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Through dark rituals and horrific sacrifices, the Daemons of the warp are summoned to the material realm to do the bidding of the Chaos Gods. Driven by the will of their fell patrons, they can only survive outside their daemonic realm when the power of the warp waxes strong – slaughtering, tainting, corrupting and beguiling their foes, before blinking out of existence, their unknowable mission complete.

Books

BookKindEditionVersionLast update
  Kill Team Annual 2019Expansion81.0December 2019

Chaos Daemons Kill Teams

If every model in your kill team has the ADEPTUS ASTARTES Faction keyword, you can use Adeptus Astartes Tactics.

REALITY BLINKS
Chaos Daemons Tactic
Use this Tactic when a CHAOS DAEMONS model (other than a HORROR model) from your kill team is taken out of action. Roll one D6. On a 4+ that injury roll is ignored and the model is restored to 1 wound.
3 COMMAND POINTS
PESTILENTIAL AURA
Chaos Daemons Tactic
Use this Tactic at the start of any battle round. Pick one PLAGUEBEARER model from your kill team. If this model is obscured, attacks that target this model suffer an additional -1 modifier to their hit rolls, until the end of the battle round.
1 COMMAND POINT
DEADLY DANCE
Chaos Daemons Tactic
Use this Tactic before making a charge roll for a DAEMONETTE model from your kill team. You can roll 3D6 and pick which two rolls to use when determining this model’s charge distance in this battle round.
1 COMMAND POINT
MUTATING FIRE
Chaos Daemons Tactic
Use this Tactic when you pick a HORROR model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Armour Piercing characteristic of this model’s Coruscating Flames to -3.
1 COMMAND POINT
CLEAVING BLOW
Chaos Daemons Tactic
Use this Tactic when you pick a BLOODLETTER model from your kill team to attack in the Fight phase. Add 1 to the Damage characteristic of that model’s Hellblade, until the end of the phase.
1 COMMAND POINT
WARP-SPAWNED TERROR
Chaos Daemons Tactic
Use this Tactic at the start of the Morale phase. Add 1 to Nerve tests for enemy models that are within 3" of any CHAOS DAEMONS models from your kill team.
2 COMMAND POINTS

Datasheets


Bloodletter

NAME M WS BS S T W A Ld Sv Max
Bloodletter 6" 3+ 3+ 4 3 1 1 7 6+ -
Bloodletter Icon Bearer 6" 3+ 3+ 4 3 1 1 7 6+ 1
Bloodletter Hornblower 6" 3+ 3+ 4 3 1 1 7 6+ 1
Bloodreaper 6" 3+ 3+ 4 3 1 2 7 6+ 1
This model is armed with a Hellblade.
One Bloodletter in your kill team can be a Bloodletter Icon Bearer. A Bloodletter Icon Bearer is also equipped with an Icon of Khorne.
One Bloodletter in your kill team can be a Bloodletter Hornblower.A Bloodletter Hornblower is also equipped with an Instrument of Khorne.
One Bloodletter in your kill team can be a Bloodreaper.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hellblade
Melee
Melee
User
-3
1
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2 instead of 1.
ABILITIES
Daemonic: This model has a 5+ invulnerable save.

Unstoppable Ferocity: You can add 1 to the Attacks and Strength characteristics of a model with this ability in a battle round in which they charged.

Icon of Khorne:
3
You can re-roll charge rolls for BLOODLETTERS within 6" of any friendly models equipped with an Icon of Khorne.

Instrument of Khorne:
2
Add 1 to Advance and charge rolls made for BLOODLETTERS within 6" of any friendly models equipped with an Instrument of Khorne.
SPECIALISTS
Leader (Bloodreaper only), Comms (Hornblower or Icon Bearer only), Combat, Veteran
FACTION KEYWORDS
CHAOS DAEMONS
KEYWORDS
CHAOS, KHORNE, INFANTRY, DAEMON, BLOODLETTER


Daemonette

NAME M WS BS S T W A Ld Sv Max
Daemonette 7" 3+ 3+ 3 3 1 2 7 6+ -
Daemonette Icon Bearer 7" 3+ 3+ 3 3 1 2 7 6+ 1
Daemonette Hornblower 7" 3+ 3+ 3 3 1 2 7 6+ 1
Alluress 7" 3+ 3+ 3 3 1 3 7 6+ 1
This model is armed with Piercing Claws.
One Daemonette in your kill team can be a Daemonette Icon Bearer. A Daemonette Icon Bearer is also equipped with an Icon of Slaanesh.
One Daemonette in your kill team can be a Daemonette Hornblower.A Daemonette Hornblower is also equipped with an Instrument of Slaanesh.
One Daemonette in your kill team can be an Alluress.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Piercing Claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -1.
ABILITIES
Daemonic: This model has a 5+ invulnerable save.

