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| == Chaos Daemons Special Rules == | | == Chaos Daemons Special Rules == |
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| === Daemonic Alignment ===
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| 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).
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| === Daemon of Khorne ===
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| 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.
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| === Daemon of Nurgle ===
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| 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.
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| === Daemon of Slaanesh ===
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| 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.
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| === Daemon of Tzeentch ===
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| 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.
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| === Daemonic Instability ===
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| 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:
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| 1) The unit takes a Leadership test. If the dice roll is a double 1 or double 6, the Daemons’ presence fluctuates:
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| * '''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.
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| * '''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.
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| 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.
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| === Warp Storm ===
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| 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.
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| ==== Warp Storm Table ====
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| {| class="wikitable"
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| {| class="wikitable"
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| |'''2D6'''
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| |'''Result'''
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| |'''2'''
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| |'''The Storm Abates:''' ''The storm momentarily subsides, dragging the Daemons back into the Warp.''
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| All units with the Daemonic Instability special rule (friend or foe) must immediately take a Daemonic Instability test.
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| |'''3'''
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| |'''Punished by the Gods:''' ''The Chaos Gods vent their anger upon their own minions.''
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| 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.
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| |'''4'''
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| |'''Warp Ebb:''' ''The Chaos Gods’ feuds have left their minions drained of power.''
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| 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.
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| |'''5'''
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| |'''Storm of Fire:''' ''Tzeentch’s magical storms rain from the sky.''
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| 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.
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| |'''6'''
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| |'''Rot, Glorious Rot:''' ''Nurgle's plagues blossom across reality.''
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| 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.
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| |'''7'''
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| |'''The Warp is Calm:''' ''The Warp storms momentarily cease.''
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| Nothing happens, this time...
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| |'''8'''
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| |'''The Dark Prince Thirsts:''' ''Slaanesh rips his foes’ souls free of their mortal shackles.''
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| 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.
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| |'''9'''
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| |'''Khorne’s Wrath:''' ''Khome hurls brass skulls at his foes.''
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| 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.
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| |'''10'''
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| |'''Warp Surge:''' ''The winds of the Warp blow stronger.''
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| 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.
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| |'''11'''
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| |'''Daemonic Possession*:''' ''An enemy Psyker is possessed by a powerful Daemon.''
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| 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.
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| |'''12'''
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| |'''Summoned from the Warp*:''' ''Daemonic reinforcements flood through a rift between worlds.''
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| 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.
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| |}
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| |}
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| '''*''' 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.
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| == Special Rules ==
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| === Agonising === | | === Agonising === |