DAEMONS OF CHAOS
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 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 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
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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.
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
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Greater Rewards
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Exalted Rewards
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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:
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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.
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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:
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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. |