Quicksilver Swiftness: A model with this ability can be chosen to fight in the Hammer of Wrath section of the Fight phase, even if they have not charged in that battle round.

Icon of Slaanesh:
5
If you make a wound roll of 6+ for an attack made by a DAEMONETTE, whilst they are within 6" of any friendly models equipped with an Icon of Slaanesh, that attack inflicts 1 mortal wound in addition to its normal damage.

Instrument of Slaanesh:
2
Add 1 to Advance and charge rolls made for DAEMONETTES within 6" of any friendly models equipped with an Instrument of Slaanesh.
SPECIALISTS
Leader (Alluress only), Comms (Hornblower or Icon Bearer only), Combat, Veteran, Scout
FACTION KEYWORDS
CHAOS DAEMONS
KEYWORDS
CHAOS, SLAANESH, INFANTRY, DAEMON, DAEMONETTE


Horrors

NAME M WS BS S T W A Ld Sv Max
Pink Horror 6" 4+ 4+ 3 3 1 1 7 6+ -
Pink Horror Icon Bearer 6" 4+ 4+ 3 3 1 1 7 6+ 1
Pink Horror Hornblower 6" 4+ 4+ 3 3 1 1 7 6+ 1
Iridescent Horror 6" 4+ 4+ 3 3 1 2 7 6+ 1
Blue Horror 6" 4+ - 2 3 1 1 7 6+ -
Pair of Brimstone Horrors 6" 4+ - 1 3 1 2 7 6+ -
This model is armed with Coruscating Flames.
One Pink Horror in your kill team can be a Pink Horror Icon Bearer. A Pink Horror Icon Bearer is also equipped with an Icon of Tzeentch.
One Pink Horror in your kill team can be a Pink Horror Hornblower.A Pink Horror Hornblower is also equipped with an Instrument of Tzeentch.
One Pink Horror in your kill team can be an Iridescent Horror.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Coruscating Flames
18"
Assault 2
User
0
1
-
ABILITIES
Ephemeral Daemons: This model has an invulnerable save of 4+. Blue Horrors instead have an invulnerable save of 5+. Pairs of Brimstone Horrors instead have an invulnerable save of 6+.

Icon of Tzeentch:
3
At the start of your turn in the Psychic phase, roll a D6 for each model from your kill team equipped with an Icon of Tzeentch. On a 6, inflict 1 mortal wound on the closest enemy model within 12" of the model being rolled for.

Instrument of Tzeentch:
2
Add 1 to Advance and charge rolls made for HORRORS within 6" of any friendly models equipped with an Instrument of Tzeentch.

Split: Do not make any injury rolls for a Pink Horror, Pink Horror Icon Bearer, Pink Horror Hornblower, Iridescent Horror, Blue Horror or Pair of Brimstone Horrors model. This model is, instead, automatically taken out of action when reduced to 0 wounds. The following rules apply when one of these models is taken out of action:

When a Pink Horror, Pink Horror Icon Bearer, Pink Horror Hornblower or Iridescent Horror is taken out of action, you can set up 2 Blue Horrors within ½" of the slain model before it is removed. If these models cannot be set up, this ability has no effect. A Blue Horror has no weapons or equipment.

When a Blue Horror is taken out of action, you can replace that model with 1 Pair of Brimstone Horrors model. A Pair of Brimstone Horrors has no weapons or equipment.

If a Pink Horror, Pink Horror Icon Bearer, Pink Horror Hornblower, or Iridescent Horror that is a Specialist is taken out of action, any Blue Horrors that are set up are not Specialists.

Blue Horrors and Pairs of Brimstone Horrors are never considered to have charged in the battle round in which they are set up.

Blue Horrors and Pairs of Brimstone Horrors are not treated as part of your kill team for the purposes of determining if your kill team is broken, and are not treated as friendly models for the purposes of Nerve tests.
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Leader (Iridescent Horror only), Comms (Hornblower or Icon Bearer only), Demolitions, Veteran
FACTION KEYWORDS
CHAOS DAEMONS
KEYWORDS
CHAOS, TZEENTCH, INFANTRY, DAEMON, HORROR


