Avenging Angels

Finished off the flying division (sorry, Angelos Conclave) of the Stormcasts last night. I was hoping that the Celestant-Prime would be done at the same time but I chose a different colour scheme for him and, as it turns out, there is an awful lot of detail on him! The main body is pretty much done, but the double cloak set up gave me cause to re-assess my efforts – hopefully he will be joining his friends after this coming weekend.

Anyway, on with the angels!


There are three sets of Prosecutors here, one from the starter set and two from the stand-alone box set. They are led by a Knight-Azyros, ably assisted by a Knight-Venator.


While the starter set Prosecutors come with twin hammers, I went with javelin and shield (with an added trident in each unit) for the box set guys. I just think they look better (and, in Age of Sigmar, that is all you need!), and push the ‘Greek hero’ angle of the Stormcasts a bit further. In game terms, they put down less shots but, at range, can pack a bigger punch. The trident helps with that, and shields can help such a small unit stay alive just that little bit longer.

Painting Hallowed Knight Stormcasts is a very quick process;

  • Black Undercoat
  • Runefang Steel Base on the armour, Caledor Blue on the shoulder pads, Rhino Hide on the tabard, Khorne Red on the weapon hafts.
  • Drown the whole lot in Nuln Oil, then mark out the deeper recesses of the armour with Nightshade.
  • Gehenna Gold on the, well, gold bits, followed by Reikland Fleshshade.
  • Go over all colours with their orginal shade, except the gold which is highlighted with Runefang Steel very lightly.
  • The wings are pure white, and then you are pretty much done!


The leader of this little pack is the Knight-Azyros, with his sword and lantern. I had originally just done the light in the centre of the lantern (Averland Sunset/Bad Moonz Yellow/Ceramite White) but, on finishing that bit, decided it would look better if I made the whole thing glow round it. Repeated those steps for the rest of the lantern’s interior, with a dash of Carroburg Yellow for a shade.


If you are an enemy Hero, this is the really nasty guy of the bunch – the Knight-Venator, or the ‘one-shot, one-kill sniper’, as he is also known. Even his bird is vicious.

The problematic area on this model was the phoenix. I looked at how GW did theirs, and was immediately stymied that (for whatever reason) I have no turquoise paint of any description! So, I decided to be a little more traditional and went for a fiery phoenix.


Painted the whole bird with Mephiston Red first, then drowned it in Nuln Oil. From there, it was just drybrushed in progressively lighter colours, starting with Wzadakka Red, then going through Troll Slayer Orange, Bad Moonz Yellow and finally a light dusting of Ceramite White. The trick was to concentrate the colours progressively towards the body and leading edges of the wings to make it look like this was where the bird was ‘hottest’.

I think it has not turned out as half as terrible as I thought it would when I started and, once the Nuln Oil dried, it was literally three minutes work. No skill/talent required!


Age of Sigmar Scheduling

Those watching GW’s releases will know that with this week’s coming of Skarbrand, Age of Sigmar is getting a rest for a bit in favour of the Tau. There are rumours that there will be another set of releases for Sigmar before the end of the year (a new army, it sounds like) but, for now, I am happy this will give me a chance to catch up on the paining.

The Knights-Vexillor and Heraldor are both sitting on my painting table. With the Celestant-Prime, these are the last of the Stormcasts to be done (though I am very tempted to add a unit of five Retributors to the mix…).

Skarbrand (a daemon who is very angry) is the last of the Khorne releases, which is fortunate, as I have quite a few Khorne models to do now, and they are all characters, from Valkia the Bloody to an Aspiring Deathbringer. I am thinking they will take me a week or so to get through and I would like to add some Wrathmongers, Skullreapers and Mighty Skullcrushers before I properly move on from Khorne.

The Nurgle-worshipping Rotbringers have not had much attention from me up to now, aside from a handful of daemons. These models are primarily ten Blightkings which I may start this weekend, along with a handful of more characters – however, the big projects here (literally) are the Glottkin and a Maggoth Lord. Looking forward to doing them, but I want to do a good job and preparation is everything…

Like others, I would very, very much like to have a large Dreadhold on the table, but I am in absolutely no rush to tackle that. However, I have already started the (first) Skull Keep, and want to add both a Bastion and Gate to that before the end of the year. Which gives me a target.

Finally, I started the Bleak Horde (Tzeentch) last knight, with the base colours on 8 Chaos Knights. This is another force I won’t be tackling too seriously, but Chaos Warriors are quick and easy enough to do, so a unit will get popped in now and again.

Then I just have to contend with the hankering I have been developing for a force of, say, five Aleguzzler Gargants – the idea of a bunch of drunk giants, flailing their way to towards the enemy is too cool to ignore!



Review: Battletome – Khorne Bloodbound

The new Bloodbound book for Age of Sigmar plopped itself on my desk yesterday, and I spent the evening going through it. So, we come to that eternal question – is it any good?

My overall feeling is that GW are steadily improving their Age of Sigmar books, and I would say this is the best one yet. There is a caveat to that – I do have rather a large Bloodbound army myself, so a vested interest is present…


It is a nice big book, equivalent to the Stormcasts Battletome or Codex: Eldar, so there is a nice heft to it.


And as with all Age of Sigmar books, the artwork is second to none. In this one, the Hallowed Knights (another force of mine) are about to get smacked in the face by some really angry people.


The Dreadhold pops up as well – this one within some nightmarish underground cavern doing a good impression of Hell.

