Of all the Chaos Gods’ armies, it is the Blood Legions of Khorne that are the most martial. Though they are savage and unrestrained creatures, Daemons of the Blood God occupy a strict hierarchical structure based on sheer might. Khorne’s belief that the strongest of his followers should dominate has proven to be a simple but highly efficient organisational methodology.

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 DaemonsCodex8Indomitus 1.1January 2021
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.2January 2021
  Psychic Awakening: Engine War
  Psychic Awakening: Engine WarExpansion8Indomitus 1.2January 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.0December 2020
  Imperium Nihilus: Vigilus Ablaze
  Imperium Nihilus: Vigilus AblazeExpansion8Indomitus 1.0July 2020

FAQ

Codex: Chaos Daemons

 Q: When a Stratagem from Codex: Chaos Daemons uses the DAEMON keyword, can it be used to affect any unit with the DAEMON keyword, or only units with the DAEMON Faction keyword?
A:
These Stratagems can only affect units with the DAEMON Faction keyword.
 Q: Does the Blue Scribes’ Xirat’p’s Sorcerous Barrage ability allow them to manifest a psychic power that has already been manifested?
A:
Yes.
 Q: If I include Be’lakor in a Detachment in which every other unit owes its allegiance to the same Chaos God, does that Detachment benefit from the Daemonic Loci ability?
A:
No, as Be’lakor does not owe allegiance to any one Chaos God.
 Q: What Warlord Traits can Be’lakor have?
A:
Be’lakor can have the Inspiring Leader Warlord Trait from the Warhammer 40,000 Core Book.
 Q: If I upgrade a Burning Chariot to have Chanting Horrors, do I pay 5 points for each Chanting Horror, or 5 points for all three?
A:
5 points for all three.
 Q: Can a CHARACTER that has been set up on the battlefield using the Denizens of the Warp Stratagem use the Daemonic Ritual ability to summon a DAEMON unit during the same phase?
A:
No – units that arrive as reinforcements count as having moved for all rules purposes and the Daemonic Ritual ability is used instead of moving.
 Q: If a GREY KNIGHTS unit deals the final wound on a DAEMON equipped with the Impossible Robe, the player uses the Robe to re-roll the failed save, and the result is a 1 (meaning the Daemon is immediately slain), does the DAEMON count as being slain by a GREY KNIGHTS unit for purposes of using the Daemonic Incursion Stratagem?
A:
Yes.
 Q: If a unit of Plaguebearers has had the Plague Banner Stratagem used on them, and is currently under the effects of the Virulent Blessing psychic power, what damage do their Plagueswords inflict on wound rolls of 7+?
A:
4.
 Q: Is the Miasma of Pestilence psychic power from Codex: Chaos Daemons considered to be the same psychic power as in Codex: Death Guard for the purpose of whether a psychic power has already been manifested?
A:
Yes. More generally, if psychic powers have the same name, they are considered to be the same psychic power.
 Q: If a CHARACTER is being treated as part of the opponent’s army due to the Treason of Tzeentch psychic power, must units from that CHARACTER’s actual army fight it in the Fight phase if they are within Engagement Range of that CHARACTER?
A:
Yes.
 Q: Are mortal wounds considered to be an attack with a Damage characteristic of 1 for the purposes of a Nurgling’s Squishable rule?
A:
No. That means that this rule cannot be used against mortal wounds.

Keywords

Throughout this book you will come across a keyword that is within angular brackets, specifically <ALLEGIANCE>. This is shorthand for a keyword of your own choosing, as described below:

<ALLEGIANCE>

With the exception of Be’lakor, all Chaos Daemons owe allegiance to one of the four Chaos Gods. Most datasheets specify which Chaos God the unit owes allegiance to (e.g. a Great Unclean One has the NURGLE keyword, so owes allegiance to Nurgle). If a Chaos Daemons datasheet does not specify which Chaos God it owes allegiance to, it will have the <ALLEGIANCE> keyword. When you include such a unit in your army, you must choose which of the Chaos Gods it owes its allegiance to. It then replaces its <ALLEGIANCE> keyword in every instance on its datasheet with the name of its patron Chaos God: KHORNE, TZEENTCH, NURGLE or SLAANESH.

