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

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Daemons miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Chaos Daemons units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Chaos Daemons
  Chaos DaemonsCodex9Indomitus 1.0October 2022
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.7September 2022
  Psychic Awakening: Engine War
  Psychic Awakening: Engine WarExpansion8Indomitus 1.3February 2022
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Ablaze
  Imperium Nihilus: Vigilus AblazeExpansion8Indomitus 1.0July 2020
  Imperial Armour: Forces of Chaos
  Imperial Armour: Forces of ChaosIndex8Indomitus 1.0July 2020
  Warhammer Legends: Chaos Daemons
  Warhammer Legends: Chaos DaemonsDatasheet8December 2019

FAQ

Codex: Chaos Daemons

Q:Does the Pestilent Inspiration Stratagem allow Be’lakor to know powers from the Warprot Discipline?
A:
Yes, as he is a NURGLE PSYKER.
Q:Malefic weapons are never affected by rules that modify their characteristics – does this apply to attacks made with them as well?
A:
Yes. Unless otherwise specified (e.g. bladed horn), it is not possible to modify the characteristics of an attack made with a malefic weapon.
Q:Syll’Esske’s Warlord Trait is listed as Aura of Bewitchment (Aura), but SLAANESH HERALD models (which Syll’Esske is) cannot normally have this Warlord Trait. Is this Syll’Esske’s correct Warlord Trait?
A:
Yes, Syll’Esske is an exception to the normal rules for HERALD models and has the Aura of Bewitchment Warlord Trait.
Q:When using the Dark Invigoration Warp Storm Effect to replenish a unit of HORRORS, which models can be returned to the unit and, if any of those models had split, what happens to the models created as a result of that split?
A:
Only models that started the battle as part of that unit can be returned to it using Dark Invigoration. When returning a model that split when it was destroyed, any models that were added to the unit as a result of that split remain part of the unit and are unaffected by the returning model.

Example: Rich has a unit containing nine Pink Horrors and one Iridescent Horror. One of the Pink Horrors is destroyed and splits into two Blue Horrors as a result, leaving Rich with a unit of eight Pink Horrors, two Blue Horrors and one Iridescent Horror. Rich then uses the Dark Invigoration Warp Storm effect and brings back the Pink Horror that was destroyed. He is then left with a unit containing nine Pink Horrors, two Blue Horrors and one Iridescent Horror.

Datasheet Rules

Allegiance Keywords

Most of the datasheets in this book have an Allegiance keyword. The following are Allegiance keywords:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
If a unit instead has the <ALLEGIANCE> Faction keyword, then when you add that unit to your army, you must select one of the listed Allegiance keywords above and replace the <ALLEGIANCE> keyword in all instances on that Datasheet with the selected Allegiance keyword.

Example: If you include a Daemon Prince in your army, and you decide it is a Daemon Prince of Khorne, its <ALLEGIANCE> keyword becomes KHORNE and its Prince of Chaos ability reads, ‘While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

Malefic Weapons

Many daemons fashion forms for themselves that exhibit strange and esoteric weapons, with which they give vent to their spiteful natures. While most fight with blade or claws, often they can also lash out with spiked tails, envenomed pseudopods or other bizarre appendages. Daemons may also ride to battle atop other daemonic creatures that make attacks with weapons of their own, or may be attended by daemonic minions who swipe at those who draw near their masters.

Many Chaos Daemons weapons are malefic weapons. Such a weapon will have an ability that reads ‘Malefic’ and then a value, such as 2 or 4. Each time the bearer fights, it makes a number of additional attacks with that weapon equal to that value, and no more than that number of attacks can be made with that weapon while resolving that fight. If a model is equipped with more than one malefic weapon, it can make additional attacks with each one it is equipped with.

Unless otherwise specified, malefic weapons are never affected by effects or abilities that allow models to make additional attacks, or abilities that would add to, subtract from, or improve their characteristics in any way.

Example: A Skullmaster is equipped with a blade of blood and its Juggernaut’s bladed horn, which has the ‘Malefic 4’ ability. Each time this model fights, it makes a number of attacks equal to its Attacks characteristic with its blade of blood, then an additional 4 attacks with the bladed horn profile.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Daemonic

This unit has the following abilities: Daemonic Invulnerability; Manifestation; Daemonic Terror; Warp Storm.

Daemonic Invulnerability

Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means. By far the surest way to banish them, short of ritual witchery, is to fight them at close quarters where a warrior’s conviction and faith may strike as surely as their blade.

Instead of a normal Save characteristic as described in the Warhammer 40,000 Core Book, each LEGIONES DAEMONICA datasheet has a Daemonic Save characteristic (abbreviated to DSv on that datasheet’s profile line). This characteristic has two values. The first characteristic is used when a melee attack is allocated to that model, while the second characteristic is used when a ranged attack is allocated to that model. In either case, this saving throw cannot be modified in any way.

Manifestation

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.

During deployment, you can set up this unit in the warp instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models, or more than 6" away from any enemy models and wholly within 6" of a friendly WARP LOCUS model that was on the battlefield at the start of your turn. If that WARP LOCUS model has an Allegiance keyword, the unit being set up can only use this ability if it has the same Allegiance keyword.

If every unit from your army has the LEGIONES DAEMONICA keyword, then in the Reinforcements step of one of your Movement phases you can instead set up this unit anywhere on the battlefield with one of the following restrictions:
  • Wholly within your deployment zone and more than 3" away from any enemy models.
  • Neither wholly within your deployment zone nor within your opponent’s deployment zone, and more than a number of inches away from each enemy unit, equal to the current Leadership characteristic of that enemy unit (to a minimum of 3" and a maximum of 9").

Daemonic Terror (Aura)

To encounter a creature of the warp is to face a being utterly anathema to the fundamental laws of reality. Even the most emotionless warrior feels an unnatural primal terror while in their presence.

While an enemy unit is within 6" of this unit, subtract 1 from that enemy unit’s Leadership characteristic and subtract 1 from any Combat Attrition tests taken for that enemy unit.

Warp Storm

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish energies twist all that they touch, reshaping the landscape into bizarre forms and tormenting mortal beings.

This ability can be used to apply Warp Storm effects to eligible units from your army.

Warp Storm Effects

If every unit from your army has the LEGIONES DAEMONICA keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords), at the start of each battle round, you can make a Warp Storm roll. To do so, roll eight D6. For each 4+, gain 1 Warp Storm point (WSP).

Warp Storm points can also be gained via other rules or abilities. No matter the source, you can only gain Warp Storm points from such a rule if every unit from your army has the LEGIONES DAEMONICA keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords).

Warp Storm points can be spent during that battle round on the Warp Storm effects listed below and each will specify when it can be used. These include a series of effects themed around each of the four Dark Gods, which can be used if your army contains a detachment dedicated to the appropriate Dark God.

Each effect has an associated Warp Storm points cost. If you do not have enough Warp Storm points for a specific Warp Storm effect, you cannot use it. Unless otherwise specified, you can use the same Warp Storm effect multiple times over the course of the battle, but you cannot use the same Warp Storm effect more than once per battle round. Any spent Warp Storm points are deducted from your total.

If an effect instructs you to return any destroyed models to a unit, a returned model cannot be set up within Engagement Range of any enemy units unless those enemy units are already within Engagement Range of its unit.

At the end of each battle round, unless otherwise specified, any unspent Warp Storm points are lost. Some abilities will allow you to retain Warp Storm points. Each ability will specify how many Warp Storm points can be retained. Retained Warp Storm points are not lost at the end of the battle round.

Undivided

DARK INVIGORATION5 WSP
Use this effect at the start of the Morale phase. One model in each LEGIONES DAEMONICA unit from your army can regain up to D3 lost wounds. If every model in that unit has a Wounds characteristic of 1, that unit can instead be replenished. When a unit is replenished, you can return D3 destroyed models to that unit with their full wounds remaining. Each returned model no longer counts as having been destroyed for the purposes of Morale tests this turn. Each unit can only be replenished once per turn.
PRIMEVAL TERROR3 WSP
Use this effect at the start of a turn. Until the end of the turn, while an enemy unit is within range of the Daemonic Terror ability of one or more units from your army, subtract 1 from the Leadership characteristic of models in that unit.
MUSIC OF THE WARP2 WSP
Use this effect at the start of your turn. Until the end of the turn, add 6" to the range of the Daemonic Terror ability for INSTRUMENT units from your army (to a maximum of 12").
MALICIOUS MISDIRECTION2 WSP
Use this effect at the start of the Reinforcements step of your opponent’s Movement phase. Until the end of that step, enemy Strategic Reserve units can only be set up as if it were the second battle round.
MAGNIFIED GLORY3 WSP
Use this effect at the start of any turn. Until the end of the turn, add 3" to the range of aura abilities of LEGIONES DAEMONICA units from your army.
OTHERWORLDLY TREAD2 WSP
Use this effect at the start of your Movement phase or at the start of your Charge phase. Until the end of the phase, LEGIONES DAEMONICA units from your army can ignore any or all modifiers to their Move characteristic, Advance rolls and charge rolls.
DESCENDING SHADOW3 WSP
Use this effect at the start of your opponent’s Shooting phase. Until the end of the phase, each time a ranged attack is made against a LEGIONES DAEMONICA unit from your army, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.
INSIDIOUS WHISPERS2 WSP
Use this effect at the start of your opponent’s Psychic phase. Until the end of the phase, LEGIONES DAEMONICA units from your army have the following ability:

Insidious Whispers (Aura): While an enemy PSYKER unit is within 12" of this unit, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.

Khorne

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Supreme Command or Fortification Network Detachments) in which every unit has the KHORNE keyword, you have access to the following Khorne Warp Storm effects, and can spend Warp Storm points to use them.

FURY OF KHORNE4 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, add 1 to the Attacks characteristic of LEGIONES DAEMONICA KHORNE models from your army.
BURNING TERROR2 WSP
Use this effect at the start of your Shooting phase. Roll one D6 for each enemy unit within 24" of any LEGIONES DAEMONICA KHORNE units from your army and that is not wholly within an Area Terrain feature. On a 6, that unit suffers D3 mortal wounds.
OVERWHELMING RAGE4 WSP
Use this effect at the start of your opponent’s Movement phase. Until the end of the phase, each time an enemy unit (excluding AIRCRAFT units) within Engagement Range of any LEGIONES DAEMONICA KHORNE units from your army is selected to Fall Back, roll one D6: on a 4+, that unit cannot Fall Back.

Nurgle

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Supreme Command or Fortification Network Detachments) in which every unit has the NURGLE keyword, you have access to the following Nurgle Warp Storm effects, and can spend Warp Storm points to use them.

SWARMING INSECTS4 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, each time a LEGIONES DAEMONICA NURGLE model from your army makes a melee attack, add 1 to that attack’s hit roll.
PLAGUE OF RUST2 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, each time a LEGIONES DAEMONICA NURGLE model from your army makes a melee attack against an enemy VEHICLE unit, improve the Armour Penetration characteristic of that attack by 1.
WAVE OF SICKNESS2 WSP
Use this effect at the start of your Shooting phase. Roll one D6 for each enemy unit within 12" of one or more LEGIONES DAEMONICA NURGLE units from your army. On a 6, that unit suffers D3 mortal wounds.

Tzeentch

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Supreme Command or Fortification Network Detachments) in which every unit has the TZEENTCH keyword, you have access to the following Tzeentch Warp Storm effects, and can spend Warp Storm points to use them.

DELUGE OF FIRE4 WSP
Use this effect at the start of your Shooting phase. Until the end of the phase, improve the Ballistic Skill characteristic of LEGIONES DAEMONICA TZEENTCH models from your army by 1.
SORCEROUS WINDS3 WSP
Use this effect at the start of your Psychic phase. Until the end of the phase, each time a Psychic test is taken for a LEGIONES DAEMONICA TZEENTCH unit from your army, add 1 to that Psychic test.
RAMPANT MUTATION3 WSP
Use this effect in the Fight phase. Until the end of the phase, each time a LEGIONES DAEMONICA TZEENTCH model from your army makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (each enemy unit can only suffer a maximum of 3 mortal wounds as a result of this effect per phase).

Slaanesh

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Supreme Command or Fortification Network Detachments) in which every unit has the SLAANESH keyword, you have access to the following Slaanesh Warp Storm effects, and can spend Warp Storm points to use them.

MESMERISING DANCE4 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, each LEGIONES DAEMONICA SLAANESH unit from your army that is within Engagement Range of any enemy units can fight first that phase.
LIGHTNING SPEED3 WSP
Use this effect in your Movement or Charge phase. Until the end of the turn, each time an Advance roll or Charge roll is made for a LEGIONES DAEMONICA SLAANESH unit from your army, add 1 to the result.
DARK HALLUCINATIONS2 WSP
Use this effect at the start of your opponent’s turn. Until the end of the turn, while an enemy unit is within 12" of one or more LEGIONES DAEMONICA SLAANESH units from your army, each time that enemy unit starts to perform an action, roll 2D6. If the result is greater than that enemy unit’s Leadership characteristic, that action fails and that enemy unit suffers D3 mortal wounds.


Detachment Abilities

A LEGIONES DAEMONICA Detachment is one that only includes models with the LEGIONES DAEMONICA keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords).

Daemonic Legions

Eldritch and ritualistic hierarchies exist in the daemonic legions, arcane rules that bind each entity to its place with an immutable inevitability weirdly at odds with the anarchy of the warp.

  • If your army only contains LEGIONES DAEMONICA Detachments, and includes any GREATER DAEMON units, one of these must be your WARLORD, unless your army also includes BE’LAKOR.
  • For each GREATER DAEMON unit included in a Detachment, you can include 1 HERALD unit with the same Allegiance keyword in that Detachment without that HERALD unit taking up a Battlefield Role slot.

Daemonic Relics

The daemons of the warp go to war carrying all manner of deadly and esoteric artefacts, creations of pure chaos, aiding their owners in sowing terror and destruction wherever they tread.

If your army includes a LEGIONES DAEMONICA WARLORD, you can give one LEGIONES DAEMONICA CHARACTER model from your army a Relic. This can be selected from the Relics of Khorne, Relics of Tzeentch, Relics of Nurgle or Relics of Slaanesh.

Daemonic Allies

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

The following rules apply if you wish to include any LEGIONES DAEMONICA units in a CHAOS army in which not every unit has the LEGIONES DAEMONICA keyword.

Daemonic Pact
If your army includes one LEGIONES DAEMONICA Detachment, and the combined Power Ratings of all units in that Detachment make up no more than 25% of your army’s Power Level, then until the end of the battle, every unit in that Detachment gains the AGENT OF CHAOS keyword. If a BE’LAKOR unit is included in that Detachment, this ability has no effect.
  • The inclusion of LEGIONES DAEMONICA AGENT OF CHAOS KHORNE units in your army does not prevent WORLD EATERS units in your army from using any rules that require every model in your army to have the same keyword.
  • The inclusion of LEGIONES DAEMONICA AGENT OF CHAOS TZEENTCH units in your army does not prevent THOUSAND SONS units in your army from using any rules that require every model in your army to have the same keyword.
  • The inclusion of LEGIONES DAEMONICA AGENT OF CHAOS NURGLE units in your army does not prevent DEATH GUARD units in your army from using any rules that require every model in your army to have the same keyword.
  • The inclusion of LEGIONES DAEMONICA AGENT OF CHAOS SLAANESH units in your army does not prevent EMPEROR’S CHILDREN units in your army from using any rules that require every model in your army to have the same keyword.

Exalted Bloodthirsters

There are those amongst the Bloodthirsters of Khorne who serve as the Blood God’s personal guard, his champions, executioners and generals. Such lords of slaughter exhibit might and unholy blessings beyond even those of other Bloodthirsters, and embody the greatest warrior archetypes of the ages. Ka’Bandha is such a being, he who battled the angelic Primarch Sanguinius during the Siege of the Emperor’s Palace, and who almost destroyed the assembled might of the Ultramarines Chapter so many millennia later.

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any BLOODTHIRSTER models from your army to be exalted.

When a model is upgraded to be exalted it gains an Exalted ability. You can select one of the Exalted abilities (see below) for that model. That model’s Power Rating is increased accordingly, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules, specifying the ability it has gained.

Named characters (e.g. SKARBRAND) cannot be given Exalted abilities. Each model can only be upgraded to have Exalted abilities once. An army (or a Crusade force) cannot include the same Exalted ability more than once.

A Crusade force cannot start with any models having Exalted abilities - to include one in a Crusade force, you must use the Exalted Daemon Requisition.

EXALTED ABILITYPOWERPOINTS
Indomitable Onslaught+2+40
Master of the Blood Tide+1+20
Rage Unchained+2+35

Exalted Abilities


Indomitable Onslaught

Hate and bloodlust bind this daemon’s corporeal form together with such furious vehemence that its victims struggle to banish the rampaging monster with even the most powerful weapons.

This model cannot lose more than 8 wounds in the same phase. Any wounds that would be lost after that point are not lost.

Master of the Blood Tide

The bloody tides of battle fill this daemonic warrior with surging might, every fresh charge and countercharge sending infernal vitality coursing through its limbs and lending renewed ferocity to its blows.

Each time this model fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to this model’s Strength and Attacks characteristics.

Rage Unchained

No matter the hurts done to it, this blood-spattered abomination continues to slaughter its foes without seeming even to register the desperate blows of.

This model is considered to have double the number of wounds remaining for the purposes of determining what its characteristics are.

Khorne Stratagems

If your army includes any LEGIONES DAEMONICA KHORNE units (excluding units in Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

FRENETIC BLOODLUST1CP/2CP
Legions of Khorne – Battle Tactic Stratagem

Ravening packs of Bloodletters spill across the battlefield seeking out the foe, eager to spill their blood.

Use this Stratagem at the start of the Fight phase. Select one BLOODLETTERS CORE unit from your army.
  • If that unit is not within Engagement Range of any enemy units, make a Normal Move of up to 6" with that unit. It must end this move closer to the closest visible enemy unit.
  • If that unit is within Engagement Range of any enemy units, make a pile-in move with that unit.
If this unit makes a Normal Move, this Stratagem costs 2CP; otherwise, it costs 1CP.
GLORIOUS DECAPITATION2CP
Legions of Khorne – Epic Deed Stratagem

No sight does more to drive the legions of the Blood God into a killing frenzy than the head of an enemy champion lopped off in a fountain of gore, and another worthy skull added to the charnel mountain upon which Khorne’s brass throne is set.

Use this Stratagem when an enemy CHARACTER model is destroyed by a melee attack made by a LEGIONES DAEMONICA KHORNE CHARACTER model from your army. Until the end of the battle, that KHORNE CHARACTER model has the following ability:

Slayer of Champions (Aura): While a friendly LEGIONES DAEMONICA KHORNE unit is within 6" of this model, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this ability.

You can only use this Stratagem once.
RELICS OF THE BRASS CITADEL1CP
Legions of Khorne – Requisition Stratagem

The infernal armouries of Khorne’s daemon legions overflow with macabre artefacts of unbridled slaughter.

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA KHORNE CHARACTER model from your army and give them one Relic of Khorne (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
CONTEMPT FOR SORCERY1CP
Legions of Khorne – Strategic Ploy Stratagem

The loathing for witchery that radiates from the daemons of Khorne can unmake even the mightiest of conjurations.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that enemy PSYKER unit is within 24" of any LEGIONES DAEMONICA KHORNE units from your army, roll one D6, adding 1 to the result if that enemy PSYKER is within 12" of any FLESH HOUNDS units from your army: on a 4+ that psychic power is denied.
BRASS STAMPEDE1CP
Legions of Khorne – Strategic Ploy Stratagem

The daemonic cavalry and chariots of the daemons of Khorne slam into the enemy lines like a brass-shod avalanche of death.

