This section of Codex:
Chaos Daemons lists wargear (including
Melee Weapons,
Ranged Weapons,
Daemonic Attributes,
Daemonic Loci,
Daemonic Psychic Powers,
Discipline of Change,
Discipline of Plague,
Discipline of Excess,
Daemonic Rewards,
Daemonic Steeds,
Icons & Instruments,
Hellforged Artefacts,
Hellforged Artefacts of Khorne,
Hellforged Artefacts of Nurgle and
Hellforged Artefacts of Slaanesh) used by Chaos Daemons, along with the rules for using them in your games of Warhammer 40,000.
Weapons of Khorne are etched with burning runes of slaughter, and each screams with the power of the Daemon bound inside it. |
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.
Decapitating Blow:
Any
To Wound rolls of 6 made with this weapon have the
Instant Death special rule.
Etherblades are deadly Daemon weapons that flicker in and out of reality: being not entirely within either dimension, they are able to pass through even the thickest armour with ease, rematerialising within the victim’s body, and slicing him in twain with the most dolorous of blows. |
Soul Grinders wield huge, piston-powered crushing claws, each more than capable of crushing the life out of the hardiest of victims, sundering battle tanks, and tearing through fortress walls as if they were no more substantial than paper. |
These ever-shifting blades are the physical manifestations of an imprisoned Daemon’s seething hatred trapped within the machine-body of a Soul Grinder. |
Dripping with virulent toxins, viruses and bacteria, the rusty weapons of Nurgle are anathema to all living creatures, and even the atmosphere around them writhes and boils at their pestilence. They usually take the form of immense discoloured blades, smeared with necrotic poisons, or weighty flails with foetid, gibbering skulls hanging amongst the plague-filled censers strung from their chains. |
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.
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.
The coruscating weapons gifted by Tzeentch are renowned for their quite unpredictable effects. |
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 | |
|
|
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.
As this sword bites into flesh it saps the foe’s mind, stripping more away with every cut until nothing of their memories, personality or sanity remain. |
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.
Bloodflails smash heroes and cowards alike into the same gory pulp. |
A Soul Grinder’s smoking maw unleashes the fires of the Warp. |
These diseased projectiles are the bloated heads of rot fly victims. |
These rapid-firing weapons are built by the artisans of Chaos from the vestiges of ancient weaponry from the world of mortals. |
These whips move with impossible speed, lashing over their foes a hundred times a second as if the weapon itself has a malign sentience that craves the pain of its victims. |
Some Soul Grinders can vomit forth roiling masses of mutating ichor over incredible distances, annihilating entire enemy squads in one great, disgusting blast. |
Khome despises those who cower from battle, and so he created these huge sentient cannons to bum them out of their hiding places. A hellish glow grows within the cannon’s maw before it blasts forth a shrieking meteor of flaming skulls that melts flesh and bums bone to ash. |
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.
Tzeentchian Flame Weapons
The flames of Tzeentch are nothing less than wild magic; their effects are as unpredictable as they are spectacular. |
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!
This bolt from a Soul Grinders eyes destroys anything in its path. |
Bloodthirsters of the third host can breathe great gouts of daemonic flame. |
Hellfire is a Flamer weapon for the purposes of any special rules that interact with
Flamer weapons.
These long whips are tipped with barbs of fire. In the hands of a Bloodthirster they can split a man in two, and even the thickest armour offers no protection. |
The dread sigils inscribed upon these weighty brass collars provide the Blood God’s own protection against psykers and their otherworldly powers. |
A unit containing one or more models with a Collar of Khorne has a +2 bonus to all
Deny the Witch rolls.
A
Daemon Prince with the Daemonic Flight gift changes its unit type from
Monstrous Creature (
Character) to
Flying Monstrous Creature (
Character).
Many Rot Flies vomit poisonous and corrosive digestive juices over their prey, allowing the flies to suck up their liquefied remains. |
Close combat attacks made by a model with a rot proboscis have the
Poisoned (3+) special rule.
So virulent is its toxin that even the smallest scratch from a venom sting can prove enough to kill the toughest and most grizzled of the enemy’s heroes. |
Before
rolling To Hit, nominate one of this model’s Attacks to be made with the venom sting and roll it separately. This Attack has the
Instant Death special rule.
Clad in daemonic armour laden with unholy runes, the Daemon’s hide is all but immune to the blows of mortals. |
This grants an
armour save of 3+.
Several Daemon models can act as focus points for the Chaos Gods by purchasing locus upgrades. The three tiers of locus, rising from weakest to strongest, are: lesser, greater and exalted. If a unit contains two or more loci, only the strongest takes effect - the rules for the others are ignored whilst there is a stronger loci in the unit. If the model with the strongest locus is slain, the next strongest loci in the unit immediately comes into effect. If there are two loci of the same tier, you choose which applies.
Lesser Locus of Abjuration: This model, and all models in its unit, have the
Adamantium Will special rule.
Lesser Locus of Transmogrification: When a Pink Horror in this model’s unit is slain, place D3 Blue Horror counters next to the unit, rather than 1.
Lesser Locus of Virulence: To Hit rolls of a 6 made in close combat by this model, and all models in its unit, have
the
Poisoned (2+) special rule.
Lesser Locus of Grace: This model, and all models in its unit, have the
Move Through Cover special rule.
