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 DaemonsIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Legends Field Manual
  Legends Field ManualExpansion101.3March 2024
  Balance Dataslate
  Balance DataslateRulebook10January 2024January 2024
  Legends: Legiones Daemonica
  Legends: Legiones DaemonicaDatasheet10July 2023

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, 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, 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.


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.
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.

  • 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.
Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one 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 saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
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.

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

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

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.

  • 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.
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, 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.

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.

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