For example, if you were to include a Daemon Prince of Chaos in your army, and you decided it owed allegiance to Khorne, its <ALLEGIANCE> Faction keyword is changed to KHORNE and its Prince of Chaos ability would say: ‘You can re-roll hit rolls of 1 made for friendly KHORNE DAEMON units within 6" of this model.’

Abilities

The following abilities are common to several CHAOS DAEMON units:

Daemonic

The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.

Units with this ability have a 5+ invulnerable save.

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.

Disgustingly Resilient

Daemons of Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.

Ephemeral Form

Daemons of Tzeentch reflect their master’s manipulative and capricious nature, their immortal forms forever in flux.

Add 1 to any invulnerable saving throws made for this unit.

Quicksilver Swiftness

Slaanesh’s Daemons are graceful and impossibly quick, moving to strike their foes faster than the eye can see.

This unit always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Unstoppable Ferocity

Khorne Daemons hunger to spill blood and claim skulls, and their fury in the midst of battle is without limit.

If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Chaos Daemons Detachments – that is, any Detachment which only includes units with both the CHAOS and DAEMON Faction keywords.

Daemonic Legions

When the armies of the Ruinous Powers go to war, waves of daemonic infantry march across the battlefield, corrupting the ground itself with their very presence.

If your army is Battle-forged, all Troops units in Chaos Daemons Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Daemonic Loci

The champions of the Daemonic legions act as focal points for the will of the Chaos Gods themselves, infusing nearby minions with a measure of their master’s power.

If your army is Battle-forged, all CHARACTERS in Chaos Daemons Detachments gain a Daemonic Locus, so long as every unit in that Detachment owes its allegiance to the same Chaos God. The Daemonic Locus gained depends upon their allegiance, as shown in the table below. For example, all CHARACTERS in a NURGLE Chaos Daemons Detachment gain the Locus of Virulence.

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.

Daemonic Loci

Khorne: Locus of Rage

The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest.

You can re-roll charge rolls for KHORNE DAEMON units that are within 6" of a friendly model with the Locus of Rage in the Charge phase.

Exalted Greater Daemons

This section introduces upgrades to many Greater Daemons models. For each of the Greater Daemons detailed in this section, you will find:
  • A Stratagem that upgrades a Greater Daemon to be Exalted and gifts them with new abilities. If you have an army roster, specify on it which model(s) you have used these Stratagems on.
  • A number of powerful Hellforged Artefacts that can only be wielded by EXALTED Greater Daemons. Some are weapons that replace one of the model’s existing weapons. Where this is the case, if you are playing a matched play battle, or otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Hellforged Artefacts your models have on your army roster.
Matched Play Rule – Daemonic Jealousy
In a matched play game, you can only select each Exalted ability once. This does not prevent other EXALTED Greater Daemons from having the same Exalted ability (or abilities), but only if they have been rolled for randomly. If you are randomly rolling for Exalted abilities, write ‘Random’ on your army list for that unit and roll the dice before the battle in front of your opponent.

Exalted Bloodthirsters

Vessels of distilled rage drenched in gore, Exalted Bloodthirsters are the greatest servants of the Brass Throne and their lust for battle is exceeded only by Khorne himself. Blessed with murderous rampages of star-spanning violence, wars lead by such Daemons result in oceans of blood and mountains of skulls.

STRATAGEMS
If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below.

1CP

EXALTED BLOODTHIRSTER

Khorne Daemons Stratagem

Use this Stratagem before the battle. Select one BLOODTHIRSTER model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Bloodthirster abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Hellfire-wrought Armour: This model has a Save characteristic of 2+.
2Blood-blessed: This model cannot lose more than 8 wounds in the same phase. Any damage inflicted after this point in the same phase has no effect.
3Arch-murderer: Add 1 to the Damage characteristic of all weapons this model is equipped with.
4Slaughterborn: If, in the Charge phase, this model makes a charge move, is charged by any enemy units, or performs a Heroic Intervention, add 1 to its Strength and Attacks characteristics until the end of the following Fight phase. This is cumulative with the Unstoppable Ferocity ability.
5Rage Unchained: This model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
6Unrivalled Battle-lust: When a charge roll is made for this model, add 2 to the result. In addition, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
ARTEFACTS OF BLOOD
If your army is led by a Warlord with the KHORNE DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED BLOODTHIRSTER model from your army, instead of giving them a Hellforged Artefact from another source.

