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

Books

BookKindEditionVersionLast update
  Chaos Daemons
  Chaos DaemonsIndex10October 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.13October 2024
  Legends Field Manual
  Legends Field ManualExpansion101.9October 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Legends: Legiones Daemonica
  Legends: Legiones DaemonicaDatasheet10September 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024September 2024

FAQ

Index: Chaos Daemons

Q:When using the Daemonic Pact rule to add LEGIONES DAEMONICA units to my army, are any of the Shadow of Chaos army rules in effect (including Daemonic Manifestation and Daemonic Terror)?
A:
No.
Q:If a Pink Horror or a Blue Horror is destroyed as a result of its own weapon’s [HAZARDOUS] ability, can that model’s unit use its Split ability?
A:
Yes.
Q:When I return models to a unit of Blue Horrors that began the battle as a unit of Pink Horrors, can I return Pink Horrors to that unit?
A:
No.
Q:When I return models to a unit of Blue Horrors that began the battle as a unit of Pink Horrors, can I return models to that unit to bring it above the Starting Strength of that unit of Pink Horrors?
A:
No.
Q:Do PINK HORRORS’ and BLUE HORRORS’ Split abilities trigger when the damage is dealt by something other than an attack?
A:
No.
Q:Does BE’LAKOR’s The Dark Master ability allow it to be set up closer than 9" to enemy models, in a location that is not otherwise within my army’s Shadow of Chaos, using the Warp Rifts Detachment rule?
A:
No.
Q:If there are no objective markers within No Man’s Land or within my opponent’s deployment zone, does The Shadow of Chaos affect those areas of the battlefield?
A:
No.
Q:If a unit of PINK HORRORS suffers casualties such that there are no Pink Horror models left, and it then uses the BLUE HORRORS datasheet, what is the Starting Strength of that Blue Horrors unit?
A:
The Starting Strength of that BLUE HORRORS unit is the same as the Starting Strength of the original PINK HORRORS unit when it was added to your army list.
Q:Does using the Insane Bravery Stratagem on a LEGIONES DAEMONICA unit mean that unit is considered to have taken a Battle-shock test?
A:
Yes, it is considered to have taken a test and passed it.

Army Rules

The Shadow of Chaos

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish forces twist all that they touch, reshaping the landscape into bizarre forms while tormenting mortal beings to madness. To be embroiled in such tempests is to endure conditions utterly anathema to the fundamental laws of reality, provoking primal terror in even the most emotionless warriors.

If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:
  • Your deployment zone is always within your army’s Shadow of Chaos.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

DAEMONIC MANIFESTATION

While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

DAEMONIC TERROR

While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds.


Daemonic Pact

When the mortal servants of the Dark Gods march to war, the most favoured may find daemonic entities accompanying them.

If every model from your army has the CHAOS keyword, you can include LEGIONES DAEMONICA units in your army, even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points cost of such units you can include depends on your battle size, as shown below.

IncursionUp to 250 pts
Strike ForceUp to 500 pts
OnslaughtUp to 750 pts

None of these models can be your WARLORD, and they cannot be given Enhancements. In addition:
  • If your Army Faction is WORLD EATERS, you can only include KHORNE LEGIONES DAEMONICA units using these rules.
  • If your Army Faction is THOUSAND SONS, you can only include TZEENTCH LEGIONES DAEMONICA units using these rules.
  • If your Army Faction is DEATH GUARD, you can only include NURGLE LEGIONES DAEMONICA units using these rules.
  • If your WARLORD is LUCIUS THE ETERNAL, you can only include SLAANESH LEGIONES DAEMONICA units using these rules.

In addition, for each of the following keywords, the number of non-BATTLELINE units with that keyword you include in this way cannot be greater than the number of BATTLELINE units with that keyword you include in this way:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Daemonic Incursion

Detachment Rule

If your Army Faction is LEGIONES DAEMONICA, you can use this Daemonic Incursion Detachment rule.

Warp Rifts

Daemonic legions tear through the fabric of realspace, malevolent entities flickering into being like phantasms from a nightmare. Worse still, as terror and panic take hold of their victims, so their mortal souls become ever easier prey for the entities pouring through from the warp.

