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
  Chaos
  ChaosIndex81.4April 2018
  Imperial Armour: Forces of Chaos
  Imperial Armour: Forces of ChaosIndex8Indomitus 1.0July 2020
  Chaos Daemons
  Chaos DaemonsCodex8Indomitus 1.0July 2020
  Imperium Nihilus: Vigilus Ablaze
  Imperium Nihilus: Vigilus AblazeExpansion8Indomitus 1.0July 2020
  Realm of Chaos: Wrath and Rapture
  Realm of Chaos: Wrath and RaptureBoxset8December 2018
  Games Workshop: Slaanesh Daemon Datasheets
  Games Workshop: Slaanesh Daemon DatasheetsDataslate81.0May 2019
  Warhammer Legends: Chaos Daemons
  Warhammer Legends: Chaos DaemonsDataslate8December 2019
  Psychic Awakening: Engine War
  Psychic Awakening: Engine WarExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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 the Inspiring Leader Warlord Trait from the Warhammer 40,000 Core Book.
 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: Is the Miasma of Pestilence psychic power from Codex: Chaos Daemons considered to be the same psychic power as in Codex: Death Guard for the purpose of whether a psychic power has already been manifested?
A:
Yes. More generally, if psychic powers have the same name, they are considered to be the same psychic power.
 Q: If a CHARACTER is being treated as part of the opponent’s army due to the Treason of Tzeentch psychic power, must units from that CHARACTER’s actual army fight it in the Fight phase if they are within Engagement Range of that CHARACTER?
A:
Yes.

Games Workshop: Slaanesh Daemon Datasheets

 Q: If Syll’Esske cannot make a consolidation move because it is in base contact with an enemy model, can it still resolve its close combat attacks again as a result of the Deadly Symbiosis ability?
A:
Yes.
 Q: When Syll’Esske uses the Deadly Symbiosis ability, it says it can choose a new target. Must I choose a new target, or can I choose a unit that Syll’Esske targeted during this phase?
A:
You can choose a unit that Syll’Esske targeted during this phase.
 Q: If a Contorted Epitome takes the Slothful Claws Relic, can it still attack with these in addition to its Coiled Tentacles, or does it lose this ability when it replaces the Ravaging Claws weapon profile with the Slothful Claws?
A:
The Slothful Claws profile replaces that model’s ravaging claws profile in its entirety, therefore the ability to use this weapon in addition to its coiled tentacles is lost.
 Q: If a model with a minimum Move characteristic wishes to Fall Back whilst within 6" of a Contorted Epitome, but its controlling player fails to roll below its Leadership characteristic, is it destroyed?
A:
Yes.
 Q: If a model with a minimum Move characteristic and the Hover Jet ability is within 6" of a Contorted Epitome, can its controlling player decide to use this ability after failing to roll below that model’s Leadership characteristic to prevent the model from being destroyed? Or must the player declare that the model will hover before rolling to see if it can Fall Back?
A:
The player must declare that the model will hover before rolling to see if it can Fall Back.

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.

Specialist Detachments


Legion of Skulls

Legions of Skulls are formed in the brazen heart of Khorne’s domain. Sent through the roiling tides of the Cicatrix Maledictum to drive a spike of hatred into Mankind’s realm, a Legion of Skulls will never rest in its quest to spill blood for the Blood God and claim skulls for the Skull Throne.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

LEGION OF SKULLS

Specialist Detachment Stratagem

The teeming masses of Khorne’s lesser Daemons can shatter worlds when they are gathered in large numbers.

Use this Stratagem when choosing your army. Pick a KHORNE Chaos Daemons Detachment (that is, a Chaos Daemons Detachment in which every unit has the KHORNE keyword) from your army to be a Legion of Skulls Specialist Detachment. BLOODLETTER units in that Detachment gain the LEGION OF SKULLS keyword.

WARLORD TRAIT
If a LEGION OF SKULLS CHARACTER is your Warlord, you can give them the following Warlord Trait.

BLOODBLESSED

This warlord has bathed in the blood of a thousand champions.

Add 1 to your Warlord’s Attacks characteristic. In addition, while there are any enemy CHARACTERS within 6" of your Warlord, add another 1 to your Warlord’s Attacks characteristic.

RELICS OF KHORNE
If your army includes any Legion of Skulls Specialist Detachments, you can give the following relic to a LEGION OF SKULLS CHARACTER from your army.

THE GOREPLATE

These brass plates absorb the arterial sprays from slain foes, invigorating the wearer.

Roll one D6 at the end of the Fight phase if any enemy models were slain by the bearer that phase, adding 2 to the result if any of the slain models was a CHARACTER; on a 4+, the bearer regains D3 lost wounds.

STRATAGEMS
If your army includes any Legion of Skulls Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

BRAZEN SKULL

Chaos Daemons Stratagem

Plucking the skull of an enemy from the ground, this servant of Khorne imbues it with his burning rage and hurls it at the foe.

Use this Stratagem in your Shooting phase. Pick a LEGION OF SKULLS model from your army. Pick an enemy unit within 8" of this model that is visible to them, and roll a D6; if the result equals or exceeds this model’s Ballistic Skill characteristic, that enemy unit suffers D3 mortal wounds.
2CP

RED TIDE

Chaos Daemons Stratagem

When the bloodletting begins, nearby servants of the Blood God are drawn to it with a single-minded focus.

Use this Stratagem in your Charge phase. Pick an enemy unit that was charged by a LEGION OF SKULLS unit from your army this phase. You can add 2 to charge rolls for other LEGION OF SKULLS units from your army that declare a charge against the same enemy unit (and do not declare charges against any other enemy unit) until the end of the phase.

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.

Exalted Greater Daemons

This section introduces upgrades to many Greater Daemons models. For each of the Greater Daemons detailed in this section, you will find:
  • A Stratagem that upgrades a Greater Daemon to be Exalted and gifts them with new abilities. If you have an army roster, specify on it which model(s) you have used these Stratagems on.
  • A number of powerful Hellforged Artefacts that can only be wielded by EXALTED Greater Daemons. Some are weapons that replace one of the model’s existing weapons. Where this is the case, if you are playing a matched play battle, or otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Hellforged Artefacts your models have on your army roster.
Matched Play Rule – Daemonic Jealousy
In a matched play game, you can only select each Exalted ability once. This does not prevent other EXALTED Greater Daemons from having the same Exalted ability (or abilities), but only if they have been rolled for randomly. If you are randomly rolling for Exalted abilities, write ‘Random’ on your army list for that unit and roll the dice before the battle in front of your opponent.

Exalted Bloodthirsters

Vessels of distilled rage drenched in gore, Exalted Bloodthirsters are the greatest servants of the Brass Throne and their lust for battle is exceeded only by Khorne himself. Blessed with murderous rampages of star-spanning violence, wars lead by such Daemons result in oceans of blood and mountains of skulls.

STRATAGEMS
If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below.

1CP

EXALTED BLOODTHIRSTER

Khorne Daemons Stratagem

Use this Stratagem before the battle. Select one BLOODTHIRSTER model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Bloodthirster abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Hellfire-wrought Armour: This model has a Save characteristic of 2+.
2Blood-blessed: This model cannot lose more than 8 wounds in the same phase. Any damage inflicted after this point in the same phase has no effect.
3Arch-murderer: Add 1 to the Damage characteristic of all weapons this model is equipped with.
4Slaughterborn: If, in the Charge phase, this model makes a charge move, is charged by any enemy units, or performs a Heroic Intervention, add 1 to its Strength and Attacks characteristics until the end of the following Fight phase. This is cumulative with the Unstoppable Ferocity ability.
5Rage Unchained: This model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
6Unrivalled Battle-lust: When a charge roll is made for this model, add 2 to the result. In addition, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
ARTEFACTS OF BLOOD
If your army is led by a Warlord with the KHORNE DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED BLOODTHIRSTER model from your army, instead of giving them a Hellforged Artefact from another source.

