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Creatures of primal malevolence, Daemons are birthed from the accumulated sins and passions of the mortal races, and given form and will by the Dark Gods of Chaos. Invested with the cruel malice of their creators, they will not rest until reality itself is torn asunder and every soul in the galaxy devoured.

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Daemons miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Chaos Daemons units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► ChaosIndex81.4April 2018
  Imperial Armour: Forces of ChaosIndex81.3June 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chaos DaemonsCodex81.4December 2018
  Chapter Approved 2018 EditionExpansion81.0January 2019

FAQ

Index: Chaos

 Q: If Skarbrand is within 8" of model that can FLY and has a minimum speed (such as a some Flyers), and that unit starts its Movement phase within 1" of an enemy unit, what happens? Is that unit destroyed because it cannot Fall Back and so cannot move its minimum speed?
 A
Correct, the unit is destroyed.

Note, however, that some Flyers have an ability that, when used, means they no longer have a minimum speed that turn (e.g. the Stormraven Gunship’s Hover Jet ability). If such a unit ends up in the situation described in the question, we recommend using their ability to avoid crashing into the ground!
 Q: If I use Xirat’p’s Sorcerous Barrage to automatically manifest a psychic power in a matched play game, can I still attempt to manifest the same power with a different psyker that turn?
 A
No, unless that power was Smite.
 Q: If a Burning Chariot takes its option to be accompanied by three Blue Horrors, does this mean I add three Blue Horror models from the Horrors datasheet and form a mixed unit?
 A
No. This option is referring to the optional Blue Horror crew that come with the Burning Chariot kit and are placed on top of the chariot alongside the Exalted Flamer. If you have them, you simply get the benefits listed in the Burning Chariot’s Irritating Chant ability.
 Q: When I manifest the Warptime psychic power, can I select a unit that arrived on the battlefield as reinforcements this turn?
 A
No.
 Q: If I manifest the Warptime psychic power to move a unit in the Psychic phase, does that unit still suffer the -1 penalty for moving and firing Heavy weapons in the subsequent Shooting phase?
 A
Yes.
 Q: Can a HERETIC ASTARTES CHARACTER attempt to summon a unit of Daemons using a Daemonic Ritual, or can only DAEMON CHARACTERS attempt to do so?
 A
Any CHAOS CHARACTER can attempt to do so. This includes HERETIC ASTARTES CHARACTERS.
 Q: There is no datasheet for a Herald of Nurgle on a Palanquin of Nurgle – which datasheet should I use for this model?
 A
Use the Epidemius datasheet from Index: Chaos.

Codex: Chaos Daemons

 Q: When a Stratagem from Codex: Chaos Daemons uses the DAEMON keyword, can it be used to affect any unit with the DAEMON keyword, or only units with the DAEMON Faction keyword?
 A
These Stratagems can only affect units with the DAEMON Faction keyword.
 Q: Does the Blue Scribes’ Xirat’p’s Sorcerous Barrage ability allow them to manifest a psychic power that has already been manifested?
 A
Yes.
 Q: If I include Be’lakor in a Detachment in which every other unit owes its allegiance to the same Chaos God, does that Detachment benefit from the Daemonic Loci ability?
 A
No, as Be’lakor does not owe allegiance to any one Chaos God.
 Q: What Warlord Traits can Be’lakor have?
 A
Be’lakor can have any of the Warlord Traits from Warhammer 40,000 core rules.
 Q: If I upgrade a Burning Chariot to have Chanting Horrors, do I pay 5 points for each Chanting Horror, or 5 points for all three?
 A
5 points for all three.
 Q: Can a CHARACTER that has been set up on the battlefield using the Denizens of the Warp Stratagem use the Daemonic Ritual ability to summon a DAEMON unit during the same phase?
 A
No – units that arrive as reinforcements count as having moved for all rules purposes and the Daemonic Ritual ability is used instead of moving.
 Q: If a GREY KNIGHTS unit deals the final wound on a DAEMON equipped with the Impossible Robe, the player uses the Robe to re-roll the failed save, and the result is a 1 (meaning the Daemon is immediately slain), does the DAEMON count as being slain by a GREY KNIGHTS unit for purposes of using the Daemonic Incursion Stratagem?
 A
Yes.
 Q: If a unit of Plaguebearers has had the Plague Banner Stratagem used on them, and is currently under the effects of the Virulent Blessing psychic power, what damage do their Plagueswords inflict on wound rolls of 7+?
 A
4.
 Q: For the purposes of the Psychic Focus matched play rule, is the Miasma of Pestilence psychic power from Codex: Chaos Daemons the same psychic power as in Codex: Death Guard?
 A
Yes. More generally, if psychic powers have the same name, they are the same psychic power for the purposes of Psychic Focus.

Keywords

Throughout this book you will come across a keyword that is within angular brackets, specifically <ALLEGIANCE>. This is shorthand for a keyword of your own choosing, as described below:

<ALLEGIANCE>

With the exception of Be’lakor, all Chaos Daemons owe allegiance to one of the four Chaos Gods. Most datasheets specify which Chaos God the unit owes allegiance to (e.g. a Great Unclean One has the NURGLE keyword, so owes allegiance to Nurgle). If a Chaos Daemons datasheet does not specify which Chaos God it owes allegiance to, it will have the <ALLEGIANCE> keyword. When you include such a unit in your army, you must choose which of the Chaos Gods it owes its allegiance to. It then replaces its <ALLEGIANCE> keyword in every instance on its datasheet with the name of its patron Chaos God: KHORNE, TZEENTCH, NURGLE or SLAANESH.

For example, if you were to include a Daemon Prince of Chaos in your army, and you decided it owed allegiance to Khorne, its <ALLEGIANCE> Faction keyword is changed to KHORNE and its Prince of Chaos ability would say: ‘You can re-roll hit rolls of 1 made for friendly KHORNE DAEMON units within 6" of this model.’

Abilities

The following abilities are common to several CHAOS DAEMON units:

Daemonic

The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.

Units with this ability have a 5+ invulnerable save.

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Disgustingly Resilient

Daemons of Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

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

Ephemeral Form

Daemons of Tzeentch reflect their master’s manipulative and capricious nature, their immortal forms forever in flux.

Add 1 to any invulnerable saving throws made for this unit.

Quicksilver Swiftness

Slaanesh’s Daemons are graceful and impossibly quick, moving to strike their foes faster than the eye can see.

This unit always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Unstoppable Ferocity

Khorne Daemons hunger to spill blood and claim skulls, and their fury in the midst of battle is without limit.

If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with.

Arch-daemonic Ritual

This book contains rules for four of the great Daemon Lords: An’ggrath the Unbound, Scabeiathrax the Bloated, Aetaos’rau’keres and Zarakynel. Summoning units of this power using the usual Daemonic Ritual rules is all but impossible and so a variant rule, Arch-daemonic Ritual, has been provided here.

