runes plate — not savedHosts of the Ruinous Powers
“Blood, Change, Pestilence, Excess”
Beyond the veil of reality churns the Immaterium, a roiling sea of raw emotion and psychic residue given shape by the desires of every sentient creature. From its depths spring the daemons — manifestations of Khorne's fury, Nurgle's decay, Tzeentch's ambition, and Slaanesh's excess, each embodying its patron's nature in claw, wing, and whispering voice. When the veil between realspace and the Warp grows thin, daemonic hosts pour through in howling tides, their forms as mutable as the emotions that birthed them, unbound by the frailties of mortal flesh. To face a Chaos Daemon in battle is to face concentrated wrath given a name, and few mortal armies survive the encounter unscarred in body or soul.
Army Rule
Each time a unit from your army is destroyed within range of an objective marker you control, roll one D6: on a 4+, you gain 1 CP, representing the daemons' essence returning to the Warp to fuel further incursions.
Many daemon units have a Locus ability that improves the profiles or grants special abilities to nearby units of the same god, reflecting the will of Khorne, Nurgle, Tzeentch or Slaanesh made manifest.
2 available
Warp Surge
At the start of the first battle round, before the first turn begins, each unit from this detachment can make a Normal move of up to 6".
The bearer's melee weapons have the [DEVASTATING WOUNDS] ability, and add 1 to the Attacks characteristic of those weapons.
The bearer and its unit have the FEEL NO PAIN 5+ ability.
Once per battle, in your Command phase, you can target one enemy unit within 18" of the bearer: until the start of your next Command phase, subtract 1 from Hit rolls made by that unit.
Once per turn, the bearer can attempt to manifest one additional psychic power.
Blood Frenzy
Each time a unit from this detachment destroys an enemy unit in the Fight phase, that unit can immediately declare a charge against another enemy unit within 3", even if it has already fought this phase.
The bearer has the FEEL NO PAIN 5+ ability and add 1 to Advance and Charge rolls made for it.
Improve the bearer's Save characteristic by 1.
Each time the bearer fights, it can make 1 additional attack with each of its melee weapons.
Once per battle, when the bearer would be destroyed, roll one D6: on a 3+ it is not destroyed, and heals D3 wounds instead.
6 stratagems
STRATEGIC PLOY · Any phase
Use at the end of any phase. Select one friendly CHAOS DAEMONS unit within 6" of another friendly CHAOS DAEMONS unit that shares a Chaos God keyword: until the end of the turn, that unit's Locus ability, if it has one, also applies to the other unit.
STRATEGIC PLOY · Movement phase
Use in your Movement phase, when a friendly CHAOS DAEMONS unit is set up on the battlefield from Strategic Reserves or Deep Strike. That unit can be set up as close as 6" from enemy models instead of 9".
BATTLE TACTIC · Fight phase
Use when a CHAOS DAEMONS unit from your army is selected to fight. Until the end of the phase, re-roll Hit rolls of 1 for attacks made by that unit's melee weapons.
EPIC DEED · Opponent's turn phase
Use when a friendly CHAOS DAEMONS unit is destroyed. Roll one D6, adding 1 if that unit was within range of an objective marker you control: on a 4+, that unit is not destroyed, and instead has 1 model remaining with 1 wound.
WARGEAR · Shooting phase
Use when a CHAOS DAEMONS PSYKER unit from your army is selected to shoot. That unit can attempt to manifest one additional psychic power this phase.
BATTLE TACTIC · Charge phase
Use when a KHORNE unit from your army finishes a Charge move. Until the end of the turn, add 1 to the Strength characteristic of that unit's melee weapons.
35 units