To those subjected to their loathsome assaults, the legions of Nurgle seem like an amorphous mass, but amidst the shambling anarchy there is purpose and design. Like the stages of the diseases they carry, each Plague Legion is part of an overarching cycle of fecundity and decay, and exists only to see Nurgle’s garden flourish and his gifts bestowed.

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


Books

BookKindEditionVersionLast update
  Chaos Daemons
  Chaos DaemonsCodex9Indomitus 1.0October 2022
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Arks of Omen: Vashtorr
  Arks of Omen: VashtorrExpansion9March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Psychic Awakening: Engine War
  Psychic Awakening: Engine WarExpansion8Indomitus 1.3February 2022
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperial Armour: Forces of Chaos
  Imperial Armour: Forces of ChaosIndex8Indomitus 1.0July 2020

FAQ

Codex: Chaos Daemons

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

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

Datasheet Rules

Allegiance Keywords

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

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

Malefic Weapons

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

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

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

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

Abilities

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

Daemonic

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

Daemonic Invulnerability

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

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

Manifestation

Daemonic legions tear through the fabric of realspace, malevolent entities flickering into being like phantasms from a nightmare. Worse still, as terror and panic take hold of their victims, so their mortal souls become ever easier prey for the entities pouring through from the warp.

During deployment, you can set up this unit in the warp instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models, or more than 6" away from any enemy models and wholly within 6" of a friendly WARP LOCUS model that was on the battlefield at the start of your turn. If that WARP LOCUS model has an Allegiance keyword, the unit being set up can only use this ability if it has the same Allegiance keyword.

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

Daemonic Terror (Aura)

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

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

Warp Storm

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

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

Warp Storm Effects

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

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

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

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

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

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

Undivided

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

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

Nurgle

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

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

Detachment Abilities

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

Daemonic Legions

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

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

Daemonic Relics

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

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

Daemonic Allies

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

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

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

Exalted Great Unclean Ones

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

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

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

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

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

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

Exalted Abilities


Bountiful Gifts

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

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

Hideous Visage

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

This model has the following ability:

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

Revoltingly Resilient

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

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

Nurgle Stratagems

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Warprot Discipline

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

D6PSYCHIC POWER
1

STREAM OF CORRUPTION

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

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

2

FLESHY ABUNDANCE

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

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

3

NURGLE’S ROT

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

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

4

SHRIVELLING POX

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

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

5

VIRULENT BLESSING

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

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

6

MALODOROUS PALL

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

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

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

Nurgle Warlord Traits

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

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

D6WARLORD TRAIT
1

HEAVING MASS

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

Add 2 to this WARLORD’s Wounds characteristic.

2

ACIDIC ICHOR

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

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

3

VIRULENT TOUCH

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

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

4

PLAGUE FLY HIVE (AURA)

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

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

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

5

OVERFLOWING FECUNDITY

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

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

6

PESTILENT MIASMA

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

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

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


Named Characters and Warlord Traits

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

Named CharacterWarlord Trait
EpidemiusVirulent Touch
Horticulous SlimuxAcidic Ichor
RotigusPestilent Miasma

Relics of Nurgle

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

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

HORN OF NURGLE’S ROT

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

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

THE ENTROPIC KNELL

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

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

TOME OF A THOUSAND POXES

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

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

CORRUPTION

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

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

EFFLUVIOR

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

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

THE ENDLESS GIFT

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

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

Stratagems by Phase

Before battle

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

Battle Round

Command phase

MUTABLE FORM (Legiones Daemonica – Boarding Actions – Strategic Ploy)

Movement phase

INSUBSTANTIAL ENTITIES (Legiones Daemonica – Boarding Actions – Strategic Ploy)

DARK ALLURE (Legiones Daemonica – Boarding Actions – Strategic Ploy)

Enemy Movement phase

SLIME TRAIL (Legions of Nurgle – Strategic Ploy)

Psychic phase

PESTILENT INSPIRATION (Legions of Nurgle – Epic Deed)

BEINGS OF THE EMPYREAN (Legiones Daemonica – Boarding Actions – Strategic Ploy)

Shooting phase

CHORTLING MURRAIN (Legions of Nurgle – Epic Deed)

WAVE OF UNNATURAL FLAMES (Legiones Daemonica – Boarding Actions – Battle Tactic)

Enemy Shooting phase

SWARMING FLIES (Legions of Nurgle – Strategic Ploy)

Being targeted

REVOLTING CONSTITUTION (Legions of Nurgle – Battle Tactic)

REVOLTING CONSTITUTION (Legiones Daemonica – Boarding Actions – Battle Tactic)

