DAEMONS OF CHAOS: Difference between revisions

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''The Daemonic legions are the most feared of all Mankind's foes. Even to acknowledge their existence is strictly forbidden. Should these otherworldly fiends conquer the material universe, reality itself will be replaced by a hellscape forever more.
''The Daemonic legions are the most feared of all Mankind's foes. Even to acknowledge their existence is strictly forbidden. Should these otherworldly fiends conquer the material universe, reality itself will be replaced by a hellscape forever more.
[[File:Cd codexart.png|thumb|The daemons of chaos, malevolent forces that seek to corrupt or destroy.]]
''The Daemonic legions comprise grotesque apparitions from a nightmarish otherworld called the Warp. These are the stuff of evil made manifest - beings of purest rage and despair fight alongside the embodiments of forbidden lust and uncontrollable mutation. The Daemon legions go to war not to conquer planets or take over solar systems, but to capsize reality and usher in an age of Chaos in its place. This thrice-cursed volume examines these embodiments of humanity’s darkest hopes and fears in mind-blasting detail.''


The Daemonic legions comprise grotesque apparitions from a nightmarish otherworld called the Warp. These are the stuff of evil made manifest - beings of purest rage and despair fight alongside the embodiments of forbidden lust and uncontrollable mutation. The Daemon legions go to war not to conquer planets or take over solar systems, but to capsize reality and usher in an age of Chaos in its place. This thrice-cursed volume examines these embodiments of humanity’s darkest hopes and fears in mind-blasting detail.''
 
[[Daemons of Chaos USRs]]
 
[[Daemons of Chaos Wargear]]
 
[[Daemons of Chaos Datasheets]]
 
== Daemons of Chaos 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), and Shrouded special rules.
----
 
=== Daemon of Slaanesh ===
Daemons of Slaanesh have the Daemon, 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").
----
 
=== 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 a combat, it must take a Daemonic Instability test at the Check Morale step of the Fight Phase instead of a LD test. 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 Command phases. Compare the result to the Warp Storm table below, and resolve the effect immediately.
 
==== Warp Storm Table ====
{| class="wikitable"
|
{| class="wikitable"
|'''2D6'''
|'''Result'''
|-
|'''2'''
|'''The 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.
|-
|'''3'''
|'''Punished 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.
|-
|'''4'''
|'''Warp 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.
|-
|'''5'''
|'''Storm 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.
|-
|'''6'''
|'''Rot, 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.
|-
|'''7'''
|'''The Warp is Calm:''' ''The Warp storms momentarily cease.''
Nothing happens, this time...
|-
|'''8'''
|'''The 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.
|-
|'''9'''
|'''Khorne’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.
|-
|'''10'''
|'''Warp 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.
|-
|'''11'''
|'''Daemonic 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.
|-
|'''12'''
|'''Summoned 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.
 
=== Daemonic Rewards ===
'''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.''
 
==== Daemonic Rewards ====
{| class="wikitable"
|Lesser Rewards
|'''10''' pts each
|}
{| class="wikitable"
|Greater Rewards
|'''20''' pts each
|}
{| class="wikitable"
|Exalted Rewards
|'''30''' pts each
|}
 
 
==== Lesser Rewards ====
{| class="wikitable"
|
{| class="wikitable"
|'''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:
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Template
|5
|5
|Assault 1, Armourbane
|}
|-
|'''4'''
|'''Spell Breaker:''' The Daemon has the Adamantium Will special rule.
|-
|'''5'''
|'''Warp Breath:''' Warp Breath is a weapon with the following profile:
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|18"
|8
|4
|Assault 1, Soul Blaze
|}
|-
|'''6'''
|'''Warp Strider:''' The Daemon, and his unit, gain the Deep Strike special rule.
|}
|}
----
 