G’RMAKHT THE DESTROYER
The black blade of this enormous axe contains the essence of G’rmakht, a Bloodthirster whose cyclic imprisonment is an eternal torment. Should the axe’s wielder fall, and its death be sufficiently violent, G’rmakht uses its banishment to temporarily unbind its soul-chains, manifesting in the former Daemon’s place and venting its unbridled anger upon any it finds before the axe’s inescapable power ensnares it once more.
Model with an axe of Khorne only. This Relic replaces an axe of Khorne and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
G’rmakht the Destroyer
G’rmakht the Destroyer
Melee
Melee
+3
-4
D6
Abilities: When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.

In addition, the first time a model with this Relic is destroyed, roll one D6. On a 4+, set that model up again, at the end of the phase, as close as possible to its previous position and more than 1" from any enemy models, with D6 wounds remaining. That model loses all Warlord Traits, Relics and Exalted abilities it had – instead, it always has the Rage Unchained Exalted ability (see left). If the destroyed model was your Warlord, that model is no longer your Warlord, and your Warlord counts as having been destroyed.

BLOOD-DRINKER TALISMAN
This living, rune-etched ruby, swallowed by the Exalted Bloodthirster, has an endless appetite for gore. As the Daemon fells each foe, the talisman boils their blood, reforging the Daemon’s flesh as it absorbs every drop.
Roll one D6 each time an attack made with a melee weapon by a model with this Relic destroys an enemy model; on a 5+, the model with this Relic regains 1 lost wound after it has resolved all of its close combat attacks for that fight. A model with this Relic cannot regain more than 8 lost wounds during the same turn as the result of this artefact.

RUNE OF BRASS
Etched into the Daemon’s armour – or embedded into its flesh – the Rune of Brass retains the heat of creation, the glare of its still-molten form painful for witches to look upon, their powers twisting against them.
Enemy PSYKERS suffer Perils of the Warp on any Psychic test that includes any double whilst they are within 16" of this model. Enemy PSYKERS that suffer Perils of the Warp whilst they are within 16" of this model suffer 3 mortal wounds (do not roll to determine how many mortal wounds are inflicted).

Exalted Great Unclean Ones

Mountains of corruption and giants of filth, there are no more bounteous creatures in existence than Exalted Great Unclean Ones, granting Nurgle’s gifts with a charitable largesse. Each has successfully led a Plague Legion in every stage of the cycle of virulence, perpetuating and taking lives in their millions.

STRATAGEMS
If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below.

1CP

EXALTED GREAT UNCLEAN ONE

Nurgle Daemons Stratagem

Use this Stratagem before the battle. Select one GREAT UNCLEAN ONE model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Great Unclean One abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Bloated with Corruption: This model has a Toughness characteristic of 8.
2Revoltingly Resilient: Add 1 to all Disgustingly Resilient rolls made for this model.
3Avalanche of Rotten Flesh: When a charge roll is made for this model, add 1 to the result. In addition, this model’s Crushing Bulk ability inflicts D3 mortal wounds on a 2+, instead of inflicting 1 mortal wound on a 4+.
4Living Plagues: When resolving an attack made with a melee weapon by this model, a successful hit roll scores 1 additional hit if the attack’s Strength characteristic is at least twice the target’s Toughness characteristic.
5Gift of Bountiful Vomit: In each of your Shooting phases, you can select one enemy unit that is visible to this model and roll one D6 for each model in that unit that is within 12" of this model (to a maximum of 7 dice). For each roll of 3+, that unit suffers 1 mortal wound.
6Hideous Visage: Subtract 1 from the Leadership characteristic of enemy units whilst they are within 12" of any models with this ability from your army (subtract 2 instead whilst they are within 6").
ARTEFACTS OF DECAY
If your army is led by a Warlord with the NURGLE DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED GREAT UNCLEAN ONE model from your army, instead of giving them a Hellforged Artefact from another source.

EFFLUVIOR
Inside each of the lumpen and pockmarked skulls hanging from the chains of this dread flail lies a portal to the bottomless Marren Mere within the Garden of Nurgle. Into the Mere seeps all the concentrated filth drained from the Garden’s limitless bounty and every swing of Effluvior sends out a spray of this flesh-eating and rock-melting soup. Those not crushed by the heavy skulls are left as greasy pools of stinking effluvia.
This Relic replaces a plague flail and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Effluvior
Effluvior
7"
Assault 6
+1
-3
2
Abilities: The bearer can make attacks with this weapon whilst within 1" of an enemy unit, and attacks with this weapon 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.

TOME OF A THOUSAND POXES
How this rotten volume found its way out of the diseased libraries of the scholar Ku’gath may never be known, but within its wet pages of daemonhide are the secrets of many of the Plaguefather’s most ruinous plagues. Even the simplest infection can bloom into new and vibrant potency by using the arcane incantations within its pages, each inscribed in divine ichor.
A model with this Relic knows one additional psychic power from the Nurgle discipline. In addition, if the unmodified result of a Psychic test taken for a model with this Relic is 7, the psychic power being manifested cannot be denied.

THE ENDLESS GIFT
Waxing strong within Grandfather Nurgle’s benevolence, only the truly favoured of the deity’s servants are granted the Endless Gift. A disease of such septic and life-giving malignancy, the host’s bulging folds of flesh undergo a constant renewal in ever fouler guises. The Endless Gift is granted to those whose own bequests to existence are far too interesting to be allowed to wither away.
A model with this Relic regains one lost wound at the end of each phase in which it lost any wounds.

Exalted Keepers of Secrets

Glamour-wreathed, stiletto-clawed and black-hearted, Exalted Keepers of Secrets are the ultimate expressions of every obsession, their sickening presence enough to drive lesser warriors to rapturous seizures. Perverse acts of tortuous intensity are committed with lightning speed and dark glee.

STRATAGEMS
If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below.

1CP

EXALTED KEEPER OF SECRETS

Slaanesh Daemons Stratagem

Use this Stratagem before the battle. Select one KEEPER OF SECRETS model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Keeper of Secrets abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Realm-racer: Add 2" to this model’s Move characteristic. When an Advance or charge roll is made for this model, add 1 to the result.
2Quicksilver Reflexes: This model has a 4+ invulnerable save.
3Blessing of the Dark Prince: When resolving an attack made with a ranged weapon against this model, subtract 1 from the wound roll.
4Lightning Flayer: When resolving an attack made with a melee weapon by this model, an unmodified hit roll of 6 scores 1 additional hit.
5Fear-seeker: Once per Morale phase, after an enemy unit fails a Morale test but before any models flee that unit, this model can move as if it were your Movement phase, so long as it ends this move closer to the unit that failed that Morale test. In addition, each time an enemy model flees from a unit whilst its unit is within 6" of this model, this model regains 1 lost wound.
6Battle Rapture: This model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". In addition, each time this Keeper of Secrets consolidates, it can move up to D3+3" instead of 3".
ARTEFACTS OF EXCESS
If your army is led by a Warlord with the SLAANESH DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED KEEPER OF SECRETS model from your army, instead of giving them a Hellforged Artefacts from another source.

SILVERSTRIKE
The blinding speed with which this blade flicks out makes it appear as if it does not even occupy the space between thrust and strike. In a heartbeat, limbs and heads part from bodies or choice cuts suddenly appear in, marring faces which sag in blissful ignorance.
This Relic replaces a witstealer sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Silverstrike
Silverstrike
Melee
Melee
+2
-3
3
Abilities: When the bearer fights, it makes 2 additional attacks with this weapon. In addition, subtract 1 from hit rolls for attacks made by a model that has lost any wounds from this weapon.

WHIP OF AGONY
This twitching lash coils lazily and deceptively around its master’s limbs, until willed into a serpentine strike. The Whip of Agony exudes a psychic poison, linking its sentience with the nerves of any it touches. With the connection made, the whip’s febrile imagination pours pain and horror into the sensorium of its victims.
Model with living whip only. This Relic replaces a living whip and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Whip of Agony
Whip of Agony
6"
Assault 6
6
-3
2
Abilities: Attacks made with this weapon automatically wound (no wound roll is made) unless the target is a VEHICLE or TITANIC unit.