If your army contains a model with the Arch-daemonic Ritual rule, they may instead of being deployed normally be summoned like other Daemons to the battlefield, although with greater risk to the summoner as befits their power and perilous nature. The usual rules for Daemonic Rituals apply with the following alterations:

When attempting an Arch-daemonic Ritual, the summoning player must first declare which unit they are attempting to summon by name beforehand, and only characters with the same Mark of Chaos as the unit you wish to summon can be used to summon the unit.

When attempting to summon a unit using an Arch-daemonic Ritual, roll up to nine dice – this is your summoning roll. You can summon one new unit with the Arch-daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword as the summoning character. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is within 12" of the summoning character and is more than 9" from any enemy model. If the total rolled is insufficient to summon the named unit, the ritual fails and no new unit is summoned. If your Arch-daemonic Ritual summoning roll included any doubles, your summoning character then suffers a mortal wound. If it included any triples then the summoning character is slain instead (note that the summoning can still be successful, even if the summoning character perishes in the attempt).

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Chaos Daemons Detachments – that is, any Detachment which only includes units with both the CHAOS and DAEMON Faction keywords.


Daemonic Legions

When the armies of the Ruinous Powers go to war, waves of daemonic infantry march across the battlefield, corrupting the ground itself with their very presence.

If your army is Battle-forged, all Troops units in Chaos Daemons Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Daemonic Loci

The champions of the Daemonic legions act as focal points for the will of the Chaos Gods themselves, infusing nearby minions with a measure of their master’s power.

If your army is Battle-forged, all CHARACTERS in Chaos Daemons Detachments gain a Daemonic Locus, so long as every unit in that Detachment owes its allegiance to the same Chaos God. The Daemonic Locus gained depends upon their allegiance, as shown in the table below. For example, all CHARACTERS in a NURGLE Chaos Daemons Detachment gain the Locus of Virulence.

Daemonic Loci


Khorne: Locus of Rage

The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest.

You can re-roll charge rolls for KHORNE DAEMON units that are within 6" of a friendly model with the Locus of Rage in the Charge phase.

Nurgle: Locus of Virulence

The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, and their talons and blades drip with thrice-ripened plagues. The merest touch of such a weapon in the presence of such a creature can cause a mortal to wither and die in seconds.

Each time you make a wound roll of 6+ for a NURGLE DAEMON unit within 6" of any friendly model with the Locus of Virulence, that attack inflicts 1 additional damage.

Slaanesh: Locus of Swiftness

The Daemons of Slaanesh dance across the battlefield with a grace and speed that belies belief. They can close the killing fields of a battlefield in a heartbeat, falling upon their surprised and panicstricken prey with psychotic delight.

All SLAANESH DAEMON units within 6" of a friendly model with the Locus of Swiftness in the Charge phase can declare a charge even if they advanced in their Movement phase.

Tzeentch: Locus of Trickery

The Daemons of Tzeentch surround themselves in layer upon layer of mind-traps and illusions, each mirage shifting into the next. The result utterly confounds those nearby that would do the Daemons harm, and means their attacks are often ineffective.

Roll 2 dice at the start of each Fight phase and discard the highest result. Until the end of that phase, each time your opponent targets a TZEENTCH DAEMON unit within 6" of a friendly model with the Locus of Trickery and makes a hit roll that, after re-rolls but before modifiers, matches your remaining dice result, that hit roll fails.

Stratagems

If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by Chaos Daemons on the battlefield.

1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

Use this Stratagem during deployment. If you spent 1 CP, set up one of your DAEMON units that has a Power Rating of 8 or less in the warp instead of placing it on the battlefield. If you spent 2 CPs, you can choose a DAEMON unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

2CP

DAEMONIC INCURSION

Chaos Daemons Stratagem

Use this Stratagem when one of your DAEMON units (other than a named character) is destroyed by a GREY KNIGHTS unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on the battlefield that is more than 9" from any enemy models. This does not cost you any reinforcement points in a matched play game.

2CP

SOUL SACRIFICE

Chaos Daemons Stratagem

Use this Stratagem before a CHAOS CHARACTER from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hit rolls of 1 for the summoned unit while it is within 6" of the character that performed the Daemonic Ritual.

1CP/3CP

REWARDS OF CHAOS

Chaos Daemons Stratagem

Use this Stratagem before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefacts for 3 CPs. All of the Hellforged Artefacts that you include must be different and be given to different DAEMON CHARACTERS. You can only use this Stratagem once per battle.

1CP

DAEMONIC PACT

Chaos Daemons Stratagem

Use this Stratagem after a CHAOS CHARACTER from your army summons a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons to the battlefield by performing another Daemonic Ritual.

1CP

DAEMONIC POSSESSION

Chaos Daemons Stratagem

Use this Stratagem when an enemy PSYKER unit suffers Perils of the Warp. That unit suffers 2D3 mortal wounds instead of D3.

2CP

WARP SURGE

Chaos Daemons Stratagem

Use this Stratagem at the start of any phase. Select a unit of DAEMONS from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).

1CP

BANNER OF BLOOD

Khorne Daemons Stratagem

Use this Stratagem before the battle. Choose one of your KHORNE models with a Daemonic Icon. That icon is upgraded to a Banner of Blood. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit declares a charge. When used, the bearer’s unit can charge 3D6" instead of 2D6".

2CP

LOCUS OF WRATH

Khorne Daemons Stratagem

Use this Stratagem at the start of any Fight phase. Select a KHORNE DAEMON CHARACTER from your army – until the end of the phase you can re-roll any failed hit rolls made for friendly KHORNE DAEMON units within 6" of that model.

3CP

FRENETIC BLOODLUST

Khorne Daemons Stratagem

Use this Stratagem at the end of any Fight phase. Select one of your KHORNE DAEMON units – that unit can immediately fight again.

2CP

REVOLTING REGENERATION

Nurgle Daemons Stratagem

Use this Stratagem at the end of your Movement phase. Select one of your NURGLE DAEMON units. One model in the unit regains D3 lost wounds. If there are no wounded models in the unit, and that unit has suffered any casualties, a single slain model from the unit is returned to play with one wound remaining.

1CP

PLAGUE BANNER

Nurgle Daemons Stratagem

Use this Stratagem before the battle. Choose one of your NURGLE models with a Daemonic Icon. That icon is upgraded to a Plague Banner. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used, increase the Damage characteristic of all plagueswords carried by the bearer’s unit to 2 until the end of the phase.

2CP

LOCUS OF FECUNDITY

Nurgle Daemons Stratagem

Use this Stratagem at the start of any phase. Select a NURGLE DAEMON CHARACTER from your army – until the end of the phase you can re-roll Disgustingly Resilient rolls of 1 made for friendly NURGLE DAEMON units within 6" of that model.

1CP

BLASTED STANDARD

Tzeentch Daemons Stratagem

Use this Stratagem before the battle. Choose one of your TZEENTCH models with a Daemonic Icon. That icon is upgraded to a Blasted Standard. In addition to its normal ability, the power of the banner can be used once per battle, at the beginning of any Psychic phase. When used, roll 9 dice; for each roll of 6, the closest visible enemy unit within 9" suffers a mortal wound.

1CP

MAGICAL BOON

Tzeentch Daemons Stratagem

Use this Stratagem at the end of your Psychic phase. Select a TZEENTCH DAEMON PSYKER from your army; it can immediately attempt to manifest one additional psychic power this turn.

