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

FAQ

Codex: Chaos Daemons

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

Keywords

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

<ALLEGIANCE>

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

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

Abilities

The following abilities are common to several CHAOS DAEMON units:

Daemonic

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

Units with this ability have a 5+ invulnerable save.

Daemonic Ritual

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

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

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

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

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

Disgustingly Resilient

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

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

Ephemeral Form

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

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

Quicksilver Swiftness

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

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

Unstoppable Ferocity

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

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

Detachment Rules

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

Daemonic Legions

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

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

Daemonic Loci

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

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

Daemonic Loci

Nurgle: Locus of Virulence

The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, and their talons and blades drip with thrice-ripened plagues. The merest touch of such a weapon in the presence of such a creature can cause a mortal to wither and die in seconds.

Each time you make a wound roll of 6+ for a NURGLE DAEMON unit within 6" of any friendly model with the Locus of Virulence, that attack inflicts 1 additional damage.

Exalted Greater Daemons

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

Exalted Great Unclean Ones

Mountains of corruption and giants of filth, there are no more bounteous creatures in existence than Exalted Great Unclean Ones, granting Nurgle’s gifts with a charitable largesse. Each has successfully led a Plague Legion in every stage of the cycle of virulence, perpetuating and taking lives in their millions.

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

1CP

EXALTED GREAT UNCLEAN ONE

Nurgle Daemons Stratagem

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

D6Result
1Bloated with Corruption: This model has a Toughness characteristic of 8.
2Revoltingly Resilient: Add 1 to all Disgustingly Resilient rolls made for this model.
3Avalanche of Rotten Flesh: When a charge roll is made for this model, add 1 to the result. In addition, this model’s Crushing Bulk ability inflicts D3 mortal wounds on a 2+, instead of inflicting 1 mortal wound on a 4+.
4Living Plagues: When resolving an attack made with a melee weapon by this model, a successful hit roll scores 1 additional hit if the attack’s Strength characteristic is at least twice the target’s Toughness characteristic.
5Gift of Bountiful Vomit: In each of your Shooting phases, you can select one enemy unit that is visible to this model and roll one D6 for each model in that unit that is within 12" of this model (to a maximum of 7 dice). For each roll of 3+, that unit suffers 1 mortal wound.
6Hideous Visage: Subtract 1 from the Leadership characteristic of enemy units whilst they are within 12" of any models with this ability from your army (subtract 2 instead whilst they are within 6").
ARTEFACTS OF DECAY
If your army is led by a Warlord with the NURGLE DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED GREAT UNCLEAN ONE model from your army, instead of giving them a Hellforged Artefact from another source.

EFFLUVIOR
Inside each of the lumpen and pockmarked skulls hanging from the chains of this dread flail lies a portal to the bottomless Marren Mere within the Garden of Nurgle. Into the Mere seeps all the concentrated filth drained from the Garden’s limitless bounty and every swing of Effluvior sends out a spray of this flesh-eating and rock-melting soup. Those not crushed by the heavy skulls are left as greasy pools of stinking effluvia.
This Relic replaces a plague flail and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Effluvior
Effluvior
7"
Assault 6
+1
-3
2
Abilities: The bearer can make attacks with this weapon whilst within 1" of an enemy unit, and attacks with this weapon can target enemy units within 1" of friendly units. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed.

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 wet pages of daemonhide are the secrets of many of the Plaguefather’s most ruinous plagues. Even the simplest infection can bloom into new and vibrant potency by using the arcane incantations within its pages, each inscribed in divine ichor.
A model with this Relic knows one additional psychic power from the Nurgle discipline. In addition, if the unmodified result of a Psychic test taken for a model with this Relic is 7, the psychic power being manifested cannot be denied.

THE ENDLESS GIFT
Waxing strong within Grandfather Nurgle’s benevolence, only the truly favoured of the deity’s servants are granted the Endless Gift. A disease of such septic and life-giving malignancy, the host’s bulging folds of flesh undergo a constant renewal in ever fouler guises. The Endless Gift is granted to those whose own bequests to existence are far too interesting to be allowed to wither away.
A model with this Relic regains one lost wound at the end of each phase in which it lost any wounds.