Each time a LEGIONES DAEMONICA unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within your army’s Shadow of Chaos, and/or if it is set up wholly within 6" of one or more friendly BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units with which it shares the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9".

Stratagems

If you are using the Daemonic Incursion Detachment rule, you can use these Daemonic Incursion Stratagems.

CORRUPT REALSPACE
1CP
Demonic Incursion – Strategic Ploy Stratagem
Daemons instinctively feel the need to despoil and corrupt every corner of realspace, the better to sustain their otherworldly forms.
WHEN: Start of any Command phase.

TARGET: One LEGIONES DAEMONICA unit from your army that is within range of an objective marker you control.

EFFECT: That objective marker is said to be Corrupted and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Corrupted and under your control, the area of the battlefield within 6" of that objective marker is considered to be within your army’s Shadow of Chaos.
WARP SURGE
1CP
Demonic Incursion – Strategic Ploy Stratagem
The winds of the warp blow strong, invigorating daemonkind and lending them supernatural speed and ferocity.
WHEN: Your Charge phase.

TARGET: One LEGIONES DAEMONICA unit from your army that is within your army’s Shadow of Chaos.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced
DRAUGHT OF TERROR
1CP
Demonic Incursion – Battle Tactic Stratagem
The swelling fear of their mortal prey serves as an intoxicating elixir to the daemonic followers, each draught invigorating their forms with deadly power.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One LEGIONES DAEMONICA unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that unit by 1. In addition, until the end of the phase, each time such a weapon targets a unit that is Battle-shocked, you can re-roll the Wound roll.
DENIZENS OF THE WARP
1CP
Demonic Incursion – Strategic Ploy Stratagem
Ever lurking in the warp, daemons will wait until the barriers between realms thin before tearing their way into realspace.
WHEN: Your Movement phase.

TARGET: One LEGIONES DAEMONICA unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
THE REALM OF CHAOS
1CP
Demonic Incursion – Battle Tactic Stratagem
When the energies of the warp bleed into realspace, the Legiones Daemonica can rip open portals in seeming thin-air, returning to their hellscapes only to rematerialise amidst their foes a heartbeat later.
WHEN: End of your opponent’s turn.

TARGET: Up to two LEGIONES DAEMONICA units from your army that are within your army’s Shadow of Chaos, or one other LEGIONES DAEMONICA unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves. They will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability.

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units with this Stratagem.
DAEMONIC INVULNERABILITY
1CP
Demonic Incursion – Battle Tactic Stratagem
Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of that enemy unit’s attacks.

EFFECT: Until the end of the phase, each time an invulnerable saving throw is made for a model in your unit, re-roll a saving throw of 1.

Enhancements

If you are using the Daemonic Incursion Detachment rule, you can use these Daemonic Incursion Enhancements.

  • A’rgath, the King of Blades 20 pts

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, this weapon’s wielder becomes nigh on unstoppable. Countless are the rival champions and mortal heroes that have fallen to his power.

KHORNE LEGIONES DAEMONICA model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is within your army’s Shadow of Chaos, add 2 to the Attacks and Strength characteristics of the bearer’s melee weapons instead.

  • The Everstave 25 pts

This staff blazes with vibrant warpflame. As soon as its master takes up the eldritch weapon, they too are wreathed in the same daemonic fire. From within this magenta inferno, the Everstave’s daemonic bearer hurls searing gouts of Tzeentch’s pink fire, turning armour to ash and immolating or irrevocably mutating the flesh beneath.

TZEENTCH LEGIONES DAEMONICA model only. Add 1 to the Strength characteristic of the bearer’s ranged weapons and increase the Range characteristic of such weapons by 3". While the bearer is within your army’s Shadow of Chaos, add 2 to the Strength characteristic of the bearer’s ranged weapons and increase the Range characteristic of such weapons by 6" instead.

  • The Endless Gift 30 pts

Only the most accomplished plague daemons are granted the Endless Gift. A disease of unutterable malignancy and repulsive beneficence, it changes form constantly from plague to infestation to malaise. The one constant is its ability to reknit its sufferer’s corporeal form from even the most catastrophic of wounds. One moment, infernal bacteria may multiply like wildfire until their gelid mass fills a fleshy rent with fresh daemon-flesh. The next, pestilential vapours may billow from the daemon’s yawning maw, veiling its ravaged bulk before tattering away to reveal a form healed of its recent hurts.