2CP

LOCUS OF CONJURATION

Tzeentch Daemons Stratagem

Use this Stratagem at the start of your Psychic phase. Select a TZEENTCH DAEMON CHARACTER from your army – until the end of the phase you can re-roll any failed Psychic tests made for friendly TZEENTCH DAEMON units within 6" of that model.

1CP

LOCUS OF GRACE

Slaanesh Daemons Stratagem

Use this Stratagem at the start of any Fight phase. Select a SLAANESH DAEMON CHARACTER from your army – until the end of the phase, each time you make a wound roll of 6+ for a friendly SLAANESH DAEMON unit within 6" of that character, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

1CP

AURA OF ACQUIESCENCE

Slaanesh Daemons Stratagem

Use this Stratagem at the start of any Fight phase. Select a SLAANESH DAEMON unit from your army – enemy units within 3" of that unit reduce their Attacks characteristic by 1 (to a minimum of 1) until the end of that phase.

1CP

RAPTUROUS STANDARD

Slaanesh Daemons Stratagem

Use this Stratagem before the battle. Choose one of your SLAANESH models with a Daemonic Icon. That icon is upgraded to a Rapturous Standard. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used, you can re-roll all failed hit rolls made for the bearer’s unit until the end of the phase.


Psychic Powers

Daemons are made of the stuff of the warp, and many can wield the power of the immaterium itself in battle as easily as a mortal man can breathe. The sorcerers of the daemonic legions unleash fell energies against their enemies with but a flick of a finger, and conjure the blessings of their dark masters to bolster their minions with unnatural power.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tzeentch, Nurgle or Slaanesh discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Tzeentch

D6PSYCHIC POWER
1

BOON OF CHANGE

As the Daemon chants, its minions begin to twist and new forms take shape as the will of Tzeentch demands.

Boon of Change has a warp charge value of 7. If manifested, select a friendly TZEENTCH DAEMON unit within 18" of the psyker and roll a D3. Consult the table below to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase.

D3Effect
1Extra Limb: +1 Attack
2Mystic Strength: +1 Strength
3Iron Skin: +1 Toughness

2

BOLT OF CHANGE

The Daemon unleashes a bolt of roiling warp energy that wracks the foe with sickening and uncontrollable mutations.

Bolt of Change has a warp charge value of 8. If manifested, select an enemy unit that is within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this psychic power, you can add a Chaos Spawn to your army, and set it up within 1" of the character before it is removed.

3

GAZE OF FATE

The Daemon uses its powers of precognition to unravel the strands of destiny, and in doing so discovers the one true path to victory.

Gaze of Fate has a warp charge value of 6. If manifested, you can re-roll a single dice roll later during your turn.

4

TREASON OF TZEENTCH

The psyker reaches into the mind of its victim, subverting their will and turning them upon their own allies.

Treason of Tzeentch has a warp charge value of 8. If manifested, select an enemy CHARACTER that is within 18" of the psyker and visible to it (excluding the opponent’s Warlord) and roll 2D6. If the result is greater than the character’s Leadership, you can treat the model as if it were a friendly model in your army in your Shooting, Charge and Fight phases. At the end of the Fight phase, the character reverts to being an enemy model.

5

FLICKERING FLAMES

Cackling madly, the psyker’s minions are wreathed in pink and blue flames that leap forth to consume their foes.

Flickering Flames has a warp charge value of 5. If manifested, pick a friendly TZEENTCH DAEMON unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit’s shooting weapons.

6

INFERNAL GATEWAY

The psyker opens a portal to the warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion.

Infernal Gateway has a warp charge value of 8. If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to it; that model’s unit, and every other unit (friend and foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.


Nurgle

D6PSYCHIC POWER
1

STREAM OF CORRUPTION

The psyker spews forth a stream of disease on its enemies.

Stream of Corruption has a warp charge value of 5. If manifested, the closest enemy unit within 7" of the psyker and visible to it suffers D3 mortal wounds if it has fewer than 10 models, or D6 mortal wounds if it has 10 or more models.

2

FLESHY ABUNDANCE

Nurgle’s bountiful energies surge through the target, healing their wounds beneath new growths of swollen flesh.

Fleshy Abundance has a warp charge value of 5. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. One model in that unit regains D3 lost wounds.

3

NURGLE’S ROT

Gurgling praise to its god, the psyker exudes a wave of soul-pox that rapidly kills those who lack Nurgle’s blessings.

Nurgle’s Rot has a warp charge value of 7. If manifested, roll a D6 for every unit (excluding NURGLE units) within 7" of the psyker. On a 4+ the unit being rolled for suffers D3 mortal wounds.

4

SHRIVELLING POX

Muttering an unholy chant in a blighted tongue, the psyker calls down poxed blessings on a chosen foe.

Shrivelling Pox has a warp charge value of 6. If manifested, select an enemy unit that is within 18" of the psyker and visible to it. Until the start of your next Psychic phase, subtract one from the target unit’s Toughness characteristic.

5

VIRULENT BLESSING

The psyker blesses its allies with a bounty of fresh diseases with which to infect their enemies.

Virulent Blessing has a warp charge value of 7. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Add 1 to wound rolls made for that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage.

6

MIASMA OF PESTILENCE

As the psyker chants in a phlegm-choked drone, a dark cloud of filth and flies shrouds its allies from view.

Miasma of Pestilence has a warp charge value of 6. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.


Slaanesh

D6PSYCHIC POWER
1

CACOPHONIC CHOIR

The psyker emits an ear-piercing chorus of screams that shatters the sanity of its foes.

Cacophonic Choir has a warp charge value of 6. If manifested, roll 2D6 (adding 2 to the result if the Psychic test result was more than 10). The closest enemy unit that is within 18" of the psyker and visible to it suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.

2

SYMPHONY OF PAIN

The psyker’s chants unleash destructive Chaos energy.

Symphony of Pain has a warp charge value of 6. If manifested, the nearest enemy unit that is within 18" of the psyker and visible to it is struck by unbearable pain. Your opponent must subtract 1 from all hit rolls made for this unit until the start of your next Psychic phase.

3

HYSTERICAL FRENZY

The psyker sends out a psychic lash that goads its allies.

Hysterical Frenzy has a warp charge value of 8. If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker that is within 1" of an enemy unit. That unit can fight as if it were the Fight phase.

4

DELIGHTFUL AGONIES

The psyker manipulates the pleasure centres of its allies’ minds, causing even great pain to register as sheer ecstasy.

Delightful Agonies has a warp charge value of 5. If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound – on a 6 that model does not lose a wound.

5

PAVANE OF SLAANESH

As the psyker sings, its spasming victims’ flesh tears and bones snap as they dance themselves to death.

Pavane of Slaanesh has a warp charge value of 6. If manifested, select an enemy unit that is within 18" of the psyker and visible to them. Roll a D6 for each model in the unit; the unit suffers a mortal wound for each roll of 6.

6

PHANTASMAGORIA

The psyker summons illusions to terrify and entice their foes.