Greater Locus of Fury: This model, and all models in its unit, have the
Rage special rule.
Greater Locus of Change: At the beginning of each turn, roll a D6; this model, and all models in its unit, substitute their Strength for the result this turn.
Greater Locus of Fecundity: This model, and all models in its unit, have the
Feel No Pain special rule.
Greater Locus of Swiftness: This model, and all models in its unit, have a +5 bonus to their Initiative characteristic.
Exalted Locus of Wrath: This model, and all models in its unit, have the
Hatred special rule.
Exalted Locus of Conjuration: This model, and all models in its unit, add +1 to the Strength of all hits caused by
psychic powers that they
manifest.
Exalted Locus of Contagion: Even time this model, and all models in its unit, make a close combat
To Hit roll of a 6, the target immediately suffers an additional Strength 4 AP`-` hit with the
Poisoned (4+) special rule.
Exalted Locus of Beguilement: This model and all models in its unit, re-roll failed
To Hit rolls in close combat. In addition,
challenges issued by this model cannot be refused, and the challenge must be accepted by a model of your choice, not your opponent’s.
Generating Psychic Powers
Some Chaos Daemon models are
Psykers, and hence have access to several psychic powers. For each point of
Mastery Level he has, a psyker may make a roll on one of the tables available to him. If the psyker is a Daemon of a particular Chaos God, they may roll up to half their powers (rounding fractions up) on the chart that corresponds to their patron.
For example, a Daemon Prince with the Daemon of Tzeentch special rule and Mastery Level 3 could roll once on the Biomancy table, once on the Telepathy table, and once on the Discipline of Change table. Alternatively, he could generate all three of his powers from the Biomancy table, but he cannot generate more than two of his powers from the Discipline of Change table.To
randomly generate a Chaos Daemon psychic power, first choose the
Psychic Discipline that corresponds to the model’s Mark of Chaos. Then, roll a D6 and consult the chosen Psychic Discipline table; the Psychic Power generated corresponds to the number rolled on the D6.
Flickering Fire of Tzeentch
(Primaris Power)
The Daemon twists his hands in the air and the bodies of his enemies are suddenly consumed with coruscating flames. |
Warp Сharge:
1-3
Flickering Fire of Tzeentch is a
witchfire power with the profile given below. Each time this psychic power is used, choose whether it will have a
Warp Charge cost of 1, 2 or 3. Flickering Fire of Tzeentch fires an additional D6 shots for each point of Warp Charge after the first that it cost to manifest
For example: If a Psyker attempts to manifest Flickering Fire of Tzeentch using two Warp Charge points it will be Assault 3D6 rather than Assault 2D6.
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!
1
The psyker conjures a writhing storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake. |
Warp Сharge:
1
Tzeentch’s Firestorm is a
witchfire power with the following profile:
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!
2
The Daemon’s chanting unleashes a single devastating bolt of roiling Warp energy that wracks the foe with sickening and uncontrollable mutations. |
Warp Сharge:
1
Bolt of Change is a
beam with the following profile:
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!
3
Cackling madly, the Daemon throws his arms wide in a sudden motion, the air igniting at his touch. At his command a surge of searing warpflame erupts in all directions about him. |
Warp Сharge:
1
Tzeentch’s Warpflare is a
nova power with the following profile:
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!
4
Spinning in wild circles, the Daemon gibbers a backwards incantation that summons a jet of warpflame into reality. From amongst the flickering flames bounds an Exalted Flamer of Tzeentch, lured to battle by the jabbered incantation. |
Warp Сharge:
2-3
Boon of Flame is a
conjuration with a range of 12". If you
manifest this power at Warp Charge 2, it creates 1
Exalted Flamer of Tzeentch. Alternatively, you can attempt to manifest this power at Warp Charge 3 (decide before rolling). If you do so, you can instead choose to create one of the following units: 3
Flamers of Tzeentch or 1
Burning Chariot of Tzeentch.
5
The psyker opens a swirling portal to the Warp itself a magical tear in the fabric of the mortal plane that sucks nearby victims into certain oblivion. |
Warp Сharge:
2
Infernal Gateway is a
witchfire power with the following profile:
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!
6
The Daemon opens his eyes and allows almighty Tzeentch to gaze through them. The link can be maintained for only the briefest of moments lest the Daemon be obliterated by the power of his patron’s scrutiny. Yet for that singular moment, kaleidoscopic beams of raw change carve through reality, roaring from the Daemon's burning eye sockets to reduce its victims to writhing, mutated ruin. |
Warp Сharge:
3
Prismatic Gaze is a
witchfire power with the following profile:
(Primaris Power)
The psyker’s maw distends wide before spewing forth a noxious stream of disease and filth that chokes and suffocates his victims. |
Warp Сharge:
1
Stream of Corruption is a
witchfire power with the following profile:
1
At the Daemon's command, the bodies of his enemies bulge with excruciatingly painful inflammation, every fibre of their being wracked by torturous swellings. |
Warp Сharge:
1
Debilitating Distention is a
malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target unit cannot
Run, perform
Sweeping Advances or fire
Overwatch.
2
The Daemon belches forth a wind of plague that chokes and poisons his foes. |
Warp Сharge:
1
Plague Wind is a
witchfire power with the profile below. It has no effect on
vehicles.
