if not for Vlad von Carstein's timely intervention.
- Plague Master: Well, if you agree to a deal from Nurgle, what do you expect? He is a level 2 Wizard in the Lore of Nurgle, his Harbinger of Pestilence grants him and his unit the Poisoned Attacks rule too.
Harald HammerstormA legendary Chaos Champion, famous amongst both the Norse and the Kurgan, Harald is known and feared throughout the Chaos Wastes and beyond for his utter hatred of the undead; when a dungeon-delving expedition went sour and he and his warband were trapped by an entire city of undead warriors from the dawn of time, he led a counter-attack that lasted for a day and a night, leaving shattered bones piled a story high. To this day, he stalks the wastes and sometimes beyond, seeking out the restless dead and destroying them, little more than an elemental avatar of true death come to claim those who cheat it.
On the meta level, "Harry the Hammer" is a special character created in celebration of Warhammer Fantasy's 25th edition, derived from the Chaos Warrior smashing a skeleton warrior with his hammer that graced the cover of the very first edition.
- Drop the Hammer: Harald's trademark hammer, a monstrous weapon that looks like a corrupted Ghal Maraz and which is capable of banishing spirits with its touch, making it extra nasty against undead and daemonic foes.
- Food Chain of Evil: Harald is so devoted to destroying the undead, and so good at doing so, that he's capable of actually inspiring Terror in them, despite the fact they're normally immune to this emotion.
- From Nobody to Nightmare: Meta-textual; he's just a guy on the cover of 1st edition, upgraded to a badass undead-killing machine in 6th-7th edition.
Gutrot SpumeThe betentacled monster known as Gutrot Spume is a mighty Chaos Lord, blessed by Father Nurgle for his bravery and tenacity. Once thwarted by the Emperor, Karl Franz, Spume has craved vengeance ever since.
- Body Horror: Standard for all champions of Nurgle. His body is bloated and swollen by Nurgles power, wracked with all manner of mutations. Instead of a left arm, he has a morass of lashing tentacles, writhing, grasping things that look set to draw his victim into the gnashing maw where his armpit would be.
Orghotts DaemonspewLord of the Icehorn Peak tribes and master of the pox maggoths, Orghotts Daemonspew was born of an unholy union between a Great Unclean One and a human witch. His one and only wish is to claim what he perceives to be his birthright by becoming a true daemon.
- Cool Horse: He rides the pox maggoth, Whippermaw.
- Dual Wielding: He wields two Rotaxes.
- Half-Human Hybrid: His mother is a witch, and his father a Great Unclean One.
- Too Many Mouths: Not Orghotts himself, but his pox maggoth, Whippermaw, has an extra mouth on its belly.
Bloab RotspawnedThe harbinger of fecundity and enemy of sterility, Bloab Rotspawned is a living vessel of Father Nurgle, a Chaos Sorcerer whose body has become a breeding ground for countless thousands of larvae and maggots which blossom and bloom into clouds of pestilent flies.
- Cool Horse: He rides the pox maggoth, Bilespurter.
- Kick the Dog: Ever since he was a child, Bloab has been fascinated by the smallest of life and how to kill it, often persecuting and waging 'war' on the most diminutive creatures.
- The Worm That Walks: Though he used to be a tall, athletic warrior, now there's nothing left of Bloab's body but a sack of leathery skin filled with daemon-maggots.
Morbidex TwicebornMorbidex Twiceborn is a powerful, vengeful warrior of Chaos. As a baby he was born into flames and hideously scarred, only to be reborn in the image of Nurgle many years later beneath an avalanche of suppurating, Nurgling flesh.
- Cool Horse: He rides the pox maggoth, Tripletongue.
The GlottkinThe Glottkin are triplets who have devoted their life to furthering the cause of pestilence and decay. At the behest of Archaon, Lord of the End Times, they spearhead a relentless attack on the heart of the Empire.
