// Arcane Journal — The March of Chaos, p.40–48

Hordes of Chaos

A combined muster list drawing on both the Warriors of Chaos and Beastmen Brayherds army lists at once, used instead of their Grand Army composition lists.

Hordes of Chaos — Army of Infamy

// p.42–43

Composition List

  • Characters (up to 50%): 0–1 Chaos Lord, Daemon Prince or Beastlord; 0–1 Exalted Champion, Sorcerer Lord or Great Bray-Shaman per 1,000 points; Aspiring Champions, Exalted Sorcerers, Cult Magisters, Wargors, Bray-Shamans and Gorebulls.
  • Core (at least 33%): 1+ unit of Chaos Marauders and/or Chaos Warriors; 1+ unit of Gor Herds and/or Ungor Herds; Chaos Cultists and Chaos Warhounds. If the General is a Chaos Lord, Exalted Champion or Daemon Prince, 0–1 unit of Chosen Chaos Warriors may be taken as Core. If the General is a Beastlord or Wargor, 0–1 Bestigor Herd per 1,000 points may be taken as Core.
  • Special (up to 33%): Marauder Horsemen, Chaos Knights and Chaos Chariots. If the General is a Chaos Lord, Exalted Champion or Daemon Prince, 0–1 unit of Chosen Chaos Knights may be taken as Special.
  • Rare (up to 33%): 0–1 Dragon Ogre Shaggoth; Chaos Spawn, Minotaur Herds, Dragon Ogres, Chimeras, Chaos Giants, Cygors and Ghorgons.
  • Battle Standard Bearer: a single Aspiring Champion or Wargor may be upgraded for +25 points, and may purchase a magic standard with no points limit.
  • Magic Items: common magic items, or items from your own faction's list (e.g. a Beastlord may buy from the Beastmen Brayherds list).

Special Rules

An Unholy Union: within 6″ of a friendly Beastmen Brayherds unit, Warriors of Chaos units (not characters) may re-roll natural 1s To Hit; within 6″ of a friendly Warriors of Chaos unit, Beastmen Brayherds units (not characters) may re-roll natural 1s To Wound. Also, a unit within 6″ of a friendly unit from the other list applies a -1 modifier to any Flee roll. Characters and units common to both lists (Chaos Spawn, Chaos Warhounds, Dragon Ogres, Dragon Ogre Shaggoths, Chaos Giants) are unaffected.

“For the Dark Gods!”: if a character in this army kills their opponent in a challenge, they must immediately roll on the Gaze of the Gods table. Once per game, the General may re-roll that D6.

Untrusting Allies: Warriors of Chaos characters cannot join a Beastmen Brayherds unit (or vice versa), and neither can join a unit of Chaos Cultists. Warriors of Chaos units cannot use the Leadership of Beastmen Brayherds characters, or vice versa.

The Shadow Grows: for each character with a Mark of Chaos other than Undivided, the army must also include a non-character unit with the same Mark, and vice versa.

New Units

// p.44–45

Chaos Cultists

Cost not clearly legible — check source
MWSBSSTWIALd
Cultist433331316
Apostle433331327

Troop Type: Regular infantry · Base Size: 25x25mm · Unit Size: 5–20

Equipment: Mixed weapons (counts as two hand weapons and throwing weapons).

Special Rules: Ambushers, Dark Pawns, Mark of Chaos Undivided, Open Order, Skirmishers, Unseen Threat, Warband.

Options: the entire unit may swap Mixed weapons for hand weapon and shortbows; upgrade one model to an Apostle champion (+7/unit).

Dark Pawns: friendly units don't need to test Panic when this unit is destroyed, Breaks and flees, or flees through them, while within 6″.

Unseen Threat: if held in reserve, apply a +1 or -1 modifier to the roll to see if it arrives this turn; when it does arrive, it must be placed more than 4″ from an enemy unit rather than the usual 8″.

A note on this transcription: the OCR scan of this unit's cost column didn't come through cleanly, so the exact points-per-model figure above is omitted rather than guessed — check the source scan for the real number.

Cult Magister

55 Points
MWSBSSTWIALd
452442428

Troop Type: Regular infantry (character) · Base Size: 25x25mm · Unit Size: 1

Equipment: Hand weapon and sacrificial dagger.

Magic: Level 1 Wizard, knows spells from Daemonology or Dark Magic.

Special Rules: Lore of Chaos, Mark of Chaos Undivided, Sacrifice, Thralls of Chaos.

Options: additional hand weapon (+3) or flail (+3); Ambushers (+5); magic items up to 25 points.

Thralls of Chaos: cannot be your General, and can only join a unit with the Dark Pawns special rule (i.e. Chaos Cultists).

Sacrifice: only usable while joined to a unit. Before making a Casting roll, may remove one model from that unit as a casualty and add the sacrificed model's Wounds characteristic to the Casting roll result. This modifies the result — it doesn't negate a natural double 1.

WeaponRSAPSpecial Rules
Sacrificial daggerCombatS-1Strike First

Both units can be represented by combining Empire kits with components from Beastmen Brayherds kits.

Corrupted Magic Items

// p.46–48 — unlike the Artefacts of the Ruinous Powers, these expand the common magic item list and can be purchased by a model in any army, not just this one.

Magic Weapons

Sword of Reaving — 50 points: Combat, S+1, AP-1, Extra Attacks (+D3), Magical Attacks. If the wielder causes no wounds after making their attacks, they suffer D3 Strength 4 hits, AP-1.

