Chaos Teams

these are borrowed and modified from other sources

A Chaos team must be dedicated to one of the four major Chaos powers when created. This affects both the demons it may summon, and what Chaos Power mutation the team may take if able.

Chaos Demon Rules

Chaos teams which wish to use Daemons _must_ have a wizard on their staff. The Daemons will disappear if the wizard is killed or leaves without being replaced before the next game.

All Daemons except the Bloodthirster have a Daemonic Aura. The Aura prevents all modifiers from being applied to armour rolls against the Daemon.

Minor Daemons are dispelled if badly hurt, seriously injured or killed. Greater Daemons are dispelled if seriously injured or killed. Remove dispelled Daemons from your roster.

Greater Daemons have penalty rolls, like secret weapons and fill a Star Player slot on your roster.

All Daemons are considered peaked, and are allies for the team.

Nurgle

0-2 Plaguebearers 120K 6 4 3 7 Horns, Foul App, Nurgle's Rot

0-1 Great Unclean One 260K 3 7 1 8 Foul App,MBlock,Thick Skull, Stand Firm, Stream of Corruption, Nurgle's Rot (penalty 8+)

STREAM OF CORRUPTION: Replaces blitz action. Place lightning bolt template from Daemon. Players half or more under must make an dodge roll or fall and take armour rolls. Players do not actually leave their squares.

Khorne

0-2 Bloodletters 130K 6 5 3 7 Frenzy

0-1 Bloodthirster 240k 6 8 3 10 Block, Break Tackle, Dirty Player, Mighty Blow, Chaos Armour (penalty 8+)

CHAOS ARMOR: The Daemon does not have a daemonic aura, but instead has Chaos Armor (see mutation skills)

Slaaneesh

0-2 Deamonettes 110K 6 3 4 7 Claw, Hypnotic Gaze

0-1 Keeper of Secrets 210K 6 7 3 8 Block, Extra Arms, Horns, Mighty Blow, Aura of Slaaneesh (penalty 8+)

Tzeetch

0-2 Pink Horrors 120K 6 3 3 7 Big Hand, Stunty

Blue Horrors ---- 6 2 3 6 Big Hand, Stunty

0-1 Lord of Change 240K 6 7 3 8 Leap, Pass Block, Leader, Random Event (penalty 7+)

RANDOM EVENT: The Lord of Change may draw a Random Event at any kickoff for which he is on the field. It is played as normal so long as the daemon is on the field, and discarded if the daemon is sent off, dispelled or banished, or at the end of the drive.

Pink Horrors aren't dispelled, but are replaced by two Blue Horrors, one in the Pink's square, the other D6 in a random direction. Blue Horrors may not gain SPPs, and if both are dispelled, the pink is dispelled. Otherwise the Pink Horror returns next game as the Blues merge. If the second Blue is the 12th player on the pitch, roll D6. On a 1-3 one is sent off for the match. There must be _two_ Blue Horrors, not nesseciarily from the same original Pink Horror.

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