==== Greater Rewards ====
{| class="wikitable"
|
{| class="wikitable"
|'''D6'''
|'''Daemonic Reward'''
|-
|'''0'''
|'''Greater Magic Weapon:''' The Daemon has a Greater Etherblade. Any Daemon of Khorne can instead choose a Blade of Blood, any Daemon of Tzeentch can instead choose a Mutating Warpblade, any Daemon of Nurgle can instead choose a Balesword and any Daemon of Slaanesh can instead choose a Lash of Despair.
|-
|'''1'''
|'''Corpulescence:''' The Daemon has +1 Wound and the It Will Not Die special rule.
|-
|'''2'''
|'''Daemonic Resilence:''' The Daemon has the Feel No Pain (4+) special rule.
|-
|'''3'''
|'''Dark Blessing:''' The Daemon re-rolls failed invulnerable saves.
|-
|'''4'''
|'''Hellfire Gaze:''' Hellfire Gaze is a weapon with the following profile:
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|18"
|8
|1
|Assault 1, Lance
|}
|-
|'''5'''
|'''Touch of Uncreation:''' The Daemon’s close combat attacks have the Armourbane and Fleshbane special rules.
|-
|'''6'''
|'''Unbreakable Hide:''' The Daemon has an armour save of 3+.
|}
|}
----
 
==== Exalted Rewards ====
{| class="wikitable"
|
{| class="wikitable"
|'''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:
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|24"
|2D6
|4
|Assault 1, Blast, '''Flux'''
|}
'''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.  
|}
|}
 
== 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.
{| class="wikitable"
|'''D6'''
|'''Warlord Traits'''
|-
|'''1'''
|'''Death Incarnate'''The Warlord’s Melee weapons have the Instant Death special rule.
|-
|'''2'''
|'''Destroyer of Mortals'''The Warlord, and his unit, have the Hatred special rule.
|-
|'''3'''
|'''Herald of Doom'''Whilst the Warlord is alive, all enemy units have a -1 penalty to their Leadership when taking Fear tests.
|-
|'''4'''
|'''Immortal Commander'''Friendly Codex: Chaos Daemons units within 12" of the Warlord may re-roll failed Daemonic Instability tests.
|-
|'''5'''
|'''Lord of Unreality'''Whilst the Warlord is alive, you can re-roll results on the Warp Storm table.
|-
|'''6'''
|'''Warp Beacon'''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 ===
{| class="wikitable"
|'''D6'''
|'''Warlord Traits'''
|-
|'''1'''
|'''Aspect of Death'''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.
|-
|'''2'''
|'''Glory of Battle'''Your Warlord has the Rampage special rule.
|-
|'''3'''
|'''Oblivious to Pain'''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.
|-
|'''4'''
|'''Immense Power'''Add 1 to your Warlord’s Strength characteristic.
|-
|'''5'''
|'''Devastating 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.
|-
|'''6'''
|'''Rage Incarnate'''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 ===
{| class="wikitable"
|'''D6'''
|'''Warlord Traits'''
|-
|'''1'''
|'''Blessed with Corpulence'''Add 1 to the Wounds characteristic of your Warlord.
|-
|'''2'''
|'''Acidic Ichor'''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.
|-
|'''3'''
|'''Plaguefly Hive'''Enemy units within 7" of your Warlord can only fire Snap Shots when targeting your Warlord and his unit.
|-
|'''4'''
|'''Virulent Touch'''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.
|-
|'''5'''
|'''Impenetrable Hide'''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.
|-
|'''6'''
|'''Miasma of Pestilence'''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 ===
{| class="wikitable"
|'''D6'''
|'''Warlord Traits'''
|-
|'''1'''
|'''Celerity of Slaanesh'''Your Warlord and his unit can Run and charge in the same turn.
|-
|'''2'''
|'''Quicksilver Duellist'''When fighting in a challenge, your Warlord re-rolls all failed To Hit rolls.
|-
|'''3'''
|'''The Murderdance'''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.
|-
|'''4'''
|'''Fatal Caress'''Any To Wound rolls of 6 made by your Warlord in the Assault phase have the Instant Death special rule.
|-
|'''5'''
|'''Savage Hedonist'''Add 1 to the Attacks characteristic of your Warlord.
|-
|'''6'''
|'''Bewitching Aura'''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.
|}
 
== Relics of Nurgle ==
If a CHAOS DAEMONS NURGLE model gains a Relic, you can give them one of the following Relics of Nurgle. Named characters and '''VEHICLE''' models cannot be given any of the following Relics.
 
