Chaos Daemons 9th Edition

Codex Chaos Daemons 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Munitorum Field Manual 2022 MK1
Bel'akorHQ220---360380
BloodmasterHQ60-----
Bloodthirster of Insensate RageHQ250----240
Bloodthirster of Unfettered FuryHQ240----230
Blood ThroneHQ115-----
The Blue ScribesHQ90-----
ChangecasterHQ85-----
The ChangelingHQ105-----
Contorted EpitomeHQ210-----
EpidemiusHQ105-----
FateskimmerHQ160-----
FluxmasterHQ105-----
GUO w/ bilesword and bilebladeHQ260-----
GUO w/ bilesword and plague flailHQ270-----
GUO w/ doomsday bell and bilebladeHQ270-----
GUO w/ doomsday bell and plague flailHQ280-----
Herald of SlaaneshHQ55-----
Herald of Slaanesh on Exalted Seeker ChariotHQ130-----
Herald of Slaanesh on HellflayerHQ105-----
Herald of Slaanesh on Seeker ChariotHQ95-----
Horticulous SlimuxHQ160-----
Infernal EnrapturessHQ75-----
Kairos FateweaverHQ270-----
KaranakHQ75-----
Keeper of Secrets w/ Living whipHQ230-----
Keeper of Secrets w/ Ritual knifeHQ230-----
Keeper of Secrets w/ Shining aegisHQ240-----
Keeper of Secrets w/ sinistrous handHQ230-----
Lord of Change w/ Rod of sorceryHQ270--275300310
Lord of Change w/ baleful swordHQ275---295305
The Masque of SlaaneshHQ85-----
PoxbringerHQ75-----
RotigusHQ270-----
Shalaxi HexbaneHQ240-----
Shalaxi Hexbane w/ shining aegisHQ250-----
SkarbrandHQ310-----
SkullmasterHQ95-----
SkulltakerHQ90-----
Sloppity BilepiperHQ65-----
Spoilpox ScrivenerHQ100-----
Syll'Eske, the Vengeful AllegianceHQ230-----
Wrath of Khorne BloodthirsterHQ230----220
BloodlettersTroops8-----
DaemonettesTroops7-----
Blue horrorTroops7-----
Pair of Brimstone horrorsTroops5-----
Pink HorrorTroops8-----
Iridescent HorrorTroops8-----
NurglingsTroops18--22-27
PlaguebearersTroops9-----
Chaos spawnFast Attack23-----
FuriesFast Attack9-----
Flesh HoundsFast Attack18----16
Gore HoundFast Attack28-----
HellflayerFast Attack80-----
Plague dronesFast Attack40--35--
ScreamersFast Attack26-----
SeekersFast Attack18----16
Beasts of NurgleElites35-----
BloodcrushersElites45--40--
Exalted FlamerElites60-----
FiendsElites40-----
BlissbringerElites45-----
FlamersElites23----20
Burning chariotHeavy Support110-----
Exalted Seeker ChariotHeavy Support80-----
Seeker ChariotHeavy Support60-----
Skull AltarFortification110-----
Skull CannonHeavy Support90-----
Soul GrinderHeavy Support190--175-160
Feculent GnarlmawsFortification95-----
Daemon PrinceHQ150-----
Daemon Prince with WingsHQ185-----
Cor'bax UtterblightHQ-230180---
Uraka the WarfiendHQ-150145---
Aetaos'rau'keresLords of War-1500700---
An'ggrath the UnboundLords of War-888550---
Scabeiathrax the BloatedLords of War-777475---
ZarakynelLords of War-666450---
Mamon TransfiguredHQ--130---
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Munitorum Field Manual 2022 MK1

Chaos Daemons Special Rules

Daemon Allegiance: With the exception of Be’lakor, all Chaos Daemons owe allegiance to one of the four Chaos Gods.Most datasheets specify which Chaos God the unit owes allegiance to (e.g. a Great Unclean One has the NURGLE keyword, so owes allegiance to Nurgle). If a Chaos Daemons datasheet does not specify which Chaos God it owes allegiance to, it will have the <ALLEGIANCE> keyword.When you include such a unit in your army, you must choose which of the Chaos Gods it owes its allegiance to. It then replaces its <ALLEGIANCE> keyword in every instance on its datasheet with the name of its patron Chaos God: KHORNE, TZEENTCH, NURGLE or SLAANESH. For example, if you were to include a Daemon Prince of Chaos in your army, and you decided it owed allegiance to Khorne, its <ALLEGIANCE> Faction keyword is changed to KHORNE and its Prince of Chaos ability would say: ‘You can re-roll hit rolls of 1 made for friendly KHORNE DAEMON units within 6″ of this model.’

Abilities

Daemonic: Units with this ability have a 5+ invulnerable save.

Unstoppable Ferocity: If this unit charges, is charged, or performs a Heroic Intervention, add 1 to the Strength and Attacks characteristics of all its models until the end of the turn.

Ephemeral Form: Add 1 to any invulnerable saving throws made for this unit.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.

Quicksilver Swiftness: This unit always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Daemonic Ritual: Instead of moving in theirMovement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn). If they do so, first choose one of the four Chaos Gods – KHORNE,TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS. Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12″ of the character and more than 9″ from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Daemonic Legions: If your army is Battle-forged, all Troops units in Chaos Daemons Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Daemonic Loci

If your army is Battle-forged, all CHARACTERS in Chaos Daemons Detachments gain a Daemonic Locus, so long as every unit in that Detachment owes its allegiance to the same Chaos God. TheDaemonic Locus gained depends upon their allegiance, as shown in the table opposite. For example, all CHARACTERS in a NURGLE Chaos Daemons Detachment gain the Locus of Virulence.

Khorne: Locus of Rage

You can re-roll charge rolls for KHORNE DAEMON units that are within 6″ of a friendly model with the Locus of Rage in the Charge phase.

Tzeentch: Locus of Trickery

Roll 2 dice at the start of each Fight phase and discard the highest result. Until the end of that phase, each time your opponent targets a TZEENTCH DAEMON unit within 6″ of a friendly model with the Locus of Trickery and makes a hit roll that, after re-rolls but before modifiers,matches your remaining dice result, that hit roll fails.

Nurgle: Locus of Virulence

Each time you make a wound roll of 6+ for a NURGLE DAEMON unit within 6″ of any friendly model with the Locus of Virulence, that attack inflicts 1 additional damage.