JEWEL OF EXCESS
Seeming as one perfect ornament among many worn by the Daemon, the Jewel of Excess is in fact a tormenting prison, housing the souls of every psyker ever slain by the Keeper of Secrets, their power now the Daemon’s.
When a model with this Relic takes a Psychic test whilst attempting to manifest psychic powers from the Slaanesh discipline, add 1 to the result. In addition, when a Deny the Witch test is taken for a model with this Relic, add 1 to the result.

Exalted Lords of Change

Duplicitous, manipulating and possessing knowledge spanning every time and realm of existence, Exalted Lords of Change ensure the Changer of the Ways’ schemes are carried out as intended. They are foci upon which fate turns, terrifying mutators and bewildering magisters far beyond the ken of mortals.

STRATAGEMS
If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below.

1CP

EXALTED LORD OF CHANGE

Tzeentch Daemons Stratagem

Use this Stratagem before the battle. Select one LORD OF CHANGE model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Lord of Change abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Mastery of Magic: This model knows one additional psychic power from the Tzeentch discipline and can attempt to manifest one additional psychic power in each of your Psychic phases.
2Spell-thief: When this model successfully denies a psychic power, the PSYKER unit that attempted to manifest that power loses it and cannot attempt to manifest it again this battle.
3Lord of Flux: When an enemy unit suffers mortal wounds as the result of a psychic power manifested by this model, that enemy unit suffers 1 additional mortal wound (e.g. if this model manifested Smite, the nearest visible enemy unit would suffer D3+1 mortal wounds).
4Nexus of Fate: If this model is on the battlefield at the start of your turn, roll one D6; on a 1 or a 6 you immediately gain one Command Point.
5Aura of Mutability: When this model would lose a wound as a result of an attack, roll one D6; on a 6 that wound is not lost. After a unit has finished resolving all of its attacks against this model, this model regains one lost wound for each wound it negated because of this ability.
6Architect of Deception: When resolving an attack made with ranged weapon against this model, subtract 1 from the hit roll.
ARTEFACTS OF CHANGE
If your army is led by a Warlord with the TZEENTCH DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED LORD OF CHANGE model from your army, instead of giving them a Hellforged Artefact from another source.

WARPFIRE BLADE
Existing in nine times nine dimensions, the Warpfire Blade flickers with the bearer’s sorcerous power. Every iteration of the blade strikes in differing forms and at varying angles – a plane of sharpened will, an outstretched hand of friendship, a wave of stellar fire – seeking through every sub-existence to sever the soul of those it strikes.
Model with baleful sword only. This Relic replaces a baleful sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Warpfire Blade
Warpfire Blade
Melee
Melee
+2
-3
D6
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to the normal damage.

SOUL-EATER STAVE
Invisible to those without witch-sight, ethereal pseudopods, grasping talons and maws of non-matter surround this twisted staff, ever alert to the cry of a soul newly torn from its body. Riding the power channelled by the staff’s bearer, they hungrily devour every scrap of soul-stuff they can catch before it is lost to the maelstrom of the warp’s other predators, invigorating the Daemon with stolen vigour.
Roll one D6 when a psychic power manifested by a model with this Relic destroys an enemy model; on a 4+, the model with this Relic immediately regains 1 lost wound. A model cannot regain more than 9 lost wounds during the same turn as the result of this Relic.

THE CRYSTAL TOME
Feared even by many of Tzeentch’s servants for its reputed sentience, the Crystal Tome is said by some to contain the true name of every being who might have been, including those who never were. Invoking a creature’s true name grants tremendous power over it, yet there have been some known to resist. Whether this is due to a trait of their own or some perversity on behalf of the tome itself may never be known.
At the beginning of your opponent’s turn, select one enemy CHARACTER model within 12" of a model with this Relic. You and your opponent then roll off; your opponent adds the Leadership characteristic of their model to the result, and you add the Leadership characteristic of the model with this Relic to your result. If your total equals or beats your opponent’s, then all aura abilities that their CHARACTER model has cannot be used until the beginning of your opponent’s next turn.

Stratagems by Phase

Before battle

REWARDS OF CHAOS

BANNER OF BLOOD (Khorne Daemons)

BLASTED STANDARD (Tzeentch Daemons)

PLAGUE BANNER (Nurgle Daemons)

RAPTUROUS STANDARD (Slaanesh Daemons)

EXALTED BLOODTHIRSTER (Khorne Daemons)

EXALTED GREAT UNCLEAN ONE (Nurgle Daemons)

EXALTED KEEPER OF SECRETS (Slaanesh Daemons)

EXALTED LORD OF CHANGE (Tzeentch Daemons)

LEGION OF SKULLS (Specialist Detachment)

During deployment

DENIZENS OF THE WARP

Battle Round

Movement phase

DAEMONIC PACT

SOUL SACRIFICE

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

WARP PORTAL (Tzeentch Daemons)

REVOLTING REGENERATION (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Movement phase

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Psychic phase

WARP SURGE

DAEMONIC POSSESSION

LOCUS OF CONJURATION (Tzeentch Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

MINIONS OF MAGIC (Tzeentch Daemons)

MAGICAL BOON (Tzeentch Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Psychic phase

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Shooting phase

WARP SURGE

BRAZEN SKULL

LOCUS OF FECUNDITY (Nurgle Daemons)

FLAMES OF MUTATION (Tzeentch Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Shooting phase

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Being targeted

BOUND IN BRASS AND BONE (Khorne Daemons)

SINUOUS UNDULATION (Slaanesh Daemons)

Charge phase

WARP SURGE

RED TIDE

LOCUS OF FECUNDITY (Nurgle Daemons)

THE SCENT OF BLOOD (Khorne Daemons)

BRASS STAMPEDE (Khorne Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Charge phase

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Fight phase

WARP SURGE

AURA OF ACQUIESCENCE (Slaanesh Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

LOCUS OF GRACE (Slaanesh Daemons)

LOCUS OF WRATH (Khorne Daemons)

ACIDIC SLOBBER (Nurgle Daemons)

FLENSING IMPACT (Slaanesh Daemons)

RAGE ETERNAL (Khorne Daemons)

RAZOR-SHARP CARESS (Slaanesh Daemons)

RUST AND DECAY (Nurgle Daemons)

WARP JAWS (Tzeentch Daemons)

FRENETIC BLOODLUST (Khorne Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Fight phase

WARP SURGE

AURA OF ACQUIESCENCE (Slaanesh Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

LOCUS OF GRACE (Slaanesh Daemons)

LOCUS OF WRATH (Khorne Daemons)

FRENETIC BLOODLUST (Khorne Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Morale phase

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

SONG OF DISCORDANT DESPAIR (Slaanesh Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Morale phase

WARP SURGE

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Taking casualties

DAEMONIC INCURSION

PUTRID DEMISE (Nurgle Daemons)


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

Ever lurking in the warp, Daemons will wait until the barriers between realms thin before tearing their way into realspace.

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

When the Knights of Titan deploy to battle, it is often to combat a full-blown daemonic invasion.

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

A daemonic pact of terrible power can be assured for a price…

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

The Dark Gods sometimes bestow their daemonic lieutenants with powerful artefacts and rewards.

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

Many foul champions are adept at summoning daemonic allies.

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

Every time a psyker draws upon the warp, they disturb its flow and attract the attention of those that dwell within.

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

The winds of the warp blow strong, invigorating daemonkind.

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

This brass standard constantly drips with blood, the smell of which drives Khorne’s Daemons into an unbridled battle-lust.

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

Khorne’s wrath empowers those who fight beside his champions.

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

The bloodlust of Khorne’s Daemons is never sated.

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

As the tolling of bells echoes through the warp, the flesh of Nurgle’s Daemons flows like wax to seal gaping wounds.

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

A pervasive aura of pestilence surrounds this icon, causing rusted blades to weep with even fouler and more toxic diseases.

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

Wherever Nurgle’s champions walk, disease blooms and maggots hatch from rotten flesh, sustaining his minions.