Use this Stratagem after a LEGIONES DAEMONICA KHORNE CAVALRY or LEGIONES DAEMONICA KHORNE VEHICLE unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that unit and roll one D6 for each model in the charging unit, adding 3 to the result if the charging unit is a VEHICLE unit:
  • For each 6-8, that enemy unit suffers D3 mortal wounds.
  • For each 9, that enemy unit suffers D3+3 mortal wounds.
BANNER OF BLOOD1CP
Legions of Khorne – Wargear Stratagem

The dark icons carried above Khorne’s daemonic hosts spur those who march below them forward with greater fury.

Use this Stratagem when a LEGIONES DAEMONICA KHORNE ICON unit from your army is selected to charge. Until the end of the phase, each time you make a charge roll for that unit, roll one additional D6 and discard the lowest result.

Khorne Warlord Traits

If a LEGIONES DAEMONICA KHORNE CHARACTER model from your army gains a Warlord Trait, you can use the Khorne Warlord Traits table below to determine which Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

If a KHORNE HERALD model gains a Warlord Trait, they can only have the Aspect of Death (Aura), Brazen Hide or Devastating Blow Warlord Traits. You can either roll one D3 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

ASPECT OF DEATH (AURA)

Such is the palpable aura of dread this daemon emanates that its enemies may die of sheer terror.

While an enemy unit is within 6" of this WARLORD:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

2

BRAZEN HIDE

This daemon’s warpflesh is infused with rune-wrought brass that shatters blades and turns aside even the most powerful enemy blows.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

3

DEVASTATING BLOW

So monstrous is the strength behind this warlord's blows and so unstoppable their hatred that they can lay victims low with but a single strike.

Each time this WARLORD makes a melee attack, rules that ignore wounds cannot be used.

4

GLORY OF BATTLE

The more foes that surround this daemon, the faster and more eagerly it fights.

  • Add 1 to this WARLORD’s Attacks characteristic.
  • While this WARLORD is within 3" of 6 or more enemy models, add 1 to this WARLORD’s Attacks characteristic.
  • While this WARLORD is within 3" of 11 or more enemy models, add 1 to this WARLORD’s Attacks characteristic.

5

IMMENSE POWER

The molten fury of the Lord of Battle rages within this daemon, and its body is swollen with unholy might.

Each time this WARLORD makes a melee attack, add 1 to that attack’s wound roll.

6

RAGE INCARNATE

The fury with which this daemon hurls itself at the enemy serves as a beacon of wrath to its like-minded minions.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • Each time a friendly LEGIONES DAEMONICA KHORNE CORE unit declares a charge against an enemy unit within Engagement Range of this WARLORD, add 1 to the charge roll made for that unit.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the relevant one shown below:

Named CharacterWarlord Trait
SkarbrandRage Incarnate
SkulltakerDevastating Blow
KaranakAspect of Death (Aura)

Relics of Khorne

If a LEGIONES DAEMONICA KHORNE CHARACTER model gains a Relic, you can give them one of the following Relics of Khorne. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Khorne your models have on your army roster.

ARMOUR OF SCORN

Though this armour was forged in the Brass Citadel, it was the Blood God’s contempt that gave it life. Aeons after its creation, it is this same burning scorn that shields its wearer in battle.

KHORNE MONSTER model only.
  • Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any saving throw made against that attack (even though it is a Daemonic saving throw).
  • Each time the bearer would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6: on a 4+, that wound is not lost.

THE CRIMSON CROWN

It is said that this crown was created from a single drop of Khorne’s blood. A measure of the Blood God’s endless wrath is bound within the crown, and its effect upon his daemonic servants is palpable. Fuelled by the artefact’s fell presence, Khorne’s daemons are driven to ever greater heights of savagery and slaughter.

At the end of each battle round, if the bearer destroyed any enemy models during that battle round, you can retain up to 2 unspent Warp Storm points.

RUNE OF BRASS

Etched into the daemons armour - or embedded into its flesh - the Rune of Brass retains the infernal heat of its creation. The glare of its still-molten form is agony to witches, for it conjures the all- consuming blaze of the pyre, and twists their powers against them.

The bearer has the following ability:

Rune of Brass (Aura): While an enemy PSYKER unit is within 12" of the bearer:
  • Each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.
  • Each time that unit suffers Perils of the Warp, it suffers D6 mortal wounds instead of D3.

BLOOD-DRINKER TALISMAN

Seized from the blasted surface of a crone world, this sentient gemstone resides within the warp-wrought body of its daemonic master. There it pulses with malign murderlust, drinking in the blood that sprays its host’s flesh during battle and channelling the stolen life force to reknit the corporeal form of the daemon within which it resides.

Each time the bearer fights, after resolving its attacks, roll one D6 for each enemy model that was destroyed by those attacks. On a 5+, the bearer regains 1 lost wound. The bearer cannot regain more than 6 lost wounds in each Fight phase.

A’RGATH, THE KING OF BLADES

When a daemon is bound within a weapon by its infernal master, it rarely submits willingly to this terrible incarceration. The same cannot be said for A’rgath. A lifetime of slaughter and zealous dedication saw this butcher granted daemonhood. Such was his devotion to Khorne that instead of accepting immortality as a Daemon Prince, he instead chose to take the form of a deadly blade so that he could spill the lifeblood of Khorne’s greatest enemies. Their hand guided by A’rgath’s spirit, this weapons wielder becomes nigh on unstoppable. Countless are the rival champions and mortal heroes that have fallen to his power.

Select one melee weapon the bearer is equipped with.
  • Add 1 to the Damage characteristic of that weapon.
  • Each time the bearer makes a melee attack with that weapon, you can ignore any or all modifiers to that attack’s hit roll and any or all modifiers to that attack’s wound roll.
  • That weapon is now considered to be a Relic for all rules purposes.

SKULLREAVER

This monstrous axe forms the prison for a Bloodthirster defeated in a duel against a rival champion of Khorne. The rage of the trammelled daemon causes the blade’s infernal runes to blaze with the heat of a captive star, and keeps its edge so supernaturally sharp that a single blow from Skullreaver can lop the head from the mightiest foe or decapitate an entire rank of lesser victims.

Model equipped with axe of Khorne only. This Relic replaces an axe of Khorne and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Mighty strike
Mighty strike
Melee
Melee
+4
-4
D6
Abilities: Each time an attack is made against a VEHICLE or MONSTER unit with this weapon’s mighty strike profile, that attack has a Strength characteristic of x2 and a Damage characteristic of D3+3.
Sweeping blow
Sweeping blow
Melee
Melee
User
-3
1
Abilities: Each time an attack is made with this weapon’s sweeping blow profile, make 2 hit rolls instead of 1.

Exalted Lords of Change

Highest amongst the Lords of Change are those entities whose plotting, foresight and esoteric lore please Tzeentch most greatly. Such malevolent manipulators weave webs of fate and deception that span soaring gulfs of time and space. They oversee the sanity-blasting campaigns of Tzeentch’s daemon legions, manipulate his cult followers in realspace, and apply themselves to twisting both the warp and reality to most greatly empower the Dark God they serve. For such efforts, Tzeentch rewards his favoured daemons with mind-bending blessings of empyric power.

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any LORD OF CHANGE models from your army to be exalted. When a model is upgraded to be exalted it gains Exalted abilities.

You can select one of the Exalted abilities (see below) for that model. That model’s Power Rating is increased accordingly, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules, specifying the ability it has gained.

Named characters (e.g. KAIROS FATEWEAVER) cannot be given Exalted abilities. Each model can only be upgraded to have Exalted abilities once. An army (or a Crusade force) cannot include the same Exalted ability more than once.

A Crusade force cannot start with any models having Exalted abilities - to include one in a Crusade force, you must use the Exalted Daemon Requisition.

EXALTED ABILITYPOWERPOINTS
Architect of Deception+2+35
Master Mutator+2+30
Nexus of Fate+1+20

Exalted Abilities


Architect of Deception

No foe, be they mortal or daemonic, can trust their perceptions around this most cunning of daemons. A veil of sorcerous illusion wreathes it so densely that its enemies may not discern the daemon’s true location even should they stand in its very shadow.

Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.

Master Mutator

The merest touch of this daemon’s magicks causes the fabric of realspace to twist and distort. Screaming victims find their bodies and wargear erupting into grotesque mutant growth that soon reduces even the most stoic or magnificent warrior to a mewling heap of fleshy ruination.

At the end of your Psychic phase, roll one D6 for each enemy unit that suffered any mortal wounds as a result of a psychic power manifested by this model this turn: on a 2+, that unit suffers 1 mortal wound.

Nexus of Fate

Orbited by glowing runes that dance through the air like will-o’-the-wisps, the fates of all its allies and foes play out before the bottomless wells of this daemon’s unblinking eyes.

In your Command phase, if this model is on the battlefield, roll one D6: on a 4+, you gain one Command point.

Tzeentch Stratagems

If your army includes any LEGIONES DAEMONICA TZEENTCH units (excluding units in Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

MINIONS OF MAGIC1CP
Legions of Tzeentch – Battle Tactic Stratagem

The mutating change-fires unleashed by the freakish daemons of Tzeentch pour through or melt away even the most formidable armour.

Use this Stratagem in your Shooting phase, when a HORRORS CORE unit is selected to shoot. Until the end of the phase, each time a ranged attack is made by a model in that unit, on an unmodified wound roll of 6, change the Armour Penetration characteristic of that attack to -3.
BURNING WARPFIRE1CP/2CP
Legions of Tzeentch – Battle Tactic Stratagem

Employing their rubbery flesh as a conduit for the raw energies of the warp, these daemons spew the resultant torrent of warp-stuff as wave upon wave of mutating flame.

Use this Stratagem in your Shooting phase, when a FLAMERS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with flickering flames or the pink fire profile of fire of Tzeentch that targets an enemy unit that contains 11 or more models, when determining how many attacks that model makes with that weapon, count results of less than 9 as 9. If that FLAMERS unit contains 4 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
WARP JAWS1CP
Legions of Tzeentch – Battle Tactic Stratagem

Many Tzeentchian daemons possess slavering maws that drool corrosive warp-stuff quite capable of eating through or transmogrifying the toughest corporeal armour.

Use this Stratagem in the Fight phase, when a SCREAMERS, FATESKIMMER or BURNING CHARIOT unit from your army is selected to fight. Until the end of the phase, each time an attack is made with a lamprey bite or Screamer bites by a model in that unit, add 1 to that attack’s wound roll.
MAGICAL BOON1CP
Legions of Tzeentch – Epic Deed Stratagem

Arcane knowledge and mystical power have ever been the domain of Tzeentch and his minions.

Use this Stratagem at the start of your Psychic phase. Select one LEGIONES DAEMONICA TZEENTCH PSYKER unit from your army. That unit can attempt to manifest one additional psychic power this turn.
RELICS OF THE IMPOSSIBLE FORTRESS1CP
Legions of Tzeentch – Requisition Stratagem

Many are the arcane devices wielded by the servants of Tzeentch.

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA TZEENTCH CHARACTER model from your army and give them one Relic of Tzeentch (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
WARP PORTAL1CP/2CP
Legions of Tzeentch – Strategic Ploy Stratagem

This daemon prises open an unnatural shortcut through the warp.

Use this Stratagem in your Movement phase, when you select a LEGIONES DAEMONICA TZEENTCH CHARACTER model from your army to make a Normal Move. Instead of moving it as normal, remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models. If that CHARACTER model has the HERALD keyword, this Stratagem costs 1CP, otherwise, it costs 2CP.
FLAMES OF MUTATION1CP
Legions of Tzeentch – Strategic Ploy Stratagem

Tzeentchian daemons advance wreathed in kaleidoscopic flame.

Use this Stratagem at the end of the Fight phase. Select one HORRORS unit from your army that had any models destroyed during this phase. Select one enemy unit within Engagement Range of that unit, and roll one D6 for each model in that HORRORS unit that was destroyed during this phase. For each 6, that enemy unit suffers 1 mortal wound. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this Stratagem.
BLASTED STANDARD1CP
Legions of Tzeentch – Wargear Stratagem

The daemons unleash transmutational energies from their icon.

Use this Stratagem at the start of your Psychic phase. Select one LEGIONES DAEMONICA TZEENTCH ICON unit from your army. Until the end of the phase, each time you make an unmodified Psychic test of 9 or more for a friendly LEGIONES DAEMONICA TZEENTCH PSYKER unit within 12" of that unit, the closest enemy unit within 24" of and visible to that selected unit suffers 1 mortal wound.

Pandaemoniac Discipline

Before the battle, generate the psychic powers for PSYKER models in your army that know powers from the Pandaemoniac discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER model knows.

D6PSYCHIC POWER
1

BOON OF CHANGE

As the daemon chants, its minions begin to twist and new forms take shape as the will of Tzeentch demands.

Blessing: Boon of Change has a warp charge value of 6. If manifested, select one friendly LEGIONES DAEMONICA TZEENTCH unit within 18" of this PSYKER and roll one D3. Until the start of your next Psychic phase, that unit gains the relevant bonus from the table below:

D3EFFECT
1Extra Limbs: Add 2" to the Move characteristic of models in that unit.
2Mystical Strength: Add 1 to the Strength characteristic of models in that unit.
3Resilient Hide: Add 1 to the Toughness characteristic of models in that unit.

If the result of the Psychic test was 9 or more, you can select which result applies instead of rolling a D3.

2

BOLT OF CHANGE

The daemon unleashes a bolt of warp energy that afflicts the foe with sickening and uncontrollable mutations.

Witchfire: Bolt of Change has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER, and roll nine D6:

  • For each 5+, that enemy unit suffers 1 mortal wound.
  • For each model destroyed as a result of these mortal wounds, that unit suffers 1 additional mortal wound (to a maximum of 3). These additional mortal wounds cannot generate any additional mortal wounds.

3

GAZE OF FATE

Using its powers of precognition to unravel the strands of destiny, this daemon extracts secrets from the sea of souls and channels them through its own potent form.

Blessing: Gaze of Fate has a warp charge value of 7. If manifested, at the end of the battle round, if this PSYKER is on the battlefield, you can retain up to 2 unspent Warp Storm points.

4

TREASON OF TZEENTCH

The psyker reaches into the mind of its victim, subverting their will and turning them upon their own allies.

Malediction: Treason of Tzeentch has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, that enemy unit is not affected by the aura abilities of other enemy units.

5

INFERNAL FLAMES

Cackling madly, the psyker’s minions are wreathed in pink and blue flames that leap forth to consume their foes.

Blessing: Infernal Flames has a warp charge value of 7. If manifested, select one friendly LEGIONES DAEMONICA TZEENTCH CORE unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s wound roll.

6

INFERNAL GATEWAY

Opening a portal to the warp, this daemon creates a tear in the fabric of the mortal plane that sucks foes into certain oblivion.

Witchfire: Infernal Gateway has a warp charge value of 8. If manifested, the closest enemy unit within 18" of and visible to this PSYKER and each other enemy unit within 3" of that enemy unit suffers D3 mortal wounds. If the result of the Psychic test was 12 or more, each affected unit suffers 3 mortal wounds instead.


Tzeentch Warlord Traits

If a LEGIONES DAEMONICA TZEENTCH CHARACTER model from your army gains a Warlord Trait, you can use the Tzeentch Warlord Traits table below to determine which Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

If a TZEENTCH HERALD model is your WARLORD, they can only have the Born of Sorcery, Incorporeal Form or Fractal Mind Warlord Traits. You can either roll one D3 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

BORN OF SORCERY

Tapping into the infinite power of the warp comes as easily to this daemon as breathing air does to a mortal.

Add 1 to Psychic tests taken for this WARLORD.

2

INCORPOREAL FORM

This daemon’s body flickers constantly in and out of reality, making it difficult for adversaries to land a telling blow against it.

Each time an attack is made against this WARLORD, subtract 1 from that attack’s wound roll.

3

FRACTAL MIND

This daemon’s consciousness is a many-faceted tangle of infinite complexity that allows it to divide its perceptions and attention in a way that would drive mortal minds to madness.

If this WARLORD attempts to perform a psychic action in your Psychic phase, it can still attempt to manifest one psychic power during that phase without that psychic action failing.

4

WARP TETHER

This daemon embeds its essence into realspace like a thorn, then exudes tendrils of energy that anchor its minions within corporeal reality.

  • This WARLORD has the WARP LOCUS keyword.
  • This WARLORD has the following ability:
Warp Tether (Aura): While a friendly LEGIONES DAEMONICA TZEENTCH unit is within 12" of this model, each time a Morale test is taken for that unit, you can re-roll the result.

5

LOREKEEPER OF TZEENTCH

Like some malevolent arachnid, this daemon extends its web ever further, ensnaring mortal wisdom and arcane lore and devouring it.

Each time this WARLORD successfully manifests a psychic power from the Pandaemoniac discipline, add 6" to the range of that psychic power. If that psychic power specifies more than one range, only add 6" to the first range specified.

6

TYRANT OF THE WARP

The sheer ensorcelled might of this daemons presence in the warp is enough to dissuade rival entities and predatory sentiences from attempting to assail it on the metaphysical battleground.

  • This WARLORD never suffers Perils of the Warp.
  • Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the relevant one shown below:

Named CharacterWarlord Trait
Kairos FateweaverTyrant of the Warp
The Blue ScribesIncorporeal Form
The ChangelingWarp Tether

Relics of Tzeentch

If a LEGIONES DAEMONICA TZEENTCH CHARACTER model gains a Relic, you can give them one of the following Relics of Tzeentch. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Tzeentch your models have on your army roster.

THE ENDLESS GRIMOIRE

Within the pages of this magical tome lie the secrets of every cantrip, incantation and spell ever conceived. Though the bearer of this grimoire has access to the infinite knowledge bound within, they must battle the temptation simply to fall into the flickering pages of the tome and drink in endless reams of knowledge until they lose all grasp or influence upon the events transpiring around them.

PSYKER model only. The bearer can attempt the following action:

Study Grimoire (Action): At the start of your Shooting phase, the bearer can start to perform this action. This action is completed at the start of your next Command phase. If completed, select one psychic power from the Pandaemoniac discipline. Until the end of the battle, the bearer knows that psychic power in addition to any others it knows.

THE IMPOSSIBLE ROBE

The wearer of this robe exists between several realities at once. Thus can a daemonic commander potentially control Tzeentch’s interests in multiple times and places simultaneously to further multiple aspects of the Great Plan. This effect makes it hard for foes to truly harm the wearer, who flickers between planes of reality in an unpredictable fashion. However, the robe is capricious, and has been known to rip its wearer out of reality altogether should they lose control of its powers.

Once per phase, when a saving throw is failed for the bearer, you can use this ability. If you do so, the Damage characteristic of that attack is changed to 0.

THE EVERSTAVE

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

PSYKER model only. Each time the bearer attempts to manifest a Witchfire psychic power or Smite, on an unmodified Psychic test of 9 or more, that psychic power cannot be denied.

WARPFIRE BLADE

Existing in nine times nine dimensions, the Warpfire Blade flickers with its bearer’s sorcerous power. Every iteration of the blade strikes in differing forms and at varying angles - a plane of sharpened will, an outstretched hand of friendship, a wave of stellar fire - seeking a route through every sub-existence to sever the soul of those it strikes.

Select one melee weapon the bearer is equipped with.
  • Add 1 to the Damage characteristic of that weapon.
  • Each time an attack is made with that weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • That weapon is now considered to be a Relic for all rules purposes.

SOULBANE

This incorporeal blade inflicts no harm upon its victim’s physical body, instead carving its way through the stuff of their very soul. So ephemeral and unreal is this strange weapon that it is impossible to cross blades with Soulbane, for its ghostly edge will pass straight through any guard. Those struck by Soulbane collapse in agony, writhing and screaming as their lacerated essences slowly bleed away into the immaterium.

Model equipped with rod of sorcery only. This Relic replaces a rod of sorcery and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soulbane
Soulbane
12"
Assault 3D3
6
-2
3

SOUL-EATER STAVE

Invisible to those without witch-sight, ethereal pseudopods, grasping talons and maws of non-matter surround this twisted staff, ever alert to the cry of a soul newly torn from its body. Riding the power channelled by the staff’s bearer, they hungrily devour every scrap of life essence they can catch before it is lost to the maelstrom of the warp’s myriad predators. This unholy feast serves to infuse the stave’s daemon wielder with stolen vigour, which flows from the weapon into its master through its nightmarish web of tendrils and parasitic tethers.