The first part of the book, as with the other two Battletomes, is dedicated to background or ‘fluff’ as it is sometimes called. I would be of the opinion that the background text in Age of Sigmar is at least as important as any of its other components. We all know the 40k (or Fantasy Battle) player who collects and army and plays the game, but does not really read the background section of his own army book, much less anything else. I don’t think Age of Sigmar is going to work too well for that kind of player. To me, the whole point of Age of Sigmar is the background, and how it becomes reflected on the tabletop.

So, we get a page on the Bloodbound, explaining who they are (and the fact that they are quite up for a fight against the Stormcasts!), and another on Khorne himself, going into why he is so angry all the time. Then we get into the meat of it.

There are sections on the history of the Bloodbound as they appeared in the Age of Chaos, what it means to be Bloodbound (it is not all blood and gore, you know!), how Lord Khul rose to power, and what the Goretide are planning to do (aside from giving Vandus Hammerhand a right shoeing at some point in the future).


There are two double page spreads that, as with the Stormcasts’ Battletome and every 40k Codex, show what battles the Bloodbound have been involved in. There are lots of snippets here that are just begging for GW writers or players to expand upon in their own games, and I have a feeling we will be revisiting some of the things mentioned here; they will become part of the Age of Sigmar lore, much as the Horus Heresy or Badab War are for 40k.

Here’s an example;

‘Beneath the Luminary Spires of Daedendrill, the Crimson Fury charged headlong into the legendary Cannonade of Korsh. Thousands fell gladly in bloody tribute to Khorne, eventually choking the guns with their mangled bodies.’

A fight against the Duardin (Dwarfs)? Does the name Korsh indicate a naming convention that will be followed for something later? Absolutely no idea, but I have a feeling it will come to make sense in the future!

Also mentioned is something called the Blood Times, when Khorne and his minions turned against the other Chaos Gods. That had to be a fun time for any worshipper of Khorne…


Every unit within the Bloodbound gets a page or two, describing what it does and how it functions. What is of particular interest here (and was impossible with the Stormcasts’ book for obvious reasons) is that it goes into detail on some familiar faces from the World That Was. Basically, we get to see what some favoured characters are up to now in the Mortal Realms. Valkia the Bloody (now known in some parts as the Gorequeen, she seems to be acquiring titles) now rules a volcanic stronghold called Mount Ashenfel (within the Realm of Chaos) and leads a combined Bloodbound and daemonic force on regular slaughters when not engaging in ‘phantom battles’ within the tunnels and chambers below Ashenfel. She has been seriously elevated in Khorne’s eyes and now pretty much rules her domain in his name.

More depth is also given to the new units that have recently appeared – for example, just reading White Dwarf, you don’t get too much of a feeling for the Slaughterpriest and Skullgrinder. Here, you will learn about their function within the Bloodbound horde as a whole, and why they do what they do on the battlefield. In fact, all through this section, there is an emphasis that while these guys do follow the Blood God, they need not be purely mindless killers (something reinforced by some of the recent Age of Sigmar fiction from the Black Library).


Quite liked this picture too, a Lord of Khorne steering his massive Juggernaut towards the enemy with everyone around crying out ‘Blood for the Blood God!’


A painting guide is included, with a focus on Lord Khul’s Goretide and a new force, the Skullfiend Tribe. However, ‘lesser’ Bloodbound forces are also covered to show variant paint schemes – the Flayed are an interesting choice, with an unusual ivory colour to their armour. Not what you typically expect for Khorne, but the variation is nice. Each of these new forces gets a snippet of background for you to build upon should you choose to do them (remember, the old Space Marine chapters used to be just a single picture in the Rogue Trader rulebook, and look at them today – from a single picture an entire book or three may grow in the future…).


There are three Battleplans in this book, and the forces they portray are showing Age of Sigmar becoming a little more diverse. All Battleplans can be used with all forces, of course, but there is always a background history behind them to form part of an ongoing narrative – if you have any of the other books, you know what I am talking about. What is interesting about these is whom the Bloodbound are being set up to fight. There is one against the Stormcasts, which has to be fair enough at this point in the Age of Sigmar schedule, but the first is against Mannfred’s Undead and the next against a force of Ogors. It is nice to see some of the other forces getting a look in (even if it will be a good long while before I get round to collecting models for them – then again, it is not as if I don’t have enough to be getting on with!).

Relentless Assault sees the Bloodbound (or any other force, remember) face an endless horde, comprising three waves of attacks. Clash of Heroes is a general vs. general type of battle, where a Khorne Hero is trying to prove he has the right to lead the Bloodbound. Finally, Reclaim the Fallen sees the Bloodbound trying to recover the limp form of Lord Khul after his little ‘incident’ with Vandus Hammerhand. This one uses objectives and, if I get the time, I might model some Khorne Heroes lying dead on top of a pile of dead enemies…


The last third-odd of the book is dedicated to hard rules – which means Warscrolls! In terms of units and characters, there is nothing here that you have not seen in past books, White Dwarf, or downloaded for free from GW’s web site when the pre-orders go up. However, with the number of characters the Bloodbound have accumulated over the past weeks, having them all in one place is a definite plus.


There are a selection of Battalion Warscrolls as well, including the multi-Battalion Warscroll idea that first appeared in the Stormcasts book. This time round, it is for the Bloodbound Horde, a complete army for Khorne (seriously, you deploy this and you don’t need anything else in your army). And I think it will be popular.

