Chaos Daemons – Chaos Lord On Palanquin Of Nurgle
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Chaos Lord On Palanquin Of Nurgle
(⌀60mm)
M
5"
T
5
SV
3+
W
8
LD
6+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol pistol
Bolt pistol pistol
12"
1
2+
4
0
1
Combi-bolter rapid fire 2
Combi-bolter rapid fire 2
24"
2
2+
4
0
1
Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1
Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1
24"
1
4+
4
0
1
Plasma pistol – standard pistol
Plasma pistol – standard pistol
12"
1
2+
7
-2
1
Plasma pistol – supercharge hazardous pistol
Plasma pistol – supercharge hazardous pistol
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Nurgling’s claws and teeth extra attacks lethal hits
Nurgling’s claws and teeth extra attacks lethal hits
Melee
4
5+
2
0
1
Paired accursed weapons twin-linked
Paired accursed weapons twin-linked
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Revolting Regeneration: At the start of your Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Chaos Lord on Palanquin of Nurgle
This model is equipped with: bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth.
YOUR UNIT COSTS
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; GRENADES; CHAOS; NURGLE; CHAOS LORD; PALANQUIN OF NURGLE, UNDIVIDED, SHADOW LEGION
FACTION KEYWORDS:
HERETIC ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INSUBSTANTIAL ENTITIES
1CP
Daemonic Incursion – Strategic Ploy
INCORPOREAL TERRORS
1CP
Daemonic Incursion – Battle Tactic
PARTING BLOWS
1CP
Daemonic Incursion – Strategic Ploy
BILIOUS BLESSING
1CP
Lords of the Warp Stratagem
SPITEFUL DEMISE
1CP
Shadow Legion – Strategic Ploy
DEATH DENIED
1CP
Shadow Legion – Battle Tactic
ENCROACHING DARKNESS
1CP
Shadow Legion – Battle Tactic
SHADE PATH
2CP
Shadow Legion – Battle Tactic
CHANNELLED WRATH
1CP
Shadow Legion – Strategic Ploy
BINDING SHADOW
1CP
Shadow Legion – Strategic Ploy
DETACHMENT ABILITY
Thralls of the First Prince
First Prince of Chaos
Unnatural Energies
ENHANCEMENTS
Mantle of Gloom (Aura)
20
Leaping Shadows
25
Malice Made Manifest
25
Fade to Darkness
30
Geller Breach
Spite Made Manifest

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

Beast Epic Hero
Infantry Epic Hero
Infantry Character
Monster Character
Battleline
Fortifications

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

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

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

01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.

The CHAOS LORD keyword is used in the following Chaos Daemons datasheets:

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

The PALANQUIN OF NURGLE keyword is used in the following Chaos Daemons datasheets:

DEEP STRIKE

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

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

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

Infantry Character
Monster Character
Battleline
Fortifications

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

Monster Character
Mounted Character
Infantry
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

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

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

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Dark Pacts

Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
SCOUTS24.31

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

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
The non-MONSTER LEGIONES DAEMONICA CHARACTER NURGLE keyword is used in the following Chaos Daemons datasheets:

Infantry Epic Hero
Mounted Epic Hero
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.

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Before selecting targets for this weapon, select one of its profiles to make attacks with.
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
INSUBSTANTIAL ENTITIES
1CP
Daemonic Incursion – Strategic Ploy Stratagem
Physical barriers are no obstacle to creatures that can will their desires into being with but a twist of their supernatural powers.
WHEN: Your Movement phase.

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

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

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

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Unnatural Energies
Daemonic Incursion Detachment

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

LEGIONES DAEMONICA units from your army can perform one of the following Tactical Manoeuvres in a turn in which they Advanced or Fell Back: Secure Site; Set To Defend; Set Overwatch.
Army List
Datasheets collated
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
[EXTRA ATTACKS]24.11

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.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
SPITEFUL DEMISE
1CP
Shadow Legion – Strategic Ploy Stratagem
Malevolent to the last, Be’lakor’s thralls expend their final reserves of mortal strength and empyric might in an act of vengeance, unleashing torrents of killing energy in all directions.
WHEN: Any phase, just after a SHADOW LEGION unit from your army is destroyed, before removing the last model in that unit from the battlefield and before rolling any dice for the Deadly Demise ability.

TARGET: That SHADOW LEGION unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Roll one D6 for each enemy unit that is within Engagement Range of the last model in your unit, adding 2 to the result if your unit has the SLAANESH keyword: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
DEATH DENIED
1CP
Shadow Legion – Battle Tactic Stratagem
Even death does not free one from Be’lakor’s grasp. Those who disappoint him may be dragged back through the veil, granted one last chance to impress their master or face the full extent of his wrath.
WHEN: Your Command phase.

TARGET: One SHADOW LEGION unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds. In addition, If your unit has the TZEENTCH keyword, return up to one destroyed model (excluding CHARACTER models) to your unit with its full wounds remaining.
ENCROACHING DARKNESS
1CP
Shadow Legion – Battle Tactic Stratagem
Be’lakor’s aura falls across the field of battle, bearing servants both mortal and daemonic to war. Attuned to the gloom, these new arrivals combine their fire to unleash death upon the cowering foe.
WHEN: Your Shooting phase.

TARGET: Up to one SHADOW LEGION HERETIC ASTARTES unit from your army and up to one SHADOW LEGION LEGIONES DAEMONICA unit from your army. You can only select units that arrived from Reserves this turn.

EFFECT: Until the end of the phase, weapons equipped by models in your selected units have the [IGNORES COVER] ability.
SHADE PATH
2CP
Shadow Legion – Battle Tactic Stratagem
A chill penumbra settles over the oncoming foe. Those that manage to cut their way through the blanket of twilight find themselves seized with terror as the darkness parts and the horrific nature of their enemy is revealed.
WHEN: Start of your opponent's Charge phase.