NURGLE LEGIONES DAEMONICA model only. The bearer has the Feel No Pain 5+ ability. While the bearer is within your army’s Shadow of Chaos, the bearer has the Feel No Pain 4+ ability instead.

  • Soulstealer 15 pts

This gluttonous blade gulps down the souls of its victims before invigorating the corporeal form of its wielder. Its greed stems from the starving Keeper of Secrets bound within – an arrogant entity that sought to devour enough Aeldari souls to challenge Slaanesh itself. As punishment for the daemon’s monstrous hubris, Slaanesh trapped it within Soulstealer, condemning the Keeper of Secrets to sustain other daemons with its frenzied appetite while retaining nothing for itself.

SLAANESH LEGIONES DAEMONICA model only. Each time the bearer destroys an enemy model with a melee attack, roll one D6, adding 1 to the result if the bearer is within your army’s Shadow of Chaos. On a 4+, the bearer regains 1 lost wound.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Daemonic Incursion

Warp travel is fraught with perils, the greatest of which is a breach of the voidship’s Geller fields. In but the beat of a mortal heart, scores of infernal entities manifest aboard the doomed ship, shrieking with predatory glee as they fall upon their victims.

Mustering a Boarding Patrol

When mustering your force, the following limitations apply:
  • If you include one or more KHORNE units, you cannot include any SLAANESH units.
  • If you include one or more NURGLE units, you cannot include any TZEENTCH units.
You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads

In the Form Boarding Squads step, a BEASTS OF NURGLE unit containing 2 models is split into two Boarding Squads, each containing 1 model.

Rules Adaptations


Army Rule

Soul Hunters

There can be no hiding from entities that can scent the telltale stuff of souls, that can taste fear and follow trails of desperation, lies and futile hope.

Units from your army with the Shadow of Chaos ability replace that ability with this one.

Enemy units within 7" of this unit are Hunted by it. While an enemy unit is Hunted by this unit:
  • Ranged weapons equipped by models in this unit have the [iGNORES COvER] ability while targeting that enemy unit.
  • Each time this unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it.

Detachment Rule

Unnatural Energies

Infernal power pours into the breached voidship like a floodtide, allowing the warp entities to reshape the rapidly denaturing stuff of reality itself to their whims.

LEGIONES DAEMONICA units from your army can perform one of the following Tactical Manoeuvres in a turn in which they Advanced or Fell Back: Secure Site; Set To Defend; Set Overwatch.

Enhancements

Spite Made Manifest

Simply striking back at the invading daemons under such conditions is an invitation for their spite and hate to manifest in vicious arcs of lethal retributive power.

Each time an enemy unit is selected to fight, melee weapons equipped by models in that unit have the [HAZARDOUS] ability while targeting the bearer’s unit.

Geller Breach

Daemonic entities burst from rippling warp rents and directly into the heart of battle.

Al the start of the first battle round, the bearer’s unit can make a Normal move of up to 6".

Stratagems

PARTING BLOWS
1CP
Daemonic Incursion – Strategic Ploy Stratagem
Able to manifest with particular vehemence within these warp-cursed corridors, the daemons hold their corporeal forms together long enough to strike at those who banish them.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
UNREAL SPEED
1CP
Daemonic Incursion – Strategic Ploy Stratagem
Flickering in and out of reality like the image on a faulty vid-reel, the daemons advance with terrifying supernatural swiftness.
WHEN: Your Charge phase.

TARGET: One INFANTRY LEGIONES DAEMONICA unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
INSUBSTANTIAL ENTITIES
1CP
Daemonic Incursion – Strategic Ploy Stratagem
Physical barriers are no obstacle to creatures that can will their desires into being with but a twist of their supernatural powers.
WHEN: Your Movement phase.