Phantasmagoria has a warp charge value of 6. If manifested, enemy units must subtract 1 from their Leadership characteristic until the start of your next Psychic phase whilst they are within 12" of the psyker.


Dark Hereticus Discipline

If your army includes Be’lakor, then before the battle, generate the psychic powers for him using the table below. You can either roll a D3 to generate his powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish Be’lakor to have.
D3PSYCHIC POWER
1

INFERNAL GAZE

Unholy power streams from Be’lakor’s eyes, charring and melting everything caught in its path.

Infernal Gaze has a warp charge value of 5. If manifested, select an enemy unit that is within 18" of Be’lakor and is visible to him and roll 3 dice. The target suffers one mortal wound for each roll of 4+.

2

DEATH HEX

Be’lakor places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.

Death Hex has a warp charge value of 8. If manifested, select an enemy unit that is within 12" of Be’lakor and is visible to him. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

3

GIFT OF CHAOS

As the power of the warp surges through Be’lakor’s victim, bones snap and flesh rips as a new form takes shape.

Gift of Chaos has a warp charge value of 6. If manifested, select an enemy model that is within 6" of Be’lakor and is visible to him and roll a D6. If the result is greater than the target’s Toughness characteristic, its unit suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed.


Chaos Spawn

There are several abilities and psychic powers available to Chaos Daemons that can transform their victims into Chaos Spawn. If such an ability or psychic power instructs you add a Chaos Spawn to your army, use the datasheet below for the model. Choose the Chaos Spawn’s allegiance when you set it up on the battlefield. In a matched play game, you must pay reinforcement points in order to use any Chaos Spawn that are created. Each has a points value of 25 (this includes all of its weapons).

2

Chaos Spawn

NAME M WS BS S T W A Ld Sv
Chaos Spawn 7" 4+ - 5 5 4 D6 9 5+
A Chaos Spawn is a single model that attacks with its hideous mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Hideous mutations
Melee
Melee
User
-2
2
-
ABILITIES
Fearsome: Enemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.

Mutated Beyond Reason: When a Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below:

D3Result
1Razor Claws: The hideous mutations of the Chaos Spawn have an AP of -4 until the end of the Fight phase
2Grasping Pseudopods: The Chaos Spawn adds 2 to its Attacks characteristic until the end of the Fight phase
3Toxic Haemorrhage: You can re-roll failed wound rolls for this model until the end of the Fight phase
FACTION KEYWORDS
CHAOS, <ALLEGIANCE>
KEYWORDS
BEAST, CHAOS SPAWN

Warlord Traits

A general of a daemonic legion is mighty champion, chosen by their dark master to bring ruin and destruction upon their foes. Possessed of dire power, they epitomise an aspect of the Chaos God in whose image they were created.

If a CHARACTER with the DAEMON Faction keyword is your Warlord, it can generate a Warlord Trait from one of the following tables instead of the one in the Warhammer 40,000 rulebook. You can either roll on the appropriate table to randomly generate a Warlord Trait, or you can select the one that best suits the Warlord’s temperament and preferred style of warfare. Warlords can only generate Warlord Traits from their own Chaos God (e.g. KHORNE Warlords can only have a Khorne Warlord Trait).

Khorne

D6WARLORD TRAIT
1

ASPECT OF DEATH

Such is the palpable aura of dread this Daemon emanates that its enemies often die of sheer terror.

Each time an enemy unit fails a Morale test within 8" of your Warlord, one additional model flees from that unit.

2

GLORY OF BATTLE

This Daemon knows no greater pleasure than being surrounded by foes in battle.

Add 1 to your Warlord’s Attacks characteristic whilst there are more enemy models within 8" of it than there are friendly models.

3

OBLIVIOUS TO PAIN

Nothing will keep this Daemon from the slaughter; not even injury will slow his advance, and only serves to stoke its anger.

Roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose that wound and you can re-roll all failed hit and wound rolls made for it until the end of your next turn.

4

IMMENSE POWER

The molten fury of the Lord of Battle has been poured into this Daemon, and its body is swollen with Khorne’s might.

Add 1 to your Warlord’s Strength characteristic.

5

DEVASTATING BLOW

The Blood God has granted this Daemon the strength to fell even the greatest enemies with a single, almighty blow.

Each time your Warlord fights, it can make a single Devastating Blow attack instead of its normal close combat attacks. If it does, make a single hit roll; if successful, the target suffers D3 mortal wounds.

6

RAGE INCARNATE

The fury with which this Daemon hurls itself at the enemy serves as a beacon of wrath to its like-minded minions.

Re-roll hit rolls of 1 for friendly KHORNE DAEMON units that charged this turn and are within 8" of your Warlord when they fight.


Tzeentch

D6WARLORD TRAIT
1

BORN OF SORCERY

Tapping into the infinite power of the warp comes as easily to this Daemon as breathing air does to a mortal.

Add 1 to the result of the first Psychic tests made for your Warlord in each Psychic phase.

2

INCORPOREAL FORM

This Daemon’s body flickers in and out of reality, making it difficult for adversaries to land a telling blow against it.

Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if this Warlord failed a saving throw against a weapon that inflicts 3 damage, it will only lose 2 wounds.

3

WARP TETHER

This Daemon is blessed with an iron grip on the mortal world, and is able to sustain its minions with the power of the warp.

You can re-roll failed Morale tests for friendly TZEENTCH DAEMON units within 9" of your Warlord.

4

LOREKEEPER OF TZEENTCH

Tzeentch has gifted this Daemon with stewardship of the Hidden Library within the Impossible Fortress. Intimate knowledge of mystical lore are the rewards for such a duty.

Add 6" to the range of the first psychic power manifested by your Warlord in each Psychic phase.

5

TYRANT OF THE WARP

The invasive attention of warp-spawned horrors – so often fatal to mortal psykers – are as nothing to this Daemon.

Roll a dice each time your Warlord suffers Perils of the Warp; on a 2+ your Warlord’s psychic mastery is such that they do not suffer Perils of the Warp.

6

DAEMONSPARK

This Daemon bears the mark of the Daemonspark, causing nearby Tzeentchian Daemons to blaze with deadly flames.

Re-roll wound rolls of 1 in the Shooting phase for friendly TZEENTCH DAEMON units that are within 9" of your Warlord.


Nurgle

D6WARLORD TRAIT
1

BLESSED WITH CORPULENCE

Nurgle’s blessing upon this Daemon is plain to see, for his frame is hideously bloated and riddled with corruption.

Add 1 to your Warlord’s Wounds characteristic.

2

ACIDIC ICHOR

Those that pierce this Daemon’s straining flesh are sprayed with sizzling bile that melts through armour, flesh and bone.

Roll a dice each time your Warlord loses a wound in the Fight phase. On a 4+ the unit that inflicted that wound is splashed by acidic ichor and suffers a mortal wound after all of its own attacks have been resolved.

3

PLAGUEFLY HIVE

This Daemon’s pockmarked hide conceals a colony of plagueflies that swarm forth to bite and bedevil the foe should they get too close.

Your opponent must subtract 1 from all hit rolls that target your Warlord if the attacking unit is within 7".

