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Daemons of Chaos “Here be Daemons”. By Leth Shyish’phak.

Daemons of Chaos

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Page 1: Daemons of Chaos

Daemons of

Chaos “Here be Daemons”.

By Leth Shyish’phak.

Page 2: Daemons of Chaos

Army Special Rules:

The following rules either affect several different units, or the entire army in the case of Eternal Enemies and Daemon. Mounts will not benefit from the following rules unless they have the rule themselves. Marks of Chaos:

The Mark of Khorne: The model has Magic Resistance (2) and the Frenzy special rule and will not lose it if beaten in close combat. In the opponent’s magic phase, each character with this Mark will generate a dispel dice. In addition, if the army includes any characters with the Mark of Khorne, friendly wizards may not add their wizard level to any dispel rolls. If the army includes a Bloodthirster, no wizard on the battlefield may add their wizard level to any casting or dispel rolls.

The Mark of Tzeentch: The model gains a 6+ ward save and will also receive a +1 bonus to any other ward save that it may have. If the model is a wizard, it will roll an additional dice when attempting to channel in your magic phase and will receive an additional +1 to cast. For every unit and character in your army with this mark, you receive one re-roll which may be used at any point throughout the game; each of these re-rolls may only be used once, although more than one can be used at the same time (but a re-roll still cannot be re-rolled again); if a dice is part of a 2D6, 3D6, etc roll then you may choose which dice to re-roll; these re-rolls can only be used on dice which are rolled on behalf of one of your models/units that has the Mark of Tzeentch.

The Mark of Nurgle: The model gains the Poisoned Attacks special rule and enemy models receive a -1 to hit penalty when attacking or shooting at any model(s) with this mark.

The Mark of Slaanesh: The model is immune to the effects of Panic, Fear and Terror. At the start of each close combat phase, every enemy unit in base contact with one or more models with this mark must take a leadership test, if the test is failed then the unit may not attack that turn. Any enemy units in base contact with one or more characters with this mark suffer a -1 penalty to their leadership value.

The Mark of Chaos Undivided: The model counts as having all four of the other Marks of Chaos. Whenever a Daemonic Gift states that it may not be taken by a Model with the Mark of Khorne, it may still be taken by a model with the Mark of Chaos Undivided. Eternal Enemies: A unit may not contain models that have different Marks of Chaos. Daemon: A model with this rule is Unbreakable, causes Fear, has Magical Attacks and a 5+ Ward Save. Whenever a unit with this rule loses a round of combat, it must take a leadership test; add the amount that it lost the combat by to the result of the leadership test and then subtract the unit’s leadership value; the final result is the amount of wounds that the unit then suffers with no saves allowed. If the unit is somehow Steadfast, then do not add the amount that it lost combat by. Wounds caused in this way must be allocated to rank and file models before champions, and to champions before characters if possible. Chaos Magic and Daemonic Gifts: See: Warriors of Chaos.

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Summoned Daemons: Daemons tend to be seen most often among the armies of their mortal worshippers. To represent this, a Warriors of Chaos or Beasts of Chaos army may take up to a third of its points from the Daemons of Chaos army list. Daemons taken in this way have all of their normal options and will count as a part of the army in all respects (including minimum core, maximum special, etc). The only models which may not be taken in this manner are Daemon Princes and a Herald with the battle standard.

Lords:

Daemon Prince: 380 points Daemon Prince: M-8 Ws-9 Bs-6 S-7 T-7 W-6 I-9 A-7 Ld-10 Unit Type: Monster Equipment: hand weapon Options:

May have a Mark of Chaos for 30 points: Khorne, Tzeentch, Nurgle or Slaanesh.

If another Mark of Chaos is not taken, my take the Mark of Chaos Undivided for 120 points.

May take any of the following: shield, additional hand weapon, great weapon, flail, throwing axes and/or halberd – 20 points each.

May take heavy armour for 20 points.

