KHORNE: BLOODTHIRSTER The Bloodthirster is the most powerful of all Chaos Daemons and the mightiest of the Blood God's warriors. It is impossible to describe the true horror of these daemons, for their appearance is enough to drive a rational man beyond the brink of insanity. Their presence radiates sheer terror, their body exudes the stink of death, and their eyes carry the promise of cold execution. Few who have seen a Bloodthirster have lived to tell the tale. Those who have confronted the terror and lived will recall an overwhelming impression of size and steaming energy, of glowing brass armour and bloodstained fur, and teeth like murderous blades. In its talons the Bloodthirster carries an axe that drips with blood and a long lashed whip tipped with cruel barbs of fire. Points Cost 100 Move Rate 15" Wounds 5 Saving Throw 4,5 or 6 Battle Honours 5 Special Attack The Bloodthirster is armed with a 1 dice whip of fire attack that he may use as he approaches a target. Against other flyers, roll to hit as normal; a successful attack causes 1 wound. Against ship there is an option to aim at the crew or the ships structure. Against crew, there is no roll to hit; instead, an unmodified roll of 6 removes an enemy crew counter. Against the ship it is a 1 dice attack. Any location hit must make a saving throw or be set ablaze. Once the whip has been used the Bloodthirster may engage in a boarding action or close combat with the target. In addition, the whip may also be used as defensive fire against other Flyers who attack the Bloodthirster. Boarding Actions and Close Combat A Bloodthirster gets 1 dice +5 in boarding actions and close combat, as it has 5 wounds. At the start of the boarding action or close combat, roll 1 dice for each enemy model; on a roll of a 1 it is too terrified to initiate an attack. It may not use defensive fire as the Bloodthirster approaches, and does not cause any damage if it wins this round of combat. The target may re-roll at the start of each round of combat to see if it is still terrified. TZEENTCH: LORD OF CHANGE The appearance of the daemon defiles moral comprehension. An overwhelming aura of brightness surrounds this creature; its wings and body shimmer with colours that defy human comprehension. None who have confronted this massive and terrifying creature will ever forget its flashing multi-coloured plumage or its claws of iridescent crystal. But the most terrible of all is the gaze of the Lord of Change, which is said to penetrate the very depths of a man's soul. A Lord of Change's Power is that of pure chaos itself, and little can stand in its way. It descends upon the enemy ships in a roar of flame and a deadly hellstorm of daemonic power. Points Cost 100 Move Rate 15" Wounds 5 Saving Throw 4,5 or 6 Battle Honours 5 Special Attack The Lord of Change attacks with bolts of chaotic energy that flies from the daemons finger. A glowing multicoloured aura crackles and spits around it, leaving an acrid smell of burning air. The result can leave men mutated and beyond recognition. If you win a round of combat during a boarding action, roll a dice for each enemy crew counter killed; on a 4, 5 or 6 it is not killed but instead transformed into Pink Horrors. Take the crew counter and swap it with a Pink Horror counter. The Chaos player adds +1 to the close combat score for each Pink Horror counter. As long as there are Horrors involved the fight is to the death, however the Lord of Change can disengage from combat, if it won the previous round as per normal, leaving the Horrors to finish the job. If the opponent wins a round of combat the Chaos player removes a Cultist Counter AND takes a wound on the Lord of Change if it is involved in the combat. Even though control of the ship passes to the Chaos player when all of a ship's loyal crew are killed, the player has no control over the Horror's actions and the ship is treated like a captured vessel. ie. may not move or fire. However, if a Tzeentch ship comes within 2", the Horrors swim over to it and climb aboard - place the Horrors on the ships template. A ship can hold any amount of Pink Horrors. If the enemy player attempts to re-capture his occupied ship, the Pink Horrors fight as normal to keep control of the vessel. However, they cannot operate any cannons the ship might have and may not fire grapeshot at their opponents as they climb aboard. In addition, the Lord of Change may also use offensive chaotic magic as defensive fire against other Flyers who attack the Daemon. Boarding Actions and Close Combat A Lord of Change gets 1 dice +5 in boarding actions and close combat, as it has 5 wounds. At the start of the boarding action or close combat, roll 1 dice for each enemy model; on a roll of a 1 it is too terrified to initiate an attack. It may not use defensive fire as the Lord of Change approaches, and does not cause any damage if it wins this round of combat. The target may re-roll at the start of each round of combat to see if it is still terrified. NURGLE: GREAT UNCLEAN ONE Even the most hardened crew dread this foul daemon more than any other. It is the very image of the Plague God Nurgle himself - huge, green-skinned and bloated with corruption. From open sores and swelling boils, pus and organs protrude from rents in rancid flesh. From its gaping maw trickles a bubbling stream of vomit mixed with blood, maggots, and other foulness. In its rotting arms the Great Unclean One carries a great sword covered in rust and dripping in bile and a gigantic flail of skulls. Points Cost 100 Move Rate 15" Wounds 5 Saving Throw 4,5 or 6 Battle Honours 5 Special Attack The Great Unclean One can unleash a stream of steaming vomit over its enemies. When the Great Unclean One tries to use this attack roll a dice to see if you hit the enemy. If hit place a Nurgle's Rot counter on the enemies template and roll immediately on the Nurlge's Rot table. Any enemy involved in a boarding action or close combat must place one Nurgle's Rot counter on its own template for every round of combat it remains in contact with the Great Unclean One. During the End Phase the Chaos player rolls a dice on the Nurgle's Rot table for each Nurgle's Rot counter. Nurgle's Rot Table Roll Result 1-2 Remove one Nurgle's Rot counter from the infected enemy. 3 The plague has no effect this turn 4-5 Remove one crew counter from the effected ship. 6 The infected ship takes one point of below the waterline damage. In addition, the steam may also be used as defensive fire against other Flyers who attack the Great Unclean One. Boarding Actions and Close Combat A Great Unclean One gets 1 dice +5 in boarding actions and close combat, as it has 5 wounds. At the start of the boarding action or close combat, roll 1 dice for each enemy model; on a roll of a 1 it is too terrified to initiate an attack. It may not use defensive fire as the Great Unclean One approaches, and does not cause any damage if it wins this round of combat. The target may re-roll at the start of each round of combat to see if it is still terrified. SLAANESH: KEEPER OF SECRETS Slaanesh is the Lord of Pleasure whose mere image evokes ecstasy in an unguarded mind. The Keeper of Secrets is held in especial horror by the non-chaotic fleets because of the sensual temptations its presence arouses. Few who have encountered this daemon can describe the shame of their desire, nor the lust for blood that overcomes their rational senses. The Keeper of Secrets is bedecked with gorgeous jewels, and delicate coloured silks overlay its hideous form. Its long chitinous claws are at the same time delicate and deadly, graceful but hideously destructive. The daemons head is gross and bestial, horned and fanged in perverse contrast with the seductive aura it exudes. Points Cost 100 Move Rate 15" Wounds 5 Saving Throw 4,5 or 6 Battle Honours 5 Special Attack The Keeper of Secrets is bejewelled with gems and illustrious silks in such vivid colours that any crew that stare onto the Keeper of Secrets may become entranced and succumb to the mind-altering effects of the Daemon. During the Keeper of Secrets special attack phase roll a dice; for each crew counter on it; on a result of 5 or 6 remove one crew counter and replace it with a Chaos Cultist counter, these crew members have gone over to the side of Slannesh. The Chaos player adds +1 to the close combat score for each entranced crew counter. As long as there are cultist involved the fight is to the death, however the Keeper of Secrets can disengage from combat, if it won the previous round as per normal, leaving the cultists to finish the job. If the opponent wins a round of combat the Chaos player removes a Cultist Counter AND takes a wound on the Keeper of Secrets if it is involved in the combat. Even though control of the ship passes to the Chaos player when all of a ship's loyal crew are killed, the player has no control over the crew's actions and the ship is treated like a captured vessel. ie. may not move or fire. However, if a Slaanesh ship comes within 2", the crew swim over to it and climb aboard - place the crew on the ships template. The amount of crew on a ship cannot exceed the maximum. Any extra that attempt to get on are thrown into the water to drown by those that have already made it. If the enemy player attempts to re-capture his occupied ship, the traitors get +1 to the dice roll as they fight to keep control of the vessel. However, they are to frenzied to operate any cannons the ship might have and may not fire grapeshot at their opponents as they climb aboard. In addition, the Keeper of Secrets may also use its claws as defensive fire against other Flyers who attack the Daemon. Boarding Actions and Close Combat A Keeper of Secrets gets 1 dice +5 in boarding actions and close combat, as it has 5 wounds. At the start of the boarding action or close combat, roll 1 dice for each enemy model; on a roll of a 1 it is too terrified to initiate an attack. It may not use defensive fire as the Keeper of Secrets approaches, and does not cause any damage if it wins this round of combat. The target may re-roll at the start of each round of combat to see if it is still terrified.