4

VIRULENT TOUCH

So saturated with noxious toxins and vile poisons is this Daemon that its merest touch ensures a gruesome and deadly demise.

Add 1 to all wound rolls made by your Warlord in the Fight phase unless it is targeting a VEHICLE.

5

IMPENETRABLE HIDE

Beneath this Daemon’s hide are layers of rotting blubber, a dense mass that must be dug through to reach the vitals buried beneath.

Your Warlord has a Save characteristic of 4+.

6

PESTILENT MIASMA

Those who venture too close to this Daemon find their injuries blackening in seconds and their infected flesh swiftly turning to rot.

Roll a dice for each enemy unit that is within 1" of your Warlord at the start of your turn. On a roll of 4+ that unit suffers a mortal wound.


Slaanesh

D6WARLORD TRAIT
1

CELERITY OF SLAANESH

This Daemon is possessed of an incredible swiftness, and is able to close upon its prey with impossible speed.

Add 3" to your Warlord’s Movement characteristic.

2

QUICKSILVER DUELLIST

This Daemon fights with phenomenal skill and grace when confronted by another champion.

You can re-roll failed hit and wound rolls for attacks made by your Warlord in the Fight phase against CHARACTERS.

3

THE MURDERDANCE

A performer of the maniacal dance of death, this Daemon hacks and cavorts its way through the enemy ranks without ever missing a step.

If your Warlord charges in the Charge phase, add D3 to their Attacks characteristic until the end of the ensuing Fight phase (roll at the end of the Charge phase).

4

FATAL CARESS

With a swift flick of a blade or razor-sharp claw, this Daemon can inflict agonising pleasures that drive the victim instantly insane.

Each time you make a wound roll of 6+ for your Warlord in the Fight phase, the target suffers a mortal wound in addition to any other damage.

5

SAVAGE HEDONIST

This Daemon is a glutton for violence, striking ever faster and harder to maintain the thrill of combat.

Add 1 to your Warlord’s Attacks characteristic.

6

BEWITCHING AURA

Even the most disciplined warriors can succumb to this Daemon’s beguilements, all thoughts of fighting lost as they stand slack-jawed in a haze of hallucinatory desire.

Enemy models subtract 1 from their Attacks characteristic (to a minimum of 1) whilst they are within 6" of your Warlord. This does not affect enemy VEHICLES.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

NAMED CHARACTERWARLORD TRAIT
The ChangelingIncorporeal Form 
The Blue ScribesDaemonspark 
KaranakAspect of Death 
SkarbrandRage Incarnate 
SkulltakerDevastating Blow 
Kairos FateweaverTyrant of the Warp 
EpidemiusVirulent Touch 
The Masque of SlaaneshThe Murderdance 
RotigusPestilent Miasma 
Horticulous SlimuxAcidic Ichor 

Tactical Objectives

D66Result
11Delight in Despair 
12Cycle of Life 
13Touched by the Warp 
14The Glory of Khorne 
15The Dominion of Chaos 
16The Great Game 

Though the tactics employed by the Daemons of Chaos on the battlefield may defy mortal logic, they all serve to further the unfathomable ambitions and terrible desires of the Dark Gods.

If your army is led by a Warlord with the DAEMON Faction Keyword, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Chaos Daemons player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Chaos Daemons Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11
DELIGHT IN DESPAIR
Chaos Daemons

The Daemons of Slaanesh revel in psychological torment, breaking the spirits of their prey and drinking in their fear and dismay like a heady brew.

Score 1 victory point if your opponent failed a Morale test during this turn. If an enemy unit failed a Morale test during this turn whilst within 3" of any of your SLAANESH DAEMON units, score D3 victory points instead.

12
CYCLE OF LIFE
Chaos Daemons

For decomposition and eventual rebirth – even in a corrupted form – to take place, death must first occur. So do Nurgle’s vassals dutifully perform their part in the endless cycle of life.

Score 1 victory point if an enemy INFANTRY unit was destroyed during this turn. If an enemy INFANTRY unit was destroyed by one of your NURGLE DAEMON units during this turn, score D3 victory points instead.

13
TOUCHED BY THE WARP
Chaos Daemons

The gift of change is Tzeentch’s alone to give. When his daemonic sorcerers unleash their magic, their foes succumb to the mutagenic power of the aether.

Score 1 victory point if you manifested or denied a psychic power during this turn. If you manifested or denied a psychic power with a TZEENTCH DAEMON unit during this turn, score D3 victory points instead.

14
THE GLORY OF KHORNE
Chaos Daemons

Though all daemonic champions glory in slaying their rivals in personal combat, none can deny that it is Khorne’s minions that are the greatest proponents of this bloody art.

Score 1 victory point if an enemy CHARACTER was destroyed during this turn. If an enemy CHARACTER was destroyed by one of your KHORNE DAEMON units during this turn, score D3 victory points instead.

15
THE DOMINION OF CHAOS
Chaos Daemons

The ultimate goal of the Dark Gods has always been to achieve absolute victory over the races of realspace and ensure the domination of its people under the oppressive yoke of Chaos.

Score D3 victory points if you control more objective markers than your opponent at the end of this turn.

16
THE GREAT GAME
Chaos Daemons

The Chaos Gods rarely share a common purpose, and on those occasions they do, it is impossible to tell what they intend to achieve. Such is the inscrutable nature of the Great Game they play.

Roll a dice at the end of each turn after generating this objective. Score that number of victory points if you control exactly that number of objective markers – for example, if you roll a 3, you will score 3 victory points if you control 3 objective markers.


Hellforged Artefacts

Hellforged Artefacts are items of legendary rarity, gifted only to those Daemons who have proved themselves worthy. To possess such a relic immediately sets a Daemon out amongst its peers, but as is always the way with Chaos, such power comes at a price. Should the Daemon fail in its task despite the boon they have received, they risk the eternal displeasure of their master.

If your army is led by a Warlord with the DAEMON Faction keyword, you may give one of the following Hellforged Artefacts to a CHARACTER with the DAEMON Faction keyword in your army. Named characters such as Skarbrand already have one or more artefacts, and cannot be given any of the following artefacts. Note that some weapons replace one of the character’s existing weapons, or an item of wargear. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon or item of wargear that is being replaced if it is not already included in the model’s points cost. Write down any Hellforged Artefacts your characters may have on your army roster.

A’RGATH, THE KING OF BLADES

When a Daemon is bound within a weapon by its infernal master, it rarely submits willingly to this terrible incarceration. The same cannot be said for A’rgath. A lifetime of slaughter and zealous dedication saw this butcher granted daemonhood. Such was his devotion to Khorne that instead of accepting immortality as a Daemon Prince, he instead chose to take the form of a deadly blade so that he could spill the lifeblood of Khorne’s greatest enemies. Their hand guided by A’rgath’s spirit, the sword’s wielder becomes nigh unstoppable. Countless are the rival champions and mortal heroes that have fallen to his power.