PSYKER model only. Each time an enemy model is destroyed by a mortal wound inflicted as a result of a psychic power manifested by the bearer, roll one D6: on a 4+, the bearer regains 1 lost wound. The bearer cannot regain more than 6 lost wounds in each Psychic phase as a result of this ability.

Exalted Great Unclean Ones

Just as the power of disease waxes and wanes through outbreak and remission, so does Nurgle’s favour see some of his Great Unclean Ones swell almost to bursting with power, even as the blessings of others seep away to naught. Those daemons highest in the Grandfather’s regard boast a veritable cornucopia of malignant abilities and malodorous mutations.

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any GREAT UNCLEAN ONE models from your army to be exalted. When a model is upgraded to be exalted it gains Exalted abilities.

You can select one of the Exalted abilities (see below) for that model. That model’s Power Rating is increased accordingly, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules, specifying the ability it has gained.

Named characters (e.g. ROTIGUS) cannot be given Exalted abilities. Each model can only be upgraded to have Exalted abilities once. An army (or a Crusade force) cannot include the same Exalted ability more than once.

A Crusade force cannot start with any models having Exalted abilities - to include one in a Crusade force, you must use the Exalted Daemon Requisition.

EXALTED ABILITYPOWERPOINTS
Bountiful Gifts+2+25
Hideous Visage+1+20
Revoltingly Resilient+2+30

Exalted Abilities


Bountiful Gifts

Deep in this daemon’s unnatural innards is a captive warp rent that leads to a near-infinite ocean of supernatural foulness. The Great Unclean One holds this tide of filth within itself, occasionally burping forth pure warp energy, invigorating its fellows with the noisome stench.

At the end of each battle round, if this model is on the battlefield, you can retain up to 2 unspent Warp Storm points.

Hideous Visage

To look upon this creature is to see the fate of all flesh, rotting and sloughing off the bone. Even the sternest warrior is shaken by the inevitability of decay.

This model has the following ability:

Hideous Visage (Aura): While an enemy unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit and subtract 1 from Combat Attrition tests taken for that unit.

Revoltingly Resilient

Between the foul gases that belch from every rent in this daemons diseased form, the swarms of biting plague-mites that engulf its victims, and the slick of fever-sweat and curdled pus that coats its hide, it is nigh on impossible for its enemies to land a clean blow.

Each time a melee attack is made against this model, subtract 1 from that attacks Damage characteristic (to minimum of 1).

Nurgle Stratagems

If your army includes any LEGIONES DAEMONICA NURGLE units (excluding units in Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

REVOLTING CONSTITUTION1CP/2CP
Legions of Nurgle – Battle Tactic Stratagem

The supernatural corruption of Plaguebearers’ physical forms is such that even the most grievous wounds do not trouble them.

Use this Stratagem when a PLAGUEBEARER’s unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit has a Power Rating of 12 or more, this Stratagem costs 2CP, otherwise, it costs 1CP.
CHORTLING MURRAIN1CP
Legions of Nurgle – Epic Deed Stratagem

Sloppity Bilepipers are carriers of the deadly chortling murrain, a disease that causes those who contract it to laugh themselves to death.

Use this Stratagem in your Shooting phase. Select one enemy unit within 6" of a SLOPPITY BILEPIPER model from your army and roll one D6 for each model in that enemy unit. For each roll that exceeds that model’s Toughness characteristic, that model’s unit suffers 1 mortal wound. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this Stratagem. You can only use this Stratagem once.
PESTILENT INSPIRATION1CP
Legions of Nurgle – Epic Deed Stratagem

From the germ of an idea may grow the most perfect plagues.

Use this Stratagem at the start of your Psychic phase. Select one LEGIONES DAEMONICA NURGLE PSYKER model from your army. Until the end of the phase, that model knows all of the psychic powers from the Warprot discipline.
RELICS OF THE GREAT GARDEN1CP
Legions of Nurgle – Requisition Stratagem

Nurgle is said to be all-too-generous with his glopsome gifts.

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA NURGLE CHARACTER model from your army and give them one Relic of Nurgle (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
SLIME TRAIL1CP
Legions of Nurgle – Strategic Ploy Stratagem

The more slug-like of Nurgles daemons exude a paralysing slime that leaves victims numbed and despairing.

Use this Stratagem at the start of your opponent’s Movement phase. Select one BEASTS OF NURGLE or HORTICULOUS SLIMUX unit from your army. Each time an enemy unit (excluding AIRCRAFT or TITANIC units) within Engagement Range of that unit is selected to move, roll one D6: on a 4+, that enemy unit cannot Fall Back this turn.
SWARMING FLIES2CP
Legions of Nurgle – Strategic Ploy Stratagem

A tsunami of thrumming plague flies roars around the daemons of Nurgle at all times. They carpet the enemy, providing a horrible distraction as they swarm, bite and choke their victims.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase. Select one LEGIONES DAEMONICA NURGLE unit from your army. Until the end of the phase, each time an enemy model makes an attack against that unit, subtract 1 from that attack’s hit roll.
CRUSHING BULK1CP
Legions of Nurgle – Strategic Ploy Stratagem

Many daemons of Nurgle manifest lumpen and ponderous physical forms whose sheer bulk is a weapon in its own right.

Use this Stratagem after a PLAGUE DRONES, BEASTS OF NURGLE or GREAT UNCLEAN ONE unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that unit and roll one D6 for each model in the charging unit, adding 3 to the result if that unit is a GREAT UNCLEAN ONE unit:
  • On a 6+, that unit suffers D3 mortal wounds.
  • On a 9, that unit suffers D3+3 mortal wounds instead.
PLAGUE BANNER1CP
Legions of Nurgle – Wargear Stratagem

A pervasive aura of pestilence surrounds this icon, causing rusted blades to weep with even fouler and more toxic diseases.

Use this Stratagem in the Fight phase, when a LEGIONES DAEMONICA NURGLE ICON unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends. Each unit can only suffer a maximum of 6 mortal wounds as a result of this Stratagem in each phase.

Warprot Discipline

Before the battle, generate the psychic powers for PSYKER models in your army that know powers from the Warprot discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER model knows.

D6PSYCHIC POWER
1

STREAM OF CORRUPTION

The daemon’s jaws stretch impossibly wide. Its rotten body convulses, heaving out clouds of rancid gas and flies before at last it ejects a jetting river of diseased vomit. So contagious and corrosive is this tide of foulness that those not drowned by it are often dissolved into organic gruel or left stricken by supernatural sickness.

Witchfire: Stream of Corruption has a warp charge value of 6. If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds. If that unit contains 11 or more models, that unit suffers D3+2 mortal wounds instead.

2

FLESHY ABUNDANCE

The daemon blesses their allies with Nurgle’s bountiful energies, swelling them into even more grotesquely resilient and corpulent forms.

Blessing: Fleshy Abundance has a warp charge value of 7. If manifested, select one friendly LEGIONES DAEMONICA NURGLE CORE unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.

3

NURGLE’S ROT

Gurgling praise to its god, the daemon exudes a wave of soul-pox that eats away the spiritual essence of those who lack Nurgle’s blessings. Victims’ eyes become glassy, their flesh sinks upon their bones and their limbs fall slack before they collapse and begin to rot before their horrified comrades’ eyes.

Witchfire: Nurgle’s Rot has a warp charge value of 7. If manifested, roll 2D6 for each enemy unit within 6" of this PSYKER. If the result is higher than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds. If the result is at least double the highest Toughness characteristic of models in that unit, that unit suffers D6 mortal wounds instead.

4

SHRIVELLING POX

Muttering an unholy chant in a blighted tongue, the daemon calls down a foul malignancy that races through the enemies’ ranks like wildfire and chews away at their flesh and organs like a tide of ravenous maggots.

Malediction: Shrivelling Pox has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Toughness characteristic of models in that unit.

5

VIRULENT BLESSING

Calling upon the myriad gifts of Nurgle, the daemon infuses its allies’ weapons, fangs and talons with a seething mix of supernatural maladies that render their merest touch inimical to their luckless victims.

Blessing: Virulent Blessing has a warp charge value of 6. If manifested, select one friendly LEGIONES DAEMONICA NURGLE CORE unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.

6

MALODOROUS PALL

Chanting in a phlegm-choked drone, the daemon conjures forth a dense cloud of occluding corpse-gas and biting, blinding flies to engulf the enemy and leave them nauseated and reeling.

Malediction: Malodorous Pall has a warp charge value of 8. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, that enemy unit:

  • Cannot perform actions (if that enemy unit is currently performing an action, it immediately fails).
  • Loses the Objective Secured ability.


Nurgle Warlord Traits

If a LEGIONES DAEMONICA NURGLE CHARACTER model from your army gains a Warlord Trait, you can use the Nurgle Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

If a NURGLE HERALD model is your WARLORD, they can only have the Heaving Mass, Acidic Ichor or Virulent Touch Warlord Traits. You can either roll one D3 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

HEAVING MASS

Saturated with corruption and fatted upon a diet of mortal souls, this daemon’s swollen frame seethes with unclean vitality.

Add 2 to this WARLORD’s Wounds characteristic.

2

ACIDIC ICHOR

Those that pierce this daemon’s straining flesh are sprayed with sizzling bile that melts through armour, flesh and bone.

Each time this WARLORD loses a wound as a result of a melee attack made by an enemy unit, after the attacking model’s unit has finished making its attacks, roll one D6: on a 4+, that enemy unit suffers 1 mortal wound. Each unit can only suffer a maximum of 6 mortal wounds per phase as a result of this ability.

3

VIRULENT TOUCH

So saturated with noxious toxins and poisons is this daemon that its merest touch causes its victims to erupt into spreading masses of buboes and sores that burst and redouble until their bodies collapse under the repugnant strain.

Each time this WARLORD makes a melee attack (excluding attacks made against TITANIC units), if a hit is scored, that attack automatically wounds the target.

4

PLAGUE FLY HIVE (AURA)

This daemon’s hole-riddled hide supports a colony of plague flies that crawl busily in and out of its flesh, and swarm forth to bedevil the foe.

While an enemy unit is within 6" of this WARLORD:

  • Each time a model in that unit makes a melee attack, subtract 1 from that attack’s hit roll.
  • That unit cannot start to perform any actions.

5

OVERFLOWING FECUNDITY

This daemon’s hurts are swiftly unmade amidst swift-clotting filth and rotten regrowth.

Each time an attack is made against this WARLORD, an unmodified wound roll of 1-3 for that attack automatically fails, irrespective of any abilities that the weapon or the model making the attack may have.

6

PESTILENT MIASMA

Those who venture too close to this daemon find their injuries blackening in seconds and their infected flesh swiftly turning to rancid soup.

At the start of the Fight phase, roll one D6 for each enemy unit within Engagement Range of this WARLORD:

  • On a 2-5, that enemy unit suffers 1 mortal wound.
  • On a 6, that enemy unit suffers D3 mortal wounds.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the relevant one shown below:

Named CharacterWarlord Trait
EpidemiusVirulent Touch
Horticulous SlimuxAcidic Ichor
RotigusPestilent Miasma

Relics of Nurgle

If a LEGIONES DAEMONICA NURGLE CHARACTER model gains a Relic, you can give them one of the following Relics of Nurgle. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Nurgle your models have on your army roster.

HORN OF NURGLE’S ROT

A daemon crowned with this repulsive horn can, with but a single touch, infect mortal victims with Nurgle’s Rot. Even as the afflicted lay dying, their bodies and souls decay and deform, despair curdling their last moments. What were once enemy soldiers rise anew as Plaguebearers of Nurgle, and shamble to take their place in the festering ranks of their fellows.

Each time the bearer is selected to fight, after its attacks have been resolved you can select one friendly PLAGUEBEARERS INFANTRY CORE unit wholly within 18" of the bearer to be replenished. Roll one D6 for each enemy model that was destroyed by the bearer this phase. For each 4+, you can return 1 destroyed model to that PLAGUEBEARERS unit with its full wounds remaining, to a maximum of 3 models per turn. These models cannot be set up within Engagement Range of any enemy units unless those enemy units are already within Engagement Range of its unit. Each unit can only be replenished once per turn.

THE ENTROPIC KNELL

To hear the grim tolling of this great bell upon the winds is a death sentence, for its sound heralds the arrival of the Plague Legions. Such is its dread power that a single peal reverberates for long minutes, spreading despair even over the clangour of battle.

In your Command phase, select one enemy unit within 12" of this model. Until the start of your next Command phase:
  • Enemy units cannot benefit from that enemy unit’s aura abilities.
  • For the purposes of determining which player controls an objective marker, treat the number of models in that unit as half its current number (rounding up).

TOME OF A THOUSAND POXES

How this rotten volume found its way out of the diseased libraries of the scholar Ku’gath may never be known, but within its foetid daemon-hide pages are the secrets of many of that daemon’s most ruinous plagues. Even the simplest infection can bloom into new and vibrant potency by using the arcane incantations it contains, each inscribed in divine ichor.

PSYKER model only.
  • The bearer knows one additional psychic power from the Warprot discipline.
  • Each time the bearer attempts to manifest a psychic power from the Warprot discipline, if the result of the Psychic test is 7, that psychic power cannot be denied.

CORRUPTION

This fabled weapon is the physical manifestation of corruption. Constantly dripping with foul ooze, the merest scratch from its edge is enough to lay low the hardiest foe, and its toxins can effortlessly overcome even the resilience of a Space Marine.

Select one melee weapon the bearer is equipped with:
  • Add 1 to the Damage characteristic of that weapon.
  • Each time an attack made with that weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses.
  • That weapon is now considered to be a Relic for all rules purposes.

EFFLUVIOR

Within the hanging skulls of this accursed flail, there is a rancid rot-hole burrowing through reality itself. Down these vile channels rush torrents of liquid warp-filth, the raw and seething slops of the Garden of Nurgle. With every ponderous swing and bludgeoning impact, Effluvior’s skulls spray fans of this lethal slime, causing victims to contort as flesh, metal and bone putrefy. Those not pulverised by the daemon’s attacks are instead reduced to a slick of slime that seeps back into Nurgle’s metaphysical realm.

Model equipped with plague flail only. This Relic replaces a plague flail and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Effluvior
Effluvior
7"
Assault 3D3
+1
-3
3
Abilities: Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.

THE ENDLESS GIFT

Only the most accomplished plague daemons are granted the Endless Gift. A disease of unutterable malignancy and repulsive beneficence, it changes form constantly from plague to infestation to malaise. The one constant is its ability to reknit its sufferer’s corporeal form from even the most catastrophic of wounds. One moment, infernal bacteria may multiply like wildfire until their gelid mass fills a fleshy rent with fresh daemon-flesh. The next, pestilential vapours may billow from the daemons yawning maw, veiling its ravaged bulk before tattering away to reveal a form healed of its recent hurts. However it happens, the longer the enemy must watch their efforts to fell the daemon falter, the more their despair feeds into the gift and increases its supernatural potency until its vessel is all but immune to banishment.

At the start of your Command phase, the bearer regains up to a number of lost wounds equal to the current battle round number.

Exalted Keepers of Secrets

The most gifted amongst the Greater Daemons of Slaanesh are living embodiments of unfettered excess and sensory overload. At once sublimely graceful and menacingly bestial, they terrify and repulse mortals even as they beguile them and bewitch their every sense. To stand against such a sublime nightmare given corporeal form is to endure a test of will and resolve that few mortals stand any chance of passing.

If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any KEEPER OF SECRETS models from your army to be exalted. When a model is upgraded to be exalted it gains Exalted abilities.

You can select one of the Exalted abilities (see below) for that model. That model’s Power Rating is increased accordingly, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules, specifying the ability it has gained.

Named characters (e.g. SHALAXI HELBANE) cannot be given Exalted abilities. Each model can only be upgraded to have Exalted abilities once. An army (or a Crusade force) cannot include the same Exalted ability more than once.

A Crusade force cannot start with any models having Exalted abilities - to include one in a Crusade force, you must use the Exalted Daemon Requisition.

EXALTED ABILITYPOWERPOINTS
Diaphanous Panoply+2+35
Epicurean of Agonies+2+25
Insatiable Onslaught+1+20

Exalted Abilities


Diaphanous Panoply

Though the smooth flesh and flowing silken finery of this daemon appear almost delicate, they are as impenetrable as a mind lost to the deepest throes of addiction. Even the largest calibre shots rebound from them as though the blows were no more than the kiss of a perfumed breeze.

Each time a ranged attack is made against this model, subtract 1 from that attack’s wound roll.

Epicurean of Agonies

It is in this daemon’s gift to know the innermost secrets, the most desperate desires and deeply harboured fears of all those it looks upon. It delights in exploiting such stolen insights to maximise the torments of its victims, dissecting their bodies with precise, nerve-shredding blows even as it drowns their minds in sadistic illusions that leave them all but unable to resist.

Each time this model makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

Insatiable Onslaught

The unfulfilled desires of myriad desperate souls surge through this daemon, filling it with a ravenous appetite for cruelty and slaughter that drives it on with ever-greater urgency.

Add 2 to Advance rolls and charge rolls made for this model.

Slaanesh Stratagems

If your army includes any LEGIONES DAEMONICA SLAANESH units (excluding units in Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

THIRST FOR SOULS1CP
Legions of Slaanesh – Battle Tactic Stratagem

As extensions of their patron deity, the daemons of Slaanesh salivate with undisguised desire at the thought of devouring Aeldari souls.

Use this Stratagem in the Fight phase, when a LEGIONES DAEMONICA SLAANESH unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an AELDARI unit, you can re-roll the hit roll and you can re-roll the wound roll.
RAZOR-SHARP CARESS1CP
Legions of Slaanesh – Battle Tactic Stratagem

The keenness of the Daemonettes’ desire to torment their foes manifests in the razored kiss of their vicious talons.

Use this Stratagem in the Fight phase, when a DAEMONETTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
THE ENDLESS DANCE1CP
Legions of Slaanesh – Battle Tactic Stratagem

These daemons flow ever-onward through the steps of an immortal ballet, a hideously graceful and wholly unnatural performance that speeds them across the battlefields of realspace.

Use this Stratagem in the Fight phase, when a DAEMONETTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
IMPOSSIBLE ELEGANCE1CP
Legions of Slaanesh – Epic Deed Stratagem

The greatest ofSlaanesh’s daemons move with an idealised grace and agility rendered hideous by its sheer precision and impossibility.

Use this Stratagem at the start of the Fight phase. Select one LEGIONES DAEMONICA SLAANESH CHARACTER model from your army (excluding VEHICLE units). Until the end of the phase, each time a melee attack is made against that unit, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
EXQUISITE GIFTS1CP
Legions of Slaanesh – Requisition Stratagem

The most exalted of Slaanesh’s daemons wield mighty artefacts, powerful symbols of the favour of the Dark Prince.

Use this Stratagem before the battle. Select one LEGIONES DAEMONICA SLAANESH CHARACTER model from your army and give them one Relic of Slaanesh (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
MELODIC DELIRIUM1CP
Legions of Slaanesh – Strategic Ploy Stratagem

Fiends sing a strange dirge, its melodies catching in the minds of enemy psykers like hooks in flesh and flooding their thoughts with feverish bewilderment.

Use this Stratagem at the start of your opponent’s Psychic phase. Select one FIENDS unit from your army. Until the end of the phase, that unit has the following ability:

Melodic Delirium (Aura): While an enemy PSYKER unit is within 12" of this unit, each time a Psychic test is taken for that unit, subtract 2 from the result.
RACE THROUGH THE WARP1CP
Legions of Slaanesh – Strategic Ploy Stratagem

Slicing the skein of reality, Slaaneshi charioteers steer their charge into the warp before re-emerging to run the enemy down.

