Chaos Space Marines – Daemon Prince
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8

Daemon Prince

NoNAME  M WS BS S T W A Ld Sv Base
150
Daemon Prince (base: 60mm)
1
150
Daemon Prince
8" 2+ 2+ 7 6 8 4 10 3+ 60mm
A Daemon Prince is a single model armed with a hellforged sword and a set of malefic talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Warp bolter
+5
Warp bolter
24"
Assault 2
4
-1
2
-
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
+10
Hellforged sword
+10
Hellforged sword
Melee
Melee
User
-2
3
-
Malefic talons
Malefic talons
Melee
Melee
User
-2
2
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its hellforged sword with a daemonic axe or second set of malefic talons.
 • This model may take a warp bolter.
 • This model may have wings (Power Rating +2). If it does, its Move characteristic is increased to 12" and it gains the FLY keyword.
35
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault
Daemonic: This model has a 5+ invulnerable save.
Daemonic Allegiance: When you include a Daemon Prince in your army, you must choose which of the four Chaos Gods it owes its allegiance to: KHORNE, TZEENTCH, NURGLE or SLAANESH. It then gains the appropriate keyword.
Prince of Chaos: You can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model. This ability also affects friendly DAEMON units within 6", but only if they owe their allegiance to the same Chaos God e.g. KHORNE DAEMON units are only affected by KHORNE Daemon Princes.
Might over Magic: A Daemon Prince of KHORNE increases its Attacks characteristic by 1.
PSYKER
PSYKER
A Daemon Prince of TZEENTCH, NURGLE or SLAANESH gains the PSYKER keyword. It can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Dark Hereticus discipline.
FACTION KEYWORDS: CHAOS, HERETIC ASTARTES,
KEYWORDS: CHARACTER, MONSTER, DAEMON, DAEMON PRINCE

Datasheet-related Stratagems

TANK HUNTERS1CP
Iron Warriors – Battle Tactic Stratagem

No armour is safe from the guns of the IV Legion.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IRON WARRIORS unit from your army (excluding CHAOS CULTISTS) to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IRON WARRIORS unit against the selected unit, you can re-roll the wound roll.
CRUEL DUELLISTS1CP
Emperor’s Children – Battle Tactic Stratagem

Fulgrim’s scions are renowned for their blade-craft.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -3 for that attack.
DARK PACT1CP
Word Bearers – Epic Deed Stratagem

The Word Bearers are experts at drawing the twisted minions of the Dark Gods into realspace, using profane rituals and gruesome sacrifices.

Use this Stratagem at the end of your Movement phase, when a WORD BEARERS CHARACTER model from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. When making the summoning roll for that attempt, you can re-roll the dice and this CHARACTER model will not suffer any mortal wounds for rolling doubles or triples.
HEXAGRAMMATIC WARD1CP
Word Bearers – Epic Deed Stratagem

Diabolical wards of protection can turn aside the enemy’s blows.

Use this Stratagem in any phase, after making a saving throw for a WORD BEARERS CHARACTER model from your army. Treat the result of that saving throw as 6. Each WORD BEARERS CHARACTER model from your army can only be the target of this Stratagem once per battle.
INCESSANT DISDAIN1CP
Emperor’s Children – Epic Deed Stratagem

Contempt for lesser warriors drives the Champions of the Emperor’s Children into a furore.

Use this Stratagem at the end of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army. That model can perform a Heroic Intervention if it is within 6" of any enemy models, and can move up to 6" when doing so as long as it finishes that move within Engagement Range of any enemy CHARACTER models or the nearest enemy model.
SKULLS FOR THE SKULL THRONE!1CP
World Eaters – Epic Deed Stratagem

Offer up the skulls of mighty champions to Khorne!

Use this Stratagem in the Fight phase, when an enemy CHARACTER model is destroyed as a result of an attack made with a melee weapon by a WORLD EATERS CHARACTER model from your army. Gain D3 Command points (The limit of gaining or refunding 1 CP per battle round does not apply to any Command points gained via this Stratagem).
WE ARE ALPHARIUS1CP
Alpha Legion – Requisition Stratagem

All Legionnaires can assume the role of leader.

Use this Stratagem before the battle, after nominating your WARLORD. Select one ALPHA LEGION CHARACTER model from your army that is not your WARLORD and determine one Warlord Trait for it; it is regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
COMBAT ELIXIRS2CP
Emperor’s Children – Requisition Stratagem

Concoctions of hideous euphoria empower the minds of these sensationalist warriors.

Use this Stratagem before the battle. Select one EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST, then select one of the following effects to apply to models in that unit until the end of the battle:
  • +1 to Attacks characteristic
  • +1 to Strength characteristic
  • +2" to Move characteristic
  • +1 to Toughness characteristic
You can only use this Stratagem once per battle.
SUPREME CREATION1CP
Creations of Bile – Requisition Stratagem

This warrior was already a dark champion of Chaos. Now, he is both more and less – monstrously powerful but yoked utterly to Fabius Bile’s will.

Use this Stratagem before the battle. Select one CREATIONS OF BILE CHARACTER model from your army that is not FABIUS BILE. You can give that model one of the abilities from those listed below. You can only use this Stratagem once.

Prime Test Subject

Whilst Bile has unlocked a portion of the mysterious bio-alchemy used in the creation of the warriors of the Adeptus Custodes, only the strongest test subjects survive the rampant cell transformations.

Add 1 to the Strength and Toughness characteristics of this model.

The Master’s Hound

With enhanced sensory and aggressive instincts, this practically mindless creature is used by Bile to hunt down those he wishes to conduct further research upon.

  • Add 1 to Advance and charge rolls for this model.
  • Each time this model fights, if it made a charge move, was charged or performed a Heroic Intervention, then until that fight is resolved, add 1 to the Attacks characteristic of this model.

Ravenous Biology

Through a quirk of chemistry, this creation's cells repair at a tremendous rate, but require constant fuelling. This can only be achieved by devouring the flesh of their foes to satiate their physiology.

  • Each time this model would lose a wound, roll one D6; on a 6, that wound is not lost.
  • At the end of the Fight phase, this model regains D3 lost wounds if any enemy models were destroyed within Engagement Range of them during this phase.
RELICS OF THE LONG WAR1CP/3CP
Black Legion – Requisition Stratagem

The Black Legion possess an array of ancient artefacts.

Use this Stratagem before the battle. Your army can have one extra Relic of the Legion for 1 CP, or two extra Relics of the Legion for 3 CPs. All of the Relics of the Legion that you include must be different and be given to different BLACK LEGION CHARACTERS. You can only use this Stratagem once.
1CP

VESSELS FOR THE NEVERBORN

Chaos Space Marines Stratagem

The proximity of a Master of Possession allows Daemon and mortal to bond more closely, allowing even greater power to be unleashed.

Use this Stratagem at the start of the Fight phase. Pick a DAEMONKIN RITUALISTS DAEMON unit from your army that is within 6" of a friendly DAEMONKIN RITUALISTS MASTER OF POSSESSION. Add 1 to the Strength and Attacks characteristics of models in the unit you picked until the end of the phase.
1CP/3CP

GIFTS OF CHAOS

Chaos Space Marines Stratagem

Though fickle with their gifts, the Chaos Gods will reward those champions who continue to prove themselves worthy.

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

DARK PACT

Word Bearers Stratagem

The Word Bearers are expert at drawing the twisted minions of the Dark Gods into realspace using profane rituals and gruesome sacrifices.

Use this Stratagem when a WORD BEARERS CHARACTER attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. You can re-roll any of the dice used in the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.
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.
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.
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.
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.
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.
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 CHAOS CULTISTS keyword is used in the following Chaos Space Marines datasheets:

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.
Army List
Datasheets collated
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time a model with this ability makes a melee attack, a hit roll of 6+ scores one additional hit.
Hateful Assault

The Heretic Astartes are corrupted superhumans with ten thousand years of burning hatred. Few can withstand their hateful assault.

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

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The MASTER OF POSSESSION keyword is used in the following Chaos Space Marines datasheets:

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos weakens the fabric of reality, opening a gateway to the warp through which daemonic allies can pour to rend and tear the enemies of the Dark Gods.

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

Roll up to three D6 – 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. 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 1 mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
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.
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.
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.
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 FABIUS BILE keyword is used in the following Chaos Space Marines datasheets:

one set/two sets
© Vyacheslav Maltsev 2013-2021