The chaos warriors and marauders didn't go far.

ChaosChaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.
Tzeentch FollowersFollowers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.
Chaos WarriorsChaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.
Chaos Fire WarriorMelee attacks are Fire based. Immune to Fire based attacks. Vulnerable to Ice based attacks. Explodes on death, hitting all adjacent Characters with a one skull fire based attack.
Chaos Ice WarriorMelee attacks are Ice based. Immune to Ice based attacks. Vulnerable to Fire based attacks. Can freeze targets, if a target takes any damage roll a combat dice, on a skull or white shield they add one dice to their defence until the end of the EWP's next turn and on a skull they also miss their next turn.
VulnerabilityCharacters who lose any BP to something that they are Vulnerable to are automatically killed.
UndeadWhen an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.
SkeletonsSkeletons defend on black shields against crushing weapons, white shields and skulls against piercing weapons and either shield against other weapons.
There's no need to put the cultist rules, they can't do anything special if there's less than three of them. The only piecing weapons you've got are the dagger and knives. You stand a 1 in 432 chance of wounding a chaos skeleton with a dagger or knife.

The crushing weapons have a + next to them, except the Tzeentch staff, I'll fix that.
Halt, Sifu, Luther, Bravo, Salvo, Vladimir.
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