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 its banishment to temporarily unbind its soul-chains, manifesting in the former Daemon’s place and venting its unbridled anger upon any it finds before the axe’s inescapable power ensnares it once more.
Model with an axe of Khorne only. This Relic replaces an axe of Khorne and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
G’rmakht the Destroyer
G’rmakht the Destroyer
Melee
Melee
+3
-4
D6
Abilities: When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.

In addition, the first time a model with this Relic is destroyed, roll one D6. On a 4+, set that model up again, at the end of the phase, as close as possible to its previous position and more than 1" from any enemy models, with D6 wounds remaining. That model loses all Warlord Traits, Relics and Exalted abilities it had – instead, it always has the Rage Unchained Exalted ability (see left). If the destroyed model was your Warlord, that model is no longer your Warlord, and your Warlord counts as having been destroyed.

BLOOD-DRINKER TALISMAN
This living, rune-etched ruby, swallowed by the Exalted Bloodthirster, has an endless appetite for gore. As the Daemon fells each foe, the talisman boils their blood, reforging the Daemon’s flesh as it absorbs every drop.
Roll one D6 each time an attack made with a melee weapon by a model with this Relic destroys an enemy model; on a 5+, the model with this Relic regains 1 lost wound after it has resolved all of its close combat attacks for that fight. A model with this Relic cannot regain more than 8 lost wounds during the same turn as the result of this artefact.

RUNE OF BRASS
Etched into the Daemon’s armour – or embedded into its flesh – the Rune of Brass retains the heat of creation, the glare of its still-molten form painful for witches to look upon, their powers twisting against them.
Enemy PSYKERS suffer Perils of the Warp on any Psychic test that includes any double whilst they are within 16" of this model. Enemy PSYKERS that suffer Perils of the Warp whilst they are within 16" of this model suffer 3 mortal wounds (do not roll to determine how many mortal wounds are inflicted).

Stratagems by Phase

Before battle

REWARDS OF CHAOS (Chaos Daemons)

BANNER OF BLOOD (Khorne Daemons)

EXALTED BLOODTHIRSTER (Khorne Daemons)

During deployment

DENIZENS OF THE WARP (Chaos Daemons)

Battle Round

Movement phase

DAEMONIC PACT (Chaos Daemons)

SOUL SACRIFICE (Chaos Daemons)

WARP SURGE (Chaos Daemons)

Enemy Movement phase

WARP SURGE (Chaos Daemons)

Psychic phase

WARP SURGE (Chaos Daemons)

DAEMONIC POSSESSION (Chaos Daemons)

Enemy Psychic phase

WARP SURGE (Chaos Daemons)

Shooting phase

WARP SURGE (Chaos Daemons)

Enemy Shooting phase

WARP SURGE (Chaos Daemons)

Being targeted

BOUND IN BRASS AND BONE (Khorne Daemons)

Charge phase

WARP SURGE (Chaos Daemons)

THE SCENT OF BLOOD (Khorne Daemons)

BRASS STAMPEDE (Khorne Daemons)

Enemy Charge phase

WARP SURGE (Chaos Daemons)

Fight phase

WARP SURGE (Chaos Daemons)

LOCUS OF WRATH (Khorne Daemons)

RAGE ETERNAL (Khorne Daemons)

FRENETIC BLOODLUST (Khorne Daemons)

Enemy Fight phase

WARP SURGE (Chaos Daemons)

LOCUS OF WRATH (Khorne Daemons)

RAGE ETERNAL (Khorne Daemons)

FRENETIC BLOODLUST (Khorne Daemons)

Morale phase

WARP SURGE (Chaos Daemons)

Enemy Morale phase

WARP SURGE (Chaos Daemons)

Taking casualties

DAEMONIC INCURSION (Chaos Daemons)


Stratagems

If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by Chaos Daemons on the battlefield.

1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

Ever lurking in the warp, Daemons will wait until the barriers between realms thin before tearing their way into realspace.