3
The daemonic followers of Nurgle use their Warp gifts to surround themselves with ghastly, vomit-inducing odours that cripple nearby foes. |
Warp Сharge:
1
Miasma of Pestilence is a
blessing that targets the
Psyker. At the start of each
Fight sub-phase whilst this power is in effect, roll a D3. Until the end of the phase, all enemy units
locked in close combat with the target or his unit suffer a penalty to their Weapon Skill and Initiative characteristics equal to the result.
4
The psyker reaches out a clawed hand from which drifts a vile cloud of Warp-spores. Enemies engulfed by this cloud are seized by a terribly contagious infection that blackens their flesh and rots their organs to sludge. |
Warp Сharge:
2
Rancid Visitations is a
nova power with a range of 12". Each target unit must pass a
Toughness test or suffer a Wound with no
armour or
cover saves allowed.
If a model is slain, its unit must pass another
Toughness test or suffer an additional Wound with no
armour or
cover saves allowed. Repeat this process until a Toughness test is passed or the unit is destroyed.
5
The Daemon forces the energies of decay deep into his victims body, causing internal organs to liquify and gush forth from every orifice in a revolting torrent. Only the most stalwart and resolute foe can withstand such punishing physical trauma for more than a few fleeting heartbeats. |
Warp Сharge:
2
Final Decomposition is a
focussed witchflre power with the profile below. It has no effect on
vehicles.
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.
6
Beseeching Grandfather Nurgle for aid, the Daemon calls forth the blessing of the Lord of Decay to invigorate the plague-ridden bodies of his followers. Perverse vigour floods through atrophied limbs, leathery hides thicken into flabby rolls, and fresh crops of mucus-thick boils and buboes blossom. |
Warp Сharge:
1-3
Putrescent Vitality is a
blessing that targets a single friendly unit with the
Daemon of Nurgle special rule within 24". Each time this psychic power is used, choose whether it will have a Warp Charge cost of 1, 2 or 3. Whilst this power is in effect, add 1 to the Toughness characteristic of all models in the target unit for each point of Warp charge that it cost to
manifest.
(Primaris Power)
A long tongue-like whip of energy erupts from Slaanesh’s vassal and slashes into the ranks of his enemies, leaving a trail of broken and convulsing corpses in its wake. |
Warp Сharge:
1
Lash of Slaanesh is a
beam with the following profile:
1
With an almost lackadaisical gesture, the Daemon engulfs his enemies in a haze of broken dreams and unattainable desires, leaving them distracted and ripe for the slaughter. |
Warp Сharge:
1
Acquiescence is a
malediction that targets a single enemy unit within 18". The target unit suffers a -5 penalty to its Initiative (to a minimum of 1) and can neither make use of the
Counter-attack special rule nor fire
Overwatch whilst this power is in effect.
2
The psyker sings out a forbidden siren song, whose lilting, invasive melody causes victims to move and jerk uncontrollably. The desperate savagery of the dance increases by the second until bones shatter, flesh tears, and blood sprays in glistening fans. |
Warp Сharge:
1
Pavane of Slaanesh is a
focussed witchfire power with a range of 24". The target must pass a
Leadership test or suffer a Wound with no
armour or
cover saves allowed. If the target is slain,
randomly select another model in the unit. That model must also pass a Leadership test or suffer a Wound with no armour or cover saves allowed. If that model is also slain, randomly select another model in the unit and repeat the process until a model passes a Leadership test or the unit is destroyed.
3
The Daemon taps into the darkest parts of its allies' souls, drawing forth their most fanatical desires and amplifying them until they begin to claw at their own flesh in manic jury. When commanded to strike, they become as a living tide of wild passion and rage. |
Warp Сharge:
1
Maniacal Fervour is a
blessing that targets a single friendly unit within 24". That unit immediately suffers D6 Strength 3 AP`-` hits. However, whilst the power is in effect, the target unit has the
Furious Charge,
Rage and
Zealot special rules.
4
The Daemon summons a flock of illusory creatures who flit and broil across the battlefield, their dark promises of fulfilment seducing and bewildering the hapless foe, leaving all but the most disciplined warriors unable to function. |
Warp Сharge:
1
Phantasmagoria is a
malediction that targets a single enemy unit within 18". Whilst this power is in effect, each time the unit wishes to make one of the following actions -
move,
manifest psychic powers,
Run,
shoot,
charge, make attacks in the
Fight sub-phase, make a
Sweeping Advance,
Consolidate or fire
Overwatch - it must first pass a
Leadership test or be unable to do so. If the test is failed, the unit can still attempt to perform an alternative action in the same phase (for example, a unit that fails to shoot can take a separate Leadership test in an attempt to Run instead).
5
The psyker hurls forth a glittering cloud of razor-sharp darts, flensing the minds, bodies and souls of his victims. |
Warp Сharge:
2
Slicing Shards is a
witchfire power with the following profile:
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.
6
The psyker breathes in the powers of the Warp before emitting an ear-piercing chorus of screams. A million voices spill forth from the Daemon’s maw all at once, assaulting the sanity of all within earshot even as they shatter armaglass optics, burst eardrums and turn brains to gelid soup. |
Warp Сharge:
2
Cacophonic Choir is a
nova power with a range of 12". For each target unit, roll 2D6 and subtract their Leadership. The unit suffers a number of Wounds equal to the result, with no
armour or
cover saves allowed. After resolving any Wounds, each target unit must take a
Pinning test.
Many characters in the Chaos Daemons army may purchase daemonic rewards. Due to the fickle and shifting nature of the Chaos Gods, you can’t purchase specific rewards. Instead, a character has the option to purchase a certain points’ worth of Lesser, Greater and Exalted Daemonic Rewards in any combination - the nature of those rewards is randomly determined.
At the same time as you determine your
Warlord Trait, each character in your army randomly determines which daemonic rewards he has; roll a D6, on the appropriate table, for each reward. Each reward can be duplicated across the army, but can only be taken once per model (even if the reward is included in the model’s army list entry); duplicate results must be re-rolled. Once all a character’s rewards are determined, he can choose to swap a single Lesser, a single Greater and/or a single Exalted reward for result 0 on the relevant table; this is the only way to receive a Magic Weapon, Greater Magic Weapon or Hellforged Artefact from the tables.
For example, a Lord of Change has two Lesser Rewards and one Greater Reward. He rolls twice on the Iesser Reward table and once on the Greater Reward table. He could swap one Lesser Reward for a Magic Weapon, and/or his Greater Reward for a Greater Magic Weapon.
D6 | Daemonic Reward | 0 | Magic Weapon: The Daemon has an Etherblade. Any Daemon of Khorne can instead choose an Axe of Khorne, any Daemon of Tzeentch can instead choose a Staff of Change, any Daemon of Nurgle can instead choose a Plague Flail and any Daemon of Slaanesh can instead choose a Witstealer Sword. | 1 | Burning Blood: Whenever the Daemon suffers an unsaved Wound in close combat, the enemy unit that caused the Wound immediately suffers D3 Strength 4 hits with an AP of 5 with no cover saves allowed. Any unsaved Wounds caused in this manner count towards combat resolution, but do not count towards the total Wounds caused by the Daemon for the purposes of the Riftbringer or Souleater Exalted Reward. | 2 | Cleaving Strike: In close combat, any To Hit rolls of 6 made by the Daemon are resolved at twice the Daemon’s Strength characteristic (to a max of 10). | 3 | Corrosive Breath: Corrosive Breath is a weapon with the following profile:
| 4 | Spell Breaker: The Daemon has the Adamantium Will special rule. | 5 | Warp Breath: Warp Breath is a weapon with the following profile:
| 6 | Warp Strider: The Daemon, and his unit, add +1 to their Reserve Rolls. |
|
D6 | Daemonic Reward | 0 | Hellforged Artefact: The Daemon has a Hellforged Artefact of your choice. Each can be chosen only once per army. If your army already includes all the Hellforged Artefact, you cannot swap any further Exalted Rewards for this result. | 1 | Doubly Blessed: Roll again on this table, re-rolling further results of 1, and roll once on the Lesser Rewards table. The Daemon has both these rewards at no additional cost. | 2 | Riftbringer: At the end of any Assault phase in which this Daemon causes one or more unsaved Wounds, roll 2D6, adding 1 to the total for every full 3 unsaved Wounds the Daemon caused this phase. If the total is less than 9, nothing happens. If the total is 9 or greater, a new unit of Daemons is created as described for a Summoned from the Warp result. | 3 | Souleater: At the end of any Assault phase in which the Daemon caused one or more unsaved Wounds, roll a D6. On a 2+ it gains a single Wound (to a maximum of 10). Note that this may take the Daemon above its starting number of Wounds. | 4 | Unholy Frenzy: The Daemon has the Rage and Rampage special rules. | 5 | Warp Tether: The first time the Daemon is slain it is not removed from play as a casualty, but instead is removed from the battlefield. Any enemy unit locked in combat solely with this model immediately consolidates. The Daemon is then placed in ongoing reserve with a single Wound remaining. If the model with Warp Tether is riding a Chariot, the first time it is slain the entire model is removed and placed in ongoing reserve - the Chariot’s remaining Hull Points, damage results, etc. are unaffected. | 6 | Wind of Chaos: Wind of Chaos is a weapon with the following profile:
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.
|
|
Daemonic steeds are coveted gifts from the Chaos Gods, each a symbol of their rider’s standing amongst his fellows. They also confer unholy power upon their daemonic riders, bearing them into battle at great pace whilst gnashing and clawing at enemies who get close enough.
Only
Infantry models may choose daemonic steeds, and a model may only take a daemonic steed if it also has the Mark of the appropriate Chaos God.
The Herald soars aloft on a predatory disc of Daemon flesh. |
The model receives +1 Toughness, +1 Wound, +1 Attack and his unit type becomes
Jetbikes.
The Herald rides to war atop a metallic monstrosity of brass and steaming fury. |
The model receives +1 Toughness, +1 Wound, +1 Attack and his unit type becomes
Cavalry.
Dozens of giggling, pustulant Nurglings carry the Herald to war. |
The model receives +2 Wounds, +1 Attack and gains the
Very Bulky special rule.
The Herald’s long-limbed and supple steed bears him towards his unwitting foe. |
The model receives +1 Attack and gains the
Acute Senses and
Outflank special rules. Furthermore, their unit type becomes
Cavalry.
These unholy icons shine with the baleful energies of Chaos, guiding Daemons to the mortal plane and anchoring them there. |
When determining the assault result, add one to your total if there are one or more friendly units with an Icon of Chaos locked in that combat.
In addition, if the first model from a friendly unit arriving by
Deep Strike is placed within 6" of at least one model with an Icon of Chaos, the following rules apply:
- If the unit attempting to Deep Strike and the unit with the Icon of Chaos have the same daemonic alignment (both units are entirely composed of models with the same Daemon of Khorne, Tzeentch, Nurgle or Slaanesh special rule) then the unit attempting to Deep Strike does not scatter.
- If the unit attempting to Deep Strike and the unit with the Icon of Chaos have different daemonic alignment (as explained above) but are entirely composed of models with the Daemon special rule, then the unit attempting to Deep Strike scatters D6", rather than the usual amount.
- If either the unit attempting to Deep Strike or the unit with the Icon of Chaos are not entirely composed of models with the Daemon special rule, the Icon of Chaos has no additional effect.
This brass standard constantly drips with blood, the smell of which drives Khorne's daemons into a frenetic battle lust. |
A banner of blood is an
Icon of Chaos. Once per game, the unit bearing the banner of blood can charge 6+D6" instead of the usual amount. Declare you are using the banner of blood before the
charge distance is rolled.
Aetheric lightning plays around the blasted standard, crawling in slow motion like worms upon a corpse. In times of great agitation, these trammelled bolts will leap out to incinerate nearby foes. |
A blasted standard is an
Icon of Chaos. Once per game, the unit can declare it is using its blasted standard. This is done immediately before the unit makes a Shooting attack (including
Overwatch) or attempts to manifest a
witchfire power. If it does so, any unit hit by that attack suffers an additional 2D6 Strength 4 AP- hits.
A pervasive aura of pestilence surrounds this icon, causing rusted blades to weep with even fouler and more toxic diseases. |
A plague banner is an
Icon of Chaos. Once per game, at the start of the
Fight sub-phase, the unit can declare it is using the plague banner. If it does so, its
melee weapons have the
Poisoned (2+) special rule until the end of the phase.
This icon fills all who gaze upon it with such euphoria that they can barely defend themselves from the caresses of Slaanesh s followers. |
A rapturous standard is an
Icon of Chaos. Once per game, at the start of the
Fight sub-phase, the unit can declare it is using the rapturous standard. If the unit does so, all models
locked in combat with the unit with the rapturous standard suffer a -D3 penalty to their Weapon Skill. This cannot reduce their Weapon Skill below 1 and lasts until the end of the phase. Models that have the
Mark of Slaanesh or the
Daemon of Slaanesh special rule are immune to the effects of the rapturous standard.
The Daemon carries a supernatural version of a warhorn, drum, bell, or other instrument that emits a blood-curdling call to arms. |
When a unit with an Instrument of Chaos in
Deep Strike reserve successfully passes its
Reserve Roll, you can also choose another unit. This must be a unit that:
If you do so, the chosen unit automatically
arrives from reserve (no roll is made).
In addition. Instruments of Chaos can affect certain results on the
Warp Storm table, as described below:
- If, when you roll on the Warp Storm table, you roll a Khorne’s Wrath result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Khorne model with an Instrument of Chaos currently on the table.
- If, when you roll on the Warp Storm table, you roll a Storm of Fire result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Tzeentch model with an Instrument of Chaos currently on the table.
- If, when you roll on the Warp Storm table, you roll a Rot. Glorious Rot result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Nurgle model with an Instrument of Chaos currently on the table.
- If, when you roll on the Warp Storm table, you roll a The Dark Prince Thirsts result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Slaanesh model with an Instrument of Chaos currently on the table.
The arcane icon is a statement of the bearer’s aptitude in the sorcerous arts. Revelling in his strange achievements, one who bears such an item is bolstered by his own stubbornness and pride. |
An arcane icon is an
Icon of Chaos. In addition, all models in a unit equipped with an arcane icon have the
Adamantium Will special rule.
The flames that ripple and fizz around an icon of fire are no conventional energies, but psychic force made manifest. One touched by their ethereal kiss will soon have their mind burned away. |
An icon of fire is an
Icon of Chaos. All close combat attacks made by
Daemons of Tzeentch in a unit equipped with an icon of fire have the
Soul Blaze special rule.
Brass Collar of Bloody Vengeance
Karanak’s weighty collar is thick with enchantments of spite and abjuration. |
The Brass Collar of Bloody Vengeance is a
Collar of Khorne. In addition, any
Psyker that takes a
Psychic test within 12" of
Karanak suffers
Perils of the Warp on any roll that includes a double.
Skulltaker’s iron-hard cloak is adorned with the still-screaming skulls of his most prized opponents, the death-cries of the slain sustaining him despite mortal injury. |
This grants
Skulltaker a 3+
Armour Save and the
Eternal Warrior special rule.
It is said that somewhere in the Warp exists a weighty tome, within whose flayed-skin pages the true name of each and every Daemon is recorded. A true name is a profound thing for it allows the invoker complete mastery of the Daemon in question. The Grimoire of True Names is therefore a work much-imitated by mortal scriveners desperate, to harness daemonic power, but its dark majesty can never be precisely duplicated, and these mortal copies are but empty echoes of the true tome. No Daemon possesses the Grimoire of True Names for long as the jealousy of his peers all but guarantees that it will be stolen.
However, whilst the Daemon possesses these cracked and splintered pages he not only has an ironclad command over his fellows, but can also channel the power of the Warp to invigorate and nourish them. Of course, that which empowers can also diminish, and the bearer of this tome is often unable to resist the temptation of proving his power over his daemonic brethren... |
The bearer of the Grimoire of True Names can use it at any point during his
Movement phase. He can target either a friendly or an enemy unit. The target must be within 24" and contain at least one model with the
Daemon special rule. If the target is an enemy, all models in the unit with the Daemon special rule suffer a -1 penalty to their
invulnerable saves until the start of your next Movement phase. If the target is a friendly unit, roll a D6. On a score of 1-2, the Daemon has been unable to overcome his temptation to belittle and punish his allies - all Daemon models in the unit (excluding the bearer of the Grimoire of True names) suffer a -1 penalty to their invulnerable saves until the start of your next Movement phase. On a score of 3-6, the bearer has successfully followed through on his intentions to empower his allies - all Daemon models (excluding the bearer of the Grimoire of True Names) in the unit have a +2 bonus to their invulnerable saves until the start of your next Movement phase.
Ku’gath can scoop up and hurl vast handfuls of plague-ridden
Nurglings at the enemy.
These cracked and jumbled strolls contain details of even spell ever written - though finding the correct one at the opportune moment can be something of a challenge. |
At the start of each friendly
Psychic Phase, choose a
Psychic Discipline from Warhammer 40,000: The Rules and roll a D6 - this turn
The Blue Scribes automatically
manifest that power without the need for a
psychic test (they cannot swap it for the
Primaris Power). This power is treated as having been manifested by the minimum amount of
Warp charge points required to manifest the power, for the purposes of
Deny the Witch rolls. Note that the Blue Scribes are not
Psykers for the purposes of any special mles that target Psykers.
Kairos dors not easily succumb to ill-forlune, for fate can be altered - with the proper knowledge. |
The staff allows you to re-roll a single D6 of your choice once per turn - declare before you make the re-roll. If this is used to re-roll a single dice from 2D6, 3D6 etc, the other dice in that batch cannot be re-rolled.
This flint-black shard is said to be the crystallised soul of the first mortal ever to have succumbed to the temptations of Chaos. It is a trinket greatly prized by the Chaos Gods, for much of their power was sunk into the act of original temptation - the now nameless mortal fancied that he knew the worth of his own soul and drove the Dark Gods a hard bargain. Eventually, he succumbed to damnation, and with this first seduction the mortal realm lay forever weakened to the blasphemous promises of Chaos. Even now, the Doomstone pulses with corruption, tempting nearby mortals with promises of glory. |
At the start of each
Fight sub-phase of a combat containing a model with the Doomstone, all enemy
characters without the
Daemon special rule in that combat must take a
Leadership test. If the test is passed, nothing happens. If the test is failed, the character suffers a -D6 Leadership penalty for the remainder of the game. A model reduced to 0 Leadership in this manner is removed as a casualty with no saves of any kind allowed.
According to legend, this weapon has been present at every major battle since the dawn of time. It has been wielded by mortal and Daemon alike, and taken many different forms. At the gates of Fori Matthias, it was a chainsword whose gears shrieked like the damned. On the killing fields of Josto VII, it was a gossamer-thin sword, whose blade shone only when drenched in blood. None can say to which Chaos God the Eternal Blade owes allegiance. What is without doubt is that ownership of the Eternal Blade is a guarantee of earning great worldly renown. |
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.
Even to the most learned scholars of the Ordo Malleus, the Portalglyph is something of a mystery. Its nature is notorious, for its merest presence creates a small Warp rift, through which the minions of the Chaos Gods can emerge onto the mortal plane. The Portalglyph cannot be destroyed, only sealed - and if this is not done swiftly, the world on which it is placed is soon overrun by Daemons. |
The Portalglyph can be placed once per game, at any point in any of your
Movement phases. Place a small
blast marker or other similar sized marker within 12" of the bearer and
scatter it 4D6". If the counter ends up off the board, or inside/within 1" of a unit or
impassable terrain, reduce the scatter distance by the minimum required to avoid the obstacle. Once placed, the portalglyph is treated as an
Immobilised vehicle with the following profile:
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| Portalglyph |
0 |
12 |
12 |
12 |
1 |
Vehicle | |
|
|
At the end of each of your
Movement phases after the Portalglyph has been placed, roll a D6. On a score of 4-6 a new unit (under your control) of D6
Daemons (your choice of
Bloodletters,
Pink Horrors,
Plaguebearers or
Daemonettes) enters play from the Portalglyph, exactly as if it were a unit
disembarking from a
transport. This unit has no upgrades, but otherwise is treated exactly as a normal unit of its type.
Mortals and Daemons beyond counting have fallen to this hungry blade, wreathed in magical flames. |
Decapitating Blow:
Any
To Wound rolls of 6 made with this weapon have the
Instant Death special rule.
Be’lakor wields a unique etherblade, its ghostly form in eternal transience between shape and shadow; solidity and silhouette. Mastery of this weapon enables Be’lakor to scythe through armour, scale, flesh and bone without resistance, its essence changing in an instant from formless shadow to murderous edge at its master’s whim. Whether the weapon is a part of the Daemon itself, or perhaps an ancient gift bestowed upon him by the Dark Gods that Be’lakor somehow retained in spite of his fall from favour, none can truly say. |
Each of Skarbrand’s two axes contain the essence of an enraged Greater Daemon. |
Hellforged Artefacts of Khorne
Daemons of Khorne that have the option to take
Daemonic Rewards can also take a
Hellforged Artefact of Khorne, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
1 Daemon Prince of Khorne or Herald of Khorne only. This item replaces the bearer’s melee weapon.
2 Bloodthirster of any type or Daemon Prince of Khorne only. This item replaces the bearer’s melee weapon.
3 Bloodthirster of any type or Daemon Prince of Khorne only.
4 Bloodthirster of any type, Daemon Prince of Khorne or Herald of Khorne only.
A’rgath, the King of Blades
When a Damon is bound within a weapon by its infernal master, it rarely submits willingly to this terrible incarceration. The same cannot be said for A’rgath. A lifetime of slaughter and zealous dedication saw this butcher granted daemonhood. Such was his devotion to Khorne that instead of accepting immortality as a Daemon Prince, he instead chose to take the form of a deadly blade so that he could spill the lifeblood of Khorne’s greatest enemies. Their hand guided by A’rgath’s spirit, the sword’s wielder becomes nigh unstoppable. Countless are the rival champions and mortal heroes that have fallen to his power. |
Blade King:
When fighting in a
challenge, the bearer always hits on 2+.
Though this armour was forged in the Brass Citadel, it was the Blood Gods contempt for the weapons and sorceries of lesser warriors that gave it life. Aeons after its creation, it is this same burning scorn which shields its wearer in battle. |
The Armour of Scorn confers a 3+
Armour Save and the
Adamantium Will special rule. Reduce the Strength characteristic of any attacks that target the bearer by 1 (to a minimum of 1).
Those slain by this baleful Axe of Khorne explode in fountains of molten gore as the weapon’s terrible energies tear them apart. The searing crimson sprays shower the victim’s comrades, who soon collapse as their flesh runs like melting wax and weapons fall from disintegrating hands. No bodies are left in Deathdealer’s wake, only pools of steaming gore. |
Decapitating Blow:
Any
To Wound rolls of 6 made with this weapon have the
Instant Death special rule.
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.
This legendary sword holds the power to sunder the very fabric of time itself. To decide who will wield this fabled blade, Khorne hosts a tournament. The Daemon who finds the Bloodhunger is named Lord of Slaughter and bears the blade until Khorne tires of him. A Flesh Hound is then sent to devour both the wielder and sword, and a new tournament is begun. |
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.
Carved with evil runes of death and ruin, the edge of th is ebon blade glows with barely-contained power. The Bloodthirster bound within this mighty axe channels every iota of its hate and rage into these runes until they glow with molten heat. The greater the foe the wielder faces, the hotter the runes burn with killing power as the Bloodthirster yearns to battle in the flesh. |
Anathema:
To Hit rolls of a 6 are resolved at
Strength D instead of the wielder’s normal Strength value.
It is said that this crown was created from a single drop of Кhorne’s blood and forged by his withering gaze. A measure of the Blood God’s endless wrath is bound within the crown, and its effect upon his daemonic servants is palpable. Fuelled by the artefact’s fell presence, Khorne’s Daemons are driven to ever greater heights of savagery and slaughter. |
Add 1 to the Attacks characteristic of all models with the
Daemon of Khorne special rule within 8" of the bearer.
Hellforged Artefacts of Nurgle
Daemons of Nurgle that have the option to take
Daemonic Rewards can also take a
Hellforged Artefact of Nurgle, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
1 Herald of Nurgle only.
2 Great Unclean One only.
3 Great Unclean One, Daemon Prince of Nurgle or Herald of Nurgle only.
4 Daemon Prince of Nurgle or Herald of Nurgle only.
This fabled weapon is the literal manifestation of corruption in its purest form. The merest scratch from its plague-ridden edge is enough to lay low the hardiest foe and can effortlessly overcome even the superhuman resilience of a Space Marine. |
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.
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.
Death’s Head of Duke Olaks
Duke Olaks was once a proud leader of an ancient people who foolishly ordered his scientists to formulate an elixir to make him immortal. It was with great delight that Nurgle bestowed upon him a terrible wasting sickness for his arrogance. So torturous was the incurable contagion’s effect on the duke’s undying body that Olaks demanded his scientists develop an antidote to the elixir so that death could finally free him from his eternal torment. Though they dutifully succeeded in this venture, Nurgle was far from finished with his newest plaything. Duke Olaks’ head now serves as a potent weapon that can be cast amongst the Lord of Decays enemies to spread the very same plague that once afflicted its long-dead owner. |
So prolific are the daemon-bacteria infesting this plague-flail that the body of any foe struck down by its filth-encrusted barbs swells into a quivering, pus-bloated blister, before bursting amongst its kin in a spray of deadly contagions. Thus can dozens of foes succumb to a single swing of Epidemia. |
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.
Grotti was once a mortal tribesman whose dubious personal hygiene saw him shunned even by his primitive people. After an unfortunate incident in which Grotti accidentally contaminated his tribe’s stew with grox dung, leading to an epidemic of crippling gut-rot, he was finally banished from his tribe. Alone and bereft of shelter, Grottis doom was inevitable. Yet as he slowly wasted away from starvation and fever began to take hold of his emaciated body, an otherworldly power took notice of his predicament. Nurgle gazed down upon this disgusting mortal with a sense of paternal pride and, though he chose not to save Grotti’s life, spirited away his departing soul and refashioned it into a Nurgling. Ever since this unconventional apotheosis, Grotti's foetid aura has only worsened, and now has the power to wrack victims with a spectacularly messy wasting sickness. |
Reduce the Toughness characteristic of all models (friend or foe) by 1 whilst they remain within 6" of a model accompanied by Grotti the Nurgling, unless they have the
Daemon of Nurgle special rule.
Those slain by a Daemon crowned with the fabled Horn of Nurgle’s Rot are doomed to rise once more, their altered corpse joining the shambling ranks of Nurgle’s tallymen. |
After resolving the bearer’s close combat attacks, add 1 model to a friendly unit of
Plaguebearers of Nurgle within 12" of the bearer for each enemy model that was slain. The model must be placed within
unit coherency, more than 1" from any enemy models. Any models that cannot be placed in this manner are lost.
To hear the grim tolling of this great bell upon the winds is a death sentence, for its chime heralds the arrival of Nu’rgles plague hordes. Such is its dread power that a single tolling of the Doomsday Bell reverberates for long minutes, spreading dread and despair even over the clangour of battle. |
The Doomsday Bell is an
Instrument of Chaos. Whilst the bearer is on the battlefield, subtract 1 from the Leadership characteristic of all enemy units.
Hellforged Artefacts of Slaanesh
Daemons of Slaanesh that have the option to take
Daemonic Rewards can also take a
Hellforged Artefact of Slaanesh, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
1 Keeper of Secrets or Herald of Slaanesh only.
2 Herald of Slaanesh only.
3 Keeper of Secrets, Daemon Prince of Slaanesh or Herald of Slaanesh only.
4 Exalted Alluress only.
5 Keeper of Secrets or Daemon Prince of Slaanesh only.
This elegant blade is formed from a single shard of purest quicksilver hewn from Slaanesh’s throne. Its wielder is empowered to a near impossible level of swiftness, the sword darting, spinning and striking with a grace born of both divine perfection and murderous intent. The blade revels in bleeding its victims slowly, raking them with dozens of lightning-fast strikes and relishing the pain they cause. |
Blade Blitz:
Add 2 to the bearer’s Attacks characteristic.
This gluttonous blade gulps down the souls of its victims before vomiting the stolen energies back into the corporeal body of its wielder. Its vile soulgreed stems from the starving and deranged Keeper of Secrets bound within - an arrogant entity that sought to devour enough Eldar souls to challenge the preeminence of Slaanesh himself. As punishment for the Daemons monstrous hubris, Slaanesh trapped it within Soulstealer, condemning the Keeper of Secrets to an eternity of insatiable greed and the hollow existence of a starving slave. |
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.
This gem was once the purest diamond in the Eldar empire during the time before the Fall. It was a source of jealous pride to its keeper, a noble by the name of Ydrisyll, who spent ever more time transfixed by its beauty. One of Slaanes’s first deeds after his apocalyptic birth was to capture Ydrisyll’s soul and cage it within the very gem he once so coveted. Gazing upon this corrupted diamond now has an even greater hypnotic effect than ever before, inspiring uncontrollable jealousy and leaving mortal senses hopelessly addled. |
At the start of the
Fight sub-phase, after any
challenges have been issued and accepted but before any blows are struck, any model involved in a challenge with the bearer must roll 3D6 and subtract their Leadership characteristic from the total. That model suffers a penalty to its Weapon Skill and Initiative characteristics equal to the result (to a minimum of 1) for the rest of the phase.
A Daemon favoured with Slaanes/Ts Mark of Excess faces an existence of constant, desperate addiction. Whenever the cursed recipient sheds the lifeblood of a worthy foe it is rewarded by a sensory explosion of bliss so all-consuming that the Daemon will fight harder than ever to feel such sensations again. |
At the end of a
Fight sub-phase in which the bearer slays an enemy
Monstrous Creature or
Character, add 1 to its Attacks characteristic for the rest of the game.
Formed from the essence of a Keeper of Secrets, this claw has taken many guises and been bound to the flesh of countless of the Dark Prince’s Daemons over the millennia. When the Slothful Claw strikes, the blow appears clumsy and ponderous to its victim. This is but an illusion; in truth the claw strikes like lightning while the foe reels in sluggish confusion. |
When a model equipped with the Slothful Claw makes its close combat attacks, roll one of its attacks separately using the following profile:
This pair of lashing whips was forged from the agonised screams of a thousand victims. Each prehensile thong is tipped with a cruel, lacerating hook and is able to deliver excruciating trauma with the slightest touch. Slaanesh grants these fiendish lashes to an Exalted Alluress whose murderous deeds have drawn his gaze. From atop her speeding chariot, this dark mistress gifts wicked torment to those unfortunate enough to know the sickening pleasure of the whips’ touch. |
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.