TARGET: One LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
INCORPOREAL TERRORS
1CP
Daemonic Incursion – Battle Tactic Stratagem
Even as enemy fire whips towards them, the daemons simply cease to inhabit corporeal space for a flickerbeat before solidifying once more.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Infernal Onslaught

Whether it be aboard the echoing corridors of a space hulk, storming through the gothic confines of a loyalist warship, or spilling from the warp into a xenos vessel, such close-quarters violence draws the daemons of Khorne in great number.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of the following unit:

Rules Adaptations


Army Rule

Soul Hunters

There can be no hiding from entities that can scent the telltale stuff of souls, that can taste fear and follow trails of desperation, lies and futile hope.

Units from your army with the Shadow of Chaos ability replace that ability with this one.

Enemy units within 7" of this unit are Hunted by it. While an enemy unit is Hunted by this unit:
  • Ranged weapons equipped by models in this unit have the [iGNORES COvER] ability while targeting that enemy unit.
  • Each time this unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it.

Detachment Rule

Brutal Entrance

Obstructing hatches are smashed open by the rampaging daemons, some simply dissolving into molten metal or bursting apart in blood-wet showers.

Each time a KHORNE LEGIONES DAEMONICA unit from your army opens a Hatchway, until the end of the battle, that Hatchway cannot be closed. In addition, until the end of the turn, each time that unit declares a charge, if every target of that charge is on the opposite side of that Hatchway from your unit, add 1 to the Charge roll.

Enhancements

Worthier Skulls

The skulls of cowards who flee from battle have only so much value, and this entity will let them run in favour of hunting for more courageous prey.

Each time an enemy unit within Engagement Range of the bearer Falls Back, after that unit has moved, if the bearer is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".

Unholy Fury

So infused with hatred and warlike wrath is this daemon that it can sustain its corporeal shell through fury alone, even should it be terribly damaged.

If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 2+, do not remove it from play. Ure destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Stratagems

UNSTOPPABLE SLAUGHTERERS
1CP
Infernal Onslaught – Strategic Ploy Stratagem
Too furious to be halted by mortal barriers, these daemons manifest in a crimson haze beyond the hatchway, their vicious blows all too solid and real.
WHEN: Fight phase.

TARGET: One KHORNE LEGIONES DAEMONICA unit from your army that has not been selected to fight this phase.

EFFECT: Select one closed Hatchway within 1" of your unit. Until the end of the phase, your unit is eligible to be selected to fight as if that Hatchway was open. When doing so, that unit can select targets as if that Hatchway was open (that Hatchway is only considered to be open for your unit, not for any other units).
ABJECT HORROR
1CP
Infernal Onslaught – Strategic Ploy Stratagem
Fighting for one's life against ferocious daemons of murder, tom straight from the pages of nightmare scripture, is a terrifying experience.
WHEN: Start of the Fight phase.

TARGET: One KHORNE LEGIONES DAEMONICA unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result.
INSUBSTANTIAL ENTITIES
1CP
Infernal Onslaught – Strategic Ploy Stratagem
Physical barriers are no obstacle to creatures that can will their desires into being with but a twist of their supernatural powers.
WHEN: Your Movement phase.

TARGET: One KHORNE LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
SWIFT AS MURDER
1CP
Infernal Onslaught – Strategic Ploy Stratagem
The very eagerness of these daemons to shed blood and reap skulls propels them all the quicker towards their foes.
WHEN: Your Movement phase.

TARGET: One KHORNE LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in your unit.

Rotten and Rusted

The daemons of the Plague God Nurgle slither through enemy voidships like seeping corruption given malevolent form. Their very touch breeds foulness, tendrils of rust spreading across bulkheads as the bodies of their slain foes squirm with pestilential vermin.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of the following unit:

Forming Boarding Squads


Rules Adaptations

  • The BEASTS OF NURGLE unit loses the Grotesque Regeneration ability.
  • The EPIDEMIUS model loses the Tally of Pestilence ability.
  • The NURGLINGS unit loses the Mischief Makers ability.
  • The PLAGUEBEARERS unit loses the Infected Outbreak ability.

Army Rule

Soul Hunters

There can be no hiding from entities that can scent the telltale stuff of souls, that can taste fear and follow trails of desperation, lies and futile hope.

Units from your army with the Shadow of Chaos ability replace that ability with this one.