Flail of Wrecks: Combat, S+2, AP-2, Armour Bane (1), Magical Attacks, Multiple Wounds (2). The Strength bonus and Armour Bane only apply against enemies the wielder charged that turn; rolling a natural 1 To Wound in combat permanently reduces the wielder's Initiative by 1 (min 1).

Grim Verdict — 40 points: Combat, S+3, AP-1, Armour Bane (2), Furious Charge, Impetuous, Magical Attacks, Requires Two Hands, Strikes Last. If the wielder loses a round of combat, they suffer a single wound with no armour save allowed (Ward/Regeneration saves as normal).

Hunter's Scorn — 20 points: 30″, S5, AP-1, Armour Bane (1), Magical Attacks, Multiple Shots (2). If an enemy model with Wounds 2+ suffers an unsaved wound from it, that model and its unit suffer -1 Initiative (min 1) for the rest of the game; this effect is lost if the shot fails to wound.

Flail of Wrecks' points cost wasn't clearly legible in the scan — check the source.

Magic Armour

Armour of Dark Faith — 40 points (infantry/cavalry only): a suit of light armour; the wearer may re-roll failed armour saves, but loses this benefit (reverting to plain light armour) the first time they lose a Wound.

Scale of False Promise — 35 points (infantry/cavalry only): a suit of heavy armour; the wearer's Toughness and Wounds each improve by 1, but they gain Stupidity (or +1 to their Stupidity test roll if already Stupid).

Mantle of Drifting Shadow — 20 points (infantry only): a suit of light armour; the wearer can't be targeted by shooting or spells from more than 6″ away, and improves their Movement by 1, but gains the Loner special rule.

Talismans

Amulet of Spell Attraction — 25 points: once per turn, when a friendly unit in the bearer's Command range is targeted by a Magic Missile or Hex, the bearer may test Leadership to redirect the spell onto themselves instead (even if out of range or not normally an eligible target).

Periapt of Soul Exchange — 20 points: single use. During the Command sub-phase, the bearer may remove D3 friendly models within their Command range as casualties and recover that many lost Wounds.

Magic Standards

Banner of the Dark Heart — 50 points: when the unit is required to test Fear, Panic or Terror, it may roll an extra D6 and discard the highest result; however, it cannot benefit from the General's Inspiring Presence special rule.

Standard of the Fell Warrior — 15 points: single use. During the Remaining Moves sub-phase, the unit may perform a free Redress the Ranks manoeuvre immediately before moving; it then moves normally but cannot turn or perform a quick turn.

Enchanted Items

Ring of Doom — 25 points: the bearer may cast Doombolt (Lore of Dark Magic) as a Bound spell with a Power Level of 2. Each time it's successfully cast, the opponent rolls a D6 — on a 4+ the bearer's Toughness is reduced by 1 (min 1).

Daemon-Blooded Steed — 15 points (cavalry only): the bearer's mount improves its Movement, Strength and Attacks by 1 each (max 10), but gains the Impetuous special rule.

Elixir of Power — 15 points: single use. During the Command sub-phase, the bearer may consume it for +1 Strength, Attacks and Initiative (max 10) until their next Start of Turn sub-phase; when the effect ends, they lose a Wound that cannot be recovered by a Regeneration save.

Arcane Items

Rod of Might — 50 points: +1 to any Casting roll; however, a miscast is triggered by a natural double 1 or double 2, rather than just a double 1.

Scroll of Invocation — 30 points (0–1 per Wizard, single use): instead of making a Casting roll, the spell is cast as if the minimum casting value had been rolled; Dispel rolls may still be attempted as normal.

Infernal Familiar — 25 points: the bearer may additionally know Doombolt or Winds of Chaos. Should they ever miscast while casting that spell, they cannot cast it again for the rest of the game, on top of any other Miscast table effect.

The Battle of Fort Nordenschloss

// p.18–19 — the Hordes of Chaos assault the fortified garrison of Nordenschloss, with a Cathayan relief force racing to the defenders' aid

Attacker: a single 3,000-point muster list using the Hordes of Chaos Army of Infamy composition list above. The General must be a Chaos Sorcerer mounted on a Chaos Dragon.

Defender: two muster lists — a 2,000-point Main Force using the Empire of Man Grand Army composition list, and a Rescue Force of Miao Ying plus three Sky Lanterns.

Alternative: may be played with any two armies of the players' choosing, in which case the defender spends 25–33% of their points on an allied contingent to act as the rescue force.

Set-up: place terrain as normal, plus a watchtower (up to 8″ at its widest point) inside the defender's deployment zone A, surrounded by Staked Defences. Staked Defences count as a low linear obstacle; any unit without Fly (X) that charges an enemy behind them makes a disordered charge and becomes Disrupted, and any cavalry/chariot model ending its charge move in base contact with them must make a Peril test.

Deployment & first turn: the defender's Main Force deploys in zone A, then the attacker deploys entirely in their own zone A. The attacker automatically takes the first turn. The battle lasts six rounds or until one side concedes.

Scenario special rules: the Rescue Force gains the Ambushers special rule; from round two onward, roll a single D6 for the whole Rescue Force each Start of Turn (rather than per-unit) to see if it arrives, entering from any board edge in the defender's zone B (any units that can't be placed stay in reserve for the following turn). The attacker's own Ambushers arrive normally; but any held-in-reserve Warriors of Chaos units (including Cult Magisters and Chaos Cultists) must enter from the attacker's zone A, while held-in-reserve Beastmen Brayherds units must enter from the attacker's zone B.

Victory: score Victory Points as normal.

Camera scans of the source pages for this army, from the Arcane Journal — The March of Chaos. Click a page to enlarge.