Daemons
Daemon belong to a specific god and have USR Hatred for their opposing god (Nurgle/Tzeentch, Khorne/Slaanesh). Herald of one god cannot join a unit from another god.Khorne USR: Rage, Re-Roll Charge distance
Tzeentch: +3 LD for Psykic tests, Re-Roll Saves of 1
Nurgle: Slow and Purposefull, Shrouded, Defensive Grenades
Slaanesh: Rending, Move thru Cover, +3” to run distance for infantry, +6 “to run distance for cavalry (only if the whole unit is cavalry), +3” Flat out for chariots
Daemonic Instability
Units with this USR may not be joined by units without this USR. Unit passes all Fear, Pinning and Moral tests. If a Unit with this USR looses in Close Combat, it must test for Instability on 2D6.
If the test is failed, the Unit takes wounds equal to the difference between its LD value and the roll.
If you roll Double 1, all wounds lost in this combat are restored. Place lost models back on the table
If you roll Double 6, the whole unit is removed from play.
Warlord Table
War Lord Table:
1)Warlord gains Instant Death USR
2)Warlord and his unit gain Hatred (Everything) USR
3)As long as the War Lord is alive, your opponent test for Fear at -1 LD
4) As Long as the War Lord is alive, units within 12” of the War Lord may re-roll Daemonic Instability
5) As long as the War Lord is alive, you may re-roll results on the Warp Storm Table
6)Units with the Daemon USR may Deep Strike within 6” of the War Lord without scatter.
Warp Storm Table
The Warp Storm Table is only used when Chaos Daemons are your Primary Detachment. Roll on the Warp Storm Table at the beginning of the Daemon Players Shooting Phase
2) The Storm is receding: All units with the Daemonic Instability USR (Friend and Foe) immediately test for Daemonic Instability
3) Punishment of the Gods: A random character model with Daemonic Instability (Friend or Foe) immediately tests for Daemonic Instability on 3D6. Wounds suffered in this manner can only be allocated to that model.
4) Warp Quake: All models with the Daemon USR suffer a -1 penalty to their saves until the next roll on this chart (friend or foe)
5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ).
6) Glorious Rot: Roll a D6 for every unit with the Daemon of Tzeentch or Mark of Tzeentch or enemy unit not locked in combat. On a roll of a 6, the unit suffers D6 S4 AP3 Poison (4+) hits. Vehicles are hit on Side Armor.
7) Calm Warp: Nothing happens
8) The Dark Prince Thirsts: Roll a D6 for every unit with the Daemon of Khorne USR or Mark of Khorne or enemy unit that is not locked in combat. On a roll of 6, the unit suffers D6 S6 AP- Ignore Cover, Rending hits.
9) Khornes Rage: Roll a D6 for every unit with the Daemon of Slaanesh USR or Mark of Slaanesh or enemy unit that is not locked in combat. On a roll of 6, center a small blast marker on a model of your choice in the unit and scatter 2D6. Models under the blast template suffer a S8 AP 3 Pinning hit.
10) Warp Flood: All units with the Daemon USR gain +1 to all saving throws until the next roll on the Warp Storm Table (friend or foe)
11) Daemonic Possesion: A random enemy non-vehicle .Psyker that is not a daemon must pass a Leadership test on 3D6. If the test is failed, the Psyker is removed from play. Place a Herald of a god of your choice within 6" of the removed model. The Herald does not receive any upgrades.
12) Blessing of the Warp: A new unit of 2D6+3 Bloodletters, Pink Horrors, Daemonetts or Plaguebearers (your choice) arrives via deep strike.
All Daemons have a 6+ Armor Save. Some daemons (for example Bloodthirster have a 3+)
Bloodthirster lost EW
Skulltaker has EW and 3+ Armor
Lord Of Change is Level 2 Psyker and Flying FMC
11-15 Pink Horrors generate 2 Warp Points, 16-20 generate 3
Fateweaver has a 4++, Level 4 Psyker. He knows all Tzeentch powers. Right Head knows one power from Pyromancy and Divination, Left Head knows one power from Telepathy and Pyromancy. Declare which head you want to use at the beginning of each turn. May re-roll a single D6 each phase.
Blue Scribes are not Psykers, but generate one power each turn from the main rule book. They can use that power without rolling a psykic test.
The Changeling may exchange any of his stats with an enemy non-vehicle model stat in base contact (WS, S, W, I, A) until the end of the turn
Great Unclean One is Psyker Level 1, Biomancy and Nurgle
Beasts of Nurgle can charge in the opponents turn.