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA SLAANESH VEHICLE unit (excluding SOUL GRINDER units) from your army. Remove that unit from the battlefield and place it into Strategic Reserves.
RAPTUROUS STANDARD1CP
Legions of Slaanesh – Wargear Stratagem

This icon fills all who gaze upon it with such euphoria that they stand slack and glazed even as the daemons of Slaanesh descend upon them.

Use this Stratagem at the start of the Fight phase. Select one LEGIONES DAEMONICA SLAANESH ICON unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

Soulstain Discipline

Before the battle, generate the psychic powers for PSYKER models in your army that know powers from the Soulstain discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER model knows.

D6PSYCHIC POWER
1

CACOPHONIC CHOIR

The daemon emits an ear-piercing chorus of warp-infused screams that erupt from its distended maw and shatter the sanity of its foes.

Witchfire: Cacophonic Choir has a warp charge value of 7. If manifested, roll 3D6. The closest enemy unit within 18" of and visible to this PSYKER suffers 1 mortal wound for each point that the result exceeds that enemy unit’s Leadership characteristic by (to a maximum of 6 mortal wounds).

2

SYMPHONY OF PAIN

Drawing in all the screams of pain and pleasure from across the battlefield, the daemon melds them into a disorienting and otherworldly music that beguiles even as it torments.

Malediction: Symphony of Pain has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, each time a melee attack is made by a model in that unit, subtract 1 from that attack’s hit roll and wound roll.

3

HYSTERICAL FRENZY

The daemon sends a barbed lash of deranged fervour and furious bliss uncoiling across the battlefield to goad its allies to greater efforts.

Blessing: Hysterical Frenzy has a warp charge value of 7. If manifested, select one friendly LEGIONES DAEMONICA SLAANESH CORE unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:

  • Add 1 to the Attacks characteristic of models in that unit.
  • Each time a model in that unit makes a melee attack, on an unmodified hit roll of 6, that attack scores 1 additional hit.

4

DELIGHTFUL AGONIES

Manipulating the very stuff of its allies’ corporeal manifestations, the daemon turns their physical hurts to euphoric stimuli, allowing them to fight on even with their physical selves in tatters.

Blessing: Delightful Agonies has a warp charge value of 6. If manifested, select one friendly LEGIONES DAEMONICA SLAANESH CORE unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

5

PAVANE OF SLAANESH

Compelled by this daemons plaintive urging, its victims begin an ever-more-desperate dance, flailing and contorting with wild abandon until flesh tears and bones snap from the unnatural contortions.

Witchfire: Pavane of Slaanesh has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll one D6 for each model in that unit. For each 5+, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

6

PHANTASMAGORIA

Fixing its malevolent gaze upon its chosen victims, the daemon floods their minds with rapturous visions of delight and horror. These escalate to such overwhelming heights that soon those foes not tearing themselves or one another to pieces instead simply drop dead from insupportable sensory overload.

Witchfire: Phantasmagoria has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll six D6. For each 5+, that unit suffers 1 mortal wound. Until the start of your next Psychic phase, each time that unit suffers a mortal wound as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit.


Slaanesh Warlord Traits

If a LEGIONES DAEMONICA SLAANESH CHARACTER model gains a Warlord Trait, you can use the Slaanesh Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

If a SLAANESH HERALD model is your WARLORD, they can only have the Warp Mists, Fatal Caress or The Murderdance Warlord Traits. You can either roll one D3 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

WARP MISTS

The stuff of the warp clings to this daemon’s form, swirling around it like iridescent silks.

At the end of each battle round, if this WARLORD is on the battlefield, you can retain up to 2 unspent Warp Storm points.

2

FATAL CARESS

With a swift flick of a blade or razor-sharp claw, this daemon can inflict agonising pleasures that drive the1 victim instantly insane.

Each time this WARLORD makes a melee attack, on an unmodified successful wound roll of 5+, invulnerable saving throws cannot be made against that attack.

3

THE MURDERDANCE

A performer in the maniacal dance of death, this daemon hacks and cavorts its way through the enemy ranks without ever missing a step.

Each time this WARLORD fights, if it made a charge move this turn, then until that fight is resolved, add D3 to its Attacks characteristic.

4

QUICKSILVER DUELLIST

A corporeal embodiment of arrogance, this daemon redoubles its efforts when humbling an enemy champion.

Each time this WARLORD makes a melee attack:

  • You can re-roll the hit roll.
  • If that attack is made against an enemy CHARACTER model, you can re-roll the wound roll.

5

SAVAGE HEDONIST

This daemon is a glutton for violence, striking ever harder to maintain the thrill of combat.

At the start of each battle round, add 1 to this WARLORD’s Strength characteristic (to a maximum of +3).

6

AURA OF BEWITCHMENT (AURA)

Even the most disciplined warriors succumb to this daemon’s beguilements, all thoughts lost in a haze of hallucinatory desire.

While an enemy unit is within 6" of this WARLORD, that unit cannot perform actions. If that unit is performing an action when it comes into range of this ability, it immediately fails.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the relevant one shown below:

Named CharacterWarlord Trait
Shalaxi HelbaneQuicksilver Duellist
Syll’EsskeAura of Bewitchment (Aura)
The Masque of SlaaneshThe Murderdance

Relics of Slaanesh

If a LEGIONES DAEMONICA SLAANESH CHARACTER model gains a Relic, you can give them one of the following Relics of Slaanesh. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Slaanesh your models have on your army roster.

THE FORBIDDEN GEM

This gem was the purest diamond in the Aeldari empire in the time before the Fall. It was a source of jealous pride to its keeper, a noble by the name of Ydrisyll, who spent increasing amounts of time transfixed by its beauty. One of Slaanesh’s first deeds after his apocalyptic birth was to capture Ydrisyll’s soul and cage it within the very gem he once so coveted. Gazing upon this corrupted diamond now inspires uncontrollable jealousy, leaving mortal senses hopelessly addled.

In your Command phase, select one enemy unit within 12" of the bearer. Until the start of your next Command phase, any aura abilities that unit has have no effect.

THE MARK OF EXCESS

A daemon favoured with Slaanesh’s own mark of excess faces an existence of constant, desperate addiction. Whenever the cursed recipient sheds the lifeblood of a worthy foe it is rewarded by a sensory explosion of bliss so all-consuming that the daemon will fight harder than ever to feel such sensations again.

  • Add 1 to the bearer’s Attacks characteristic.
  • Each time the bearer makes a melee attack that destroys a CHARACTER, MONSTER or VEHICLE unit, add 1 to the bearer’s Attacks characteristic.

SOULSTEALER

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

Model equipped with witstealer sword or hellforged sword only. This Relic replaces a witstealer sword or hellforged sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soulstealer
Soulstealer
Melee
Melee
+2
-3
3
Abilities: Each time a model is destroyed by an attack made with this weapon, the bearer regains 1 lost wound (to a maximum of 6 regained wounds per phase). Each time the bearer makes an attack with this weapon against an AELDARI unit, if a hit is scored, that attack automatically wounds the target.

SLOTHFUL CLAWS

Formed from the essence of a Keeper of Secrets, these claws have taken many guises and been bound to the corporeal forms of countless daemons. The slightest scratch from them imparts a smothering lethargy that weighs heavy on limbs, mind and soul alike, leaving victims mired in blissful lassitude.

Model equipped with ravaging claws or snapping claws only. Select 1 ravaging claws or snapping claws the bearer is equipped with.
  • Add 1 to the Damage characteristic of that weapon, regardless of whether it is a malefic weapon.
  • Each time an enemy model loses any wounds as a result of an attack made with that weapon, until the end of the phase, that enemy unit is not affected by the aura abilities of other enemy units.
  • That weapon is now considered to be a Relic for all rules purposes.

SILVERSTRIKE

The blinding speed with which this blade flicks out makes it appear as if it does not even occupy the space between thrust and strike. This swiftness makes the weird languor the blade inflicts on its victims seem all the more grotesque by comparison, those struck responding with slow and witless smiles even as their flesh peels apart or their limbs thump heavily to the ground.

Model equipped with witstealer sword only. This Relic replaces a witstealer sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Silverstrike
Silverstrike
Melee
Melee
+3
-3
3
Abilities: Each time an enemy model loses any wounds as a result of an attack made with this weapon, until the end of the battle, each time that model makes a melee attack, subtract 1 from that attack’s hit roll and wound roll.

WHIP OF AGONY

This twitching lash coils lazily and deceptively around its master’s limbs, lurking innocently like a hidden compulsion until willed into a serpentine strike. The Whip of Agony exudes a psychic poison, linking its sentience with the nerves of any it touches. With the connection made, the whip’s febrile imagination pours pain and horror into the sensoria of its victims.

Model equipped with living whip or lashes of torment only.
  • Change the Type characteristic of any living whip or lashes of torment the bearer is equipped with to Assault 8.
  • Each time the bearer makes an attack with a living whip or lashes of torment (excluding attacks made against VEHICLE units), on an unmodified successful hit roll of 4+, that attack automatically wounds the target.

Stratagems by Phase

Before battle

EXQUISITE GIFTS (Legions of Slaanesh – Requisition)

RELICS OF THE BRASS CITADEL (Legions of Khorne – Requisition)

RELICS OF THE GREAT GARDEN (Legions of Nurgle – Requisition)

RELICS OF THE IMPOSSIBLE FORTRESS (Legions of Tzeentch – Requisition)

LEGION OF SKULLS (Specialist Detachment)

Battle Round

Command phase

RACE THROUGH THE WARP (Legions of Slaanesh – Strategic Ploy)

Movement phase

WARP PORTAL (Legions of Tzeentch – Strategic Ploy)

Enemy Movement phase

SLIME TRAIL (Legions of Nurgle – Strategic Ploy)

Psychic phase

BLASTED STANDARD (Legions of Tzeentch – Wargear)

MAGICAL BOON (Legions of Tzeentch – Epic Deed)

PESTILENT INSPIRATION (Legions of Nurgle – Epic Deed)

Enemy Psychic phase

MELODIC DELIRIUM (Legions of Slaanesh – Strategic Ploy)

CONTEMPT FOR SORCERY (Legions of Khorne – Strategic Ploy)

Shooting phase

BRAZEN SKULL

BURNING WARPFIRE (Legions of Tzeentch – Battle Tactic)

CHORTLING MURRAIN (Legions of Nurgle – Epic Deed)

MINIONS OF MAGIC (Legions of Tzeentch – Battle Tactic)

Enemy Shooting phase

SWARMING FLIES (Legions of Nurgle – Strategic Ploy)

Being targeted

REVOLTING CONSTITUTION (Legions of Nurgle – Battle Tactic)

Charge phase

RED TIDE

BANNER OF BLOOD (Legions of Khorne – Wargear)

BRASS STAMPEDE (Legions of Khorne – Strategic Ploy)

CRUSHING BULK (Legions of Nurgle – Strategic Ploy)

Fight phase

FRENETIC BLOODLUST (Legions of Khorne – Battle Tactic)

IMPOSSIBLE ELEGANCE (Legions of Slaanesh – Epic Deed)

RAPTUROUS STANDARD (Legions of Slaanesh – Wargear)

SWARMING FLIES (Legions of Nurgle – Strategic Ploy)

GLORIOUS DECAPITATION (Legions of Khorne – Epic Deed)

PLAGUE BANNER (Legions of Nurgle – Wargear)

RAZOR-SHARP CARESS (Legions of Slaanesh – Battle Tactic)

THE ENDLESS DANCE (Legions of Slaanesh – Battle Tactic)

THIRST FOR SOULS (Legions of Slaanesh – Battle Tactic)

WARP JAWS (Legions of Tzeentch – Battle Tactic)

FLAMES OF MUTATION (Legions of Tzeentch – Strategic Ploy)

Enemy Fight phase

FRENETIC BLOODLUST (Legions of Khorne – Battle Tactic)

IMPOSSIBLE ELEGANCE (Legions of Slaanesh – Epic Deed)

RAPTUROUS STANDARD (Legions of Slaanesh – Wargear)

SWARMING FLIES (Legions of Nurgle – Strategic Ploy)

GLORIOUS DECAPITATION (Legions of Khorne – Epic Deed)

PLAGUE BANNER (Legions of Nurgle – Wargear)

RAZOR-SHARP CARESS (Legions of Slaanesh – Battle Tactic)

THE ENDLESS DANCE (Legions of Slaanesh – Battle Tactic)

THIRST FOR SOULS (Legions of Slaanesh – Battle Tactic)

WARP JAWS (Legions of Tzeentch – Battle Tactic)

FLAMES OF MUTATION (Legions of Tzeentch – Strategic Ploy)

Enemy taking casualties

GLORIOUS DECAPITATION (Legions of Khorne – Epic Deed)


Noctic Discipline

Before the battle, generate the psychic powers for PSYKER models in your army that know powers from the Noctic discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER model knows.

D6PSYCHIC POWER
1

SHROUDED STEP

A black fume envelops the psyker’s allies. It flows across the battlefield before coalescing into a roiling darkness from which they then emerge.

Blessing: Shrouded Step has a warp charge value of 6. If manifested, select one friendly LEGIONES DAEMONICA INFANTRY or DISCIPLES OF BE’LAKOR INFANTRY unit within 18" of this PSYKER. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models.

2

WREATHED IN SHADES

The psyker draws from the warp a churning mass of damned shades, abandoned worshippers of Be’lakor now doomed to conceal and protect his current servants.

Blessing: Wreathed in Shades has a warp charge value of 7. If manifested, select one friendly LEGIONES DAEMONICA or DISCIPLES OF BE’LAKOR unit (excluding MONSTER and VEHICLE units) within 12" of this PSYKER. Until the start of your next Psychic phase, enemy models cannot target that unit with ranged weapons unless that unit is the closest eligible target to the firing model or it is within 12" of the firing model.

3

PALL OF DESPAIR

The psyker draws forth every bleak imagining and hopeless terror their victims have ever felt, drowning their enemies’ minds in misery until they barely have the will to keep breathing.

Malediction: Pall of Despair has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll 3D6: if the result is greater than that unit’s Leadership characteristic, select one of the following to apply to that unit:

  • Until the start of your next Psychic phase, if that unit has any aura abilities, select one of those abilities: that unit loses that ability.
  • Until the start of your next Psychic phase, that unit cannot perform actions. If that unit is currently performing an action, it immediately fails.
  • Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight that phase until after all eligible units from your army have done so.

4

VOIDSLIVERS

Reaching with their mind into the darkest depths of the void, the psyker draws forth crystallised slivers of terror, misery and loss before hurling them in a storm at the foe. The darts rip through soul-matter, while leaving the enemy’s corporeal forms lifeless but seemingly unharmed.

Witchfire: Voidslivers has a warp charge value of 5. If manifested, select one enemy model within 12" of and visible to this PSYKER. Draw a line between any part of this PSYKER’s base and any part of the selected model’s base (or hull):

  • The selected model’s unit suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead).
  • Every other enemy unit that this line passes over or through suffers 1 mortal wound (if any of those units contains 11 or more models, it suffers D3 mortal wounds instead).

5

PENUMBRAL CURSE

The psyker curses the blades of the enemy, causing them to become as insubstantial as shadows, and to pass harmlessly through the very foes they should have hewn in two.

Malediction: Penumbral Curse has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, subtract 1 from that attack’s wound roll and worsen the Armour Penetration characteristic of that attack by 1.

6

BETRAYING SHADES

Falling to the psyker’s whispered blandishments, the enemy’s very shadows turn upon them, clawing and ripping at the mortal forms that cast them.

Witchfire: Betraying Shades has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER.

  • Select up to 6 models in that unit, and add together the unmodified Attacks characteristics of those models.
  • Roll a number of D6 equal to the total (for example, if five of the selected models had an Attacks characteristic of 2, and one had an Attacks characteristic of 3, you would roll thirteen D6).
  • If the result of the Psychic test was 11 or more, add 1 to each dice result.
  • For each roll of 6+, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).


Be’lakor Warlord Trait

If Be’lakor gains a Warlord Trait, he must have the one shown below:

Shadow Lord

Be’lakor is a nexus for occluding shadow, veiling his enemies’ sight and leaving them helpless to parry the vicious blows of his servants both mortal and daemonic.

In your Command phase, select one friendly LEGIONES DAEMONICA CORE or DISCIPLES OF BE’LAKOR unit (excluding VEHICLE units) within 9" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

Army of Renown: Disciples of Be’lakor

It pleases the Dark Master to be worshipped as a daemonic deity, and to have his devotees fight and die on his behalf. There is no shortage of heretics willing to do so. After all, Be’lakor promises great rewards to those who serve him, and he has had millennia to perfect his lies...

Heretic Astartes, mortal cultists and nightmarish daemons - all serve Be’lakor and fight amongst the ranks of his Disciples. These fanatical heretics have forsaken the Dark Gods in favour of worshipping their first and greatest champion, whom many of them view as at least a demigod in his own right. Be’lakor’s servants manifest echoes of his own supernatural powers, exuding terrifying auras or flickering in and out of reality amidst cowls of animate shadow. Yet the price of power is eternal servitude, for Be’lakor will suffer no rival.

The Disciples of Be’lakor is an Army of Renown.

RESTRICTIONS
  • All units in your army (excluding UNALIGNED units) must have the CHAOS keyword.
  • Your WARLORD must be BE’LAKOR. With the exception of BE’LAKOR, your army cannot include any named characters or DAEMON PRINCE models.
  • Your army cannot include any GREATER DAEMON, DAEMON ENGINE, WORLD EATERS, THOUSAND SONS, DEATH GUARD, EMPEROR’S CHILDREN, CHAOS KNIGHTS (excluding one HOUSE KORVAX unit as described under Benefits), TITANICUS TRAITORIS, KHORNE BERZERKERS, RUBRIC MARINES, PLAGUE MARINES or NOISE MARINES units.
  • You cannot include more CULTISTS units than other TRAITORIS ASTARTES INFANTRY units (excluding CHARACTER units) in each Detachment in your army.
  • You cannot include LEGIONES DAEMONICA units and TRAITORIS ASTARTES units in the same Detachment.
  • TRAITORIS ASTARTES units in your army cannot be given any Marks of Chaos.
  • If you upgrade a HOUSE KORVAX DISCIPLES OF BE’LAKOR unit to have a Favour of the Dark Gods, it must be Blessing of the Dark Master.
  • You cannot include a second LEGIONES DAEMONICA unit in your army with the same Allegiance keyword unless your army also includes at least one LEGIONES DAEMONICA unit with each of the other Allegiance keywords. You cannot include a third LEGIONES DAEMONICA unit in your army with the same Allegiance keyword until your army also includes at least two LEGIONES DAEMONICA units with each of the other Allegiance keywords, and so on. Be’lakor is excluded when considering this restriction.

Example: If your army includes a LEGIONES DAEMONICA KHORNE unit, you cannot add a second LEGIONES DAEMONICA KHORNE unit to your army unless your army also includes one LEGIONES DAEMONICA TZEENTCH unit, one LEGIONES DAEMONICA NURGLE unit and one LEGIONES DAEMONICA SLAANESH unit.