Enemy units within 7" of this unit are Hunted by it. While an enemy unit is Hunted by this unit:
  • Ranged weapons equipped by models in this unit have the [iGNORES COvER] ability while targeting that enemy unit.
  • Each time this unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it.

Detachment Rule

Toxic Miasma

Between the corrosive filth that seeps from these daemons and the clouds of blinding flies that boil around them, foes find themselves crippled by disgust and disorientation.

While an enemy unit is within 3" of one or more NURGLE LEGIONES DAEMONICA units from your army, halve the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it. When measuring this distance, Walls and closed Hatchways are ignored.

Enhancements

Virulent Corruption

To flee from this daemon is to invite an outbreak of spiritual corruption that rots its screaming victims from their souls outward.

Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

Endless Gift

Bounteous and repulsive layers of rancid flab boil from within this entity’s grotesque form, bolstering it against even the most dolorous blows.

Add 2 to the bearers Wounds characteristic.

Stratagems

FOUL RESILIENCE
1CP
Rotten and Rusted – Battle Tactic Stratagem
So full of repulsive vitality are these daemons that their corporeal forms must be absolutely destroyed before they halt their advance.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One NURGLE LEGIONES DAEMONICA unit from your army (excluding NURGLINGS units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
SICKLY CONTAMINANTS
1CP
Rotten and Rusted – Strategic Ploy Stratagem
The filth that slops from these entities' wounds taints strategic locations in the Plague God's name.
WHEN: End of the Fight phase, or your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One NURGLE LEGIONES DAEMONICA unit from your army. If this Stratagem is used in your opponent’s Shooting phase, it must target a unit that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Select one objective marker your unit is within range of. Your unit suffers D3 mortal wounds and that objective marker is Secured by your army. If your unit is a PLAGUEBEARERS unit, it only suffers 1 mortal wound, instead of D3.
GLEEFUL INVASION
1CP
Rotten and Rusted – Strategic Ploy Stratagem
Infesting every corridor and duct, Nurglings move in giggling, farting swarms whose capering peregrinations are impossible to predict.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought.

TARGET: One NURGLINGS unit from your army that was selected as the target of one of more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal or Fall Back move of up to D6".
INSUBSTANTIAL ENTITIES
1CP
Rotten and Rusted – Strategic Ploy Stratagem
Physical barriers are no obstacle to creatures that can will their desires into being with but a twist of their supernatural powers.
WHEN: Your Movement phase.

TARGET: One NURGLE LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.

Dread Carnival

Lithe and graceful, the daemons of Slaanesh cavort across the decks of enemy voidships, bombarding their victims’ senses with hypnotic dances and soporific aromas before butchering them in the most outlandishly gory fashion imaginable.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of the following unit:

Rules adaptations


Army Rule

Soul Hunters

There can be no hiding from entities that can scent the telltale stuff of souls, that can taste fear and follow trails of desperation, lies and futile hope.

Units from your army with the Shadow of Chaos ability replace that ability with this one.

Enemy units within 7" of this unit are Hunted by it. While an enemy unit is Hunted by this unit:
  • Ranged weapons equipped by models in this unit have the [iGNORES COvER] ability while targeting that enemy unit.
  • Each time this unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it.

Detachment Rule

Lithe Killers

The daemons of Slaanesh move with an unsettling grace, dancing through the blades and guns of their foes with a supernatural agility.

Each time a SLAANESH INFANTRY LEGIONES DAEMONICA unit from your army makes a Normal, Advance or Fall Back move, models in that unit can move through other models as if they were not there. When doing so, for each SLAANESH model that moves through one or more enemy models, roll one D6: on a 1-2, that models unit suffers 1 mortal wound.

Enhancements

Fatal Caress

To this daemon, the act of murder is an art form. With a precision born of obsession it slaughters its foes in the most gory fashion possible.

Each time the bearer makes a melee attack, a Critical Wound is scored on an unmodified Wound roll of 5+.

Horrifying Visage

This daemons alters its visage from alluring to repulsive at a whim, terrifying those who gaze upon it.

