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Special Rules

Contents
Chaos Daemons Special Rules
• Daemonic Alignment
• Daemon of Khorne
• Daemon of Nurgle
• Daemon of Slaanesh
• Daemon of Tzeentch
• Daemonic Instability
• Warp Storm
‣ Warp Storm Table
Special Rules
• Agonising
• Anathema
• Blade Blitz
• Blade King
• Bloodlust
• Colossal
• Contagion
• Decapitating Blow
• Dreadskulls
• Flux
• Gloryseeker
• Hyper-infection
• Incorporeal
• Inferno Unbound
• Internal Liquefaction
• Mass Contagion
• Searing Gore
• Soul Flay
• Soulgreed
• Sunderer of Time
• Touch of Rust
• Warp Contradiction
• Warp Mutation
• Warpdoom
• Witsteal
• Attention Seeker 
• Aura of Change
• Bloodletter Crew
• Blue Horror Crew
• Daemonic Resilience
• Disruptive Song
• Fleshshredder
• Formless Horror
• Gorefeast
• Lamprey’s Bite
• Nurgling Infestation
• Oracle of Eternity
• Prey of the Blood God
• Skulls for the Skull Throne!
• Slashing Attack
• Slime Trail
• Soporific Musk
• Soulscent
• Spell Syphon
• Tally of Pestilence
• The Eternal Dance
• The Two Heads of Fate
• Totem of Endless Bloodletting
• Unnatural Reflexes
• 
Lord of Torment
• 
Shadow Form
• 
Bellow of Endless Fury
• 
Rage Embodied
• 
Warpflame
• 
Magic’s Offspring
• 
Split
• 
Split Again
• 
Magic Made Manifest
Tactical Objectives
Warlord Traits
• 
Khorne Warlord Traits
• 
Nurgle Warlord Traits
• 
Slaanesh Warlord Traits
This section details army special rules including Chaos Daemons Special Rules, Tactical Objectives and Warlord Traits.

Chaos Daemons Special Rules


Daemonic Alignment

Daemons 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 Khorne

Daemons 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 Nurgle

Daemons 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 Slaanesh

Daemons 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 Tzeentch

Daemons 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 Instability

A 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:
  • Double 1 - Reality Blinks: All Wounds suffered by the unit during this phase are restored. Any models from this unit that were removed as casualties during this phase immediately return to play in coherency with a model in their unit that has not itself returned to play through Reality Blinks this phase. Models returning to play in this fashion must be placed at least 1" away from enemy models, unless those models are from units locked in close combat with the returning model’s unit. If the returning model’s unit is locked in close combat, the returning model immediately makes a Pile In move. Models that cannot be placed in this way do not return.
  • Double 6 - Banished!: Remove the entire unit from play as casualties. Enemy units that were locked in combat with only the banished unit immediately consolidate.
2) Now, assuming that the unit has not rolled a Reality Blinks or a Banished! result, compare the dice roll to the Daemons’ Leadership value, taking into account modifiers, including any from the combat result. For each point the unit fails its Daemonic Instability test by, it suffers one additional Wound, allocated by the unit’s owning player, and with no saves of any kind allowed. Note that a failed Daemonic Instability test does not cause a Daemon unit to fall back - once any casualties have been removed, the unit remains locked in combat.

