Chaos Daemons – Daemonettes
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Daemonettes
(⌀25mm)
M
9"
T
3
SV
7+
W
1
LD
7+
OC
2
INSV
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, Fights First
FACTION: The Shadow of Chaos
Horrifying Beauty: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength.
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.
YOUR UNIT COSTS
10 models
90
KEYWORDS: INFANTRY; BATTLELINE; CHAOS; DAEMON; SLAANESH; DAEMONETTES, SHADOW LEGION
FACTION KEYWORDS:
LEGIONES DAEMONICA
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
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
UNREAL SPEED
1CP
Daemonic Incursion – Strategic Ploy
PARTING BLOWS
1CP
Daemonic Incursion – Strategic Ploy
DENIZENS OF THE WARP
1CP
Demonic Incursion – Strategic Ploy
THE REALM OF CHAOS
1CP
Demonic Incursion – Battle Tactic
CORRUPT REALSPACE
1CP
Demonic Incursion – Strategic Ploy
DRAUGHT OF TERROR
1CP
Demonic Incursion – Battle Tactic
DAEMONIC INVULNERABILITY
1CP
Demonic Incursion – Battle Tactic
WARP SURGE
1CP
Demonic Incursion – Strategic Ploy
DANCE OF DEATH
1CP
Dread Carnival – Strategic Ploy
INSUBSTANTIAL ENTITIES
1CP
Dread Carnival – Strategic Ploy
SOPORIFIC SCENT
1CP
Dread Carnival – Battle Tactic
SEDUCTIVE WHISPERS
1CP
Dread Carnival – Battle Tactic
THIEVES OF PAIN
1CP
Legion of Excess – Strategic Ploy
PHANTASMAL LONGING
1CP
Legion of Excess – Strategic Ploy
OVERWHELMING EXCESS
1CP
Legion of Excess – Battle Tactic
CAVALCADE OF BLADES
1CP
Legion of Excess – Battle Tactic
ARCHAGONISTS
2CP
Legion of Excess – Battle Tactic
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
INCORPOREAL ENTITIES
1CP
Warptide Stratagem
DAEMONIC INFESTATION
1CP
Warptide Stratagem
SOULSEEING
1CP
Warptide Stratagem
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Warp Rifts
Beguiling Aura
Seductive Gambit
Fates in Flux
Thralls of the First Prince
First Prince of Chaos
Unnatural Energies
Lithe Killers
Shudderblink
ENHANCEMENTS
Soul-Hungry Slaughterers
10
Bane-Forged Weapons
15

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.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.

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

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
The Shadow of Chaos

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

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

DAEMONIC MANIFESTATION

While a friendly LEGIONES DAEMONICA unit is within your army’s Shadow of Chaos, each time that unit makes a battle-shock roll, that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead).

DAEMONIC TERROR

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

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.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
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 LEGIONES DAEMONICA unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within your army’s Shadow of Chaos, and/or if it is set up wholly within 6" of one or more friendly BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units with which it shares the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 8".
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 BATTLELINE keyword is used in the following Chaos Daemons datasheets:

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

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).
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:

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

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).

The LEGIONES DAEMONICA, SLAANESH and MONSTER keywords are used in the following Chaos Daemons datasheets:

Monster Character
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:
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 LEGIONES DAEMONICA and TZEENTCH keywords are used in the following Chaos Daemons datasheets:

Infantry Epic Hero
Mounted Epic Hero
Infantry Character
Monster Character
Mounted Character
Infantry
Fates in Flux
Scintillating Legion Detachment

With every chance for change seized, every new fraying of fate’s weave, the daemons and their foes alike fuel the power of Tzeentch, however inadvertently.

You start the battle with three Flux tokens (we recommend using a dice to track how many Flux tokens you have). You can spend one Flux token just after an Advance roll, Hit roll, Wound roll, Damage roll, saving throw or Hazardous test is made for a LEGIONES DAEMONICA TZEENTCH model or LEGIONES DAEMONICA TZEENTCH unit from your army to re-roll the result of that roll, throw or test. Flux tokens can also be spent to enhance the effect of some Stratagems. Each time you spend a Flux token, reduce the number of Flux tokens you have by one and your opponent gains one Flux token.

Whenever your opponent has one or more Flux tokens, they can spend one Flux token after an Advance roll, Hit roll, Wound roll or saving throw is made for a model or unit from their army, to re-roll the result of that roll or throw. If they do, they reduce the number of Flux tokens they have by one and you gain one Flux token. This is ignored if your opponent has the Fates in Flux Detachment rule.

In your Command phase, if your opponent has one or more Flux tokens, you gain one Flux token.

