

Chaos
Chaos 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 Followers
Followers (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 Warriors
Chaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.
Chaos Ice Warrior
Melee 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.
Vulnerability
Characters who lose any BP to something that they are Vulnerable to are automatically killed.
Pink Horrors
Pink Horrors are level 1 Magicians and get one random Tzeentch spell each that can't be traded for a replacement and they cast without using an action but can only cast once each per turn. They share their spells with all other Pink Horrors in play and one spell of their choice is discarded whenever a Pink Horror dies. A Pink Horror splits into two Blue Horrors when it dies, they must be placed on the same or adjacent squares. If there are no available adjacent squares then only one Blue Horror is created.
Undead
When 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.
Skeletons
Skeletons defend on white shields and skulls against piercing weapons, either shield against other non-crushing weapons and black shields against everything else.
Kai.The first thing you need to do is decide what square you want the blacksmith to be on.
As you forgot about the vulnerability rule and I'm feeling generous you can move Sifu or Halt so that Luther can cast a spell on the fire warrior if you like. I don't know if you've got an appropriate power 1or 2 spell (or you might want to save them), I know you've got burning head but that's not really well suited to a heavily armour target, it's best used against a group of lower enemies. It could kill the ice warrior and make the marauder run away though so it might be worth a go, you've got the option if you want it. If you move Sifu though it will cost you the extra karma points.
Edit:
I shouldn't have rolled for the fire warrior, he'd moved. Doesn't matter.

1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 



















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