recursal/Fanatic-Fandom huggingface dataset:
Aylessa

**Aylessa** is a darkmaiden vampire that ruled over the Nightlands in Shyish.[1a]

## History

Aylessa is the blood sister of Cyssandra and Yessanna, a member of one of Neferata’s darkmaiden broods. For centuries of blood and terror beyond count, she ruled over the Nightlands and the River of Souls that runs through it. From her sailing castle, she spread dark magics and despair among the mortal tribes of the Nightlands. Using her sorcery, her thrall over that domain was absolute; she constantly spied upon its populace, sending undead armies to punish any that defied the wishes of Neferata or her mistress’ master, Nagash. However, when the Ironjawz invaded her kingdom she was already responding to a call for help from her queen, and was making full speed for the river’s end where Neferata’s palace stood in the centre of its own ghostly empire. Dakkbad’s invasion of the Nightlands caught her ill-prepared, and set the vampire on an altogether different path. Now she hunts her hated prey across Shyish and beyond, following the beast’s trail of destruction while she dreams of the bitter taste of his blood.[1a]

## Source

* 1 Destruction Battletome: Ironjawz.

	+ 1a Pg. 81
Battletome: Gloomspite Gitz

The Bad Moon is rising on the Mortal Realms – and the grots are marching to war. This battletome allows you to field an army of Gloomspite Gitz – a coalition of Moonclan Grots, Spiderfang Grots, troggoths andgargants united by a love hallucinogenic fungus and heinous violence. Inside this book, you'll find…

## Contents

- An in-depth look at the origins, lore and great battles of the Gloomspite Gitz

- A showcase of stunningly painted miniatures – plus tips for painting your own

- Powerful new faction abilities that let you represent the madcap tactics of the Gloomspite Gitz on your tabletop

- Warscrolls and points profiles that let you build any kind of army you want – teeming hordes of grots, scuttling Spider Riders, brutish tribes of troggoths or a mix of the three.

## Source

* Games Workshop - Battletome: Gloomspite Gitz.
Chaos Battletome: Khorne Bloodbound

***Chaos Battletome: Khorne Bloodbound*** is a full colour, 136-page hardback book that contains the background story of the Age of Chaos and the Bloodbound, three Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), Warscrolls for all the various Bloodbound miniatures, photographies of the various warbands, eight Warscroll Battalions (formations that give access to additional, powerful abilities), and the complete ruleset for *Warhammer: Age of Sigmar*.

## Source

* Games Workshop - Battletome: Khorne Bloodbound.
Barak-Zilfin

**Barak-Zhilfin, the Windswept City** is the second richest sky-port of the Kharadron Overlords. It is known for its skilled pilots and shipwrights and for its competitive nature.

Also known as the Windswept City, Barak-Zilfin is famed for the skill of its pilots and shipwrights. No fleets venture as far as those from Barak-Zilfin, and while some regard them as reckless, they are confident in the abilities of their crew and the sturdiness of their ships. None can predict or ride the zephyrs as can those of Barak-Zilfin. They are known as windmasters, although the other sky-ports claim this moniker refers to their tendency to boast, or even their skills of flatulence. This is mere jealousy, for the aggressive opening of new trade markets has seen Barak-Zilfin grow to be the second largest of the Kharadron sky-ports, holding vital seats on the Geldraad. It is a position they seem unlikely to relinquish, for the Great Coghalls of Barak-Zilfin the most famed of all Endrineering Academies produce more new airships than any other.
Celemnis

The Shattered City echoes to the outrage of **Celemnis**, Swordmaiden of the Argent Sisterhood, whose magical blades defend the city even though none are left to wield them. All who hear her banshee screams clutch at their throats, suffocated by a well of sorrow so profound they can do nought but drown in it.[2a]

Celemnis was once a weaponsmith renowned across Anvrok and beyond. The daughter of a Ninemage, she poured body and soul into each creation, threading a single hair from her russet locks into the heart of each blade so it could cut through spirit as well as flesh. Yet fate was to play a cruel trick on Celemnis. Her workshop was torn apart by Chaos invaders, its steelworkers slain to a man. When she refused the advances of Ephryx, the sorcerer ordered her boiled alive in a cauldron of molten silver. Her vengeful ghost haunts the Shattered City to this day, howling in grief at those who trespass upon her realm.[2a]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.
* 2 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 2a pg. 32
Branchwraiths

By far the most numerous and widespread sylvaneth are the Forest Folk. These are the tribal bands of Dryads that make up the bulk of every clan, along with the **Branchwraiths** who act as their chieftains and spiritual guides.[1a]

## Role

During the Age of Myth, it was rare for the Forest Folk to be called upon to fight. The realms were wild and often dangerous, but they presented few hazards that the noble Households could not hold at bay. When the darkness of the Age of Chaos descended, everything changed. Those Forest Folk temperamentally or physically incapable of fighting back against the invaders were soon reduced to hacked and splintered corpsewood.[1a]

For the rest, life became a constant battle to hide, to flee, to live. Day by day, the joy and cheer was driven out of the Forest Folk, replaced by bitterness and hate for those who had despoiled their paradise. As the years ground by, the Forest Folk became adept at surviving on their own and at fighting back against their oppressors. Gentle hands transformed into jagged talons. Pale eyes burned with a hunger and bitterness that they had not known since the days before myth. War made killers of the Forest Folk whether they wished it or not, and these now insular and mistrustful creatures excel in stalking and ambushing their enemies. While they will never have the discipline and martial skill of the Noble Spirits, the Forest Folk have become warlike, frightening creatures and they can be especially deadly in large numbers or amidst the tangled boughs of the Wyldwoods.[1a][1b]