Warp Storm

If 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

2D6Result
2The Storm Abates: The storm momentarily subsides, dragging the Daemons back into the Warp.
All units with the Daemonic Instability special rule (friend or foe) must immediately take a Daemonic Instability test. 
3Punished by the Gods: The Chaos Gods vent their anger upon their own minions.
Randomly select one character (friend or foe) on the table with the Daemonic Instability special rule (even if embarked upon a Chariot). This character must immediately take a Daemonic Instability test on 3D6. Any Wounds caused can only be allocated to the selected character. If there are no characters with the Daemonic Instability special rule currendy on the board, count this result as The Warp is Calm instead. 
4Warp Ebb: The Chaos Gods’ feuds have left their minions drained of power.
All models with the Daemon special rule suffer a -1 penalty to their invulnerable saves (which will normally be reduced to 6+) until you or your opponent next roll on the Warp Storm table. 
5Storm of Fire: Tzeentch’s magical storms rain from the sky.
Roll a D6 for each unengaged friendly unit containing one or more Daemons of Nurgle (or models with the Mark of Nurgle) and each unengaged enemy unit, on the battlefield. On the roll of a 6, place a large blast marker centred directly over any model in the unit - it then scatters. Once the blast marker’s final position has been determined, each unit (friend or foe) suffers a number of Strength 4 AP5 hits, equal to the number of models from their unit that are at least partially under the template. This attack has the Barrage and Ignores Cover special rules. 
6Rot, Glorious Rot: Nurgle's plagues blossom across reality.
Roll a D6 for each unengaged friendly unit that contains one or more Daemons of Tzeentch (or models with the Mark of Tzeentch) and each unengaged enemy unit, on the batdefield. On the roll of a 6, that unit suffers D6 Strength 4 AP3 hits. These hits have the Poisoned (4+) and Ignores Cover special rules. Vehicles are hit on their side armour. Wounds are allocated by the unit’s controlling player
7The Warp is Calm: The Warp storms momentarily cease.
Nothing happens, this time... 
8The Dark Prince Thirsts: Slaanesh rips his foes’ souls free of their mortal shackles.
Roll a D6 for each unengaged friendly unit that contains one or more Daemons of Khorne (or models with the Mark of Khorne) and each unengaged enemy unit, on the batdefield. On the roll of a 6, that unit suffers D6 Strength 6 AP`-` hits. These hits have the Rending and Ignores Cover special rules. Vehicles are hit on their side armour. Wounds are allocated by the unit’s controlling player
9Khorne’s Wrath: Khome hurls brass skulls at his foes.
Roll a D6 for each unengaged friendly unit that contains one or more Daemons of Slaanesh (or models with the Mark of Slaanesh) and each unengaged enemy unit, on the batdefield. On the roll of a 6, place a small blast marker centred directly over any model in the unit - it then scatters. Once the final position of the blast marker has been determined, each unit (friend or foe) suffers a number of Strength 8 AP3 hits equal to the number of models from their unit that are at least partially under the template. This attack has the Barrage special rule. 
10Warp Surge: The winds of the Warp blow stronger.
All models with the Daemon special rule gain a +1 bonus to their invulnerable saves (which will normally be increased to 4+) until you or your opponent next roll on the Warp Storm table. 
11Daemonic Possession*: An enemy Psyker is possessed by a powerful Daemon.
Randomly select one non-vehicle enemy Psyker on the table who does not have the Daemon special rule. The selected Psyker must pass a Leadership test on 3D6 or be removed as a casualty with no saves of any kind allowed. If the Leadership test is failed, then before removing the Psyker, place a new Herald of Khome, Herald of Tzeentch, Herald of Nurgle or Herald of Slaanesh (you choose) anywhere within 6" of the slain model that is more than 1" from any unit (friendly or enemy) and more than 1" away from impassable terrain. This Herald cannot declare a charge on the turn it possesses a Psyker, but can otherwise act normally and is under your control. If you do not have a spare Herald model, or if it cannot be placed on the board according to the aforementioned restrictions, then the selected Psyker is removed as a casualty, but no Herald model is placed. If there are no non-Daemon enemy Psykers currendy on the board, count this result as The Warp is Calm instead. 
12Summoned from the Warp*: Daemonic reinforcements flood through a rift between worlds.
A new unit (under your control) consisting of 2D6+3 Bloodletters, Pink Horrors, Plaguebearers or Daemonettes (you choose) immediately Deep Strikes onto the table. If you do not have enough models to place the entire unit on the board, place as many as you have models for - the excess are destroyed. 

* 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 Rules


Agonising

The 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.

Anathema

To Hit rolls of a 6 are resolved at Strength D instead of the wielder’s normal Strength value.

Blade Blitz

Add 2 to the bearer’s Attacks characteristic.

Blade King

When fighting in a challenge, the bearer always hits on 2+.

Bloodlust

The bearer of the Blade of Blood has the Rampage special rule.

Colossal

A model with this weapon Piles In and fights at Initiative step 1.

Contagion

A 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 Blow

Any To Wound rolls of 6 made with this weapon have the Instant Death special rule.

Dreadskulls

Place 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.

Flux

Roll 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.

Gloryseeker

Roll 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-infection

Any 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.

Incorporeal

This 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 Unbound

X is equal to the number of models in the formation making the attack.

Internal Liquefaction

Instead 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 Contagion

Each 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 Gore

Each 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 Flay

After 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.

Soulgreed

Each 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 Time

When 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 Rust

Weapons 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 Contradiction

Once 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 Mutation

If 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:


WS BS S T W I A Ld Sv Unit Type
Chaos Spawn 3 - 5 5 3 3 D6 10 - Beast
Special Rules:
 • Fearless
 • Rage
 • Very Bulky

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.