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

So saturated is this icon with the power of change that it is wreathed in warpfire that leaps out to consume Tzeentch’s foes.

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

Arcane knowledge and mystical power have ever been the domain of Tzeentch and his minions.

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

Sorcerous power surrounds Tzeentch’s chosen champions.

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

Slaanesh’s favoured Daemons lead their minions in an exquisite choreographed dance, every movement of which severs an enemy’s limb or lops off their head.

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

Dark whispers speak to the minds of those that oppose Slaanesh, promising pleasures should they lower their weapons.

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

This icon fills all who gaze upon it with such euphoria that they lower their guard and forget to defend themselves from attack.

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.

Stratagems (Engine War)

If your army is Battle-forged and includes any Chaos Daemons Detachments – that is, any Detachment that includes only units with both the CHAOS and DAEMONS Faction keywords – (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


1CP

RAZOR-SHARP CARESS

Slaanesh Daemons Stratagem

Gorging on their prey’s emotions, Daemonettes rake their talons through the stoutest armour.

Use this Stratagem in the Fight phase. Select one DAEMONETTE INFANTRY unit from your army. Until the end of the phase, the Armour Penetration characteristic of melee weapons models in that unit are equipped with is improved by 1 (e.g. AP -1 becomes AP -2).
1CP

SINUOUS UNDULATION

Slaanesh Daemons Stratagem

Swift beyond mortal comprehension, Steeds of Slaanesh flow like a serpentine blur, near impossible to hit.

Use this Stratagem in your opponent’s Shooting phase when a DAEMONETTE CAVALRY unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, subtract 1 from the hit roll.
1CP

SONG OF DISCORDANT DESPAIR

Slaanesh Daemons Stratagem

The keening psychic call of hunting Fiends disturbs mental equilibrium, inducing terror and despair.

Use this Stratagem at the start of the Morale phase. Select one enemy unit within 6" of a FIENDS unit from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.
1CP

FLENSING IMPACT

Slaanesh Daemons Stratagem

Every surface of these dread pain engines is covered in a riot of blades, their merest cut inflicting agony.

Use this Stratagem in the Fight phase. Select one DAEMONETTE CHARIOT unit from your army that made a charge move this turn. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.
1CP

RUST AND DECAY

Nurgle Daemons Stratagem

Vectors of every contagion from across time and space, Daemon-forged plagueswords are generous to all.

Use this Stratagem in the Fight phase. Select one PLAGUEBEARER INFANTRY unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

PUTRID DEMISE

Nurgle Daemons Stratagem

Nurgle’s favoured erupt in a putrid shower upon death.

Use this Stratagem when a PLAGUEBEARER CAVALRY model from your army is destroyed. Before removing that model, roll one D6 for every unit within 6" (excluding NURGLE units). On a 2+, the unit being rolled for suffers 1 mortal wound.
1CP

ACIDIC SLOBBER

Nurgle Daemons Stratagem

With imbecilic affection, Beasts shower their ‘friends’ in bile so rotten there is soon no distinguishing the victim.

Use this Stratagem in the Fight phase. Select one BEASTS OF NURGLE unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).
3CP

RAGE ETERNAL

Khorne Daemons Stratagem

A rage as limitless as that of Khorne’s soldiers overcomes even death’s boundary in its intensity.

Use this Stratagem in the Fight phase when a model in a BLOODLETTER INFANTRY unit from your army is destroyed. Until the end of the phase, roll one D6 each time a model from that unit is destroyed; on a 4+, that model is not removed until after all of the attacking unit’s close combat attacks have been resolved, and the destroyed model can make all of its close combat attacks against the unit that destroyed it before being removed (this model can make these close combat attacks even if it would not normally be able to target that unit).
1CP

BRASS STAMPEDE

Khorne Daemons Stratagem

Few things can withstand the thunderous and bloody charge of Khorne’s chosen knights.

Use this Stratagem in your Charge phase when a BLOODLETTER CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. If these mortal wounds destroy all enemy units within 1" of your unit, it can, if you wish, immediately declare another charge.
1CP

THE SCENT OF BLOOD

Khorne Daemons Stratagem

The rich odour of freshly spilled blood will draw loping Flesh Hounds from the foot of Khorne’s throne itself.

Use this Stratagem in your Charge phase. Select one FLESH HOUNDS unit from your army. That unit can be chosen to charge with this phase even if it Advanced this turn. In addition, add 2 to the result of that charge roll if any enemy models (excluding VEHICLES) have been destroyed this turn.
1CP

BOUND IN BRASS AND BONE

Khorne Daemons Stratagem

Khorne’s constructs manifest as armour-plated horrors, their dense forms proof against the worst attacks.

Use this Stratagem in any phase when a BLOODLETTER CHARIOT unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, halve the damage inflicted (rounding up).
1CP

MINIONS OF MAGIC

Tzeentch Daemons Stratagem

Sorcery is intrinsic to the gangling servants of Tzeentch, fate and mutating flames theirs to manipulate.

Use this Stratagem at the start of your Psychic phase. Select one HORRORS INFANTRY unit from your army. The first time that unit attempts to manifest a psychic power this phase, do not roll any dice for its Psychic test – instead, assume a 9 was rolled for that Psychic test.
1CP

WARP JAWS

Tzeentch Daemons Stratagem

Burning maws capable of boring through the hull of stranded starships are little hindered by thick hides.

Use this Stratagem in the Fight phase. Select one SCREAMERS unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit against a MONSTER or VEHICLE unit, add 1 to the wound roll.
1CP

FLAMES OF MUTATION

Tzeentch Daemons Stratagem

A cloud of iridescent light or a charred lump of meat – none foresee the fate of those touched by warpfire.

Use this Stratagem in your Shooting phase. Select one FLAMER unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1CP

WARP PORTAL

Tzeentch Daemons Stratagem

Like a shimmering patch of wrong sky, a floating doorway disgorges soaring Daemons wreathed in fire.

Use this Stratagem in your Movement phase. Select one FLUXMASTER, FATESKIMMER or BURNING CHARIOT model from your army. Remove that model from the battlefield and set it back up anywhere on the battlefield that is more than 9" from any enemy models. This model cannot move further this 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 power, you can add a Chaos Spawn to your army within 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.

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 characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.

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).

1

Chaos Spawn

NoNAME  M WS BS S T W A Ld Sv
Chaos Spawn
1Chaos 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
Hideous mutations
Melee
Melee
User
-2
2
-
ABILITIES
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>KHORNENURGLETZEENTCHSLAANESH
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 
Syll’Esske, the Vengeful AllegianceBewitching Aura 
Shalaxi HelbaneQuicksilver Duellist 
KaranakAspect of Death 
SkarbrandRage Incarnate 
SkulltakerDevastating Blow 
Kairos FateweaverTyrant of the Warp 
EpidemiusVirulent Touch 
The Masque of SlaaneshThe Murderdance 
RotigusPestilent Miasma 
Horticulous SlimuxAcidic Ichor 

