Chaos Daemons – Pink Horrors
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7

Pink Horrors

NoNAME  M WS BS S T W A Ld DSv Base
Pink Horror (base: 32mm)
9Pink Horror 6" 4+ 3+ 3 3 1 1 6 6+/3+ 32mm
Iridescent Horror (base: 32mm)
1Iridescent Horror 6" 4+ 3+ 3 3 1 2 7 6+/3+ 32mm
Blue Horror (base: 25mm)
Blue Horror 6" 5+ 4+ 2 3 1 1 5 6+/4+ 25mm
Brimstone Horror (base: 25mm)
Brimstone Horror 6" 5+ 4+ 1 3 1 1 4 6+/5+ 25mm
Every model is equipped with: coruscating flames.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Coruscating flames
Coruscating flames
18"
Assault 2
+1
-1
1
-
OTHER WARGEAR
ABILITIES 
Daemonic icon
While this unit contains any models equipped with a daemonic icon:
  • It has the ICON keyword.
  • Each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.
Daemonic icon
While this unit contains any models equipped with a daemonic icon:
  • It has the ICON keyword.
  • Each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.
Instrument of Chaos
While this unit contains any models equipped with an instrument of Chaos:
  • It has the INSTRUMENT keyword.
  • Add 1 to the Leadership characteristic of models in this unit.
Instrument of Chaos
While this unit contains any models equipped with an instrument of Chaos:
  • It has the INSTRUMENT keyword.
  • Add 1 to the Leadership characteristic of models in this unit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
 • One Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.
ABILITIES
ABILITIES
Daemonic
Exploding Horrors: While this unit only contains Blue Horror or Brimstone Horror models:
  • This unit cannot perform actions.
  • This unit loses the Objective Secured ability.
Split: Each time an enemy unit shoots or fights, after resolving those attacks, if any Pink Horror, Iridescent Horror or Blue Horror models in this unit were destroyed as a result of those attacks but this unit was not destroyed, make a Split roll for each destroyed model. To make a Split roll, roll one D6: on a 4+, that model splits:
  • If a Pink Horror or Iridescent Horror model splits, you can add up to 2 Blue Horror models to this unit (this can increase the size of this unit above its Starting Strength and does not change this unit’s Power Rating).
  • If a Blue Horror model splits, you can add 1 Brimstone Horror model to this unit.
  • Each time a model is added to this unit, that model cannot be set up within Engagement Range of any enemy units unless those enemy units are already within Engagement Range of its unit.
FACTION KEYWORDS: CHAOS, LEGIONES DAEMONICA, TZEENTCH
KEYWORDS: INFANTRY, DAEMON, CORE, HORRORS, PINK HORRORS

Datasheet-related Stratagems

WAVE OF UNNATURAL FLAMES1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

When Horrors of Tzeentch uneleash waves of overlapping flames, few are the foes who can escape them.

Use this Stratagem in your Shooting phase, when a HORRORS unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack is made by a model in that unit (excluding Brimstone Horror models), an unmodified successful hit roll of 5+ scores one additional hit.
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.
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.
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.
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.
ICON OF CORRUPTION2CP
Legiones Daemonica – Boarding Actions – Wargear Stratagem

The unearthly icons that are raised above the daemonic hosts take many grotesque forms, but all are loci for their powers.

Use this Stratagem at the end of the Charge phase. Select one enemy unit that is within Engagement Range of a LEGIONES DAEMONICA ICON unit from your army and roll one D6 for each model in that enemy unit. For each result of 5+, that enemy unit suffers 1 mortal wound.
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.
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.
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.
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.
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.

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

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 ICON keywords are used in the following Chaos Daemons datasheets:


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

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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 CORE keyword is used in the following Chaos Daemons datasheets:

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.
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.
Price per unit

Daemonic icon used in the following datasheets:

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


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

Instrument of Chaos used in the following datasheets:

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


– if equipped with the Instrument of Chaos this unit gains the INSTRUMENT keyword.

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.

This datasheet has Troops Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

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

© Vyacheslav Maltsev 2013-2023