BENEFITS
  • All units in your army (excluding UNALIGNED and BUILDING units) gain the DISCIPLES OF BE’LAKOR Faction keyword.
  • All units in your army with the TRAITORIS ASTARTES Faction keyword (excluding CULTISTS units) gain the LEGION DISCIPLES keyword.
  • All units in your army with the LEGIONES DAEMONICA Faction keyword gain the DAEMONIC DISCIPLES keyword.
  • Your army can include up to one Super-heavy Auxiliary Detachment that contains one CHAOS KNIGHTS HOUSE KORVAX unit. That unit gains the AGENT OF CHAOS keyword. This Detachment still gains all the Detachment abilities available to HOUSE KORVAX units as listed in Codex: Chaos Knights, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.
  • All Troops units in your army gain the Objective Secured ability.
  • If a Detachment contains any units with the TRAITORIS ASTARTES Faction keyword, such a Detachment never counts as a Legion Detachment, and you cannot use any Legion-specific Stratagems, Relics, Warlord Traits or psychic powers (e.g. even if such a Detachment only contained TRAITORIS ASTARTES units with the BLACK LEGION keyword, it would not count as a Legion Detachment, you cannot use Black Legion Stratagems, you cannot give a BLACK LEGION CHARACTER model a Black Legion Warlord Trait, etc.).
  • You have access to the Disciples of Be’lakor Stratagems.
  • DISCIPLES OF BE’LAKOR PSYKER units from your army can generate their psychic powers from the Noctic discipline.
  • LEGION DISCIPLES units in your army cannot have a Legion Trait, but instead gain the Disciples of Shadows ability (see below).
  • Your army can use the Warp Storm ability even if it includes any TRAITORIS ASTARTES units.

DISCIPLES OF SHADOWS

Fanatical worship of Be’lakor affords his disciples a fragment of his unnatural obfuscatory powers.

  • Each time a Combat Attrition test is taken for this unit, add 1 to that Combat Attrition test.
  • Each time a ranged attack is made against this unit, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.

Disciples of Be’lakor Stratagems

If your army is the Disciples of Be’lakor, you have access to these Stratagems, and can spend CPs to use them.

SHADOW PACT1CP
Disciples of Be’lakor – Battle Tactic Stratagem

Though they have forsaken the Chaos Gods in favour of Be’lakor, the Dark Master’s mortal Disciples can still draw temporary power from offering soul-pacts to the daemons who fight in his service.

Use this Stratagem in your Command phase. Select one CHAOS UNDIVIDED LEGION DISCIPLES INFANTRY unit from your army (see Codex: Chaos Space Marines), then select one of the pacts below. Until the start of your next Command phase, that unit has that pact:
Pact of Blood: Add 1 to the Attacks characteristic of models in that unit.
Pact of Fate: Models in that unit have a 5+ invulnerable save.
Pact of Plague: Add 1 to the Toughness characteristic of models in that unit.
Pact of Excess: Add 1" to the Move characteristic of models in that unit. In addition, add 1 to Advance and charge rolls made for that unit.
DAEMONIC BOON1CP
Disciples of Be’lakor – Battle Tactic Stratagem

Mortal and daemon alike fight side by side in the service of the Dark Master, the energies of the immaterium flowing through and empowering both.

Use this Stratagem at the start of the Fight phase, when a LEGION DISCIPLES unit (excluding VEHICLE units) from your army that is within 6" of a friendly DAEMONIC DISCIPLES unit is selected to fight. Until the end of the phase:
  • Add 1 to the Strength characteristic of models in that LEGION DISCIPLES unit.
  • Each time a model in that LEGION DISCIPLES unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
LEGIONS OF SHADE1CP
Disciples of Be’lakor – Strategic Ploy Stratagem

The Disciples of Be’lakor flow around and through their enemies like wraiths from the depths of the warp.

Use this Stratagem at the start of your Movement phase or at the start of your Charge phase. Select one DISCIPLES OF BE’LAKOR unit from your army. Until the end of the phase, models in that unit can move horizontally through enemy models (they cannot finish a move on top of another model, or its base).
MORTAL BOON2CP
Disciples of Be’lakor – Strategic Ploy Stratagem

Be’lakor’s daemonic hosts draw strength from the mortals fighting beside them, anchoring themselves in realspace by sinking ephemeral talons into the soul-stuff of their allies.

Use this Stratagem at the start of the Morale phase. Select one DAEMONIC DISCIPLES unit from your army that is within 6" of a friendly LEGION DISCIPLES unit (excluding VEHICLE units). Until the end of the phase, each time a Morale test is taken for that DAEMONIC DISCIPLES unit, it is automatically passed and counts as having been passed with an unmodified roll of a 1.
DRAUGHT OF TERROR1CP
Disciples of Be’lakor – Strategic Ploy Stratagem

The swelling fear of their mortal prey serves as an intoxicating elixir to Be’lakor’s daemonic followers, each draught reknitting sundered warpflesh or drawing fresh and hungry entities through the veil to war.

Use this Stratagem at the start of the Morale phase. Select one DAEMONIC DISCIPLES unit from your army. Until the end of the phase, that unit gains the following ability:

Draught of Terror (Aura): While an enemy unit is within 6" of this unit, each time a model flees from that enemy unit:
  • If any models in this unit have lost any wounds, one model in this unit regains 1 lost wound.
  • If no models in this unit have lost any wounds, but it is not at its Starting Strength, one of this unit’s destroyed models is returned with 1 wound remaining.
  • Models returned to this unit in this way can only be set up within Engagement Range of enemy units that are already within Engagement Range of this unit.
BLESSING OF BE’LAKOR2CP
Disciples of Be’lakor – Epic Deed Stratagem

In the instant the enemy’s blows fall, Be’lakor’s blessings render his worshippers as insubstantial as shadow.

Use this Stratagem in any phase, when a saving throw made for a DISCIPLES OF BE’LAKOR model from your army against an attack is failed. If BE’LAKOR is on the battlefield, the Damage characteristic of that attack is changed to 0.

Specialist Detachments

Legion of Skulls

Legions of Skulls are formed in the brazen heart of Khorne’s domain. Sent through the roiling tides of the Cicatrix Maledictum to drive a spike of hatred into Mankind’s realm, a Legion of Skulls will never rest in its quest to spill blood for the Blood God and claim skulls for the Skull Throne.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

LEGION OF SKULLS

Specialist Detachment Stratagem

The teeming masses of Khorne’s lesser Daemons can shatter worlds when they are gathered in large numbers.

Use this Stratagem when choosing your army. Pick a KHORNE Chaos Daemons Detachment (that is, a Chaos Daemons Detachment in which every unit has the KHORNE keyword) from your army to be a Legion of Skulls Specialist Detachment. BLOODLETTER units in that Detachment gain the LEGION OF SKULLS keyword.

WARLORD TRAIT
If a LEGION OF SKULLS CHARACTER is your Warlord, you can give them the following Warlord Trait.

BLOODBLESSED

This warlord has bathed in the blood of a thousand champions.

Add 1 to your Warlord’s Attacks characteristic. In addition, while there are any enemy CHARACTERS within 6" of your Warlord, add another 1 to your Warlord’s Attacks characteristic.

RELICS OF KHORNE
If your army includes any Legion of Skulls Specialist Detachments, you can give the following relic to a LEGION OF SKULLS CHARACTER from your army.

THE GOREPLATE

These brass plates absorb the arterial sprays from slain foes, invigorating the wearer.

Roll one D6 at the end of the Fight phase if any enemy models were slain by the bearer that phase, adding 2 to the result if any of the slain models was a CHARACTER; on a 4+, the bearer regains D3 lost wounds.

STRATAGEMS
If your army includes any Legion of Skulls Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

BRAZEN SKULL

Chaos Daemons Stratagem

Plucking the skull of an enemy from the ground, this servant of Khorne imbues it with his burning rage and hurls it at the foe.

Use this Stratagem in your Shooting phase. Pick a LEGION OF SKULLS model from your army. Pick an enemy unit within 8" of this model that is visible to them, and roll a D6; if the result equals or exceeds this model’s Ballistic Skill characteristic, that enemy unit suffers D3 mortal wounds.
2CP

RED TIDE

Chaos Daemons Stratagem

When the bloodletting begins, nearby servants of the Blood God are drawn to it with a single-minded focus.

Use this Stratagem in your Charge phase. Pick an enemy unit that was charged by a LEGION OF SKULLS unit from your army this phase. You can add 2 to charge rolls for other LEGION OF SKULLS units from your army that declare a charge against the same enemy unit (and do not declare charges against any other enemy unit) until the end of the phase.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Chaos Daemons, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Chaos Daemons units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any LEGIONES DAEMONICA units, you can select an Agenda from the Chaos Daemons Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one Chaos Daemons Agenda).

WORTHY TROPHIES
Chaos Daemons Agenda (Khorne)

Some mortal skulls are more worthy than others.

At the start of the battle, identify which 3 models in your opponent’s army have the highest Wounds characteristics - these are trophy targets (if any units are tied, you can select which of those will be trophy targets). Each time a trophy target is destroyed by a melee attack made by a LEGIONES DAEMONICA KHORNE model from your army, that LEGIONES DAEMONICA KHORNE model’s unit gains 2 experience points.
FIRES OF TZEENTCH
Chaos Daemons Agenda (Tzeentch)

To the daemons of Tzeentch, unleashing the corrupting and mutating powers of sorcery is a victory in and of itself.

Keep a Fires of Tzeentch tally for each LEGIONES DAEMONICA TZEENTCH PSYKER unit from your army. Add 1 to a unit’s Fires of Tzeentch tally each time it does any of the following:
  • Manifests the Smite psychic power.
  • Manifests a Witchfire psychic power.
  • Destroys an enemy unit in your Psychic phase.
At the end of the battle, the unit in your army that has the highest Fires of Tzeentch tally gains 3 experience points, the unit with the second highest Fires of Tzeentch tally gains 2 experience points, and the unit with the third highest Fires of Tzeentch tally gains 1 experience point. If two or more units are tied, you can select which unit has the highest tally from those tied units.
SEED THE GARDEN
Chaos Daemons Agenda (Nurgle)

Where Nurgle’s daemons wreak their butchery, the heaped slain swiftly fester and bloom with new life pleasing to the Plague God.

At the start of the battle, divide the battlefield into four even quarters. Keep a Seed the Garden tally for each LEGIONES DAEMONICA NURGLE unit from your army. The first time an enemy unit is destroyed in each battlefield quarter by a LEGIONES DAEMONICA NURGLE unit from your army, add 1 to that unit’s Seed the Garden tally.

At the end of the battle, each unit gains 2 experience points for each mark on that unit’s Seed the Garden tally.
SAVAGE EXCESS
Chaos Daemons Agenda (Slaanesh)

Though despising the crude butchery of Khorne’s daemons, those of Slaanesh delight in sudden explosions of elegant savagery.

Keep a Savage Excess tally for each LEGIONES DAEMONICA SLAANESH unit from your army. Add 1 to a unit’s Savage Excess tally each time:
  • A model in that unit makes a melee attack that destroys an enemy unit in the same turn that model made a charge move or performed a Heroic Intervention.
  • A model in that unit makes a melee attack that destroys an enemy unit that made a charge move or performed a Heroic Intervention this turn.
At the end of the battle, the unit in your army that has the highest Savage Excess tally gains 3 experience points, the unit with the second highest Savage Excess tally gains 2 experience points, and the unit with the third highest Savage Excess tally gains 1 experience point. If two or more units are tied, you can select which unit has the highest tally from those tied units.
CORRUPT ICONS
Chaos Daemons Agenda

The daemons of Chaos despoil that which their foes hold precious.

Keep a Corruption tally for each LEGIONES DAEMONICA unit in your army. Add 1 to a unit’s Corruption tally each time it destroys an enemy unit that started the turn within 3" of an objective marker and each time it completes the Corrupt Icons action (see below).

If you selected this Agenda, LEGIONES DAEMONICA ICON units from your army can attempt the following action:

Corrupt Icons (Action): At the end of your Movement phase, one LEGIONES DAEMONICA ICON unit from your army within range of an objective marker that is not wholly within your deployment zone, can start to perform this action. A unit cannot start to perform this action while there are any enemy units (excluding AIRCRAFT units) within range of the same objective marker. This action is completed at the start of your next Command phase.

At the end of the battle, each unit gains a number of experience points equal to their Corruption tally.

Requisitions

A Crusade army that includes any LEGIONES DAEMONICA units can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

EXALTED DAEMON1RP

As the greatest daemons slaughter their way across reality, so they grow in power, earning rewards from their patron deity and learning how to shape realspace to augment their forms.

Purchase this Requisition when a GREATER DAEMON model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to be exalted.
  • The rules for upgrading BLOODTHIRSTER models to be exalted can be found here.
  • The rules for upgrading LORD OF CHANGE models to be exalted can be found here.
  • The rules for upgrading GREAT UNCLEAN ONE models to be exalted can be found here.
  • The rules for upgrading KEEPER OF SECRETS models to be exalted can be found here.
Increase this model’s Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
DARK GAMBIT1RP

The Great Game of the Dark Gods plays out across the battlefields of realspace, their servants taking great risks to claim the mightiest prizes. Should a daemonic general achieve some audacious victory, this reflects well upon the cause of their patron deity. Of course, the reverse is also true...

Purchase this Requisition before any battle, while you are influencing the Great Game. If you win that battle, the god that shares an Allegiance keyword with your WARLORD gains D6 Ascendancy points instead of D3. If you lose the battle, the god that shares an Allegiance keyword with your WARLORD gains no Ascendancy points after that battle.
MONSTROUS DUEL1-3RP

The Greater Daemons of the Dark Gods are eternal rivals, and their battles with one another transcend both bonds of loyalty and the bounds of reality. With each clash, the victor furthers the cause of their patron deity while diminishing the influence of their rival’s master.

Purchase this Requisition at any time, while you are influencing the Great Game. Select two GREATER DAEMON models from your Order of Battle that do not share an Allegiance keyword. Select one of these models to be the victor and one of them to be the defeated. The god that shares an Allegiance keyword with the victor gains 1 Ascendancy point for each RP spent on this Requisition, and the Dark God who shares an Allegiance keyword with the defeated loses 1 Ascendancy point for each RP spent on this Requisition.
IGNOBLE DEFEAT1RP

Should a daemon’s essence spill from its corporeal form, a rival may seize the opportunity to ritually bind it into a weapon. While imprisoned, the trammelled daemon lends supernatural power to its wielder’s blows, all the time planning its eventual escape.

Purchase this Requisition when an Out of Action test is failed for a LEGIONES DAEMONICA CHARACTER model from your army. That model is now considered to be bound. Select one GREATER DAEMON model from your Order of Battle to be the binder, then select one melee weapon that model is equipped with (this cannot be a Relic or a malefic weapon) for the selected LEGIONES DAEMONICA CHARACTER model to be bound into. While that model is bound, the selected melee weapon gains the relevant ability below:
  • If the bound model is a KHORNE model, add 1 to the Strength characteristic of that weapon.
  • If the bound model is a TZEENTCH model, improve the Armour Penetration characteristic of that weapon by 1.
  • If the bound model is a NURGLE model, add 1 to the Damage characteristic of that weapon.
  • If the bound model is a SLAANESH model, each time an attack is made with that weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
While a model is bound:
  • It cannot be included on your army roster.
  • Keep a Bound tally for that model. After each battle in which the binder was included on your army roster, add 1 to this tally.
GLORIOUS RETURN2RP

When daemons break out of captivity, they are able to put their new-found experience to great use while plotting their revenge.

Purchase this Requisition after any battle, while a LEGIONES DAEMONICA CHARACTER model from your army is bound (see Ignoble Defeat, above):
  • That model is no longer bound.
  • That model gains 1 experience point for each mark on their Bound tally. That tally is then removed.

Loci of the Gods

Loci of the Gods are a new type of Battle Honour that can be given to GREATER DAEMON or HERALD units. Each time such a model from your army would gain a Battle Honour, you can instead choose for it to gain a Locus of the Gods, from those found below. Each model on your Order of Battle can only have one Locus of the Gods.

Each Locus is an aura ability. If the model that has this ability is a GREATER DAEMON model, this ability has a range of 6"; otherwise, it has a range of 3".

As with any Battle Honour, make a note on the model’s Crusade card when it gains a Locus of the Gods, and its Crusade points increase as described in the Warhammer 40,000 Core Book.

Locus of Unstoppable Fury (Aura)

This daemon is a wellspring of supernatural rage, a bellowing berserker whose mere presence catalyses its underlings to new heights of apoplectic savagery and crunching violence.

KHORNE model only. While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within range of this ability, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Locus of Diabolical Purpose (Aura)

Khorne daemons rarely pause in their slaughter, their insatiable desire to reap the skulls of their foes driving them onwards.

KHORNE model only. While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within range of this ability, each time that unit makes a consolidation move, models in that unit can move an additional 3".

Locus of Conjuration (Aura)

This daemon is a walking rift, a prismatic lens through which the sorcerous energies of the warp flows in waves. Nearby daemons of Tzeentch harness the endless outpouring of power and weave it into fresh and potent magicks to hurl at their foes.

TZEENTCH model only. While a friendly LEGIONES DAEMONICA TZEENTCH PSYKER unit is within range of this ability, each time a Psychic test is taken for that unit, you can re-roll any or all dice rolls of 1-2.

Locus of Transmogrification (Aura)

Change eternal is amongst the greatest powers of the daemons of Tzeentch, and one this entity turns to its advantage. Blows fated to banish its minions change to become fumbling failures. Wounded daemonic forms alter their nature to become hale and undamaged. With one rippling change after another, victory for the foe transforms into crushing and inexplicable defeat.

TZEENTCH model only While a friendly LEGIONES DAEMONICA TZEENTCH CORE unit is within range of this ability, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.

Locus of Poxes Uncounted (Aura)

Like a swift-spreading plague rampaging through a frightened crowd, or a raging fever sweeping over its delirious host, the daemonic foot soldiers of Nurgle flicker across the battlefield to manifest suddenly amidst victims who believed themselves safely out of reach.

NURGLE model only. While a friendly PLAGUEBEARERS CORE unit is within range of this ability, you can re-roll charge rolls made for that unit.

Locus of Foetid Regeneration (Aura)

The daemons of Nurgle are tremendously hard to destroy, all the more so in the presence of this walking font of unclean fecundity. Bountiful waves of diseased vigour roll off the daemon, its grotesque generosity an echo of Nurgles own that mends ruptured corporeal forms, reknits burst innards and thickens leathery flesh with fresh layers of rancid blubber.

NURGLE model only. While a friendly LEGIONES DAEMONICA NURGLE CORE unit is within range of this ability, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Locus of Delicate Evisceration (Aura)

The daemons of Slaanesh gift blissful agonies to their victims, each bladed caress causing organs to rupture and bones to shatter amidst convulsions of overwhelming pleasure.

SLAANESH model only. While a friendly LEGIONES DAEMONICA SLAANESH CORE unit is within range of this ability, each time a model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.

Locus of Unnatural Swiftness (Aura)

Slaaneshi daemons dance across the battlefield with a grace and speed that defies belief. Their obsessive desire to close with their mortal playthings causes the stuff of reality to yield before them, allowing the daemons to cavort directly into battle with shrieks of wild delight.

SLAANESH model only. While a friendly LEGIONES DAEMONICA SLAANESH CORE unit is within range of this ability, that unit is eligible to charge, even if it Advanced in the same turn.

The Great Game

If your Crusade army includes any LEGIONES DAEMONICA units, you can track what influence their actions have on the Great Game, the eternal battle between the Dark Gods for primacy.

When you are creating your Order of Battle, if it includes any LEGIONES DAEMONICA units, you can also start to influence the Great Game. In order to influence the Great Game, you will need a Great Game tracker. During your battles, if your army roster includes any LEGIONES DAEMONICA units, you will gain Ascendancy points for each of the four gods - Khorne, Tzeentch, Nurgle and Slaanesh. This tracker allows you to keep a tally of how many Ascendancy points each god has at present, growing their domains in the warp, and empowering their daemons. You can use this tracker to keep track of how many Ascendancy points each god is gaining during your games, as well as their overall total.

At the end of each battle, you will recalculate each gods total Ascendancy points and organise them into a hierarchy, from first to fourth position, with the god with the most Ascendancy points taking first place, the god with the second most Ascendancy points taking second place, and so on. Each god will gain new benefits (see below), based on their position in the Great Game, that you can use for LEGIONES DAEMONICA units on your Order of Battle with their Allegiance keyword. Do not delay in taking the opportunity to use these new benefits though - by the end of the subsequent battle, the balance of power may have shifted again.

