Daemons of Chaos USRs

From Eternum McEdition
Revision as of 16:53, 7 August 2024 by Talonsin (talk | contribs) (Created page with " == Chaos Daemons Special Rules == === Daemonic Alignment === Daemons can only join units that are composed entirely of Daemons of the same alignment as themselves (i.e. a Herald of Slaanesh may not join a unit of Plaguebearers). ---- === Daemon of Khorne === Daemons of Khome have the Daemon, Furious Charge and Hatred (Daemons of Slaanesh) special rules. Chariots with this rule resolve their Hammer of Wrath hits at Strength 7. ---- === Daemon of Nurgle === Daemons of...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Chaos Daemons Special Rules

Daemonic Alignment

Daemons can only join units that are composed entirely of Daemons of the same alignment as themselves (i.e. a Herald of Slaanesh may not join a unit of Plaguebearers).


Daemon of Khorne

Daemons of Khome have the Daemon, Furious Charge and Hatred (Daemons of Slaanesh) special rules. Chariots with this rule resolve their Hammer of Wrath hits at Strength 7.


Daemon of Nurgle

Daemons of Nurgle have the Daemon, Hatred (Daemons of Tzeentch), Shrouded and Slow and Purposeful special rules. In addition, units that are composed entirely of Daemons of Nurgle are treated as haring defensive grenades.


Daemon of Slaanesh

Daemons of Slaanesh have the Daemon, Fleet, Hatred (Daemons of Khorne) and Rending special rules. In addition, units composed entirely of Daemons of Slaanesh Run an additional 3" (this will normally be D6+3"). Units that are entirely composed of Cavalry models instead Run an additional 6". Vehicles that are not Walkers move an extra 3" whenever they move Flat Out instead.


Daemon of Tzeentch

Daemons of Tzeentch have the Daemon and Hatred (Daemons of Nurgle) special rules. When manifesting psychic powers, Daemons of Tzeentch have a +3 modifier to their Leadership. In addition. Daemons of Tzeentch re-roll all saving throw results of 1.


Daemonic Instability

A unit with this special rule cannot be joined by a model without this special rule. Units with this special rule automatically pass Fear, Pinning and Morale tests (and cannot choose to fail any of these tests). When a unit with the Daemonic Instability special rule loses an assault, it must take a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure:

1) The unit takes a Leadership test. If the dice roll is a double 1 or double 6, the Daemons’ presence fluctuates:

  • Double 1 - Reality Blinks: All Wounds suffered by the unit during this phase are restored. Any models from this unit that were removed as casualties during this phase immediately return to play in coherency with a model in their unit that has not itself returned to play through Reality Blinks this phase. Models returning to play in this fashion must be placed at least 1" away from enemy models, unless those models are from units locked in close combat with the returning model’s unit. If the returning model’s unit is locked in close combat, the returning model immediately makes a Pile In move. Models that cannot be placed in this way do not return.
  • Double 6 - Banished!: Remove the entire unit from play as casualties. Enemy units that were locked in combat with only the banished unit immediately consolidate.

2) Now, assuming that the unit has not rolled a Reality Blinks or a Banished! result, compare the dice roll to the Daemons’ Leadership value, taking into account modifiers, including any from the combat result. For each point the unit fails its Daemonic Instability test by, it suffers one additional Wound, allocated by the unit’s owning player, and with no saves of any kind allowed. Note that a failed Daemonic Instability test does not cause a Daemon unit to fall back - once any casualties have been removed, the unit remains locked in combat.


Warp Storm

If your primary detachment is chosen from this codex, roll 2D6 at the start of each of your Shooting phases. Compare the result to the Warp Storm table below, and resolve the effect immediately.

Warp Storm Table

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.


Special Rules

Agonising

The bearer of the Whips of Agony can re-roll all failed To Wound rolls with this weapon. Any model that suffers any unsaved Wounds from this weapon cannot make attacks for the rest of the Fight sub-phase.


Anathema

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


Blade Blitz

Add 2 to the bearer’s Attacks characteristic.


Blade King

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


Bloodlust

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


Colossal

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


Contagion

A model that suffers an unsaved Wound from this weapon must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves allowed.


Decapitating Blow

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


Dreadskulls

Place a marker next to each unit that takes one or more hits from this weapon. Any friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain. Remove any Dreadskulls markers at the end of the Assault phase.


Flux

Roll to determine the Strength immediately after the target has been nominated. If an 11 or 12 is rolled, Wind of Chaos is resolved at Strength 10 and has the Large Blast special rule instead of Blast.


Gloryseeker

Roll a D3 at the start of each Fight sub-phase of a combat that the bearer is locked in - if attacking with The Eternal Blade, the bearer gains a bonus to his Weapon Skill, Initiative and Attacks characteristics equal to the result of the D3 until the end of the phase.


Hyper-infection

Any hits inflicted by this weapon automatically cause Wounds (there is no need to roll). Use the bearer’s Strength characteristic as normal for the purposes of armour penetration against vehicles or determining if a target suffers Instant Death.