May take up to 300 points of Daemonic Gifts. Special Rules: Daemon, Fly, Large Target, Terror Bloodthirster: 600 points Bloodthirster: M-8 Ws-10 Bs-10 S-8 T-8 W-7 I-9 A-8 Ld-10 Unit Type: Monster Equipment: hand weapon, heavy armour Options:

May take any of the following: shield, additional hand weapon, great weapon, flail, throwing axes and/or halberd – 20 points each.

If none of the above are taken, may instead take a Lash of Khorne – 50 points.

May take up to 150 points of Daemonic Gifts. Special Rules: Daemon, Fly, Large Target, Terror, The Mark of Khorne, Killing Blow, Master of War

Master of War: If the model is the army’s general, then you may re-roll the dice to determine who gets to pick their table edge.

Lash of Khorne: Counts as an additional hand weapon which gives +D6 attacks rather than +1. In addition, it can be used in the shooting phase as a Bolt Thrower with a range of 6” and a strength equal to the strength value of the wielder.

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Lord of Change: 625 points Lord of Change: M-8 Ws-7 Bs-10 S-6 T-6 W-6 I-10 A-6 Ld-10 Unit Type: Monster Equipment: hand weapon Magic: A Lord of Change is a level 4 wizard, who uses Chaos Magic. Options:

May take up to 150 points of Daemonic Gifts. Special Rules: Daemon, Fly, Large Target, Terror, The Mark of Tzeentch, Flaming Attacks Keeper of Secrets: 650 points Keeper of Secrets: M-10 Ws-9 Bs-0 S-6 T-6 W-7 I-10 A-10 Ld-10 Unit Type: Monster Equipment: hand weapon, a disturbingly distorted loincloth Magic: A Keeper of Secrets is a level 4 wizard, who uses Chaos Magic. Options:

May take up to 150 points of Daemonic Gifts. Special Rules: Daemon, Large Target, Terror, The Mark of Slaanesh, Armour Piercing, Always Strikes First, Swiftstride Great Unclean One: 700 points Great Unclean One: M-5 Ws-8 Bs-0 S-7 T-9 W-10 I-3 A-7 Ld-10 Unit Type: Monster Equipment: hand weapon Magic: A Great Unclean One is a level 4 wizard, who uses Chaos Magic. Options:

May take a flail for 20 points.

May take up to 150 points of Daemonic Gifts. Special Rules: Daemon, Large Target, Terror, The Mark of Nurgle

Heroes:

Battle Standard Bearer: One Herald in the army may be upgraded to be the Battle Standard Bearer for 25 points. It may then choose a Daemonic Icon of any points value. Herald of Khorne: 175 points Herald: M-5 Ws-8 Bs-6 S-6 T-4 W-2 I-7 A-5 Ld-8 Unit Type: Infantry Equipment: hand weapon, heavy armour Options:

May take any of the following: shield, additional hand weapon, great weapon, flail, throwing axes and/or halberd – 10 points each.

May take up to 50 points of Daemonic Gifts.

May ride a Juggernaut for 40 points. Special Rules: Daemon, The Mark of Khorne, Killing Blow

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Herald of Tzeentch: 150 points Herald: M-4 Ws-3 Bs-5 S-3 T-3 W-2 I-4 A-1 Ld-8 Unit Type: Infantry Equipment: hand weapon Magic: A Herald of Tzeentch is a level 2 wizard, who uses Chaos Magic. Options:

May take up to 50 points of Daemonic Gifts.

May ride a Disc of Tzeentch for 30 points. Special Rules: Daemon, The Mark of Tzeentch, Flaming Attacks Herald of Slaanesh: 180 points Herald: M-6 Ws-7 Bs-0 S-4 T-4 W-2 I-9 A-7 Ld-8 Unit Type: Infantry Equipment: hand weapon Magic: A Herald of Slaanesh is a level 1 wizard, who uses Chaos Magic. Options:

May take up to 50 points of Daemonic Gifts.

May be upgraded to a level 2 wizard for 50 points.