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Nurgle your models have on your army roster.
{| class="wikitable"
|-
|HORN OF NURGLE’S ROT
 
''A daemon crowned with this repulsive horn can, with but a single touch, infect mortal victims with Nurgle’s Rot. Even as the afflicted lay dying, their bodies and souls decay and deform, despair curdling their last moments. What were once enemy soldiers rise anew as Plaguebearers of Nurgle, and shamble to take their place in the festering ranks of their fellows.''
Each time the bearer is selected to fight, after its attacks have been resolved you can select one friendly '''PLAGUEBEARERS''' '''INFANTRY''' unit wholly within 18" of the bearer to be replenished. Roll one D6 for each enemy model that was destroyed by the bearer this phase. For each 4+, you can return 1 destroyed model to that '''PLAGUEBEARERS''' unit. These models cannot be set up within Engagement Range of any enemy units unless those enemy units are already within Engagement Range of its unit. Each unit can only be replenished once per turn.
|}
{| class="wikitable"
|-
|THE ENTROPIC KNELL
 
''To hear the grim tolling of this great bell upon the winds is a death sentence, for its sound heralds the arrival of the Plague Legions. Such is its dread power that a single peal reverberates for long minutes, spreading despair even over the clangour of battle.''
In your Command phase, select one enemy unit within 12" of this model. Until the start of your next Command phase:
 
* For the purposes of determining which player controls an objective marker, treat the number of models in that unit as half its current number (rounding up).
* Models in this unit treat their Initiative Characteristic as 1.
|}
{| class="wikitable"
|-
|TOME OF A THOUSAND POXES
 
''How this rotten volume found its way out of the diseased libraries of the scholar Ku’gath may never be known, but within its foetid daemon-hide pages are the secrets of many of that daemon’s most ruinous plagues. Even the simplest infection can bloom into new and vibrant potency by using the arcane incantations it contains, each inscribed in divine ichor.''
'''PSYKER''' model only.
 
* The bearer knows one additional psychic power from any '''discipline''' it has access to.
* Each time the bearer attempts to manifest a psychic power, if the result of the Psychic test is 7, that psychic power cannot be denied.
|}
{| class="wikitable"
|-
|CORRUPTION
 
''This fabled weapon is the physical manifestation of corruption. Constantly dripping with foul ooze, the merest scratch from its edge is enough to lay low the hardiest foe, and its toxins can effortlessly overcome even the resilience of a Space Marine.''
Select one melee weapon the bearer is equipped with:
 
* Each time an attack made with that weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses.
* That weapon is now considered to be a Relic for all rules purposes.
|}
{| class="wikitable"
|-
|THE ENDLESS GIFT
 
''Only the most accomplished plague daemons are granted the Endless Gift. A disease of unutterable malignancy and repulsive beneficence, it changes form constantly from plague to infestation to malaise. The one constant is its ability to reknit its sufferer’s corporeal form from even the most catastrophic of wounds. One moment, infernal bacteria may multiply like wildfire until their gelid mass fills a fleshy rent with fresh daemon-flesh. The next, pestilential vapours may billow from the daemons yawning maw, veiling its ravaged bulk before tattering away to reveal a form healed of its recent hurts. However it happens, the longer the enemy must watch their efforts to fell the daemon falter, the more their despair feeds into the gift and increases its supernatural potency until its vessel is all but immune to banishment.''
At the start of your Command phase, the bearer regains up to a number of lost wounds equal to the current battle round number.
|}

Latest revision as of 17:09, 7 August 2024

The Daemonic legions are the most feared of all Mankind's foes. Even to acknowledge their existence is strictly forbidden. Should these otherworldly fiends conquer the material universe, reality itself will be replaced by a hellscape forever more.

The daemons of chaos, malevolent forces that seek to corrupt or destroy.