KHORNE model with blade of blood or hellforged sword only. A’rgath, the King of Blades replaces the bearer’s blade of blood or hellforged sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
A’rgath
Melee
Melee
+1
-4
D3
Abilities: Re-roll all failed wound rolls for this weapon when targeting a CHARACTER. If wielded by a MONSTER, increase this weapon’s Damage characteristic to 3.

ARMOUR OF SCORN

Though this armour was forged in the Brass Citadel, it was the Blood God’s contempt for the weapons and sorceries of lesser warriors that gave it life. Aeons after its creation, it is this same burning scorn which shields its wearer in battle.

KHORNE MONSTER model only. The wearer of the Armour of Scorn has a 4+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase.

CORRUPTION

This fabled weapon is the literal manifestation of corruption. Constantly dripping with foul ooze, the merest scratch from its plague-ridden edge is enough to lay low the hardiest foe, and its toxins can effortlessly overcome even the resilience of a Space Marine.

NURGLE model with plaguesword, balesword, bileblade or hellforged sword only. Corruption replaces the model’s plaguesword, balesword, bileblade or hellforged sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Corruption
Melee
Melee
+2
-3
D3
Abilities: Re-roll all failed wound rolls made for this weapon.

HORN OF NURGLE’S ROT

Those slain by a Daemon crowned with the fabled Horn of Nurgle’s Rot are doomed to rise once more, their soul infected with an aggressive strain of Nurgle’s Rot that decays and transforms them in a the space of a few heartbeats. The victim’s altered corpse soon stands once more to join the shambling ranks of Nurgle’s Plaguebearers.

NURGLE model only. Roll a D6 each time the bearer kills an enemy model in the Fight phase whilst within 7" of one or more friendly units of Plaguebearers. On a 4+ you can add a single Plaguebearer model to one of those units.

SKULLREAVER

Carved with runes of death and ruin, the edge of this ebon blade glows with barely contained power. The Bloodthirster bound within this mighty axe channels every iota of its hate and rage into these runes until they glow with molten heat, and the greater the foe the wielder faces, the hotter the runes burn.

KHORNE model with axe of Khorne, great axe of Khorne or daemonic axe only. Skullreaver replaces the bearer’s axe and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Skullreaver
Melee
Melee
+3
-4
D6
Abilities: Re-roll all failed wound rolls for this weapon when targeting a TITANIC unit. Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to the normal damage.

SLOTHFUL CLAWS

Formed from the essence of a Keeper of Secrets, these claws have taken many guises and been bound to the flesh of countless Heralds over the millennia. When the Slothful Claws strike, the blow appears clumsy and ponderous to its victim. This is but an illusion; in truth, these claws strike like lightning while the foe reels in sluggish confusion.

SLAANESH HERALD only. The slothful claws replace the bearer’s ravaging claws and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Slothful Claws
Melee
Melee
+1
-2
2
Abilities: Each time you make a wound roll of 4+ for this weapon, that hit is resolved with a AP of -4 instead of -2.

SOUL BANE

This incorporeal blade inflicts no harm upon its victim’s physical body, instead carving its way through the stuff of his very soul. So ephemeral and unreal is this strange weapon that it is impossible to cross blades with Soul Bane, for its ghostly edge will pass straight through any guard. Those struck by Soul Bane collapse in agony, writhing and screaming as their lacerated souls slowly bleed away into the aether.

TZEENTCH HERALD only. Soul Bane replaces the bearer’s ritual dagger and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Soul Bane
Melee
Melee
User
-5
1
Abilities: Invulnerable saves cannot be taken against this weapon.

SOULSTEALER

This gluttonous blade gulps down the souls of its victims before invigorating body of its wielder. Its soulgreed stems from the starving Keeper of Secrets bound within – an arrogant entity that sought to devour enough Aeldari souls to challenge Slaanesh himself. As punishment for the Daemon’s monstrous hubris, Slaanesh trapped it within Soulstealer, condemning the Keeper of Secrets for eternity.

SLAANESH model with witstealer sword or hellforged sword only. Soulstealer replaces the sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Soulstealer
Melee
Melee
+1
-3
3
Abilities: Each time a model is slain by this weapon, the bearer regains 1 lost wound. Re-roll all failed wound rolls made for this weapon when targeting an AELDARI unit.

THE CRIMSON CROWN

It is said that this crown was created from a single drop of Khorne’s blood and forged by his withering gaze. A measure of the Blood God’s endless wrath is bound within the crown, and its effect upon his daemonic servants is palpable. Fuelled by the artefact’s fell presence, Khorne’s Daemons are driven to ever greater heights of savagery and slaughter.

KHORNE model only. Each time you make a wound roll of 6+ for a friendly KHORNE DAEMON unit within 6" of the bearer of the Crimson Crown, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

THE ENDLESS GRIMOIRE

Within the pages of this magical tome lie the secrets of every cantrip, incantation and spell ever conceived by Tzeentch. Though the bearer of this grimoire has access to the infinite knowledge bound within, only the Changer of the Ways himself could hope to master the full scope of its power.

TZEENTCH PSYKER only. The bearer of the Endless Grimoire knows one additional psychic power from the Tzeentch discipline.

THE ENTROPIC KNELL

To hear the grim tolling of this great bell upon the winds is a death sentence, for its sound heralds the arrival of the Plague Legions. Such is its dread power that a single peal reverberates for long minutes, spreading dread and despair even over the clangour of battle.

NURGLE model only. Enemy units must subtract 1 from their Leadership characteristic whilst they are within 7" of the bearer of the Entropic Knell.

THE EVERSTAVE

This staff blazes with vibrant warpflame. As soon as its master takes up this staff, he too is wreathed in the same daemonic fire, though no harm befalls him. From within this magenta inferno, the Everstave’s daemonic bearer can hurl searing gouts of Tzeentch’s Pink Fire, turning armour to ash and immolating or irrevocably mutating the flesh beneath with coruscating empyric flames.

TZEENTCH model with rod of sorcery or staff of change only. Add 1 to the bearer’s Psychic tests whenever it attempts to manifest Smite.

THE FORBIDDEN GEM

This gem was the purest diamond in the Aeldari empire in the time before the Fall. It was a source of jealous pride to its keeper, a noble by the name of Ydrisyll, who spent ever more time transfixed by its beauty. One of Slaanesh’s first deeds after his apocalyptic birth was to capture Ydrisyll’s soul and cage it within the very gem he once so coveted. Gazing upon this corrupted diamond now inspires uncontrollable jealousy, leaving mortal senses hopelessly addled.

SLAANESH model only. Once per game, at the start of any enemy phase, the bearer of the Forbidden Gem can use it to hypnotise a single enemy CHARACTER within 12". Roll 3D6; if the total exceeds that model’s Leadership characteristic, it cannot act until the end of the phase (i.e. it cannot move, manifest psychic powers, shoot, charge or fight) and it cannot use any abilities on its datasheet that affect another unit (e.g. aura abilities and abilities that heal other models).

THE IMPOSSIBLE ROBE

The wearer of this robe exists between several realities at once. Thus can a daemonic commander potentially control Tzeentch’s interests in multiple times and places at once to further several aspects of the Great Plan. This effect makes it hard for foes to truly harm the wearer, who flickers in and out of reality in an unpredictable fashion. However, the robe is capricious, and has been known to rip its wearer out of reality altogether should he lose control of its powers.