Branchwraiths lead all but the most wayward or unfortunate enclaves of Forest Folk. They are matriarchal authority figures and spiritual warrior chieftains who curb the wild instincts of the more fey and whimsical of their followers, striving constantly to ensure the survival and well-being of their Dryad kin.[1b]

Branchwraiths are powerful forest spirits, and many are gnarled by centuries of warfare and unflinching pragmatism. The Branchwraiths carry within their heartwood an echo of the Noble Spirits’ greatness and, though they do not bear lamentiri, they still comprehend the importance of their place to their people. It is the Branchwraiths who most clearly hear and project the spirit-song amongst the Forest Folk, and they who ensure that, when the song of war is sung once more, their Dryad bands join the muster.[1b]

Natural currents of life magic suffuse the Branchwraiths. They channel this surging energy into coiling blasts of thorned destruction to tear apart their enemies, or as a harmonic resonance to coordinate, protect and summon forth their Dryad followers.[1b]

## Wargear

A Branchwraith is a single model. She is armed with vicious Piercing Talons.[1c]

## Sources

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.48
	+ 1b pg.49
	+ 1c pg.137
Drakesworn Templars

The combination of a Stardrake – a powerfully magical creature of the Heavens – and one of the most skilled fighters of the Stormcast Eternals creates a **Drakesworn Templar**. These knights of Azyr are celestial judgement made manifest, who exact Sigmar’s vengeance on the deadliest enemies of Order.[1a]

## Overview

A lone Drakesworn Templar can sunder an enemy’s battle line or stave in an entire flank of an army. Propelled by mighty wingbeats, the Stardrake hurtles into the foe, striking with impact enough to splinter hellforged armour. The Stardrake’s claws rip through steel, raking down whole ranks of victims, while powerful jaws deliver a bite that can shear through a gargant’s leg with ease. From atop his saddle, the Stormcast Eternal swings his lightning-wreathed weapon to smite all about him. When all of an Extremis Chamber’s Drakesworn Templars ride to war, they can level enemy strongholds or devastate entire armies.[1a]

All Drakesworn Templar aspirants attempt the Trials of Starwalking. Many return empty-handed, haunted by what they have seen, but some of the bravest encounter Dracoths.[1a]

A smaller percentage still are deemed worthy enough to find a solargem – nothing less than a Stardrake’s soul. Once, before the coming of Chaos, that newborn star material would return to the heavens to be reincarnated into a newly formed body. Since the great corruption, however, the souls often become trapped in the lower Heavens.They are protected by enchantments; only the most noble can see a solargem, and only those blessed with divinity can touch such purity. Even other Stormcast Eternals hold Drakesworn Templars in awe, recognising them as mystically pure beings and great champions of Order.[1a]

By returning a solargem to the heavens, a Stormcast Eternal forges a bond with a child of Dracothion, much as Sigmar and the Great Drake did in the Age of Myth. Stardrakes are no mere steeds of war, but an ancient race older and wiser than mankind. Seeing the collapse of reason and the growing menace of Chaos, the Stardrakes wish to do their part to restore the balance of Order, and thus do the celestial creatures willingly join Sigmar’s crusade. After a series of bonding rituals, Stormcast Eternal and immortal starbeast form a rapport – a union of minds where each instinctively understands the will of the other. Together, they seek not only revenge for the wreckage wrought upon the realms, but justice, for the Laws of Order demand that the guilty must be judged.[1a]

When not actively campaigning, the Templars and Stardrakes maintain their Stormhost’s Drakesworn Temple – the great star dome where their Extremis Chamber train and worship together.[1a]

## Wargear

The Templar wields either a Tempest Axe, an Arc Hammer or a Stormlance, and some also bear a Skybolt Bow. He rides a fearsome Stardrake, which strikes down its prey with its Great Claws.[1b]

## Source

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 21
	+ 1b pg. 72
Dreadscythe Harridans

A **Dreadscythe Harridan** is an Undead wraith twisted by the hatred of Nagash for mortal healers into a new and horrific form to serve in his legions of the dead. In life, Dreadscythe Harridans were healers, yet in spirit form they are cursed with the uncontrollable urge to kill, their hands morphed into scything instruments of slaughter. Shrieking as they swoop in for the attack, crave only carnage.

Dreadscythe Harridans were once healers and nurturing types, women devoted to easing suffering and prolonging life. It is, doubtlessly, these very offenses that drew the attention of Nagash. To deny the Great Necromancer his souls at their rightfully appointed time is to earn a cold ire that is unlike any other.

Nagash waits for no mortal, nor does he tolerate any interfering with his plans. It was imperative that he teach any such miscreants and interlopers a lesson. Truly, none would forestall death. So did Nagash prepare a special reward in the afterlife for those guilty of such crimes -- the dreadful Harridan Curse. This baleful hex twisted the offending souls, reshaping them into something that was quite the opposite of what they once were.

Where there were once healing hands now grow bonescythes -- horrible reaping instruments intended for murder. If their demeanour had been gentle and caring, the Dreadscythe Harridans -- as they came to be called -- are now raging killers. In life the sight of blood and injuries stirred in them compassion, but now it only incites greater fury.

And lips that uttered gentle and soothing words to ease a patient's qualms now issue incomprehensible bloodthirsty shrieks that cause all but the bravest to quake with fear. Unable to enunciate, the Harridans only grow angrier. Those who led in life do so also in death - at the fore of Dreadscythe Harridan packs are the Slasher Crones, the most formidable killers of all their kind.

