Chaos Daemons – Datasheets
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Characters


Be’lakor
(⌀100mm)
M
12"
T
10
Sv
4+
W
18
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Betraying Shades – witchfire [devastating wounds, ignores cover, psychic]
Betraying Shades – witchfire [devastating wounds, ignores cover, psychic]
18"
9
2+
5
-2
1
Betraying Shades – focused witchfire [devastating wounds, hazardous, ignores cover, psychic]
Betraying Shades – focused witchfire [devastating wounds, hazardous, ignores cover, psychic]
18"
12
2+
6
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Blade of Shadows – strike [lethal hits]
The Blade of Shadows – strike [lethal hits]
Melee
6
2+
14
-4
D6+1
The Blade of Shadows – sweep
The Blade of Shadows – sweep
Melee
14
2+
8
-3
1
WARGEAR OPTIONS
  • None

SHADOW FORM ABILITIES
Wreathed in Shadows (Aura, Psychic): While a friendly unit is within 6" of this model, that unit can only be targeted by a ranged attack if the attacking model is within 18".
Pall of Despair (Aura, Psychic): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 6" of this model, that unit must take a Battle-shock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds.
Shadow Lord (Aura, Psychic): While a friendly unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit.
ABILITIES
CORE: Deadly Demise D6, Deep Strike, Stealth
FACTION: The Shadow of Chaos
The Dark Master (Aura): The area of the battlefield within 6" of this model is considered to be within your army’s Shadow of Chaos.
Shadow Form: At the start of the battle round, select one Shadow Form ability (see left). Until the end of the battle round, this model has that ability.
UNIT COMPOSITION
  • 1 Be’lakor – EPIC HERO
This model is equipped with: Betraying Shades; the Blade of Shadows.
1 model
350
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: MONSTER, CHARACTER, FLY, EPIC HERO, PSYKER, CHAOS, DAEMON, BE’LAKOR
FACTION KEYWORDS:


Bloodmaster
(⌀40mm)
M
6"
T
4
Sv
5+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade of blood
Blade of blood
Melee
5
2+
6
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Bloodmaster: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.
A Gory Path: Each time this model’s unit Consolidates, it can move up to 6" instead of up to 3".
UNIT COMPOSITION
  • 1 Bloodmaster
This model is equipped with: blade of blood.
1 model
65
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, DAEMON, KHORNE, BLOODMASTER
FACTION KEYWORDS:


Bloodthirster
(⌀120 x 92mm)
M
12"
T
11
Sv
4+
W
18
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bloodflail [devastating wounds]
Bloodflail [devastating wounds]
12"
1
2+
16
-3
D6+1
Hellfire breath [ignores cover, torrent]
Hellfire breath [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Lash of Khorne
Lash of Khorne
12"
6
2+
8
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Axe of Khorne – strike
Axe of Khorne – strike
Melee
8
2+
14
-4
D6
Axe of Khorne – sweep
Axe of Khorne – sweep
Melee
16
2+
8
-2
1
Great axe of Khorne – strike
Great axe of Khorne – strike
Melee
7
2+
16
-4
D6+2
Great axe of Khorne – sweep
Great axe of Khorne – sweep
Melee
14
2+
10
-2
2
WARGEAR OPTIONS
  • This model’s great axe of Khorne can be replaced with 1 axe of Khorne and one of the following:
    • 1 bloodflail
    • 1 lash of Khorne

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Daemon Lord of Khorne (Aura): While a friendly KHORNE unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Relentless Carnage: At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Bloodthirster
This model is equipped with: hellfire breath; great axe of Khorne
1 model
320
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, FLY, CHAOS, DAEMON, KHORNE, BLOODTHIRSTER
FACTION KEYWORDS:


Changecaster
(⌀32mm)
M
6"
T
3
Sv
6+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arcane Fireball – witchfire [psychic]
Arcane Fireball – witchfire [psychic]
18"
3
3+
5
-1
D3
Arcane Fireball – focused witchfire [devastating wounds, hazardous, psychic]
Arcane Fireball – focused witchfire [devastating wounds, hazardous, psychic]
18"
3
3+
6
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Herald combat weapon [psychic]
Herald combat weapon [psychic]
Melee
3
4+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Changecaster: While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Storm of Mutating Sorcery (Psychic): In your Shooting phase, after this model has shot, select one enemy Infantry unit hit by one or more of those attacks. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Changecaster
This model is equipped with: Arcane Fireball; Herald combat weapon.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, DAEMON, TZEENTCH, CHANGECASTER
FACTION KEYWORDS:


Contorted Epitome
(⌀75 x 42mm)
M
9"
T
6
Sv
5+
W
8
Ld
7+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Coiled tentacles [extra attacks]
Coiled tentacles [extra attacks]
Melee
D6
4+
5
-1
2
Ravaging claws [devastating wounds]
Ravaging claws [devastating wounds]
Melee
8
2+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Swallow Energy (Psychic): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks.
Horrible Fascination(Psychic): At the start of your opponent’s Shooting phase, one PSYKER model from your army with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase.
UNIT COMPOSITION
  • 1 Contorted Epitome
This model is equipped with: coiled tentacles; ravaging claws.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, SLAANESH, CONTORTED EPITOME
FACTION KEYWORDS:


Daemon Prince Of Chaos
(⌀60mm)
M
8"
T
10
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
3
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

DAEMONIC ALLEGIANCE
Daemon Prince of Khorne: If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s hellforged weapons.
Daemon Prince of Tzeentch: If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of this model’s infernal cannon.
Daemon Prince of Nurgle: If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic.
Daemon Prince of Slaanesh: If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic.
ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: The Shadow of Chaos
Prince of Darkness (Aura): While a friendly unit is within 6" of this model, models in that unit have the Stealth ability.
Unholy Vigour: Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save.
UNIT COMPOSITION
  • 1 Daemon Prince of Chaos
This model is equipped with: infernal cannon; hellforged weapons.
1 model
200
DAEMONIC ALLEGIANCE
When you select this model to include in your army, you must select one of the following keywords for it to gain:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
The keyword you select will also affect some of this model’s characteristics, as stated overleaf.
KEYWORDS: MONSTER, CHARACTER, CHAOS, DAEMON, DAEMON PRINCE OF CHAOS
FACTION KEYWORDS:


Daemon Prince Of Chaos With Wings
(⌀60mm)
M
12"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
3
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

DAEMONIC ALLEGIANCE
Daemon Prince of Khorne: If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s hellforged weapons.
Daemon Prince of Tzeentch: If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of this model’s infernal cannon.
Daemon Prince of Nurgle: If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic.
Daemon Prince of Slaanesh: If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic.
ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: The Shadow of Chaos
Malefic Destruction: Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of this model’s hellforged weapons.
Harbinger of Death: Each time this model is selected to fight, select one of the following abilities. Until the end of the phase, this model’s hellforged weapons have that ability:
  • [LETHAL HITS]
  • [PRECISION]
  • [SUSTAINED HITS 1]
UNIT COMPOSITION
  • 1 Daemon Prince of Chaos with Wings
This model is equipped with: infernal cannon; hellforged weapons.
1 model
195
DAEMONIC ALLEGIANCE
When you select this model to include in your army, you must select one of the following keywords for it to gain:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
The keyword you select will also affect some of this model’s characteristics, as stated overleaf.
KEYWORDS: MONSTER, CHARACTER, FLY, CHAOS, DAEMON, DAEMON PRINCE OF CHAOS WITH WINGS
FACTION KEYWORDS:


Epidemius
(⌀60mm)
M
5"
T
5
Sv
6+
W
8
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Balesword and Nurgling attendants [lethal hits]
Balesword and Nurgling attendants [lethal hits]
Melee
D6+3
3+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Blessed by the Plague God: While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Tally of Pestilence: Keep a tally of how many enemy models are destroyed by NURGLE models from your army during the battle. At the start of your Command phase, if this tally is 7 or more, you gain 1CP and the tally is reset to 0.
UNIT COMPOSITION
  • 1 Epidemius – EPIC HERO
This model is equipped with: balesword and Nurgling attendants.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CHAOS, DAEMON, NURGLE, EPIDEMIUS
FACTION KEYWORDS:


Exalted Flamer
(⌀75 x 42mm)
M
9"
T
4
Sv
7+
W
6
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fire of Tzeentch – blue fire [ignores cover, psychic]
Fire of Tzeentch – blue fire [ignores cover, psychic]
18"
3
3+
9
-3
3
Fire of Tzeentch – pink fire [ignores cover, psychic, torrent]
Fire of Tzeentch – pink fire [ignores cover, psychic, torrent]
12"
2D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flamer mouths
Flamer mouths
Melee
4
4+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Blazing Warpfire (Psychic): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
Flames of Change (Psychic): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks, and roll one D6. On a 4+, until the end of your opponent’s next turn, that enemy unit is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
UNIT COMPOSITION
  • 1 Exalted Flamer
This model is equipped with: Fire of Tzeentch; Flamer mouths.
1 model
65
LEADER
This model can be attached to the following unit:
MANIFESTATION OF DESTRUCTION
This model cannot be your Warlord and cannot be given Enhancements.
KEYWORDS: INFANTRY, CHARACTER, FLY, CHAOS, DAEMON, TZEENTCH, EXALTED FLAMER
FACTION KEYWORDS:


Fateskimmer
(⌀120 x 92mm)
M
12"
T
7
Sv
6+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arcane Fireball – witchfire [psychic]
Arcane Fireball – witchfire [psychic]
18"
3
3+
5
-1
D3
Arcane Fireball – focused witchfire [devastating wounds, hazardous, psychic]
Arcane Fireball – focused witchfire [devastating wounds, hazardous, psychic]
18"
3
3+
6
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Herald combat weapon [psychic]
Herald combat weapon [psychic]
Melee
3
4+
4
-1
1
Screamer bites [extra attacks]
Screamer bites [extra attacks]
Melee
6
4+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Fateskimmer: While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Rider of the Immaterial Winds: Once per battle, at the end of your opponent’s turn, if this model’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves.
UNIT COMPOSITION
  • 1 Fateskimmer
This model is equipped with: Arcane Fireball; Herald combat weapon; Screamer bites.
1 model
105
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, FATESKIMMER
FACTION KEYWORDS:


Fluxmaster
(⌀60mm flying base)
M
12"
T
4
Sv
6+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arcane Fireball – witchfire [psychic]
Arcane Fireball – witchfire [psychic]
18"
3
3+
5
-1
D3
Arcane Fireball – focused witchfire [devastating wounds, hazardous, psychic]
Arcane Fireball – focused witchfire [devastating wounds, hazardous, psychic]
18"
3
3+
6
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Herald combat weapon [psychic]
Herald combat weapon [psychic]
Melee
3
4+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Fluxmaster: While this model is leading a unit, each time an attack is made against that unit, subtract 1 form the Hit roll.
Altered Reality (Psychic): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6.
UNIT COMPOSITION
  • 1 Fluxmaster
This model is equipped with: Arcane Fireball; Herald combat weapon.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED, CHARACTER, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, FLUXMASTER
FACTION KEYWORDS:


Great Unclean One
(⌀130mm)
M
7"
T
12
Sv
5+
W
20
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague flail
Plague flail
6"
D6+1
3+
7
-2
2
Putrid vomit [ignores cover, torrent]
Putrid vomit [ignores cover, torrent]
12"
D6+3
N/A
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bileblade [extra attacks, lethal hits]
Bileblade [extra attacks, lethal hits]
Melee
3
2+
6
-2
2
Bilesword – strike [lethal hits]
Bilesword – strike [lethal hits]
Melee
6
2+
8
-2
D6
Bilesword – sweep [lethal hits]
Bilesword – sweep [lethal hits]
Melee
12
2+
6
-1
1
Doomsday bell [lethal hits, Reverberating summons]
Doomsday bell [lethal hits, Reverberating summons]
Melee
6
2+
7
-1
2
Reverberating Summons: Each time a model is destroyed by this weapon, you can select one friendly PLAGUEBEARER’S unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit.
WARGEAR OPTIONS
  • This model’s plague flail can be replaced with 1 bileblade.
  • This model’s bilesword can be replaced with 1 doomsday bell.

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Daemon Lord of Nurgle (Aura): While a friendly NURGLE unit is within 6" of this model, models in that unit have the Feel No Pain 6+ ability.
Nurgle’s Rot (Psychic): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the Toughness characteristic of models in that unit.
UNIT COMPOSITION
  • 1 Great Unclean One
This model is equipped with: plague flail; putrid vomit; bilesword.
1 model
230
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, PSYKER, CHAOS, DAEMON, NURGLE, GREAT UNCLEAN ONE
FACTION KEYWORDS:


Horticulous Slimux
(⌀105 x 70mm)
M
6"
T
10
Sv
3+
W
10
Ld
7+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Acidic maw [devastating wounds, extra attacks]
Acidic maw [devastating wounds, extra attacks]
Melee
2
4+
7
-4
3
Lopping shears [lethal hits]
Lopping shears [lethal hits]
Melee
4
3+
6
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Beast Handler: While this model is leading a unit, you can re-roll Charge rolls made for that unit. In addition, once per battle, you can target that unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
Seed the Garden of Nurgle: At the end of your Movement phase, if this model is within an Area Terrain feature, until the end of the battle, that AREA TERRAIN feature is considered to be within your army’s Shadow of Chaos.
UNIT COMPOSITION
  • 1 Horticulous Slimux – EPIC HERO
This model is equipped with: acidic maw; lopping shears.
1 model
120
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, EPIC HERO, CHAOS, DAEMON, NURGLE, HORTICULOUS SLIMUX
FACTION KEYWORDS:


Infernal Enrapturess
(⌀60 x 35mm)
M
9"
T
3
Sv
7+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heartstring lyre – cacophonous melody [assault]
Heartstring lyre – cacophonous melody [assault]
18"
6
3+
6
0
1
Heartstring lyre – euphonic blast [assault]
Heartstring lyre – euphonic blast [assault]
24"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ravaging claws [devastating wounds]
Ravaging claws [devastating wounds]
Melee
5
2+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Harmonic Alignment: While this model is leading a unit, in your Command phase, you can return D3 destroyed Bodyguard models to that unit.
Discordant Disruption (Aura): While an enemy PSYKER unit is within 12" of this model, Psychic weapons equipped by models in that unit have the [HAZARDOUS] ability.
UNIT COMPOSITION
  • 1 Infernal Enrapturess
This model is equipped with: heartstring lyre; ravaging claws.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, DAEMON, SLAANESH, INFERNAL ENRAPTURESS
FACTION KEYWORDS:


Kairos Fateweaver
(⌀100mm)
M
12"
T
10
Sv
6+
W
20
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal Gateway – witchfire [blast, indirect fire, psychic]
Infernal Gateway – witchfire [blast, indirect fire, psychic]
24"
D6+3
2+
9
-2
D3
Infernal Gateway – focused witchfire [blast, indirect fire, hazardous, psychic]
Infernal Gateway – focused witchfire [blast, indirect fire, hazardous, psychic]
24"
D3+6
2+
9
-3
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of Tomorrow [psychic]
Staff of Tomorrow [psychic]
Melee
5
3+
8
-2
2D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
One Head Looks Forward (Aura): Each time you target a friendly TZEENTCH unit within 6" of this model with a Stratagem, roll one D6: if the result is greater than the current battle round number, you gain 1CP.
One Head Looks Back: Once per battle, after your opponent uses a Stratagem, this model can use this ability. If it does, until the end of the battle, each time your opponent uses that Stratagem, increase its cost to your opponent by 1CP.
UNIT COMPOSITION
  • 1 Kairos Fateweaver – EPIC HERO
This model is equipped with: Infernal Gateway; Staff of Tomorrow.
1 model
270
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, KAIROS FATEWEAVER
FACTION KEYWORDS:


Karanak
(⌀75 x 42mm)
M
12"
T
4
Sv
7+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Soul-rending fangs [precision]
Soul-rending fangs [precision]
Melee
6
2+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Pack Leader: While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.
Prey of the Blood God: At the start of the first battle round, select one enemy unit to be this model’s prey. Weapons equipped by models in this model’s unit have the [LETHAL HITS] ability when targeting this model’s prey. Each time this model’s prey is destroyed, select one new enemy unit to be this model’s prey.
WARGEAR ABILITIES
Collar of Khorne: The bearer has the Feel No Pain 3+ ability against Psychic Attacks.
UNIT COMPOSITION
  • 1 Karanak – EPIC HERO
This model is equipped with: soul-rending fangs; collar of Khorne.
1 model
65
LEADER
This model can be attached to the following unit:
KEYWORDS: BEAST, CHARACTER, EPIC HERO, CHAOS, DAEMON, KHORNE, KARANAK
FACTION KEYWORDS:


Keeper Of Secrets
(⌀100mm)
M
14"
T
10
Sv
5+
W
18
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Living whip [assault]
Living whip [assault]
12"
6
2+
6
-1
2
Phantasmagoria – witchfire [devastating wounds, psychic]
Phantasmagoria – witchfire [devastating wounds, psychic]
18"
6
2+
6
-2
1
Phantasmagoria – focused witchfire [devastating wounds, hazardous, psychic]
Phantasmagoria – focused witchfire [devastating wounds, hazardous, psychic]
18"
9
2+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ritual knife [extra attacks]
Ritual knife [extra attacks]
Melee
3
2+
6
-2
2
Snapping claws [devastating wounds, extra attacks]
Snapping claws [devastating wounds, extra attacks]
Melee
4
2+
6
-2
3
Witstealer sword
Witstealer sword
Melee
6
2+
8
-2
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • Living whip
    • Ritual knife
    • Shining aegis

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Daemon Lord of Slaanesh (Aura): While a friendly SLAANESH unit is within 6" of this model, improve the Armour Penetration of melee weapons in that unit by 1.
Mesmerising Form: Each time an attack targets this model, subtract 1 from the Hit roll.
WARGEAR ABILITIES
Shining Aegis: The bearer has the Feel No Pain 5+ ability.
UNIT COMPOSITION
  • 1 Keeper of Secrets
This model is equipped with: Phantasmagoria; snapping claws; witstealer sword.
1 model
290
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, PSYKER, CHAOS, DAEMON, SLAANESH, KEEPER OF SECRETS
FACTION KEYWORDS:


Lord Of Change
(⌀100mm)
M
12"
T
10
Sv
6+
W
18
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rod of sorcery [psychic]
Rod of sorcery [psychic]
12"
6
2+
8
-1
D3
Bolt of Change – witchfire [psychic]
Bolt of Change – witchfire [psychic]
18"
9
2+
9
-1
1
Bolt of Change – focused witchfire [hazardous, psychic]
Bolt of Change – focused witchfire [hazardous, psychic]
18"
9
2+
9
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Baleful sword [extra attacks]
Baleful sword [extra attacks]
Melee
3
3+
7
-2
3
Staff of Tzeentch [psychic]
Staff of Tzeentch [psychic]
Melee
5
3+
6
-1
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 rod of sorcery
    • 1 baleful sword

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Daemon Lord of Tzeentch (Aura): While a friendly TZEENTCH unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.
Master of Magicks (Psychic): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability.
UNIT COMPOSITION
  • 1 Lord of Change
This model is equipped with: Bolt of Change; staff of Tzeentch.
1 model
260
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, LORD OF CHANGE
FACTION KEYWORDS:


Poxbringer
(⌀32mm)
M
5"
T
5
Sv
7+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Foul balesword [lethal hits]
Foul balesword [lethal hits]
Melee
4
3+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Feel No Pain 5+, Leader
FACTION: The Shadow of Chaos
Poxbringer: While this model is leading a unit, each time a model in that unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
Feculent Despair (Aura, Psychic): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Poxbringer
This model is equipped with: foul balesword.
1 model
55
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, DAEMON, NURGLE, POXBRINGER
FACTION KEYWORDS:


Rendmaster On Blood Throne
(⌀120 x 92mm)
M
8"
T
9
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Attendants’ hellblades [extra attacks]
Attendants’ hellblades [extra attacks]
Melee
4
3+
5
-2
2
Blade of blood
Blade of blood
Melee
5
2+
6
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Blood Throne: At the start of the Fight phase, select one enemy unit within 18" of and visible to this model. Until the end of the phase, each time a friendly KHORNE unit makes an attack that targets that unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1.
Champion Slayer: Each time this model makes a melee attack that targets a CHARACTER or MONSTER unit, you can re-roll the Wound roll. Each time this model destroys an enemy CHARACTER or MONSTER unit, this model regains up to D6 lost wounds.
UNIT COMPOSITION
  • 1 Rendmaster on Blood Throne
This model is equipped with: attendants’ hellblades; blade of blood.
1 model
150
KEYWORDS: MOUNTED, CHARACTER, CHAOS, DAEMON, KHORNE, RENDMASTER ON BLOOD THRONE
FACTION KEYWORDS:


Rotigus
(⌀130mm)
M
7"
T
12
Sv
5+
W
22
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Streams of brackish filth [devastating wounds, ignores cover, torrent]
Streams of brackish filth [devastating wounds, ignores cover, torrent]
12"
2D6
N/A
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gnarlrod – strike [lethal hits, psychic]
Gnarlrod – strike [lethal hits, psychic]
Melee
7
2+
8
-3
3
Gnarlrod – sweep [lethal hits, psychic]
Gnarlrod – sweep [lethal hits, psychic]
Melee
14
2+
7
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Virulent Blessing (Psychic): At the start of the Fight phase, you can select one enemy unit within 18" and visible to this model. Until the end of the phase, each time an attack made by a NURGLE model is allocated to a model in that unit, add 1 to the Damage characteristic of that attack.
Deluge of Nurgle (Aura): While an enemy unit is within 6" of this model, halve the Move and Objective Control characteristics of models in that unit.
UNIT COMPOSITION
  • 1 Rotigus – EPIC HERO
This model is equipped with: streams of brackish filth; gnarlrod.
1 model
230
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, PSYKER, CHAOS, DAEMON, NURGLE, ROTIGUS
FACTION KEYWORDS:


Shalaxi Helbane
(⌀100mm)
M
14"
T
10
Sv
5+
W
20
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lash of Slaanesh [assault]
Lash of Slaanesh [assault]
12"
6
2+
6
-1
2
Pavane of Slaanesh – witchfire [devastating wounds, psychic]
Pavane of Slaanesh – witchfire [devastating wounds, psychic]
18"
D6
2+
9
-1
D3
Pavane of Slaanesh – focused witchfire [hazardous, devastating wounds, psychic, sustained hits 3]
Pavane of Slaanesh – focused witchfire [hazardous, devastating wounds, psychic, sustained hits 3]
18"
D6
2+
9
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Snapping claws [devastating wounds, extra attacks]
Snapping claws [devastating wounds, extra attacks]
Melee
4
2+
6
-2
3
Soulpiercer [precision]
Soulpiercer [precision]
Melee
6
2+
14
-3
D6+2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike, Feel No Pain 5+
FACTION: The Shadow of Chaos
Cloak of Constriction: At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, subtract 1 from the Attacks characteristic of melee weapons equipped by that unit.
Monarch of the Hunt: Each time this model declares a charge that targets a MONSTER, VEHICLE or CHARACTER unit, you can re-roll the Charge roll. Each time this model makes a melee attack that targets a MONSTER, VEHICLE or CHARACTER unit, you can re-roll the Hit roll, the Wound roll and the Damage roll.
UNIT COMPOSITION
  • 1 Shalaxi Helbane – EPIC HERO
This model is equipped with: lash of Slaanesh; Pavane of Slaanesh; snapping claws; soulpiercer.
1 model
450
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, PSYKER, CHAOS, DAEMON, SLAANESH, SHALAXI HELBANE
FACTION KEYWORDS:


Skarbrand
(⌀100mm)
M
8"
T
11
Sv
4+
W
20
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bellow of endless fury [ignores cover, torrent]
Bellow of endless fury [ignores cover, torrent]
12"
2D6
N/A
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Slaughter and Carnage – strike
Slaughter and Carnage – strike
Melee
8
2+
16
-4
6
Slaughter and Carnage – sweep
Slaughter and Carnage – sweep
Melee
16
2+
8
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Rage Embodied (Aura): While a friendly KHORNE unit (excluding MONSTERS and VEHICLES) is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
Murderlust (Aura): While a unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.
UNIT COMPOSITION
  • 1 Skarbrand – EPIC HERO
This model is equipped with: bellow of endless fury; Slaughter and Carnage.
1 model
305
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, add 2 to the Attacks characteristic of this model’s Slaughter and Carnage.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, CHAOS, DAEMON, KHORNE, SKARBRAND
FACTION KEYWORDS:


Skullmaster
(⌀60mm)
M
10"
T
7
Sv
4+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade of blood
Blade of blood
Melee
5
2+
6
-2
3
Juggernaut’s bladed horn [extra attacks, lance]
Juggernaut’s bladed horn [extra attacks, lance]
Melee
4
4+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Skullmaster’s Fury: While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, Juggernaut’s bladed horns equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
Devastating Charge: Each time this model’s unit ends a Charge move, each enemy unit within Engagement Range of that unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Skullmaster
This model is equipped with: blade of blood; Juggernaut’s bladed horn.
1 model
100
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, CHAOS, DAEMON, KHORNE, SKULLMASTER
FACTION KEYWORDS:


Skulltaker
(⌀40mm)
M
6"
T
4
Sv
4+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Slayer Sword [devastating wounds, precision]
The Slayer Sword [devastating wounds, precision]
Melee
6
2+
6
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Lord of Decapitations: While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
Skulls for Khorne: Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model destroys an enemy Character unit, you gain 1CP.
UNIT COMPOSITION
  • 1 Skulltaker – EPIC HERO
This model is equipped with: the Slayer Sword.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CHAOS, DAEMON, KHORNE, SKULLTAKER
FACTION KEYWORDS:


Sloppity Bilepiper
(⌀32mm)
M
5"
T
5
Sv
7+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Marotter [lethal hits]
Marotter [lethal hits]
Melee
4
3+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Jolly Gutpipes: While this model is leading a unit, add 1 to the Move characteristic of models in that unit and you can re-roll Advance rolls made for that unit.
Disease of Mirth (Aura): At the start of the Fight phase, every enemy unit (excluding MONSTERS and VEHICLES) within 6" of this model must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Sloppity Bilepiper
This model is equipped with: marotter.
1 model
55
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, DAEMON, NURGLE, SLOPPITY BILEPIPER
FACTION KEYWORDS:


Spoilpox Scrivener
(⌀40mm)
M
5"
T
5
Sv
7+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Disgusting sneezes [pistol, torrent]
Disgusting sneezes [pistol, torrent]
6"
D6
N/A
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plaguesword and distended maw [lethal hits]
Plaguesword and distended maw [lethal hits]
Melee
6
3+
5
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Keep Counting!: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Meet Your Quota!: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
UNIT COMPOSITION
  • 1 Spoilpox Scrivener
This model is equipped with: disgusting sneezes; plaguesword and distended maw.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, DAEMON, NURGLE, SPOILPOX SCRIVENER
FACTION KEYWORDS:


Syll’esske
(⌀50mm)
M
9"
T
6
Sv
6+
W
9
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cacophonic choir – witchfire [devastating wounds, ignores cover, psychic, torrent]
Cacophonic choir – witchfire [devastating wounds, ignores cover, psychic, torrent]
12"
D6
N/A
6
-1
1
Cacophonic choir – focused witchfire [psychic, hazardous, ignores cover, devastating wounds, torrent]
Cacophonic choir – focused witchfire [psychic, hazardous, ignores cover, devastating wounds, torrent]
12"
2D6
N/A
6
-1
1
Scourging whip [assault]
Scourging whip [assault]
9"
6
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Axe of Dominion
Axe of Dominion
Melee
6
3+
7
-2
3
Scourging whip [extra attacks]
Scourging whip [extra attacks]
Melee
6
2+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Prince of Slaanesh: While this model is leading a unit, each time a model in that unit makes a melee attack, a successful unmodified Wound roll of 5+ scores a Critical Wound.
Delightful Agonies: The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
UNIT COMPOSITION
  • 1 Syll’Esske – EPIC HERO
This model is equipped with: Cacophonic Choir; scourging whip; Axe of Dominion.
1 model
120
LEADER
This model can be attached to the following unit:
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, PSYKER, CHAOS, DAEMON, SLAANESH, SYLL’ESSKE
FACTION KEYWORDS:


The Blue Scribes
(⌀60mm flying base)
M
12"
T
4
Sv
6+
W
6
Ld
8+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Sharp quills [anti-psyker 2+]
Sharp quills [anti-psyker 2+]
Melee
4
5+
2
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Lone Operative
FACTION: The Shadow of Chaos
P’tarix’s Sorcerous Syphon (Aura): While an enemy unit is within 12" of this model, each time a model in that unit makes a Psychic Attack, subtract 1 from the Wound roll.
Xirat’p’s Sorcerous Barrages (Psychic): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 The Blue Scribes – EPIC HERO
This model is equipped with: sharp quills.
1 model
75
KEYWORDS: MOUNTED, CHARACTER, EPIC HERO, FLY, CHAOS, DAEMON, TZEENTCH, THE BLUE SCRIBES
FACTION KEYWORDS:


The Changeling
(⌀40mm)
M
6"
T
3
Sv
7+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal Flames – witchfire [ignores cover, psychic, torrent]
Infernal Flames – witchfire [ignores cover, psychic, torrent]
12"
D6
N/A
6
-1
1
Infernal Flames – focused witchfire [ignores cover, hazardous, psychic, torrent]
Infernal Flames – focused witchfire [ignores cover, hazardous, psychic, torrent]
12"
D6+3
N/A
6
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Trickster’s Staff [psychic]
The Trickster’s Staff [psychic]
Melee
3
4+
4
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Lone Operative, Stealth
FACTION: The Shadow of Chaos
Formless Horror: Each time an enemy unit wishes to select this model as the target of an attack, that unit must first take a Battle-shock test. If that test is failed, in addition to being Battle-shocked, that enemy unit cannot target this model this phase.
Mischief and Confusion: At the start of your opponent’s Shooting phase, select one enemy unit within 12" of and visible to this model and roll one D6: on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase.
UNIT COMPOSITION
  • 1 The Changeling – EPIC HERO
This model is equipped with: Infernal Flames; the Trickster’s Staff.
1 model
90
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, CHAOS, DAEMON, TZEENTCH, THE CHANGELING
FACTION KEYWORDS:


The Masque Of Slaanesh
(⌀32mm)
M
9"
T
3
Sv
7+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Serrated claws [devastating wounds]
Serrated claws [devastating wounds]
Melee
6
2+
4
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Fights First, Lone Operative
FACTION: The Shadow of Chaos
The Eternal Dance: At the start of the Fight phase, select one enemy unit within 6" of this model. Until the end of the phase:
  • Each time a friendly SLAANESH model makes a melee attack that targets that enemy unit, add 1 to the Wound roll.
  • Each time a model in that enemy unit makes a melee attack, subtract 1 from the Wound roll.
Dazzling Acrobatics: This model is eligible to declare a charge in a turn in which it Advanced or Fell Back.
UNIT COMPOSITION
  • 1 The Masque of Slaanesh – EPIC HERO
This model is equipped with: serrated claws.
1 model
85
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, FLY, CHAOS, DAEMON, SLAANESH, THE MASQUE OF SLAANESH
FACTION KEYWORDS:


Tormentbringer On Exalted Seeker Chariot
(⌀120 x 92mm)
M
14"
T
6
Sv
5+
W
12
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lashes of torment [anti-infantry 3+, assault, pistol]
Lashes of torment [anti-infantry 3+, assault, pistol]
6"
6
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Exalted Seeker tongues [extra attacks, lethal hits]
Exalted Seeker tongues [extra attacks, lethal hits]
Melee
8
4+
4
0
1
Ravaging claws [devastating wounds]
Ravaging claws [devastating wounds]
Melee
15
3+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Tormentbringer (Aura): While a friendly SLAANESH unit is within 6" of this model, melee weapons in that unit have the [SUSTAINED HITS 1] ability.
Hysterical Frenzy (Psychic): Once per Fight phase, just after an enemy unit selects a SLAANESH unit from your army as a target, one friendly PSYKER that is within 6" of that SLAANESH unit and has this ability can use it. If it does, until the end of the phase, each time a model in that SLAANESH unit is destroyed, roll one D6: on a 4+, do not remove it from play. That model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
UNIT COMPOSITION
  • 1 Tormentbringer on Exalted Seeker Chariot
This model is equipped with: lashes of torment; Exalted Seeker tongues; ravaging claws.
1 model
140
KEYWORDS: MOUNTED, CHARACTER, PSYKER, CHAOS, DAEMON, SLAANESH, TORMENTBRINGER ON EXALTED SEEKER CHARIOT
FACTION KEYWORDS:


Tranceweaver
(⌀25mm)
M
9"
T
3
Sv
7+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ravaging claws [devastating wounds]
Ravaging claws [devastating wounds]
Melee
6
2+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: The Shadow of Chaos
Tranceweaver: While this model is leading a unit, models in that unit have the Fights First ability.
Symphony of Pain (Psychic): At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12" of this model. Until the end of the turn, each time a SLAANESH model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Tranceweaver
This model is equipped with: ravaging claws.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, DAEMON, SLAANESH, TRANCEWEAVER
FACTION KEYWORDS:


Aetaos'rau'keres
(⌀130mm)
M
12"
T
10
Sv
6+
W
24
Ld
6+
OC
6
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt of Tzeentch – focused witchfire [hazardous, psychic]
Bolt of Tzeentch – focused witchfire [hazardous, psychic]
24"
9
2+
10
-2
D3
Bolt of Tzeentch – witchfire [psychic]
Bolt of Tzeentch – witchfire [psychic]
24"
9
2+
10
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of cataclysm [psychic]
Staff of cataclysm [psychic]
Melee
6
3+
8
-2
3
Warpfire talons [psychic]
Warpfire talons [psychic]
Melee
12
3+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Emissary of the Great Mutator (Aura): While a friendly TZEENTCH unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit.
Master of Magicks (Psychic): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s ranged weapon has that ability.
UNIT COMPOSITION
  • 1 Aetaos'rau'keres – EPIC HERO
This model is equipped with: Bolt of Tzeentch; staff of cataclysm; warpfire talons.
1 model
315
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, TITANIC, TOWERING, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, AETAOS'RAU'KERES
FACTION KEYWORDS:


An'ggrath The Unbound
(⌀130mm)
M
12"
T
11
Sv
4+
W
24
Ld
6+
OC
6
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bloodlash
Bloodlash
12"
9
2+
8
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Axe of Khorne – strike
Axe of Khorne – strike
Melee
8
2+
16
-4
D6+2
Axe of Khorne – sweep
Axe of Khorne – sweep
Melee
16
2+
10
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2, Deep Strike
FACTION: The Shadow of Chaos
Emissary of the Blood God (Aura): While a friendly KHORNE unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit.
Relentless Carnage: At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 An'ggrath the Unbound – EPIC HERO
This model is equipped with: bloodlash; axe of Khorne.
1 model
415
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, TITANIC, TOWERING, CHAOS, DAEMON, KHORNE, AN'GGRATH THE UNBOUND
FACTION KEYWORDS:


Herald Of Slaanesh On Steed Of Slaanesh
(⌀60 x 35mm)
M
14"
T
4
Sv
7+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lashing tongue [extra attacks, lethal hits]
Lashing tongue [extra attacks, lethal hits]
Melee
2
4+
4
0
1
Ravaging claws [devastating wounds]
Ravaging claws [devastating wounds]
Melee
6
2+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader, Scouts 9"
FACTION: The Shadow of Chaos
Lethal Caress: While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1.
Symphony of Pain (Psychic): At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12" of this model. Until the end of the turn, each time a SLAANESH model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Herald of Slaanesh on Steed of Slaanesh
This model is equipped with: lashing tongue; ravaging claws.
1 model
70
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, PSYKER, CHAOS, DAEMON, SLAANESH, HERALD OF SLAANESH
FACTION KEYWORDS:


Scabeiathrax The Bloated
(⌀Use model)
M
7"
T
12
Sv
5+
W
22
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Putrid vomit [ignores cover, torrent]
Putrid vomit [ignores cover, torrent]
6"
D6+3
N/A
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade of decay – Strike [lethal hits]
Blade of decay – Strike [lethal hits]
Melee
7
2+
9
-2
D6
Blade of decay – Sweep [lethal hits]
Blade of decay – Sweep [lethal hits]
Melee
14
2+
7
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike, Feel No Pain 6+
FACTION: The Shadow of Chaos
Emissary of the Plague God (Aura): While a friendly NURGLE unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit.
Nurgle’s Rot (Psychic): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the Toughness characteristic of models in that unit.
UNIT COMPOSITION
  • 1 Scabeiathrax the Bloated – EPIC HERO
This model is equipped with: putrid vomit; blade of decay.
1 model
275
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, PSYKER, CHAOS, DAEMON, NURGLE, SCABEIATHRAX THE BLOATED
FACTION KEYWORDS:


Zarakynel
(⌀105 x 70mm)
M
14"
T
10
Sv
5+
W
20
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Phantasmagoria – focused witchfire [devastating wounds, hazardous, psychic]
Phantasmagoria – focused witchfire [devastating wounds, hazardous, psychic]
18"
9
2+
6
-2
1
Phantasmagoria – witchfire [devastating wounds, psychic]
Phantasmagoria – witchfire [devastating wounds, psychic]
18"
6
2+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Snapping claws [devastating wounds, extra attacks]
Snapping claws [devastating wounds, extra attacks]
Melee
4
2+
6
-2
3
Souleater blade
Souleater blade
Melee
6
2+
9
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: The Shadow of Chaos
Emissary of the Prince of Excess (Aura): While a friendly SLAANESH unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit.
Mesmerising Form: Each time an attack targets this model, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Zarakynel – EPIC HERO
This model is equipped with: Phantasmagoria; snapping claws; souleater blade.
1 model
320
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, PSYKER, CHAOS, DAEMON, SLAANESH, ZARAKYNEL
FACTION KEYWORDS:

Battleline


Bloodletters
(⌀32mm)
M
6"
T
4
Sv
7+
W
1
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellblade
Hellblade
Melee
2
3+
5
-2
2
WARGEAR OPTIONS
  • 1 Bloodletter that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Bloodletter that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Blood Begets Blood: Each time a model in this unit makes a melee attack, re-roll a Wound roll of 1. If that attack targets a unit that is Below Half-strength, you can re-roll the Wound roll instead.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Bloodreaper
  • 9 Bloodletters
Every model is equipped with: hellblade.
10 models
120
KEYWORDS: INFANTRY, BATTLELINE, CHAOS, DAEMON, KHORNE, BLOODLETTERS
FACTION KEYWORDS:


Blue Horrors
(⌀25mm)
M
6"
T
3
Sv
8+
W
1
Ld
8+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Coruscating Blue Flames [psychic]
Coruscating Blue Flames [psychic]
18"
2
4+
3
-1
1
Coruscating Yellow Flames [psychic]
Coruscating Yellow Flames [psychic]
18"
2
5+
2
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blue claws
Blue claws
Melee
1
5+
3
0
1
Yellow claws
Yellow claws
Melee
2
5+
2
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Infiltrators
FACTION: The Shadow of Chaos
Split: Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one BRIMSTONE HORROR model to this unit.
Cackling Horrors (Aura): While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that enemy unit by 1.
Exploding Horrors: Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 10 Blue Horrors
Every Blue Horror is equipped with: Coruscating Blue Flames; blue claws.