TZEENTCH model only. The wearer of the Impossible Robe has a 4+ invulnerable save. In addition, once per game you can re-roll a single failed saving throw for the wearer, but if the re-roll results in a 1, the wearer is immediately slain.

THE MARK OF EXCESS

A Daemon favoured with Slaanesh’s own Mark of Excess faces an existence of constant, desperate addiction. Whenever the cursed recipient sheds the lifeblood of a worthy foe it is rewarded by a sensory explosion of bliss so all-consuming that the Daemon will fight harder than ever to feel such sensations again.

SLAANESH models only. Add 1 to the bearer’s Attacks characteristic. Add a further 1 each time the bearer slays a CHARACTER or MONSTER.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Bellow of endless fury
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
Bloodflail
8"
Assault 1
+1
-3
3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Bloodlash
12"
Assault 2D6
7
-3
2
This weapon can be used within 1" of an enemy unit and can target enemy units within 1" of friendly units.
Burning roar
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Coruscating flames
18"
Assault 2
User
0
1
-
0
Death’s heads
12"
Assault 2
4
0
1
You can re-roll wound rolls of 1 for this weapon.
Disgusting sneezes
6"
Pistol D3
3
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Fire of Tzeentch
When attacking with this weapon, choose one of the profiles below.
 - Blue
18"
Heavy 3
+4
-4
D3
-
 - Pink
12"
Pistol D6
User
-2
1
This weapon automatically hits its target.
Flickering flames
12"
Pistol D6
User
-1
1
This weapon automatically hits its target.
0
Grasping tongue
7"
Pistol 1
4
0
1
-
Harvester cannon
48"
Heavy 3
7
-1
D3
-
Hellfire
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Horrific vomit
9"
Pistol 2D6
6
-2
D3
This weapon hits automatically.
Lash of Khorne
8"
Assault D3
User
-3
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Lashes of torment
6"
Assault D6
4
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Phlegm bombardment
36"
Heavy D6
8
-2
3
-
10
Plague flail
7"
Assault 3
User
-3
2
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed.
0
Rancid vomit
7"
Pistol D6
5
-2
1
This weapon automatically hits its target.
0
Rot cannon
36"
Heavy D6
6
-3
2
Against INFANTRY targets, failed wound rolls for this weapon are re-rolled.
Skull cannon
48"
Heavy D6
8
-2
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
0
Staff of Cataclysm
60"
Assault 2D6
9
-4
3
This weapon can be fired within 1" of an enemy unit and can target enemy units within 1" of friendly models. If a unit of at least 10 INFANTRY models has its last models slain by this attack, a unit of 3 FLAMERS OF TZEENTCH is added to your army and immediately placed within 1" of the slain unit before it is removed.
Streams of brackish filth
7"
Assault 2D6
User
-3
1
This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
9
Warp bolter
24"
Assault 2
4
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Attendants’ claws and teeth
Melee
Melee
2
0
1
Each time a model attended by Nurglings fights, it can make D6 additional attacks with this weapon. You can re-roll wound rolls of 1 for these attacks.
Axe of Khorne
Melee
Melee
+3
-4
D6
-
5
Baleful sword
Melee
Melee
+1
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Balesword
Melee
Melee
User
-3
1
You can re-roll failed wound rolls for this weapon.
0
Bileblade
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon.
5
Bilesword
Melee
Melee
+1
-3
D6
You can re-roll failed wound rolls for this weapon.
Blade of blood
Melee
Melee
User
-3
D3
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 3 instead of D3.
0
Blade of Decay
Melee
Melee
+2
-4
6
-
Blood Throne’s hellblades
Melee
Melee
4
-3
1
After a Blood Throne makes its close combat attacks, you can attack with its attendants. Make 2 additional attacks, using this weapon profile. Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2.
0
Canker worms
Melee
Melee
2
0
1
After this model makes their close combat attacks, the canker worms infesting Cor’bax make their attacks separately. Make D6 additional attacks using this weapon profile.
0
Cataclysmic strike
Melee
Melee
x2
-4
3
Against VEHICLE, BUILDING or MONSTER targets this weapon becomes Damage 6.
0
Churning fangs and claws
Melee
Melee
User
-1
D3
-
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Daemonic claws
Melee
Melee
User
0
1
-
0
Disc of Tzeentch’s blades
Melee
Melee
4
0
1
After a model riding a Disc of Tzeentch makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
Diseased claws and teeth
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
Dissecting claws
Melee
Melee
User
-1
2
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -1.
Distended maw
Melee
Melee
User
-1
1
You can re-roll wound rolls of 1 for this weapon.
25
Doomsday bell
Melee
Melee
+1
-1
D3
-
Fanged maw
Melee
Melee
User
-1
1
Each time Rotigus fights, he can make D6 additional attacks with this weapon.
0
Gaping maw
Melee
Melee
User
-3
3
All rolls of 6 to hit with this weapon become 3 hits each.
Gnarlrod
Melee
Melee
+1
-2
3
You can re-roll failed wound rolls for this weapon.
Gore-drenched fangs
Melee
Melee
User
-1
1
-
Great axe of Khorne
When attacking with this weapon, choose one of the profiles below.
 - Mighty strike
Melee
Melee
x2
-4
D6
Each time you roll to determine how much damage this weapon inflicts, roll 2 dice and discard the lowest result.
 - Sweeping blow
Melee
Melee
User
-2
1
Make 2 hit rolls instead of 1 for each attack made with this weapon.
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.
Hellflayer’s bladed axle
Melee
Melee
x2
-1
2
After models riding a Hellflayer makes their close combat attacks, you can attack with the chariot’s bladed axle. Make D6 additional attacks, using this weapon profile.
10
Hellforged sword
Melee
Melee
User
-2
3
-
Hideous mutations
Melee
Melee
User
-2
2
-
Iron claw
Melee
Melee
x2
-3
D6
-
0
Jagged claws
Melee
Melee
User
-1
2
-
0
Juggernaut’s bladed horn
Melee
Melee
5
-1
1
After a model riding a Juggernaut makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
Lamprey bite
Melee
Melee
+2
-3
2
-
Lopping shears
Melee
Melee
+1
-3
D3
You can re-roll failed wound rolls for this weapon.
Malefic talons
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Marotter
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 made for this weapon.
Mulch’s acidic maw
Melee
Melee
7
-4
3
After Horticulous makes his close combat attacks, you can attack with Mulch. Make 1 additional attack, using this weapon profile.
0
Nurglings
Melee
Melee
2
0
1
After this model makes its close combat attacks, the Nurglings infesting Scabeiathrax the Bloated make their attacks separately. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of a 1 for these attacks.
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 failed wound rolls for this weapon.
Putrid appendages
Melee
Melee
User
0
2
You can re-roll failed wound rolls for this weapon.
Ravaging claws
Melee
Melee
User
-1
2
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
Rider’s plaguesword
Melee
Melee
4
0
1
After all other attacks have been made by a model equipped with this weapon during the Fight phase, it may make an additional two attacks using this weapon profile, re-rolling all failed wound rolls.
0
Ritual dagger
Melee
Melee
User
-1
1
Each time this weapon slays an enemy model, the bearer regains 1 lost wound.
0
Rot Fly’s prehensile proboscis
Melee
Melee
4
0
2
After a model riding a Rot Fly makes its close combat attacks, you can attack with its mount. Make 4 additional attacks, using this weapon profile. You can re-roll failed wound rolls for these attacks.
0
Screamers’ lamprey bite
Melee
Melee
6
-3
2
After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile.
Screamers’ slashing talons
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 4 additional attacks, using this weapon profile.
Serrated claws
Melee
Melee
User
-2
2
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -2.
Sharp quills
Melee
Melee
User
0
1
-
Slaughter and Carnage
When attacking with this weapon, choose one of the profiles below.
 - Mighty strike
Melee
Melee
x2
-4
D6
You can re-roll failed hit rolls for this weapon.
 - Sweeping blow
Melee
Melee
User
-2
1
Make 2 hit rolls instead of 1 for each attack made with this weapon.
0
Slaughtering blade
Melee
Melee
User
-3
3
When attacking INFANTRY models with this weapon, add 1 to your wound rolls.
0
Slicing claws
Melee
Melee
User
-2
D6
Each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 instead of -1.
Snapping claws
Melee
Melee
User
-2
3
Each time a Keeper of Secrets fights, it can make D3 additional attacks with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -2.
Soul-rending fangs
Melee
Melee
User
-2
2
-
0
Souleater blade
Melee
Melee
+1
-4
3
Each time you make a wound roll of 4+ with this weapon, it inflicts 3 mortal wounds instead of its normal damage against the target unit.
Staff of Tomorrow
Melee
Melee
+2
-3
D6
Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 1" of the character before it is removed.
0
Staff of Tzeentch
Melee
Melee
User
-2
3
Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 1" of the character before it is removed.
0
Steed of Slaanesh’s lashing tongue
Melee
Melee
4
0
1
After a model riding a Steed of Slaanesh makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
The Blade of Shadows
Melee
Melee
+1
-5
3
-
0
The Executioner’s Axe
 
