Nightmare Cherub
Nightmare Cherub
"The cradle of horror. The song of the dead. The smile that follows you into your dreams."
Once sculpted as angelic guardians of the Sigmarite temples, these grotesque flying husks have been warped by Chaos and wyrdstone. They hover silently over rooftops and descend upon the unsuspecting — mockeries of innocence that bring only fear, paralysis, and madness.
Profile
Name | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Nightmare Cherub | 6 | 4 | 0 | 3 | 3 | 2 | 5 | 2 | 9 |
Weapons/Armour
- Claws and Barbed Wings – Count as normal attacks.
- Shriek of the Damned – See special rules.
- The Nightmare Cherub wears no armour, but has supernatural resistances.
Special Rules
Fear – Causes fear.
Terror – Opponents must take a Leadership test at -1 when first charged by or spotting the Cherub. Failure results in immediate panic (run/freeze based on situation).
Fly – Can ignore terrain and obstacles when moving (treat as Flying model).
Daemonic – 5+ Ward Save. Immune to psychology, poison, and stunning. Cannot use equipment.
Unholy Shriek (Once per battle):
Instead of attacking, the Cherub may unleash a mind-shattering shriek at the beginning of the combat phase:
- All enemy models within 6" must pass a Leadership test at -2 or become paralyzed with fear.
- Paralyzed models may not attack or move until the end of their next turn.
- Models immune to fear must still take the test but at normal Ld.
Whispers in the Dark:
At the beginning of each battle round, roll a D6. On a roll of 6, the closest enemy model within 12" hears disturbing laughter and muttering — they suffer -1 to WS and Initiative for the remainder of that round.
Rating:
Increases warband rating by 50 points
May be Allied with:
- Possessed
- Carnival of Chaos
- Cult of the Possessed
- Any custom Chaos-themed warbands or daemon-worshippers.

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