Ku'Gath can regenerate wounds on Nurgling Swarms
Epi only effects Daemons of Nurgle within 6" and tally works based on unsaved wounds caused by Daemons of Nurgle:
7+: +1 Strength
14+: +1 Toughness
21+: 2+ poison
28+: 4+ Feel No Pain
Keeper of Secrets has Prefered Enemy Eldar and Dark Eldar. Psyker Level 1, Telepathy and Slaanesh
The Mask re-rolls all failed saves. It has multiple different dances
There are Chaos Furies
Flamers of Tzeench: If they caused a wound, take a test every turn for that unit. If the test is failed, you take D3 wounds, if you pass the test, you gain FNP (6+)
Skull Cannon: If you assault a unit that has been hit by a shot from the Skull Cannon, you suffer no initiative penalty for assaulting thru difficult terrain.
Axe of Khorne: Instant Death on a roll of 6 to wound.
Mutated Warpknife (Tzeentch): If it kills a enemy Character or MC, that model is turned into a Chaos Spawn on a roll of 2+
Warp Poisoning: If a Character or MC looses its last wound due to a Close Combat attack from the Staff of Change, all units within D6 inches (friend and foe) suffer D6 hits at S5 AP -
Mace of Disease: Models that suffer an unsaved wound from this weapon must pass a Toughness Test or suffer an additional wound. No saves of any kind can be taken to prevent this additional wound.
Many Characters cannot buy equipment, but can buy Minor, Major and Legendary enhancements for a certain point cost. These are randomly determined at the same time as Warlord Traits are rolled. You may have the same enhancements more than once on each character, but the random result can only be applied once to each character. Re-roll doubles. Rolls can be exchanged for special weapons.
Minor Boons
Result 0: (May replace roll on the chart)
Magical Weapon: Etherknife (AP2, Mastercrafted, Specialist Weapon)
Daemon of Khorne may take an Axe of Khorne instead
Daemon of Tzeench may take a Staff of Change instead
Daemon of Nurgle mau take a Mace of Disease instead
Daemon of Slaanesh may take a Ghost Sword(?) instead
Daemon Princes
Skarbrand and Bloodthirster make Khorne DP Heavy Support
Fateweaver and Lord of Change make Tzeentch DP Heavy Support
Ku'Gath and Great Unclean One make DP of Nurgle Heavy Support
Keeper of Secrets makes DP of Slaanesh Heavy Support
DP costs 145 pts
Khorne +15 pts
Tzeentch +25 pts
Nurgle +15 pts
Slaanesh +10 pts
Daemonic Flight 40 pts
May take up to 50 points of gifts
none khorne DPs can buy Psyker levels up to level 3 at 25pts/lvl
Heralds may still be taken 2 per HQ slot. Every Herald adds a Boon to the unit he joins.
Icons can improve certain effects. Instruments can "summon" reserves or modify the result of the Warp Storm Table.
horrors are almost twice as few points as of right now.
daemonettes are now below 10 points..
bloodletters 4 points cheaper
plaguebearers also below 10 points.
big schock though : bloodletters t3 and plaquebearers t 4.
here are the psychic powers :
psychic powers of tzeentch:
primary:
24" s 5 ap 4 assault 2w6, warpflames, soulfire. 1 warpcharge. for each additional warpcharge you gain a additional d6
1-2 24" S d6 +1 assault 1 3" explosive, warpflames
3-4 24" beam s d6+4 ap 2 assault 1 warpflames
5-6 witchfire: 18" s d6+4 ap 1 assault 1 explosive 3" warpflames.
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psychic powers of nurgle:
primary:
witchfire : flame s - ap 3 assault 1 poison 4+
1-2 witchfire, 12" s 1 ap 2 assault 1 5" blast 4+ poison.
3-4 blessing, the psyker gains at the beginning of each assault phase a d3. all enemys in base contact have the score reduced on their WS and initiative
5-6 nova: every enemy within 12" has to do a toughness test or suffer a wound without armor or coversaves allowed. if the unit loses a model it has to do another toughness check and so on and so on.
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slaanesh psychic powers:
primary : beam ; 24" s 6 ap - rending assault 1
1-2 malediction, a enemy within 18" has -5 initiative and can not use the special rule counter attack nor can it overwatch
3-4 24" focused witchfire. enemy has to do a leaderchip tests or takes a wound without armor or coversaves allowed. if the model dies you nominate another random model in the unit. and so on and so on....