Use this Stratagem during deployment. If you spent 1 CP, set up one of your DAEMON units that has a Power Rating of 8 or less in the warp instead of placing it on the battlefield. If you spent 2 CPs, you can choose a DAEMON unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
2CP

DAEMONIC INCURSION

Chaos Daemons Stratagem

When the Knights of Titan deploy to battle, it is often to combat a full-blown daemonic invasion.

Use this Stratagem when one of your DAEMON units (other than a named character) is destroyed by a GREY KNIGHTS unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on the battlefield that is more than 9" from any enemy models. This does not cost you any reinforcement points in a matched play game.
2CP

SOUL SACRIFICE

Chaos Daemons Stratagem

A daemonic pact of terrible power can be assured for a price…

Use this Stratagem before a CHAOS CHARACTER from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hit rolls of 1 for the summoned unit while it is within 6" of the character that performed the Daemonic Ritual.
1CP/3CP

REWARDS OF CHAOS

Chaos Daemons Stratagem

The Dark Gods sometimes bestow their daemonic lieutenants with powerful artefacts and rewards.

Use this Stratagem before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefacts for 3 CPs. All of the Hellforged Artefacts that you include must be different and be given to different DAEMON CHARACTERS. You can only use this Stratagem once per battle.
1CP

DAEMONIC PACT

Chaos Daemons Stratagem

Many foul champions are adept at summoning daemonic allies.

Use this Stratagem after a CHAOS CHARACTER from your army summons a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons to the battlefield by performing another Daemonic Ritual.
1CP

DAEMONIC POSSESSION

Chaos Daemons Stratagem

Every time a psyker draws upon the warp, they disturb its flow and attract the attention of those that dwell within.

Use this Stratagem when an enemy PSYKER unit suffers Perils of the Warp. That unit suffers 2D3 mortal wounds instead of D3.
2CP

WARP SURGE

Chaos Daemons Stratagem

The winds of the warp blow strong, invigorating daemonkind.

Use this Stratagem at the start of any phase. Select a unit of DAEMONS from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).
1CP

BANNER OF BLOOD

Khorne Daemons Stratagem

This brass standard constantly drips with blood, the smell of which drives Khorne’s Daemons into an unbridled battle-lust.

Use this Stratagem before the battle. Choose one of your KHORNE models with a Daemonic Icon. That icon is upgraded to a Banner of Blood. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit declares a charge. When used, the bearer’s unit can charge 3D6" instead of 2D6".
2CP

LOCUS OF WRATH

Khorne Daemons Stratagem

Khorne’s wrath empowers those who fight beside his champions.

Use this Stratagem at the start of any Fight phase. Select a KHORNE DAEMON CHARACTER from your army – until the end of the phase you can re-roll any failed hit rolls made for friendly KHORNE DAEMON units within 6" of that model.
3CP

FRENETIC BLOODLUST

Khorne Daemons Stratagem

The bloodlust of Khorne’s Daemons is never sated.

Use this Stratagem at the end of any Fight phase. Select one of your KHORNE DAEMON units – that unit can immediately fight again.

Stratagems (Engine War)

If your army is Battle-forged and includes any Chaos Daemons Detachments – that is, any Detachment that includes only units with both the CHAOS and DAEMONS Faction keywords – (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.

3CP

RAGE ETERNAL

Khorne Daemons Stratagem

A rage as limitless as that of Khorne’s soldiers overcomes even death’s boundary in its intensity.

Use this Stratagem in the Fight phase when a model in a BLOODLETTER INFANTRY unit from your army is destroyed. Until the end of the phase, roll one D6 each time a model from that unit is destroyed; on a 4+, that model is not removed until after all of the attacking unit’s close combat attacks have been resolved, and the destroyed model can make all of its close combat attacks against the unit that destroyed it before being removed (this model can make these close combat attacks even if it would not normally be able to target that unit).
1CP

BRASS STAMPEDE

Khorne Daemons Stratagem

Few things can withstand the thunderous and bloody charge of Khorne’s chosen knights.

Use this Stratagem in your Charge phase when a BLOODLETTER CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. If these mortal wounds destroy all enemy units within 1" of your unit, it can, if you wish, immediately declare another charge.
1CP

THE SCENT OF BLOOD

Khorne Daemons Stratagem

The rich odour of freshly spilled blood will draw loping Flesh Hounds from the foot of Khorne’s throne itself.