Charge phase

CRUSHING BULK (Legions of Nurgle – Strategic Ploy)

ICON OF CORRUPTION (Legiones Daemonica – Boarding Actions – Wargear)

Enemy Charge phase

ICON OF CORRUPTION (Legiones Daemonica – Boarding Actions – Wargear)

Fight phase

FRENETIC BLOODLUST (Legiones Daemonica – Boarding Actions – Battle Tactic)

SWARMING FLIES (Legions of Nurgle – Strategic Ploy)

PLAGUE BANNER (Legions of Nurgle – Wargear)

Enemy Fight phase

FRENETIC BLOODLUST (Legiones Daemonica – Boarding Actions – Battle Tactic)

SWARMING FLIES (Legions of Nurgle – Strategic Ploy)

PLAGUE BANNER (Legions of Nurgle – Wargear)

Noctic Discipline

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

D6PSYCHIC POWER
1

SHROUDED STEP

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

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

2

WREATHED IN SHADES

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

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

3

PALL OF DESPAIR

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

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

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

4

VOIDSLIVERS

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

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

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

5

PENUMBRAL CURSE

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

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

6

BETRAYING SHADES

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

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

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

Be’lakor Warlord Trait

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

Shadow Lord

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

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

Army of Renown: Disciples of Be’lakor

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

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

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

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

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

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

DISCIPLES OF SHADOWS

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

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

Disciples of Be’lakor Stratagems

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

SHADOW PACT1CP
Disciples of Be’lakor – Battle Tactic Stratagem

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

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

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

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

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

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

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

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

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

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

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

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

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

Crusade Rules

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

Agendas

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

SEED THE GARDEN
Chaos Daemons Agenda (Nurgle)

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

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

At the end of the battle, each unit gains 2 experience points for each mark on that unit’s Seed the Garden tally.
CORRUPT ICONS
Chaos Daemons Agenda

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

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

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

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

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

Requisitions

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

EXALTED DAEMON1RP

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

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

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

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

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

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

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

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

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

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

Loci of the Gods

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

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

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

Locus of Poxes Uncounted (Aura)

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

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

Locus of Foetid Regeneration (Aura)

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

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

The Great Game

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

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

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

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

Beginning the Great Game

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

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

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

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

Gaining Ascendancy Points

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

The Positions

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

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


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


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


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

End of a Round

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

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

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

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

Fourth Position
  • There are no rewards for failure!

The Next Round

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

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

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

Favoured Rewards


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

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

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

Lesser Rewards

AVATAR OF UNREALITY

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

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

EMPYRIC BEACON

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

This model has the WARP LOCUS keyword.

FAVOURED FOLLOWERS

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

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


Greater Rewards

INFERNAL MARK

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

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

PORTAL KEEPER

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

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

CROWN OF CONQUESTS

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

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


Exalted Rewards

SLAYER OF KINGS

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

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

LORD OF THE STORM

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

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

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

EXALTED SERVANT

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

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


Psychic Fortitudes

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

NURGLE CHARACTER UNITS ONLY
D6PSYCHIC FORTITUDE
1-2Festering Vitality

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

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

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

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

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

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

Battle Traits

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

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

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

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

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

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

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

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

Crusade Relics

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

Antiquity Relics

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

Shroud of Corruption

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

NURGLE model only. The bearer has the following ability:

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

Legendary Relics

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

Contagion Blade

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

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

Boarding Actions

The daemons of Chaos hurst from the pandemonium of warp space to despoil and corrupt all around. Unbound by even the most fundamental laws of realspace, these malevolent terrors unleash infernal powers upon their luckless victims.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is LEGIONES DAEMONICA, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
  • You can include one Fast Attack slot, but only if it is a FLESH HOUNDS unit.
  • FLAMER units can be included in a Boarding Patrol Detachment even though they have the FLY keyword, but an EXALTED FLAMER model cannot have an Enhancement.
  • When forming Boarding Squads, do not split BLUE HORRORS units into separate units.

Rules Adaptations

If your Faction is LEGIONES DAEMONICA, then the following rules adaptations apply to Legiones Daemonica rules found in Codex: Chaos Daemons.
  • All models lose the FLY keyword (if they have it) while they are on the battlefield.
  • A HORROR model splitting can increase the size of that model’s Boarding Squad above its starting size.
  • Each time you use the Descending Shadow Warp Storm effect, subtract 1 from an attack’s hit roll if the attacking model is more than 6" away, instead of 12".
  • You cannot use the Malicious Misdirection Warp Storm effect.
  • The Burning Terror Warp Storm effect costs 5 Warp Storm points.
  • The Wave of Sickness Warp Storm effect costs 4 Warp Storm points.
  • The Bolt of Change psychic power has a warp charge value of 9.
  • The Infernal Gateway psychic power has a warp charge value of 10.

Enhancements

If your WARLORD has the LEGIONES DAEMONICA keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

THE ENDLESS GIFT

Only the most accomplished plague daemons are granted the Endless Gift. A disease of unutterable malignancy and repulsive beneficence, it changes form constantly from plague to infestation to malaise. The one constant is its ability to reknit its sufferers corporeal form from even the most catastrophic of wounds.

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


Boarding Action Stratagems

If your Faction is LEGIONES DEMONICA, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

FRENETIC BLOODLUST1CP/2CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

Ravening packs of Bloodletters spill down corridors and across chambers, seeking out the foe, eager to spill their blood.

Use this Stratagem at the start of the Fight phase. Select one BLOODLETTERS CORE unit from your army. If that unit is not within Engagement Range of any enemy units, make a Normal Move of up to 6" with that unit. It must end this move closer to the closest visible enemy unit (if there is one). If that BLOODLETTERS CORE unit is within Engagement Range of any enemy units, make a pile-in move with that unit. If that unit makes a Normal Move, this Stratagem costs 2CP; otherwise, it costs 1CP.
WAVE OF UNNATURAL FLAMES1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a HORRORS unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack is made by a model in that unit (excluding Brimstone Horror models), an unmodified successful hit roll of 5+ scores one additional hit.
REVOLTING CONSTITUTION1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem when a PLAGUEBEARERS CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
MUTABLE FORM1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

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

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

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

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

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

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

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

Use this Stratagem in your Psychic phase. Select one LEGIONES DAEMONICA PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one additional psychic power.
ICON OF CORRUPTION2CP
Legiones Daemonica – Boarding Actions – Wargear Stratagem

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

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

Wargear Reference

Glossary

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Reference

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

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

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

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

EXALTED UPGRADES

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

Daemonic

A unit with this ability has the following abilities:

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

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

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

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

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


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

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

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

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


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

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

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

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

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

AURA OF BEWITCHMENT (AURA)

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

Daemonic Invulnerability

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

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

The WARP LOCUS keyword is used in the following Chaos Daemons datasheets:

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

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

Daemonic legions tear through the fabric of realspace, malevolent entities flickering into being like phantasms from a nightmare. Worse still, as terror and panic take hold of their victims, so their mortal souls become ever easier prey for the entities pouring through from the warp.

During deployment, you can set up this unit in the warp instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models, or more than 6" away from any enemy models and wholly within 6" of a friendly WARP LOCUS model that was on the battlefield at the start of your turn. If that WARP LOCUS model has an Allegiance keyword, the unit being set up can only use this ability if it has the same Allegiance keyword.

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

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

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

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

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


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

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

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

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

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

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The GREATER DAEMON keyword is used in the 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.

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

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

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

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

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

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

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

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

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

EXALTED DAEMON1RP

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

Purchase this Requisition when a GREATER DAEMON model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to be exalted.
  • The rules for upgrading BLOODTHIRSTER models to be exalted can be found here.
  • The rules for upgrading LORD OF CHANGE models to be exalted can be found here.
  • The rules for upgrading GREAT UNCLEAN ONE models to be exalted can be found here.
  • The rules for upgrading KEEPER OF SECRETS models to be exalted can be found here.
Increase this model’s Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

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

  • Starting number of Command points varies with battle size.

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

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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

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

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

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

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

Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

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

Fast Attack

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

Fast Attack

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

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


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

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

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

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

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

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

HEAVING MASS

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

Add 2 to this WARLORD’s Wounds characteristic.

ACIDIC ICHOR

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

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

VIRULENT TOUCH

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

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

PESTILENT MIASMA

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

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

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

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

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

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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
RELICS OF THE GREAT GARDEN1CP
Legions of Nurgle – Requisition Stratagem