Perhaps the most disturbing consequence of the Harridan Curse is that the minds of the former healers are intact and aware. Most spectres lose all aspects of their mortal lives, but not so the Dreadscythe Harridans. While they retain their old memories they can no longer control their actions, so each is cognisant of and bears full witness to the atrocities that they commit, yet can do nothing to halt.

## Sources

* Death Battletome: Nighthaunt (2nd Edition), pp. 31, 83
* Dreadscythe Harridans Warscroll
* Games Workshop – Dreadscythe Harridans
Gaunt Summoner

The **Gaunt Summoners** stand high in the favour of Tzeentch, their spells able to twist the landscape and immolate armies in warpfire. At Archaon’s command, each Summoner manipulates the fate of kings and the magic of Realmgates, guiding the Everchosen’s armies to victory over his foes.[1a]

## Description

The Gaunt Summoners are an elite cabal of Tzeentchian sorcerers, perpetually shrouded by a maddening cloak of sorcerous deceits. Even before Archaon turned them to his service, the Gaunt Summoners were dreaded for their reality-twisting incantations. Indeed, some of the most horrific atrocities of the Age of Chaos can be laid at their feet.[1a]

It was a Gaunt Summoner who seared the skies of Yithe during the Flayer War. For a year, leering faces spat multi-coloured, mutating fire from above to transform the Free Nations’ armies to vast conjoined masses of screeching daemon-birds. When the twelve High Kings of Obsidia held what would prove to be their last Great Incendine Council, it was a Gaunt Summoner who bewitched each of the monarchs so that the words of his peers were, to his ears, familiar insults of staggering magnitude. The bloodbath which ensued and the vendettas sworn that day ensured that the royal line of Obsidia would never recover.[1a]

It is said that there are nine Gaunt Summoners, each one ordained by the Architect of Fate – certainly, it is rare for more than a single Summoner to appear at any one time. Some believe this too is a lie, and that the Gaunt Summoners are merely facets of a single entity of terrible cunning and magical might.[1a]

The Everchosen uses the Gaunt Summoners as weapons, pitting their searing warpfire against his foes or having them summon hordes of daemons to overwhelm enemy lines. Furthermore, the sorcerers scry the twisting paths of the future on their overlord’s behalf, and through them is the Everchosen able to weave his own plans into the great web of fates.[1a]

Some futures are far from certain. Torn from the treacherous minds of daemons, the Summoners must wring out their meaning. However, they prophesy a time when the Mortal Realms will be consumed by the Realm of Chaos, and it is towards these dark days that the Gaunt Summoners strive.[1a]

## Equipment

A Gaunt Summoner of Tzeentch is armed with a Changestaff that can blast his enemies with the iridescent fires of Tzeentch, and a Warptongue Blade. He is never without a Book of Profane Secrets, with which he can call cohorts of daemons to the battlefield through a Realmgate. Some ride on Discs of Tzeentch, which can attack with their Blades and Stingers.[1c]

## Known Gaunt Summoners

* **Set'tyra'ex** - The Tongueless Lord.[1a]

* **Xer'ger'ael** - The Tyrant of Eyes.[1b]
* The Eater of Tomes.

## Sources

* 1 *Chaos Battletome: Everchosen*.

	+ 1a pg. 38
	+ 1b pg. 88
	+ 1c pg. 103
	+ 1a pg. 38
	+ 1b pg. 88
	+ 1c pg. 103[[
	Broken Realms: Morathi.
Eight Lamentations: Spear of Shadows

**Eight Lamentations: Spear of Shadows** is a novel by Josh Reynolds. The novel is set to be released on 2 September, 2017.

## Synopsis

In the beginning, there was fire. And from fire came eight weapons of terrible power, honed to a killing edge by the chosen weaponsmiths of Khorne. Now, as the Mortal Realms echo with the thunder of war, the great powers hunt the eight wherever they might be found – whatever the cost. In a city of prophecy and secrets, Grungni , smith-god of the duardin, gathers together a group of mortal warriors from across the realms in order to seek the first of the eight. But they are not alone in their quest; agents of the Ruinous Powers want the weapon for themselves. Now the race is on, as man, duardin and daemon alike seek to claim the Spear of Shadows...

## Source

* Eight Lamentations: Spear of Shadows on the Black Library site
Exiles

Embittered and cruel, the aelf **Exiles** roam the Mortal Realms bringing death to every foe they meet. These swift and vicious warriors are ostensibly allies of Sigmar. In truth, they serve only the shadowy Malerion, and themselves. Emerging from the darkened places of the Realms, the Exile warbands engage in lightning raids that leave ravaged corpses piled high in their wake. Then they vanish as quickly as they came, like smoke melting away on the breeze.

## Source

* Games Workshop - Warscrolls Compendium: Dark Elves (PDF).
Aetheric Navigator

Masters of the high winds, **Aetheric Navigators** can unpick enemy spells via direct manipulation of arcane jet streams and hidden gales. With signal flashes of their zephyrscopes, Aetheric Navigators can also help steer any Kharadron Overlords airships into prevailing currents, or even redial their gear’s settings to summon raging aetherstorms that force airborne foes to the ground.[3]

## Overview

Masters of the guiding winds, Aetheric Navigators are aero-cartographers, atmospheric map-makers that help chart courses, find currents and steer along perilous trade routes. Even the most journeyed Arkanaut Admirals value the counsel of an Aetheric Navigator, for they can see barometric eddies and electro-aetheric vortices, and can plot a course through such hazards. Using a plethora of mechanical wonders, an Aetheric Navigator can influence the winds to gain the weather gauge, speed up his fleet or slow down flying foes. They can even call upon aetheric currents to disrupt enemy spells, and their keen eyes ensure that they are proficient in the use of firearms.[1a]