The Daemonic legions comprise grotesque apparitions from a nightmarish otherworld called the Warp. These are the stuff of evil made manifest - beings of purest rage and despair fight alongside the embodiments of forbidden lust and uncontrollable mutation. The Daemon legions go to war not to conquer planets or take over solar systems, but to capsize reality and usher in an age of Chaos in its place. This thrice-cursed volume examines these embodiments of humanity’s darkest hopes and fears in mind-blasting detail.


Daemons of Chaos USRs

Daemons of Chaos Wargear

Daemons of Chaos Datasheets

Daemons of Chaos 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), and Shrouded special rules.


Daemon of Slaanesh

Daemons of Slaanesh have the Daemon, 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").


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 a combat, it must take a Daemonic Instability test at the Check Morale step of the Fight Phase instead of a LD test. 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 Command phases. Compare the result to the Warp Storm table below, and resolve the effect immediately.

Warp Storm Table

2D6 Result
2 The 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.

3 Punished 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.

4 Warp 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.

5 Storm 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.

6 Rot, 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.

7 The Warp is Calm: The Warp storms momentarily cease.

Nothing happens, this time...

8 The 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.

9 Khorne’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.

10 Warp 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.

11 Daemonic 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.

12 Summoned 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.

Daemonic Rewards

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.

Daemonic Rewards

Lesser Rewards 10 pts each
Greater Rewards 20 pts each
Exalted Rewards 30 pts each


Lesser Rewards

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:
Range S AP Type
Template 5 5 Assault 1, Armourbane
4 Spell Breaker: The Daemon has the Adamantium Will special rule.
5 Warp Breath: Warp Breath is a weapon with the following profile:
Range S AP Type
18" 8 4 Assault 1, Soul Blaze
6 Warp Strider: The Daemon, and his unit, gain the Deep Strike special rule.

Greater Rewards

D6 Daemonic Reward
0 Greater Magic Weapon: The Daemon has a Greater Etherblade. Any Daemon of Khorne can instead choose a Blade of Blood, any Daemon of Tzeentch can instead choose a Mutating Warpblade, any Daemon of Nurgle can instead choose a Balesword and any Daemon of Slaanesh can instead choose a Lash of Despair.
1 Corpulescence: The Daemon has +1 Wound and the It Will Not Die special rule.
2 Daemonic Resilence: The Daemon has the Feel No Pain (4+) special rule.
3 Dark Blessing: The Daemon re-rolls failed invulnerable saves.
4 Hellfire Gaze: Hellfire Gaze is a weapon with the following profile:
Range S AP Type
18" 8 1 Assault 1, Lance
5 Touch of Uncreation: The Daemon’s close combat attacks have the Armourbane and Fleshbane special rules.
6 Unbreakable Hide: The Daemon has an armour save of 3+.

Exalted Rewards

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:
Range S AP Type
24" 2D6 4 Assault 1, Blast, Flux

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.  

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.

D6 Warlord Traits
1 Death IncarnateThe Warlord’s Melee weapons have the Instant Death special rule.
2 Destroyer of MortalsThe Warlord, and his unit, have the Hatred special rule.
3 Herald of DoomWhilst the Warlord is alive, all enemy units have a -1 penalty to their Leadership when taking Fear tests.
4 Immortal CommanderFriendly Codex: Chaos Daemons units within 12" of the Warlord may re-roll failed Daemonic Instability tests.
5 Lord of UnrealityWhilst the Warlord is alive, you can re-roll results on the Warp Storm table.
6 Warp BeaconFriendly 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

D6 Warlord Traits
1 Aspect of DeathEnemy 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.
2 Glory of BattleYour Warlord has the Rampage special rule.
3 Oblivious to PainYour 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.
4 Immense PowerAdd 1 to your Warlord’s Strength characteristic.
5 Devastating BlowWhen 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.
6 Rage IncarnateYour 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

D6 Warlord Traits
1 Blessed with CorpulenceAdd 1 to the Wounds characteristic of your Warlord.
2 Acidic IchorEach 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.
3 Plaguefly HiveEnemy units within 7" of your Warlord can only fire Snap Shots when targeting your Warlord and his unit.
4 Virulent TouchIf 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.
5 Impenetrable HideYour 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.
6 Miasma of PestilenceEnemy 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