As well as combining a lot of the Battalions that appear before, all of which have their own nice rules, this one adds the +1 Attacks that the Goreblade Warband from the starter set enjoys when things start dying – except this time it is army-wide. However, it also adds a rule that means every unit in the force can unbind spells (and a couple of models get a +2 bonus to do so). Khorne players now have all the tools they need to seriously shut down the spellcasting of even a Tzeentch or Undead force.

The other Battalions include:

Bloodstorm: 3 units of Wrathmongers who bugger up enemy shooting.
The Gorechosen: All the characters of the Bloodbound in one handy package, with more Attacks and better chances to hit their opponents in the face.
Brass Stampede: A Lord of Khorne on a Juggernaut leading 3 (!) units of Mighty Skullcrushers. Together, these guys charge further and automatically inflict mortal wounds when they go in.
Dark Feast: The little guys have not been forgotten, as this Battalion gives you a Bloodstoker, Slaughterpriest and 3 units of Bloodreavers, who together gain more Attacks and are immune to Battleshock.
Skulltake: A mixture of Bloodstoker, Khorgoraths and Skullreapers, gaining more Attacks and doing more Damage.
Red Headsmen: An Aspiring Deathbringer leading a Skullgrinder and 3 units of Blood Warriors into battle. These guys target specific Heroes and Monsters and gain bonuses for bringing them down.
Bloodbound Warband: A mix of Blood Warriors, Skullreapers, Bloodsecrator and Aspiring Deathbringer who cause blood to rain down from the sky!
Goreblade Warband: As in the starter set and core hardbacks.
Bloodbound Warhorde: Take the Gorechosen, a Bloodbound Warband, and then 3-7 of whatever else you like from the list above, for the benefits already described…

As with the Stormcasts’ Battletome, the four page rules sheets are included right at the back so you can now carry around everything you need for your mortal Khorne force in one handy book.


Overall, I like this book a lot. All the Khornate units are now collated into one place, and the Battalions are nice and meaty – they will certainly get used by Khorne players, and though the mega-Warhorde does require a lot of models, it is flexible enough that most dedicated Khorne players are going to get there quite easily.

The background sections are nicely written and give some depth to characters and units that would otherwise just be bloodthirsty maniacs, and it is good to see what some old faces are getting up to in the Mortal Realms. The Battleplans are nicely evocative, and are certainly going to get some use in our gaming group.

So, overall, if you are a Khorne player, this is a must-buy. If you are not, it does not add a great deal to the ongoing narrative beyond the Realmsgate Wars books, so I would file it under ‘interesting’. If you are the sort of person who collects Codexes for armies that are not your own and actually reads them (as opposed to just memorising the rules just in case you face the army) then, again, it is worth picking up. If not, I might instead recommend the Call of Archaon short story series currently being published by the Black Library, which gives some behind-the-scenes looks at a variety of Chaos forces.

Time of War: Slaves to Darkness

Okay, might have gone a little bit mad here. I was thinking about various Chaos forces in Age of Sigmar, when I suddenly remembered the old Realm of Chaos books of way, way back when. Among other things, they contained a complete campaign system that allowed you to create a (very random!) Chaos warband and lead it through several battles as its champion strived to avoid being turned into a Chaos Spawn as he sought elevation to daemonhood.

Wouldn’t it be a whizz-o-whizz idea, I thought, if you could do the same in Age of Sigmar? After all, you can now combine forces to take pretty much whatever you like, and it might just be possible to put an entire campaign system in a Time of War sheet. I started jotting down some notes and, before I knew it… well, have a look for yourself!

I therefore present to you Time of War: Slaves to Darkness. If you would prefer it as a downloadable PDF, well, I just happen to have you covered here (Slaves to Darkness). In fact, you can now download all the Age of Sigmar PDFs I have been working on here.


Time of War: Slaves to Darkness

Although the Gods of Chaos are foul indeed, there are still those who choose to serve and follow them. These champions tread a perilous path, leading lesser creatures into battle in the hope they will avoid the ever-present abyss and ascend into daemonhood, sitting at the right hand of their god.


Slaves to Darkness is a special Time of War sheet in that it covers that just one battle but a consecutive set of them. Players will create their own Champion of Chaos, complete with a loyal retinue, and then engage in a series of battles against their rivals until one receives the ultimate reward and is made a daemon prince.

When battles are linked in this nature, it is called a campaign and may be some of the best fun you have with Warhammer: Age of Sigmar! From humble beginnings, your Champion of Chaos will encounter foes great and terrible, will acquire loyal followers who are prepared to die in his service, and struggle against rival champions who are trying to win the favour of their own gods.

Several players can use Slaves to Darkness at the same time and, indeed, with Chaos warbands it is usually a case of the more, the merrier!

Time of War: Slaves to Darkness may be used in conjunction with other Time of War sheets that reflect special rules when fighting in specific realms or regions.


Your Champion of Chaos

Every Chaos warband is led by a Champion of Chaos, a strong-willed individual who believes they should be granted the immortality of daemonhood.

Ordinarily, this will be a Chaos Lord. However, the following can also be selected for your Champion of Chaos. You may choose any options that appear on their warscroll.