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, the King of Blades
A’rgath, the King of Blades
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
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
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
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
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
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
Bellow of endless fury
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Bloodflail
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.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Bloodlash
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.
This weapon can be used within 1" of an enemy unit and can target enemy units within 1" of friendly units.
Burning roar
Burning roar
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Coruscating flames
0
Coruscating flames
18"
Assault 2
User
0
1
-
0
Death’s heads
0
Death’s heads
12"
Assault 2
4
0
1
You can re-roll wound rolls of 1 for this weapon.
You can re-roll wound rolls of 1 for this weapon.
Disgusting sneezes
Disgusting sneezes
6"
Pistol D3
3
0
1
You can re-roll wound rolls of 1 for this weapon.
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.
0
Fire of Tzeentch
When attacking with this weapon, choose one of the profiles below.
 - Blue
 - Blue
18"
Heavy 3
+4
-4
D3
-
 - Pink
 - Pink
12"
Pistol D6
User
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Flickering flames
Flickering flames
12"
Pistol D6
User
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Grasping tongue
0
Grasping tongue
7"
Pistol 1
4
0
1
-
Harvester cannon
Harvester cannon
48"
Heavy 3
7
-1
D3
-
Heartstring lyre
When you choose this weapon to shoot with, select one of the profiles below.
Heartstring lyre
When you choose this weapon to shoot with, select one of the profiles below.
 - Cacophonous melody
 - Cacophonous melody
18"
Assault 6
4
-1
1
-
 - Euphonic blast
 - Euphonic blast
24"
Assault 1
8
-3
3
-
Hellfire
Hellfire
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Horrific vomit
0
Horrific vomit
9"
Pistol 2D6
6
-2
D3
This weapon hits automatically.
This weapon hits automatically.
Lash of Khorne
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.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Lashes of torment
Lashes of torment
6"
Assault D6
4
0
1
This weapon can be fired even if there are enemy units within Engagement Range of the bearer, and attacks made with this weapon can target enemy units within Engagement Range of friendly units.
This weapon can be fired even if there are enemy units within Engagement Range of the bearer, and attacks made with this weapon can target enemy units within Engagement Range of friendly units.
0
Living whip
0
Living whip
6"
Assault 6
6
-2
2
-
Phlegm bombardment
Phlegm bombardment
36"
Heavy D6
8
-2
3
Blast
Blast
10
Plague flail
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.
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
0
Rancid vomit
7"
Pistol D6
5
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Rot cannon
0
Rot cannon
36"
Heavy D6
6
-3
2
Blast. Against INFANTRY targets, failed wound rolls for this weapon are re-rolled.
Blast. Against INFANTRY targets, failed wound rolls for this weapon are re-rolled.
Scourging whip (shooting)
Scourging whip (shooting)
6"
Assault D6
User
-2
1
-
Skull cannon
Skull cannon
48"
Heavy D6
8
-2
D3
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
0
Staff of Cataclysm
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 6” of the slain unit and more than 1" from any enemy models before it is removed.
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 6” of the slain unit and more than 1" from any enemy models before it is removed.
Streams of brackish filth
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.
This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
9
Warp bolter
9
Warp bolter
24"
Assault 2
4
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Attendants’ claws and teeth
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.
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 Dominion
Axe of Dominion
Melee
Melee
+3
-3
3
-
Axe of Khorne
Axe of Khorne
Melee
Melee
+3
-4
D6
-
5
Baleful sword
5
Baleful sword
Melee
Melee
+1
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Balesword
Balesword
Melee
Melee
User
-3
1
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
0
Bileblade
0
Bileblade
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
0
Bilesword
0
Bilesword
Melee
Melee
+1
-3
D6
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Blade of blood
Blade of blood
Melee
Melee
User
-3
D3
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of 3.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of 3.
0
Blade of Decay
0
Blade of Decay
Melee
Melee
+2
-4
6
-
Bladed axle
Bladed axle
Melee
Melee
x2
-1
2
When the bearer fights, it makes D6 additional attacks with this weapon and no more than that number of attacks can be made with this weapon.
When the bearer fights, it makes D6 additional attacks with this weapon and no more than that number of attacks can be made with this weapon.
0
Bladed horn
0
Bladed horn
Melee
Melee
User
-1
1
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. When resolving an attack made with this weapon in a turn in which the bearer made a charge move, this weapon has a Strength characteristic of +2 for that attack.
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. When resolving an attack made with this weapon in a turn in which the bearer made a charge move, this weapon has a Strength characteristic of +2 for that attack.
Blood Throne’s hellblades
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.
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
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.
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
0
Cataclysmic strike
Melee
Melee
x2
-4
3
Against VEHICLE, BUILDING or MONSTER targets this weapon becomes Damage 6.
Against VEHICLE, BUILDING or MONSTER targets this weapon becomes Damage 6.
0
Churning fangs and claws
0
Churning fangs and claws
Melee
Melee
User
-1
D3
-
Coiled tentacles
Coiled tentacles
Melee
Melee
+1
-2
3
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
10
Daemonic axe
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Daemonic claws
Daemonic claws
Melee
Melee
User
0
1
-
0
Disc of Tzeentch’s blades
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.
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
Diseased claws and teeth
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
You can re-roll wound rolls of 1 for this weapon.
Dissecting claws
Dissecting claws
Melee
Melee
User
-1
2
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
Distended maw
Distended maw
Melee
Melee
User
-1
1
You can re-roll wound rolls of 1 for this weapon.
You can re-roll wound rolls of 1 for this weapon.
10
Doomsday bell
10
Doomsday bell
Melee
Melee
+1
-1
D3
-
Fanged maw
Fanged maw
Melee
Melee
User
-1
1
Each time Rotigus fights, he can make D6 additional attacks with this weapon.
Each time Rotigus fights, he can make D6 additional attacks with this weapon.
0
Gaping maw
0
Gaping maw
Melee
Melee
User
-3
3
All rolls of 6 to hit with this weapon become 3 hits each.
All rolls of 6 to hit with this weapon become 3 hits each.
Gnarlrod
Gnarlrod
Melee
Melee
+1
-2
3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Gore-drenched fangs
Gore-drenched fangs
Melee
Melee
User
-1
1
-
Great axe of Khorne
When attacking with this weapon, choose one of the profiles below.
Great axe of Khorne
When attacking with this weapon, choose one of the profiles below.
 - Mighty strike
 - 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.
Each time you roll to determine how much damage this weapon inflicts, roll 2 dice and discard the lowest result.
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
1
Make 2 hit rolls instead of 1 for each attack made with this weapon.
Make 2 hit rolls instead of 1 for each attack made with this weapon.
0
Hellblade
0
Hellblade
Melee
Melee
User
-3
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 2 for that attack.
Hellflayer’s bladed axle
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.
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
10
Hellforged sword
Melee
Melee
User
-2
3
-
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
Iron claw
Iron claw
Melee
Melee
x2
-3
D6
-
0
Jagged claws
0
Jagged claws
Melee
Melee
User
-1
2
-
0
Juggernaut’s bladed horn
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.
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
Lamprey bite
Melee
Melee
+2
-3
2
-
0
Lashing tongue
0
Lashing tongue
Melee
Melee
4
0
1
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
0
Lashing tongue
0
Lashing tongue
Melee
Melee
4
0
1
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Lashing tongues
Lashing tongues
Melee
Melee
4
0
1
When the bearer fights, it makes 8 additional attacks with this weapon and no more than 8 attacks can be made with this weapon.
When the bearer fights, it makes 8 additional attacks with this weapon and no more than 8 attacks can be made with this weapon.
Lashing tongues
Lashing tongues
Melee
Melee
4
0
1
When the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
When the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Lopping shears
Lopping shears
Melee
Melee
+1
-3
D3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Malefic talons
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.
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
Marotter
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 made for this weapon.
You can re-roll wound rolls of 1 made for this weapon.
Mulch’s acidic maw
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.
After Horticulous makes his close combat attacks, you can attack with Mulch. Make 1 additional attack, using this weapon profile.
0
Nurglings
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.
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
0
Piercing claws
Melee
Melee
User
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
0
Plaguesword
0
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Putrid appendages
Putrid appendages
Melee
Melee
User
0
2
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Ravaging claws
Ravaging claws
Melee
Melee
User
-1
2
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
Ravaging claws
Ravaging claws
Melee
Melee
User
-1
2
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
0
Rider’s plaguesword
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.
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
0
Ritual dagger
Melee
Melee
User
-1
1
Each time this weapon slays an enemy model, the bearer regains 1 lost wound.
Each time this weapon slays an enemy model, the bearer regains 1 lost wound.
0
Rot Fly’s prehensile proboscis
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.
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.
Scourging whip (melee)
Scourging whip (melee)
Melee
Melee
User
-1
1
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Make D3 hit rolls for each attack made with this weapon, instead of 1.
0
Screamers’ lamprey bite
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.
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.
Serrated claws
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.
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
Sharp quills
Melee
Melee
User
0
1
-
Slaughter and Carnage
When attacking with this weapon, choose one of the profiles below.
Slaughter and Carnage
When attacking with this weapon, choose one of the profiles below.
 - Mighty strike
 - Mighty strike
Melee
Melee
x2
-4
D6
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
1
Make 2 hit rolls instead of 1 for each attack made with this weapon.
Make 2 hit rolls instead of 1 for each attack made with this weapon.
0
Slaughtering blade
0
Slaughtering blade
Melee
Melee
User
-3
3
When attacking INFANTRY models with this weapon, add 1 to your wound rolls.
When attacking INFANTRY models with this weapon, add 1 to your wound rolls.
0
Slicing claws
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.
Each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 instead of -1.
0
Snapping claws
0
Snapping claws
Melee
Melee
User
-3
3
When the bearer fights, it makes a number of additional attacks with this weapon equal to the number shown in its damage table. When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
When the bearer fights, it makes a number of additional attacks with this weapon equal to the number shown in its damage table. When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
Soul-rending fangs
Soul-rending fangs
Melee
Melee
User
-2
2
-
0
Souleater blade
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.
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.
0
Soulpiercer
0
Soulpiercer
Melee
Melee
x2
-4
D6
When resolving an attack made with this weapon against a CHARACTER unit, on a wound roll of 6+ this weapon has a Damage characteristic of 6 for that attack.
When resolving an attack made with this weapon against a CHARACTER unit, on a wound roll of 6+ this weapon has a Damage characteristic of 6 for that attack.
Staff of Tomorrow
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 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
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 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
0
Staff of Tzeentch
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 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
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 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
0
Steed of Slaanesh’s lashing tongue
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.
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
The Blade of Shadows
Melee
Melee
+1
-5
3
-
0
The Executioner’s Axe
 