May ride either a Steed of Slaanesh – 25 points or a Wyrm of Slaanesh – 45 points. Special Rules: Daemon, The Mark of Slaanesh, Always Strikes First, Armour Piercing Herald of Nurgle: 200 points Herald: M-4 Ws-4 Bs-0 S-5 T-6 W-4 I-2 A-4 Ld-8 Unit Type: Infantry Equipment: hand weapon Magic: A Herald of Nurgle is a level 1 wizard, who uses Chaos Magic. Options:

May take up to 50 points of Daemonic Gifts.

May be upgraded to a level 2 wizard for 50 points.

May ride either a Beast of Nurgle – 35 points or a Palanquin of Nurgle – 40 points. Special Rules: Daemon, The Mark of Nurgle

Mounts

Juggernaut: Juggernaut: M-7 Ws-5 Bs-0 S-5 T-5 W-1 I-2 A-3 Ld-6 Unit Type: Monstrous Beast Equipment: hand weapon Special Rules: Magical Attacks, Fear, Killing Blow, Brass Behemoth, The Mark of Khorne

Brass Behemoth: A model riding a Juggernaut receives +2 to its armour save for being mounted, instead of the usual +1.

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Disc of Tzeentch: Disk: M-1 Ws-3 Bs-0 S-4 T-4 W-1 I-4 A-2 Ld-6 Unit Type: War Beast Equipment: hand weapon Special Rules: Magical Attacks, Fear, Flaming Attacks, Flying Cavalry Steed of Slaanesh: Steed: M-10 Ws-4 Bs-0 S-3 T-3 W-1 I-7 A-2 Ld-6 Unit Type: War Beast Equipment: hand weapon Special Rules: Magical Attacks, Fear, Fast Cavalry, Poisoned Attacks, Armour Piercing, Always Strikes First Wyrm of Slaanesh: Wyrm: M-10 Ws-5 Bs-0 S-4 T-3 W-1 I-8 A-6 Ld-6 Unit Type: Monstrous Beast Equipment: hand weapon Special Rules: Magical Attacks, Fear, Fast Cavalry, Killing blow, Poisoned Attacks, Armour Piercing, Always Strikes First Beast of Nurgle: Beast: M-(3D6) Ws-3 Bs-0 S-4 T-5 W-1 I-1 A-(D6+1) Ld-4 Unit Type: Monstrous Beast Equipment: hand weapon Special Rules: Magical Attacks, Random Movement (3D6), Random Attacks (D6+1), The Mark of Nurgle, Fear Palanquin of Nurgle: Palanquin: M-4 Ws-3 Bs-0 S-3 T-3 W-1 A-7 Ld-5 Unit Type: Chair Equipment: hand weapon Special Rules: Magical Attacks, Fear, The Mark of Nurgle, Palanquin

Palanquin: A model riding a Palanquin will count as Monstrous Infantry, although it gets no Stomp attack. In addition, the rider will receive +1 toughness and +1 wound.

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Core:

Bloodletters: 11 points per model Bloodletter: M-5 Ws-5 Bs-4 S-5 T-3 W-1 I-4 A-1 Ld-7 Champion: M-5 Ws-5 Bs-4 S-5 T-3 W-1 I-4 A-2 Ld-7 Unit Type: Infantry Unit Size: 10+ Equipment: hand weapon, heavy armour Options:

May take any of the following: shield, additional hand weapon, great weapon, flail, throwing axes and/or halberd – 1 point each.

The unit may upgrade: one Bloodletter to a musician – 6 points, one Bloodletter to a standard bearer – 12 points and/or one Bloodletter to a Champion – 12 points.

The standard bearer may take a Daemonic Icon of up to 25 points. Special Rules: Daemon, The Mark of Khorne, Killing Blow Horrors: 8 points per model Horror: M-4 Ws-2 Bs-0 S-2 T-2 W-1 I-4 A-1 Ld-7 Champion: M-4 Ws-2 Bs-0 S-2 T-2 W-1 I-4 A-2 Ld-7 Unit Type: Infantry Unit Size: 10+ Equipment: hand weapon Magic: A unit of Horrors has one wizard level for every full 10 Horrors (including the Champion) in the unit, this is calculated at the start of each magic phase and lasts until the start of the next magic phase. Horrors use Chaos Magic. Horrors may only cast one spell per turn, but it will be automatically cast at a value equal to half of the spell’s basic casting value (rounding upwards; may not cast the higher level of any spell, only the basic spell); no casting bonuses are applied to this. This spell may be dispelled as normal. Options:

The unit may upgrade: one Horror to a musician – 4 points, one Horror to a standard bearer – 8 points and/or one Horror to a Champion – 8 points.