Clutching his zephyrscope, an Aetheric Navigator is covered head to toe in gadgets and devices used to gauge the conditions around him and direct the skyfleets to their goal – lenses, filters, an anemometer on his right shoulder, a map case, pipes and cables used to power his equipment via his sealed suit... Therefore, he’s a great example of the technology the Kharadron employ.[2]

## Wargear

An Aetheric Navigator is armed with a Zephyrscope and a Ranging Pistol.[1b]

## Miniature

* 1st Edition.
1/1
## Sources

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 43
	+ 1b pg 136
* 1 Games Workshop - Aetheric Navigator.
* 2 Aetheric Navigator Warscroll.
Battletome: Disciples of Tzeentch

The Changer of Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate – these are just some of the names of Tzeentch. A brother god to Nurgle, Khorne and Slaanesh, and often an ally of the Horned Rat, he is the undisputed master of the arcane arts. His followers, daemon and mortal alike, swarm over the mortal realms in scintillating glory, searing the land with coruscating flames of change. Tzaangor tribes raid ancient places of knowledge while mortal cultists
work in secret to advance their god’s unknowable goals. Tzeentch’s plans are manifold, and he revels in watching each unravel.

The 136-page softback Battletome: Disciples of Tzeentch contains:

Exclusive gaming content

- Forces of the Disciples of Tzeentch: rules and abilities for your Tzeentchian army, including the Master of Destiny Battle Trait – manipulate fate itself (well, your dice)!

- 2 unique Spell Lores, the Lore of Change and the Lore of Fate;

- Command Traits for Daemonic, Arcanite and Mortal followers of Tzeentch;

- Artifacts of Power for Arcanite and Mortal followers;

- Daemonic Gifts for Daemonic followers;

- 16 Warscroll Battalions, and Warscrolls for the full Daemon and Arcanite range of Tzeentch miniatures;

- Tzeentch Allegiance Abilities, which can also be used with Slaves to Darkness bearing the Mark of Tzeentch;

- Path to Glory rules, 2 Battleplans, and Pitched Battle profiles featuring Matched Play points values for all models.
Frost Sabres

Beasts of winter, **Frost Sabres** bound across the landscape like shadows ghosting over the snow. Icy blood runs in their veins, and their prey seldom sees them coming until they feel the bite of the great cats' sword-like fangs. Utterly loyal to their Icebrow Hunter, the Frost Sabres fight for him without hesitation against the most fearsome foes.[1]

## Overview

Massive felines with jutting, sword-like fangs, Frost Sabres form an unbreakable bond with their ogor pack master – enough for them to give up their lives in battle. Their blood, when drained and distilled, forms a powerful elixir that allows an ogor to breathe a magical blizzard over his enemies, freezing them where they stand. Of course, these majestic felines are not merely passive; on the battlefield, their fangs are enough to chill the blood of any foe, just before the Frost Sabre closes in and bites...[2]

## Miniatures

1/1
## Sources

* 1 Frost Sabres Warscroll.

* 2 Games Workshop - Frost Sabres.
Fimir Warriors

**Fimir Warriors** are armoured with plates of spell-forged bronze fitted to their hunchbacked bodies and wield Baleglyph weapons in combat, either in the shape of great double-handed mauls, or single-handed maces and curving hatchets, held one in each hand. Each Fimir Warrior also has a formidable weapon in its muscular tail which ends in a natural bone club with which it can smash any foes who get in close with bone-breaking force.

## Sources

* *Forge World- Fimir Warriors*
* *Fimir Warriors Warscroll*
Axe of Khorne

The axe is Khorne’s favoured weapon. Heavy, brutal, and near useless for parrying but ideal for lopping heads, the axe suits the Blood God’s warriors perfectly. Unsurprising, then, that when Khorne gifts one of his followers with a weapon ofpower, it will nearly always be an **Axe of Khorne**. The precise nature of these fell weapons varies, dependent upon the whims of the Blood God and of the daemonic smiths who forge them. One axe might be a black-spiked creation of living brass that screams as it devours the souls of its prey, while the next may be a bone-fanged horror that rips holes in reality, or a twisted blade that flickers with daemonfire and sets its victims alight at the slightest touch. Whatever its form, an Axe of Khorne always bears the Blood God’s rune, and contains the bound essence of a raging daemon. Such a blade must be fought and mastered at all times, for it will take the life of an unworthy wielder as easily as those of his foes.[1a]

## Source

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 31
Bloodscorch

All bullgors are consumed with rage, but the **Bloodscorch** tribes embody it. Huge in stature and rapacious in their desire for bloodshed, they are archetypal beasts of Khorne. Every commander who delights in the raw power of Chaos will relish bringing these bullgors to their armies.[1a]

## Overview

A nightmarish cacophony of thunderous bellows and stampeding hooves heralds the dire end of many who face the bullgors. Twice the sizeof a man and immensely strong, they scythe into the fray with vicious horns and ragged blades that eviscerate the flesh and splinter the bones of their woeful victims. Being huge yet swift, bullgors have no great need for protective armour, and they tend to eschew it bar sections on their upper arms. Their hand weapons largely take the form of colossal axes and maces which, while rudimentary, are brutally effective.[1a]

## Source

* 1 *The Realmgate Wars: Godbeasts*.