0
The Executioner’s Axe
 
 - Bloody Arc (melee)
 - 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.
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)
 - 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 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
The Slayer Sword
Melee
Melee
User
-3
3
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of D3+3.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of D3+3.
The Trickster’s Staff
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.
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
0
Tongues of flame
Melee
Melee
User
-1
1
-
0
Tusked maw
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.
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
Vicious barbed tail
Melee
Melee
User
-3
D3
When the bearer fights, no more than 1 attack can be made with this weapon.
When the bearer fights, no more than 1 attack can be made with this weapon.
0
Warp spines
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 Engagement Range of an enemy unit, or an enemy unit ends a pile-in move within Engagement Range of the Spined Chaos Beast. On a 2+, that enemy unit suffers a single automatic hit
Normal attacks cannot be made with this weapon. Instead, roll a D6 each time a Spined Chaos Beast ends a charge move within Engagement Range of an enemy unit, or an enemy unit ends a pile-in move within Engagement Range of the Spined Chaos Beast. On a 2+, that enemy unit suffers a single automatic hit
Warpclaw
Warpclaw
Melee
Melee
User
-2
D3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
0
Warpfire talons
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.
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
Warpsword
Melee
Melee
User
-3
3
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.
0
Witstealer sword
0
Witstealer sword
Melee
Melee
+2
-3
3
When resolving an attack made by a model that has lost one or more wounds from an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made by a model that has lost one or more wounds from an attack made with this weapon, subtract 1 from the hit roll.
0
Yawning maw
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.
All hit rolls of a 6 made when using this weapon generate a single additional automatic hit.

Other Wargear

OTHER WARGEAR
ABILITIES 
15
Daemonic Icon (Seekers)
If this unit has a Daemonic Icon, then when a Morale test is taken for this unit, on a roll of 1 it is automatically passed and you can return up to D3 destroyed models from this unit to the battlefield with all of their wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).
15
Daemonic Icon (Seekers)
If this unit has a Daemonic Icon, then when a Morale test is taken for this unit, on a roll of 1 it is automatically passed and you can return up to D3 destroyed models from this unit to the battlefield with all of their wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).
10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
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.
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.
0
Ritual Knife
If this model has a ritual knife, after making a consolidate move, select one enemy unit within 1" of this model and roll one D6; on a 2-5 that unit suffers 1 mortal wound, on a 6 that unit suffers D3 mortal wounds.
0
Ritual Knife
If this model has a ritual knife, after making a consolidate move, select one enemy unit within 1" of this model and roll one D6; on a 2-5 that unit suffers 1 mortal wound, on a 6 that unit suffers D3 mortal wounds.
10
Rod of Sorcery
Increase the range of this model’s Smite power from 18" to 30" if it has a rod of sorcery.
10
Rod of Sorcery
Increase the range of this model’s Smite power from 18" to 30" if it has a rod of sorcery.
10
Shining Aegis
If this model has a shining aegis, then when it would lose a wound, roll one D6; on a 6 that wound is not lost. If that wound would be lost as a result of a mortal wound, that wound is not lost on a 5+ instead of 6.
10
Shining Aegis
If this model has a shining aegis, then when it would lose a wound, roll one D6; on a 6 that wound is not lost. If that wound would be lost as a result of a mortal wound, that wound is not lost on a 5+ instead of 6.
10
Shining Aegis
If this model has a shining aegis, then when it would lose a wound, roll one D6; on a 6 that wound is not lost. If that wound would be lost as a result of a mortal wound, that wound is not lost on a 5+ instead of 6.
10
Shining Aegis
If this model has a shining aegis, then when it would lose a wound, roll one D6; on a 6 that wound is not lost. If that wound would be lost as a result of a mortal wound, that wound is not lost on a 5+ instead of 6.
0
Sinistrous Hand
If this model has a sinistrous hand, then at the end of the Fight phase, if any enemy models that are not VEHICLES were destroyed as a result of an attack made with a melee weapon by this model that phase, this model regains up to D3 lost wounds.
0
Sinistrous Hand
If this model has a sinistrous hand, then at the end of the Fight phase, if any enemy models that are not VEHICLES were destroyed as a result of an attack made with a melee weapon by this model that phase, this model regains up to D3 lost wounds.
5
Staff of Change
Increase the range of this model’s Smite power from 18" to 24" if it has a staff of change.
5
Staff of Change
Increase the range of this model’s Smite power from 18" to 24" if it has a staff of change.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
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.
Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

Ever lurking in the warp, Daemons will wait until the barriers between realms thin before tearing their way into realspace.

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

When the Knights of Titan deploy to battle, it is often to combat a full-blown daemonic invasion.

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.
1CP

PLAGUE BANNER

Nurgle Daemons Stratagem

A pervasive aura of pestilence surrounds this icon, causing rusted blades to weep with even fouler and more toxic diseases.

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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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.

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

MIASMA OF PESTILENCE

As the psyker chants in a phlegmchoked drone, a dark cloud of filth and Rot Flies shrouds his allies from view.

Miasma of Pestilence has a warp charge value of 6. If manifested, select a visible friendly DEATH GUARD 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.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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 characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The Bloodletter keyword is used in following Chaos Daemons datasheets:

Heavy Support
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Bloodthirster keyword is used in following Chaos Daemons datasheets:

Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The Great Unclean One keyword is used in following Chaos Daemons datasheets:

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 Keeper of Secrets keyword is used in following Chaos Daemons datasheets:

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

The Lord of Change keyword is used in following Chaos Daemons datasheets:

1CP/3CP

REWARDS OF CHAOS

Chaos Daemons Stratagem

The Dark Gods sometimes bestow their daemonic lieutenants with powerful artefacts and rewards.

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

BANNER OF BLOOD

Khorne Daemons Stratagem

This brass standard constantly drips with blood, the smell of which drives Khorne’s Daemons into an unbridled battle-lust.

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".
1CP

BLASTED STANDARD

Tzeentch Daemons Stratagem

So saturated is this icon with the power of change that it is wreathed in warpfire that leaps out to consume Tzeentch’s foes.

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

RAPTUROUS STANDARD

Slaanesh Daemons Stratagem

This icon fills all who gaze upon it with such euphoria that they lower their guard and forget to defend themselves from attack.