The standard bearer may take a Daemonic Icon of up to 25 points. Special Rules: Daemon, The Mark of Tzeentch, Flaming Attacks Daemonettes: 12 points per model Daemonette: M-6 Ws-4 Bs-0 S-3 T-3 W-1 I-6 A-3 Ld-7 Champion: M-6 Ws-4 Bs-0 S-3 T-3 W-1 I-6 A-4 Ld-7 Unit Type: Infantry Unit Size: 10+ Equipment: hand weapon Options:

The unit may upgrade: one Daemonette to a musician – 6 points, one Daemonette to a standard bearer – 12 points and/or one Daemonette to a Champion – 12 points.

The standard bearer may take a Daemonic Icon of up to 25 points. Special Rules: Daemon, The Mark of Slaanesh, Always Strikes First, Armour Piercing

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Plaguebearers: 15 points per model Plaguebearer: M-4 Ws-3 Bs-0 S-4 T-5 W-1 I-1 A-1 Ld-7 Champion: M-4 Ws-3 Bs-0 S-4 T-5 W-1 I-1 A-1 Ld-7 Unit Type: Infantry Unit Size: 10+ Equipment: hand weapon Options:

The unit may upgrade: one Plaguebearer to a musician – 6 points, one Plaguebearer to a standard bearer – 12 points and/or one Plaguebearer to a Champion – 12 points.

The standard bearer may take a Daemonic Icon of up to 25 points. Special Rules: Daemon, The Mark of Nurgle

Special:

Bloodcrushers: 18 points per model Bloodcrusher: M-5 Ws-6 Bs-5 S-6 T-4 W-1 I-5 A-2 Ld-8 Champion: M-5 Ws-7 Bs-5 S-6 T-4 W-1 I-5 A-3 Ld-8 Unit Type: Infantry Unit Size: 10+ Equipent: hand weapon Daemonic Gifts: Armour of Khorne (does not prevent it being taken by a character) Options:

May take any of the following: shield, additional hand weapon, great weapon, flail, throwing axes and/or halberd – 2 points each.

The unit may upgrade: one Bloodcrusher to a musician – 7 points, one Bloodcrusher to a standard bearer – 14 points and/or one Bloodcrusher to a Champion – 14 points.

The Champion may take up to 25 points of Daemonic Gifts.

The standard bearer may take a Daemonic Icon of up to 50 points. Special Rules: Daemon, The Mark of Khorne, Killing Blow

Flesh Hounds: 25 points per model Hound: M-8 Ws-4 Bs-0 S-5 T-4 W-2 I-5 A-2 Ld-6 Unit Type: Warbeasts Unit Size: 5+ Equipment: hand weapon Special Rules: Daemon, The Mark of Khorne, Hatred, Magic Resistance (3)

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Flamers: 20 points per model Flamer: M-6 Ws-2 Bs-4 S-4 T-3 W-1 I-4 A-2 Ld-7 Champion: M-6 Ws-2 Bs-5 S-4 T-3 W-1 I-4 A-2 Ld-7 Unit Type: Infantry Unit Size: 3 Equipment: hand weapon Daemonic Gifts: Flames of Tzeentch (does not prevent it being taken by a character) Options:

The unit may upgrade one model to a Champion – 15 points. Special Rules: Daemon, The Mark of Tzeentch Screamers: 15 points per model Screamer: M-1 Ws-2 Bs-0 S-4 T-4 W-2 I-4 A-2 Ld-6 Unit Type: Warbeasts Unit Size: 3-9 Equipment: hand weapon Special Rules: Daemon, The Mark of Tzeentch, Fly, Slashing Attack, Flaming Attacks

Slashing Attack: Every enemy unit which the unit of Screamers moves over in the Remaining Moves part of the movement phase will take a single strength 4 hit for each Screamer model which passed over it. These hits have Magical Attacks and Flaming Attacks.

