This section details army special rules including Chaos Daemons Special Rules, Tactical Objectives and Warlord Traits.
Chaos Daemons Special RulesDaemonic AlignmentDaemons can only join units that are composed entirely of Daemons of the same alignment as themselves (i.e. a Herald of Slaanesh may not join a unit of Plaguebearers).Daemon of KhorneDaemons of Khome have the Daemon, Furious Charge and Hatred (Daemons of Slaanesh) special rules. Chariots with this rule resolve their Hammer of Wrath hits at Strength 7.Daemon of NurgleDaemons of Nurgle have the Daemon, Hatred (Daemons of Tzeentch), Shrouded and Slow and Purposeful special rules. In addition, units that are composed entirely of Daemons of Nurgle are treated as haring defensive grenades.Daemon of SlaaneshDaemons of Slaanesh have the Daemon, Fleet, Hatred (Daemons of Khorne) and Rending special rules. In addition, units composed entirely of Daemons of Slaanesh Run an additional 3" (this will normally be D6+3"). Units that are entirely composed of Cavalry models instead Run an additional 6". Vehicles that are not Walkers move an extra 3" whenever they move Flat Out instead.Daemon of TzeentchDaemons of Tzeentch have the Daemon and Hatred (Daemons of Nurgle) special rules. When manifesting psychic powers, Daemons of Tzeentch have a +3 modifier to their Leadership. In addition. Daemons of Tzeentch re-roll all saving throw results of 1.Daemonic InstabilityA unit with this special rule cannot be joined by a model without this special rule. Units with this special rule automatically pass Fear, Pinning and Morale tests (and cannot choose to fail any of these tests). When a unit with the Daemonic Instability special rule loses an assault, it must take a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure:1) The unit takes a Leadership test. If the dice roll is a double 1 or double 6, the Daemons’ presence fluctuates:
Warp StormIf your primary detachment is chosen from this codex, roll 2D6 at the start of each of your Shooting phases. Compare the result to the Warp Storm table below, and resolve the effect immediately.Warp Storm Table
* New units created by these results do not have any upgrades and, other than their unusual manner of arrival, are treated exactly as other units of their type, awarding Victory Points as normal. Special RulesAgonisingThe bearer of the Whips of Agony can re-roll all failed To Wound rolls with this weapon. Any model that suffers any unsaved Wounds from this weapon cannot make attacks for the rest of the Fight sub-phase.AnathemaTo Hit rolls of a 6 are resolved at Strength D instead of the wielder’s normal Strength value.Blade BlitzAdd 2 to the bearer’s Attacks characteristic.Blade KingWhen fighting in a challenge, the bearer always hits on 2+.BloodlustThe bearer of the Blade of Blood has the Rampage special rule.ColossalA model with this weapon Piles In and fights at Initiative step 1.ContagionA model that suffers an unsaved Wound from this weapon must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves allowed.Decapitating BlowAny To Wound rolls of 6 made with this weapon have the Instant Death special rule.DreadskullsPlace a marker next to each unit that takes one or more hits from this weapon. Any friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain. Remove any Dreadskulls markers at the end of the Assault phase.FluxRoll to determine the Strength immediately after the target has been nominated. If an 11 or 12 is rolled, Wind of Chaos is resolved at Strength 10 and has the Large Blast special rule instead of Blast.GloryseekerRoll a D3 at the start of each Fight sub-phase of a combat that the bearer is locked in - if attacking with The Eternal Blade, the bearer gains a bonus to his Weapon Skill, Initiative and Attacks characteristics equal to the result of the D3 until the end of the phase.Hyper-infectionAny hits inflicted by this weapon automatically cause Wounds (there is no need to roll). Use the bearer’s Strength characteristic as normal for the purposes of armour penetration against vehicles or determining if a target suffers Instant Death.IncorporealThis weapon has an AP value equal to the target’s Initiative value. Against targets with an Initiative characteristic higher than 6, resolve Attacks from this weapon at AP`-`. Against vehicles, hits are resolved at AP 1.Inferno UnboundX is equal to the number of models in the formation making the attack.Internal LiquefactionInstead of rolling To Wound normally for a model hit by this attack, its controlling player must roll a D6. If the result is higher than the number of Wounds the target has remaining, it suffers 1 Wound resolved using the profile