Designer’s Note: When using fast dice rolling, this rule can be used to spend any number of Flux tokens (up to the amount you have), to re-roll a number of dice up to the amount spent, after rolling multiple rolls or saving throws at once.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

The LEGIONES DAEMONICA and BATTLELINE keywords are used in the following Chaos Daemons datasheets:

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.

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

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

Infantry Epic Hero
Battleline
Lithe Killers
Dread Carnival Detachment

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

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

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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.
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).
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.
UNREAL SPEED
1CP
Daemonic Incursion – Strategic Ploy Stratagem
Flickering in and out of reality like the image on a faulty vid-reel, the daemons advance with terrifying supernatural swiftness.
WHEN: Your Charge phase.

TARGET: One INFANTRY LEGIONES DAEMONICA unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
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.
DENIZENS OF THE WARP
1CP
Demonic Incursion – Strategic Ploy Stratagem
Ever lurking in the warp, daemons will wait until the barriers between realms thin before tearing their way into realspace.
WHEN: Your Movement phase.

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

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.
THE REALM OF CHAOS
1CP
Demonic Incursion – Battle Tactic Stratagem
When the energies of the warp bleed into realspace, the Legiones Daemonica can rip open portals in seeming thin-air, returning to their hellscapes only to rematerialise amidst their foes a heartbeat later.
WHEN: End of your opponent’s turn.

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

EFFECT:

RESTRICTION: You cannot target units that are within Engagement Range of one or more enemy units with this Stratagem.
CORRUPT REALSPACE
1CP
Demonic Incursion – Strategic Ploy Stratagem
Daemons instinctively feel the need to despoil and corrupt every corner of realspace, the better to sustain their otherworldly forms.
WHEN: Start of any Command phase.

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

EFFECT: That objective marker is said to be Corrupted and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Corrupted and under your control, the area of the battlefield within 6" of that objective marker is considered to be within your army’s Shadow of Chaos.
DRAUGHT OF TERROR
1CP
Demonic Incursion – Battle Tactic Stratagem
The swelling fear of their mortal prey serves as an intoxicating elixir to the daemonic followers, each draught invigorating their forms with deadly power.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that unit by 1. In addition, until the end of the phase, each time such a weapon targets a unit that is Battle-shocked, you can re-roll the Wound roll.
DAEMONIC INVULNERABILITY
1CP
Demonic Incursion – Battle Tactic Stratagem
Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an invulnerable saving throw is made for a model in your unit, re-roll a saving throw of 1.
WARP SURGE
1CP
Demonic Incursion – Strategic Ploy Stratagem
The winds of the warp blow strong, invigorating daemonkind and lending them supernatural speed and ferocity.
WHEN: Your Charge phase.

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

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
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.

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

Army List
Datasheets collated
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.

PHANTASMAL LONGING
1CP
Legion of Excess – Strategic Ploy Stratagem
Against their wills, enemy combatants find themselves wishing for the daemons of Slaanesh to draw closer. It is child’s play for the daemons of Slaanesh to harness such strong emotions and transform them into manifest reality.
WHEN: Your Movement phase or your Charge phase.

TARGET: One LEGIONES DAEMONICA SLAANESH unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
OVERWHELMING EXCESS
1CP
Legion of Excess – Battle Tactic Stratagem
Sensation gushes relentlessly into the overstimulated minds of the enemy until their souls strain fit to burst. Barely able to think or function, they recoil in their desperate need to stem the unstoppable tide.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONICA SLAANESH 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.
CAVALCADE OF BLADES
1CP
Legion of Excess – Battle Tactic Stratagem
The cavorting approach of Slaaneshi daemons is hypnotic and enthralling. It is a whirling carousel of eye-searing colours and flashing blades that tempt mortals to reach out with trembling eagerness until they can just reach.
WHEN: Your Charge phase, just after a LEGIONES DAEMONICA SLAANESH unit from your army ends a Charge move.

TARGET: That LEGIONES DAEMONICA SLAANESH unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit, or roll six D6 instead if your unit is a MONSTER unit: for each 4+, that enemy unit suffers 1 mortal wound.
ARCHAGONISTS
2CP
Legion of Excess – Battle Tactic Stratagem
These daemons perceive with absolute clarity whereabouts on their victims’ bodies they must strike to inflict the greatest possible excess of suffering.
WHEN: Fight phase.

TARGET: One LEGIONES DAEMONICA SLAANESH MONSTER unit or up to two LEGIONES DAEMONICA SLAANESH units (excluding MONSTERS) from your army that have not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Wound roll.
Beguiling Aura
Legion of Excess Detachment

The daemons of the Dark Prince can bewitch the minds of their foes, appearing in one moment as their true and nightmarish selves and in the next as the object of their foes’ most forbidden desires or devoted affections. Enemies are left foundering and bewildered as the daemons weave their sinuous dances around them and trill their nerve-shredding siren songs.