Seekers of Slaanesh: 22 points per model Seeker: M-6 Ws-4 Bs-0 S-3 T-3 W-1 I-6 A-3 Ld-7 Champion: M-6 Ws-4 Bs-0 S-3 T-3 W-1 I-6 A-4 Ld-7 Steed of Slaanesh: M-10 Ws-4 Bs-0 S-3 T-3 W-1 I-7 A-2 Ld-6 (see mounts section for special rules) Unit Type: Cavalry Unit Size: 5+ Equipment: hand weapon Options:

The unit may upgrade: one Daemonette to a musician – 6 points, one Daemonette to a standard bearer – 12 points and/or one Daemonette to a Champion – 12 points.

The standard bearer may take a Daemonic Icon of up to 25 points. Special Rules: Daemon, The Mark of Slaanesh, Always Strikes First, Armour Piercing Fiends of Slaanesh: 35 points per model Fiend: M-10 Ws-4 Bs-0 S-4 T-4 W-3 I-9 A-3 Ld-7 Unit Type: Monstrous Beasts Unit Size: 1+ Equipment: hand weapon Special Rules: Daemon, The Mark of Slaanesh, Always Strikes First, Armour Piercing

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Plague Riders: 45 points per model Plaguebearer: M-4 Ws-3 Bs-0 S-4 T-5 W-3 I-1 A-1 Ld-7 Champion: M-4 Ws-3 Bs-0 S-4 T-5 W-3 I-1 A-2 Ld-7 Beast of Nurgle: M-(3D6) Ws-3 Bs-0 S-4 T-5 W-1 I-1 A-(D6+1) Ld-4 (see mounts section for special rules) Unit Type: Monstrous Cavalry Unit Size: 1+ Equipment: hand weapon Options:

The unit may upgrade: one Plaguebearer to a musician – 6 points, one Plaguebearer to a standard bearer – 12 points and/or one Plaguebearer to a Champion – 12 points.

The standard bearer may take a Daemonic Icon of up to 25 points. Special Rules: Daemon, The Mark of Nurgle Nurglings: 14 points per model Nurglings: M-4 Ws-3 Bs-0 S-3 T-3 W-5 I-1 A-5 Ld-5 Unit Type: Swarm Unit Size: 3+ Equipment: hand weapon Special Rules: Daemon, The Mark of Nurgle, Scouts

Rare:

Mounted Bloodcrushers: 75 points per model Bloodcrusher: M-5 Ws-6 Bs-5 S-6 T-4 W-3 I-5 A-2 Ld-8 Champion: M-5 Ws-7 Bs-5 S-6 T-4 W-3 I-5 A-3 Ld-8 Juggernaut: M-7 Ws-5 Bs-0 S-5 T-5 W-1 I-2 A-3 Ld-6 (see mounts section for special rules) Unit Type: Monstrous Cavalry Unit Size: 1+ Equipent: hand weapon Daemonic Gifts: Armour of Khorne (does not prevent it being taken by a character) Options:

The unit may upgrade: one Bloodcrusher to a musician – 10 points, one Bloodcrusher to a standard bearer – 20 points and/or one Bloodcrusher to a Champion – 20 points.

The Champion may take up to 25 points of Daemonic Gifts.

The standard bearer may take a Daemonic Icon of up to 50 points. Special Rules: Daemon, The Mark of Khorne, Killing Blow

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Changebringers: 40 points per model Flamer: M-6 Ws-2 Bs-4 S-4 T-3 W-3 I-4 A-2 Ld-7 Champion: M-6 Ws-2 Bs-5 S-4 T-3 W-3 I-4 A-2 Ld-7 Disc of Tzeentch: M-1 Ws-3 Bs-0 S-4 T-4 W-1 I-4 A-2 Ld-6 (see mounts section for special rules) Unit Type: Cavalry Unit Size: 1+ Equipment: hand weapon Daemonic Gifts: Flames of Tzeentch (does not prevent it being taken by a character) Options:

The unit may upgrade one Flamer to a Champion for 15 points. Special Rules: Daemon, The Mark of Tzeentch, Flying Cavalry Handmaidens of Slaanesh: 18 points per model Handmaiden: M-6 Ws-6 Bs-0 S-4 T-4 W-1 I-7 A-4 Ld-8 Champion: M-6 Ws-7 Bs-0 S-4 T-4 W-1 I-8 A-5 Ld-8 Unit Type: Infantry Unit Size: 10+ Equipment: hand weapon Daemonic Gifts: Allure of Slaanesh (does not prevent it being taken by a character) Options:

The unit may upgrade: one Handmaiden to a musician – 7 points, one Handmaiden to a standard bearer – 14 points and/or one Handmaiden to a Champion – 14 points.

The Champion may take up to 25 points of Daemonic Gifts.

The standard bearer may take a Daemonic Icon of up to 50 points. Special Rules: Daemon, The Mark of Slaanesh, Always Strikes First, Armour Piercing Great Slime Beast: 280 points Beast: M-(4D6) Ws-3 Bs-0 S-5 T-7 W-7 I-1 A-(2D6) Ld-7 Unit Type: Monster Unit Size: 1 Equipment: hand weapon Daemonic Gifts: Noxious Vapours, Nurgling Infestation (does not prevent them from being taken by a character) Special Rules: Daemon, Random Movement (4D6), Random Attacks (2D6), The Mark of Nurgle

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Daemonic Icons:

The following items count as Daemonic Gifts in all respects, except that they may only be taken by standard bearers which have them as part of their options in the army list. Standard of Chaos Glory: 125 points. All friendly Daemons within 12” are Stubborn. Great Standard of Sundering: 100 points. All wizards on the board have a -2 penalty to their casting rolls and any spell which would affect the unit containing this banner will miscast on any casting roll that includes a double. Great Icon of Despair: 60 points. All enemy units within 12” have -1Ld. Banner of Unholy Victory: 50 points. This banner adds D6 to your combat resolution score rather than the usual +1. Banner of Hellfire: 50 points. May not be taken by models with The Mark of Khorne. Bound Spell, power level 6. Casts Fire of Chaos: Direct Damage. Range 12”. All enemy units within range take D6 S6 hits.

Models with the Mark of Khorne only: Icon of Endless War: 25 points. One use only. The unit adds an extra D6” to the distance of its first charge move, declare and roll after charge reactions are declared. Skull Totem: 25 points. One use only. The first time the unit performs a successful charge, it counts as having the Devastating Charge special rule for the rest of that turn; this includes any Juggernauts in the unit.

Models with the Mark of Tzeentch only: Banner of Change: 25 points. At the start of any of your turns, the unit containing this banner can choose to use its power. If it does so, Horrors in the unit may not take ward saves until the start of your next turn; instead, whenever a Horror suffers an unsaved wound, two Blue Horrors are added to the back of the unit: Blue Horror: M-4 Ws-1 Bs-0 S-1 T-1 W-1 I-3 A-1 Ld-5 Equipment: hand weapon, a general feeling of misery Special Rules: Daemon, The Mark of Tzeentch, Flaming Attacks Note that Blue Horrors are not counted when determining the wizard level of the unit. If at any point there are none of the original Horrors in the unit, the unit counts as destroyed for the purposes of victory points. Icon of Sorcery: 25 points. The Horrors in the unit may add +1 to the casting total of their spells, as an exception to the rule. Does not affect characters in the unit.

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Models with the Mark of Slaanesh only: Banner of Ecstasy: 25 points. One use only. The first time that the unit loses a combat, it does not have to take a leadership test. Siren Standard: 25 points. Any enemy unit which is charged by the unit containing this banner may not flee or stand and shoot as a charge reaction.

Models with the Mark of Nurgle only: Icon of Eternal Virulence: 25 points. Each unsaved wound caused by this unit’s Poisoned Attacks special rule adds an extra point of combat resolution. Standard of Seeping Decay: 25 points. Models in the unit may re-roll failed to-wound rolls in close combat.