After 8 battles, that round of the Great Game will be complete, and your forces will gain additional rewards depending on their god’s final position in that round. At the end of each round, after gaining these rewards, each Dark God’s Ascendancy points total will be reset based on their final position in the previous round (see The Next Round).

Beginning the Great Game

To begin the Great Game, each of the Dark Gods starts with the following number of Ascendancy points:

KHORNE
4 Ascendancy points
TZEENTCH
3 Ascendancy points
NURGLE
2 Ascendancy points
SLAANESH
1 Ascendancy points

The god with the most Ascendancy points is considered to be in first position, the god with the second most Ascendancy points in second position and so forth down to fourth position.

For the purposes of gaining rewards (see below), each god is also considered to have their own Allegiance keyword (e.g. Khorne has the KHORNE Allegiance keyword).

Gaining Ascendancy Points

At the end of each battle, each of the Dark Gods gains a number of Ascendancy points as described below, in the following order: Khorne, Tzeentch, Nurgle, Slaanesh.
  • Each god gains D3 Ascendancy points.
  • The god that shares an Allegiance keyword with your WARLORD gains 1 Ascendancy point. If you won the battle, they gain D3 Ascendancy points instead. (If BE’LAKOR was your WARLORD for that battle, all four gods gain 1 Ascendancy point each, or D3 each if you won that battle).
If, after a god has gained Ascendancy points, they have the same total as another god, the god you have just rolled for gains 1 additional Ascendancy point. After each god has gained Ascendancy points, make a note of their new position in the Great Game on your tracker.

The Positions

During each battle while you are tracking the Great Game, each Dark God will gain certain benefits for the units they share an Allegiance keyword with, based on their current position in the Great Game.

First Position
DOMINION
While a Dark God is in first position in the Great Game:
  • Add 1 to the Leadership characteristic of models in LEGIONES DAEMONICA units from your army that share an Allegiance keyword with that Dark God.
  • Once per battle, you can use an Epic Deed Stratagem for 0CP if the unit selected for that Stratagem shares an Allegiance keyword with that Dark God.


Second Position
DOMINION
While a Dark God is in second position in the Great Game:
  • Add 1 to the Leadership characteristic of models in LEGIONES DAEMONICA ICON units from your army that share an Allegiance keyword with that Dark God.
  • Once per battle, if your WARLORD shares an Allegiance keyword with that Dark God, you can use the Command Re-roll Core Stratagem for 0CP.


Third Position
DOMINION
While a Dark God is in third position in the Great Game there are no additional abilities.


Fourth Position
DOMINION
While a Dark God is in fourth position in the Great Game:
  • Subtract 1 from the Leadership characteristic of models in LEGIONES DAEMONICA ICON units from your army that share an Allegiance keyword with that Dark God.
  • Each time a model in a LEGIONES DAEMONICA unit from your army that shares an Allegiance keyword with that Dark God makes an attack against an enemy unit that shares an Allegiance keyword with one of the Dark Gods in first, second or third position, you can re-roll the hit roll.

End of a Round

After 8 battles, the first round of the Great Game will be complete. At the end of that battle, after determining the positions of each Dark God, they gain the following rewards:

First Position
  • Every unit on your Order of Battle that shares an Allegiance keyword with this Dark God gains 3 experience points.
  • You can select one GREATER DAEMON model on your Order of Battle that shares an Allegiance keyword with this Dark God. That model gains 1 Exalted Reward, 1 Greater Reward or 1 Lesser Reward from the Favoured Rewards. Increase that unit’s Crusade points total accordingly, as described in the Warhammer 40,000 Core Book.

Second Position
  • Every unit on your Order of Battle that shares an Allegiance keyword with this Dark God gains 2 experience points.
  • You can select one GREATER DAEMON model on your Order of Battle that shares an Allegiance keyword with this Dark God. That model gains 1 Greater Reward or 1 Lesser Reward from the Favoured Rewards. Increase that unit’s Crusade points total accordingly, as described in the Warhammer 40,000 Core Book.

Third Position
  • Every unit on your Order of Battle that shares an Allegiance keyword with this Dark God gains 1 experience point.
  • You can select one GREATER DAEMON model on your Order of Battle that shares an Allegiance keyword with this Dark God. That model gains 1 Lesser Reward from the Favoured Rewards. Increase that unit’s Crusade points total accordingly, as described in the Warhammer 40,000 Core Book.

Fourth Position
  • There are no rewards for failure!

The Next Round

Each Dark God starts the next round with the following number of Ascendancy points, based on their position in the previous round.

A new round then begins, following the same rules as the first.

FIRST4 Ascendancy points
SECOND3 Ascendancy points
THIRD2 Ascendancy points
FOURTH1 Ascendancy points

Favoured Rewards


If your Crusade army includes any GREATER DAEMON units, they can gain Favoured Rewards, based on how well their Dark God performed in each round of the Great Game.

When instructed as part of the Great Game, GREATER DAEMON models on your Order of Battle can gain Favoured Rewards. To do so, select one of the entries on the appropriate table shown below: Lesser Rewards, Greater Rewards or Exalted Rewards. Each model can only gain each Favoured Reward once.

Each time you select a Favoured Reward, increase that model’s Crusade points by 1 if it was a Lesser Reward, by 2 if it was a Greater Reward or by 3 if it was an Exalted Reward. Make a note of this on the models Crusade card.

Lesser Rewards

AVATAR OF UNREALITY

With every step this malign entity takes, the tortured stuff of reality writhes in agony.

Each time you make a Warp Storm roll, if this model is on the battlefield, roll 1 additional D6.

EMPYRIC BEACON

This daemon shines like a beacon in the senses of others of its kind, drawing them inexorably to it.

This model has the WARP LOCUS keyword.

FAVOURED FOLLOWERS

This entity’s aura of power and corruption draws potent entities into its thrall.

Each time you add a LEGIONES DAEMONICA CORE unit to your Order of Battle, you can remove up to 3 Ascendancy points from the Dark God that shares an Allegiance keyword with that unit. If you do so, that LEGIONES DAEMONICA CORE unit immediately gains a number of experience points equal to twice the number of Ascendancy points removed.


Greater Rewards

INFERNAL MARK

This daemon’s patron deity has rewarded it with the merest spark of its divine power, rendering it all the more mighty.

  • If this model is a TZEENTCH, NURGLE or SLAANESH model, this model knows one additional psychic power from any discipline they have access to.
  • If this model is a KHORNE model, add 1 to that model’s Strength characteristic.
  • If this model is a TZEENTCH, NURGLE or SLAANESH model, once per battle, after successfully manifesting a psychic power, this model can regain up to D3 lost wounds.
  • If this model is a KHORNE model, once per battle, after this model destroys an enemy CHARACTER model with a melee attack, this model can regain up to D3 lost wounds.

PORTAL KEEPER

Able to fashion metaphysical keys from the raw stuff of the warp, this cunning abomination unlocks the hidden angles and fractures in reality, throwing the doors to the sea of souls open wide.

  • If this model is part of your Crusade force and you are the Attacker, then you start the battle with an additional 2 Command points.
  • If this model is part of your Crusade force and you are using the Strategic Reserves rule, you can halve the Command point cost required to place units into Strategic Reserves (rounding down).

CROWN OF CONQUESTS

Whether manifesting as a crackling halo of power, an uneven crest of jagged horns, a circlet of burning brass or in some other unholy aspect, this dark gift infuses its keeper with the tormented souls of once-great mortal commanders. With the merest effort of will, the daemon can torture all manner of strategic insights out of its captive advisers.

  • Once per battle, if this model is on the battlefield, you can use one Battle Tactic or Strategic Ploy Stratagem twice during the same phase, instead of only once.
  • When you select this model to be your WARLORD, you receive 1 additional Command point.


Exalted Rewards

SLAYER OF KINGS

A metaphysical weapon of incredible strength has been bestowed upon this daemon, a jealous thing of tremendous power that infuses its form and aids it in laying low the greatest foes.

  • Each time this model makes an attack against an enemy WARLORD or a unit that has a higher Crusade points total than this model, add 1 to that attack’s wound roll.
  • Each time this model destroys an enemy WARLORD or a unit that has a higher Crusade points total than this model, it gains 1 additional experience point at the end of the battle.

LORD OF THE STORM

This blessing renders the daemon a veritable lightning rod for the energies of raging warp storms, allowing it to draw empyric phenomena to itself and focus their fury to a screaming point.

If this model is your WARLORD, and the Warp Storm ability is in effect, while this model is on the battlefield:

  • Each time you make a Warp Storm roll, roll 1 additional D6.
  • Once per battle round, when you use a Warp Storm effect, reduce the Warp Storm points cost of that effect by 1.

EXALTED SERVANT

Worshipful mortals depict this entity seated at its master’s right hand, and whisper in fearful tones of how its matchless deeds have been rewarded by the greatest gifts of their chosen Dark God.

You can use the Exalted Daemon Requisition once for 0RP, but if you do so, you must select this model. If this model is not eligible for that Requisition it cannot be given this Reward. When you do so, that Requisition can be used to give this model an additional Exalted ability. Adjust that model’s Power Rating as appropriate and make of note of this on its Crusade card. You cannot use this ability if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.


Psychic Fortitudes

When a LEGIONES DAEMONICA CHARACTER PSYKER unit gains a Psychic Fortitude, you can use one of the tables below. If you do so, roll one D6 and consult the appropriate table to randomly determine which Psychic Fortitude the unit gains, or choose a Psychic Fortitude from the appropriate table that tells the best narrative for your unit. All the normal rules for Psychic Fortitudes apply (e.g. a unit cannot have the same Psychic Fortitude more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Psychic Fortitude and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

SLAANESH CHARACTER UNITS ONLY
D6PSYCHIC FORTITUDE
1-2Feast of Rapturous Agonies

Even as it unleashes the power of the warp upon its victims, this daemon also drinks in the emotional feedback of their blissful suffering to reinvigorate its corporeal form.

Each time this PSYKER successfully manifests a psychic power from the Soulstain discipline, it regains 1 lost wound.
3-4Phantasmagoric Fugue

This daemon’s curses come disguised behind blessed veils of enrapturing yet unattainable daydream.

Each time an enemy unit is affected by a Witchfire or Malediction psychic power manifested by this PSYKER, until the end of the turn, that unit cannot fire Overwatch or Set to Defend.
5-6Compulsive Conjuration

The more this entity channels the power of the warp, the more obsessively it feels the need to do so again and again.

Each time this PSYKER attempts to manifest a psychic power from the Soulstain discipline, add 1 to the Psychic test.

NURGLE CHARACTER UNITS ONLY
D6PSYCHIC FORTITUDE
1-2Festering Vitality

Like an infected wound in the flesh of reality, the warp seeps through this daemon’s being, leaving rotten resilience behind.

If this PSYKER successfully manifests any psychic powers in your Psychic phase, then until the end of the turn, add 1 to this PSYKER’s Toughness characteristic.
3-4Epidemicurean

This entity tastes each new disease it manifests into realspace, refining the brew to perfect contagiousness.

Each time this PSYKER successfully manifests a psychic power, if the result of the Psychic test was 7+, after resolving that psychic power, the closest enemy unit within 6" suffers 1 mortal wound.
5-6Seeds of Ruin

The daemon has been sown with spores from Nurgle’s empyric garden, heightening its unclean powers.

Each time this PSYKER attempts to manifest a psychic power from the Warprot discipline, add 1 to the Psychic test.

TZEENTCH CHARACTER UNITS ONLY
D6PSYCHIC FORTITUDE
1Ninefold Mantra

This daemon’s mind has been expanded with the secret ninefold mantra, that quells all sorcerous flames except those of the Changer of the Ways.

Each time this PSYKER attempts to Deny the Witch, a Deny the Witch test of 9 or more is automatically passed.
2Tainted Texts

Gifted with the accumulated lore of many insane and evil tomes, this entity’s sorcerous powers have swelled.

Each time this PSYKER attempts to manifest a psychic power from the Pandaemoniac discipline, add 1 to the Psychic test.
3Storm’s Eye

This strange empyric gift allows the daemon to project its will onto the raging tides of a warp storm, only for it to erupt elsewhere along convoluted channels of ill fate.

Once per battle, after this PSYKER manifests the Smite psychic power, you can select one enemy unit within range of and visible to this PSYKER to suffer the mortal wounds, instead of the closest visible enemy unit.
4Implements of Ruin

The weapons wielded by this daemon are empyric conduits given physical form. As it channels the power of the warp, so they hum with ever greater resonant lethality.

In your Psychic phase, if this PSYKER successfully manifests any psychic powers, until your next Psychic phase, add 1 to the Damage characteristic of melee weapons this PSYKER is equipped with.
5Spiteful Backlash

A daemonic gift of sentient and spiteful warpflame dances about this entity’s corporeal form, lashing out at those who would seek to trammel its sorcery and punishing them.

Each time this PSYKER attempts to manifest Smite or a Witchfire psychic power, if an enemy PSYKER attempts to deny that psychic power but the Deny the Witch test is failed, that enemy PSYKER suffers D3 mortal wounds.
6Master Manipulator

This daemon is gifted with the power to interpret the flow of events, foreseeing its own failures and correcting them.

Each time a Psychic test is taken for this PSYKER, you can re-roll one of the dice.

Battle Traits

When a LEGIONES DAEMONICA unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine which Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

BLOODLETTERS CORE UNITS ONLY
D3BATTLE TRAIT
1Aspiring Skull-takers

Driven by an aggressive desire to rise above their station, these daemons seek charnel trophies to prove their worth.

Each time an attack made by models in this unit destroys an enemy CHARACTER unit, subtract 2 from that CHARACTER unit’s Out of Action test at the end of the battle.
2Brazen Sinews

These daemons have been gifted with hissing pistons and brass gears stitched through their infernal musculature.

Add 1 to the Strength characteristic of models in this unit.
3Unquenchable Bloodthirst

Even amongst the daemons of Khorne, these daemons’ thirst for spilling mortal blood is remarkable.

Each time this unit is selected for the Frenetic Bloodlust Stratagem, that Stratagem costs 1 fewer CPs to use (to a minimum of 0CP).

HORRORS CORE UNITS ONLY
D3BATTLE TRAIT
1Expert Flamecasters

Gifted with a boon woven from the terror of mortals who perished amidst leaping flame, these daemons perceive just where to hurl their warpfire to cause greatest pain and fear.

Improve the Ballistic Skill characteristic of models in this unit by 1.
2Shatterselves

The very act of banishing these daemons causes their reflected selves within the warp to be spat forth as though bursting through the surface of an infernal mirror.

Out of Action tests taken for this unit are automatically passed.
3Fires of Tzeentch

Conjuring the deadliest sorcerous flame comes naturally to these creatures.

Each time this unit is selected for the Minions of Magic Stratagem, that Stratagem costs 1 fewer CPs to use (to a minimum of 0CP).

PLAGUEBEARERS CORE UNITS ONLY
D3BATTLE TRAIT
1Noisome Odour (Aura)

These daemons bring with them a truly terrible odour. Even a moment in their presence can drive the most stoic mortal creature to recoil in gagging revulsion.

While an enemy unit is within 3" of this unit, subtract 1 from Combat Attrition tests taken for that enemy unit.
2Encrusted Scabs

The hides of these disgusting creatures are covered in a thick layer of congealed pus and ichor, deflecting the blades of their foe.

Models in this unit have a Daemonic Save characteristic of 4+/4+.
3Disgusting Resilience

These daemons shrug off even the mightiest of blows, gurgling a mocking chuckle before striking down their attackers.

Each time this unit is selected for the Revolting Constitution Stratagem, that Stratagem costs 1 fewer CPs to use (to a minimum of 0CP).

DAEMONETTES CORE UNITS ONLY
D3BATTLE TRAIT
1Perfect Killers

These daemons are experts at their deadly task, their every perfect evisceration drawing the eye of Slaanesh.

Each time you make a Warp Storm roll, if any enemy units were destroyed by an attack made by this unit in the previous battle round, roll one additional D6.
2Whimsic Wisps

Like an urge or thought that leaps unbidden to mortal minds, the flickering advance of these daemons cannot be resisted.

Each time a model in this unit makes a melee attack, the target does not receive the benefits of cover against that attack.
3Claws of Living Diamond

The talons of these daemons are as unnaturally beautiful as they are viciously sharp.

Each time this unit is selected for the Razor-sharp Caress Stratagem, that Stratagem costs 1 fewer CPs to use (to a minimum of 0CP).

Crusade Relics

When a LEGIONES DAEMONICA CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Antiquity Relics

A LEGIONES DAEMONICA CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Cuirass of Rage

This solid brazen plate covers the daemons chest and is infused with their fury and scorn at those who attempt to strike them down. Even the mightiest blows are turned aside by its rune-graven surface, leaving no mark.

KHORNE model only. Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

Crystal Tome

Feared even by many of Tzeentch’s servants for its reputed sentience, the Crystal Tome is said by some to contain the true name of every being that has ever existed, or even might have but did not. Invoking a creatures true name grants tremendous power over it.

TZEENTCH model only. In your Command phase, select one enemy unit within 12" of the bearer. Until your next Command phase, that enemy unit is not affected by the aura abilities of other enemy units.

Shroud of Corruption

This foetid cloth tangles itself about its wearer, clinging like sweat-drenched sheets ensnaring a fever victim in their delirium. Some even claim that it was the receptacle for Grandfather Nurgle’s own gushing sternutations, and indeed it does seem to be saturated with the most infectious and clammily mucal of warp maladies.

NURGLE model only. The bearer has the following ability:

Shroud of Corruption (Aura): While an enemy unit is within 6" of this model, at the end of your Movement phase, roll one D6: on a 4+, that unit suffers 1 mortal wound.

Jewel of Excess

Seeming as one perfect ornament amongst many worn by this daemon, the Jewel of Excess is in fact a tormenting prison, housing the souls of every psyker ever slain by the bearer, their power now the daemons.

SLAANESH PSYKER model only.
  • Each time the bearer attempts to manifest a psychic power from the Soulstain discipline, add 1 to the Psychic test.
  • Add 1 to Deny the Witch tests taken for the bearer.

Legendary Relics

A LEGIONES DAEMONICA CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

G’rmakht the Destroyer

The black blade of this enormous axe contains the essence of G’rmakht, a Bloodthirster whose cyclic imprisonment is an eternal torment. Should the axe’s wielder fall, and its death be sufficiently violent, G’rmakht uses their banishment to temporarily unbind its soul-chains, manifesting in the former daemons place and venting unbridled anger upon any it finds, before the axe’s inescapable power ensnares it once more.

Model equipped with axe of Khorne only. This Relic replaces an axe of Khorne and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Mighty strike
Mighty strike
Melee
Melee
+4
-4
D6
Sweeping blow
Sweeping blow
Melee
Melee
User
-3
1
Abilities: Each time an attack is made with this weapon’s sweeping blow profile, make 2 hit rolls instead of 1. When the bearer is destroyed, instead of using any rules that are triggered when that model is destroyed, you can instead replace it with a BLOODTHIRSTER model. This model uses the Bloodthirster datasheet and is treated as a named character, but does not have a Warlord Trait and does not have a Crusade card. At the end of each subsequent Fight phase, roll one D6 for this model: on a 5+, the axe’s power ensnares it again, and this model is removed from the battlefield.

Tome of Endless Dimensions

The crystalline pages of this grimoire stream with constantly shifting fragments of words, whose meanings entwine and contradict as they filter through from overlapping but subtly different realities. Should a mortal seek to comprehend these etchings they would be swiftly driven mad by almost-glimpsed snatches of sanity-blasting revelation. To the fluctuating consciousness of a daemon, however, the empowering sorcerous secrets are all too easily gleaned.

TZEENTCH model only. Each time the bearer attempts to manifest a Witchfire psychic power or Smite, on an unmodified Psychic test of 9 or more, if that power is not denied, after resolving the effects of that psychic power, you can resolve the effects of that psychic power again.