Slaanesh: Locus of Swiftness

All SLAANESH DAEMON units within 6″ of a friendly model with the Locus of Swiftness in the Charge phase can declare a charge even if they advanced in their Movement phase.

Armies of Renown

An Army of Renown must first adhere to all restrictions laid out for that Army of Renown, it must be Battle-forged and it must not include any Specialist Detachments. A Disciples of Be’Lakor is an Army of Renown.

Disciples of Be’Lakor

Restrictions:

  • Your WARLORD must be BE’LAKOR. With the exception of BE’LAKOR, your army cannot included any named characters or DAEMON PRINCE models.
  • Your army cannot include any GREATER DAEMONS, DAEMON ENGINE, WORLD EATERS, THOUSAND SONS, DEATH GUARD, EMPEROR’S CHILDREN, CHAOS KNIGHTS, TITANICUS TRAITORIS, KHORNE BERZERKERS, RUBRIC MARINES, PLAGUE MARINES, or NOISE MARINES units. 
  • You cannot include more CHAOS CULTISTS units than HERETIC ASTARTES INFANTRY units in each Detachment in your army.
  • You cannot include a second DAEMON unit in your army unless your army also includes at least one DAEMON unit that owes its allegiance to each of the other three Chaos Gods. You cannot include a third DAEMON unit in your army that owes its allegiance to the same Chaos God until your army also includes at least two DAEMON units that owe their allegiance to each of the three other Chaos Gods, and so on. BE’LAKOR and HERETIC ASTARTES units are excluded when considering this restriction.

Benefits:

  • All units in your army gain the DISCIPLES OF BE’LAKOR keyword.
  • All units in your army with the HERETIC ASTARTES Faction keyword excluding CHAOS CULTIST units gain the LEGION DISCIPLES keyword.
  • All units in your army with the CHAOS DAEMON Faction keywords gain the DAEMONIC DISCIPLES keyword. 
  • All Troops units in your army gain the Objective Secured ability.
  • If a Detachment contains any units with the CHAOS DAEMON Faction Keywords, it can use Stratagems, Relics, and Warlord Traits as if it was a CHAOS DAEMONS Detachment.
  • If a Detachment conatins any units with the HERETIC ASTARTES Faction Keyword, it can use Stratagems, Relics, and Warlord Traits as if it was a Chaos Space Marine Detachment. Note, however, that such a Detachment never counts as a <LEGION> Detachment, and you cannot use any Legion-specific rules.
  • You have access to the Disciple’s of Be’lakor Stratagems.
  • DISCIPLES OF BE’LAKOR PSYKERS in your army can generate their Psychic Powers from the Nocitic Discipline.
  • DISCIPLES OF BE’LAKOR CHARACTER units do not gain a Daemonic Locus, but instead gain the Locus of Shadows ability described below.
  • LEGION DISCIPLES units in your army cannot have a Legion Trait, but instead gain the Disciples of Shadows ability.

Locus of Shadows

  • While a friendly DAEMONIC DISCIPLES unit is within 6? of this model, each time a ranged attack is made against that unit: Your opponent cannot re-roll the hit roll. If the attacker is more than 12? away, subtract 1 from the attack’s hit roll.

Locus of Shadows

  • Each time a Combat Attrition test is take for this unit, add 1 to that Combat Attrition test. 
  • Each time a ranged attack targets this unit, if the attack is more than 12? away, subtract 1 from that attack’s hit roll.

Chaos Daemons Stratagems 

As of 07-07-2021 Daemons Stratagems groups are…

  • Core Stratagems
  • Chaos Daemons Stratagems
  • Chaos God Stratagems
  • Engine War Stratagems
  • Army of Renown Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any Chaos Daemons Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by Chaos Daemons on the battlefield.

Rewards of Chaos: 1/ 3 CP

Use before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefact for 3 CPs. All the Hellforged Artefact that you include must be different and be given to different Daemon Characters.

Denizens of the Warp: 1/2 CP

Use this during deployment. If you spend 1 CP, set up one of your Daemon units that has a Power Rating of 8 or less of your Daemon units that has a PR of 8 or less in the warp instead of placing it on the battlefield. If you spend 2 CPs, you can choose a Daemon unit tht has a PR of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

Daemonic Incursion: 2 CP

Use this when one of your Daemon (units other than a named character) is destroyed by a Grey Knights unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on that battlefield that is more than 9″ from any enemy models. This does not cost you any reinforcement points in a matched play game.

Soul Sacrifice: 2 CP

Use this before a Chaos Character from your attempts to summon Daemons to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hits of 1 for the summoned unit while it is within 6″ of the character that performed the Daemonic Ritual.

Daemonic Pact: 1 CP

Use this after a Chaos Character from your army summons a unit of Daemons using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons using Daemonic Ritual.

Daemonic Possession: 1 CP

Use this at the start of any phase. Select a unit of Daemons; until the end of the phase, you cannot re-roll savings throws for that unit, but its invulnerable save is improved by to a max of 3+

Warp Surge: 2 CP

Use this Stratagem at the start of any phase. Select a unit of DAEMONS; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).

As of 03-10-2018 Daemons Stratagems are…

Banner of Blood: 1 CP

Use this before the battle. Choose one of your Khorne models with a Daemonic Icon. That icon in addition to its normal ability, can be used once per battle, just before the bearer’s unit declares a charge. When used, the bearer’s unit can charge 3D6 instead of 2D6

Locus of Wrath: 2 CP

Use this at the start of any Fight phase. Select Khorne Daemon Character from your army – until the end of the phase you can re-roll failed hit rolls made for friendly Khorne Daemon units within 6″ of that model.

Frenetic Bloodlust: 3 CP

Use this at the end of the Fight phase. Select one of your Khorne Daemon units – that unit can immediately fight again.

Revolting Regeneration: 2 CP

Use this at the end of your Movement phase. Select one of your Nurgle Daemon units. ONe model in the unit regains D3 lost wounds. If there are no wounded models in the unit. and that unit has suffered any casualties, a single model from the unit is returned to play with one wound remaining.

Plague Banner: 1 CP

Use this before the battle. Choose one of your Nurgle with a Daemonic Icon. That icon in addition to its normal ability, can use once per battle, just before the bearer’s unit fights. When used increase the Damage characteristic of all plagueswords carried by the bearer’s unit to 2 until the end of the phase.

Locus of Fecundity: 2 CP

Use this at the start of any phase. Select a Nurgle Daemon Character from your army – until the end of the phase you can re-roll Disgustingly Resilient rolls of 1 made for friendly Nurgle Daemon units within 6″ of that model.

Blasted Standard: 1 CP

Use this before the battle. Choose one of your Tzeentch models with a Daemonic Icon. That icon in addition to its normal ability, the power of the banner can be used once per battle, at the beginning of any Psychic phase. When used roll 9 dice:; for each roll of 6, the closest visible enemy unit within 9″ suffers a mortal wound.

Magical Boon: 1 CP

Use this at the end of your Psychic phase. Select a Tzeentch Daemon Psyker from your army; it can immediately attempt to manifest one additional psychic power this turn.

Locus of Conjuration: 2 CP

Use this at the start of your Psychic phase. Select a Tzeentch Daemon Character from your army – until the end of the phase you can re-roll any failed Psychic test made for friendly Tzeentch Daemon units, within 6″ of that model.

Locus of Grace: 1 CP

Use this at the start of any Fight phase. Select a Slaanesh Daemon Character from your army – until the end of the phase, each time you make a wound roll of 6+ for a friendly Slaanesh Daemon unit within 6″ of that character, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

Aura of Acquiescence: 1 CP

Use this at the start of any Fight phase. Select a Slaanesh Daemon unit from your army – enemy units within 3″ of that unit reduce their Attacks characteristic by 1 (to a minimum of 1) until the end of the that phase.

Rapturous Standard: 1 CP

Use this before the battle. Choose one of your Slaanesh models with a Daemonic Icon. That icon in addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used you can re-roll all failed it rolls made for the bearer’s unit until the end of the phase.

If your army is Battle-forged and includes any Chaos Daemons Detachments – that is, any Detachment that includes only units with both the CHAOS and DAEMONS Faction keywords – (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here. Matched Play Rule – Daemonic Jealousy: In a matched play game, you can only select each Exalted ability once. This does not prevent other EXALTED Greater Daemons from having the same Exalted ability (or abilities), but only if they have been rolled for randomly. If you are randomly rolling for Exalted abilities, write ‘Random’ on your army list for that unit and roll the dice before the battle in front of your opponent.

Razor-Sharp Caress: 1 CP

Use this Stratagem in the Fight phase. Select one DAEMONETTE INFANTRY unit from your army. Until the end of the phase, the Armour Penetration characteristic of melee weapons models in that unit are equipped with is improved by 1 (e.g. AP -1 becomes AP -2).

Sinuous Undulation: 1 CP

Use this Stratagem in your opponent’s Shooting phase when a DAEMONETTE CAVALRY unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, subtract 1 from the hit roll.

Song of Discordant Despire: 1 CP

Use this Stratagem at the start of the Morale phase. Select one enemy unit within 6″ of a FIENDS unit from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.

Flensing Impact: 1 CP

Use this Stratagem in the Fight phase. Select one DAEMONETTE CHARIOT unit from your army that made a charge move this turn. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.

Rust and Decay: 1 CP

Use this Stratagem in the Fight phase. Select one PLAGUEBEARER INFANTRY unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Putrid Demise: 1 CP

Use this Stratagem when a PLAGUEBEARER CAVALRY model from your army is destroyed. Before removing that model, roll one D6 for every unit within 6″ (excluding NURGLE units). On a 2+, the unit being rolled for suffers 1 mortal wound.

Acidic Slobber: 1 CP

Use this Stratagem in the Fight phase. Select one BEASTS OF NURGLE unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Nurgling Infestation: 1 CP

Use this Stratagem at the end of any phase except the Morale phase. Select one NURGLING unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).

Rage Eternal: 3 CP

Use this Stratagem in the Fight phase when a model in a BLOODLETTER INFANTRY unit from your army is destroyed. Until the end of the phase, roll one D6 each time a model from that unit is destroyed; on a 4+, that model is not removed until after all of the attacking unit’s close combat attacks have been resolved, and the destroyed model can make all of its close combat attacks against the unit that destroyed it before being removed (this model can make these close combat attacks even if it would not normally be able to target that unit).

Brass Stampede: 1 CP

Use this Stratagem in your Charge phase when a BLOODLETTER CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 2+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. If these mortal wounds destroy all enemy units within 1″ of your unit, it can, if you wish, immediately declare another charge.

The Scent of Blood: 1 CP

Use this Stratagem in your Charge phase. Select one FLESH HOUNDS unit from your army. That unit can be chosen to charge with this phase even if it Advanced this turn. In addition, add 2 to the result of that charge roll if any enemy models (excluding VEHICLES) have been destroyed this turn.

Bound in Brass and Bone: 1 CP

Use this Stratagem in any phase when a BLOODLETTER CHARIOT unit from your army is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, halve the damage inflicted (rounding up).

Minions of Magic: 1 CP

Use this Stratagem at the start of your Psychic phase. Select one HORRORS INFANTRY unit from your army. The first time that unit attempts to manifest a psychic power this phase, do not roll any dice for its Psychic test – instead, assume a 9 was rolled for that Psychic test.

Warp Jaws: 1 CP

Use this Stratagem in the Fight phase. Select one SCREAMERS unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit against a MONSTER or VEHICLE unit, add 1 to the wound roll.

Flames of Mutation: 1 CP

Use this Stratagem in your Shooting phase. Select one FLAMER unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Warp Portal: 1 CP

Use this Stratagem in your Movement phase. Select one FLUXMASTER, FATESKIMMER or BURNING CHARIOT model from your army. Remove that model from the battlefield and set it back up anywhere on the battlefield that is more than 9″ from any enemy models. This model cannot move further this phase.

Exalted Bloodthirster: 1 CP

Use this Stratagem before the battle. Select one BLOODTHIRSTER model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Bloodthirster abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). EXALTED BLOODTHIRSTER ABILITIES D6 Result 1 Hellfire-wrought Armour: This model has a Save characteristic of 2+. 2 Blood-blessed: This model cannot lose more than 8 wounds in the same phase. Any damage inflicted after this point in the same phase has no effect. 3 Arch-murderer: Add 1 to the Damage characteristic of all weapons this model is equipped with. 4 Slaughterborn: If, in the Charge phase, this model makes a charge move, is charged by any enemy units, or performs a Heroic Intervention, add 1 to its Strength and Attacks characteristics until the end of the following Fight phase. This is cumulative with the Unstoppable Ferocity ability. 5 Rage Unchained: This model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table. 6 Unrivaled Battle-lust: When a charge roll is made for this model, add 2 to the result. In addition, this model can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

Exalted Great Unclean One: 1 CP

Use this Stratagem before the battle. Select one LORD OF CHANGE model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Lord of Change abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). EXALTED LORD OF CHANGE ABILITIES D6 Result 1 Mastery of Magic: This model knows one additional psychic power from the Tzeentch discipline (see Codex: Chaos Daemons) and can attempt to manifest one additional psychic power in each of your Psychic phases. 2 Spell-thief: When this model successfully denies a psychic power, the PSYKER unit that attempted to manifest that power loses it and cannot attempt to manifest it again this battle. 3 Lord of Flux: When an enemy unit suffers mortal wounds as the result of a psychic power manifested by this model, that enemy unit suffers 1 additional mortal wound (e.g. if this model manifested Smite, the nearest visible enemy unit would suffer D3+1 mortal wounds). 4 Nexus of Fate: If this model is on the battlefield at the start of your turn, roll one D6; on a 1 or a 6 you immediately gain one Command Point. 5 Aura of Mutability: When this model would lose a wound as a result of an attack, roll one D6; on a 6 that wound is not lost. After a unit has finished resolving all of its attacks against this model, this model regains one lost wound for each wound it negated because of this ability. 6 Architect of Deception: When resolving an attack made with ranged weapon against this model, subtract 1 from the hit roll.

Exalted Bloodthirster: 1 CP

Use this Stratagem before the battle. Select one GREAT UNCLEAN ONE model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Great Unclean One abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). EXALTED GREAT UNCLEAN ONE ABILITIES D6 Result 1 Bloated with Corruption: This model has a Toughness characteristic of 8. 2 Revoltingly Resilient: Add 1 to all Disgustingly Resilient rolls made for this model. 3 Avalanche of Rotten Flesh: When a charge roll is made for this model, add 1 to the result. In addition, this model’s Crushing Bulk ability inflicts D3 mortal wounds on a 2+, instead of inflicting 1 mortal wound on a 4+. 4 Living Plagues: When resolving an attack made with a melee weapon by this model, a successful hit roll scores 1 additional hit if the attack’s Strength characteristic is at least twice the target’s Toughness characteristic. 5 Gift of Bountiful Vomit: In each of your Shooting phases, you can select one enemy unit that is visible to this model and roll one D6 for each model in that unit that is within 12″ of this model (to a maximum of 7 dice). For each roll of 3+, that unit suffers 1 mortal wound. 6 Hideous Visage: Subtract 1 from the Leadership characteristic of enemy units whilst they are within 12″ of any models with this ability from your army (subtract 2 instead whilst they are within 6″).

Exalted Keeper of Secrets: 1 CP

Use this Stratagem before the battle. Select one KEEPER OF SECRETS model from your army that is not a named character. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Keeper of Secrets abilities below for this model for the duration of the battle. Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle (if a double is rolled, roll again until two different results are rolled). EXALTED KEEPER OF SECRETS ABILITIES D6 Result 1 Realm-racer: Add 2″ to this model’s Move characteristic. When an Advance or charge roll is made for this model, add 1 to the result. 2 Quicksilver Reflexes: This model has a 4+ invulnerable save. 3 Blessing of the Dark Prince: When resolving an attack made with a ranged weapon against this model, subtract 1 from the wound roll. 4 Lightning Flayer: When resolving an attack made with a melee weapon by this model, an unmodified hit roll of 6 scores 1 additional hit. 5 Fear-seeker: Once per Morale phase, after an enemy unit fails a Morale test but before any models flee that unit, this model can move as if it were your Movement phase, so long as it ends this move closer to the unit that failed that Morale test. In addition, each time an enemy model flees from a unit whilst its unit is within 6″ of this model, this model regains 1 lost wound. 6 Battle Rapture: This model can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″. In addition, each time this Keeper of Secrets consolidates, it can move up to D3+3″ instead of 3″.

If your army is an Army of Renown, you have access to these Stratagems, you can spend CPs to use them.

Disciples of Be’lakor Shadown Pact: 1 CP

Use this in your Command phase. Select <MARK OF CHAOS> LEGION DISCIPLES INFANTRY unit from your army that has not dedicated itself to a specific Dark God, and then select one of the pacts below. Until the start of the next Command phase, that unit has that pact. 

  • Pact of Blood: Add 1 to the Attacks of models in this unit.
  • Pact of Fate: Models in this unit have a 5+ invulnerable save.
  • Pact of Plague: Add 1 to the Toughness of models in this unit.
  • Pact of Excess: Add 1? to the Move of models in this unit. Add 1 to the Advance and charge rolls made for this unit.

Disciples of Be’lakor Daemonic Boon: 1 CP

Use this Sat the start of the Fight phase, when a LEGION DISCIPLES unit (excluding VEHICLE units) from your army that is within 6? of a friendly DAEMONIC DISCIPLES unit is selected to fight. Until the end of the phase, add 1 to the Strength of models in that LEGION DISCIPLES unit, and each time a model in that LEGION DISCIPLES unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Disciples of Be’lakor Legions of Shade: 1 CP

Use this at the start of your Movement phase or at the start of your Charge phase. Select one DISCIPLES OF BE’LAKOR unit from your army. Until the end of the phase, models in that unit can move horizontally through enemy models. 

Disciples of Be’lakor Mortal Boon: 2 CP

Use this at the start of the Morale phase. Select one DAEMONIC DISCIPLES unit from your army that is within 6? of a friendly LEGION DISCIPLES unit excluding VEHICLE units. Until the end of the phase, each time that DAEMONIC DISCIPLES unit takes a Morale test, it is automatically passed and you count as having passed that test with an unmodified roll of a 1.

Disciples of Be’lakor Draught of Terror: 1 CP

Use this at the start of the Morale phase. Select one DAEMONIC DISCIPLES unit from your army. Until the end of the phase, that unit gains the following ability: Draught of Terror: While an enemy is within 6? of this unit, each time a model flees from the enemy unit: If any mores in this have any lost wounds, one model in this unit regains 1 lost wound. If no models in this unit have any lost wounds, but it is not at its Starting Strength, one of this unit’s destroyed models is added back to it with 1 wound remaining. Models added back to this unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of this unit.

Disciples of Be’lakor Blessings of Be’lakor: 2 CP

Use this in any phase, when a saving throw made for a DISCIPLES OF BE’LAKOR model from your army against an attack is failed. The Damage characteristic of that attack is changed to 0. You cannot use this Stratagem if BE’LAKOR is not on the battlefield. 

Chaos Daemons Unique Items

As of 07-07-2021 Daemons Unique Item groups are…

  • Hellforged Artefacts of Khorne
  • Hellforged Artefacts of Tzeentch
  • Hellforged Artefacts of Nurgle
  • Hellforged Artefacts of Slaanesh
  • Artefacts of Blood
  • Artefacts of Change
  • Artefacts of Decay
  • Artefacts of Excess

(See tabs for details)

If your army is led by a Daemon Khorne Warlord, you may give one Hellforged Artefacts to a Daemon Khorne Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Armour of Scorn

Khorne Monster Model only. The wearer gets a 4+ invulerable save and can attempt to deny one psychic power in each enemy Psychic phase.

The Crimson Crown

Khorne model only. Each time you make a wound roll of 6+ for a friendly Khorne Daemon unit within 6″ of the bearer, the model that made the attack can immediately make an extra attacks against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

A’rgath, the King of Blades

Khorne model with blade of blood or hellforged sword only.. Replace the bearer’s blade of blood or hellforged sword with the following profile: Melee, S +1, AP 4, D D3. Re-roll all failed wound rolls for this weapon when targeting a Character. If wielded by a Monster, increase this weapons’s Damage characteristic to 3.

Skullreaver

Khorne model with axe of Khorne, great axe of Khorne or daemonic axe only. Replace the bearer’s axe of Khorne, great axe of Khorne or daemonic axe with the following profile: Melee, S +3, AP -4, D D6. Re-roll failed wound rolls for this weapon when targeting a Titanic unit. Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to the normal damage.

If your army is led by a Daemon Tzeentch Warlord, you may give one Hellforged Artefacts to a Daemon Tzeentch Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Endless Grimoire

Tzeentch Psyker only. The bearer knows one additional psychic power from the Tzeentch discipline.

The Impossible Robe

Tzeentch model only. The wearer has a 4+ invulnerable save. In addition, once per game you ca re-roll a single failed saving throw for the wearer, but if the re-roll results in a 1 the wearer is immediately slain.

The Everstave

Tzeentch model with rod of sorcery of staff of change only. Add 1 to the bearer’s Psychic tests whenever it attempts to manifest Smite.

Soul Bane

Tzeentch Herald only model with ritual dagger. Replace the bearer’s ritual dagger with the following profile: Melee, S User, AP -5, D1. Invulnerable saves cannot be taken against this weapon.

If your army is led by a Daemon Khorne Warlord, you may give one Hellforged Artefacts to a Daemon Khorne Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Horn of Nurgle’s Rot

Nurgle model only. Roll a D6 each time the bearer kills an enemy model in the Fight phase whilst withing 7″ of one or more friendly units of Plaguebearers. On a 4+ you can add a single Plaguebearer model to one of those units

The Entropic Knell

Nurgle model only. Enemy units must subtract 1 from their Leadership whilst they are within 7″ of the bearer.

Corruption

Nurgle model with plaguesword, balesword, bileblade or hellforged sword only. Replace the bearer’s plaguesword, balesword, bileblade or hellforged sword with the following profile: Melee, S +2, AP -3, D D3. Re-roll all failed wound rolls made for this weapon.

If your army is led by a Daemon Slaanesh Warlord, you may give one Hellforged Artefacts to a Daemon Slaanesh Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Forbidden Gem

Slaanesh model only. Once per game, at the start of any enemy phase, the bearer can target a single enemy Character within 12″. Roll 3D6; if the total exceeds that model’s Leadership, it cannot act (do or react to anything) until the end of the phase and it cannot use any abilities on its datasheet that affect another unit.

The Mark of Excess

Slaanesh models only. Add 1 to the bearer’s Attacks. Add a further 1 each time the bearer slays a Character or Monster.

Soulstealer

Slaanesh model with witstealer sword or hellforged sword only.. Replace the bearer’s witstealer sword or hellforged sword with the following profile: Melee, S +1, AP -3, D3. Each time a model is slain by this weapon, the bearer regains 1 lost wound, Re-roll all failed wound rolls made for this weapon when targeting an Aeldari unit.

Slothful Claws

Slaanesh Herald with ravaging claws only. Replace the bearer’s ravaging claws with the following profile: Melee, S +1, AP -2, D2. Each time you make a wound roll of 4+ for this weapon, that hit is resolved at AP -4 instead of -2.

If your army is led by a Warlord with the KHORNE DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED BLOODTHIRSTER model from your army, instead of giving them a Hellforged Artefact from another source.

G’rmakht the Destroyer

Model with an axe of Khorne only. This Relic replaces an axe of Khorne and has the following profile: G’rmakht the Destroyer RANGE TYPE S AP D Melee S+3 AP-4 D6 Abilities: When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead. In addition, the first time a model with this Relic is destroyed, roll one D6. On a 4+, set that model up again, at the end of the phase, as close as possible to its previous position and more than 1″ from any enemy models, with D6 wounds remaining. That model loses all Warlord Traits, Relics and Exalted abilities it had – instead, it always has the Rage Unchained Exalted ability (see left). If the destroyed model was your Warlord, that model is no longer your Warlord, and your Warlord counts as having been destroyed.

Blood-Drinker Talisman

Roll one D6 each time an attack made with a melee weapon by a model with this Relic destroys an enemy model; on a 5+, the model with this Relic regains 1 lost wound after it has resolved all of its close combat attacks for that fight. A model with this Relic cannot regain more than 8 lost wounds during the same turn as the result of this artefact.

Rune of Brass

Enemy PSYKERS suffer Perils of the Warp on any Psychic test that includes any double whilst they are within 16″ of this model. Enemy PSYKERS that suffer Perils of the Warp whilst they are within 16″ of this model suffer 3 mortal wounds (do not roll to determine how many mortal wounds are inflicted).

If your army is led by a Warlord with the TZEENTCH DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED LORD OF CHANGE model from your army, instead of giving them a Hellforged Artefact from another source.

Warpfire Blade

Model with baleful sword only. This Relic replaces a baleful sword and has the following profile: Warpfire Blade RANGE TYPE S AP D Melee S+2 AP-3 D6 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the

Soul-Eater Stave

Roll one D6 when a psychic power manifested by a model with this Relic destroys an enemy model; on a 4+, the model with this Relic immediately regains 1 lost wound. A model cannot regain more than 9 lost wounds during the same turn as the result of this Relic.

The Crystal Tome

At the beginning of your opponent’s turn, select one enemy CHARACTER model within 12″ of a model with this Relic. You and your opponent then roll off; your opponent adds the Leadership characteristic of their model to the result, and you add the Leadership characteristic of the model with this Relic to your result. If your total equals or beats your opponent’s, then all aura abilities that their CHARACTER model has cannot be used until the beginning of your opponent’s next turn.

If your army is led by a Warlord with the NURGLE DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED GREAT UNCLEAN ONE model from your army, instead of giving them a Hellforged Artefact from another source.

Effluvior

EXALTED GREAT UNCLEAN ONE with plague flail only. This Relic replaces a plague flail and has the following profile: Effluvior RANGE 7″ Assault 6 S +1 AP -3 D2 Abilities: The bearer can make attacks with this weapon whilst within 1″ of an enemy unit, and attacks with this weapon can target enemy units within 1″ of friendly units. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed.

Tome of a Thousand Poxes

A model with this Relic knows one additional psychic power from the Nurgle discipline (see Codex: Chaos Daemons). In addition, if the unmodified result of a Psychic test taken for a model with this Relic is 7, the psychic power being manifested cannot be denied.

The Endless Gift

A model with this Relic regains one lost wound at the end of each phase in which it lost any wounds.

If your army is led by a Warlord with the SLAANESH DAEMON Faction keywords, you can give one of the following Hellforged Artefacts to an EXALTED KEEPER OF SECRETS model from your army, instead of giving them a Hellforged Artefacts from another source.

Silverstrike

This Relic replaces a witstealer sword and has the following profile: Silverstrike RANGE Melee S+2 AP -3 D3 Abilities: When the bearer fights, it makes 2 additional attacks with this weapon. In addition, subtract 1 from hit rolls for attacks made by a model that has lost any wounds from this weapon.

Whip of Agony

Model with living whip only. This Relic replaces a living whip and has the following profile: 6″ Assault 6 6 -3 2 Abilities: The bearer can make attacks with this weapon whilst within 1″ of an enemy unit, and attacks with this weapon can target enemy units within 1″ of friendly units. Attacks made with this weapon automatically wound (no wound roll is made) unless the target is a VEHICLE or TITANIC unit.

Jewel of Excess

When a model with this Relic takes a Psychic test whilst attempting to manifest psychic powers from the Slaanesh discipline (see Codex: Chaos Daemons), add 1 to the result. In addition, when a Deny the Witch test is taken for a model with this Relic, add 1 to the result.

Chaos Daemons Psychic Powers

As of 07-07-2021 Chaos Daemons Unique Item groups are…

  • Tzeentch Discipline
  • Nurgle Discipline
  • Slaanesh Discipline
  • Army of Renown Psychic Powers

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tzeentch, Nurgle or Slaanesh discipline using the table below. You can select the psychic powers you wish the psyker to have.

Tzeentch

Boon of Change: WC 7

If manifested, select a friendly TZEENTCH DAEMON unit within 18″ of the psyker and roll a D3. Consult the table below to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase. D3 EFFECT 1 Extra Limb: +1 Attack 2 Mystic Strength: +1 Strength 3 Iron Skin: +1 Toughness

Bolt of Change: WC 8

If manifested, select an enemy unit that is within 18″ of the psyker and visible to it. That unit suffers D3 mortal wounds.If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army within 6″ of the character and more than 1″ from any enemy models before they are removed as a casualty

Gaze of Fate: WC 6

Gaze of Fate has a warp charge value of 6. If manifested, you can re-roll a single dice roll later during your turn.

Treason of Tzeentch: WC 8

If manifested, select an enemy CHARACTER that is within 18″ of the psyker and visible to it (excluding the opponent’s Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.

Flickering Flames: WC 5

If manifested, pick a friendly TZEENTCH DAEMON unit within 18″ of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit’s shooting weapons.

Infernal Gateway: WC 8

If manifested, identify the nearest enemy model that is within 12″ of the psyker and visible to it; that model’s unit, and every other unit (friend and foe) within 3″ of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tzeentch, Nurgle or Slaanesh discipline using the table below. You can select the psychic powers you wish the psyker to have.

Nurgle

Stream of Corruption: WC 5

If manifested, the closest enemy unit within 7″ of the psyker and visible to it suffers D3 mortal wounds if it has fewer than 10 models, or D6 mortal wounds if it has 10 or more models.

Fleshy Abundance: WC 5

If manifested, select a friendly NURGLE DAEMON unit within 18″ of the psyker. One model in that unit regains D3 lost wounds.

Nurgle’s Rot: WC 7

If manifested, roll a D6 for every unit (excluding NURGLE units) within 7″ of the psyker. On a 4+ the unit being rolled for suffers D3 mortal wounds.

Shrivelling Pox: WC 6

If manifested, select an enemy unit that is within 18″ of the psyker and visible to it. Until the start of your next Psychic phase, subtract one from the target unit’s Toughness characteristic.

Virulent Blessing: WC 7

If manifested, select a friendly NURGLE DAEMON unit within 18″ of the psyker. Add 1 to wound rolls made for that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage.

Miasma of Pestilence: WC 6

If manifested, select a friendly NURGLE DAEMON unit within 18″ of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tzeentch, Nurgle or Slaanesh discipline using the table below. You can select the psychic powers you wish the psyker to have.

Slaanesh

Cacophonic Choir: WC 6

If manifested, roll 2D6 (adding 2 to the result if the Psychic test result was more than 10). The closest enemy unit that is within 18″ of the psyker and visible to it suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.

Symphony of Pain: WC 6

If manifested, the nearest enemy unit that is within 18″ of the psyker and visible to it is struck by unbearable pain. Your opponent must subtract 1 from all hit rolls made for this unit until the start of your next Psychic phase.

Hysterical Frenzy: WC 8

If manifested, select a single friendly SLAANESH DAEMON unit within 18″ of the psyker that is within 1″ of an enemy unit. That unit can fight as if it were the Fight phase.

Delightful Agonies: WC 5

If manifested, select a single friendly SLAANESH DAEMON unit within 18″ of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound – on a 6 that model does not lose a wound.

Pavane of Slaanesh: WC 6

Pavane of Slaanesh has a warp charge value of 6. If manifested, select an enemy unit that is within 18″ of the psyker and visible to them. Roll a D6 for each model in the unit; the unit suffers a mortal wound for each roll of 6.

Phantasmagoria: WC 6

If manifested, enemy units must subtract 1 from their Leadership characteristic until the start of your next Psychic phase whilst they are within 12″ of the psyker.

Before the battle, if every unit in your army has the DICIPLES OF BE’LAKOR  keyword you can generate the psychic powers from any DISCIPLES OF BE’LAKOR PSYKER units from your army from the Noctic discipline instead of from any other discipline, by selecting the psychic powers you wish the psyker to have.

Disciples of Be’lakor Shrouded Step: WC 6

Blessing. If manifested, select one friendly DISCIPLES OF BE’LAKOR unit within 18? of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield that is more than 9? from any enemy models. If that unit Remained Stationary this turn, it is instead treated as having made a Normal Move this turn.

Disciples of Be’lakor Weathered In Shades: WC 7

Blessing. If manifested, select one friendly DISCIPLES OF BE’LAKOR unit (excluding MONSTER and VEHICLE units) within 12? of this PSYKER. Until the start of your next Psychic phase, enemy models cannot target that unit with ranged weapons unless that unit is the closest eligible target to the firing model or it is within 12? of the firing model.

Disciples of Be’lakor Pall of Despair: WC 7

Malediction. If manifested, select one enemy unit that is within 18? of and visible to this PSYKER. Roll 3D6; if the result is greater than the enemy unit’s Leadership characteristic, select one of the following to apply to that unit until the start of your next Psychic phase. If that unit has any Aura abilities, select one of those abilities. Until the start of your next Psychic phase, that unit loses that ability. Until the start of your next Psychic phase, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight that phase until after all eligible units from your army have done so.

Disciples of Be’lakor Voidslivers: WC 5

Witchfire. If manifested, select one enemy model within 12? of and visible to this PSYKER. Draw a line between any part of this PSYKER’s base and any part of the selected model’s base (or hull): The selected model’s unit suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead). Every other enemy unit that this line passes over or through suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead).

Disciples of Be’lakor Penumbral Curse: WC 7

Malediction. If manifested, select one enemy unit within 18? of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, subtract 1 from that attack’s wound roll and reduce the Armour Penetration characteristic of that attack by 1.

Disciples of Be’lakor Betraying Shades: WC 6

Witchfire. If manifested, select one enemy unit within 18? of and visible to this PSYKER. Select up to 6 models in that unit, and add together the unmodified Attacks characteristics of those models. Roll a number of D6 equal to the total (for example, if five of the selected models had an Attacks characteristic of 2, and one had an Attacks characteristic of 3, you would roll thirteen D6). If the result of the Psychic test was 11 or more, add 1 to each dice result. For each roll of 6+, that unit suffers 1 mortal wound.

Chaos Daemons Warlord Traits

As of 07-07-2021 Daemons Warlord Traits are…

  • Khorne Warlord Traits
  • Tzeentch Warlord Traits
  • Nurgle Warlord Traits
  • Slaanesh Warlord Traits
  • Army of Renown Warlord Traits

(See tabs for details)

If a CHARACTER with the DAEMON Faction keyword is your Warlord, it can generate a Warlord Trait from one of the following tables instead of the one in the Warhammer 40,000 rulebook. You can either roll on the appropriate table to randomly generate a Warlord Trait, or you can select the one that best suits theWarlord’s temperament and preferred style of warfare. Warlords can only generate Warlord Traits from their own Chaos God (e.g. KHORNE Warlords can only have a Khorne Warlord Trait).

Aspect of Death

Each time an enemy unit fails a Morale test within 8″ of your Warlord, one additional model flees from that unit.

Glory of Battle

Add 1 to your Warlord’s Attacks whilst there are more enemy models within 8″ of it that there are friendly models.

Oblivious to Pain

Roll a dice each time your Warlord loses a wound. On a roll of 6, do not lose that wound an you can re-roll all failed hit and wound rolls made for it unit the end of your turn.

Immense Power

Add 1 to your Warlord’s Strength.

Devastating Blow

Each time your Warlord fights, it can make a single attack instead of its normal close combat attacks. If it does, make a single hit roll; if successful, the target suffers D3 mortal wounds.

Rage Incarnate

Re-roll hit rolls of 1 for friendly Khorne Daemon units that charged this turn and are within 8″ of your Warlord when they fight.

If a CHARACTER with the DAEMON Faction keyword is your Warlord, it can generate a Warlord Trait from one of the following tables instead of the one in the Warhammer 40,000 rulebook. You can either roll on the appropriate table to randomly generate a Warlord Trait, or you can select the one that best suits theWarlord’s temperament and preferred style of warfare. Warlords can only generate Warlord Traits from their own Chaos God (e.g. KHORNE Warlords can only have a Khorne Warlord Trait).

Born of Sorcery

Add 1 to the result of the first Psychic tests made for your Warlord in each Psychic phase.

Incorporeal Form

Reduce all damage inflicted on your Warlord by 1 to a minimum of 1.

Warp Tether

You can re-roll failed Morale tests for friendly Tzeentch Daemon units within 9″ of your Warlord.

Lorekeeper of Tzeentch 

Add 6″ to the range of the first psychic power manifested by your Warlord in each Psychic phase.

Tyrant of the Warp

Roll a dice each time your Warlord suffers Perils of the Warp; on a 2+ they do no suffer Perils of the Warp.

Daemonspark

Re-roll wound rolls of 1 in the Shooting phase for friendly Tzeentch Daemon units that are within 9″ of your Warlord.

If a CHARACTER with the DAEMON Faction keyword is your Warlord, it can generate a Warlord Trait from one of the following tables instead of the one in the Warhammer 40,000 rulebook. You can either roll on the appropriate table to randomly generate a Warlord Trait, or you can select the one that best suits theWarlord’s temperament and preferred style of warfare. Warlords can only generate Warlord Traits from their own Chaos God (e.g. KHORNE Warlords can only have a Khorne Warlord Trait).

Blessed with Corpulence

Add 1 to your Warlord’s Wounds.

Acidic Ichor

Roll a dice each time your Warlord loses a wound in the fight phase. On a 4+ the unit that inflicted that wound is splashed by acidic ichor and suffers a mortal wound after all of its own attacks have been resolved.

Plaguefly Hive

Your opponent must subtract 1 from all hit rolls that target your Warlord if the attacking unit is within 7″

Virulent Touch

Add 1 to all wound rolls made by your Warlord in the Fight phase unless it is targeting a Vehicle.

Impenetrable Hide

Your Warlord has a Save of 4+

Pestilent Miasma

Roll a dice for each enemy unit that is within 1″ of your Warlord at the start of your turn. On a 4+ that unit-suffers a mortal wound.

If a CHARACTER with the DAEMON Faction keyword is your Warlord, it can generate a Warlord Trait from one of the following tables instead of the one in theWarhammer 40,000 rulebook. You can either roll on the appropriate table to randomly generate a Warlord Trait, or you can select the one that best suits theWarlord’s temperament and preferred style of warfare. Warlords can only generate Warlord Traits from their own Chaos God (e.g. KHORNE Warlords can only have a Khorne Warlord Trait).

Celerity of Slaanesh

Add 3″ to your Warlord’s Movement.

Quicksilver Duelist

You can re-roll failed hit and wound rolls for attacks made by your Warlord in the Fight phase against characters.

The Murderdance

If your warlord charges in the Charge phase, add D3 to their Attacks until the end of the ensuing Fight phase.

Fatal Caress

Each time you make a wound roll of 6+ for your Warlord in the Fight phase, the target suffers a mortal wound in addition to any other damage.

Savage Hedonist

Add 1 to your Warlord’s Attacks.

Bewitching Aura

Enemy models subtract 1 from their Attacks to a minimum of 1 whilst they are within 6″ of your Warlord. This does not affect enemy Vehicles

If a Army of Renown model is your WARLORD, it can have a Army of Renown Warlord Trait instead of of one from another source.

Disciples of Be’Lakor: Shadow Lord

If BE’LAKOR is your WARLORD, he must have this Warlord Trait. In your Command phase, select one friendly DISCIPLES OF BE’LAKOR unit excluding VEHICLE units within 9? of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

Chaos Daemons Resources

FAQs

Winning Chaos Daemons Lists of 9th edition

2020 Chaos Daemons Lists

  1. Alex Petford 2nd Place Vanguard Tactics Series 2020 – Chaos Daemons
  2. Travis Starnes 2nd Place San Antonio Shootout 2020 – Chaos Daemons
  3. Dan Savage 1st Place Brisbane 40k GT 2020 – Chaos Daemons
  4. Are Verlo 1st Place Invasion 40k 2020 – Chaos Daemons
  5. Mark Aescht 2nd Place Octoberfest 2020 – Chaos Daemons
  6. Sebastian Larsson 3rd Place Vasteras Autumn Bash 2000 – Chaos Daemons
  7. Tj Lanigan 1st Place YHP Fall Brawl 40k 2020 – Chaos Daemons – Thousand Sons
  8. Keven Leonard 2nd Place Renegade Mini GT 2020 – Death Guard – Chaos Daemons
  9. Asa Carlson 1st Place Renegade Mini GT 2020 – Chaos Daemons

2021 Chaos Daemons Lists

  1. Matt Morosoli 1st Place Uprising Adelaide Open 2021 – Chaos Daemons – Chaos Space Marines
  2. Liam Hackett 2nd Place Uprising Adelaide Open 2021 – Chaos Daemons – Chaos Space Marines
  3. Mitch Byrne 1st Place Objective Secured Perth GT 2021 – Chaos Daemons – Chaos Space Marines
  4. Mark Perry 3rd Place Salt Classic GT At Hey Wanna Play 2021 – Chaos Space Marines – Chaos Daemons
  5. Liam Spires 3rd Place QGG Brisbane Open 2021 – Chaos Daemons – Thousand Sons – Death Guard
  6. TJ Lanigan 2nd Place Glass City GT 2021- Chaos Daemons – Thousand Sons
  7. Stephen Mitchell 2nd Place The Cool Place Spring GT 2021 – Chaos Deamons – Thousand Sons
  8. Daniel Sansone 3rd Place Red River GT 2021 – Chaos Daemons – Death Guard – Thousand Sons
  9. Steven Glansberg 2nd Place Armed Forces Day Charity GT 2021 – Chaos Space Marines – Chaos Daemons 
  10. Jason Byrd 3rd Place Boise Cup 2021 – Chaos Daemons – Death Guard
  11. Justin Curtis 3rd Place Chaos Storm Grand Tournament 2021 – Chaos Daemons
  12. Austin Wingfield 3rd Place WCG-CWG Major 2021 – Chaos Daemons
  13. Sean Ingham 3rd Place Imps Gaming July GT 2021 – Chaos Daemons
  14. Innes Wilson 2nd Place Common Ground Games GT 2021 – Chaos Daemons – Death Guard
  15. Sebastian Larsson 2nd Place West Coast GT 2021 – Chaos Daemons
  16. TJ Lanigan 2nd Place Your Hobby Place GT 2021 – Death Guard – Chaos Daemons
  17. Tj Lanigan 3rd Place Wars on the Shore 2021 – Chaos Daemons – Death Guard
  18. Adam Weinstein 3rd Place The Portal Fall GT 2021 – Chaos Daemons – Death Guard
  19. Joshua Minnich 2nd Place CAGBASH XIV 40K GT 2021 – Chaos Daemons – Death Guard
  20. Franco McDonnell 2nd Place Twisted onslaught Oblivion 2021 – Chaos Daemons – Death Guard
  21. Liam Callebout 3rd Place FactoruM Warhammer 40k GT – November 2021 – Chaos Daemons – Death Guard
  22. Scott LaFountain 2nd Place Warhammer 40k November GT @ Hammerhead Games 2021 – Chaos Daemons