- Body Horror: All three, but especially prominent with Ghurk. His ravenous appetite turned him from a man to a horrific, obese spawn-thing 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 become hideously mutated.
- Boisterous Bruiser: Otto is this in the delightfully twisted way that only Chaos can supply. His immediate action after beating down Vlad von Carstein is to whistle a harvest tune!
- Dumb Muscle: Ghurek, who is mutated to such a monstrous size that his brothers ride him as a mount.
- Fate Worse than Death: After failing to conquer Altdorf at the last, an enraged Nurgle stuffed them into jars in his attic.
- Hero Killer: Otto takes down Kurt Helborg and even Karl Franz. The latter gets better.
- Magic Knight: In-game, the Glottkin are both a terrifying fighter and a level 4 Wizard, because Otto (a warrior), Ethrac (a wizard) and Ghurk (a giant monstrosity) are all treated as a single model.
- Power Trio: All three brothers are a single unit on the tabletop, and cover their own weaknesses by moving and fighting as a team. It is rather appropriate, considering that Nurgle's symbol is three dots connected by lines.
- Sibling Team: The triplets fight as one, being a terrifying mix of a monstrous unit, sorcerer, and Chaos Champion.
- Sinister Scythe: Wielded by Otto.
- Too Many Mouths: Ghurk's right arm has been mutated into a lamprey mouth.
- Too Spicy for Yog-Sothoth: When Otto gets stabbed by Vlad von Carstein, some of his blood is absorbed by Vlad's magic sword. It promptly makes the vampire violently ill, since the blood of a Nurgle champion is essentially liquid disease and sewage masquerading as blood.
- You Have Failed Me: The Glottkin were subjected to this by Nurgle himself during their invasion of Altdorf, after failing to kill Karl Franz again (he had been resurrected by Sigmar after Otto killed him) and daring to escape rather than fight the divinely-empowered Emperor. Nurgle was enraged by this failure, and put their souls in jars as punishment.
- We Hardly Knew Ye: The Glott brothers are introduced at the beginning of End Times: Glottkin. At the end of the same book, they are stuffed into three jars in Nurgle's garden.
Aekold HelbrassA Tzeentchian Champion famous for his magical Windblade and his unnatural healing aura, which allows him to bring life with his mere presence. In most recent editions, has been reduced to a cameo, mentioning a trail of plant-life he left through thick deserts.
- Chuck Cunningham Syndrome: Dates back to Champions of Chaos, hasn't appeared since.
- Fertile Feet: The Breath of Life boon means his presence brings life and healing. Injuries are restored, sicknesses cured, and barren desert blooms into fertile life where he steps.
- Good Powers, Bad People: Despite his ability to heal all things around him, Aekold is an uncaring, unrepentant murderer.
- Random Number God: Fittingly for an early edition Champion of Tzeentch, his Windblade cycled randomly through three different powers; granting Aekold the ability to fly, allowing Aekold to always strike first, and being able to be thrown through the air to hit a foe before returning like a boomerang.
- The Bus Came Back: Returns in The End Times at the head of a massive Chaos army that breaks Kislev and is only held back by the Auric Wall. Eventually he crosses blades with Felix Jaeger and dies after Felix brings down the building they are in on top of him.
Count Mordrek the DamnedA Chaos Champion who offended the Gods and has been cursed to mutate ceaselessly inside of his armor, whilst retaining his sanity. First wielder of the legendary Sword of Change, which transforms those it slays into Chaos Spawn.
- And I Must Scream: He constantly shifts uncontrollably through all manner of horrific forms, never able to sink into madness and unable to die; he's condemned to his existence for all time.
- Body Horror: What's under his armour... isn't pretty. His Sword of Change can inflict this on those he fights.
- Captain Ersatz: Of Gaynor the Damned from various works by Michael Moorcock.
- Chuck Cunningham Syndrome: Dates back to Champions of Chaos, hasn't appeared since.