Contagion Blade

Said to have been lost for aeons at the bottom of Nurgle’s great cauldron, mortal legend tells how this blade was finally recovered after having absorbed the essence of hundreds of Nurgle’s finest contagions. Only the most favoured of the Plague God’s daemonic servants have ever been witnessed wielding this malignant blade. The merest scratch from its edge causes countless diseases to bloom within the victim before bursting forth in a fulsome eruption of infectious gore and moistened spores inimical to any unfortunate caught in the blast.

Model equipped with bileblade only. This Relic replaces a bileblade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Contagion Blade
Contagion Blade
Melee
Melee
+1
-3
3
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage. If any model is destroyed by these mortal wounds, that model’s unit suffers a further D3 mortal wounds.

Tears of Asuryan

When Slaanesh was birthed into the warp by the decadence of the Aeldari, she devoured the souls of many of that ancient race. Tales tell how the Aeldari god Asuryan witnessed the horrible fate of so many of his children and wept bitter tears that crystallised into these rainbow-hued gems. Only rarely is a daemon of Slaanesh encountered bearing such jewels, but should they use one in ritual imitation of She Who Thirsts, the power unleashed is little short of apocalyptic.

SLAANESH model only. Once per battle, in your Command phase, the bearer can shatter a Tear of Asuryan. When they do so:

Wargear Reference


Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Allegiance Keyword: A LEGIONES DAEMONICA unit will have one or more of the following Allegiance keywords: KHORNE, TZEENTCH, NURGLE or SLAANESH. If a unit has the <ALLEGIANCE> keyword, you must replace this keyword with one of those listed above.

Ascendancy points: A resource gained by each Dark God if your Crusade army is influencing the Great Game.

Favoured Rewards: Additional abilities that can be gained by GREATER DAEMON units from your Crusade army based on performance in the Great Game. These come in three types: Lesser Rewards, Greater Rewards and Exalted Rewards.

LEGIONES DAEMONICA Detachment: A Detachment in a Battle-forged army where every model has the LEGIONES DAEMONICA keyword (excluding models with the UNALIGNED or AGENTS OF CHAOS keyword).

Loci of the Gods: A new kind of Battle Honour that GREATER DAEMON or HERALD units can gain.

Malefic Weapon: A melee weapon that the bearer can use to make attacks in addition to the melee attacks they make with other weapons.

Maximum number of models: A unit contains the maximum number of models if it includes every model it possibly can, as described on its datasheet (excluding models representing wargear).

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Legiones Daemonica; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label (e.g. a Stratagem with ‘Legiones Daemonica - Wargear Stratagem’ has both the Legiones Daemonica and Wargear labels).

Warp Storm points: A resource gained during the battle if every unit from your army has the LEGIONES DAEMONICA keyword (excluding models with the UNALIGNED or AGENTS OF CHAOS keyword).

PSYCHIC DISCIPLINES
Pandaemoniac discipline: A psychic discipline TZEENTCH PSYKER units can know powers from.

Warprot discipline: A psychic discipline NURGLE PSYKER units can know powers from.

Soulstain discipline: A psychic discipline SLAANESH PSYKER units can know powers from.

Noctic discipline: A psychic discipline LEGIONES DAEMONICA PSYKER or DISCIPLES OF BE’LAKOR PSYKER units can know powers from.

RELICS
Relic of Khorne: A Relic available to LEGIONES DAEMONICA KHORNE CHARACTER models from your army, if it is led by a LEGIONES DAEMONICA WARLORD.

Relic of Tzeentch: A Relic available to LEGIONES DAEMONICA TZEENTCH CHARACTER models from your army, if it is led by a LEGIONES DAEMONICA WARLORD.

Relic of Nurgle: A Relic available to LEGIONES DAEMONICA NURGLE CHARACTER models from your army, if it is led by a LEGIONES DAEMONICA WARLORD.

Relic of Slaanesh: A Relic available to LEGIONES DAEMONICA SLAANESH CHARACTER models from your army, if it is led by a LEGIONES DAEMONICA WARLORD.

STRATAGEMS
Disciples of Be’lakor Stratagem: A Stratagem available if your army is a Disciples of Be’lakor Army of Renown. All Disciples of Be’lakor Stratagems are considered to have the Legiones Daemonica Stratagem label (see above).

Legions of Khorne Stratagem: A Stratagem available if your army includes any LEGIONES DAEMONICA Detachments in which every unit (excluding models with the UNALIGNED or AGENTS OF CHAOS keyword) has the KHORNE keyword. All Legions of Khorne Stratagems are considered to have the Legiones Daemonica Stratagem label (see above).

Legions of Tzeentch Stratagem: A Stratagem available if your army includes any LEGIONES DAEMONICA Detachments in which every unit (excluding models with the UNALIGNED or AGENTS OF CHAOS keyword) has the TZEENTCH keyword. All Legions of Tzeentch Stratagems are considered to have the Legiones Daemonica Stratagem label (see above).

Legions of Nurgle Stratagem: A Stratagem available if your army includes any LEGIONES DAEMONICA Detachments in which every unit (excluding models with the UNALIGNED or AGENTS OF CHAOS keyword) has the NURGLE keyword. All Legions of Nurgle Stratagems are considered to have the Legiones Daemonica Stratagem label (see above).

Legions of Slaanesh Stratagem: A Stratagem available if your army includes any LEGIONES DAEMONICA Detachments in which every unit (excluding models with the UNALIGNED or AGENTS OF CHAOS keyword) has the SLAANESH keyword. All Legions of Slaanesh Stratagems are considered to have the Legiones Daemonica Stratagem label (see above).

UPGRADES
Exalted Bloodthirsters: An upgrade that bestows new abilities on a BLOODTHIRSTER unit for an additional cost.

Exalted Lords of Change: An upgrade that bestows new abilities on a LORD OF CHANGE unit for an additional cost.

Exalted Great Unclean Ones: An upgrade that bestows new abilities on a Great Unclean One unit for an additional cost.

Exalted Keepers of Secrets: An upgrade that bestows new abilities on a KEEPER OF SECRETS unit for an additional cost.

WARLORD TRAITS
Khorne Warlord Traits: A Warlord Trait available to KHORNE WARLORD models.

Tzeentch Warlord Traits: A Warlord Trait available to TZEENTCH WARLORD models.

Nurgle Warlord Traits: A Warlord Trait available to NURGLE WARLORD models.

Slaanesh Warlord Traits: A Warlord Trait available to SLAANESH WARLORD models.


Reference

Below you will find a bullet pointed summary of several Chaos Daemons rules. In most games, you may find referencing this summary is all you need to resolve a rule, but if not, follow the link to read the entirety of the rule.

<ALLEGIANCE> KEYWORD
When you include a unit with the <ALLEGIANCE> keyword, nominate which Dark God it owes allegiance to.
  • Replace every instance of the <ALLEGIANCE> keyword on that unit’s datasheet with the name of your chosen Dark God.

DAEMONIC PACT
  • If your army includes one LEGIONES DAEMONICA Detachment, and the combined Power Ratings of all units in that Detachment is 25% or less of your army’s Power Level, then until the end of the battle, every unit in that Detachment gains the AGENT OF CHAOS keyword.

DAEMONIC LEGIONS
  • If your army only contains LEGIONES DAEMONICA Detachments, and includes any GREATER DAEMON units, one of these must be your WARLORD, unless your army also includes BE’LAKOR.
  • For each GREATER DAEMON unit included in a Detachment, you can include 1 HERALD unit with the same Allegiance keyword in that Detachment without that HERALD unit taking up a Battlefield Role slot.

EXALTED UPGRADES

MALEFIC WEAPONS
  • A malefic weapon is any weapon which includes the ‘Malefic’ ability in it’s profile, followed by a number.

Daemonic

A unit with this ability has the following abilities:

DAEMONIC INVULNERABILITY
  • Instead of a normal Save characteristic, as described in the Warhammer 40,000 Core Book, each LEGIONES DAEMONICA datasheet has a Daemonic Save characteristic (abbreviated to DSv on that datasheet’s profile line). This characteristic has two values. The first characteristic is used when a melee attack is allocated to that model. The second characteristic is used when a ranged attack is allocated to that model. In either case, this saving throw cannot be modified.

DAEMONIC TERROR
  • While an enemy unit is within 6" of this unit, subtract 1 from its Leadership characteristic and subtract 1 from any combat attrition tests made for it.

MANIFESTATION
  • During deployment, you can set that unit up in the warp instead of setting it up on the battlefield.
  • Unit can then arrive during Reinforcements step of one of your Movement phases.
  • When unit arrives, set it up on battlefield more than 9" from any enemy models or wholly within 6" of a WARP LOCUS model from your army.
  • If that WARP LOCUS model has an Allegiance keyword, the unit being set up within 6" of it must have the same Allegiance keyword.

WARP STORM
  • If every unit from your army has the LEGIONES DAEMONICA keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords), then at the start of each battle round, you can make a Warp Storm roll. To do so, roll eight D6.
  • For each 4+, gain 1 Warp Storm point (WSP).
  • Warp Storm points can also be gained via other rules. No matter the source, you can only gain Warp Storm points from such a rule if every unit from your army has the LEGIONES DAEMONICA keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords). Warp Storm points can be spent during the battle to gain additional effects. Each effect will specify how many Warp Storm points it costs.

The LEGIONES DAEMONICA, NURGLE and PSYKER keywords are used in the following Chaos Daemons datasheets:


- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.
PESTILENT INSPIRATION1CP
Legions of Nurgle – Epic Deed Stratagem

From the germ of an idea may grow the most perfect plagues.

Use this Stratagem at the start of your Psychic phase. Select one LEGIONES DAEMONICA NURGLE PSYKER model from your army. Until the end of the phase, that model knows all of the psychic powers from the Warprot discipline.

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


- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.
Malefic Weapons

Many daemons fashion forms for themselves that exhibit strange and esoteric weapons, with which they give vent to their spiteful natures. While most fight with blade or claws, often they can also lash out with spiked tails, envenomed pseudopods or other bizarre appendages. Daemons may also ride to battle atop other daemonic creatures that make attacks with weapons of their own, or may be attended by daemonic minions who swipe at those who draw near their masters.

Many Chaos Daemons weapons are malefic weapons. Such a weapon will have an ability that reads ‘Malefic’ and then a value, such as 2 or 4. Each time the bearer fights, it makes a number of additional attacks with that weapon equal to that value, and no more than that number of attacks can be made with that weapon while resolving that fight. If a model is equipped with more than one malefic weapon, it can make additional attacks with each one it is equipped with.

Unless otherwise specified, malefic weapons are never affected by effects or abilities that allow models to make additional attacks, or abilities that would add to, subtract from, or improve their characteristics in any way.

Example: A Skullmaster is equipped with a blade of blood and its Juggernaut’s bladed horn, which has the ‘Malefic 4’ ability. Each time this model fights, it makes a number of attacks equal to its Attacks characteristic with its blade of blood, then an additional 4 attacks with the bladed horn profile.

AURA OF BEWITCHMENT (AURA)

Even the most disciplined warriors succumb to this daemon’s beguilements, all thoughts lost in a haze of hallucinatory desire.

While an enemy unit is within 6" of this WARLORD, that unit cannot perform actions. If that unit is performing an action when it comes into range of this ability, it immediately fails.

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Daemonic Terror (Aura)

To encounter a creature of the warp is to face a being utterly anathema to the fundamental laws of reality. Even the most emotionless warrior feels an unnatural primal terror while in their presence.

While an enemy unit is within 6" of this unit, subtract 1 from that enemy unit’s Leadership characteristic and subtract 1 from any Combat Attrition tests taken for that enemy unit.

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


– if equipped with the Instrument of Chaos this unit gains the INSTRUMENT keyword.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Undivided
DARK INVIGORATION5 WSP
Use this effect at the start of the Morale phase. One model in each LEGIONES DAEMONICA unit from your army can regain up to D3 lost wounds. If every model in that unit has a Wounds characteristic of 1, that unit can instead be replenished. When a unit is replenished, you can return D3 destroyed models to that unit with their full wounds remaining. Each returned model no longer counts as having been destroyed for the purposes of Morale tests this turn. Each unit can only be replenished once per turn.
PRIMEVAL TERROR3 WSP
Use this effect at the start of a turn. Until the end of the turn, while an enemy unit is within range of the Daemonic Terror ability of one or more units from your army, subtract 1 from the Leadership characteristic of models in that unit.
MUSIC OF THE WARP2 WSP
Use this effect at the start of your turn. Until the end of the turn, add 6" to the range of the Daemonic Terror ability for INSTRUMENT units from your army (to a maximum of 12").
MALICIOUS MISDIRECTION2 WSP
Use this effect at the start of the Reinforcements step of your opponent’s Movement phase. Until the end of that step, enemy Strategic Reserve units can only be set up as if it were the second battle round.
MAGNIFIED GLORY3 WSP
Use this effect at the start of any turn. Until the end of the turn, add 3" to the range of aura abilities of LEGIONES DAEMONICA units from your army.
OTHERWORLDLY TREAD2 WSP
Use this effect at the start of your Movement phase or at the start of your Charge phase. Until the end of the phase, LEGIONES DAEMONICA units from your army can ignore any or all modifiers to their Move characteristic, Advance rolls and charge rolls.
DESCENDING SHADOW3 WSP
Use this effect at the start of your opponent’s Shooting phase. Until the end of the phase, each time a ranged attack is made against a LEGIONES DAEMONICA unit from your army, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.
INSIDIOUS WHISPERS2 WSP
Use this effect at the start of your opponent’s Psychic phase. Until the end of the phase, LEGIONES DAEMONICA units from your army have the following ability:

Insidious Whispers (Aura): While an enemy PSYKER unit is within 12" of this unit, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.

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

Daemonic Invulnerability

Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means. By far the surest way to banish them, short of ritual witchery, is to fight them at close quarters where a warrior’s conviction and faith may strike as surely as their blade.

Instead of a normal Save characteristic as described in the Warhammer 40,000 Core Book, each LEGIONES DAEMONICA datasheet has a Daemonic Save characteristic (abbreviated to DSv on that datasheet’s profile line). This characteristic has two values. The first characteristic is used when a melee attack is allocated to that model, while the second characteristic is used when a ranged attack is allocated to that model. In either case, this saving throw cannot be modified in any way.
Allegiance Keywords
Most of the datasheets in this book have an Allegiance keyword. The following are Allegiance keywords:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
If a unit instead has the Faction keyword, then when you add that unit to your army, you must select one of the listed Allegiance keywords above and replace the keyword in all instances on that Datasheet with the selected Allegiance keyword.

Example: If you include a Daemon Prince in your army, and you decide it is a Daemon Prince of Khorne, its keyword becomes KHORNE and its Prince of Chaos ability reads, ‘While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
Manifestation

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.

During deployment, you can set up this unit in the warp instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models, or more than 6" away from any enemy models and wholly within 6" of a friendly WARP LOCUS model that was on the battlefield at the start of your turn. If that WARP LOCUS model has an Allegiance keyword, the unit being set up can only use this ability if it has the same Allegiance keyword.

If every unit from your army has the LEGIONES DAEMONICA keyword, then in the Reinforcements step of one of your Movement phases you can instead set up this unit anywhere on the battlefield with one of the following restrictions:
  • Wholly within your deployment zone and more than 3" away from any enemy models.
  • Neither wholly within your deployment zone nor within your opponent’s deployment zone, and more than a number of inches away from each enemy unit, equal to the current Leadership characteristic of that enemy unit (to a minimum of 3" and a maximum of 9").
Warp Storm

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish energies twist all that they touch, reshaping the landscape into bizarre forms and tormenting mortal beings.

This ability can be used to apply Warp Storm effects to eligible units from your army.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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

Troops
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The BE’LAKOR keyword is used in the following Chaos Daemons datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.

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

Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

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

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

The GREAT UNCLEAN ONE keyword is used in the following Chaos Daemons datasheets:

The KEEPER OF SECRETS keyword is used in the following Chaos Daemons datasheets:

Lords of War
EXALTED DAEMON1RP

As the greatest daemons slaughter their way across reality, so they grow in power, earning rewards from their patron deity and learning how to shape realspace to augment their forms.

Purchase this Requisition when a GREATER DAEMON model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to be exalted.
  • The rules for upgrading BLOODTHIRSTER models to be exalted can be found here.
  • The rules for upgrading LORD OF CHANGE models to be exalted can be found here.
  • The rules for upgrading GREAT UNCLEAN ONE models to be exalted can be found here.
  • The rules for upgrading KEEPER OF SECRETS models to be exalted can be found here.
Increase this model’s Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

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

Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

The FLESH HOUNDS keyword is used in the following Chaos Daemons datasheets:

Fast Attack

The LEGIONES DAEMONICA, KHORNE and CAVALRY keywords are used in the following Chaos Daemons datasheets:

The LEGIONES DAEMONICA, KHORNE and VEHICLE keywords are used in the following Chaos Daemons datasheets:

Fortifications

The LEGIONES DAEMONICA, KHORNE and ICON keywords are used in the following Chaos Daemons datasheets:


– if equipped with the Daemonic icon this unit gains the ICON keyword.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

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

ASPECT OF DEATH (AURA)

Such is the palpable aura of dread this daemon emanates that its enemies may die of sheer terror.

While an enemy unit is within 6" of this WARLORD:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

BRAZEN HIDE

This daemon’s warpflesh is infused with rune-wrought brass that shatters blades and turns aside even the most powerful enemy blows.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

DEVASTATING BLOW

So monstrous is the strength behind this warlord's blows and so unstoppable their hatred that they can lay victims low with but a single strike.

Each time this WARLORD makes a melee attack, rules that ignore wounds cannot be used.

The LEGIONES DAEMONICA, KHORNE and CORE keywords are used in the following Chaos Daemons datasheets:

Fast Attack

RAGE INCARNATE

The fury with which this daemon hurls itself at the enemy serves as a beacon of wrath to its like-minded minions.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • Each time a friendly LEGIONES DAEMONICA KHORNE CORE unit declares a charge against an enemy unit within Engagement Range of this WARLORD, add 1 to the charge roll made for that unit.

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

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The KAIROS FATEWEAVER keyword is used in the following Chaos Daemons datasheets:

Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

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

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

Heavy Support

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

Fast Attack

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

The BURNING CHARIOT keyword is used in the following Chaos Daemons datasheets:

Heavy Support

The LEGIONES DAEMONICA, TZEENTCH and PSYKER keywords are used in the following Chaos Daemons datasheets:


- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.

The LEGIONES DAEMONICA, TZEENTCH and CHARACTER keywords are used in the following Chaos Daemons datasheets:

The LEGIONES DAEMONICA, TZEENTCH and ICON keywords are used in the following Chaos Daemons datasheets:


– if equipped with the Daemonic icon this unit gains the ICON keyword.

The LEGIONES DAEMONICA, TZEENTCH and CORE keywords are used in the following Chaos Daemons datasheets:

Elites
Fast Attack

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

BORN OF SORCERY

Tapping into the infinite power of the warp comes as easily to this daemon as breathing air does to a mortal.

Add 1 to Psychic tests taken for this WARLORD.

INCORPOREAL FORM

This daemon’s body flickers constantly in and out of reality, making it difficult for adversaries to land a telling blow against it.

Each time an attack is made against this WARLORD, subtract 1 from that attack’s wound roll.

FRACTAL MIND

This daemon’s consciousness is a many-faceted tangle of infinite complexity that allows it to divide its perceptions and attention in a way that would drive mortal minds to madness.

If this WARLORD attempts to perform a psychic action in your Psychic phase, it can still attempt to manifest one psychic power during that phase without that psychic action failing.

TYRANT OF THE WARP

The sheer ensorcelled might of this daemons presence in the warp is enough to dissuade rival entities and predatory sentiences from attempting to assail it on the metaphysical battleground.

  • This WARLORD never suffers Perils of the Warp.
  • Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

WARP TETHER

This daemon embeds its essence into realspace like a thorn, then exudes tendrils of energy that anchor its minions within corporeal reality.