Chaos Lord of Slaanesh (Slaanesh)
Chaos Sorcerer Lord (may not select Khorne)
Lord of Plagues (Nurgle)
Nurgle Chaos Lord (Nurgle)
Nurgle Chaos Sorcerer (Nurgle)
Tzeentch Chaos Lord on Disc of Tzeentch (Tzeentch)
Tzeentch Sorcerer Lord (Tzeentch)

Alternatively, if your opponents agree, you can use any model with similar characteristics.

Once you have chosen your Champion, you may either dedicate him to a specific Chaos God (Khorne, Nurgle, Tzeentch or Slaanesh), or allow him to follow Chaos Undivided, embracing Chaos in all its forms. The model of your Champion of Chaos should, however, be painted in a fashion that makes it obvious whom he serves!

Some of the choices above automatically select a specific god (or are denied the choice of a god). This is detailed in parentheses after the name of each choice affected.



Every Champion of Chaos has a Standing score. This reflects the attention he has gained from his god and is of vital importance! A Champion of Chaos with a sufficiently high Standing will sooner or later be granted his deepest desires and be made into a daemon prince. If his Standing drops too low, however, he may be punished as Chaos spawn.

A Champion of Chaos starts with Standing 0.


Rewards of Chaos

The gods of Chaos reward their loyal worshippers but their gratitude can be capricious and cruel. A Champion of Chaos will never know what he will be granted next.

Whenever a Champion of Chaos gains a Reward, roll on one of the tables below. Any Champion may roll on the Rewards of Chaos table, while those who have pledged themselves to a specific god can roll on its own table instead.


Whichever table you elect to use, roll one dice and add your Champion’s current Standing.


Rewards of Chaos

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Chaos Armour: The Champion’s armour flows with the power of Chaos. Improve his Save by one, to a maximum of 3+. If his Save is already 3+, his armour simply becomes more ornate and impressive, and the Champion’s Standing is increased by +1 instead.
9-10 Chaos Warhounds: Roll one dice. Your Champion immediately adds a unit of this many Chaos Warhounds to his warband. If these Chaos Warhounds are within 3” of the Champion, they will make 4 Attacks with their Slavering Jaws rather than 2.
11 Chaos Frenzy: The Champion is prone to fits of utter rage. Once during any of your hero phases, you can announce the Champion is entering a Chaos Frenzy. His Melee Weapons attacks are doubled but if he can charge an enemy model, then he must do so. This lasts for the rest of the battle.
12-15 Daemon Weapon: A daemon has become bound to one of your Champion’s Melee Weapons. Choose either the Range, To Hit, To Wound, rend or Damage of the weapon and improve it by one point.
16-17 Gift of a God: Choose one of the other Chaos Rewards tables and roll upon that.
18-19 Monstrous Mount: The Champion is gifted with an impressive mount. Choose an appropriate warscroll (such as Chaos Lord on Manticore) and use that for your Champion from now on (keeping any other rewards you have earned up to now). If you roll this reward again, add +1 to your Champion’s Wounds.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.


Rewards of Khorne

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Mark of Khorne: The Champion is given a scar or horns that form the shape of Khorne’s own sacred sign. The Champion’s Standing is increased by +D3.
9-10 Flesh Hounds: Roll D3. Your Champion immediately adds a unit of this many Flesh Hounds to his warband.
11 Eroded Mind: Khorne has seen fit to remove much of the Champion’s higher functions, to better let him concentrate on slaughter. Once during any of your hero phases, you can announce the Champion is entering a blood rage. His Melee attacks are doubled and he adds +1 to all to wound rolls he makes. However, he must always end his movement phase closer to an enemy model than when he started and if he can charge an enemy model, then he must do so. This lasts for the rest of the battle.
12-15 Collar of Khorne: The Champion has been gifted with a collar of Khorne and can now unbind spells as if he were a WIZARD.
16-17 Mighty Lord of Khorne: The Champion has gained the notice of his god who now watches him closely. Use the Mighty Lord of Khorne warscroll from now on (keeping any other rewards you have earned up to now). If you roll this reward again, add +1 to your Champion’s Wounds.
18-19 Juggernaut: The Champion is gifted with a juggernaut. Use the Lord of Khorne on Juggernaut warscroll from now on (keeping any other rewards you have earned up to now). If you roll this reward again, add +1 to your Champion’s Wounds.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.


Rewards of Nurgle

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Immense Bulk: The Champion is favoured by Nurgle and his armour bulges as he grows in bulk. The Champions gains +1 Wounds.
9-10 Beast of Nurgle: Your Champion immediately adds a Beast of Nurgle to his warband.
11 Horns of Nurgle: The Champion is given huge horns that resemble those of a Great Unclean One. The Champion’s Standing is increased by +D3.
12-15 Nurgle’s Rot: The Champion is granted Nurgle’s Rot. In your hero phase, roll a dice for each unit within 3″ of any models with this ability. On the roll of a 6, that unit suffers D3 mortal wounds. Nurgle units do not suffer wounds from Nurgle’s Rot – they rejoice in the afflictions visited upon them by their putrescent god. If the Champion already has Nurgle’s Rot, it becomes more virulent. Units will be affected by it on the roll of 5 or more.
16-17 Biting Tongue: The Champion’s tongue grows until it is long and cylindrical, with a biting mouth on the end. He gains a Biting Tongue Melee Weapon with Range 1”, Attacks 1, To Hit 4+, To Wound 4+ and Damage 1. If this is rolled for again, increase its Attacks by +1.
18-19 Nurgling Infestation: The Champion’s body is infested with Nurglings. At the start of the battle, place a Nurgling model within 3” of the Champion. If the Nurglings are more than 3” away from the Champion at the end of any turn, they are immediately removed. However, if there are no Nurglings within 3” of the Champion at the start of any of your hero phases, place a Nurgling model within 3” of him. If you roll this reward again, another Nurgling model is added, following all the rules above.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.