- Noble Demon: His first appearance has a quote from him, given to a dying Reiksguard Knight. In it, he prays for the dying man to find deliverance from the Daemons of Chaos and gently tells him to rest and sleep peacefully for eternity, as he is now free of the "withering clouds of war".
Valnir the ReaperA great leader of the Crow Tribe, Valnir was Nurgle's Reaper, a soul-gathering killer championing death by pestilence with the aid of his dreaded flail, the Gatherer of Souls. Part of the horde that marched on Praag and attacked the Gates of Kislev, he was mortally wounded in battle against Tzar Alexis of Kislev, staggering away to die. His mortal remains entombed upon a great stone throne, for two hundred years his body rotted and his soul festered before Nurgle brought Valnir back, not quite a daemon, not quite a wight, and charged him with stalking forth as the Reaper once more.
- Chuck Cunningham Syndrome: Dates back to Champions of Chaos, hasn't appeared since.
- Epic Flail: The Gatherer of Souls, three rusted huge weights of metal attached to the other end of a spear that devours the souls of its kills.
- Healing Factor: Having died once, Valnir's undead/daemonic corpse shuns the grave, reknitting itself together in battle.
- Horny Vikings: The Tribe of the Crow is from Norsca.
- Plague Master: One of his special rules was determining if any enemy units had been affected by The Red Plague, Brain Fever or Black Rot before the battle began.
Dechala, The Denied OneA corrupted High Elf maiden who accepted the worship of Slaanesh, leader of the greatest of all Slaanesh's mortal warbands, the Tormentors. Transformed into a six-armed monster with the upper-body of an elven woman and the lower body of a daemonic snake, whose multi-headed tail cracks like a whip and drips a poison called the Elixir of Damnation, she takes countless slaves, lovers and worshippers, though all ultimately come to the same end: used and discarded for her pleasure, for she seeks only the ultimate in self-indulgence and personal freedom from the shackles of law and order.
- Chuck Cunningham Syndrome: Dates back to Champions of Chaos, hasn't appeared since Liber Chaotica, until the End Times.
- The Dreaded: Samael, originally a favored demon prince of Slaanesh, possibly even the most favored, was afraid to the point of panicking of Dechala's approach, and was possibly killed by her. Dechala also proven a challenge for Tyrion, who at the point of their duel, was a Physical God. As a reminder, Tyrion even as a mortal could defeat Greater Daemons, and it's implied he wouldn't be able to defeat Dechala as a mortal.
- Evil Counterpart: Can be seen as one to Tyrion in the later part of Warhammer: The End Times, as both were by that point betrayed by their family members, Dechala by her parents, and Tyrion by his own brother Teclis, and both are incredibly skilled in swordplay. The difference is that while Tyrion also fell, he was able to turn back and become The Atoner, while Dechala fully embraced villainy. Most notably, another parallel is that a major motivator for Tyrion's FaceHeel Turn, was the death of his daughter Aliathra, while Dechala's fall to evil was caused by being sold out by her father.
- Fallen Princess: As the daughter of An-Toralis, a high elven lord, Dechala is a pretty literal example, with in universe legends outright describing her a princess. But Dechala herself is a pretty dark take on this trope, as described below and above.
- Freudian Excuse: As written above, Dechala was sacrificed by her own parents to Samael, a daemon of Slaanesh, in return for leaving them alone. Samael used the hatred Dachala felt for being betrayed in such way, and the desire for revenge, to warp her into a monster similar to himself. Notably, the Parental Betrayal also caused Dechala to become The Unfettered.
- Multi-Armed and Dangerous: Six arms, each carrying a wickedly sharp longsword, and with incredible speed, manual dexterity and skill in swordplay.
- Parental Betrayal: Dechala herself was a subject to this from her parents, and it's both her Start of Darkness and Freudian Excuse.
- Snake People: For her devotion to excess, Dechala has been gifted with a six-armed, snake-like form with a tail that drips paralyzing venom.