TARGET: One friendly SHADOW LEGION unit.

EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls. If your unit has NURGLE, that enemy unit must make a battle-shock roll.
CHANNELLED WRATH
1CP
Shadow Legion – Strategic Ploy Stratagem
Khorne may not care whence the blood flows, but Be’lakor is more discerning. He directs his slaughter-crazed followers to strike the most pressing targets with all their infernal fury.
WHEN: Fight phase.

TARGET: One SHADOW LEGION unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the KHORNE keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well.
BINDING SHADOW
1CP
Shadow Legion – Strategic Ploy Stratagem
Bound by coils of umbral energy, mortal and daemonic followers are swept up in Be’lakor’s cloak of shadows as pawns returned to their master’s hand.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to one SHADOW LEGION HERETIC ASTARTES unit from your army and up to one SHADOW LEGION LEGIONES DAEMONICA unit from your army. You can only select units that are not within Engagement Range of one or more enemy units.

EFFECT: Remove those selected units from the battlefield and place them into Strategic Reserves.

The EPIC HERO keyword is used in the following Chaos Daemons datasheets:

The CHAOS LORD keyword is used in the following Chaos Daemons datasheets:

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

Thralls of the First Prince
Shadow Legion Detachment
When mustering your army, you cannot include any DAEMON PRINCE, DAEMON PRINCE WITH WINGS or EPIC HERO units (excluding BE’LAKOR), but you can include the following HERETIC ASTARTES units:

The combined points value of such units depends on your battle size, as shown below.
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts

KEYWORDS
BE’LAKOR and HERETIC ASTARTES units from your army gain the SHADOW LEGION and UNDIVIDED keywords.

LEGIONES DAEMONICA units from your army gain the SHADOW LEGION keyword.
First Prince of Chaos
Shadow Legion Detachment

Elevated to the status of Daemon Prince by the combined might of the four Dark Gods of Chaos, Be’lakor exudes unimaginable power.

Units from your army have the relevant abilities presented below.

MURDERER’S COWL

The most murderous seek not to hide in the Dark Master’s pall. The shadows extend before them, offering a rapid route to slaughter.

SHADOW LEGION KHORNE units only. This unit is eligible to shoot and declare a charge in a turn in which it Advanced.

PENUMBRAL PUPPETRY

Mutative agents of change, touched by the Dark Master’s umbral aura, summon illusory magicks to confound and confuse their desperate foes.

SHADOW LEGION TZEENTCH units only. This unit has Stealth. Each time a melee attack targets this unit, subtract 1 from the Hit roll.

GLOAM ROT

Borne upon the gloaming wisp of Be’lakor’s shadow, this debilitating curse atrophies muscle and withers flesh, greatly weakening its victims.

SHADOW LEGION NURGLE units only. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.

SHADOW’S CARESS

The Dark Master’s shadow falls across his thralls, masking their approach.

SHADOW LEGION SLAANESH units only. Enemy units cannot target this unit with snap shooting attacks.

DISCIPLES OF BE’LAKOR

Be’lakor’s immortal ego draws into his orbit those as yet unclaimed by any one Chaos God. Their hate-filled pacts are made to the entire fell pantheon, and the dangerous boons they receive see them plunged along paths of perpetual night straight into the enemy’s midst.

SHADOW LEGION UNDIVIDED units only.

  • This unit has the Dark Pacts army rule, and can use it as described in Codex: Chaos Space Marines, even though your Army Faction is not HERETIC ASTARTES. If this unit is BE’LAKOR, it automatically passes the Leadership test required for Dark Pacts.
  • SHADOW LEGION HERETIC ASTARTES models in this unit have the Deep Strike ability.

  • Mantle of Gloom (Aura)
    20 pts
Shadow Legion Detachment

This warrior is mantled in the dread energies of the immaterium. With but a thought, they can extrude from their gloaming mantle coils of grasping darkness, the chill touch of which is enough to erode the confidence of even the mightiest champion.

SHADOW LEGION model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit.

  • Leaping Shadows
    25 pts
Shadow Legion Detachment

Seen only in flashes, this warrior traverses the darkness with supernatural speed and stealth, emerging where least expected.

SHADOW LEGION model only. Models in the bearer’s unit have the Scouts 9" ability.

  • Malice Made Manifest
    25 pts
Shadow Legion Detachment

This champion of Chaos weaponises their own twisted and blackened spirit, projecting talons wrought of concentrated madness and fury that rake through mind, body and soul.

SHADOW LEGION model only. At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer’s unit and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

  • Fade to Darkness
    30 pts
Shadow Legion Detachment

Having slaughtered their prey, this thrall of the Dark Master opens a twilit gate, returning to the gloom and preparing for their next assault.

SHADOW LEGION model only. At the end of the Fight phase, if the bearer’s unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves.

Geller Breach
Daemonic Incursion Detachment

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

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

Spite Made Manifest
Daemonic Incursion Detachment

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

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

LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
[TWIN-LINKED]24.38

Dual weapons are often grafted to the same targeting system for greater lethality.

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
BILIOUS BLESSING
1CP
Lords of the Warp Stratagem
With a peristaltic heave, this repulsive daemon champion vomits a stream of nauseating filth across the foe.
WHEN: Start of your Shooting phase.

TARGET: One friendly LEGIONES DAEMONICA CHARACTER NURGLE unit (excluding MONSTER units).

EFFECT: Select one visible enemy unit within 8" of your unit and roll seven D6:
  • For each 4+, that enemy unit suffers 1 mortal wound
© Vyacheslav Maltsev 2013-2026