Use this Stratagem in your Charge phase. Select one FLESH HOUNDS unit from your army. That unit can be chosen to charge with this phase even if it Advanced this turn. In addition, add 2 to the result of that charge roll if any enemy models (excluding VEHICLES) have been destroyed this turn.
1CP

BOUND IN BRASS AND BONE

Khorne Daemons Stratagem

Khorne’s constructs manifest as armour-plated horrors, their dense forms proof against the worst attacks.

Use this Stratagem in any phase when a BLOODLETTER CHARIOT unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, halve the damage inflicted (rounding up).

Dark Hereticus Discipline

If your army includes Be’lakor, then before the battle, generate the psychic powers for him using the table below. You can either roll a D3 to generate his powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish Be’lakor to have.

D3PSYCHIC POWER
1

INFERNAL GAZE

Unholy power streams from Be’lakor’s eyes, charring and melting everything caught in its path.

Infernal Gaze has a warp charge value of 5. If manifested, select an enemy unit that is within 18" of Be’lakor and is visible to him and roll 3 dice. The target suffers one mortal wound for each roll of 4+.

2

DEATH HEX

Be’lakor places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.

Death Hex has a warp charge value of 8. If manifested, select an enemy unit that is within 12" of Be’lakor and is visible to him. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

3

GIFT OF CHAOS

As the power of the warp surges through Be’lakor’s victim, bones snap and flesh rips as a new form takes shape.

Gift of Chaos has a warp charge value of 6. If manifested, select an enemy model that is within 6" of Be’lakor and is visible to him and roll a D6. If the result is greater than the target’s Toughness characteristic, its unit suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed.


Chaos Spawn

There are several abilities and psychic powers available to Chaos Daemons that can transform their victims into Chaos Spawn. If such an ability or psychic power instructs you add a Chaos Spawn to your army, use the datasheet below for the model. Choose the Chaos Spawn’s allegiance when you set it up on the battlefield. In a matched play game, you must pay reinforcement points in order to use any Chaos Spawn that are created. Each has a points value of 23 (this includes all of its weapons).

1

Chaos Spawn

NoNAME  M WS BS S T W A Ld Sv
Chaos Spawn
1Chaos Spawn 7" 4+ - 5 5 4 D6 9 5+
A Chaos Spawn is a single model that attacks with its hideous mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Fearsome: Enemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
Mutated Beyond Reason: When a Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below:

D3Result
1Razor Claws: The hideous mutations of the Chaos Spawn have an AP of -4 until the end of the Fight phase
2Grasping Pseudopods: The Chaos Spawn adds 2 to its Attacks characteristic until the end of the Fight phase
3Toxic Haemorrhage: You can re-roll failed wound rolls for this model until the end of the Fight phase
FACTION KEYWORDS: CHAOS,
KEYWORDS: BEAST, CHAOS SPAWN


Warlord Traits

A general of a daemonic legion is mighty champion, chosen by their dark master to bring ruin and destruction upon their foes. Possessed of dire power, they epitomise an aspect of the Chaos God in whose image they were created.

If a CHARACTER WITH THE DAEMON FACTION KEYWORD is your Warlord, it can generate a Warlord Trait from one of the following tables instead of the one in the Warhammer 40,000 rulebook. You can either roll on the appropriate table to randomly generate a Warlord Trait, or you can select the one that best suits the Warlord’s temperament and preferred style of warfare. Warlords can only generate Warlord Traits from their own Chaos God (e.g. KHORNE Warlords can only have a Khorne Warlord Trait).

Khorne

D6WARLORD TRAIT
1

ASPECT OF DEATH

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

Each time an enemy unit fails a Morale test within 8" of your Warlord, one additional model flees from that unit.

2

GLORY OF BATTLE

This Daemon knows no greater pleasure than being surrounded by foes in battle.

Add 1 to your Warlord’s Attacks characteristic whilst there are more enemy models within 8" of it than there are friendly models.

3

OBLIVIOUS TO PAIN

Nothing will keep this Daemon from the slaughter; not even injury will slow his advance, and only serves to stoke its anger.

Roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose that wound and you can re-roll all failed hit and wound rolls made for it until the end of your next turn.

4

IMMENSE POWER

The molten fury of the Lord of Battle has been poured into this Daemon, and its body is swollen with Khorne’s might.