D6 Warlord Traits
1 Celerity of SlaaneshYour Warlord and his unit can Run and charge in the same turn.
2 Quicksilver DuellistWhen fighting in a challenge, your Warlord re-rolls all failed To Hit rolls.
3 The MurderdanceYour Warlord and all friendly units with the Daemon of Slaanesh special rule re-roll failed To Hit rolls of 1 in the Assault phase.
4 Fatal CaressAny To Wound rolls of 6 made by your Warlord in the Assault phase have the Instant Death special rule.
5 Savage HedonistAdd 1 to the Attacks characteristic of your Warlord.
6 Bewitching AuraAt 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.

Relics of Nurgle

If a CHAOS DAEMONS NURGLE model gains a Relic, you can give them one of the following Relics of Nurgle. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Nurgle your models have on your army roster.

HORN OF NURGLE’S ROT

A daemon crowned with this repulsive horn can, with but a single touch, infect mortal victims with Nurgle’s Rot. Even as the afflicted lay dying, their bodies and souls decay and deform, despair curdling their last moments. What were once enemy soldiers rise anew as Plaguebearers of Nurgle, and shamble to take their place in the festering ranks of their fellows. Each time the bearer is selected to fight, after its attacks have been resolved you can select one friendly PLAGUEBEARERS INFANTRY unit wholly within 18" of the bearer to be replenished. Roll one D6 for each enemy model that was destroyed by the bearer this phase. For each 4+, you can return 1 destroyed model to that PLAGUEBEARERS unit. These models cannot be set up within Engagement Range of any enemy units unless those enemy units are already within Engagement Range of its unit. Each unit can only be replenished once per turn.

THE ENTROPIC KNELL

To hear the grim tolling of this great bell upon the winds is a death sentence, for its sound heralds the arrival of the Plague Legions. Such is its dread power that a single peal reverberates for long minutes, spreading despair even over the clangour of battle. In your Command phase, select one enemy unit within 12" of this model. Until the start of your next Command phase:

  • For the purposes of determining which player controls an objective marker, treat the number of models in that unit as half its current number (rounding up).
  • Models in this unit treat their Initiative Characteristic as 1.
TOME OF A THOUSAND POXES

How this rotten volume found its way out of the diseased libraries of the scholar Ku’gath may never be known, but within its foetid daemon-hide pages are the secrets of many of that daemon’s most ruinous plagues. Even the simplest infection can bloom into new and vibrant potency by using the arcane incantations it contains, each inscribed in divine ichor. PSYKER model only.

  • The bearer knows one additional psychic power from any discipline it has access to.
  • Each time the bearer attempts to manifest a psychic power, if the result of the Psychic test is 7, that psychic power cannot be denied.
CORRUPTION

This fabled weapon is the physical manifestation of corruption. Constantly dripping with foul ooze, the merest scratch from its edge is enough to lay low the hardiest foe, and its toxins can effortlessly overcome even the resilience of a Space Marine. Select one melee weapon the bearer is equipped with:

  • Each time an attack made with that weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses.
  • That weapon is now considered to be a Relic for all rules purposes.
THE ENDLESS GIFT

Only the most accomplished plague daemons are granted the Endless Gift. A disease of unutterable malignancy and repulsive beneficence, it changes form constantly from plague to infestation to malaise. The one constant is its ability to reknit its sufferer’s corporeal form from even the most catastrophic of wounds. One moment, infernal bacteria may multiply like wildfire until their gelid mass fills a fleshy rent with fresh daemon-flesh. The next, pestilential vapours may billow from the daemons yawning maw, veiling its ravaged bulk before tattering away to reveal a form healed of its recent hurts. However it happens, the longer the enemy must watch their efforts to fell the daemon falter, the more their despair feeds into the gift and increases its supernatural potency until its vessel is all but immune to banishment. At the start of your Command phase, the bearer regains up to a number of lost wounds equal to the current battle round number.