Plaguebearer

NAME M WS BS S T W A Ld Sv Max
Plaguebearer 5" 4+ 4+ 4 4 1 1 7 6+ -
Plaguebearer Icon Bearer 5" 4+ 4+ 4 4 1 1 7 6+ 1
Plaguebearer Hornblower 5" 4+ 4+ 4 4 1 1 7 6+ 1
Plagueridden 5" 4+ 4+ 4 4 1 2 7 6+ 1
This model is armed with a Plaguesword.
One Plaguebearer in your kill team can be a Plaguebearer Icon Bearer. A Plaguebearer Icon Bearer is also equipped with an Icon of Nurgle.
One Plaguebearer in your kill team can be a Plaguebearer Hornblower.A Plaguebearer Hornblower is also equipped with an Instrument of Nurgle.
One Plaguebearer in your kill team can be a Plagueridden.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Plaguesword
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
ABILITIES
Daemonic: This model has a 5+ invulnerable save.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Icon of Nurgle:
1
Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with an Icon of Nurgle.

Instrument of Nurgle:
2
Add 1 to Advance and charge rolls made for PLAGUEBEARERS within 6" of any friendly models equipped with an Instrument of Nurgle.
SPECIALISTS
Leader (Plagueridden only), Comms (Hornblower or Icon Bearer only), Combat, Veteran
FACTION KEYWORDS
CHAOS DAEMONS
KEYWORDS
CHAOS, NURGLE, INFANTRY, DAEMON, PLAGUEBEARER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Coruscating Flames
18"
Assault 2
User
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hellblade
Melee
Melee
User
-3
1
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2 instead of 1.
0
Piercing Claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -1.
0
Plaguesword
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Icon of Khorne
You can re-roll charge rolls for BLOODLETTERS within 6" of any friendly models equipped with an Icon of Khorne.
1
Icon of Nurgle
Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with an Icon of Nurgle.
5
Icon of Slaanesh
If you make a wound roll of 6+ for an attack made by a DAEMONETTE, whilst they are within 6" of any friendly models equipped with an Icon of Slaanesh, that attack inflicts 1 mortal wound in addition to its normal damage.
3
Icon of Tzeentch
At the start of your turn in the Psychic phase, roll a D6 for each model from your kill team equipped with an Icon of Tzeentch. On a 6, inflict 1 mortal wound on the closest enemy model within 12" of the model being rolled for.
2
Instrument of Khorne
Add 1 to Advance and charge rolls made for BLOODLETTERS within 6" of any friendly models equipped with an Instrument of Khorne.
2
Instrument of Nurgle
Add 1 to Advance and charge rolls made for PLAGUEBEARERS within 6" of any friendly models equipped with an Instrument of Nurgle.
2
Instrument of Slaanesh
Add 1 to Advance and charge rolls made for DAEMONETTES within 6" of any friendly models equipped with an Instrument of Slaanesh.
2
Instrument of Tzeentch
Add 1 to Advance and charge rolls made for HORRORS within 6" of any friendly models equipped with an Instrument of Tzeentch.

The CHAOS DAEMONS keyword is used in following Chaos Daemons datasheets:

Datasheet
• Horrors

The HORROR keyword is used in following Chaos Daemons datasheets:

Datasheet
• Horrors
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

The PLAGUEBEARER keyword is used in following Chaos Daemons datasheets:

Datasheet
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.

The DAEMONETTE keyword is used in following Chaos Daemons datasheets:

Datasheet

The BLOODLETTER keyword is used in following Chaos Daemons datasheets:

Datasheet
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Does not include wargear
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.

The CHAOS DAEMONS keyword is used in following Chaos Daemons datasheets:

Datasheet
• Horrors

The CHAOS keyword is used in following Chaos Daemons datasheets:

Datasheet
• Horrors

The INFANTRY keyword is used in following Chaos Daemons datasheets:

Datasheet
• Horrors

The DAEMON keyword is used in following Chaos Daemons datasheets:

Datasheet
• Horrors
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

Coruscating Flames used in following datasheets:

Datasheet
• Horrors
0

Hellblade used in following datasheets:

Datasheet

Piercing Claws used in following datasheets:

Datasheet

Plaguesword used in following datasheets:

Datasheet

Icon of Khorne used in following datasheets:

Datasheet

Icon of Nurgle used in following datasheets:

Datasheet

Icon of Slaanesh used in following datasheets:

Datasheet

Icon of Tzeentch used in following datasheets:

Datasheet
• Horrors
3

Instrument of Khorne used in following datasheets:

Datasheet

Instrument of Nurgle used in following datasheets:

Datasheet

Instrument of Slaanesh used in following datasheets:

Datasheet

Instrument of Tzeentch used in following datasheets:

Datasheet
• Horrors
2
© Vyacheslav Maltsev 2013-2020