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.
1CP

EXALTED BLOODTHIRSTER

Khorne Daemons Stratagem

Use this Stratagem before the battle. Select one BLOODTHIRSTER model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Bloodthirster abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Hellfire-wrought Armour: This model has a Save characteristic of 2+.
2Blood-blessed: This model cannot lose more than 8 wounds in the same phase. Any damage inflicted after this point in the same phase has no effect.
3Arch-murderer: Add 1 to the Damage characteristic of all weapons this model is equipped with.
4Slaughterborn: If, in the Charge phase, this model makes a charge move, is charged by any enemy units, or performs a Heroic Intervention, add 1 to its Strength and Attacks characteristics until the end of the following Fight phase. This is cumulative with the Unstoppable Ferocity ability.
5Rage Unchained: This model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
6Unrivalled Battle-lust: When a charge roll is made for this model, add 2 to the result. In addition, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
1CP

EXALTED GREAT UNCLEAN ONE

Nurgle Daemons Stratagem

Use this Stratagem before the battle. Select one GREAT UNCLEAN ONE model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Great Unclean One abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Bloated with Corruption: This model has a Toughness characteristic of 8.
2Revoltingly Resilient: Add 1 to all Disgustingly Resilient rolls made for this model.
3Avalanche of Rotten Flesh: When a charge roll is made for this model, add 1 to the result. In addition, this model’s Crushing Bulk ability inflicts D3 mortal wounds on a 2+, instead of inflicting 1 mortal wound on a 4+.
4Living Plagues: When resolving an attack made with a melee weapon by this model, a successful hit roll scores 1 additional hit if the attack’s Strength characteristic is at least twice the target’s Toughness characteristic.
5Gift of Bountiful Vomit: In each of your Shooting phases, you can select one enemy unit that is visible to this model and roll one D6 for each model in that unit that is within 12" of this model (to a maximum of 7 dice). For each roll of 3+, that unit suffers 1 mortal wound.
6Hideous Visage: Subtract 1 from the Leadership characteristic of enemy units whilst they are within 12" of any models with this ability from your army (subtract 2 instead whilst they are within 6").
1CP

EXALTED KEEPER OF SECRETS

Slaanesh Daemons Stratagem

Use this Stratagem before the battle. Select one KEEPER OF SECRETS model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Keeper of Secrets abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Realm-racer: Add 2" to this model’s Move characteristic. When an Advance or charge roll is made for this model, add 1 to the result.
2Quicksilver Reflexes: This model has a 4+ invulnerable save.
3Blessing of the Dark Prince: When resolving an attack made with a ranged weapon against this model, subtract 1 from the wound roll.
4Lightning Flayer: When resolving an attack made with a melee weapon by this model, an unmodified hit roll of 6 scores 1 additional hit.
5Fear-seeker: Once per Morale phase, after an enemy unit fails a Morale test but before any models flee that unit, this model can move as if it were your Movement phase, so long as it ends this move closer to the unit that failed that Morale test. In addition, each time an enemy model flees from a unit whilst its unit is within 6" of this model, this model regains 1 lost wound.
6Battle Rapture: This model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". In addition, each time this Keeper of Secrets consolidates, it can move up to D3+3" instead of 3".
1CP

EXALTED LORD OF CHANGE

Tzeentch Daemons Stratagem

Use this Stratagem before the battle. Select one LORD OF CHANGE model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Lord of Change abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Mastery of Magic: This model knows one additional psychic power from the Tzeentch discipline and can attempt to manifest one additional psychic power in each of your Psychic phases.
2Spell-thief: When this model successfully denies a psychic power, the PSYKER unit that attempted to manifest that power loses it and cannot attempt to manifest it again this battle.
3Lord of Flux: When an enemy unit suffers mortal wounds as the result of a psychic power manifested by this model, that enemy unit suffers 1 additional mortal wound (e.g. if this model manifested Smite, the nearest visible enemy unit would suffer D3+1 mortal wounds).
4Nexus of Fate: If this model is on the battlefield at the start of your turn, roll one D6; on a 1 or a 6 you immediately gain one Command Point.
5Aura of Mutability: When this model would lose a wound as a result of an attack, roll one D6; on a 6 that wound is not lost. After a unit has finished resolving all of its attacks against this model, this model regains one lost wound for each wound it negated because of this ability.
6Architect of Deception: When resolving an attack made with ranged weapon against this model, subtract 1 from the hit roll.
1CP

LEGION OF SKULLS

Specialist Detachment Stratagem

The teeming masses of Khorne’s lesser Daemons can shatter worlds when they are gathered in large numbers.

Use this Stratagem when choosing your army. Pick a KHORNE Chaos Daemons Detachment (that is, a Chaos Daemons Detachment in which every unit has the KHORNE keyword) from your army to be a Legion of Skulls Specialist Detachment. BLOODLETTER units in that Detachment gain the LEGION OF SKULLS keyword.
1CP

DAEMONIC PACT

Chaos Daemons Stratagem

Many foul champions are adept at summoning daemonic allies.

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.
2CP

SOUL SACRIFICE

Chaos Daemons Stratagem

A daemonic pact of terrible power can be assured for a price…

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.
2CP

WARP SURGE

Chaos Daemons Stratagem

The winds of the warp blow strong, invigorating daemonkind.

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+).
2CP

LOCUS OF FECUNDITY

Nurgle Daemons Stratagem

Wherever Nurgle’s champions walk, disease blooms and maggots hatch from rotten flesh, sustaining his minions.

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.

The Fluxmaster keyword is used in following Chaos Daemons datasheets:

The Fateskimmer keyword is used in following Chaos Daemons datasheets:

The Burning Chariot keyword is used in following Chaos Daemons datasheets:

Heavy Support
1CP

WARP PORTAL

Tzeentch Daemons Stratagem

Like a shimmering patch of wrong sky, a floating doorway disgorges soaring Daemons wreathed in fire.

Use this Stratagem in your Movement phase. Select one FLUXMASTER, FATESKIMMER or BURNING CHARIOT model from your army. Remove that model from the battlefield and set it back up anywhere on the battlefield that is more than 9" from any enemy models. This model cannot move further this phase.
2CP

REVOLTING REGENERATION

Nurgle Daemons Stratagem

As the tolling of bells echoes through the warp, the flesh of Nurgle’s Daemons flows like wax to seal gaping wounds.

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.

The Nurglings keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).
1CP

DAEMONIC POSSESSION

Chaos Daemons Stratagem

Every time a psyker draws upon the warp, they disturb its flow and attract the attention of those that dwell within.

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

LOCUS OF CONJURATION

Tzeentch Daemons Stratagem

Sorcerous power surrounds Tzeentch’s chosen champions.

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.

The Horrors and Infantry keywords are used in following Chaos Daemons datasheets:

Troops
1CP

MINIONS OF MAGIC

Tzeentch Daemons Stratagem

Sorcery is intrinsic to the gangling servants of Tzeentch, fate and mutating flames theirs to manipulate.

Use this Stratagem at the start of your Psychic phase. Select one HORRORS INFANTRY unit from your army. The first time that unit attempts to manifest a psychic power this phase, do not roll any dice for its Psychic test – instead, assume a 9 was rolled for that Psychic test.

The Tzeentch, Daemon and Psyker keywords are used in following Chaos Daemons datasheets:

Troops
1CP

MAGICAL BOON

Tzeentch Daemons Stratagem

Arcane knowledge and mystical power have ever been the domain of Tzeentch and his minions.

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.
1CP

BRAZEN SKULL

Chaos Daemons Stratagem

Plucking the skull of an enemy from the ground, this servant of Khorne imbues it with his burning rage and hurls it at the foe.

Use this Stratagem in your Shooting phase. Pick a LEGION OF SKULLS model from your army. Pick an enemy unit within 8" of this model that is visible to them, and roll a D6; if the result equals or exceeds this model’s Ballistic Skill characteristic, that enemy unit suffers D3 mortal wounds.

The Flamer keyword is used in following Chaos Daemons datasheets:

Heavy Support
1CP

FLAMES OF MUTATION

Tzeentch Daemons Stratagem

A cloud of iridescent light or a charred lump of meat – none foresee the fate of those touched by warpfire.