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

Use this Stratagem before the battle, when you are mustering your army. Select one LEGIONES DAEMONICA NURGLE CHARACTER model from your army and give them one Relic of Nurgle (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
MUTABLE FORM1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA model from your army that has any Enhancements. You can replace one of that model’s Enhancements with another. Select an Enhancement as normal and replace one of this model’s existing Enhancements with it. If that new Enhancement has an effect which takes place at a specific point in the battle which has already passed, that Enhancement has no effect.
INSUBSTANTIAL ENTITIES2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in your Movement phase, when a LEGIONES DAEMONICA unit from your army is selected to make a Normal Move. When making that move, models in that unit can move within Engagement Range of enemy models, and can move through models, walls and closed Hatchways, but cannot move more than 6" and cannot end their move within any of these, nor within Engagement Range of any enemy models. You can only use this Stratagem once.
DARK ALLURE1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 9" of and visible to one or more SLAANESH units from your army. Roll 2D6, if that SLAANESH unit has the CHARACTER keyword, you can re-roll this result: if the result is greater than or equal to that enemy unit’s Leadership characteristic, then until the start of your next Movement phase:
SLIME TRAIL1CP
Legions of Nurgle – Strategic Ploy Stratagem

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

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

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


- If this model has the TZEENTCH, NURGLE or SLAANESH keyword, it has the PSYKER keyword.
BEINGS OF THE EMPYREAN2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in your Psychic phase. Select one LEGIONES DAEMONICA PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one additional psychic power.
CHORTLING MURRAIN1CP
Legions of Nurgle – Epic Deed Stratagem

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

Use this Stratagem in your Shooting phase. Select one enemy unit within 6" of a SLOPPITY BILEPIPER model from your army and roll one D6 for each model in that enemy unit. For each roll that exceeds that model’s Toughness characteristic, that model’s unit suffers 1 mortal wound. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this Stratagem. You can only use this Stratagem once.
WAVE OF UNNATURAL FLAMES1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a HORRORS unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack is made by a model in that unit (excluding Brimstone Horror models), an unmodified successful hit roll of 5+ scores one additional hit.
SWARMING FLIES2CP
Legions of Nurgle – Strategic Ploy Stratagem

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

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

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

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

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

Fast Attack
REVOLTING CONSTITUTION1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem when a PLAGUEBEARERS CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
CRUSHING BULK1CP
Legions of Nurgle – Strategic Ploy Stratagem

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

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

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

Fast Attack

– if equipped with the Daemonic icon this unit gains the ICON keyword.
ICON OF CORRUPTION2CP
Legiones Daemonica – Boarding Actions – Wargear Stratagem

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

Use this Stratagem at the end of the Charge phase. Select one enemy unit that is within Engagement Range of a LEGIONES DAEMONICA ICON unit from your army and roll one D6 for each model in that enemy unit. For each result of 5+, that enemy unit suffers 1 mortal wound.
FRENETIC BLOODLUST1CP/2CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

Ravening packs of Bloodletters spill down corridors and across chambers, seeking out the foe, eager to spill their blood.

Use this Stratagem at the start of the Fight phase. Select one BLOODLETTERS CORE unit from your army. If that unit is not within Engagement Range of any enemy units, make a Normal Move of up to 6" with that unit. It must end this move closer to the closest visible enemy unit (if there is one). If that BLOODLETTERS CORE unit is within Engagement Range of any enemy units, make a pile-in move with that unit. If that unit makes a Normal Move, this Stratagem costs 2CP; otherwise, it costs 1CP.
PLAGUE BANNER1CP
Legions of Nurgle – Wargear Stratagem

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

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

The LEGIONES DAEMONICA and INFANTRY keywords are used in the following Chaos Daemons datasheets:

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

Fast Attack

The TITANICUS TRAITORIS keyword is used in the following Heretic Titan Legions datasheets:

The KHORNE BERZERKERS keyword is used in the following Chaos Space Marines datasheets:

The RUBRIC MARINES keyword is used in the following Thousand Sons datasheets:

The PLAGUE MARINES keyword is used in the following Death Guard datasheets:

The NOISE MARINES keyword is used in the following Chaos Space Marines datasheets:

The CULTISTS keyword is used in the following Chaos Space Marines datasheets:

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.

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

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

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

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
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.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
IGNOBLE DEFEAT1RP

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

Purchase this Requisition when an Out of Action test is failed for a LEGIONES DAEMONICA CHARACTER model from your army. That model is now considered to be bound. Select one GREATER DAEMON model from your Order of Battle to be the binder, then select one melee weapon that model is equipped with (this cannot be a Relic or a malefic weapon) for the selected LEGIONES DAEMONICA CHARACTER model to be bound into. While that model is bound, the selected melee weapon gains the relevant ability below:
  • If the bound model is a KHORNE model, add 1 to the Strength characteristic of that weapon.
  • If the bound model is a TZEENTCH model, improve the Armour Penetration characteristic of that weapon by 1.
  • If the bound model is a NURGLE model, add 1 to the Damage characteristic of that weapon.
  • If the bound model is a SLAANESH model, each time an attack is made with that weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
While a model is bound:
  • It cannot be included on your army roster.
  • Keep a Bound tally for that model. After each battle in which the binder was included on your army roster, add 1 to this tally.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

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


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

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


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

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


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

AXE OF KHORNE

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Mighty strike
Mighty strike
Melee
Melee
+4
-4
D6
Sweeping blow
Sweeping blow
Melee
Melee
User
-3
1
Abilities: Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Smite

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

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Khorne
If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Supreme Command or Fortification Network Detachments) in which every unit has the KHORNE keyword, you have access to the following Khorne Warp Storm effects, and can spend Warp Storm points to use them.