Stratagems by Phase

Before battle

REWARDS OF CHAOS (Chaos Daemons)

PLAGUE BANNER (Nurgle Daemons)

EXALTED GREAT UNCLEAN ONE (Nurgle Daemons)

During deployment

DENIZENS OF THE WARP (Chaos Daemons)

Battle Round

Movement phase

DAEMONIC PACT (Chaos Daemons)

SOUL SACRIFICE (Chaos Daemons)

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

REVOLTING REGENERATION (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Movement phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Psychic phase

WARP SURGE (Chaos Daemons)

DAEMONIC POSSESSION (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Psychic phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Shooting phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Shooting phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Charge phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Charge phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Fight phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

ACIDIC SLOBBER (Nurgle Daemons)

RUST AND DECAY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Fight phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

ACIDIC SLOBBER (Nurgle Daemons)

RUST AND DECAY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Morale phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Enemy Morale phase

WARP SURGE (Chaos Daemons)

LOCUS OF FECUNDITY (Nurgle Daemons)

NURGLING INFESTATION (Nurgle Daemons)

Taking casualties

DAEMONIC INCURSION (Chaos Daemons)

PUTRID DEMISE (Nurgle Daemons)


Stratagems

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

1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

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

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

DAEMONIC INCURSION

Chaos Daemons Stratagem

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

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

SOUL SACRIFICE

Chaos Daemons Stratagem

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

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

REWARDS OF CHAOS

Chaos Daemons Stratagem

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

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

DAEMONIC PACT

Chaos Daemons Stratagem

Many foul champions are adept at summoning daemonic allies.

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

DAEMONIC POSSESSION

Chaos Daemons Stratagem

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

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

WARP SURGE

Chaos Daemons Stratagem

The winds of the warp blow strong, invigorating daemonkind.

Use this Stratagem at the start of any phase. Select a unit of DAEMONS from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).
2CP

REVOLTING REGENERATION

Nurgle Daemons Stratagem

As the tolling of bells echoes through the warp, the flesh of Nurgle’s Daemons flows like wax to seal gaping wounds.

Use this Stratagem at the end of your Movement phase. Select one of your NURGLE DAEMON units. One model in the unit regains D3 lost wounds. If there are no wounded models in the unit, and that unit has suffered any casualties, a single slain model from the unit is returned to play with one wound remaining.
1CP

PLAGUE BANNER

Nurgle Daemons Stratagem

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

Use this Stratagem before the battle. Choose one of your NURGLE models with a Daemonic Icon. That icon is upgraded to a Plague Banner. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used, increase the Damage characteristic of all plagueswords carried by the bearer’s unit to 2 until the end of the phase.
2CP

LOCUS OF FECUNDITY

Nurgle Daemons Stratagem

Wherever Nurgle’s champions walk, disease blooms and maggots hatch from rotten flesh, sustaining his minions.

Use this Stratagem at the start of any phase. Select a NURGLE DAEMON CHARACTER from your army – until the end of the phase you can re-roll Disgustingly Resilient rolls of 1 made for friendly NURGLE DAEMON units within 6" of that model.

Stratagems (Engine War)

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

1CP

RUST AND DECAY

Nurgle Daemons Stratagem

Vectors of every contagion from across time and space, Daemon-forged plagueswords are generous to all.

Use this Stratagem in the Fight phase. Select one PLAGUEBEARER INFANTRY unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

PUTRID DEMISE

Nurgle Daemons Stratagem

Nurgle’s favoured erupt in a putrid shower upon death.

Use this Stratagem when a PLAGUEBEARER CAVALRY model from your army is destroyed. Before removing that model, roll one D6 for every unit within 6" (excluding NURGLE units). On a 2+, the unit being rolled for suffers 1 mortal wound.
1CP

ACIDIC SLOBBER

Nurgle Daemons Stratagem

With imbecilic affection, Beasts shower their ‘friends’ in bile so rotten there is soon no distinguishing the victim.

Use this Stratagem in the Fight phase. Select one BEASTS OF NURGLE unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

Psychic Powers

Daemons are made of the stuff of the warp, and many can wield the power of the immaterium itself in battle as easily as a mortal man can breathe. The sorcerers of the daemonic legions unleash fell energies against their enemies with but a flick of a finger, and conjure the blessings of their dark masters to bolster their minions with unnatural power.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tzeentch, Nurgle or Slaanesh discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Nurgle

D6PSYCHIC POWER
1

STREAM OF CORRUPTION

The psyker spews forth a stream of disease on its enemies.

Stream of Corruption has a warp charge value of 5. If manifested, the closest enemy unit within 7" of the psyker and visible to it suffers D3 mortal wounds if it has fewer than 10 models, or D6 mortal wounds if it has 10 or more models.

2

FLESHY ABUNDANCE

Nurgle’s bountiful energies surge through the target, healing their wounds beneath new growths of swollen flesh.

Fleshy Abundance has a warp charge value of 5. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. One model in that unit regains D3 lost wounds.

3

NURGLE’S ROT

Gurgling praise to its god, the psyker exudes a wave of soul-pox that rapidly kills those who lack Nurgle’s blessings.

Nurgle’s Rot has a warp charge value of 7. If manifested, roll a D6 for every unit (excluding NURGLE units) within 7" of the psyker. On a 4+ the unit being rolled for suffers D3 mortal wounds.