5-6 : nova : 12" every enemy has to roll 2w6 on and take the ld of the result. for every point remaining on this roll the unit suffers a wound without armor or cover saves allowed. after that the units have to do a pinning test-
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gifts:
lesser gift table:
1 : burning blood. each time you take a unsaved wound the enemy that caused the wound suffers d3 s 4 hits with ds 5. no cover saves allowed. those wounds count towards the combat result
2. cleaving strike: each hit on a 6 causes the daemon to strike with double strength (max 10)
3. corrosive breath : flame : s 5 ap 5 assault 1 armorbane
4. spellbreaker: the daemon got the rule adamantium will
5. warpbreath: 18" s 8 ap 4 assault 1 soulblaze
6 warpstalker : the daemon and his unit get +1 on reserve rolls..
you may also decide to change your roll for the
0: magical weapon. the daemon gains a aetherblade (s user ap 2, mastercrafted specialist weapon).
daemons of khorne may take a bloodaxe ( s user ap 2 instand death on 6's specialist weapon),
daemons of tzeentch a stave of change (s+2 ap 4, concussive, specialist weapon. warpcurse: a model slain by the user of this weapon explodes and hits every unit within 6" inculding the user of the stave for d6 s 5 ap - hits) ,
daemons of nurgle a mace of pestilence (s+1 ap - specialist weapon, disease: for each unsaved wound the model has to make a toughness check or suffer another wound without armor/coversaves)
daemons of slaanesh a ghostreaver sword. ( s user ap 5 rending, specialist weapon, ghostreaver: same as the nurgle one but initiative test)
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greater gits :
1: corpulence : the daemon got +1 toughness and the special rule it will not die
2. daemonic toughness the daemon got the special rule feel no pain (4+)
3. dark blessing: the daemon may reroll failed invul saves
4 hellfiregaze : 18" s 8 ap 1 assault 1 lance
5 touch of decay the close combat attacks of the daemon got armorbane and lifebane
6 unbreakable skin, the daemon gets a 3+ armor save.
and the 0 if you decide for it:
mighty magical weapon:
you gain a mighty aetherblade (s +1 ap 2 mastercrafted, specialist weapon
daemons of khorne may take a bloodblade: (s user ap 2, specialist weapon, unwieldly, bloodthirst: the wielder gains the special rule rampage
daemons of tzeentch may take the mutating warpblade (s user ap 3, specialist weapon, warpmutation: a character slain with with weapon becomes a chaos spawn on a 2+
daemons of nurgle may take pestielnce sword (s user ap - poison 4+ instand death. specialist weapon, rustbreath: every armor pen throw of 6 is automatically a glancing hit if it wouldnt be a penetrate allready)
daemons of slaanesh may take whip of despair ( 12" s user ap - assault 2w6)
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exalted gifts:
1: blessed twice: roll twice again on this chart. reroll another 1. xou apply both results without further costs
2. riftbringer: at the end of close combat phase in wich the daemon caused at least 1 unsaved wound you roll 2w6 and add 1 for each 3 unasved wounds the daemon caused. is the sum is 9 or higher a new unit of daemons will be created like the warpstorm table result number 12
3 souleater: at the end of the close combat phase, if the daemon caused at least one unsaved wound you roll a d6. on a 2+ the daemon gains another lifepoint (and may go up to 10 lifepoints)
4. unholy rage : the daemon gains the special rules rampage and rage
5. warpflame. the first time this daemon is slain dont remove him from the game but take him from the table instead. the daemon may come back from reserve with 1 wound remaining.
6. winds of chaos : 24" s 2w6 ap 4 assault 1 3" explosiv. fluktuation : roll the strenght after caling the target, if its 11 or 12 its counting as s10 but is a 5" blast instead of 3"
and the 0 again:
the daemon may take a hellforged artifact of his choise from the armory.. note that these are uniqe and only once taken:
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artifacts:
eternal blade: s +1 ap - specialist weapon, honorseeker: at the beginning of the assault phase in wich the wielder is bound to roll a d3. the result will be granted to the wielders WS, initiative and attacks.
grimoire of true names: you may use it at any time in your movement phase. the target hast to be within 24" and at least one model with the special rule daemon has to be within the unit.
is the unit a enemy it has +1 on reserve rolls. is the unit a friendly unit roll a d6. on a 1-2 the all models in the unit (except the user) with the special rule daemon suffer +1 on the reserve rolls. if you roll a 3+ all models with the rule daemon have +2 on their invulnerable saves until your next turn.
portalglyph: may be used once per game. you may place it in the movement phase (does not matter when) place a 3" blast within 12" around the user. and let it scatter 4d6. if the marker goes off the board or cannot be placed it will move the distance so it can be placed (droppod) after that its a vehicle with the following profile : bs 0 12/12/12 hp 1
after placing the portalglyph you roll a d6 at the end of your movement phase. on a 4+ a new unit of d6 daemons (of your choisem horrors, daemonettes, plaguebearers or bloodletters) the unit got no upgrades but counts as a normal unit of its type.
the stone of the damned: at the beginning of the assault phase. every enemy charactermodels that are not daemons have to make a ld test. if it passes, nothing happens. if it loses. the model has -d6 on his ld value. if a model goes below 0 this way. it gets removed isntantly without saves allowed.
so for blue horrors: if a pink horror is slain place a blue horror marker.. at initiative 1 the blue horror attacks causing the enemy unit to suffer one s2 hit with ap -
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