FURY OF KHORNE4 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, add 1 to the Attacks characteristic of LEGIONES DAEMONICA KHORNE models from your army.
BURNING TERROR2 WSP
Use this effect at the start of your Shooting phase. Roll one D6 for each enemy unit within 24" of any LEGIONES DAEMONICA KHORNE units from your army and that is not wholly within an Area Terrain feature. On a 6, that unit suffers D3 mortal wounds.
OVERWHELMING RAGE4 WSP
Use this effect at the start of your opponent’s Movement phase. Until the end of the phase, each time an enemy unit (excluding AIRCRAFT units) within Engagement Range of any LEGIONES DAEMONICA KHORNE units from your army is selected to Fall Back, roll one D6: on a 4+, that unit cannot Fall Back.
Nurgle
If your army includes any LEGIONES DAEMONICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Supreme Command or Fortification Network Detachments) in which every unit has the NURGLE keyword, you have access to the following Nurgle Warp Storm effects, and can spend Warp Storm points to use them.

SWARMING INSECTS4 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, each time a LEGIONES DAEMONICA NURGLE model from your army makes a melee attack, add 1 to that attack’s hit roll.
PLAGUE OF RUST2 WSP
Use this effect at the start of the Fight phase. Until the end of the phase, each time a LEGIONES DAEMONICA NURGLE model from your army makes a melee attack against an enemy VEHICLE unit, improve the Armour Penetration characteristic of that attack by 1.
WAVE OF SICKNESS2 WSP
Use this effect at the start of your Shooting phase. Roll one D6 for each enemy unit within 12" of one or more LEGIONES DAEMONICA NURGLE units from your army. On a 6, that unit suffers D3 mortal wounds.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


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

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


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


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

Contagion spray used in the following datasheets:

Death’s heads used in the following datasheets:

Fast Attack
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Disgusting sneezes used in the following datasheets:

Grasping tongue used in the following datasheets:

Harvester cannon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Horrific vomit used in the following datasheets:

Phlegm bombardment used in the following datasheets:

Heavy Support

Plague flail used in the following datasheets:

Putrid vomit used in the following datasheets:

Rancid vomit used in the following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Rot cannon used in the following datasheets:

Streams of brackish filth used in the following datasheets:

Acidic maw used in the following datasheets:

Bileblade used in the following datasheets:

Bilesword used in the following datasheets:

Blade of Decay used in the following datasheets:

Churning fangs and claws used in the following datasheets:

Heavy Support

Daemonic axe used in the following datasheets:

Diseased claws and teeth used in the following datasheets:

Troops

Distended maw used in the following datasheets:

Doomsday bell used in the following datasheets:

Fanged maw used in the following datasheets:

Fist of Decay used in the following datasheets:

Foul balesword used in the following datasheets:

Foul mouthparts used in the following datasheets:

Fast Attack

Gaping maw used in the following datasheets:

Gnarlrod used in the following datasheets:

Hellforged sword used in the following datasheets:

Iron claw used in the following datasheets:

Jagged claws used in the following datasheets:

Heavy Support

Lopping shears used in the following datasheets:

Malefic talons used in the following datasheets:

Marotter used in the following datasheets:

Nurgling claws used in the following datasheets:

Nurglings used in the following datasheets:

Plaguesword used in the following datasheets:

Fast Attack

Pox Rider plaguesword used in the following datasheets:

Fast Attack

Prehensile proboscis used in the following datasheets:

Fast Attack

Putrid appendages used in the following datasheets:

The Blade of Shadows used in the following datasheets:

Tusked maw used in the following datasheets:

Heavy Support

Warpclaw used in the following datasheets:

Heavy Support

Warpsword used in the following datasheets:

Yawning maw used in the following datasheets:

Daemonic icon used in the following datasheets:

Fast Attack

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

Fast Attack

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

Instrument of Chaos used in the following datasheets:

Wings used in the following datasheets:

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

Fast Attack

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

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


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

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

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

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2023