4

SHRIVELLING POX

Muttering an unholy chant in a blighted tongue, the psyker calls down poxed blessings on a chosen foe.

Shrivelling Pox has a warp charge value of 6. If manifested, select an enemy unit that is within 18" of the psyker and visible to it. Until the start of your next Psychic phase, subtract one from the target unit’s Toughness characteristic.

5

VIRULENT BLESSING

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

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

6

MIASMA OF PESTILENCE

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

Miasma of Pestilence has a warp charge value of 6. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.


Dark Hereticus Discipline

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

D3PSYCHIC POWER
1

INFERNAL GAZE

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

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

2

DEATH HEX

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

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

3

GIFT OF CHAOS

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

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


Chaos Spawn

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

1

Chaos Spawn

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

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


Warlord Traits

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

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

Nurgle

D6WARLORD TRAIT
1

BLESSED WITH CORPULENCE

Nurgle’s blessing upon this Daemon is plain to see, for his frame is hideously bloated and riddled with corruption.

Add 1 to your 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.

Roll a dice each time your Warlord loses a wound in the Fight phase. On a 4+ the unit that inflicted that wound is splashed by acidic ichor and suffers a mortal wound after all of its own attacks have been resolved.

3

PLAGUEFLY HIVE

This Daemon’s pockmarked hide conceals a colony of plagueflies that swarm forth to bite and bedevil the foe should they get too close.

Your opponent must subtract 1 from all hit rolls that target your Warlord if the attacking unit is within 7".

4

VIRULENT TOUCH

So saturated with noxious toxins and vile poisons is this Daemon that its merest touch ensures a gruesome and deadly demise.

Add 1 to all wound rolls made by your Warlord in the Fight phase unless it is targeting a VEHICLE.

5

IMPENETRABLE HIDE

Beneath this Daemon’s hide are layers of rotting blubber, a dense mass that must be dug through to reach the vitals buried beneath.

Your Warlord has a Save characteristic of 4+.

6

PESTILENT MIASMA

Those who venture too close to this Daemon find their injuries blackening in seconds and their infected flesh swiftly turning to rot.

Roll a dice for each enemy unit that is within 1" of your Warlord at the start of your turn. On a roll of 4+ that unit suffers a mortal wound.


Named Characters and Warlord Traits

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

Hellforged Artefacts

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

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

CORRUPTION

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

NURGLE model with plaguesword, balesword, bileblade or hellforged sword only. Corruption replaces the model’s plaguesword, balesword, bileblade or hellforged sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Corruption
Corruption
Melee
Melee
+2
-3
D3
Abilities: Re-roll all failed wound rolls made for this weapon.

HORN OF NURGLE’S ROT

Those slain by a Daemon crowned with the fabled Horn of Nurgle’s Rot are doomed to rise once more, their soul infected with an aggressive strain of Nurgle’s Rot that decays and transforms them in a the space of a few heartbeats. The victim’s altered corpse soon stands once more to join the shambling ranks of Nurgle’s Plaguebearers.

NURGLE model only. Roll a D6 each time the bearer kills an enemy model in the Fight phase whilst within 7" of one or more friendly units of Plaguebearers. On a 4+ you can add a single Plaguebearer model to one of those units.

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 dread and despair even over the clangour of battle.

NURGLE model only. Enemy units must subtract 1 from their Leadership characteristic whilst they are within 7" of the bearer of the Entropic Knell.

Reference


Wargear


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

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

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

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

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

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

The KHORNE keyword is used in following Chaos Daemons datasheets:

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The SLAANESH keyword is used in following Chaos Daemons datasheets:

The CHARACTER and KHORNE keywords are used in following Chaos Daemons datasheets:

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

Fast Attack
Daemonic Ritual

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

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

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

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

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

The CHARACTER and KHORNE keywords are used in following Chaos Daemons datasheets:

Daemonic Ritual

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

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

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

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

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
2CP

DAEMONIC INCURSION

Chaos Daemons Stratagem

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

Use this Stratagem when one of your DAEMON units (other than a named character) is destroyed by a GREY KNIGHTS unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on the battlefield that is more than 9" from any enemy models. This does not cost you any reinforcement points in a matched play game.
1CP

PLAGUE BANNER

Nurgle Daemons Stratagem

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

Use this Stratagem before the battle. Choose one of your NURGLE models with a Daemonic Icon. That icon is upgraded to a Plague Banner. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used, increase the Damage characteristic of all plagueswords carried by the bearer’s unit to 2 until the end of the phase.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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

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

VIRULENT BLESSING

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

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

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

MIASMA OF PESTILENCE

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

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

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

TREASON OF TZEENTCH

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

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

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The CHARACTER and KHORNE keywords are used in 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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

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

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.
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.

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

Disgustingly Resilient

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

Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
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.
1CP/3CP

REWARDS OF CHAOS

Chaos Daemons Stratagem

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

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

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

Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
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.
1CP

EXALTED GREAT UNCLEAN ONE

Nurgle Daemons Stratagem

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

D6Result
1Bloated with Corruption: This model has a Toughness characteristic of 8.
2Revoltingly Resilient: Add 1 to all Disgustingly Resilient rolls made for this model.
3Avalanche of Rotten Flesh: When a charge roll is made for this model, add 1 to the result. In addition, this model’s Crushing Bulk ability inflicts D3 mortal wounds on a 2+, instead of inflicting 1 mortal wound on a 4+.
4Living Plagues: When resolving an attack made with a melee weapon by this model, a successful hit roll scores 1 additional hit if the attack’s Strength characteristic is at least twice the target’s Toughness characteristic.
5Gift of Bountiful Vomit: In each of your Shooting phases, you can select one enemy unit that is visible to this model and roll one D6 for each model in that unit that is within 12" of this model (to a maximum of 7 dice). For each roll of 3+, that unit suffers 1 mortal wound.
6Hideous Visage: Subtract 1 from the Leadership characteristic of enemy units whilst they are within 12" of any models with this ability from your army (subtract 2 instead whilst they are within 6").
1CP

DAEMONIC PACT

Chaos Daemons Stratagem

Many foul champions are adept at summoning daemonic allies.

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

SOUL SACRIFICE

Chaos Daemons Stratagem

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

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

WARP SURGE

Chaos Daemons Stratagem

The winds of the warp blow strong, invigorating daemonkind.

Use this Stratagem at the start of any phase. Select a unit of DAEMONS from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).
2CP

LOCUS OF FECUNDITY

Nurgle Daemons Stratagem

Wherever Nurgle’s champions walk, disease blooms and maggots hatch from rotten flesh, sustaining his minions.

Use this Stratagem at the start of any phase. Select a NURGLE DAEMON CHARACTER from your army – until the end of the phase you can re-roll Disgustingly Resilient rolls of 1 made for friendly NURGLE DAEMON units within 6" of that model.
2CP

REVOLTING REGENERATION

Nurgle Daemons Stratagem

As the tolling of bells echoes through the warp, the flesh of Nurgle’s Daemons flows like wax to seal gaping wounds.

Use this Stratagem at the end of your Movement phase. Select one of your NURGLE DAEMON units. One model in the unit regains D3 lost wounds. If there are no wounded models in the unit, and that unit has suffered any casualties, a single slain model from the unit is returned to play with one wound remaining.

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).
1CP

DAEMONIC POSSESSION

Chaos Daemons Stratagem

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

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

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

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

1CP

ACIDIC SLOBBER

Nurgle Daemons Stratagem

With imbecilic affection, Beasts shower their ‘friends’ in bile so rotten there is soon no distinguishing the victim.

Use this Stratagem in the Fight phase. Select one BEASTS OF NURGLE unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

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

1CP

RUST AND DECAY

Nurgle Daemons Stratagem

Vectors of every contagion from across time and space, Daemon-forged plagueswords are generous to all.

Use this Stratagem in the Fight phase. Select one PLAGUEBEARER INFANTRY unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

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

1CP

ACIDIC SLOBBER

Nurgle Daemons Stratagem

With imbecilic affection, Beasts shower their ‘friends’ in bile so rotten there is soon no distinguishing the victim.

Use this Stratagem in the Fight phase. Select one BEASTS OF NURGLE unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
1CP

NURGLING INFESTATION

Nurgle Daemons Stratagem

Nurgle’s mites are as numerous as his blessings.

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

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

Fast Attack
1CP

PUTRID DEMISE

Nurgle Daemons Stratagem

Nurgle’s favoured erupt in a putrid shower upon death.

Use this Stratagem when a PLAGUEBEARER CAVALRY model from your army is destroyed. Before removing that model, roll one D6 for every unit within 6" (excluding NURGLE units). On a 2+, the unit being rolled for suffers 1 mortal wound.
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 CHARACTER and KHORNE keywords are used in following Chaos Daemons datasheets:

Daemonic Ritual

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

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

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

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

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

The CHARACTER and KHORNE keywords are used in following Chaos Daemons datasheets:

Daemonic Ritual

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

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

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

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

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Disgustingly Resilient

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

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

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

Fast Attack

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

The NURGLINGS keyword is used in following Chaos Daemons datasheets:

Troops
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
This points value is only included in case a rule transforms a model into a Chaos Spawn and its points value is required for any rules purpose.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The BEAST keyword is used in following Chaos Daemons datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
© Vyacheslav Maltsev 2013-2021