Once per battle round, when an enemy unit within 9" of the bearer attempts to perform a Tactical Manoeuvre or attempts to operate a Hatchway within 9" of the bearer, the bearer can use this ability. If it does, that enemy unit must take a Leadership test, subtracting I from the result: if failed, that unit fails to perform that Tactical Manoeuvre or to operate that Hatchway and, until the start of your opponent’s next turn, that unit cannot perform Tactical Manoeuvres or operate Hatchways.

Stratagems

SEDUCTIVE WHISPERS
1CP
Dread Carnival – Battle Tactic Stratagem
In the press of combat, these daemons utter beguiling susurrations that cloud the minds of their mortal foes.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One SLAANESH LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SOPORIFIC SCENT
1CP
Dread Carnival – Battle Tactic Stratagem
A cloud of sickly-sweet perfume surrounds these daemons, dulling the senses of the foe and preventing them from striking back.
WHEN: Your Movement phase.

TARGET: One SLAANESH LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed and your unit does not suffer mortal wounds from the Lithe Killers Detachment rule.
DANCE OF DEATH
1CP
Dread Carnival – Strategic Ploy Stratagem
Coiling like wind-rippled streamers between the blades of their foes, these daemons flicker momentarily out of the fray before slashing back in.
WHEN: Your Movement phase, just after a SLAANESH LEGIONES DAEMONICA unit from your army
Falls Back.

TARGET: That SLAANESH unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
INSUBSTANTIAL ENTITIES
1CP
Dread Carnival – Strategic Ploy Stratagem
Physical barriers are no obstacle to creatures that can will their desires into being with but a twist of their supernatural powers.
WHEN: Your Movement phase.

TARGET: One SLAANESH LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.

Pandaemoniac Inferno

Once the daemons of Tzeentch are loose aboard a ship they spread like a kaleidoscopic firestorm. Their mad cackles meld with the screams of their victims as the daemons’ mutative touch twists both the infested voidship and the unfortunates who defend it, blending them amidst gruesome conflagrations of change.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Rules Adaptations


Army Rule

Soul Hunters

There can be no hiding from entities that can scent the telltale stuff of souls, that can taste fear and follow trails of desperation, lies and futile hope.

Units from your army with the Shadow of Chaos ability replace that ability with this one.

Enemy units within 7" of this unit are Hunted by it. While an enemy unit is Hunted by this unit:
  • Ranged weapons equipped by models in this unit have the [iGNORES COvER] ability while targeting that enemy unit.
  • Each time this unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it.

Detachment Rule

Living Flame

The daemons cavort and gibber amidst an inferno whose unholy flames are formed of their madness and cruelty made manifest. Such a blaze of contradictions cannot harm the daemons, for it is of them as they are of it, yet it burns all the hotter in their presence.

Each lime a TZEENTCH LEGIONES DAEMONICA unit from your army is selected to shoot, it can target enemy units within Engagement Range of other friendly TZEENTCH LEGIONES DAEMONICA units. Ranged weapons equipped by TZEENTCH LEGIONES DAEMONICA models have the [SUSTAiNED HiTS 1] ability while targeting a unit within Engagement Range of one or more friendly units.

Enhancements

Fulgurating Presence

Warplight dances and glares around this entity, flares of blinding brightness thrown off its warped form as though from the facets of a crooked crystal.

Each time an attack targets the bearer, subtract 1 from the Hit roll.

Mutagenic Flames

The warpflame of Tzeentch is fuelled by sanity and soulstuff, and cannot be easily extinguished. Worse, it does not merely burn its victims, but instead distorts and mutates them in ever more hideous ways.

In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Stratagems

FATE SYPHONING
1CP
Pandaemoniac Inferno – Battle Tactic Stratagem
The daemons feed upon the raw potentiality that dances around strategically pivotal locations in order to sustain their corporeal manifestations.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TZEENTCH LEGIONES DAEMONICA unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, you can re-roll saving throws of 1 made for models in your unit.
FICKLE BLESSINGS
1CP
Pandaemoniac Inferno – Strategic Ploy Stratagem
Even the daemons of Tzeentch are not immune to the fundamentally unstable nature of their own magicks, which may twist and rupture their bodies as often as they lend terrible power.
WHEN: Your Shooting phase.