Warpdoom

If 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.

Witsteal

When 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 Seeker 

At 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 Change

The Burning Chariot’s Hammer of Wrath attacks have the Warpflame special rule.

Bloodletter Crew

This 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 Crew

All enemy units within 6" of one of more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership.

Daemonic Resilience

A vehicle with this special rule ignores Crew Shaken and Crew Stunned results on a 2+.

Disruptive Song

Enemy Psykers suffer a -1 penalty to their Leadership whilst they are within 12" of at least one Fiend of Slaanesh.

Fleshshredder

This 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 Horror

At 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.

Gorefeast

Whenever 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 Bite

A Screamer can substitute all of its normal close combat attacks for a single special attack with the following profile:

Range S AP Type
- 5 2 Melee, Armourbane

Nurgling Infestation

At 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 Eternity

Kairos has a 4+ invulnerable save.

Prey of the Blood God

At 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 Attack

If 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 Trail

A unit that successfully charges one or more models with this special rule is always treated as haring made a disordered charge.

Soporific Musk

All 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.

Soulscent

When 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 Syphon

Each 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 Pestilence

Whilst 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.

WoundsEffect
0-6No effect 
7++1 Strength 
14++1 Toughness 
21+Poisoned (2+) special rule 
28+Feel No Pain (4+) special rule 

The Eternal Dance

At 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 Dance of Caging: Until the start of the Masque’s next Shooting phase, the target unit suffers a -5 penalty to Weapon Skill (to a minimum of 1) and can only move, run, charge and fall back D3".
  • The Dance of Death: The target unit suffers a number of Strength 1 hits equal to the number of models in the unit. These hits are resolved at AP2, and have the Ignores Cover special rule - allocate any Wound as for a Shooting attack.
  • The Dance of Dreaming: Until the start of the Masque’s next Shooting phase, the target unit suffers a -5 penalty to their Ballistic Skill (to a minimum of 1) and cannot fire Overwatch.

The Two Heads of Fate

Each 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 Bloodletting

Any 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 Reflexes

The Masque of Slaanesh re-rolls all failed invulnerable saves.

Lord of Torment

If 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 Form

Be’lakor has a 4+ invulnerable save and the Shrouded special rule. Furthermore. Be’lakor automatically passes Dangerous Terrain tests.

Bellow of Endless Fury

Skarbrand’s roar is lethal in itself.

Range S AP Type
Template 5 - Assault 1

Rage Embodied

Skarbrand and all units (friend or foe) within 12" of him have the Rage and Hatred special rules.

Warpflame

At 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 Offspring

A unit of 11-20 Blue Horrors generates 2 Warp Charge points instead of 1.

Split

If 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 Again

If 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 Manifest

A 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

D6Result
11Delight in Despair 
12The Cycle of Life 
13Touched by the Warp 
14The Glory of Khorne 
15The Dominion of Chaos 
16The Great Game 

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

Designer’s Note
If you own a deck of Chaos Daemons Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When 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.

D6Warlord Traits
1Death Incarnate
The Warlord’s touch is anathema to mortal life, and those caught within his grasp wither and die in an instant.
The Warlord’s Melee weapons have the Instant Death special rule. 
2Destroyer of Mortals
The Warlord has waged war since time immemorial, intent on expunging all mortal life.
The Warlord, and his unit, have the Hatred special rule. 
3Herald of Doom
The Warlord is the manifestation of fear and his approach heralds the end of sanity.
Whilst the Warlord is alive, all enemy units have a -1 penalty to their Leadership when taking Fear tests
4Immortal Commander
The Warlord is a font of raw Warp power that sustains the legions under its command.
Friendly Codex: Chaos Daemons units within 12" of the Warlord may re-roll failed Daemonic Instability tests. 
5Lord of Unreality
Reality itself is tom down and reshaped according to the Warlord’s whim.
Whilst the Warlord is alive, you can re-roll results on the Warp Storm table
6Warp Beacon
The Warlord signals from the Warp.
Friendly units with the Daemon special rule arriving by Deep Strike do not scatter as long as the first model is placed within 6" of the Warlord, provided he was on the table at the start of that turn. 

Khorne Warlord Traits


D6Warlord Traits
1Aspect of Death
Such is the palpable aura of dread this Daemon emanates that its enemies often die of sheer terror.
Enemy units that fail a Fear test caused by your Warlord suffer 1 Wound for each point the test was failed by, with no saves of any kind allowed. 
2Glory of Battle
This Daemon knows no greater pleasure than when surrounded by foes in ba ttle.
Your Warlord has the Rampage special rule. 
3Oblivious to Pain
The pain of injury does nothing to slow the advance of this Daemon. The warriors of Khome s legions are imbued with a measure of its indomitable determination, allowing nothing to keep them from the slaughter.
Your Warlord has the Feel No Pain special rule. In addition, all friendly units with the Daemon of Khorne special rule within 8" of your Warlord have the Feel No Pain (6+) special rule. 
4Immense Power
The Blood God has poured his molten fury into this Daemon, and its body is swollen with a measure of Khorne s unearthly might.
Add 1 to your Warlord’s Strength characteristic. 
5Devastating Blow
Khorne has granted this Daemon the strength to fell even the greatest enemies with a single almighty blow.
When making close combat attacks, your Warlord can instead choose to make a single Devastating Blow attack. To do so, roll To Hit as normal, but resolve the attack at Strength D AP2. 
6Rage Incarnate
The incandescent fury with which this Daemon h urls itself at the enemy serves as a beacon of wrath to its like-minded millions.
Your Warlord, and all friendly units with the Daemon of Khorne special rule, gain the Rage special rule whilst they are within 8" of him. 

Nurgle Warlord Traits


D6Warlord Traits
1Blessed with Corpulence
Nurgle’s blessing upon this Daemon is plain to see, for his hulking frame is hideously bloated and riddled with corruption.
Add 1 to the Wounds characteristic of your Warlord
2Acidic Ichor
Those that pierce this Daemon’s straining flesh are sprayed with sizzling bile that swiftly sears its way through armour; flesh and bone.
Each time your Warlord suffers a Wound in the Assault phase, the unit that dealt the blow suffers a single Strength 1 AP2 hit with the Poisoned (4+) special rule. 
3Plaguefly Hive
This Daemon’s pockmarked hide conceals a colony of Plagueflies that swarm forth to bite and bedevil those nearby.
Enemy units within 7" of your Warlord can only fire Snap Shots when targeting your Warlord and his unit. 
4Virulent Touch
So saturated with noxious poisons and toxins is this Daemon that should its concoction of diseases enter the bloodstream of a mortal, the result is as gruesome as it is deadly.
If a model suffers any unsaved Wounds from your Warlord in the Assault phase, it must pass a Toughness test at the end of the phase or suffer 1 additional Wound. Armour or cover saves cannot be taken against this Wound. 
5Impenetrable 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 the Feel No Pain special rule. If your Warlord already has the Feel No Pain rule, he instead adds 1 to his Feel No Pain rolls. 
6Miasma of Pestilence
Those who venture too close to this Daemon’s diseased presence find their injuries blackening in seconds, their flesh swiftly turning to rot.
Enemy units within 7" of your Warlord that suffer any unsaved Wounds during the Shooting or Assault phase suffer D6 additional Strength 1 hits with the Poisoned (5+) special rule at the end of that phase. Armour or cover saves cannot be taken against Wounds suffered in this manner. 

Slaanesh Warlord Traits


D6Warlord Traits
1Celerity of Slaanesh
This Daemon is possessed of an incredible swiftness, and is able to close upon its prey with almost impossible speed.
Your Warlord and his unit can Run and charge in the same turn. 
2Quicksilver Duellist
This Daemon exhilarates in the joy of combat, and fights with phenomenal speed and grace when confronted by another champion.
When fighting in a challenge, your Warlord re-rolls all failed To Hit rolls
3The Murderdance
Leading its warriors in a maniacal dance of death, this Daemon hacks and cavorts its way through the enemy ranks.
Your Warlord and all friendly units with the Daemon of Slaanesh special rule re-roll failed To Hit rolls of 1 in the Assault phase
4Fatal Caress
With a swift flick of a blade or razor-sharp claw, this Daemon can inflict agonising pleasures that drive the victim instantly insane.
Any To Wound rolls of 6 made by your Warlord in the Assault phase have the Instant Death special rule. 
5Savage Hedonist
This Daemon is a glutton for pain and violence, always needing to strike faster and harder to maintain the thrill of combat.
Add 1 to the Attacks characteristic of your Warlord
6Bewitching Aura
Even the most disciplined or zealous warriors can succumb to this Daemon’s beguilements, all sense of duty abandoned as they stand slack-jawed and defenceless in a haze of hallucinatory wonder and desire.
At the start of each Fight sub-phase, each enemy unit that is locked in combat with your Warlord must pass a Leadership test or reduce its Weapon Skill characteristic by 5 (to a minimum of 1 until the end of the phase.