Rewards of Tzeentch

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Reckoning of Tzeentch: The Champion comes under the scrutiny of the Changer of Ways. Roll a dice once each for his Move, Wounds, Save and Bravery. On a 3 or less, the score worsens by one point. One a 4 or more, it improves by one point.
9-10 Screamers of Tzeentch: Roll D3. Your Champion immediately adds a unit of this many Screamers of Tzeentch to his warband.
11 Minor Oracle of Eternity: Once per game, you can roll a dice. If you roll 4 or more, your Champion can change the result of another single dice roll to the result of your choosing.
12-15 Familiar: The Champion is given a Chaos Familiar who immediately joins his warband.
16-17 Gift of Magic: The Champion has become a WIZARD. If the Champion was already a WIZARD, he can cast an extra spell every turn.
18-19 Knowledge of the Ages: The Champion has become a WIZARD. In addition, the Champion is taught any one spell of his choosing that is known to any DAEMON of TZEENTCH. If you roll this reward again, you may choose another spell.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.


Rewards of Slaanesh

Much to the distress of its followers, Slaanesh has disappeared and is not granting even its greatest Champions rewards. At this time, Champions of Slaanesh may only roll on the Rewards of Chaos table.

On the other hand, if you do just happen to find Slaanesh while on your travels, you will probably be granted daemonhood immediately!



Every Champion of Chaos has a lieutenant to aid him, loyal in the main but there is always the possibility that he wants the Champion’s position and privilege for himself!

A lieutenant is chosen from the list below. Some worship specific Chaos Gods, however, and these may only be selected by a Champion following the same god or who has pledged himself to Chaos Undivided. You may choose any options that appear on their warscroll.

Aspiring Deathbringer (Khorne)
Bloodsecrator (Khorne)
Bloodstoker (Khorne)
Daemonsmith (may not select Khorne)
Dark Elf Assassin
Dark Elf Sorcereress (may not select Khorne)
Death Hag
Exalted Deathbringer (Khorne)
Exalted Hero with Battle Standard
Goblin Shaman (may not select Khorne)
Great Bray-Shaman (may not select Khorne)
Infernal Guard Battle Standard Bearer
Infernal Guard Castellan
Night Goblin Shaman (may not select Khorne)
Orc Warboss
Plague Priest (Nurgle)
Skaven Warlord
Skullgrinder (Khorne)
Slaughterpriest (Khorne)
Wargor Standard Bearer

Alternatively, if your opponents agree, you can use any model with similar characteristics.



As well as a lieutenant, you will also have a small group of followers to complete your warband. Roll on the tables below four times to determine the units you will begin with. Numbers listed in parentheses next to each entry is the maximum number of models you can have in the unit (though you only ever receive one of anything from the Monster table). Other than that, you can choose any options listed on their warscrolls.


If your Champion has dedicated himself to a specific Chaos god, you can opt to use the result you rolled in the appropriate column instead, if one is listed.

If you do not have the exact models to hand, don’t worry – simply re-roll the result or just choose something similar.



2D6 Roll Again on…
2-3 … the Monster table
4 … the Brutes table
5-9 … the Fodder table
10 … the Brute table
11-12 Choose a new Lieutenant from the list above



D6 Monster
1 Chaos Warshrine, Mutalith Vortex Beast, or Cygor
2 Gorebeast Chariot, Slaughterbrute, or Ghorgon
3 Hellcannon, Cockatrice, Jabberslythe
4 Giant, Great Taurus, or Gigantic Chaos Spawn
5 Chimera, Lammasu, or Chaos War Mammoth
6 Dragon Ogre Shaggoth, or Doombull



2D6 Brutes Khorne Nurgle Tzeentch Slaanesh
2-3 Dragon Ogres (3)        
4 Razorgors (5)   Daemon Plague Toads of Nurgle (3)    
5-6 Minotaurs (3)        
7-8 Chaos Ogres (3) Khorgorath (3) Plague Ogres (3)    
9-10 Chaos Trolls (3)   Bile Trolls (3)    
11-12 Chaos Spawn (5)        



2D6 Followers Khorne Nurgle Tzeentch Slaanesh
2-3 Orcs (20)        
4 Bestigors (10) or Centigors (10) Skullreapers (5)      
5 Chaos Warhounds (10)        
6-7 Marauders of Chaos (20) or Marauder Horsemen (10) Bloodreavers (20)      
8 Warriors of Chaos (10) Or Chaos Knights (5) Blood Warriors (10) or Mighty Skullcrushers (3) Putrid Blightkings (5)    
9 Gors (20) or Ungors (30)        
10 Clanrats (30) Wrathmongers (5)      
11-12 Harpies (5)        

As more models are released for Warhammer: Age of Sigmar, you should feel free to add to or change the entries in all of these tables to best reflect your collection of models.


Follower Rewards

As your warband enjoys victories and suffers defeats, your followers will become steadily more imbued with the power of Chaos. Whenever you are called upon to give a follower a reward, choose a unit in your warband (not your Champion!) and use the following table.