Add 1 to your Warlord’s Strength characteristic.

5

DEVASTATING BLOW

The Blood God has granted this Daemon the strength to fell even the greatest enemies with a single, almighty blow.

Each time your Warlord fights, it can make a single Devastating Blow attack instead of its normal close combat attacks. If it does, make a single hit roll; if successful, the target suffers D3 mortal wounds.

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.

Re-roll hit rolls of 1 for friendly KHORNE DAEMON units that charged this turn and are within 8" of your Warlord when they fight.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
Aetaos’rau’keresInspiring Leader (Aura) 
An’ggrath the UnboundInspiring Leader (Aura) 
Cor’bax UtterblightInspiring Leader (Aura) 
EpidemiusVirulent Touch 
Horticulous SlimuxAcidic Ichor 
Kairos FateweaverTyrant of the Warp 
KaranakAspect of Death 
Mamon TransfiguredInspiring Leader (Aura) 
RotigusPestilent Miasma 
SamusInspiring Leader (Aura) 
Scabeiathrax the BloatedInspiring Leader (Aura) 
Shalaxi HelbaneQuicksilver Duellist 
SkarbrandRage Incarnate 
SkulltakerDevastating Blow 
Syll’Esske, the Vengeful AllegianceBewitching Aura 
The Blue ScribesDaemonspark 
The ChangelingIncorporeal Form 
The Masque of SlaaneshThe Murderdance 
Uraka the WarfiendInspiring Leader (Aura) 
ZarakynelInspiring Leader (Aura) 

Hellforged Artefacts

Hellforged Artefacts are items of legendary rarity, gifted only to those Daemons who have proved themselves worthy. To possess such a relic immediately sets a Daemon out amongst its peers, but as is always the way with Chaos, such power comes at a price. Should the Daemon fail in its task despite the boon they have received, they risk the eternal displeasure of their master.

If your army is led by a Warlord with the DAEMON Faction keyword, you may give one of the following Hellforged Artefacts to a CHARACTER WITH THE DAEMON FACTION KEYWORD in your army. Named characters such as Skarbrand already have one or more artefacts, and cannot be given any of the following artefacts. Note that some weapons replace one of the character’s existing weapons, or an item of wargear. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon or item of wargear that is being replaced if it is not already included in the model’s points cost. Write down any Hellforged Artefacts your characters may have on your army roster.

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, the sword’s wielder becomes nigh unstoppable. Countless are the rival champions and mortal heroes that have fallen to his power.

KHORNE model with blade of blood or hellforged sword only. A’rgath, the King of Blades replaces the bearer’s blade of blood or hellforged sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
A’rgath
A’rgath
Melee
Melee
+1
-4
D3
Abilities: Re-roll all failed wound rolls for this weapon when targeting a CHARACTER. If wielded by a MONSTER, increase this weapon’s Damage characteristic to 3.

ARMOUR OF SCORN

Though this armour was forged in the Brass Citadel, it was the Blood God’s contempt for the weapons and sorceries of lesser warriors that gave it life. Aeons after its creation, it is this same burning scorn which shields its wearer in battle.

KHORNE MONSTER model only. The wearer of the Armour of Scorn has a 4+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase.

SKULLREAVER

Carved with runes of death and ruin, the edge of this ebon blade glows with barely contained power. The Bloodthirster bound within this mighty axe channels every iota of its hate and rage into these runes until they glow with molten heat, and the greater the foe the wielder faces, the hotter the runes burn.

KHORNE model with axe of Khorne, great axe of Khorne or daemonic axe only. Skullreaver replaces the bearer’s axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Skullreaver
Skullreaver
Melee
Melee
+3
-4
D6
Abilities: Re-roll all failed wound rolls for this weapon when targeting a TITANIC unit. Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to the normal damage.

THE CRIMSON CROWN

It is said that this crown was created from a single drop of Khorne’s blood and forged by his withering gaze. 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.

KHORNE model only. Each time you make a wound roll of 6+ for a friendly KHORNE DAEMON unit within 6" of the bearer of the Crimson Crown, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

Reference


Wargear


Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
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.
1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

Ever lurking in the warp, Daemons will wait until the barriers between realms thin before tearing their way into realspace.

