Chaos Daemons – Skull Altar
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).

Skull Altar

A Skull Altar is a single model.
Daemonic Ritual
Monument to Slaughter: After it is set up, a Skull Altar is treated as a terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by attacks or abilities.

If a Skull Altar is summoned using a Daemonic Ritual and set up with its base touching the base of a KHORNE DAEMON INFANTRY CHARACTER that performed that ritual, you can immediately place that character on the Skull Altar’s platform – the level area at the top of the stairs. A Skull Altar cannot be set up on an objective marker, and must be set up more than 1" from any other terrain.
Nexus of Dark Glory: A model’s Locus of Rage ability has a range of 12" instead of 6" while they are within 8" of any Skull Altars.
Witchbane: Subtract 1 from Psychic tests taken for PSYKERS within 8" of any Skull Altars.
Conduit to Khorne’s Domain: You can re-roll any of the dice rolled when you make a summoning roll for a CHAOS CHARACTER from your army that is within 8" of any Skull Altars when it attempts to summon a KHORNE DAEMON unit to the battlefield using a Daemonic Ritual.
Champion of Murder: If a KHORNE DAEMON INFANTRY CHARACTER’S base is on a Skull Altar’s platform (the level area at the top of the stairs), the Skull Altar is said to be occupied by that character. Improve that character’s invulnerable save by 1, to a maximum of 3+ (so an invulnerable save of 5+ becomes 4+). In addition, while a KHORNE DAEMON unit is wholly within 16" of any occupied Skull Altars, add 1 to the Attacks characteristic of all models in that unit.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
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.
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.
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.

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

The KHORNE, DAEMON, INFANTRY and CHARACTER keywords are used in the following Chaos Daemons datasheets:

© Vyacheslav Maltsev 2013-2022