Chaos Daemons – Daemon Prince of Chaos
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7

Daemon Prince of Chaos

NoNAME  M WS BS S T W A Ld DSv Base
140
Daemon Prince of Chaos (base: 60mm)
1
140
Daemon Prince of Chaos
8" 2+ 2+ 7 6 8 6 10 5+/4+ 60mm
A Daemon Prince of Chaos is equipped with: hellforged sword; malefic talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+2
-2
3
-
+10
Hellforged sword
+10
Hellforged sword
Melee
Melee
+1
-3
3
-
Malefic talons
Malefic talons
Melee
Melee
User
-1
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
OTHER WARGEAR
ABILITIES 
+35
Wings
The bearer has a Move characteristic of 12" and the FLY keyword.
+35
Wings
The bearer has a Move characteristic of 12" and the FLY keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s hellforged sword can be replaced with one of the following: 1 daemonic axe; 1 malefic talons.
 • This model can be equipped with 1 wings (Power Rating +2).
ABILITIES
ABILITIES
Daemonic
Prince of Chaos (Aura): While a friendly LEGIONES DAEMONICA 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.
Daemonic Rewards:
  • If this model has the KHORNE keyword, add 1 to this model’s Strength characteristic and add 2 to this model’s Attacks characteristic.
  • If this model has the TZEENTCH keyword, it can attempt to manifest one additional psychic power in your Psychic phase and knows one additional psychic power from the Pandaemoniac discipline.
  • If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic.
  • If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic.
If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword. If this model is a PSYKER it can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and:
FACTION KEYWORDS: CHAOS, LEGIONES DAEMONICA,
KEYWORDS: CHARACTER, MONSTER, DAEMON, DAEMON PRINCE

Datasheet-related Stratagems

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.
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.
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.
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.
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 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).
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 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).
MUTABLE FORM1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Many daemons can shift their forms at will, drawing on the powers of the warp to manifest new weapons, powers and otherworldly abilities in the blink of an eye.

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA model from your army that has any Enhancements. You can replace one of that model’s Enhancements with another. Select an Enhancement as normal and replace one of this model’s existing Enhancements with it. If that new Enhancement has an effect which takes place at a specific point in the battle which has already passed, that Enhancement has no effect.
DARK ALLURE1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Daemons of Slaanesh possess a sickening yet mesmerising beauty that renders their enemies glassy-eyed with entrancement.

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 9" of and visible to one or more SLAANESH units from your army. Roll 2D6, if that SLAANESH unit has the CHARACTER keyword, you can re-roll this result: if the result is greater than or equal to that enemy unit’s Leadership characteristic, then until the start of your next Movement phase:
  • That unit cannot perform actions other than the Operate Hatchway action (if it is currently performing an action, it immediately fails), cannot fire Overwatch and is no longer Set to Defend.
  • Subtract 2" from the Move charactistic of models in that enemy unit and halve Advance and charge rolls made for it.
INSUBSTANTIAL ENTITIES2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Daemons are not mortal creatures, their forms shifting between the warp and realspace, passing through solid barriers with ease.

Use this Stratagem in your Movement phase, when a LEGIONES DAEMONICA unit from your army is selected to make a Normal Move. When making that move, models in that unit can move within Engagement Range of enemy models, and can move through models, walls and closed Hatchways, but cannot move more than 6" and cannot end their move within any of these, nor within Engagement Range of any enemy models. You can only use this Stratagem once.
BEINGS OF THE EMPYREAN2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Born of the warp, daemons are highly attuned to its power and tides, able to draw upon it and weave it at will.

Use this Stratagem in your Psychic phase. Select one LEGIONES DAEMONICA PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one additional psychic power.
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.
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.

Psychic Powers

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.

Pandaemoniac Discipline

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.

Warprot Discipline

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.

Soulstain Discipline

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.

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

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

Elites
Fast Attack
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.
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.
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.
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.
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.
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.
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.

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.
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.

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.
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).

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


– if equipped with the Wings this unit gains the FLY keyword.
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.

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

Elites
Fast Attack
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.
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.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
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.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

The DAEMON PRINCE keyword is used in the following Chaos Daemons datasheets:

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

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.

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

Fast Attack
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 LEGIONES DAEMONICA, and CORE keywords are used in the following Chaos Daemons datasheets:

© Vyacheslav Maltsev 2013-2023