 - Bloody Arc (melee)
Melee
Melee
+2
-3
2
For each wound roll of 6 made using this weapon, the Damage value of that attack is increased to D6. If a model is slain as a casualty by one of these enhanced attacks, add +1 to Uraka’s Unholy Frenzy total.
 - Vengeful Cast (shooting)
*
Assault D3
User
-3
D6
The range of this weapon is equal to Uraka’s current Strength in inches. Unless Uraka successfully charges or piles in to the unit targeted by this attack in the Shooting phase, he may not use the Bloody Arc attack ability in the Fight phase of a turn in which he has attacked with Vengeful Cast.
The Slayer Sword
Melee
Melee
User
-3
3
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of D3+3 instead of 3.
The Trickster’s Staff
Melee
Melee
*
*
*
When the Changeling fights, choose a melee weapon carried by any enemy INFANTRY model within 1" of the Changeling. The Trickster’s Staff uses that weapon’s profile until the end of the phase.
0
Tongues of flame
Melee
Melee
User
-1
1
-
0
Tusked maw
Melee
Melee
x2
-3
D6
Only one attack may be made with this weapon per Fight phase. If a model is slain as a result of this attack, the Spined Chaos Beast heals 1 wound.
Vicious barbed tail
Melee
Melee
User
-3
D3
A model can only make a single attack with this weapon each time it fights.
0
Warp spines
*
*
4
0
1
Normal attacks cannot be made with this weapon. Instead, roll a D6 each time a Spined Chaos Beast ends a charge move within 1" of an enemy unit, or an enemy unit ends a pile-in move within 1" of the Spined Chaos Beast. On a 2+ that enemy unit suffers a single automatic hit.
Warpclaw
Melee
Melee
User
-2
D3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
0
Warpfire talons
Melee
Melee
User
-3
D6
Any hit that rolls a 6 for its wound rolls immediately inflicts D3 mortal wounds on the target unit in addition to any other damage.
Warpsword
Melee
Melee
User
-3
3
You can re-roll failed hit rolls for this weapon.
Witstealer sword
Melee
Melee
+1
-3
3
Subtract 1 from hit rolls made for a model that has suffered any wounds from this weapon.
0
Yawning maw
Melee
Melee
5
-1
D3
All hit rolls of a 6 made when using this weapon generate a single additional automatic hit.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D3 slain Seekers are instead added to the unit.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Pink Horrors are instead added to the unit.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Bloodletters are instead added to the unit.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and 1 slain Bloodcrusher is instead added to the unit.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Plaguebearers are instead added to the unit.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and 1 slain Plague Drone is instead added to the unit.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Daemonettes are instead added to the unit.
15
Daemonic Icon
If the controlling player rolls a 1 when making a Morale test for a unit equipped with a Daemonic Icon, reality blinks and the daemonic horde is bolstered. No models flee and one slain Pox Rider is returned to the unit.
10
Instrument of Chaos
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
10
Instrument of Chaos
A unit that includes an Instrument of Chaos adds +1 to any Charge or Advance rolls made for it.
Irritating Chant
If a Burning Chariot is ridden by Chanting Horrors, your opponent must subtract 1 from Psychic tests made for enemy units within 9" of any such models.
10
Rod of Sorcery
Increase the range of this model’s Smite power from 18" to 30" if it has a rod of sorcery.
5
Staff of Change
Increase the range of this model’s Smite power from 18" to 24" if it has a staff of change.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The DAEMON and NURGLE keywords are used in following Chaos Daemons datasheets:

The TZEENTCH and DAEMON keywords are used in following Chaos Daemons datasheets:

Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.

The NURGLE, DAEMON and CHARACTER keywords are used in following Chaos Daemons datasheets:

HQ
• Rotigus
Lords of War
Disgustingly Resilient

Daemons of Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

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

The TZEENTCH, DAEMON and PSYKER keywords are used in following Chaos Daemons datasheets:

HQ
Troops
• Horrors
Lords of War

The TZEENTCH, DAEMON and CHARACTER keywords are used in following Chaos Daemons datasheets:

HQ
Elites
Lords of War
Includes wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The KHORNE and MONSTER keywords are used in following Chaos Daemons datasheets:

HQ
• Samus
Lords of War
Heavy Support

The HERALD OF SLAANESH keyword is used in following Chaos Daemons datasheets:

HQ

The HERALD OF TZEENTCH keyword is used in following Chaos Daemons datasheets:

HQ

The TZEENTCH and PSYKER keywords are used in following Chaos Daemons datasheets:

HQ
Troops
• Horrors
Lords of War
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The FLAMERS and TZEENTCH keywords are used in following Chaos Daemons datasheets:

Heavy Support
Elites
• Flamers
one set/two sets
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
5 points for all three Chanting Horrors

The BEAST keyword is used in following Chaos Daemons datasheets:

Elites
• Fiends
Fast Attack
HQ
• Karanak
© Vyacheslav Maltsev 2013-2019