	+ 1a pg. 129
Barak-Zon

The first founded of the sky-ports, ****Barak-Zon**** is also the highest situated. It is known as the City of the Sun because the light causes the floating metal metropolis to gleam red from afar, as though it were burning like some distant star. Fourteen triumphal arches are situated throughout the sky-port, each marking a major victory of the Kharadron Overlords. Martial pride is everything to its citizens, and rare
indeed is the Barak-Zon Arkanaut that does not long to earn the Ironstar and be immortalised along one of the many avenues of heroes that traverse the city.

The duardin of Barak-Zon hail the incomparable Admiral Nelriksson as their greatest champion, for it was he who proved indomitable during the Time of Reaving, a period in which he won his most famous triumph at the Battle of Tungsten Peaks.
Felyndael

**Felyndael, Guardian of the Waning Light** and member of

   House Lathrien fought in many desperate conflicts during the Age of Chaos, from the savagery of the Third Harvest to the pyrrhic victory of the Crucible of Life. He led his band of Tree-Revenants to victory time and again, weaving thunderous echoes of glory into the spirit-song that resound to this day.[1a]

A Noble Spirit of the Heartwood Glade, Felyndael was rightly proud of the blows he and his warriors struck in Alarielle’s name, yet as with all his kin, he was forced to endure the slow waning of his race. After the fall of the pinnacle at Mount Moonsong, Felyndael drew the last remnants of that living mountaintop into his roots and crafted for himself a glimmering blade that has borne its name ever since. Felyndael became a cold and vengeful being, his heartwood dulled by centuries of retreat and loss. Even so, this ancient champion never gave up his dream of striking back at the foul despoilers of his lands. That time has finally come.[1a]

## Source

* 1 *Order Battletome: Sylvaneth***.**

	+ 1a pg. 15
Greenskins

**Greenskins** are a faction whose name is synonymous with the numberless hordes of Orruks that rampage across the Mortal Realms destroying everything in their path.

Brutal and cunning these warriors are never happy until they are in battle, destroying kingdoms and races so they can enjoy the anarchy of battle. They have no desire for building civilization or empires, dwelling on the ruins of their victims until they can find new ones. All that's left when they leave are the ramshackle effigies to Gorkamorka, made out of stone, scrap and dung.

Nothing slaps a grin onto a Greenskin's face like a good bit of smashing stuff up. Whether thuggish Orruks or sneaky Grots, drunken Gargants or dumb-as-rock Troggoths, all live for the day the Great WAAAGH! is declared.

Part holy crusade, part anarchic riot, the Great WAAAGH! sweeps across the Mortal Realms laying waste to all in its path. So do the Greenskins worship their deity Gorkamorka, through total destruction and indiscriminate mayhem.

## Sources

* Games Workshop - Warscrolls Compendium: Orcs & Goblins (PDF).
Chameleon Skinks

Some skinks, such as the **Chameleon Skinks**, possess curious abilities that allow them to fulfil specialized roles in battle. Superlative hunters and assassins, these Seraphon mimic their surroundings as they stalk their prey. Even keen-eyed enemies see only slowly-moving shadows as they search for their mysterious attackers. Too late they realize they are being watched, as dozens of glinting eyes appear in the darkness and the air is filled with the whispers of celestite blowpipes.[1a]

Chameleon Skinks exist within the shadows where the burning light of Azyr does not always reach. Here, they relentlessly hunt the followers of the Dark Gods as invisible instruments of the Slann’s will. The enchanted star-venom these skinks use to coat their darts is particularly lethal to the Daemons of Chaos, whose unnatural flesh bursts into celestial flames upon contact with the strange substance.[1a]

## **Wargear**

A unit of Chameleon Skinks are armed with Dart pipes but can fight in combat with their envenomed darts (covered in star-venom). They are also able to appear and disappear at will, making them excellent scouts and assassins.[1b]

## **Source**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 37
	+ 1b Pg. 115
Chaos Battletome: Everchosen

***Chaos Battletome: Everchosen*** is a full colour, 120-page hardback book that contains the background story of Archaon, the Varanguard and the Gaunt Summoners, three Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), colour schemes and photographies of the various Chaos warbands, six Warscroll Battalions (formations that give access to additional, powerful abilities), and an A5 transfer sheet with the marks of Archaon.

## Source

* Games Workshop - Battletome: Everchosen (Hardback).
Bloodletters

**Bloodletters** brandish their brazen hellblades and howl maddened battle cries as they lope into battle.Terrifying horn blasts ring out as they charge, their deafening clarion call resounding in the enemy’s ears even as the Bloodletters’ blades, claws and fangs rip through their flesh.[1a]

## Wargear

A unit of Bloodletters has 10 or more members. They each wield a murderous Hellblade. The leader of this unit is the Bloodhunter. Anyone in this unit may be Icon Bearers. Icon Bearers bear either a Gore-drenched Icon or a Blood-soaked Banner. Anyone in this unit can be Hornblowers.[1a]

## Source

* 1 *The Realmgate Wars: Balance of Power*.