D6 Follower Reward
1 Chaos Spawn: One model in the unit is immediately turned into a CHAOS SPAWN! The CHAOS SPAWN leaves the unit and fights on its own.
2 Aspiring: One model in the unit (its leader, if it has one) gains either the Chaos Armour, Chaos Warhounds or Daemon Weapon reward from the Champion’s Reward of Chaos table.
3-4 Mutation: The followers are ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a roll of 5 or more, your chosen score is bettered by one point. On a roll of 4 or less, your chosen score is worsened by one point.
5 Possessed: The followers are possessed by daemons and bolstered by their essence. Whenever they suffer a wound, roll a dice. On a roll of 6 or more, the wound is ignored.
6 Eye of Chaos: These followers have really gained the attention of the Chaos gods. Roll twice on this table, ignoring any further rolls of a 6.


Fighting Battles

You may choose to use any battleplan against any rival warband, or you may choose to fight a non-Chaos force – perhaps the Stormcast Eternals have finally tracked you down and are determined to bring your villainy to an end, or maybe you have annoyed the Sylvaneth just once too often!

After each battle is complete, quickly run through the following steps to reflect how victory or defeat has affected your Champion and warband.


Adjust Standing

After every battle, your Champion’s Standing will change, depending on his actions. Run through the list below and modify your Standing with all applicable changes. Note that some are specific to certain battleplans and whether your Champion has pledged himself to a specific Chaos God.


Lost the last battle                                                               -1

Won a major victory in the last battle                             +1

Champion killed an enemy HERO                                 +1

Champion killed an enemy MONSTER                        +2

Champion killed an enemy Champion                           +2

Champion removed as a casualty                                   -D3



Gained major victory the ritual in The Ritual as the Ritualist                                                   +D3

Gained major victory in any battle that involved a Dreadhold of at least three sections   +1



Less than 20 models were killed among both sides      -2

Champion killed no enemies                                             -D6

Champion killed more than 10 models                           +1

Champion killed more than 30 models                           +2

Any model in the warband cast a spell                           -D6

Enemy WIZARD killed                                                     +1



Killed more than 10 models with Nurgle’s Rot              +1

Killed a HERO with Nurgle’s Rot                                     +2



Killed an enemy Champion who had killed your Champion in a previous battle  +D6

Champion killed more than 10 models with a spell      +1



For every model that was removed from the table during the battle, roll one dice. On a 6 or more, the model is permanently removed from the warband, having finally met its end!

If this is your Champion, your warband will require a new one. See Replacing Champions below for how to do this.



If you won your last battle, your Champion and his followers will be rewarded. Roll on the Rewards of Chaos table, adding your Champion’s new Standing, and apply the results to your Champion. If your Champion has pledged himself to a specific god, you can roll on the appropriate table instead.

Then pick one other unit in your warband, and roll on the Follower Rewards table for them.

If you lost your last battle, you receive nothing except the contempt of the Chaos Gods – do better next time!


Growing Your Warband

As your Champion grows in stature, so too will the size of his warband grow. At the end of every battle, roll one dice, and add +1 if you gained a major victory in your last battle. On a 6 or more, roll on the Followers table.


Followers in a warband are generally a jealous and unfriendly bunch. New followers always form their own units and can never be added to existing units. This means that, over time, even a favoured unit will gradually be eroded – thank the Chaos Gods that there are always new recruits to join your warband!


Replacing Champions

If your Champion is elevated to become a daemon prince, he has achieved his goal of immortality and wins the campaign! You may decide that you wish to continue fighting and see what your warband does next, in which case follow the rules below (however, the new daemon prince will not be present – he now has far more important things to do!).

If, however, your Champion was turned into a chaos spawn, then he stays with the warband but is no longer its Champion (he is now more like a favoured pet!). One of your lieutenants is immediately promoted to become Champion in his place.

If you do not have a lieutenant, remove any one model of your choice from the warband and choose a suitable lieutenant from the list given earlier – a particularly strong-willed individual has seized his chance and now leads the warband.

The new Champion begins with a Standing equal to half that of his predecessor, rounding down (or up, if the Standing was negative!).


Daemonic Legions

Once per battle, a Champion may implore the Chaos gods for daemonic aid in his hero phase, though this is not without cost. Roll a dice, add his Standing, and then consult the table below. When you have determined which units have been sent, roll a dice and deduct 3 from the total, treating results of less than 1 as 1. The Champion loses this much Standing for his temerity in asking the gods for help!


This replaces the Legions of Chaos rule in Time of War: Storm of Sigmar.


D6 + Standing Aid Sent
5 or less Spawndom: Your Champion suffers D3 mortal wounds. If he is slain, he is transformed into a CHAOS SPAWN.
6-8 Daemonic Warband: The Chaos Gods send 1 unit of DAEMONS. HEROES or MONSTERS cannot be chosen.
9-10 Daemonic Regiment: The Chaos Gods send 1 unit of DAEMONS. HEROES cannot be chosen.
11-12 Champion of Chaos: The Chaos Gods send 1 unit of DAEMONS. Any unit can be chosen.
13-15 Battalion of Chaos: The Chaos Gods send D3 units of DAEMONS. You cannot set up more than 1 HERO, or more than 1 MONSTER.
16 or more Chaos Legion: The Chaos Gods send D6 units of DAEMONS. You cannot set up more than 1 HERO, or more than 1 MONSTER.


So, What’s Next?