above.Mass ContagionEach time a model is removed as the result of an attack made by this weapon, its unit must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves allowed.Searing GoreEach time a model is removed as the result of an attack made by this weapon, its unit immediately suffers an additional D3 Strength 3 AP4 hits. Wounds caused by these hits are allocated starting with the closest target model to the bearer.Soul FlayAfter resolving this attack, any units that were fully or partially beneath the blast marker must pass a Leadership test or immediately suffer a further D6 Strength 4 AP4 hits.SoulgreedEach time a model is removed as a casualty as the result of an attack made by this weapon, the bearer immediately regains a Wound he lost earlier in the battle.Sunderer of TimeWhen a model suffers any unsaved Wounds from this weapon, it is removed from play, but make a note of where the model was. At the start of each of his turns, the controlling player rolls a dice; on the roll of a 4 or more, the model re-enters play by Deep Strike, anywhere within 12" of the point from where it was removed. If the game ends before a model returns to play in this manner, it counts as destroyed.Touch of RustWeapons with this special rule cause a glancing hit on an armour penetration roll of a 6, unless the roll would otherwise cause a penetrating hit.Warp ContradictionOnce per turn, when taking a Psychic test, the bearer can pick up and turn all of the dice he has rolled to their opposite side instead. For example, if he rolled a 5, 3 and a 1, he could turn them into a 2, 4 and a 6 respectively, thereby harnessing 2 Warp Charge points.Warp MutationIf the bearer slays an enemy Character or Monstrous Creature, roll a D6: on the roll of a 2+ the victim is transformed into a Chaos Spawn under the control of the Daemon player. Place a new Chaos Spawn model (under your control), anywhere within 6" of the victim that is more than 1" from any unit (friend or foe) and impassable terrain. Once you have placed the Chaos Spawn remove the victim as a casualty. This Chaos Spawn has the following profile:
Chaos Spawn cannot launch an assault on the turn it is created, but can otherwise act normally. If you do not have a spare Chaos Spawn model, or if cannot be placed on the board according to the restrictions above, the victim is still removed as a casualty, but no Chaos Spawn is placed. WarpdoomIf a non-vehicle character or Monstrous Creature loses its last Wound to a close combat attack from a Staff of Change, it immediately explodes. Every unit within D6" (including the wielder and any friendly units) suffers D6 Strength 5 AP`-` hits.WitstealWhen a model suffers an unsaved Wound from this weapon, it must immediately pass an Initiative test or suffer an additional Wound with no armour or cover saves allowed.Attention SeekerAt the end of any enemy Charge sub-phase in which one or more of your units has been the target of a successful enemy charge, choose a friendly unengaged unit composed entirely of Beasts of Nurgle that is within 12" of at least one enemy unit that has successfully completed a charge this phase. The Beasts of Nurgle unit must immediately declare and resolve a charge against that enemy unit, even though it's the enemy Charge sub-phase!Note that this special counter-charge can only be done in the enemy Charge sub-phase. If the Beasts of Nurgle unit is within 12" of two or more enemy units that have successfully completed a charge this turn, you may choose which of these units the Beasts of Nurgle attempt to charge (you may not declare a multiple charge). In either event, next choose another friendly unit entirely composed of Beasts of Nurgle (if there is one) and repeat the process. Aura of ChangeThe Burning Chariot’s Hammer of Wrath attacks have the Warpflame special rule.Bloodletter CrewThis model makes 2 additional Strength 4 AP3 Attacks in each Assault phase resolved at Weapon Skill 5. These Attacks are made at the Initiative 4 step (though this does not grant an extra Pile In move). On a turn in which this model charged, the Strength of these Attacks is increased to 5.Blue Horror CrewAll enemy units within 6" of one of more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership.Daemonic ResilienceA vehicle with this special rule ignores Crew Shaken and Crew Stunned results on a 2+.Disruptive SongEnemy Psykers suffer a -1 penalty to their Leadership whilst they are within 12" of at least one Fiend of Slaanesh.FleshshredderThis model’s Hammer of Wrath Attacks are resolved at Strength 4 AP`-`, with the Rending special rule. In addition, when this model charges, it inflicts D6 Hammer of Wrath Attacks for each Hull Point it has remaining, rather than the usual amount.Formless HorrorAt the start of each Fight sub-phase, The Changeling may choose a single non-vehicle enemy model in base contact and change any or all of his Weapon Skill, Strength, Toughness, Initiative and/or Attacks characteristics to match those of the chosen foe, until the end of the current turn.GorefeastWhenever this model’s Hammer of Wrath hits cause one or more unsaved Wounds in a single phase, roll a D6 - on a score of 4+, the model regains a single Hull Point lost earlier in the game.Lamprey’s BiteA Screamer can substitute all of its normal close combat attacks for a single special attack with the following profile:
Nurgling InfestationAt the start of each of your turns, one Nurgling swarm within 6" of Ku’gath automatically regains a single Wound lost earlier in the battle.Oracle of EternityKairos has a 4+ invulnerable save.Prey of the Blood GodAt the start of the game, before deployment, nominate one character in the enemy army - this is Karanak’s quarry. Karanak re-rolls all failed To Hit and To Wound rolls against the nominated model and his unit whilst the target model is alive.Skulls for the Skull Throne!Skulltaker must always issue a challenge if able, or accept a challenge if one is offered.Slashing AttackIf a unit of Screamers moves over one or more unengaged enemy units with its Turbo-boost movement, choose one of those units - it suffers D3 Strength 4 AP`-` hits per Screamer that moved over it. Use the final position of the Screamers for the purposes of Wound allocation; vehicles are always hit on their side armour.Slime TrailA unit that successfully charges one or more models with this special rule is always treated as haring made a disordered charge.Soporific MuskAll models in a unit that is successfully charged by one or more units of Fiends suffer a -5 penalty to their Initiative until the end of that Assault phase.SoulscentWhen a model with this special rule makes close combat attacks, they gain a number of bonus Attacks equal to the number of unsaved Wounds inflicted by the Hellflayer’s Hammer of Wrath this turn.Spell SyphonEach time an enemy Psyker successfully manifests a psychic power, place a syphon token next to The Blue Scribes. At the start of each of your turns, roll a D6 for each syphon token next to the Blue Scribes - for each 6 rolled, one friendly psyker within 12" of the Blue Scribes immediately gains a Warp Charge point. Then remove all syphon tokens from the board.Tally of PestilenceWhilst Epidemius is alive, keep a count of all unsaved Wounds caused by the psychic powers, shooting and close combat attacks of Daemons of Nurgle (friend or foe) - even those that are negated by means other than saving throws, such as Feel No Pain. At the start of each of your turns, consult the table below to determine the effect of the Tally of Pestilence. All Daemons of Nurgle in units within 6" of Epidemius receive the bonus characteristic or special rule shown below. All effects from the Tally of Pestilence are cumulative.
The Eternal DanceAt the start of each of the controlling player’s Shooting phases, the Masque must choose one dance to perform. These abilities target one unengaged, non-vehicle enemy unit within 12" within the Masque’s line of sight.
The Two Heads of FateEach of Kairos Fateweaver’s heads is a Psyker (Mastery Level 4). Both heads know all the powers from the Change discipline. In addition, the right head also randomly generates one power each from the Pyromancy, Divination and Daemonology (Malefic) disciplines; the left head also randomly generates one power each from the Telepathy, Biomancy and Daemonology (Malefic) disciplines. At the start of each of his turns, declare which head Kairos Fateweaver will use that turn. Until the start of his next turn, he may only use the psychic powers known to that head. Note that as Kairos Fateweaver can only use one head at a time, he only generates the Warp Charge points for a single Mastery Level 4 Psyker, not two.Totem of Endless BloodlettingAny Daemon of Khorne whose unit is within 6" of a Herald on a Blood Throne benefits from the Herald’s locus, exactly as if it were in the same unit.Unnatural ReflexesThe Masque of Slaanesh re-rolls all failed invulnerable saves.Lord of TormentIf one or more enemy units failed a Morale check during the previous turn, Be’lakor receives D3 additional Warp Charge points at the start of his turn.Shadow FormBe’lakor has a 4+ invulnerable save and the Shrouded special rule. Furthermore. Be’lakor automatically passes Dangerous Terrain tests.Bellow of Endless FurySkarbrand’s roar is lethal in itself.
Rage EmbodiedSkarbrand and all units (friend or foe) within 12" of him have the Rage and Hatred special rules.WarpflameAt the end of each phase, any unit that suffered one or more unsaved Wounds during the phase from an attack with this special rule (or from an attack made by a model with this special rule), must take a Toughness test. If the test is failed, the unit immediately suffers D3 Wounds with no armour or cover saves allowed. If the test is passed, all models in that unit gain the Feel No Pain (6+) special rule for the rest of the game. Any models in the unit that already have the Feel No Pain special rule instead gain +1 to all Feel No Pain rolls for the rest of the game. Chaos is fickle!Magic’s OffspringA unit of 11-20 Blue Horrors generates 2 Warp Charge points instead of 1.SplitIf a friendly unit of Pink Horrors suffers any casualties, the slain Horrors will split and create Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks). Two Blue Horrors are created for each slain Pink Horror – if there is already a friendly Blue Horror unit within 6" of the Pink Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors. If a rule causes a whole unit of Pink Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Blue Horrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has two models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horrors unit.Split AgainIf a friendly unit of Blue Horrors suffers any casualties, the slain Horrors will split and create Brimstone Horrors at the end of that phase (after all other units have performed their actions and made their attacks). One model is created for each slain Blue Horror – if there is already a friendly Brimstone Horror unit within 6" of the Blue Horrors, add the newly created Brimstone Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Blue Horrors. If a rule causes a whole unit of Blue Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Brimstone Horrors, just before removing the last model from the Blue Horrors unit. The unit of Brimstone Horrors has one model for each model in the unit of Blue Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Blue Horrors unit.Magic Made ManifestA unit of 11-15 Pink Horrors generates 2 Warp Charge points instead of 1; a unit of 16-20 Pink Horrors instead generates 3 Warp Charge points.Tactical Objectives
Presented below are six Tactical Objectives to use in your games that are exclusive to Chaos Daemons players and reflect their insatiable need to corrupt and destroy during their dread incursions. If your Warlord is has the Chaos Daemons Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Chaos Daemons player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Chaos Daemons player instead generates the corresponding Chaos Daemons Tactical Objective, as shown in the table (right). Other Tactical Objectives (numbers 21-66) are generated normally. DELIGHT IN DESPAIR The Daemons of Slaanesh revel in psychological torment, breaking the spirits of their prey and drinking in their fear and dismay like a heady brew. 11 Score 1 Victory Point at the end of your turn if at least one enemy unit failed a Fear test or a Morale check in the Assault phase of that turn. If at least one such unit was locked in combat with a friendly unit with the Daemon of Slaanesh special rule, score 2 Victory Points instead. Type: CHAOS DAEMONS THE CYCLE OF LIFE For decomposition and eventual rebirth - even in a corrupted form - to take place, death must first occur. So do Nurgle’s vassals dutifully perf orm their part, in the endless cycle of life. 12 Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your turn. If at least one such unit was completely destroyed by a friendly unit with the Daemon of Nurgle special rule, score 2 Victory Points instead. Type: CHAOS DAEMONS TOUCHED BY THE WARP The gift of change is Tzeentch’s alone to give. When his daemonic sorcerers unleash their magic, their foes succumb to the mutagenic power of the aether. 13 Score 1 Victory Point at the end of your turn if at least one friendly model successfully manifested a psychic power during your turn. If at least one such model had the Daemon of Tzeentch special rule, score 2 Victory Points instead. Type: CHAOS DAEMONS THE GLORY OF KHORNE Though all daemonic champions glory in slaying their rivals in personal combat, none can deny that it is Khorne’s lieutenants that are the greatest proponents of this bloody art. 14 Score 1 Victory Point at the end of your turn if at least one of your Character models killed an enemy in a challenge during your turn. If at least one of your victorious Character models had the Daemon of Khorne special rule, score 2 Victory Points instead. Type: CHAOS DAEMONS THE DOMINION OF CHAOS The ultimate goal of the Dark Gods has always been to achieve absolute victory over the races of realspace and ensure the domination of its people under the oppressive yoke of Chaos. 15 Score D3 Victory Points at the end of your turn if you control more Objective Markers than your opponent. Type: CHAOS DAEMONS THE GREAT GAME The Chaos Gods rarely share a common purpose, and even on the occasions that they do, it is impossible to tell exactly what they intend to achieve beyond indiscriminate slaughter. Such is the unfathomable nature of the Great Game they play. 16 Roll a dice at the end of each of your turns after generating this objective. Score that number of Victory Points at the end of your turn if you control the number of Objective Markers equal to the number rolled that turn. Type: CHAOS DAEMONS
Warlord TraitsWhen generating his Warlord Traits, a Chaos Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or roll on the table below.If your Warlord has the Daemon of Khorne, Daemon of Nurgle or Daemon of Slaanesh special rule, it can roll on the relevant table below instead of those found in Warhammer 40,000: The Rules or Codex: Chaos Daemons.
Khorne Warlord Traits
Nurgle Warlord Traits
Slaanesh Warlord Traits
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