	+ 1a pg. 275
Bloodsecrators

High priests of the Blood God’s creed, **Bloodsecrators** bear huge icons of Khorne into battle. Not only do these artefacts inspire the warriors around them, but they are able to sunder the skin of reality itself, allowing the hateful energies of Khorne’s realm to spill forth like a bloody gale.[1a]

## Overview

Howling in incoherent fury, Bloodsecrators wade into battle with their Khornate icons held high. The Bloodsecrators fight to bear their portals of skulls into the very heart of the foe, and there unleash the might of the Blood God’s realm. They are driven by a battle-lust so pure it borders on elemental, an undiluted rage that pleases the Blood God greatly.[1a]

From the Whispering Valleys of the Ulgulands to the Igneous Delta of Aqshy, there are many dark tales of how Bloodsecrators arise. Rumours persist of a sudden madness that strikes when the moons wax full, when blood is spilled upon ley lines, or when certain strange daemonic words are carved into flesh. Some claim that a Bloodsecrator’s appearance is a sign of the foul influence of Chaos seeping into reality, tainting water, air, even flesh with its touch. Still others believe that Khorne chooses his Bloodsecrators intentionally, reaching out to fire their minds and boil their thoughts with visions of blood and slaughter.[1a]

Whatever the truth, when a man becomes a Bloodsecrator he loses everything that made him human. In its place, a volcanic rage takes hold, drowning out all rational thought and burning away the Bloodsecrator’s sense of self. He hears the roars of the Blood God in his thoughts day and night, becoming a conduit for Khorne’s frenzied desire to fill the realms with everlasting battle. Bereft of all but the most basic ability to reason, Bloodsecrators care nothing for their own lives, nor for personal advancement or glory. Instead, they simply fight and kill endlessly, no matter the odds they face.[1a]

Once a Bloodsecrator’s rampage begins, he is Khorne’s creature absolutely. Newly forged Bloodsecrators are drawn instinctively to the Blood God’s realm. There, those who survive this bloody pilgrimage are rewarded with icons of Khorne to carry into battle. More than simply a rallying point for the Bloodbound, the Bloodsecrators’ icons are lodestones of Khornate energy, drawing in the rage and pain from all around them. In the midst of battle these grim icons pulse with a reservoir of furious power that the Bloodsecrators can tap at will. Plunging their icons’ hafts into the ground and bellowing their fury to the skies, the Bloodsecrators unleash a shock wave of Khornate power that tears open the veil between worlds. The ground turns to blazing brass and the air to sulphurous fumes. Those of Khorne’s faithful caught within this temporary realmflux are driven into a maddened killing frenzy, destroying all in their path as the energies of the Blood God’s realm infuse them.[1a]

## Wargear

A Bloodsecrator is armed with an Ensorcelled Axe. He carries a Portal of Skulls, a blessed icon of Khorne.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 38
	+ 1b pg. 105
Astrolith Bearer

Crackling with cosmic energies, the sacred Astrolith is hefted into battle by a mighty Saurus warrior. The artefact’s discs rotate around the hewn sphere at its center until ancient symbols suddenly lock into alignment, unleashing the devastating power of the heavens upon the enemy.[1a]

## **Overview**

When battle calls, the Seraphon may march to war under the light of an ancient relic known as an Astrolith. Glowing with celestial energy, the artefact’s graven discs turn to follow the movement of heavenly bodies, the strange symbols on its surface flickering as they move into conjunction with the mysterious globe at its heart.[1a]

With a single word of power the bearer can halt the Astrolith’s movement, a carefully devised combination of symbols calling down earth-searing energies. By tapping into this power, the Slann and his priests can reduce enemies to ash, invigorate the ranks of the Seraphon, or even summon more warriors to the battle. Those Seraphon who stand close to the Astrolith are also saturated with the power of Azyr, and fight all the harder because of the celestial energies flowing through them.[1a]

The Saurus that carries the Astrolith would rather die than let it fall from his unyielding grip. Whether the bearer is invigorated by the shimmering celestial energy that pours from the relic, or simply inspired by the honor of bearing it to war, he savages any foe who dares stand before him, ensuring that the Astrolith’s power flows ceaselessly.[1a]

Many are the battles in which an Astrolith has turned the tide in the Slann’s favor. During the Nightmare War it was only by the celestial light of the icon that the Seraphon were able to ascend the steps of the Midnight Bastion, the Astrolith sustaining them even as the necromantic stone sapped their strength. It is little wonder then that an army of Seraphon that marches with one of these relics at its fore is a force rumored to carry with them the blessing of the star gods.[1a]

## **Wargear**

Any Saurus Astrolith Bearer wields a Celestite Warpick and savages the enemy with its Fearsome Jaws. It carries an Astrolith, an ancient device that can increase the flow of celestial magic to the vicinity. They also know the *Summon Astrolith Bearer* spell, in addition to any other they know.[1b]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 34
	+ 1b Pg. 107
Gorebeast Chariots

**Gorebeasts Chariots** are rightly feared for their explosive ferocity. Grotesque predators at once simian and reptilian in aspect, these brutes are immensely strong, and are much prized under the yokes of chariots. Though slow to accelerate, once the Gorebeast hits its stride the chariot becomes a force of bloody destruction that is all but impossible to stop.[1a][1b]

## Wargear

A unit of Gorebeast Chariots consists of any number of members. Each chariotis drawn by a hulking Gorebeast which pummels its prey with Brutish Fists, and is driven by a charioteer who cracks a Lashing Whip at the foe. A second charioteer wields a hell-forged weapon; some might carry Chaos Greatblades, while others prefer Chaos War-flails. The leader of this unit is the Exalted Charioteer.[1a]

## Source

* 1 *The Realmgate Wars: Balance of Power*.

	+ 1a pg. 254
Big Boss

The **Big Bosses** are the massive and intimidating heroes of the Bonesplitterz.[1]

## Overview

Bound in huge bulging muscles, the Big Boss wades through battle hacking off heads and limbs. At his bellowed command Bonesplitterz pour forward, stampeding across the battlefield in their eagerness for a fight. Leading by brutal example, he carves a bloody path deeper into the foe, his boys trying to match him kill for kill.[1]

## Wargear and abilities

Some Big Bosses are armed with a single massive stonecleava. Others instead enter battle with a granite choppa and a bone shield, while others still wield a pair of granite choppas. Some Big Bosses ride to battle on warboars.[2]

## Miniature

1/1
## Sources

* 1 Games Workshop - Savage Big Boss.