Use this Stratagem during deployment. If you spent 1 CP, set up one of your DAEMON units that has a Power Rating of 8 or less in the warp instead of placing it on the battlefield. If you spent 2 CPs, you can choose a DAEMON unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The NURGLE keyword is used in following Chaos Daemons datasheets:

The SLAANESH keyword is used in following Chaos Daemons datasheets:

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.
2CP

DAEMONIC INCURSION

Chaos Daemons Stratagem

When the Knights of Titan deploy to battle, it is often to combat a full-blown daemonic invasion.

Use this Stratagem when one of your DAEMON units (other than a named character) is destroyed by a GREY KNIGHTS unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on the battlefield that is more than 9" from any enemy models. This does not cost you any reinforcement points in a matched play game.

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

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.

VIRULENT BLESSING

The psyker blesses its allies with a bounty of fresh diseases with which to infect their enemies.

Virulent Blessing has a warp charge value of 7. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Add 1 to wound rolls made for that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage.

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.

MIASMA OF PESTILENCE

As the psyker chants in a phlegm-choked drone, a dark cloud of filth and rot flies shrouds his allies from view.

Blessing: Miasma of Pestilence has a warp charge value of 6. If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.

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.

TREASON OF TZEENTCH

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

Treason of Tzeentch has a warp charge value of 8. If manifested, select an enemy CHARACTER that is within 18" of the psyker and visible to it (excluding the opponent’s Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.

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.
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.
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.
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.
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.
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.
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.
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 BLOODLETTER keyword is used in following Chaos Daemons datasheets:

Heavy Support
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.
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.
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.
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.
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.
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.
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 BLOODTHIRSTER keyword is used in following Chaos Daemons datasheets:

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.
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.
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.
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.
1CP/3CP

REWARDS OF CHAOS

Chaos Daemons Stratagem

The Dark Gods sometimes bestow their daemonic lieutenants with powerful artefacts and rewards.

Use this Stratagem before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefacts for 3 CPs. All of the Hellforged Artefacts that you include must be different and be given to different DAEMON CHARACTERS. You can only use this Stratagem once per battle.
1CP

BANNER OF BLOOD

Khorne Daemons Stratagem

This brass standard constantly drips with blood, the smell of which drives Khorne’s Daemons into an unbridled battle-lust.

Use this Stratagem before the battle. Choose one of your KHORNE models with a Daemonic Icon. That icon is upgraded to a Banner of Blood. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit declares a charge. When used, the bearer’s unit can charge 3D6" instead of 2D6".
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.
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.
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.
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.
1CP

EXALTED BLOODTHIRSTER

Khorne Daemons Stratagem

Use this Stratagem before the battle. Select one BLOODTHIRSTER model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Bloodthirster abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). Each model can only be affected by this Stratagem once.

D6Result
1Hellfire-wrought Armour: This model has a Save characteristic of 2+.
2Blood-blessed: This model cannot lose more than 8 wounds in the same phase. Any damage inflicted after this point in the same phase has no effect.
3Arch-murderer: Add 1 to the Damage characteristic of all weapons this model is equipped with.
4Slaughterborn: If, in the Charge phase, this model makes a charge move, is charged by any enemy units, or performs a Heroic Intervention, add 1 to its Strength and Attacks characteristics until the end of the following Fight phase. This is cumulative with the Unstoppable Ferocity ability.
5Rage Unchained: This model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
6Unrivalled Battle-lust: When a charge roll is made for this model, add 2 to the result. In addition, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
1CP

DAEMONIC PACT

Chaos Daemons Stratagem

Many foul champions are adept at summoning daemonic allies.

Use this Stratagem after a CHAOS CHARACTER from your army summons a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons to the battlefield by performing another Daemonic Ritual.
2CP

SOUL SACRIFICE

Chaos Daemons Stratagem

A daemonic pact of terrible power can be assured for a price…

Use this Stratagem before a CHAOS CHARACTER from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hit rolls of 1 for the summoned unit while it is within 6" of the character that performed the Daemonic Ritual.
2CP

WARP SURGE

Chaos Daemons Stratagem

The winds of the warp blow strong, invigorating daemonkind.