TARGET: One HORRORS unit from your army.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] and [HAZARDOUS] abilities.
ILLUSORY PRESENCE
1CP
Pandaemoniac Inferno – Strategic Ploy Stratagem
Enemies can never truly be sure that where the y daemons of Tzeentch are is where they really are.
WHEN: Your Shooting phase, just after a TZEENTCH LEGIONES DAEMONICA unit from your army has shot.

TARGET: That TZEENTCH unit.

EFFECT: Your unit can make a Normal move of up to D6".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
INSUBSTANTIAL ENTITIES
1CP
Pandaemoniac Inferno – Strategic Ploy Stratagem
Physical barriers are no obstacle to creatures that can will their desires into being with but a twist of their supernatural powers.
WHEN: Your Movement phase.

TARGET: One TZEENTCH LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.

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

Battleline
Fortifications

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

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

Fortifications

The SLAANESH and keywords are used in the following Chaos Daemons datasheets:

Battleline
Daemonic Pact

When the mortal servants of the Dark Gods march to war, the most favoured may find daemonic entities accompanying them.

If every model from your army has the CHAOS keyword, you can include units in your army, even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points cost of such units you can include depends on your battle size, as shown below.

IncursionUp to 250 pts
Strike ForceUp to 500 pts
OnslaughtUp to 750 pts

None of these models can be your WARLORD, and they cannot be given Enhancements. In addition:
  • If your Army Faction is WORLD EATERS, you can only include KHORNE units using these rules.
  • If your Army Faction is THOUSAND SONS, you can only include TZEENTCH units using these rules.
  • If your Army Faction is DEATH GUARD, you can only include NURGLE units using these rules.
  • If your WARLORD is LUCIUS THE ETERNAL, you can only include SLAANESH units using these rules.

In addition, for each of the following keywords, the number of non-BATTLELINE units with that keyword you include in this way cannot be greater than the number of BATTLELINE units with that keyword you include in this way:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

The BATTLELINE keyword is used in the following Chaos Daemons datasheets:

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
The Shadow of Chaos

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish forces twist all that they touch, reshaping the landscape into bizarre forms while tormenting mortal beings to madness. To be embroiled in such tempests is to endure conditions utterly anathema to the fundamental laws of reality, provoking primal terror in even the most emotionless warriors.

If your Army Faction is , certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:
  • Your deployment zone is always within your army’s Shadow of Chaos.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

DAEMONIC MANIFESTATION

While a unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

DAEMONIC TERROR

While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds.

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.

The BLUE keyword is used in the following Chaos Daemons datasheets:

Warp Rifts
Daemonic Incursion Detachment

Daemonic legions tear through the fabric of realspace, malevolent entities flickering into being like phantasms from a nightmare. Worse still, as terror and panic take hold of their victims, so their mortal souls become ever easier prey for the entities pouring through from the warp.

Each time a unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within your army’s Shadow of Chaos, and/or if it is set up wholly within 6" of one or more friendly BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units with which it shares the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9".
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
INSANE BRAVERY
2CP
Boarding Action – Epic Deed Stratagem
To commit to battle within the claustrophobic corridors and gothic chambers of a void ship necessitates near-suicidal courage, or else sufficient fear of the consequences of refusal. To stand their ground against impossible odds during such a fight requires warriors to exhibit a kind of single-minded madness.
Use this Stratagem before you take a Morale test for a unit from your army. That test is automatically passed. You can only use this Stratagem once.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The INFANTRY and keywords are used in the following Chaos Daemons datasheets:

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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.

The INFANTRY, SLAANESH and keywords are used in the following Chaos Daemons datasheets:

Battleline
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Lithe Killers
Dread Carnival Detachment

The daemons of Slaanesh move with an unsettling grace, dancing through the blades and guns of their foes with a supernatural agility.

Each time a SLAANESH INFANTRY unit from your army makes a Normal, Advance or Fall Back move, models in that unit can move through other models as if they were not there. When doing so, for each SLAANESH model that moves through one or more enemy models, roll one D6: on a 1-2, that models unit suffers 1 mortal wound.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.

The HORRORS keyword is used in the following Chaos Daemons datasheets:

Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

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