* 2 Savage Orruk Warboss Warscroll.
Chakax

**Chakax**, the Eternity Warden, is a Saurus and the guardian of a Slann. He is often seen defending a Slann, leading a force of Saurus Guard. He will always defend his charge even to his own detriment, often seen taking wounds that were meant for the Slann.[2a]

## Wargear

Chakax is armed with a Star-stone Mace and has fearsome jaws.[1][2a]

## Sources

* 1 *Order Battletome: Seraphon.*
* 2 *Warscrolls Compendium: Lizardmen*.

	+ 2a pg. 8
Gatebreaker Mega-Gargant

The sinister Gatebreaker Mega-Gargant are a garrison-smasher available to any Death or Destruction force.

## **Description**

Cowled and sinister, the Gatebreaker is a wrecking ball of a Gargant that takes cruel joy in their urge to tear down the mightiest works of civilized races, such as Fortresses or Cities. After that they enjoy the irony of using the rubble as a potent weapon against any survivors. To him, every structure is a target for his spiteful wrath.

## **See Also**

* Kraken-eater Mega-Gargant
* Warstomper Mega-Gargant
Dryads

The sylvaneth **Dryads** are a howling, screaming manifestation of the forest’s wrath, falling upon those who defile their sacred glades with a malign violence that borders on glee. Dancing lithely between their opponents with a grace that belies their nature, they stab and choke foes with vicious talons, and few who invoke their wrath make it away alive.[1a]

## Role

The Dryads themselves are a wildforce of nature, flighty and impulsive creatures whose minds whirl with mercurial thoughts and emotions.They do not think in terms of grand strategy or military manoeuvre. Instead, they fight with unrestrained ferocity, spinning and lashing at the enemy like a storm. Their vicious talons are as sharp as any blade and are capable of punching straight through Chaos-wrought armour plates torend the flesh beneath. Dryads are surprisingly resilient for such willowy-looking beings, their tough, bark-like hide shrugging off blows that would normally fell an armoured man. As they fight, the Dryads sing keening dirges of loss and fury that tear at mortal senses like vicious thorns,confounding and distracting their prey.[1a]

There are some Noble Spirits, especially from amongst the more elitist rootclans, who look down upon the Dryads and see them as beings possessed of fleeting attention spans and petty concerns, although others believe such arrogance is unfair and unfounded. The Dryads fight hard in the ongoing war against the invaders of the realms, and though they rarely look far ahead, they care deeply about their cause and, if anything, the immediacy of their thoughts brings them closer to the urgency of their mother goddess.[1a]

## Wargear

A unit of Dryads has 5 or more members. They are armed with vicious Wracking Talons. The leader of this unit is a Branch Nymph.[1b]

## Sources

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.49
	+ 1b pg.139
Agtor Bruul

Khorne favours those that shed blood in his name, and **Agtor Bruul** has spilled seas of crimson gore in his rampage across the Realm of Aqshy. Long ago, before he swore himself to the Blood God, Agtor was a warrior of the Salamanderspur tribe. Living in the shadow of the massive smouldering caldera of the Cynder Peaks, he was forced to watch as the Fyreslayers closed their gates against the armies of Chaos, leaving the human tribes to their fate. Bitterness over the duardin's inaction festered in his heart as he watched his kindred suffer, and from its black depths a fathomless rage began to stir.[1a]

Over long centuries of murder, Agtor has been rewarded by Khorne, his lifespan extended manyfold so he might continue the god’s bloody work within the Mortal Realms. During the Age of Chaos, Agtor served within the armies that oversaw the raising of Bloodkeep and the extinction of countless peoples. Yet through it all, Agtor reserved a special hatred for the duardin. When Archaon named Agtor Realm Lord of Aqshy, the Everchosen charged him with breaking the long siege of the Cynder Peaks. It was an honour Agtor embraced with impulsive rage, casting aside an age of hard-won strategy in his eagerness to smash open the magmaholds of the Fyreslayers and fill their precious vaults with mounds of duardin skulls.[1a]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 71
Aether-Khemist

An **Aether-Khemist** is an invaluable addition to an airfleet. The armour of these specialists incorporates an array of high-tech tools, including quadbreather apparatus that allows them to sniff out aether-gold hidden within thick cloud banks. In addition to harvesting and assessing airborne resources, their atmospheric anatomisers can vacuum away a foe's breathable air or spray a cloud of lethal chemicals. Pressurised gouts of poison gas can be fired forwards in a deafening blast known as the "Roar of Grungni", or a shimmering golden cloud of chem-fog can be released with the pull of a lever, a metallic fug that boosts the power of nearby aetheric weapons.[1a]

## Wargear

An Aether-Khemist is armed with an Atmospheric Anatomiser that shoots clouds of Noxious Aether. They also carry Heavy Instruments with which they can bludgeon foes.[1b]

## Miniature

* 1st Edition.
1/1

## Source

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 43
	+ 1b pg 136
Dawnspire

The **Dawnspire** was a tower standing at the edge of the Transient Isles. The isles they were once the subject of foul sorceries, a powerful Chaos wizard seeking to bring them crashing down. The mages of the Eldritch Council were able to stop this foul ritual, but not before two of the islands were lost to the depths. To protect the isles, the Dawnspire was created; housing objects of incredible power, it is protected by the most elite warriors the Transient Isles have ever known. At one point, the forces of the Skaven Warlord Ripsnikk attempted to take the Dawnspire from the Swifthawk Agents who protected it.