- Snakes Are Sexy: Disturbingly straddles the border between this and Reptiles Are Abhorrent.
- The Bus Came Back: Returned in the last End Times novel, possibly because she would be a compelling fit as Tyrion's Evil Counterpart.
Arbaal the UndefeatedThe greatest of all Khorne's warriors, Arbaal has slain thousands in battle and led a hundred Daemons in the assault on Praag. He rides the Hound of Khorne, largest and mightiest of all the Flesh Hounds.
- Axe-Crazy: Wielding the Destroyer of Khorne, Arbaal on the battlefield can be best summarized as "whirling hurricane of bladed death".
- Chuck Cunningham Syndrome: Dates back to Champions of Chaos, hasn't appeared since.
- Hellish Horse: Rides a sort of giant lion/dog/lizard monster, the favored pet of Khorne himself.
Egrimm van HorstmannFormer Grand Magister of the Order of Light, he secretly betrayed the Order by turning to the worship of Tzeentch, murdering several other wizards, destroying priceless arcane secrets, and freeing the dreaded Chaos Dragon Baudros from its prison beneath the Pyramid of Light.
- Badass Bookworm: At least according to his Black Library novel. He's an incredibly powerful sorcerer, and despite his allegiance to Tzeentch, he managed to infiltrate the Order of Light, study their sorcery, destroy numerous precious artifacts and magical texts and eventually became their leader, despite the fact he built a secret room on the grounds and crammed dozens of daemons into it. Then he murdered his target, broke one of the most powerful Chaos Dragons ever to menace the world out from underneath their Wizarding School, hopped on its back, and rode it off into the Northern Wastes. Did we mention that the Order of Light are the most devotedly anti-Chaos of the Colleges of Magic, with their powers specifically focusing around detecting and destroying daemons and those who use Black Magic?
- Chuck Cunningham Syndrome: Dates back to Champions of Chaos, hasn't appeared since.
- Freudian Excuse: According to his Black Library novel, he Used to Be a Sweet Kid; an orphan who lived a harmless life with his sister. Then a pair of Light Wizards took them both and subjected them to torturous experiments seeking to define the inherent morality of the soul. His sister died; Egrimm didn't. He swore his oaths to Tzeentch and infiltrated the Order of Light until eventually he was able to destroy the husband and wife couple who had murdered his sister and tortured him so long ago.
- Phlebotinum Breakdown: As Ungrim Ironfist, the Incarnate of Fire, dies, Egrimm van Horstmann attempts to absorb Aqshy into himself... within moments of gaining the wind, it bursts free of him and burns him to death in the process.
The following three characters aren't mortal followers of Chaos, though in game terms they belong to the army.
Galrauch, the Great DrakeA powerful dragon originally from Ulthuan. In one of the early battles against Chaos (the one where the High Elves created their vortex), he killed a Greater Daemon of Tzeentch and was possessed by it. It is said that Galrauch is the father of all Chaos Dragons and has brought woe to the world many times.
- Berserk Button: The dragon Galrauch did not like having his friends harmed. After possession, two include stealing from him or killing his offspring post-possession.
- Body Horror: The possession led to some nasty physical transformations."(His) scales flowed like water, forming to evil, leering faces that cackled maniacally in praise to Tzeentch. Foul tentacles and wicked spikes emerged from the Dragon's flesh, and finally the once-noble head of Galrauch split in two all the way down to the base of his neck. Where there was once one head, there were now two..."
- Breath Weapon: A more twisted example of this than usual dragons. His Breath of Change forces hit models to pass a Toughness test instead of normally rolling for Wounds, as the breath is a magic mutagenic mist. Anyone who fails the test is removed from game, period.
- Demonic Possession: A Daemon-possessed Dragon. However, the original Galrauch's spirit is still fighting.