If you fancy giving Time of War: Slaves to Darkness a bash, I would very much like to hear (reach me at msprange@mongoosepublishing.com) how you got on! Primarily, my focus is on the various Reward tables and how quickly Champions are elevated or fall to Spawndom.

I have also left things open enough so any new units that appear can simply be slid into the various sections, and you can tweak things to suit your own model collections – there is no real reason why a Skaven Warlord could not be a Champion right from the start (in fact, that would be funny, and quite possibly annoy a lot of other Champions!).

On that note, driving to work this morning, it did occur to me that a very similar system as Slaves to Darkness could be used to represent squabbling Skaven clans and various Warlords and Engineers trying to ascend the greasy pole. Will need more treachery though!

Age of Sigmar Downloads

The following files are freely available for Age of Sigmar.


Alarielle: In her Ream of Life aspect of the Radiant Queen
Giant Spined Chaos Beast: A Warscroll for the Forge World model – a good stand in until they get round to doing one of their own!
Tzeentch Chaos Sorcerer on Disc of Tzeentch: A Warscroll for Tzeentch forces if you don’t want to go full on Gaunt Summoner
Herdstone: A Scenery Warscroll for Beastmen forces.
Island of Blood: The official collection of Warscrolls for the units within the Island of Blood box set
Dark Angels: A collection of Warscrolls for Dark Angels in Age of Sigmar


Treasure Hunt: A battleplan where armies race to uncover relics.
The Brimstone Tempest: A complete campaign featuring Khorne Daemons and the Bloodbound, matched against Skaven.

Time of War

Realm of Beasts: Some over-arching rules for fighting in Ghur.
Slaves to Darkness: A complete campaign system for rival Chaos warbands, inspired by the old Realm of Chaos books.
Valkia the Bloody: For use when Valkia the Bloody is the general of a mortal or daemon army of Khorne.

Star Wars Downloads

The following files are freely available for Star Wars.

Codex: Rebel Alliance A complete Warhammer 40,000 Codex for Rebel forces
Codex: Galactic Empire A complete Warhammer 40,000 Codex for Imperial forces.

Battleplan: Treasure Hunt

Couldn’t stop myself. Had to take a swing at doing a Battleplan for Age of Sigmar…

Incidentally, will be creating a couple of pages later this week that will archive all file downloads in one place. You’ll just be able to click on the menu on the left hand side of the page to access them all as lovely PDFs rather than having to suffer my really, really bad formatting skills in WordPress.


Treasure Hunt

The old civilisations of the Mortal Realms, all but lost to history after the scourge of Chaos swept over them, can be veritable troves for those willing to brave danger in the search. Many ruins have been picked clean by scavengers over the centuries but a few remain intact under the weight of dust and decay. When previously hidden ruins are discovered, opposing armies can clash as they seek to be the first to uncover the treasures of a past age.

This battleplan describes the meeting of two armies among ruins that contain a hidden wealth of knowledge, magic or great riches. You could use it to represent a force of Stormcast Eternals seeking vital secrets in a ruined city recently unearthed by the powerful magic of Chaos, only to discover an opportunistic Skaven warlord has already started to pillage it. Or perhaps the Sylvaneth are desperately trying to recover the wilting essence of life within a dying forest as the Rotbringers seek to twist the same treasures to their own foul purposes.


The Armies

Each player picks an army, and then must decide who will be the brigand and who will be the preserver.

If one player has at least a third more models than their opponent, then their opponent’s general can choose one of the Relic Seeker command abilities below in addition to any others they have.


Preserver’s Objectives

Days of fruitless searching may be over. Your forces have combed this region tirelessly, seeking a precious treasure sacred to your people. By following the portents and signs, you have arrived at this place, certain it holds the key to what you seek. However, the enemy have arrived before you and are already scouring the land to steal what is rightfully yours. You must push them back long enough to find your treasures so they can be taken safely back home.


Brigand’s Objectives

The enemy has spent too long in your territory, poking around old ruins and digging under the ground – they are obviously looking for something and if they are putting this much effort into it, it must be valuable! Earlier, your scouts reported an enemy force had been dispatched to an area you know well. Guessing that whatever they were looking for would be there, you rallied your own troops and got their first. Now you must quickly discover what is so valuable before the enemy swipes it from under your nose!


Relic Seeker Command Abilities

Daylight Robbery: If you use this command ability, your general dispatches his sneakiest troops to steal treasures the enemy has already located. Pick a friendly unit within 18” of the general. If an enemy unit is within 3” of it, roll one dice. Deduct this amount from Relics your opponent has found and add it to your own total.

Collapsed Tunnel: If you use this command ability, your general ensures by means of magic, miners or brute strength that a terrain feature cannot be plundered by anyone. Select any terrain feature within 18” of the general. Until your next hero phase, no unit from either army can plunder it for Relics.


The Battlefield

The battle takes place in a desolate wilderness where ruins have been uncovered by the wind, an earthquake or magic. Dust and sand is everywhere, while across the plain walls, toppled towers and the remnants of magnificent structures jut unevenly out of the ground.

You can either generate the scenery for this battle as described on the Warhammer: Age of Sigmar rules sheet, or use the example scenery shown on the map below.

Battleplan - Treasure Hunt Map


The players set up their armies as described on the Warhammer: Age of Sigmar rules sheet.


First Turn

Use the instructions on the Warhammer: Age of Sigmar rules sheet to determine who takes the first turn.