LEGIONES DAEMONICA SLAANESH units from your army are eligible to declare a charge in a turn in which they Fell Back.
Seductive Gambit
Legion of Excess Detachment

Temptation is a deadly weapon in the arsenal of the daemons of Slaanesh. To tease warriors’ pride with visions of martial glory or to lure the deluded and desperate into a bladed embrace, they delight in dangling themselves like bait or feigning helpless weakness, then striking with savage release at their overextended foes.

LEGIONES DAEMONICA SLAANESH units from your army have the following ability:

Seductive Gambit: Each time this unit ends a Charge move, you can declare it will perform a Seductive Gambit. If you do, until the end of the turn, this unit does not have the Fights First ability, but instead, each time a model in this unit makes an attack, you can re-roll the Hit roll and you can re-roll a Wound roll of 1.
DANCE OF DEATH
1CP
Dread Carnival – Strategic Ploy Stratagem
Coiling like wind-rippled streamers between the blades of their foes, these daemons flicker momentarily out of the fray before slashing back in.
WHEN: Your Movement phase, just after a SLAANESH LEGIONES DAEMONICA unit from your army
Falls Back.

TARGET: That SLAANESH unit.

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

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

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

RESTRICTIONS: You can only use this Stratagem once.
SOPORIFIC SCENT
1CP
Dread Carnival – Battle Tactic Stratagem
A cloud of sickly-sweet perfume surrounds these daemons, dulling the senses of the foe and preventing them from striking back.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed and your unit does not suffer mortal wounds from the Lithe Killers Detachment rule.
SEDUCTIVE WHISPERS
1CP
Dread Carnival – Battle Tactic Stratagem
In the press of combat, these daemons utter beguiling susurrations that cloud the minds of their mortal foes.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
THIEVES OF PAIN
1CP
Legion of Excess – Strategic Ploy Stratagem
To exist, however fleetingly, in realspace is an opportunity to indulge in every physical sensation. So enraptured do the daemons of Slaanesh become that they even steal one another’s agonies to enjoy.
WHEN: Any phase, when an enemy unit targets a friendly LEGIONES DAEMONICA SLAANESH unit (excluding MONSTER/VEHICLE units), or when a friendly LEGIONES DAEMONICA SLAANESH unit (excluding MONSTER/VEHICLE units) suffers a mortal wound.

TARGET: That LEGIONES DAEMONICA SLAANESH unit.

EFFECT: Select one other friendly LEGIONES DAEMONICA SLAANESH unit that is within 9" of and visible to your unit. Until the end of the phase, while the selected unit is on the battlefield, each time a model in your unit would lose a wound, inflict 1 mortal wound on the selected unit instead.
INCORPOREAL ENTITIES
1CP
Warptide Stratagem
No matter how potent the weapons turned against them, the ephemeral forms of these daemons seem almost to exist in a different realm of reality than their blasts and projectiles.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly LEGIONES DAEMONICA BATTLELINE unit.

TARGET: That LEGIONES DAEMONICA BATTLELINE unit.

EFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
DAEMONIC INFESTATION
1CP
Warptide Stratagem
Manifesting in great numbers and flowing through and around one another almost like a single unholy entity, the footsoldiers of the daemon legions appear to be everywhere at once.
WHEN: Your Command phase.

TARGET: One friendly LEGIONES DAEMONICA BATTLELINE unit (excluding PINK HORRORS units).

EFFECT: Your unit heals 3 wounds.
SOULSEEING
1CP
Warptide Stratagem
Like candles dancing in a darkened room, the animus of the daemons’ victims cannot be hidden from their infernal sight.
WHEN: Start of your Shooting phase.

TARGET: One friendly LEGIONES DAEMONICA BATTLELINE unit.

EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit has +6" detection range.
Shudderblink
Warptide Detachment

These daemons’ physical manifestations flicker in and out of being like a pict-reel skipping and projecting too quickly. One moment, they are a distant threat; the next, they are upon their horrified victims.

When a friendly LEGIONES DAEMONICA BATTLELINE unit is selected to make an advance move:
  • Soul-Hungry SlaughterersUPGRADE
    10 pts
Warptide Detachment

Driven by the all‑consuming need to claim mortal souls and sustain their own corporeal manifestations, these daemons surge toward the enemy at every opportunity.

LEGIONES DAEMONICA BATTLELINE unit only. When you target this unit with the Heroic Intervention/Fire Overwatch stratagem, that use is -1 CP.

  • Bane-Forged WeaponsUPGRADE
    15 pts
Warptide Detachment

The manifest armaments of these daemonic warriors drip with curses and moan with baleful energies that are the anathema of all life.

LEGIONES DAEMONICA BATTLELINE unit only. This unit’s attacks have +1 S.

Alternative models by Artel W:

© Vyacheslav Maltsev 2013-2026