- Dragon Hoard: His was cursed to wake him up if even a single piece left the chamber where he slept, as King Thurgrim's Dwarfs found out the hard way.
- Fighting from the Inside: The spirit of Galrauch, the original dragon, is still in the body as well. The spirit sometimes resurfaces and fights the daemon, causing the dragon to attack itself.
- Hero Killer: "Hundreds of noble heroes have tried to slay him, but they have all failed..."
- Magic Knight: Galrauch, or more precisely the Lord of Change possessing him, is a Level 4 Wizard in the lore of Tzeentch.
- Monster Progenitor: Older fluff said he fathered the Chaos Dragon race and many other unnatural creatures besides (such as Manticores and Cockatrices). Newer fluff has downplayed, though still implied, this.
- Multiple Head Case: Galrauch can on occasions redirect half of his attacks against himself as the original dragon resurfaces and attacks his corrupted body.
- Number of the Beast: Incidentally, all his stats except his Leadership of 9, are 6s.
- One-Man Army: Comes with being a dragon, but especially with the magical powers of the Daemon as well. In one case a battle between two armies woke him from sleep and he attacked everyone there, killing six Wyverns sent to kill him in aerial combat and survived the battle.
- Shout-Out: His name and nature as first of the Chaos Dragons are reminiscent of Glaurung, the first dragon in Middle-Earth.
- Time Abyss: Over 7000 years old, predating the collapse of the Old Ones' Polar Gates.
Kholek SuneaterOne of the oldest of Dragon Ogres, and one of the oldest living mortal creatures in the Warhammer World. He was involved in the Dragon Ogres pact wit the Chaos Gods that granted them their immortality.
- Ancestral Weapon: Wields a giant hammer that predates humanity.
- The Brute: Physically the biggest being in this faction at over eighty feet tall. Moreover, it has Strength 8, one of the highest ever for a model on the tabletop.
- Deal with the Devil: The Dragon Ogres made a deal with the Chaos Gods that in exchange for immortality, which is acquired through being struck by lightning (which rejuvenates them), they would fight for the Chaos Gods whenever they called, which would be through storms.
- Drop the Hammer: Kholek wields the Starcrusher, a gigantic warhammer forged inside a volcano and enchanted to slay big monsters. It gets the Multiple Wounds rule.
- A God Am I: Worshipped as a god by some people. It is unknown if that is how Kholek sees himself.
- Immortality Immorality: See Deal With the Devil.
- Shock and Awe: He can use the lightning from the storm that shrouds him as a weapon. It has a chance to hit him, but that just invigorates him. His Lord of the Storm rule allows him to target enemy units nearby and hit them with lightning.
- A Storm Is Coming: A walking literal example. What he did in order to seal the pact with the Chaos Gods was said to be such an abomination, that the sun never looked upon him since then. Wherever he goes, a thunderstorm follows.
- Time Abyss: Predates the mortal races of the Warhammer world and the arrival of the Old Ones, which happened over 15,000 years ago. The only living creature that might be older is Krakanrok the Black, his father.
Throgg, King of the TrollsA troll king in the northern wastes who seeks to destroy the realms of man with an army of monsters.
- The Beastmaster: Throgg comes at the head of an army of monsters, his Wintertooth Crown allowing all nearby war beasts, monstrous beasts, monstrous infantry and monsters to use his Leadership.
- It Can Think: Trolls are renowned for being stupid (to the point where they can be more interested in picking their noses than attacking an enemy in battle). Throgg is a clever tactician and capable of intelligent thought and speech. In fact, the reason he's come down into the Old World is because he grew extremely unsatisfied with his life and sought more power. For one thing, he doesn't have the Stupidity rule.
- Large and in Charge: Throgg is very large for a troll, gets accordingly Strength 6 for his trouble.
- Monster Lord: If he's the leader of your army, Trolls change from being Special (you can only have 1 to 4 of them in the army) to Core (as many as you want); he also makes other monsters more powerful.