Use this Stratagem in your Shooting phase. Select one FLAMER unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

The Bloodletter and Chariot keywords are used in following Chaos Daemons datasheets:

Heavy Support
1CP

BOUND IN BRASS AND BONE

Khorne Daemons Stratagem

Khorne’s constructs manifest as armour-plated horrors, their dense forms proof against the worst attacks.

Use this Stratagem in any phase when a BLOODLETTER CHARIOT unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, halve the damage inflicted (rounding up).

The Daemonette and Cavalry keywords are used in following Chaos Daemons datasheets:

Fast Attack
1CP

SINUOUS UNDULATION

Slaanesh Daemons Stratagem

Swift beyond mortal comprehension, Steeds of Slaanesh flow like a serpentine blur, near impossible to hit.

Use this Stratagem in your opponent’s Shooting phase when a DAEMONETTE CAVALRY unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, subtract 1 from the hit roll.
2CP

RED TIDE

Chaos Daemons Stratagem

When the bloodletting begins, nearby servants of the Blood God are drawn to it with a single-minded focus.

Use this Stratagem in your Charge phase. Pick an enemy unit that was charged by a LEGION OF SKULLS unit from your army this phase. You can add 2 to charge rolls for other LEGION OF SKULLS units from your army that declare a charge against the same enemy unit (and do not declare charges against any other enemy unit) until the end of the phase.

The Flesh Hounds keyword is used in following Chaos Daemons datasheets:

Fast Attack
1CP

THE SCENT OF BLOOD

Khorne Daemons Stratagem

The rich odour of freshly spilled blood will draw loping Flesh Hounds from the foot of Khorne’s throne itself.

Use this Stratagem in your Charge phase. Select one FLESH HOUNDS unit from your army. That unit can be chosen to charge with this phase even if it Advanced this turn. In addition, add 2 to the result of that charge roll if any enemy models (excluding VEHICLES) have been destroyed this turn.

The Bloodletter and Cavalry keywords are used in following Chaos Daemons datasheets:

1CP

BRASS STAMPEDE

Khorne Daemons Stratagem

Few things can withstand the thunderous and bloody charge of Khorne’s chosen knights.

Use this Stratagem in your Charge phase when a BLOODLETTER CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. If these mortal wounds destroy all enemy units within 1" of your unit, it can, if you wish, immediately declare another charge.
1CP

AURA OF ACQUIESCENCE

Slaanesh Daemons Stratagem

Dark whispers speak to the minds of those that oppose Slaanesh, promising pleasures should they lower their weapons.

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

LOCUS OF GRACE

Slaanesh Daemons Stratagem

Slaanesh’s favoured Daemons lead their minions in an exquisite choreographed dance, every movement of which severs an enemy’s limb or lops off their head.

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.
2CP

LOCUS OF WRATH

Khorne Daemons Stratagem

Khorne’s wrath empowers those who fight beside his champions.

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.

The Beasts of Nurgle keyword is used in following Chaos Daemons datasheets:

1CP

ACIDIC SLOBBER

Nurgle Daemons Stratagem

With imbecilic affection, Beasts shower their ‘friends’ in bile so rotten there is soon no distinguishing the victim.

Use this Stratagem in the Fight phase. Select one BEASTS OF NURGLE unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

The Daemonette and Chariot keywords are used in following Chaos Daemons datasheets:

Fast Attack
1CP

FLENSING IMPACT

Slaanesh Daemons Stratagem

Every surface of these dread pain engines is covered in a riot of blades, their merest cut inflicting agony.

Use this Stratagem in the Fight phase. Select one DAEMONETTE CHARIOT unit from your army that made a charge move this turn. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.

The Bloodletter and Infantry keywords are used in following Chaos Daemons datasheets:

3CP

RAGE ETERNAL

Khorne Daemons Stratagem

A rage as limitless as that of Khorne’s soldiers overcomes even death’s boundary in its intensity.

Use this Stratagem in the Fight phase when a model in a BLOODLETTER INFANTRY unit from your army is destroyed. Until the end of the phase, roll one D6 each time a model from that unit is destroyed; on a 4+, that model is not removed until after all of the attacking unit’s close combat attacks have been resolved, and the destroyed model can make all of its close combat attacks against the unit that destroyed it before being removed (this model can make these close combat attacks even if it would not normally be able to target that unit).

The Daemonette and Infantry keywords are used in following Chaos Daemons datasheets:

1CP

RAZOR-SHARP CARESS

Slaanesh Daemons Stratagem

Gorging on their prey’s emotions, Daemonettes rake their talons through the stoutest armour.

Use this Stratagem in the Fight phase. Select one DAEMONETTE INFANTRY unit from your army. Until the end of the phase, the Armour Penetration characteristic of melee weapons models in that unit are equipped with is improved by 1 (e.g. AP -1 becomes AP -2).

The Plaguebearer and Infantry keywords are used in following Chaos Daemons datasheets:

1CP

RUST AND DECAY

Nurgle Daemons Stratagem

Vectors of every contagion from across time and space, Daemon-forged plagueswords are generous to all.

Use this Stratagem in the Fight phase. Select one PLAGUEBEARER INFANTRY unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

The Screamers keyword is used in following Chaos Daemons datasheets:

Fast Attack
1CP

WARP JAWS

Tzeentch Daemons Stratagem

Burning maws capable of boring through the hull of stranded starships are little hindered by thick hides.

Use this Stratagem in the Fight phase. Select one SCREAMERS unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit against a MONSTER or VEHICLE unit, add 1 to the wound roll.
3CP

FRENETIC BLOODLUST

Khorne Daemons Stratagem

The bloodlust of Khorne’s Daemons is never sated.

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

The Fiends keyword is used in following Chaos Daemons datasheets:

Elites
1CP

SONG OF DISCORDANT DESPAIR

Slaanesh Daemons Stratagem

The keening psychic call of hunting Fiends disturbs mental equilibrium, inducing terror and despair.

Use this Stratagem at the start of the Morale phase. Select one enemy unit within 6" of a FIENDS unit from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.

The Plaguebearer and Cavalry keywords are used in following Chaos Daemons datasheets:

Fast Attack
1CP

PUTRID DEMISE

Nurgle Daemons Stratagem

Nurgle’s favoured erupt in a putrid shower upon death.

Use this Stratagem when a PLAGUEBEARER CAVALRY model from your army is destroyed. Before removing that model, roll one D6 for every unit within 6" (excluding NURGLE units). On a 2+, the unit being rolled for suffers 1 mortal wound.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Includes wargear

The Beast keyword is used in following Chaos Daemons datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The Herald of Tzeentch keyword is used in following Chaos Daemons datasheets:

The Tzeentch and Psyker keywords are used in following Chaos Daemons datasheets:

Troops

Bellow of endless fury used in following datasheets:

Bloodflail used in following datasheets:

Bloodlash used in following datasheets:

Burning roar used in following datasheets:

Fast Attack

Coruscating flames used in following datasheets:

Troops

Death’s heads used in following datasheets:

Fast Attack

Disgusting sneezes used in following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Fire of Tzeentch used in following datasheets:

Heavy Support

Flickering flames used in following datasheets:

Elites

Grasping tongue used in following datasheets:

Harvester cannon used in following datasheets:

Heavy Support

Heartstring lyre used in following datasheets:

Hellfire used in following datasheets:

Horrific vomit used in following datasheets:

Lash of Khorne used in following datasheets:

Living whip used in following datasheets:

Phlegm bombardment used in following datasheets:

Heavy Support
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Plague flail used in following datasheets:

Rancid vomit used in following datasheets:

Rot cannon used in following datasheets:

Scourging whip (shooting) used in following datasheets:

Skull cannon used in following datasheets:

Heavy Support
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Staff of Cataclysm used in following datasheets:

The Flamers and Tzeentch keywords are used in following Chaos Daemons datasheets:

Heavy Support

Streams of brackish filth used in following datasheets:

Warp bolter used in following datasheets:

Attendants’ claws and teeth used in following datasheets: