Chaos Daemons 7th Edition
Chaos Daemons Tactical Summary as of 10-26-16
Chaos Daemons are one of the linchpin forces of Warhammer 40k; they are not only critical to the narrative, but are the only crossover force for Sigmar and 40k. Chaos Daemons have been around since the inception of Warhammer 40k, but it was just over eight years ago they were independent of the Chaos Space Marines. As each edition and update comes along Chaos Daemons keep getting more and more powerful. Chaos Daemons also benefit from having a model line that is relatively inexpensive to get into.
Chaos Daemons as the only army with one foot in fantasy and the other in sci-fi means they will always have a certain play-style. Chaos Daemons have always been hampered by a distinct lack of shooting, but as things have gone on Games Workshop has done an admirable job tweaking rules to compensate. This ends up working out by having Chaos Daemons focus on unique item combos, a host of psychic powers, and deployment options. It also doesn’t hurt that many Chaos Daemons units can dominate Assault.
Chaos Daemons definitely have been helped, by the recent batch of Formations, Detachment, and Artefacts. These updates though didn’t change what units are great and not so great. Units like Fateweaver are still just as amazing as ever and Daemon Princes still dominate most lists. Interestingly, certain units which have always been good can now be more interestingly utilized. Like Nurglings thanks to the Tallyband Formation and Daemonic Incursion Detachment rules Screamers thanks to the Burning Skyhost. Khorne Hounds with the Murderhorde Formation makes them amazing as well. Not to forget either, the Daemonic Incursion Detachment means fielding tons of HQs.
Chaos Daemons are very competitive and the army has aged very well. What worked in 6th still works in 7th and now you even have more tools, with additional Artefacts like the Impossible Robe, Grotti the Nurgeling, and the Doom Bell to augment a unit. The best development though, with the most recent updates, is you can play a mono Chaos God army and still very much compete.
Below you find all the quick reference material you need to build an competitive or fluffy Chaos Daemons army.
As of 02-24-2017 Chaos Daemons Detachments are…
- Combined Arms Detachment
- Allied Detachment
- Daemonic Incursion
- Pandemoniad of Tzeentch
(See tabs for details)
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Compulsory: 1 HQ, 1 Troop
Optional: 1 Troop, 1 Elite, 1 FA, 1 HS
Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
Command Benefits:
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Daemonic Incursion Detachment
Force Organization
Core +1: Murderhorde Formation, Warpflame Formation, Tallyband Formation, Flayertroupe Formation
Command 0-3: Daemon Lord: 1 of the following: Bloodthirster of Unfettered Fury Bloodthirster of Insensate Rage Wrath of Khorne Bloodthirster Skarbrand Kairos Fateweaver Ku’gath Plaguefather Lord of Change Great Unclean One Keeper of Secrets Be’lakor Daemon Prince. Infernal Tetrad Formation
Auxiliary 1+: Gorethunder Battery Formation, Burning Skyhost Formation, Rotswarm Formation, Grand Cavalcade Formation, Forgehost Formation, Daemon Flock: 1 Chaos Furies Unit, The Hunter of Khorne: Karanak
Restrictions: This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to four Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment.
Command Benefits:
Daemonic Corruption: Objective Markers controlled by units from this Detachment count as controlled for the rest of the game, even if the controlling player has no units within 3? of them. This effect lasts until an enemy scoring unit cleanses the objective by controlling it.
Unearthly Power: When rolling on the Warp Storm table (see Codex: Chaos Daemons), you can choose to add or subtract 1 from the result.
The Warp Unleashed: You can choose to re-roll any Daemonic Instability tests for units from this Detachment
Source: Warzone: Fenris
Pandemoniad of Tzeentch Detachment
Force Organization
Core +1: Warpflame Host Formation, Lorestealer Host Formation
Command 0-3: Lord of Pandemonium: Kairos Fateweaver, Lord of Change, Daemon Prince, Herald of Tzeentch. Omniscient Oracles Formation
Auxiliary 1+: Forgehost Formation, Burning Skyhost Formation, Brimstone Conflagration Formation, Heralds Anarchic Formation, Agents of Tzeentch: 1 The Changeling or The Blue Scribes
Restrictions: This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to three Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment.
Command Benefits:
Ephemeral Form: Models from this Detachment add 1 to their invulnerable to a maximum of 3+ instead of re-rolling saves of 1
Master of Fate: If this Detachment is your Primary Detachment, you can re-roll the result rolling on the Tzeentch Warlord table and re-roll the result when rolling on the Tzeentchian Warp Storm table.
Source: Warzone Fenris Wrath of Magnus
- Chaos Daemons Unique Items
- Hellforged Artefacts
- Hellforged Artefacts of Khorne
- Hellforged Artefacts of Tzeentch
- Hellforged Artefacts of Nurgle
- Hellforged Artefacts of Slaanesh
As of 10-25-2016 Chaos Daemons Unique Item groups are…
- Hellforged Artefacts
- Hellforged Artefacts of Khorne
- Hellforged Artefacts of Tzeentch
- Hellforged Artefacts of Nurgle
- Hellforged Artefacts of Slaanesh
(See tabs for details)
Only one of each Hellforged Artefact may be taken per army.
The Eternal Blade 30 pts:
The Portalglyph 30 pts:
The Doomstone 30 pts:
The Grimoire of True Names 30 pts:
Daemons of Khorne that have the option to take Daemonic Rewards can also take a Hellforged Artefact of Khorne, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
A’rgath, the King of Blades 15 pts:
Range -, Str +1, AP 3, Type: Melee, Specialist Weapon, Blade King = When fighting in a challenge, the bearer always hits on a 2+
Deathdealer 15 pts:
Range -, Str User, AP 2, Type: Melee, Specialist Weapon, Decapitating Blow =Any To Wound rolls of 6 made with this weapon have the Instant Death special rule. 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.
The Crimson Crown 40 pts:
Add 1 to the Attacks characteristic of all models with the Daemon of Khorne special rule within 8″ of the bearer.
Skullreaver 30 pts:
Range -, Str User, AP 2, Type: Melee, Specialist Weapon, Anathema = To Hit rolls of a 6 are resolved at Strength D instead of the wielder’s normal Strength value.
Khartoth the Bloodhunger 25 pts:
Range -, Str +1, AP 3, Type: Melee, 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.
The Armour of Scorn 30 pts:
The Armour of Scorn confers a 3+ Armour Save and the Adamantium Will special rule. Reduce the Strength characteristic of any attacks that target the bearer by 1 (to a minimum of 1).
Daemons of Tzeentch that have the option to take Daemonic Rewards can also take a Hellforged Artefact of Tzeentch, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
Paradox 25 pts:
Range -, Str User, AP 4, Type: Melee, Concussive, 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
The Endless Grimoire 35 pts:
If your Warlord generates all his powers from the Discipline of Change, he knows all of its powers.
Soul Bane 40 pts:
Range -, Str User, AP *, Type: Melee, Flesh Bane, 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 AP1.
The Oracular Dais 35 pts:
The Oracular Dais is a Disc of Tzeentch. At the start of each of your turns, you can choose one friendly unit with the Chaos Daemons Faction that is in Reserve to automatically pass its Reserve Roll (there is no need to roll).
The Impossible Robe 25 pts:
The Impossible Robe confers a 3+ invulnerable save. However, each time the wearer suffers an unsaved Wound, he must pass a Leadership test or fade from reality and be removed from play.
The Everstave 25 pts:
Range -, Str User, AP 4, Type: Melee, Soul Blaze, Warpflame
or
Range Template, Str 5, AP 3, Type: Heavy 1, Soul Blaze, Warpflame
Daemons of Nurgle that have the option to take Daemonic Rewards can also take a Hellforged Artefact of Nurgle, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
Grotti the Nurgling 40 pts:
Reduce the Toughness characteristic of all models (friend or foe) by 1 whilst they remain within 6″ of a model accompanied by Grotti the Nurgling, unless they have the Daemon of Nurgle special rule.
Corruption 25 pts:
Range -, Str *, AP -, Type: Melee, 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. 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.
Horn of Nurgle’s Rot 35 pts:
After resolving the bearer’s close combat attacks, add 1 model to a friendly unit of Plaguebearers of Nurgle within 12″ of the bearer for each enemy model that was slain. The model must be placed within unit coherency, more than 1″ from any enemy models. Any models that cannot be placed in this manner are lost.
Epidemia 20 pts:
Range -, Str +1, AP -, Type: Melee, Specialist Weapon, 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.
The Doomsday Bell 30 pts:
The Doomsday Bell is an Instrument of Chaos. Whilst the bearer is on the battlefield, subtract 1 from the Leadership characteristic of all enemy units
Death’s Head of Duke Olaks 15 pts:
Range 12″, Str 1, AP 4, Type: Assault 1, Large Blast, One Use Only, Poisoned (+2)
Daemons of Slaanesh that have the option to take Daemonic Rewards can also take a Hellforged Artefact of Slaanesh, paying the points shown below. These don’t count towards the points spent on Daemonic Rewards, but a model can’t have more than one Hellforged Artefact (of any type). Only one of each of these items may be chosen per army.
Soulstealer 20 pts:
Range -, Str User, AP 3, Type: Melee, 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.
Silvershard 30 pts:
Range -, Str User, AP 3, Type: Melee, Blade Blitz = Add 2 to the bearer’s Attacks characteristic
Slothful Claw 10 pts:
When a model equipped with the Slothful Claw makes its close combat attacks, roll one of its attacks separately using the following profile: Range -, Str +2, AP 2, Type: Melee, Rending, Specialist Weapon
The Forbidden Gem 15 pts:
At the start of the Fight sub-phase, after any challenges have been issued and accepted but before any blows are struck, any model involved in a challenge with the bearer must roll 3D6 and subtract their Leadership characteristic from the total. That model suffers a penalty to its Weapon Skill and Initiative characteristics equal to the result (to a minimum of 1) for the rest of the phase.
Whips of Agony 15 pts:
Range -, Str User, AP 5, Type: Melee, 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.
Mark of Excess 15 pts:
At the end of a Fight sub-phase in which the bearer slays an enemy Monster or Character, add 1 to its Attacks characteristic for the rest of the game.
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
Murderhorde Formation
Restrictions: None.
Special Rules:
Escalating Bloodlust: Units from a Murderhorde add 1 to their Attacks in close combat whilst they are within 6? of any other unit from their Formation.
Harbinger of Khorne: If the Herald of Khorne from this Formation is a Lesser Locus of Abjuration, Greater Locus of Fury or an Exalted Locus of Wrath, the special rules associated with that locus affect all units from this Formation within 12? of him. If such a unit is also affected by another locus, they will receive both benefits.
Source: Warzone: Fenris
Gorethunder Battery Formation
Requirements: 1 Herald of Khorne, 3 Skull Cannons of Khorne
Restrictions: The Herald of Khorne must take a Blood Throne of Khorne as a Dedicated Transport.
Special Rules: Harbinger of Khorne.
Skullrain Salvo: All of the Skull Cannons in a Gorethunder Battery must be fielded as a single vehicle squadron. Whilst this Formation includes three Skull Cannons that can fire, the squadron can fire a single Skullrain Salvo instead of firing normally. To do so, nominate one model in the squadron as the firer and use the following profile: Range 36? S8 AP3 Heavy 1, Dreadskulls, Ignores Cover, Apocalyptic Blast
Source: Warzone: Fenris
Warpflame Host Formation
Restrictions: None.
Special Rules:
Harbinger of Tzeentch: If the Herald of Tzeentch from this Formation is a Lesser Locus of Transmogrification, Greater Locus of Change or an Exalted Locus of Conjuration, the special rules associated with that locus affect all units from this Formation that are within 12? of him. If such a unit is also affected by another locus, they will receive both benefits.
Storm of Daemonic Fire: Add 1 to the Strength value of any Tzeentchian Flame Weapons (see Codex: Chaos Daemons) or psychic powers from the Discipline of Change unleashed by units from a Warpflame Host.
Source: Warzone: Fenris
Burning Skyhost Formation
Restrictions: The Herald of Tzeentch must take a Disc of Tzeentch or Burning Chariot of Tzeentch.
Special Rules: Harbinger of Tzeentch. Warpflame.
Trail of Transmuting Flame: If a Burning Chariot of Tzeentch from a Burning Skyhost moves Flat Out, pick an unengaged enemy unit it moved over. That unit suffers D6 Strength 5 AP4 hits with the Soul Blaze and Warpflame special rules. Use the final position of the Burning Chariot for the purposes of determining Wound allocation; vehicles are always hit on their side armour. Furthermore, Screamers from a Burning Skyhost cause D3+1 Strength 4 AP- hits when making a Slashing Attack (see Codex: Chaos Daemons) rather than D3 hits. These attacks also have the Soul Blaze and Warpflame special rules.
Source: Warzone: Fenris
Tallyband Formation
Restrictions: None.
Special Rules:
Distracting Swarm of Flies: Enemy units cannot fire Overwatch against units from a Tallyband.
Enfeebling Nausea: At the start of each Assault phase, enemy units that are locked in combat with any units from a Tallyband must pass a Leadership test or reduce their Strength and Toughness characteristics by 1 for the duration of that phase.
Harbinger of Nurgle: If the Herald of Nurgle from this Formation is a Lesser Locus of Virulence, Greater Locus of Fecundity or an Exalted Locus of Contagion, the special rules associated with that locus affect all units from this Formation that are within 12? of him. If such a unit is also affected by another locus, they will receive both benefits.
Source: Warzone: Fenris
Rotswarm Formation
Restrictions: None.
Special Rules: Harbinger of Nurgle.
Corrosive Slime: All units in a Rotswarm have the Hammer of Wrath special rule, and these attacks have the Poisoned (4+) special rule.
Dubious Command: At the start of each of the controlling player’s Assault phases, the Herald of Nurgle from a Rotswarm can attempt to direct a single unit from his Formation that is within 12? of him. To do so, he must take a Leadership test. If the test is passed, the directed unit can re-roll failed charge rolls and all models in the unit can make 3 additional Attacks until the end of the turn; if the test is failed, the directed unit must attempt to charge the nearest enemy unit in this Charge sub-phase, but is otherwise unaffected.
Source: Warzone: Fenris
Flayertroupe Formation
Restrictions: None.
Special Rules:
Beguiling Chimes: Enemy units that are locked in combat with any units from a Flayertroupe reduce their Weapon Skill and Initiative characteristics by 1 (to a minimum of 1).
Harbinger of Slaanesh: If the Herald of Slaanesh from this Formation is a Lesser Locus of Grace, Greater Locus of Swiftness or an Exalted Locus of Beguilement, the special rules associated with that locus affect all units from this Formation that are within 12? of her. If such a unit is also affected by another locus, they will receive both benefits.
Source: Warzone: Fenris
Grand Cavalcade Formation
Restrictions: None.
Special Rules: Harbinger of Slaanesh.
Eager for the Slaughter: All Grand Cavalcade units can move an additional 6? when moving Flat Out or making Run moves.
Murderous Impact: Chariots from a Grand Cavalcade inflict an additional D6 Strength 4 Hammer of Wrath hits.
Source: Warzone: Fenris
Infernal Tetrad Formation
Requirements: 4 Deamon Princes
Restrictions: Each Daemon Prince must be upgraded to be a Daemon of a different Chaos God.
Special Rules:
Combined Might: The Daemon Princes of an Infernal Tetrad have the following benefits depending on how many of them are on the battlefield at the same time (the bonuses are cumulative): No. of models Benefit(s)4 models +1 Toughness, 3 models +1 Strength, 2 models Re-roll failed To Hit rolls of 1, 1 model No benefit
Shared Power: If your Warlord is chosen from this Formation, all of the models in the Infernal Tetrad also have that model’s Warlord Trait, even if you chose to roll on one of the Warlord Trait tables in this book and they have a different daemonic alignment to your Warlord.
Source: Warzone: Fenris
Forgehost Formation
Requirements: 3 Soul Grinders of Chaos
Restrictions: None.
Special Rules:
Desperate Competition: Each time a Soul Grinder from a Forgehost inflicts any enemy casualties during a Shooting or Assault phase, all other models from the same Formation can re-roll all failed To Hit and To Wound rolls until the end of that phase.
Source: Warzone: Fenris
Lorestealer Host Formation
Requirements: The Blue Scribes, 3-9 Blue Horror units
Restrictions: None.
Special Rules:
Seekers of Arcane Lore: Units from the Lorestealer Host re-roll failed To Hit and To Wound rolls of 1 when attacking Psykers, units that contain any Psykers, and units with Brotherhood of Psykers/Orcerers or Psychic Pilot special rule.
Empowered by Knowledge: If a nit from this Formation is within 9″ of an enemy Psyker or an enemy unit with the Brotherhood of Psykers/Sorcerers or Psyphic Pilot special rule at the start of their Psychic phase, add 1 to the Strength of all hits caused by an witchfire powers they manifest during that phase. This effect is cumulative with any Strength bonus gained from an Exalted Locus of Conjuration.
Source: Warzone Fenris Wrath of Magnus
Brimstone Conflagration Formation
Brimstone Conflagration Formation
Requirements: 1 Exalted Flamer of Tzeentch, 3-9 Brimstone Horrors units.
Restrictions: None.
Special Rules:
Malicious Self-immolation: At the start of any Fight sub-phase, you can choose for any units of Brimstone Horrors from this Formation to consume themselves. At the start of the sub-phase, declare how many Brimstone Horrors you wish to sacrifice. For each model you have chosen to sacrifice, inflict D3 Strength 4 AP4 hits with the Warpflame special rule on each enemy unit locked in combat with the Brimstone Horrors. Then remove the sacrificed models from play.
Sea of Living Flame: If an enemy unit makes a successful charge against a unit from a Brimstone Conflagration that is within 9″ of its Exalted Flamer of Tzeentch, then all models in the charging unit must immediately take a Dangerous Terrain test.
Source: Warzone Fenris Wrath of Magnus
Omniscient Oracles Formation
Requirements: Kairos Fateweaver, 1-3 Lords of Change
Restrictions: None.
Special Rules:
Knowledge of Past, Present, and Future: Kairos Fateweaver and the Lords of Change from this Formation can re-roll any rolls of 1 when making Psychic tests, To Hit, or To Wound rolls. In addition, whilst all models from this Formation are on the battlefield you can choose to re-roll any failed attempts to Seize the Initiative and any Reserve rolls.
Source: Warzone Fenris Wrath of Magnus
Heralds Anarchic Formation
Requirements: 3-9 Heralds of Tzeentch
Restrictions: None.
Special Rules:
Warp Conduits: Add one dice to your Warp Charge pool in each Psychic phase for each model from the Heralds Anarchic that is on the battlefield.
Source: Warzone Fenris Wrath of Magnus
Below are any links to any buying guides, product reviews, or tactical articles related to the Chaos Daemons.