Plundering Ruins

Every terrain feature on the battlefield is a potential trove of treasure of great value to either army. However, each terrain feature must be thoroughly searched and excavated if it is to yield all its secrets.

A unit with at least one model on a terrain feature may attempt to plunder it if there are no enemy units within 6” of the feature. To plunder terrain, models within the unit select one melee weapon and then roll to attack as normal. The terrain feature does not make any Save rolls.

Every successful wound caused by the unit will garner its army one Relic. You should keep track of how many Relics each army accumulates throughout the battle.


Relics of Power

Most Relics discovered during this battle will have a value only truly realised after long days or weeks of study. However, some will possess obvious power that can be unleashed upon the enemy.

For every 20 Relics you acquire, you may make one roll on the Triumph table in your next hero phase. This may be the Triumph table on the Warhammer: Age of Sigmar rules sheet or, if you are using Time of War rules for a particular Realm or region, you may roll on that instead.

The effects of the Triumph are applied immediately.



Do not use any of the victory conditions on the Warhammer: Age of Sigmar rules sheet.

The first player to accumulate 100 Relics or remove all of his opponent’s models from the battlefield will win a major victory.



Time of War: Realm of Beasts

In preparation for an upcoming campaign, I jotted down some notes on a Time of War sheet for the Realm of Beasts. Comments are welcomed!


Time of War: Realm of Beasts

Within Ghur, the Realm of Beasts, there is a prairie so vast, it has no name. No single nation can lay claim to any noticeable fraction of it, and it cannot be crossed in a single lifetime. These plains encompass entire mountain ranges, forests and canyons but they are chiefly grasslands of infinite variety. Here, great beasts with horns that rise above the highest trees roam, hunted by a multitude of human tribes.

While specific regions within the Realm of Beasts may have their own specific rules, the following can be used during battles anywhere within Ghur. Players are free to choose which of these rules they wish to use every time they fight.



WIZARDS in the Realm of Beasts know the Wildform spell in addition to any other spells that they know. Wildform harnesses the power of beasts throughout the realm, giving the recipients increased savagery in battle.

Wildform has a casting value of 6. If successfully cast, select a friendly unit within 18” of the caster. Until your next hero phase, that unit will re-roll all to wound rolls of a 1. However, if the unit is within 12” of an enemy unit, it must attempt to charge it if possible.


Territorial Beasts

The Realm of Beasts is a terrifying place with many huge and powerful monsters roaming freely. They are often attracted to the sound of battle and will fight hard to defend their territory.

At the start of every battle round, before players roll to see who has the first turn in that round, roll a dice. On a 4 or more, an angry beast has appeared!

If this occurs, roll another dice. If the roll is a 1 or 2, a Lesser Beast has appeared. Otherwise, it is a Greater Beast. Roll on the appropriate table below to determine what kind of monster has appeared (note that you can choose which column to roll on if you have determined a Greater Beast has appeared). If you do not have an appropriate model, either re-roll on the table or substitute the monster for another in your collection.

Lesser Beasts

D6 Beast
1 Cockatrice
2 Great Taurus
3 Griffon
4 Lammasu
5 Mournfang
6 Razorgor


Greater Beasts

D6 Beast Alternative
1 Arachnarok Spider Jabberslythe
2 Carnosaur Kharibdyss
3 Chimera Manticore
4 Cygor Stegadon
5 Ghorgon Thundertusk
6 Hydra Wyvern

The monster is placed in the centre of a randomly chosen terrain piece.

Players then roll to determine who has the first turn of the battle round. For the rest of the battle, the monster will be under the control of the player who wins that roll.

Use an appropriated warscroll for the monster that has appeared, ignoring any weapons or special rules that are only applicable to any rider or handler the monster normally has.


Spirit of the Beast

Once in each battle in the Realm of Beasts, a HERO of DESTRUCTION can rally the wild, untampered savagery of the beast to him. In your hero phase, nominate a HERO of DESTRUCTION and roll one dice. On a roll of 1 or a 2, the HERO has failed to tame the spirit of the beast and he immediately suffers D3 mortal wounds. Otherwise, the HERO doubles its attacks for one melee weapon for the rest of the battle.


Realm of Beasts Triumphs

If you win a major victory in a battle within the Realm of Beasts, you can roll on the following table instead of the Triumph table on the Warhammer: Age of Sigmar rules sheet.


D6 Reward
1 Golden Arrow. Pick a HERO in your army to carry this weapon. Once per battle the HERO can make a shooting attack with the Golden Arrow. It has 1 attack, hits on 3+, wounds on 3+, has a Rend of -1 and D3 damage. However, if the wound roll is a 6 or more, it doubles its damage and has a Rend of -3.
2 Bestial Mask of Fury. Pick a HERO in your army to wear this mask. During the battle, all enemy units within 12” of the HERO will suffer a -2 penalty to all battleshock tests.
3 Eagle Slayer Pendant. Pick a HERO in your army to wear this pendant. The HERO can re-roll all failed to hit rolls when fighting an enemy unit that can fly.
4 Beast Master. After all models have been deployed before a battle but before the first turn, pick one MONSTER in the enemy army. It is immediately removed from the table.
5 Beast Charmer. If a territorial beast appears under the control of the opposing army, roll a dice. On a 4 or more, it automatically falls under your control.
6 Sacred Lair. Choose any one piece of terrain on the table before any models are deployed. All friendly units within 6” of this terrain may re-roll failed Saves.