Use this Stratagem at the start of any phase. Select a unit of DAEMONS from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).
1CP

DAEMONIC POSSESSION

Chaos Daemons Stratagem

Every time a psyker draws upon the warp, they disturb its flow and attract the attention of those that dwell within.

Use this Stratagem when an enemy PSYKER unit suffers Perils of the Warp. That unit suffers 2D3 mortal wounds instead of D3.

The BLOODLETTER and CHARIOT keywords are used in following Chaos Daemons datasheets:

Heavy Support
1CP

BOUND IN BRASS AND BONE

Khorne Daemons Stratagem

Khorne’s constructs manifest as armour-plated horrors, their dense forms proof against the worst attacks.

Use this Stratagem in any phase when a BLOODLETTER CHARIOT unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, halve the damage inflicted (rounding up).

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

Fast Attack
1CP

THE SCENT OF BLOOD

Khorne Daemons Stratagem

The rich odour of freshly spilled blood will draw loping Flesh Hounds from the foot of Khorne’s throne itself.

Use this Stratagem in your Charge phase. Select one FLESH HOUNDS unit from your army. That unit can be chosen to charge with this phase even if it Advanced this turn. In addition, add 2 to the result of that charge roll if any enemy models (excluding VEHICLES) have been destroyed this turn.

The BLOODLETTER and CAVALRY keywords are used in following Chaos Daemons datasheets:

1CP

BRASS STAMPEDE

Khorne Daemons Stratagem

Few things can withstand the thunderous and bloody charge of Khorne’s chosen knights.

Use this Stratagem in your Charge phase when a BLOODLETTER CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. If these mortal wounds destroy all enemy units within 1" of your unit, it can, if you wish, immediately declare another charge.
2CP

LOCUS OF WRATH

Khorne Daemons Stratagem

Khorne’s wrath empowers those who fight beside his champions.

Use this Stratagem at the start of any Fight phase. Select a KHORNE DAEMON CHARACTER from your army – until the end of the phase you can re-roll any failed hit rolls made for friendly KHORNE DAEMON units within 6" of that model.

The BLOODLETTER and INFANTRY keywords are used in following Chaos Daemons datasheets:

3CP

RAGE ETERNAL

Khorne Daemons Stratagem

A rage as limitless as that of Khorne’s soldiers overcomes even death’s boundary in its intensity.

Use this Stratagem in the Fight phase when a model in a BLOODLETTER INFANTRY unit from your army is destroyed. Until the end of the phase, roll one D6 each time a model from that unit is destroyed; on a 4+, that model is not removed until after all of the attacking unit’s close combat attacks have been resolved, and the destroyed model can make all of its close combat attacks against the unit that destroyed it before being removed (this model can make these close combat attacks even if it would not normally be able to target that unit).
3CP

FRENETIC BLOODLUST

Khorne Daemons Stratagem

The bloodlust of Khorne’s Daemons is never sated.

Use this Stratagem at the end of any Fight phase. Select one of your KHORNE DAEMON units – that unit can immediately fight again.

The BLOODLETTER and INFANTRY keywords are used in following Chaos Daemons datasheets:

3CP

RAGE ETERNAL

Khorne Daemons Stratagem

A rage as limitless as that of Khorne’s soldiers overcomes even death’s boundary in its intensity.

Use this Stratagem in the Fight phase when a model in a BLOODLETTER INFANTRY unit from your army is destroyed. Until the end of the phase, roll one D6 each time a model from that unit is destroyed; on a 4+, that model is not removed until after all of the attacking unit’s close combat attacks have been resolved, and the destroyed model can make all of its close combat attacks against the unit that destroyed it before being removed (this model can make these close combat attacks even if it would not normally be able to target that unit).
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.
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.
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.

The BLOODLETTER and INFANTRY keywords are used in following Chaos Daemons datasheets:

The BLOODLETTER and CAVALRY keywords are used in following Chaos Daemons datasheets:

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.

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

Fast Attack
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.

The BLOODLETTER and CHARIOT keywords are used in following Chaos Daemons datasheets:

Heavy Support
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 points value is only included in case a rule transforms a model into a Chaos Spawn and its points value is required for any rules purpose.

The BEAST keyword is used in following Chaos Daemons datasheets:

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.
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.
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.
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.
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 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.
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.
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.
© Vyacheslav Maltsev 2013-2021