Incorporeal

This weapon has an AP value equal to the target’s Initiative value. Against targets with an Initiative characteristic higher than 6, resolve Attacks from this weapon at AP`-`. Against vehicles, hits are resolved at AP 1.


Inferno Unbound

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


Internal Liquefaction

Instead of rolling To Wound normally for a model hit by this attack, its controlling player must roll a D6. If the result is higher than the number of Wounds the target has remaining, it suffers 1 Wound resolved using the profile above.


Mass Contagion

Each time a model is removed as the result of an attack made by this weapon, its unit must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves allowed.


Searing Gore

Each time a model is removed as the result of an attack made by this weapon, its unit immediately suffers an additional D3 Strength 3 AP4 hits. Wounds caused by these hits are allocated starting with the closest target model to the bearer.


Soul Flay

After resolving this attack, any units that were fully or partially beneath the blast marker must pass a Leadership test or immediately suffer a further D6 Strength 4 AP4 hits.


Soulgreed

Each time a model is removed as a casualty as the result of an attack made by this weapon, the bearer immediately regains a Wound he lost earlier in the battle.


Sunderer of Time

When a model suffers any unsaved Wounds from this weapon, it is removed from play, but make a note of where the model was. At the start of each of his turns, the controlling player rolls a dice; on the roll of a 4 or more, the model re-enters play by Deep Strike, anywhere within 12" of the point from where it was removed. If the game ends before a model returns to play in this manner, it counts as destroyed.


Touch of Rust

Weapons with this special rule cause a glancing hit on an armour penetration roll of a 6, unless the roll would otherwise cause a penetrating hit.


Warp Contradiction

Once per turn, when taking a Psychic test, the bearer can pick up and turn all of the dice he has rolled to their opposite side instead. For example, if he rolled a 5, 3 and a 1, he could turn them into a 2, 4 and a 6 respectively, thereby harnessing 2 Warp Charge points.


Warp Mutation

If the bearer slays an enemy Character or Monstrous Creature, roll a D6: on the roll of a 2+ the victim is transformed into a Chaos Spawn under the control of the Daemon player. Place a new Chaos Spawn model (under your control), anywhere within 6" of the victim that is more than 1" from any unit (friend or foe) and impassable terrain. Once you have placed the Chaos Spawn remove the victim as a casualty. This Chaos Spawn has the following profile:

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

Chaos Spawn cannot launch an assault on the turn it is created, but can otherwise act normally. If you do not have a spare Chaos Spawn model, or if cannot be placed on the board according to the restrictions above, the victim is still removed as a casualty, but no Chaos Spawn is placed.


Warpdoom

If a non-vehicle character or Monstrous Creature loses its last Wound to a close combat attack from a Staff of Change, it immediately explodes. Every unit within D6" (including the wielder and any friendly units) suffers D6 Strength 5 AP`-` hits.


Witsteal

When a model suffers an unsaved Wound from this weapon, it must immediately pass an Initiative test or suffer an additional Wound with no armour or cover saves allowed.


Attention Seeker

At the end of any enemy Charge sub-phase in which one or more of your units has been the target of a successful enemy charge, choose a friendly unengaged unit composed entirely of Beasts of Nurgle that is within 12" of at least one enemy unit that has successfully completed a charge this phase. The Beasts of Nurgle unit must immediately declare and resolve a charge against that enemy unit, even though it's the enemy Charge sub-phase!

Note that this special counter-charge can only be done in the enemy Charge sub-phase. If the Beasts of Nurgle unit is within 12" of two or more enemy units that have successfully completed a charge this turn, you may choose which of these units the Beasts of Nurgle attempt to charge (you may not declare a multiple charge). In either event, next choose another friendly unit entirely composed of Beasts of Nurgle (if there is one) and repeat the process.


Aura of Change

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


Bloodletter Crew

This model makes 2 additional Strength 4 AP3 Attacks in each Assault phase resolved at Weapon Skill 5. These Attacks are made at the Initiative 4 step (though this does not grant an extra Pile In move). On a turn in which this model charged, the Strength of these Attacks is increased to 5.


Blue Horror Crew

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


Daemonic Resilience

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


Disruptive Song

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


Fleshshredder

This model’s Hammer of Wrath Attacks are resolved at Strength 4 AP`-`, with the Rending special rule. In addition, when this model charges, it inflicts D6 Hammer of Wrath Attacks for each Hull Point it has remaining, rather than the usual amount.


Formless Horror

At the start of each Fight sub-phase, The Changeling may choose a single non-vehicle enemy model in base contact and change any or all of his Weapon Skill, Strength, Toughness, Initiative and/or Attacks characteristics to match those of the chosen foe, until the end of the current turn.


Gorefeast

Whenever this model’s Hammer of Wrath hits cause one or more unsaved Wounds in a single phase, roll a D6 - on a score of 4+, the model regains a single Hull Point lost earlier in the game.


Lamprey’s Bite

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

Range S AP Type
- 5 2 Melee, Armourbane

Nurgling Infestation

At the start of each of your turns, one Nurgling swarm within 6" of Ku’gath automatically regains a single Wound lost earlier in the battle.


Oracle of Eternity

Kairos has a 4+ invulnerable save.


Prey of the Blood God

At the start of the game, before deployment, nominate one character in the enemy army - this is Karanak’s quarry. Karanak re-rolls all failed To Hit and To Wound rolls against the nominated model and his unit whilst the target model is alive.


Skulls for the Skull Throne!

Skulltaker must always issue a challenge if able, or accept a challenge if one is offered.


Slashing Attack

If a unit of Screamers moves over one or more unengaged enemy units with its Turbo-boost movement, choose one of those units - it suffers D3 Strength 4 AP`-` hits per Screamer that moved over it. Use the final position of the Screamers for the purposes of Wound allocation; vehicles are always hit on their side armour.


Slime Trail

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


Soporific Musk

All models in a unit that is successfully charged by one or more units of Fiends suffer a -5 penalty to their Initiative until the end of that Assault phase.


Soulscent

When a model with this special rule makes close combat attacks, they gain a number of bonus Attacks equal to the number of unsaved Wounds inflicted by the Hellflayer’s Hammer of Wrath this turn.


Spell Syphon

Each time an enemy Psyker successfully manifests a psychic power, place a syphon token next to The Blue Scribes. At the start of each of your turns, roll a D6 for each syphon token next to the Blue Scribes - for each 6 rolled, one friendly psyker within 12" of the Blue Scribes immediately gains a Warp Charge point. Then remove all syphon tokens from the board.


Tally of Pestilence

Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by the psychic powers, shooting and close combat attacks of Daemons of Nurgle (friend or foe) - even those that are negated by means other than saving throws, such as Feel No Pain. At the start of each of your turns, consult the table below to determine the effect of the Tally of Pestilence. All Daemons of Nurgle in units within 6" of Epidemius receive the bonus characteristic or special rule shown below. All effects from the Tally of Pestilence are cumulative.

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

The Eternal Dance

At the start of each of the controlling player’s Shooting phases, the Masque must choose one dance to perform. These abilities target one unengaged, non-vehicle enemy unit within 12" within the Masque’s line of sight.

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

The Two Heads of Fate

Each of Kairos Fateweaver’s heads is a Psyker (Mastery Level 4). Both heads know all the powers from the Change discipline. In addition, the right head also randomly generates one power each from the Pyromancy, Divination and Daemonology (Malefic) disciplines; the left head also randomly generates one power each from the Telepathy, Biomancy and Daemonology (Malefic) disciplines. At the start of each of his turns, declare which head Kairos Fateweaver will use that turn. Until the start of his next turn, he may only use the psychic powers known to that head. Note that as Kairos Fateweaver can only use one head at a time, he only generates the Warp Charge points for a single Mastery Level 4 Psyker, not two.


Totem of Endless Bloodletting

Any Daemon of Khorne whose unit is within 6" of a Herald on a Blood Throne benefits from the Herald’s locus, exactly as if it were in the same unit.


Unnatural Reflexes

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


Lord of Torment

If one or more enemy units failed a Morale check during the previous turn, Be’lakor receives D3 additional Warp Charge points at the start of his turn.


Shadow Form

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


Bellow of Endless Fury

Skarbrand’s roar is lethal in itself.

Range S AP Type
Template 5 - Assault 1

Rage Embodied

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


Warpflame

At the end of each phase, any unit that suffered one or more unsaved Wounds during the phase from an attack with this special rule (or from an attack made by a model with this special rule), must take a Toughness test. If the test is failed, the unit immediately suffers D3 Wounds with no armour or cover saves allowed. If the test is passed, all models in that unit gain the Feel No Pain (6+) special rule for the rest of the game. Any models in the unit that already have the Feel No Pain special rule instead gain +1 to all Feel No Pain rolls for the rest of the game. Chaos is fickle!


Magic’s Offspring

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


Split

If a friendly unit of Pink Horrors suffers any casualties, the slain Horrors will split and create Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks). Two Blue Horrors are created for each slain Pink Horror – if there is already a friendly Blue Horror unit within 6" of the Pink Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors. If a rule causes a whole unit of Pink Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Blue Horrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has two models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horrors unit.


Split Again

If a friendly unit of Blue Horrors suffers any casualties, the slain Horrors will split and create Brimstone Horrors at the end of that phase (after all other units have performed their actions and made their attacks). One model is created for each slain Blue Horror – if there is already a friendly Brimstone Horror unit within 6" of the Blue Horrors, add the newly created Brimstone Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Blue Horrors. If a rule causes a whole unit of Blue Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Brimstone Horrors, just before removing the last model from the Blue Horrors unit. The unit of Brimstone Horrors has one model for each model in the unit of Blue Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Blue Horrors unit.


Magic Made Manifest

A unit of 11-15 Pink Horrors generates 2 Warp Charge points instead of 1; a unit of 16-20 Pink Horrors instead generates 3 Warp Charge points.