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Chaos DaemonsFuries
3

Furies

NAME M WS BS S T W A Ld Sv
Fury 12" 4+ - 4 3 1 2 6 6+
This unit contains 5 Furies. It can include up to 5 additional Furies (Power Rating +2), up to 10 additional Furies (Power Rating +5) or up to 15 additional Furies (Power Rating +7). Each model attacks with its daemonic claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Daemonic claws
Melee
Melee
User
0
1
-
ABILITIES
Daemonic, Daemonic Ritual

Daemonic Rewards:
  • KHORNE Furies have the Unstoppable Ferocity ability.
  • TZEENTCH Furies gain the Ephemeral Form ability.
  • NURGLE Furies gain the Disgustingly Resilient ability.
  • SLAANESH Furies gain the Quicksilver Swiftness ability.

Prey on the Weak: Roll a dice each time a unit fails a Morale test within 12" of any enemy Furies. On a roll of 4+ an additional model from the unit is slain.
FACTION KEYWORDS
CHAOS, DAEMON, <ALLEGIANCE>
KEYWORDS
INFANTRY, FLY, FURIES
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.
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.
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.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

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.
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.
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.
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.
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.
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.
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.
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.

This datasheet has Fast Attack Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

The INFANTRY keyword is used in following Chaos Daemons datasheets:

© Vyacheslav Maltsev 2013-2019