  • This WARLORD has the WARP LOCUS keyword.
  • This WARLORD has the following ability:
Warp Tether (Aura): While a friendly LEGIONES DAEMONICA TZEENTCH unit is within 12" of this model, each time a Morale test is taken for that unit, you can re-roll the result.

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

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

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

The SLOPPITY BILEPIPER keyword is used in the following Chaos Daemons datasheets:

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

The HORTICULOUS SLIMUX keyword is used in the following Chaos Daemons datasheets:

The PLAGUE DRONES keyword is used in the following Chaos Daemons datasheets:

Fast Attack

The LEGIONES DAEMONICA, NURGLE and ICON keywords are used in the following Chaos Daemons datasheets:

Fast Attack

– if equipped with the Daemonic icon this unit gains the ICON keyword.

The LEGIONES DAEMONICA, NURGLE and CORE keywords are used in the following Chaos Daemons datasheets:

Fast Attack

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

HEAVING MASS

Saturated with corruption and fatted upon a diet of mortal souls, this daemon’s swollen frame seethes with unclean vitality.

Add 2 to this WARLORD’s Wounds characteristic.

ACIDIC ICHOR

Those that pierce this daemon’s straining flesh are sprayed with sizzling bile that melts through armour, flesh and bone.

Each time this WARLORD loses a wound as a result of a melee attack made by an enemy unit, after the attacking model’s unit has finished making its attacks, roll one D6: on a 4+, that enemy unit suffers 1 mortal wound. Each unit can only suffer a maximum of 6 mortal wounds per phase as a result of this ability.

VIRULENT TOUCH

So saturated with noxious toxins and poisons is this daemon that its merest touch causes its victims to erupt into spreading masses of buboes and sores that burst and redouble until their bodies collapse under the repugnant strain.

Each time this WARLORD makes a melee attack (excluding attacks made against TITANIC units), if a hit is scored, that attack automatically wounds the target.

PESTILENT MIASMA

Those who venture too close to this daemon find their injuries blackening in seconds and their infected flesh swiftly turning to rancid soup.

At the start of the Fight phase, roll one D6 for each enemy unit within Engagement Range of this WARLORD:

  • On a 2-5, that enemy unit suffers 1 mortal wound.
  • On a 6, that enemy unit suffers D3 mortal wounds.

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

The SHALAXI HELBANE keyword is used in the following Chaos Daemons datasheets:

Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

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

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

Elites

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

The SOUL GRINDER keyword is used in the following Chaos Daemons datasheets:

Heavy Support

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

Fast Attack

– if equipped with the Daemonic icon this unit gains the ICON keyword.

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

Elites
Fast Attack

WARP MISTS

The stuff of the warp clings to this daemon’s form, swirling around it like iridescent silks.

At the end of each battle round, if this WARLORD is on the battlefield, you can retain up to 2 unspent Warp Storm points.

Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

FATAL CARESS

With a swift flick of a blade or razor-sharp claw, this daemon can inflict agonising pleasures that drive the1 victim instantly insane.

Each time this WARLORD makes a melee attack, on an unmodified successful wound roll of 5+, invulnerable saving throws cannot be made against that attack.

THE MURDERDANCE

A performer in the maniacal dance of death, this daemon hacks and cavorts its way through the enemy ranks without ever missing a step.

Each time this WARLORD fights, if it made a charge move this turn, then until that fight is resolved, add D3 to its Attacks characteristic.

QUICKSILVER DUELLIST

A corporeal embodiment of arrogance, this daemon redoubles its efforts when humbling an enemy champion.

Each time this WARLORD makes a melee attack:

  • You can re-roll the hit roll.
  • If that attack is made against an enemy CHARACTER model, you can re-roll the wound roll.

EXQUISITE GIFTS1CP
Legions of Slaanesh – Requisition Stratagem

The most exalted of Slaanesh’s daemons wield mighty artefacts, powerful symbols of the favour of the Dark Prince.

Use this Stratagem before the battle. Select one LEGIONES DAEMONICA SLAANESH CHARACTER model from your army and give them one Relic of Slaanesh (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
RELICS OF THE BRASS CITADEL1CP
Legions of Khorne – Requisition Stratagem

The infernal armouries of Khorne’s daemon legions overflow with macabre artefacts of unbridled slaughter.

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA KHORNE CHARACTER model from your army and give them one Relic of Khorne (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
RELICS OF THE GREAT GARDEN1CP
Legions of Nurgle – Requisition Stratagem

Nurgle is said to be all-too-generous with his glopsome gifts.

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA NURGLE CHARACTER model from your army and give them one Relic of Nurgle (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
RELICS OF THE IMPOSSIBLE FORTRESS1CP
Legions of Tzeentch – Requisition Stratagem

Many are the arcane devices wielded by the servants of Tzeentch.

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA TZEENTCH CHARACTER model from your army and give them one Relic of Tzeentch (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).

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

Heavy Support
1CP

LEGION OF SKULLS

Specialist Detachment Stratagem

The teeming masses of Khorne’s lesser Daemons can shatter worlds when they are gathered in large numbers.

Use this Stratagem when choosing your army. Pick a KHORNE Chaos Daemons Detachment (that is, a Chaos Daemons Detachment in which every unit has the KHORNE keyword) from your army to be a Legion of Skulls Specialist Detachment. BLOODLETTER units in that Detachment gain the LEGION OF SKULLS keyword.
RACE THROUGH THE WARP1CP
Legions of Slaanesh – Strategic Ploy Stratagem

Slicing the skein of reality, Slaaneshi charioteers steer their charge into the warp before re-emerging to run the enemy down.

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA SLAANESH VEHICLE unit (excluding SOUL GRINDER units) from your army. Remove that unit from the battlefield and place it into Strategic Reserves.
WARP PORTAL1CP/2CP
Legions of Tzeentch – Strategic Ploy Stratagem

This daemon prises open an unnatural shortcut through the warp.

Use this Stratagem in your Movement phase, when you select a LEGIONES DAEMONICA TZEENTCH CHARACTER model from your army to make a Normal Move. Instead of moving it as normal, remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models. If that CHARACTER model has the HERALD keyword, this Stratagem costs 1CP, otherwise, it costs 2CP.
SLIME TRAIL1CP
Legions of Nurgle – Strategic Ploy Stratagem

The more slug-like of Nurgles daemons exude a paralysing slime that leaves victims numbed and despairing.

Use this Stratagem at the start of your opponent’s Movement phase. Select one BEASTS OF NURGLE or HORTICULOUS SLIMUX unit from your army. Each time an enemy unit (excluding AIRCRAFT or TITANIC units) within Engagement Range of that unit is selected to move, roll one D6: on a 4+, that enemy unit cannot Fall Back this turn.
BLASTED STANDARD1CP
Legions of Tzeentch – Wargear Stratagem

The daemons unleash transmutational energies from their icon.

Use this Stratagem at the start of your Psychic phase. Select one LEGIONES DAEMONICA TZEENTCH ICON unit from your army. Until the end of the phase, each time you make an unmodified Psychic test of 9 or more for a friendly LEGIONES DAEMONICA TZEENTCH PSYKER unit within 12" of that unit, the closest enemy unit within 24" of and visible to that selected unit suffers 1 mortal wound.
MAGICAL BOON1CP
Legions of Tzeentch – Epic Deed Stratagem

Arcane knowledge and mystical power have ever been the domain of Tzeentch and his minions.

Use this Stratagem at the start of your Psychic phase. Select one LEGIONES DAEMONICA TZEENTCH PSYKER unit from your army. That unit can attempt to manifest one additional psychic power this turn.
MELODIC DELIRIUM1CP
Legions of Slaanesh – Strategic Ploy Stratagem

Fiends sing a strange dirge, its melodies catching in the minds of enemy psykers like hooks in flesh and flooding their thoughts with feverish bewilderment.

Use this Stratagem at the start of your opponent’s Psychic phase. Select one FIENDS unit from your army. Until the end of the phase, that unit has the following ability:

Melodic Delirium (Aura): While an enemy PSYKER unit is within 12" of this unit, each time a Psychic test is taken for that unit, subtract 2 from the result.
CONTEMPT FOR SORCERY1CP
Legions of Khorne – Strategic Ploy Stratagem

The loathing for witchery that radiates from the daemons of Khorne can unmake even the mightiest of conjurations.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that enemy PSYKER unit is within 24" of any LEGIONES DAEMONICA KHORNE units from your army, roll one D6, adding 1 to the result if that enemy PSYKER is within 12" of any FLESH HOUNDS units from your army: on a 4+ that psychic power is denied.
1CP

BRAZEN SKULL

Chaos Daemons Stratagem

Plucking the skull of an enemy from the ground, this servant of Khorne imbues it with his burning rage and hurls it at the foe.

Use this Stratagem in your Shooting phase. Pick a LEGION OF SKULLS model from your army. Pick an enemy unit within 8" of this model that is visible to them, and roll a D6; if the result equals or exceeds this model’s Ballistic Skill characteristic, that enemy unit suffers D3 mortal wounds.
BURNING WARPFIRE1CP/2CP
Legions of Tzeentch – Battle Tactic Stratagem

Employing their rubbery flesh as a conduit for the raw energies of the warp, these daemons spew the resultant torrent of warp-stuff as wave upon wave of mutating flame.

Use this Stratagem in your Shooting phase, when a FLAMERS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with flickering flames or the pink fire profile of fire of Tzeentch that targets an enemy unit that contains 11 or more models, when determining how many attacks that model makes with that weapon, count results of less than 9 as 9. If that FLAMERS unit contains 4 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
CHORTLING MURRAIN1CP
Legions of Nurgle – Epic Deed Stratagem

Sloppity Bilepipers are carriers of the deadly chortling murrain, a disease that causes those who contract it to laugh themselves to death.

Use this Stratagem in your Shooting phase. Select one enemy unit within 6" of a SLOPPITY BILEPIPER model from your army and roll one D6 for each model in that enemy unit. For each roll that exceeds that model’s Toughness characteristic, that model’s unit suffers 1 mortal wound. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this Stratagem. You can only use this Stratagem once.
MINIONS OF MAGIC1CP
Legions of Tzeentch – Battle Tactic Stratagem

The mutating change-fires unleashed by the freakish daemons of Tzeentch pour through or melt away even the most formidable armour.

Use this Stratagem in your Shooting phase, when a HORRORS CORE unit is selected to shoot. Until the end of the phase, each time a ranged attack is made by a model in that unit, on an unmodified wound roll of 6, change the Armour Penetration characteristic of that attack to -3.
SWARMING FLIES2CP
Legions of Nurgle – Strategic Ploy Stratagem

A tsunami of thrumming plague flies roars around the daemons of Nurgle at all times. They carpet the enemy, providing a horrible distraction as they swarm, bite and choke their victims.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase. Select one LEGIONES DAEMONICA NURGLE unit from your army. Until the end of the phase, each time an enemy model makes an attack against that unit, subtract 1 from that attack’s hit roll.
REVOLTING CONSTITUTION1CP/2CP
Legions of Nurgle – Battle Tactic Stratagem

The supernatural corruption of Plaguebearers’ physical forms is such that even the most grievous wounds do not trouble them.

Use this Stratagem when a PLAGUEBEARER’s unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit has a Power Rating of 12 or more, this Stratagem costs 2CP, otherwise, it costs 1CP.
2CP

RED TIDE

Chaos Daemons Stratagem

When the bloodletting begins, nearby servants of the Blood God are drawn to it with a single-minded focus.

Use this Stratagem in your Charge phase. Pick an enemy unit that was charged by a LEGION OF SKULLS unit from your army this phase. You can add 2 to charge rolls for other LEGION OF SKULLS units from your army that declare a charge against the same enemy unit (and do not declare charges against any other enemy unit) until the end of the phase.
BANNER OF BLOOD1CP
Legions of Khorne – Wargear Stratagem

The dark icons carried above Khorne’s daemonic hosts spur those who march below them forward with greater fury.

Use this Stratagem when a LEGIONES DAEMONICA KHORNE ICON unit from your army is selected to charge. Until the end of the phase, each time you make a charge roll for that unit, roll one additional D6 and discard the lowest result.
BRASS STAMPEDE1CP
Legions of Khorne – Strategic Ploy Stratagem

The daemonic cavalry and chariots of the daemons of Khorne slam into the enemy lines like a brass-shod avalanche of death.

Use this Stratagem after a LEGIONES DAEMONICA KHORNE CAVALRY or LEGIONES DAEMONICA KHORNE VEHICLE unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that unit and roll one D6 for each model in the charging unit, adding 3 to the result if the charging unit is a VEHICLE unit:
  • For each 6-8, that enemy unit suffers D3 mortal wounds.
  • For each 9, that enemy unit suffers D3+3 mortal wounds.
CRUSHING BULK1CP
Legions of Nurgle – Strategic Ploy Stratagem

Many daemons of Nurgle manifest lumpen and ponderous physical forms whose sheer bulk is a weapon in its own right.

Use this Stratagem after a PLAGUE DRONES, BEASTS OF NURGLE or GREAT UNCLEAN ONE unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that unit and roll one D6 for each model in the charging unit, adding 3 to the result if that unit is a GREAT UNCLEAN ONE unit:
  • On a 6+, that unit suffers D3 mortal wounds.
  • On a 9, that unit suffers D3+3 mortal wounds instead.
FRENETIC BLOODLUST1CP/2CP
Legions of Khorne – Battle Tactic Stratagem

Ravening packs of Bloodletters spill across the battlefield seeking out the foe, eager to spill their blood.

Use this Stratagem at the start of the Fight phase. Select one BLOODLETTERS CORE unit from your army.
  • If that unit is not within Engagement Range of any enemy units, make a Normal Move of up to 6" with that unit. It must end this move closer to the closest visible enemy unit.
  • If that unit is within Engagement Range of any enemy units, make a pile-in move with that unit.
If this unit makes a Normal Move, this Stratagem costs 2CP; otherwise, it costs 1CP.
IMPOSSIBLE ELEGANCE1CP
Legions of Slaanesh – Epic Deed Stratagem

The greatest ofSlaanesh’s daemons move with an idealised grace and agility rendered hideous by its sheer precision and impossibility.

Use this Stratagem at the start of the Fight phase. Select one LEGIONES DAEMONICA SLAANESH CHARACTER model from your army (excluding VEHICLE units). Until the end of the phase, each time a melee attack is made against that unit, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
RAPTUROUS STANDARD1CP
Legions of Slaanesh – Wargear Stratagem

This icon fills all who gaze upon it with such euphoria that they stand slack and glazed even as the daemons of Slaanesh descend upon them.

Use this Stratagem at the start of the Fight phase. Select one LEGIONES DAEMONICA SLAANESH ICON unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
GLORIOUS DECAPITATION2CP
Legions of Khorne – Epic Deed Stratagem

No sight does more to drive the legions of the Blood God into a killing frenzy than the head of an enemy champion lopped off in a fountain of gore, and another worthy skull added to the charnel mountain upon which Khorne’s brass throne is set.

Use this Stratagem when an enemy CHARACTER model is destroyed by a melee attack made by a LEGIONES DAEMONICA KHORNE CHARACTER model from your army. Until the end of the battle, that KHORNE CHARACTER model has the following ability:

Slayer of Champions (Aura): While a friendly LEGIONES DAEMONICA KHORNE unit is within 6" of this model, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this ability.

You can only use this Stratagem once.
PLAGUE BANNER1CP
Legions of Nurgle – Wargear Stratagem

A pervasive aura of pestilence surrounds this icon, causing rusted blades to weep with even fouler and more toxic diseases.

Use this Stratagem in the Fight phase, when a LEGIONES DAEMONICA NURGLE ICON unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends. Each unit can only suffer a maximum of 6 mortal wounds as a result of this Stratagem in each phase.
RAZOR-SHARP CARESS1CP
Legions of Slaanesh – Battle Tactic Stratagem

The keenness of the Daemonettes’ desire to torment their foes manifests in the razored kiss of their vicious talons.

Use this Stratagem in the Fight phase, when a DAEMONETTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
THE ENDLESS DANCE1CP
Legions of Slaanesh – Battle Tactic Stratagem

These daemons flow ever-onward through the steps of an immortal ballet, a hideously graceful and wholly unnatural performance that speeds them across the battlefields of realspace.

Use this Stratagem in the Fight phase, when a DAEMONETTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
THIRST FOR SOULS1CP
Legions of Slaanesh – Battle Tactic Stratagem

As extensions of their patron deity, the daemons of Slaanesh salivate with undisguised desire at the thought of devouring Aeldari souls.

Use this Stratagem in the Fight phase, when a LEGIONES DAEMONICA SLAANESH unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an AELDARI unit, you can re-roll the hit roll and you can re-roll the wound roll.
WARP JAWS1CP
Legions of Tzeentch – Battle Tactic Stratagem

Many Tzeentchian daemons possess slavering maws that drool corrosive warp-stuff quite capable of eating through or transmogrifying the toughest corporeal armour.

Use this Stratagem in the Fight phase, when a SCREAMERS, FATESKIMMER or BURNING CHARIOT unit from your army is selected to fight. Until the end of the phase, each time an attack is made with a lamprey bite or Screamer bites by a model in that unit, add 1 to that attack’s wound roll.
FLAMES OF MUTATION1CP
Legions of Tzeentch – Strategic Ploy Stratagem

Tzeentchian daemons advance wreathed in kaleidoscopic flame.

Use this Stratagem at the end of the Fight phase. Select one HORRORS unit from your army that had any models destroyed during this phase. Select one enemy unit within Engagement Range of that unit, and roll one D6 for each model in that HORRORS unit that was destroyed during this phase. For each 6, that enemy unit suffers 1 mortal wound. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this Stratagem.

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

The datasheets using DAEMON PRINCE keyword can be found in the following Factions:

Chaos: Chaos Daemons, Chaos Space Marines, Death Guard, Thousand Sons.

The DAEMON PRINCE keyword is used in the following datasheets:

The TITANICUS TRAITORIS keyword is used in the following Heretic Titan Legions datasheets:

The KHORNE BERZERKERS keyword is used in the following Chaos Space Marines datasheets:

The RUBRIC MARINES keyword is used in the following Thousand Sons datasheets:

The PLAGUE MARINES keyword is used in the following Death Guard datasheets:

The NOISE MARINES keyword is used in the following Chaos Space Marines datasheets:

The CULTISTS keyword is used in the following Chaos Space Marines datasheets:

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


– if equipped with the Daemonic icon this unit gains the ICON keyword.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
IGNOBLE DEFEAT1RP

Should a daemon’s essence spill from its corporeal form, a rival may seize the opportunity to ritually bind it into a weapon. While imprisoned, the trammelled daemon lends supernatural power to its wielder’s blows, all the time planning its eventual escape.

Purchase this Requisition when an Out of Action test is failed for a LEGIONES DAEMONICA CHARACTER model from your army. That model is now considered to be bound. Select one GREATER DAEMON model from your Order of Battle to be the binder, then select one melee weapon that model is equipped with (this cannot be a Relic or a malefic weapon) for the selected LEGIONES DAEMONICA CHARACTER model to be bound into. While that model is bound, the selected melee weapon gains the relevant ability below:
  • If the bound model is a KHORNE model, add 1 to the Strength characteristic of that weapon.
  • If the bound model is a TZEENTCH model, improve the Armour Penetration characteristic of that weapon by 1.
  • If the bound model is a NURGLE model, add 1 to the Damage characteristic of that weapon.
  • If the bound model is a SLAANESH model, each time an attack is made with that weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
While a model is bound:
  • It cannot be included on your army roster.
  • Keep a Bound tally for that model. After each battle in which the binder was included on your army roster, add 1 to this tally.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

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

Fast Attack
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

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

Lords of War

- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

The LEGIONES DAEMONICA, CHARACTER, PSYKER and NURGLE keywords are used in the following Chaos Daemons datasheets:


- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.

The LEGIONES DAEMONICA, CHARACTER, PSYKER and TZEENTCH keywords are used in the following Chaos Daemons datasheets:


- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.

The