Every Brimstone Horror added to this unit using the Split ability is equipped with: Coruscating Yellow Flames; yellow claws.
10 models
125
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, DAEMON, TZEENTCH, HORRORSBLUE HORRORS: BLUEBRIMSTONE HORRORS: BRIMSTONE
FACTION KEYWORDS:


Daemonettes
(⌀25mm)
M
9"
T
3
Sv
7+
W
1
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Slashing claws [devastating wounds]
Slashing claws [devastating wounds]
Melee
3
3+
4
-1
1
WARGEAR OPTIONS
  • 1 Daemonette that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Daemonette that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Swift-taloned Slaughter: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Alluress
  • 9 Daemonettes
Every model is equipped with: slashing claws.
10 models
110
KEYWORDS: INFANTRY, BATTLELINE, CHAOS, DAEMON, SLAANESH, DAEMONETTES
FACTION KEYWORDS:


Nurglings
(⌀40mm)
M
5"
T
3
Sv
7+
W
4
Ld
8+
OC
0
INVULNERABLE SAVE
6+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Diseased claws and teeth [lethal hits]
Diseased claws and teeth [lethal hits]
Melee
4
5+
2
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Infiltrators
FACTION: The Shadow of Chaos
Mischief Makers (Aura): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 3-9 Nurgling Swarms
Every model is equipped with: diseased claws and teeth.
3 models
40
6 models
80
9 models
120
KEYWORDS: SWARM, BATTLELINE, CHAOS, DAEMON, NURGLE, NURGLINGS
FACTION KEYWORDS:


Pink Horrors
M
6"
T
3
Sv
7+
W
1
Ld
7+
OC
2
PINK HORROR(⌀32mm)
INVULNERABLE SAVE
4+
6"
3
7+
1
8+
1
BLUE HORROR/BRIMSTONE HORROR(⌀25mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Coruscating Pink Flames [psychic]
Coruscating Pink Flames [psychic]
18"
2
3+
4
-1
1
Coruscating Blue Flames [psychic]
Coruscating Blue Flames [psychic]
18"
2
4+
3
-1
1
Coruscating Yellow Flames [psychic]
Coruscating Yellow Flames [psychic]
18"
2
5+
2
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Pink claws
Pink claws
Melee
1
4+
3
0
1
Blue claws
Blue claws
Melee
1
5+
3
0
1
Yellow claws
Yellow claws
Melee
2
5+
2
0
1
WARGEAR OPTIONS
  • 1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Split: Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 10 Pink Horrors
Every Pink Horror is equipped with: Coruscating Pink Flames; pink claws.

Every Blue Horror added to this unit using the Split ability is equipped with: Coruscating Blue Flames; blue claws.

Every Brimstone Horror added to this unit using the Split ability is equipped with: Coruscating Yellow Flames; yellow claws.
10 models
140
HORRORS ARE PINK. HORRORS ARE BLUE. WHEREONCE THERE WAS ONE, NOW THERE ARE TWO.
If, at any point, this unit contains no PINK HORROR models, use the BLUE HORRORS datasheet for this unit.

Designer’s Note: While this unit contains one or more PINK HORROR models, the Cackling Horrors and Exploding Horrors abilities from the BLUE HORRORS datasheet do not apply to this unit.
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, DAEMON, TZEENTCH, HORRORSPINK HORRORS: PINKBLUE HORRORS: BLUEBRIMSTONE HORRORS: BRIMSTONE
FACTION KEYWORDS:


Plaguebearers
(⌀32mm)
M
5"
T
5
Sv
7+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plaguesword [lethal hits]
Plaguesword [lethal hits]
Melee
2
3+
4
-1
1
WARGEAR OPTIONS
  • 1 Plaguebearer that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Plaguebearer that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Infected Outbreak: If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker 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.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Plagueridden
  • 9 Plaguebearers
Every model is equipped with: plaguesword.
10 models
110
KEYWORDS: INFANTRY, BATTLELINE, CHAOS, DAEMON, NURGLE, PLAGUEBEARERS
FACTION KEYWORDS:

Fortifications


Feculent Gnarlmaw
(⌀Use model)
M
-
T
9
Sv
4+
W
9
Ld
7+
OC
0
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators
FACTION: The Shadow of Chaos
Shroud of Flies (Aura): While a friendly NURGLE unit is within 6" of this FORTIFICATION, models in that unit have the Stealth ability.
Diseased Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit so not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Feculent Gnarlmaw
This model is equipped with: nothing.
1 model
100
KEYWORDS: FORTIFICATION, CHAOS, DAEMON, NURGLE, FECULENT GNARLMAW
FACTION KEYWORDS:


Skull Altar
(⌀Use model)
M
-
T
12
Sv
3+
W
10
Ld
7+
OC
0
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators
FACTION: The Shadow of Chaos
Shadow of Khorne (Aura): The area of the battlefield within 6" of this FORTIFICATION is considered to be within your army’s Shadow of Chaos. In addition, while a friendly KHORNE unit is within 6" of this FORTIFICATION, each time you take a Battle-shock test for that unit, you can re-roll that test.
Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit so not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Skull Altar
This model is equipped with: nothing.
1 model
105
KEYWORDS: FORTIFICATION, CHAOS, DAEMON, KHORNE, SKULL ALTAR
FACTION KEYWORDS:

Other


Beasts Of Nurgle
(⌀60mm)
M
6"
T
9
Sv
6+
W
7
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Putrid appendages [devastating wounds]
Putrid appendages [devastating wounds]
Melee
6
4+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Deep Strike
FACTION: The Shadow of Chaos
Grotesque Regeneration: At the end of each phase, if a Beasts of Nurgle model in this unit has lost any wounds but is not destroyed, that model regains all of its lost wounds.
UNIT COMPOSITION
  • 1-2 Beasts of Nurgle
Every model is equipped with: putrid appendages.
1 model
70
2 models
140
KEYWORDS: BEAST, CHAOS, DAEMON, NURGLE, BEASTS OF NURGLE
FACTION KEYWORDS:


Bloodcrushers
(⌀90 x 52mm)
M
10"
T
7
Sv
4+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellblade
Hellblade
Melee
2
3+
5
-2
2
Juggernaut’s bladed horn [extra attacks, lance]
Juggernaut’s bladed horn [extra attacks, lance]
Melee
4
4+
6
-1
1
WARGEAR OPTIONS
  • 1 Bloodcrusher that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Bloodcrusher that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Brass Stampede: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers D3 mortal wounds.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Bloodhunter
  • 2-5 Bloodcrushers
Every model is equipped with: hellblade; Juggernaut’s bladed horn.
3 models
110
6 models
220
KEYWORDS: MOUNTED, CHAOS, DAEMON, KHORNE, BLOODCRUSHERS
FACTION KEYWORDS:


Burning Chariot
(⌀120 x 92mm)
M
12"
T
8
Sv
7+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fire of Tzeentch – blue fire [ignores cover, psychic]
Fire of Tzeentch – blue fire [ignores cover, psychic]
18"
3
3+
9
-3
3
Fire of Tzeentch – pink fire [ignores cover, psychic, torrent]
Fire of Tzeentch – pink fire [ignores cover, psychic, torrent]
12"
2D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flamer mouths
Flamer mouths
Melee
6
4+
5
0
1
Screamer bites [extra attacks]
Screamer bites [extra attacks]
Melee
6
4+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Eldritch Flames (Psychic): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1 Burning Chariot
This model is equipped with: Fire of Tzeentch; Flamer mouths; Screamer bites.
1 model
115
KEYWORDS: MOUNTED, FLY, CHAOS, DAEMON, TZEENTCH, BURNING CHARIOT
FACTION KEYWORDS:


Exalted Seeker Chariot
(⌀120 x 92mm)
M
14"
T
6
Sv
5+
W
12
Ld
7+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lashes of torment [anti-infantry 3+, assault, pistol]
Lashes of torment [anti-infantry 3+, assault, pistol]
6"
6
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Exalted Seeker tongues [extra attacks, lethal hits]
Exalted Seeker tongues [extra attacks, lethal hits]
Melee
8
4+
4
0
1
Slashing claws [devastating wounds]
Slashing claws [devastating wounds]
Melee
14
3+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Infernal Engines of Torment: In the Fight phase, after this model has finished making its attacks, if one or more enemy units were destroyed as a result of those attacks, every enemy unit within 6" of this model must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Exalted Seeker Chariot
This model is equipped with: lashes of torment; Exalted Seeker tongues; slashing claws.
1 model
115
KEYWORDS: MOUNTED, CHAOS, DAEMON, SLAANESH, EXALTED SEEKER CHARIOT
FACTION KEYWORDS:


Fiends
(⌀75 x 42mm)
M
12"
T
5
Sv
7+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Barbed tail and dissecting claws [devastating wounds]
Barbed tail and dissecting claws [devastating wounds]
Melee
5
3+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Soporific Musk (Aura): While an enemy unit (excluding VEHICLE and TITANIC units) is within 6" of this unit, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll, and each time a model in that enemy unit takes a Desperate Escape test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Blissbringer
  • 2-5 Fiends
Every model is equipped with: barbed tail and dissecting claws.
3 models
120
6 models
240
KEYWORDS: BEAST, CHAOS, DAEMON, SLAANESH, FIENDS
FACTION KEYWORDS:


Flamers
(⌀32mm)
M
9"
T
4
Sv
7+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flickering Flames [ignores cover, psychic, torrent]
Flickering Flames [ignores cover, psychic, torrent]
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flamer mouths
Flamer mouths
Melee
3
4+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Bounding Leaps: This unit is eligible to shoot in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Pyrocaster
  • 2-5 Flamers
Every model is equipped with: Flickering Flames; Flamer mouths.
3 models
75
6 models
150
KEYWORDS: INFANTRY, FLY, CHAOS, DAEMON, TZEENTCH, FLAMERS
FACTION KEYWORDS:


Flesh Hounds
(⌀60 x 35mm)
M
12"
T
4
Sv
7+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burning roar [ignores cover, torrent]
Burning roar [ignores cover, torrent]
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gore-drenched fangs
Gore-drenched fangs
Melee
3
3+
5
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Pouncing Hunters: You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
WARGEAR ABILITIES
Collar of Khorne: The bearer has the Feel No Pain 3+ ability against Psychic Attacks.
UNIT COMPOSITION
  • 1 Gore Hound
  • 4-9 Flesh Hounds
The Gore Hound is equipped with: burning roar; gore-drenched fangs; collar of Khorne.

Every Flesh Hound is equipped with: gore-drenched fangs; collar of Khorne.
5 models
70
10 models
140
KEYWORDS: BEAST, CHAOS, DAEMON, KHORNE, FLESH HOUNDS
FACTION KEYWORDS:


Hellflayer
(⌀120 x 92mm)
M
14"
T
6
Sv
5+
W
7
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lashes of torment [anti-infantry 3+, assault, pistol]
Lashes of torment [anti-infantry 3+, assault, pistol]
6"
6
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed axle [extra attacks]
Bladed axle [extra attacks]
Melee
6
3+
6
-1
2
Seeker tongues [extra attacks, lethal hits]
Seeker tongues [extra attacks, lethal hits]
Melee
4
4+
4
0
1
Slashing claws [devastating wounds]
Slashing claws [devastating wounds]
Melee
9
3+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Cutting Down the Foe: Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if that unit is an INFANTRY unit: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1-2 Hellflayers
Every model is equipped with: lashes of torment; bladed axle; Seeker tongues; slashing claws.
1 model
105
2 models
210
KEYWORDS: MOUNTED, CHAOS, DAEMON, SLAANESH, HELLFLAYER
FACTION KEYWORDS:


Plague Drones
(⌀60mm)
M
10"
T
8
Sv
6+
W
5
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Death’s heads [blast, lethal hits]
Death’s heads [blast, lethal hits]
12"
D3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Foul mouthparts [extra attacks, lethal hits]
Foul mouthparts [extra attacks, lethal hits]
Melee
2
4+
5
-1
2
Plaguesword [lethal hits]
Plaguesword [lethal hits]
Melee
2
3+
4
-1
1
WARGEAR OPTIONS
  • 1 Plague Drone that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Plague Drone that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Death’s Heads: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly NURGLE unit makes an attack that targets that unit, you can re-roll the Wound roll.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Plaguebringer
  • 2-5 Plague Drones
Every model is equipped with: death’s heads; foul mouthparts; plaguesword.
3 models
120
6 models
240
KEYWORDS: MOUNTED, FLY, CHAOS, DAEMON, NURGLE, PLAGUE DRONES
FACTION KEYWORDS:


Screamers
(⌀32mm flying base)
M
14"
T
4
Sv
6+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lamprey bite
Lamprey bite
Melee
3
4+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Slashing Dive: In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 3-6 Screamers
Every model is equipped with: lamprey bite.
3 models
75
6 models
150
KEYWORDS: BEAST, FLY, CHAOS, DAEMON, TZEENTCH, SCREAMERS
FACTION KEYWORDS:


Seeker Chariot
(⌀120 x 92mm)
M
14"
T
6
Sv
5+
W
7
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lashes of torment [anti-infantry 3+, assault, pistol]
Lashes of torment [anti-infantry 3+, assault, pistol]
6"
6
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Seeker tongues [extra attacks, lethal hits]
Seeker tongues [extra attacks, lethal hits]
Melee
4
4+
4
0
1
Slashing claws [devastating wounds]
Slashing claws [devastating wounds]
Melee
9
3+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Scythed Impact: Each time this unit makes a Charge move, until the end of the phase, melee weapons equipped by models in this unit have the [ANTI-INFANTRY 4+] ability.
UNIT COMPOSITION
  • 1-2 Seeker Chariots
Every model is equipped with: lashes of torment; Seeker tongues; slashing claws.
1 model
65
2 models
130
KEYWORDS: MOUNTED, CHAOS, DAEMON, SLAANESH, SEEKER CHARIOT
FACTION KEYWORDS:


Seekers
(⌀60 x 35mm)
M
14"
T
4
Sv
7+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lashing tongue [extra attacks, lethal hits]
Lashing tongue [extra attacks, lethal hits]
Melee
2
4+
4
0
1
Slashing claws [devastating wounds]
Slashing claws [devastating wounds]
Melee
3
3+
4
-1
1
WARGEAR OPTIONS
  • 1 Seeker that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Seeker that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike, Scouts 9"
FACTION: The Shadow of Chaos
Unholy Speed: You can re-roll Advance and Charge rolls made for this unit.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Heartseeker
  • 4-9 Seekers
Every model is equipped with: lashing tongue; slashing claws.
5 models
80
10 models
160
KEYWORDS: MOUNTED, CHAOS, DAEMON, SLAANESH, SEEKERS
FACTION KEYWORDS:


Skull Cannon
(⌀120 x 92mm)
M
8"
T
9
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Skull cannon [blast]
Skull cannon [blast]
48"
D6+2
3+
9
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Attendants’ hellblades [extra attacks]
Attendants’ hellblades [extra attacks]
Melee
4
3+
5
-2
2
Biting maw
Biting maw
Melee
2
4+
6
0
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Skulls of the Fallen: In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Skull Cannon
This model is equipped with: skull cannon; attendants’ hellblades; biting maw.
1 model
105
KEYWORDS: MOUNTED, CHAOS, DAEMON, KHORNE, SKULL CANNON
FACTION KEYWORDS:


Soul Grinder
(⌀160mm)
M
8"
T
11
Sv
3+
W
14
Ld
7+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Harvester cannon
Harvester cannon
36"
3
3+
10
-1
3
Torrent of burning blood [ignores cover, torrent]
Torrent of burning blood [ignores cover, torrent]
12"
2D6
N/A
5
-1
1
Phlegm bombardment [blast, indirect fire, lethal hits]
Phlegm bombardment [blast, indirect fire, lethal hits]
36"
D6+1
3+
7
-1
2
Scream of despair [devastating wounds, sustained hits 1]
Scream of despair [devastating wounds, sustained hits 1]
24"
6
3+
9
-2
2
Warp gaze [blast]
Warp gaze [blast]
48"
D3
3+
12
-2
D6+2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Iron claw
Iron claw
Melee
5
3+
16
-3
D6+2
Warpclaw [extra attacks]
Warpclaw [extra attacks]
Melee
6
3+
8
-1
2
Warpsword [extra attacks]
Warpsword [extra attacks]
Melee
3
3+
8
-2
D6
WARGEAR OPTIONS
  • This model’s warpsword can be replaced with 1 warpclaw.

DAEMONIC ALLEGIANCE
When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the additional wargear stated for that keyword below:
KHORNEThis model is additionally equipped with: torrent of burning blood
TZEENTCHThis model is additionally equipped with: warp gaze
NURGLEThis model is additionally equipped with: phlegm bombardment
SLAANESHThis model is additionally equipped with: scream of despair
ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: The Shadow of Chaos
Scuttling Walker: Each time this model makes a Normal or Advance move, it can move over friendly MONSTER and VEHICLE models and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Soul Grinder
This model is equipped with: harvester cannon; iron claw; warpsword.
1 model
190
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, DAEMON, SOUL GRINDER
FACTION KEYWORDS:


Furies
(⌀25mm)
M
12"
T
3
Sv
7+
W
1
Ld
8+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Daemonic claws
Daemonic claws
Melee
2
4+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Prey on the Weak: Each time this model makes an attack that targets an enemy unit that is Battle-shocked, add 1 to the Wound roll.
UNIT COMPOSITION
  • 5-10 Furies
Every model is equipped with: daemonic claws.
5 models
40
10 models
80
DAEMONIC ALLEGIANCE
When you select this model to include in your army, you must select one of the following keywords for it to gain:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
KEYWORDS: INFANTRY, CHAOS, DAEMON, FLY, FURIES
FACTION KEYWORDS:


Giant Chaos Spawn
(⌀100mm)
M
10"
T
8
Sv
4+
W
10
Ld
7+
OC
3
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Churning fangs and claws
Churning fangs and claws
Melee
D6+6
3+
10
-1
2
WARGEAR OPTIONS
  • None

DAEMONIC ALLEGIANCE
Creature of Khorne: If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s melee weapons.
Creature of Tzeentch: If this model has the TZEENTCH keyword, this model has a 4+ invulnerable save.
Creature of Nurgle: If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic.
Creature of Slaanesh: If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic.
ABILITIES
CORE: Deep Strike, Feel No Pain 5+
FACTION: The Shadow of Chaos
Regenerating Monstrosity: At the start of each player’s Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Giant Chaos Spawn
This model is equipped with: churning fangs and claws.
1 model
130
DAEMONIC ALLEGIANCE
When you select this model to include in your army, you must select one of the following keywords for it to gain:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
The keyword you select will also affect some of this model’s characteristics (see the Daemonic Allegiance section).
KEYWORDS: MONSTER, CHAOS, GIANT CHAOS SPAWN
FACTION KEYWORDS:


Plague Toads
(⌀60mm)
M
7"
T
8
Sv
6+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grasping tongue [lethal hits]
Grasping tongue [lethal hits]
9"
D3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Yawning maw [lethal hits]
Yawning maw [lethal hits]
Melee
3
3+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Pouncing Leap: You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
UNIT COMPOSITION
  • 3 Plague Toads
Every model is equipped with: grasping tongue; yawning maw.
3 models
120
GRANDFATHER'S BLESSING
If a model from your army with the Leader ability can be attached to a BEASTS OF NURGLE unit, it can be attached to this unit instead.
KEYWORDS: BEAST, CHAOS, DAEMON, NURGLE, PLAGUE TOADS
FACTION KEYWORDS:


Pox Riders
(⌀60mm)
M
7"
T
8
Sv
6+
W
5
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grasping tongue [lethal hits]
Grasping tongue [lethal hits]
9"
D3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Pox Rider plaguesword [extra attacks, lethal hits]
Pox Rider plaguesword [extra attacks, lethal hits]
Melee
2
3+
4
-1
1
Yawning maw [lethal hits]
Yawning maw [lethal hits]
Melee
3
3+
6
-1
2
WARGEAR OPTIONS
  • 1 Pox Rider that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Pox Rider that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Bounding Assault: Each time this unit ends a Charge move, until the end of the turn, Pox Rider plagueswords equipped by models in this unit have the [LANCE] ability.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 3 Pox Riders
Every model is equipped with: grasping tongue; Pox Rider plaguesword; yawning maw.
3 models
160
GRANDFATHER'S BLESSING
If a model from your army with the Leader ability can be attached to a BEASTS OF NURGLE unit, it can be attached to this unit instead.
KEYWORDS: MOUNTED, CHAOS, DAEMON, NURGLE, POX RIDERS
FACTION KEYWORDS:


Spined Chaos Beast
(⌀No official base size)
M
10"
T
10
Sv
4+
W
12
Ld
7+
OC
4
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Jagged claws and tusked maw
Jagged claws and tusked maw
Melee
6
3+
12
-2
3
WARGEAR OPTIONS
  • None

DAEMONIC ALLEGIANCE
Creature of Khorne: If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s melee weapons.
Creature of Tzeentch: If this model has the TZEENTCH keyword, this model has a 4+ invulnerable save.
Creature of Nurgle: If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic.
Creature of Slaanesh: If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic.
ABILITIES
CORE: Deep Strike
FACTION: The Shadow of Chaos
Warp Spines: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Spined Chaos Beast
This model is equipped with: jagged claws and tusked maw.
1 model
145
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
DAEMONIC ALLEGIANCE
When you select this model to include in your army, you must select one of the following keywords for it to gain:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
The keyword you select will also affect some of this model’s characteristics (see the Daemonic Allegiance section).
KEYWORDS: MONSTER, CHAOS, SPINED CHAOS BEAST
FACTION KEYWORDS:
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.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
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.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
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.
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.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
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:

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.

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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
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.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
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.
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.
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.
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.
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 (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. 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.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 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 units from your army that are within your army’s Shadow of Chaos, or one other 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.
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.
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 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.
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 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.
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.
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 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.
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 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
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, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9".
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

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

  • A’rgath, the King of Blades
    20 pts
Daemonic Incursion Detachment

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 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.

Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
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.

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

  • The Everstave
    25 pts
Daemonic Incursion Detachment

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 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.

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.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
  • Soulstealer
    15 pts
Daemonic Incursion Detachment

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 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.

Alternative models by Artel W:

  • The Endless Gift
    30 pts
Daemonic Incursion Detachment

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 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.

Alternative models by Artel W:

Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Alternative models by Artel W:

Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

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

Characters
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Alternative models by Artel W:

Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
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).
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Alternative models by Artel W:

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

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

SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

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

INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

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

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

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

Alternative models by Artel W:

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

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

TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

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