## Source

* *Warhammer Age of Sigmar: Spire of Dawn*
Crypt Flayers

**Crypt Flayers** haunt the night, dark shadows against a moonless sky, as their keen eyes seek out enemies of the court. With grasping claws, they snatch hapless victims off their feet, sinking their fangs into their captives even as they soar back into the sky, leaving behind naught but spilled blood.[1]

## Overview

When the blood of monsters flows freely upon the feasting table, an Abhorrant Ghoul King might bestow a horrific transformation upon his servants. On these fell nights are the Crypt Flayers born. As the blood of the king mingles with a concoction of Terrorgheist flesh and necromantic fluids, ghouls are twisted into new and terrifying shapes until, like monstrous moths, they emerge into the world.[1a]

It is at this moment, as the enchantments cast upon their meal by the abhorrant king take full hold, that they turn into dark predators. Growing huge and twisted like Crypt Horrors, Crypt Flayers gain the added nightmare growth of leathery wings. Their claws elongate, spines burst from their backs and their eyes glow stronger to pierce the dust and gloom of battle. No longer bound to the earth, they take to skies as airborne scouts and warriors for the court. Ferocious killers, Crypt Flayers wheel through the air above the Flesh-eater Court’s domain, sniffing the wind for juicy hunting grounds.[1a]

Crypt Flayers are regarded with awe and adulation by their mordant kin. It is viewed as a good omen to see one or more of these winged beings circling above an expedition, and their shrill screams in the darkness fill each ghoul with pride to be in their king’s court. The Crypt Flayers themselves believe they are warriors borne aloft by enchanted pinions, thanks to the blessing of their sovereign. The noblest of their number are the Crypt Infernals – taller and stronger than the rest, they lead from the front as shining examples to their ‘men’.[1a]

Whether seen through a lens of madness or in all their rotting glory, none that have faced them can doubt that Crypt Flayers are brutally efficient in battle. Darting from the sky like harpoons of sharpened bone, they run warriors through, lifting them from the ground even as their prey dies screaming in a spray of gore. As they take back to the sky, the pack fights among themselves for the largest trophy from the kill.[1a]

Crypt Flayers are darkly blessed by the tainted Terrorgheist flesh they have ingested. In their chests dwells a measure of the undead beast’s capacity to unleash a mind-shredding shriek. Opening their mouths impossibly wide, they let loose a chorus of chilling howls, as if the gates to a dozen underworlds had been flung wide at once. The victims feel their blood turn to ice in their veins and terror grip their hearts as the sonic assault washes over them.The Crypt Flayers then descend to pick over the resultant field of corpses, seeking out the choicest trophies to bring back to their king.[1a]

## Wargear

A unit of Crypt Flayers will take wing before descending with a Fearsome Battle Cry to skewer their prey with Piercing Talons and Claws.[1b]

## Source

* 1 *Death Battletome: Flesh-eater Courts*.

	+ 1a pg. 31
	+ 1b pg. 87
Decimators

> "*The cleaved head no longer plots, the severed arm cannot fight back. So shall my thunderaxe make peace, one stroke at a time.*"
>
>
>
> —Decimator-Prime Thetaleas, Astral Templars

The **Decimators** are the Destroyer Paladins, the Axemen of Azyr. Enemy hordes slough away into twitching gore beneath the onslaught of a Decimator retinue. With thunderaxes whirling side by sidein well-trained harmony, Decimators can quickly annihilate hundreds of foes with a deadly efficiency.[1a]

## Role

Decimators plunge deep into enemy formations, driving all before them. Armed with the formidable thunderaxe, a lone Decimator can slay half a dozen lesser foes with each great sweep of his blade. A retinue of these Paladins can carve a gore-ridden path straight through an attacking foe’s lines. Even when they are buried beneath heaving tides of the enemy, it is possible to mark the Decimators’ progress. Where they fight, severed limbs and decapitated heads are flung skywards with each axe swipe, and many foes flee rather than face such destruction.[1a]

Decimators are more than able to triumph against powerful foes, such as Sourbreath Troggoths or Blood Warriors, but it is against enemy hordes where the broad sweeps of their deadly axes reap the greatest harvest. Swarming Skaven, green tides of Orruks, or droves of lesser foes have all been cut down like so much wheat before the scythe.[1a]

All Stormhosts boast retinues of Decimators, but some, like the Sons of Mallus and the Helden Sons, favour them above all other Paladin retinues. No Decimators have earned more fame thus far than those of the Astral Templars. It was in the Gnarlwood of Ghur that four chambers of the Astral Templars were ambushed, encircled by Beastmen and hulking monsters beyond count.

Five sorties were led to break out of the ever-closing encirclement, yet all met with failure. Only when the Decimators massed together did the Stormcasts make any headway. The Decimator formation hacked a bloody path way through the enemy – felling beast-foes and treegrowth alike. At last, by following in the Decimators’wake, the Astral Templars fought their way to freedom.[1a]

## Notable Decimators

* **Thetaleas** - Decimator-Prime of the Astral Templars.
* **Occus** - Decimator-Prime of the Hammerhands, warrior chamber of the Hammers of Sigmar.[2a]
* **Malascon** - Decimator-Prime of the Hammerhands, warrior chamber of the Hammers of Sigmar.[2b]

## Wargear

A unit of Decimators has 5 or more members. They are armed with Thunderaxes. 2 in every 5 may instead be armed with a Starsoul Mace.The leader of this unit is the Decimator-Prime.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 40
	+ 1b pg. 128

* 1 *The Realmgate Wars: Godbeasts*.

	+ 2a pg. 48
	+ 2b pg. 51