Daemons of Chaos Homebrew Codex - ksnyder1986/Warhammer-40k-3rd-Edition GitHub Wiki
3rd Edition Homebrew Codex
The Realm of Chaos, The Immaterium, The Warp, exploded into existence when the material universe was created. This dimension is pure unadulterated chaos, ruled not by physical laws or structures. The concept of time and space are foreign to this place.
The Realm of Chaos is the home to the four Chaos Gods: Khorne the god of violence and war; Nurgle the god of disease and decay; Tzeentch the god of conspiracy and deceit; and Slaanesh the god of temptation and gluttony. It is believed that the four Gods are manifestations of emotions from the material universe. When mortal beings with psychic presences feel rage then Khorne is strengthened in the Realm of Chaos. This theory was posited by Imperial scholars based on the birth of Slaanesh from the excesses that the highly psychic Eldar were experiencing before the collapse of their empire.
Author Notes: This homebrew codex is intended to provide a list for a purely daemon army usable in 3rd Edition Warhammer 40k. A standalone book did not exist until 4th Edition, after the publishing of the 4th Edition Chaos Space Marine codex. By that time the point costs between the two editions had radically changed. Additionally, the stat lines of the Great Daemons had changed from the 3rd Edition Chaos Space Marine codex. Therefore, it does not seem wise to import the 4th Edition codex directly into 3rd Edition. Instead, using the 3rd Edition Chaos Space Marine codex almost all the entries in the later codex could be created. This homebrew codex also keeps the themes of the time alive by retaining the rules restricting too much mixing of Marks of Chaos.
Ancient Enemies: The Ruinous Powers hold millennia spamming rivalries. These ancient jealousies prevent the Gods from working in harmony. An army must choose a general, either a Great Daemon, or in the absence of a single Herald, to lead. An army led by a Daemon of Khorne cannot include any Daemons of Slaanesh; likewise an army lead by a Daemon of Slaanesh cannot have any Khornate daemons. An army led by a Daemon of Tzeentch cannot contain any Daemons of Nurgle; likewise an army led by a Daemon of Nurgle cannot have any Tzeentch daemons. Additionally, an army cannot include more than 3 daemon units from each of the two Gods the general is not devoted to. For example, an army led by a Keeper of Secrets can have any number of Slaanesh daemons, a maximum of 3 Nurgle daemons, a maximum of 3 Tzeentch daemons, and no Khorne daemons.
Note that any independent character daemons cannot join daemonic units of other Gods.
Daemon Summoning: Any unit with the Summoned special rule will be able to be summoned onto the battlefield with the following restriction. The Daemon of Chaos army must start the game with at least half of its units (rounding up) deployed on the table unless the mission allows fewer. All other eligible daemon units will start in reserve irrespective of whether the Reserves special rule is used in the mission being played.
Starting with the second game turn roll a D6 for each Daemonic unit held in reserve at the start of the Daemon of Chaos player’s turn. If you roll greater than the number required, the unit becomes available. On the 2nd turn a 4+ is required, on the 3rd turn a 3+ is required, and on all other turns a 2+ is required.
When a daemon unit becomes available place the large Ordnance blast template in base contact with a model carrying a Chaos Icon. Roll the scatter dice and 2D6. On a ‘Hit’ the template is not moved, otherwise move the template a number of inches equal to the result on the 2D6 in the direction of the arrow. The daemon units are then deployed on the area covered by the template. When placing the models, any that cannot be places such that they are partially touching the template or are more than 1” from an enemy model are destroyed. Once they have arrived, the daemon unit can move, assault, and shoot as normal.
Note that unlike a Chaos Space Marine Army Great Daemons are not summoned onto the battlefield.
Daemonic Instability: Daemons of chaos are essentially fearless, but their presence in the material realm is weak. If a Daemon unit (not including Greater Daemons) should need to take a Morale Check, they instead take an Instability Test. This is performed exactly like a Morale Check, but on a failure the unit does not flee. Instead, they suffer one wound (with no saving throw possible) for each point they failed the test by. For example, a unit of Plaguebearers (Ld 8) loses a round of combat and is outnumbered (-1 Ld modifier). They roll a 9 on the Instability Check and therefore suffer 2 wounds.
Favoured Units: Each of the Chaos Gods have a sacred number; 9 for Tzeentch, 8 for Khorne, 7 for Nurgle and 6 for Slaanesh. If a daemon unit dedicated to one of these gods contains the same number of models as the deity’s sacred number (or an exact multiple of it), the unit is favoured by the Gods. This unit may add a +1 to their Summoning role, choosing to apply the effect after seeing the result of the role.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Bloodthirster | 9 | 0 | 8 | 6 | 4 | 4 | 5 | 10 | 3+/4+ | 205 |
Unit Size: 1 Bloodthirster.
Wargear: None.
Options: None.
Special Rules
Fearless: The Greater Daemon automatically passes all Morale Checks they are required to make.
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Models with Daemonic Flight advance 3D6” after an assault and fall back 3D6”.
Daemonic Visage: Models that lose a in close combat against the Greater Daemon take their Morale Test with a -2 modifier to the Leadership.
Invulnerable: Daemons have a 5+ Invulnerable save.
Khornate Frenzy: The Bloodthirster must always assault and perform a sweeping advance whenever possible.
Living Icon: The Greater Daemon can be used as icons for the purposes of summoning daemons aligned to the same God.
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Notes: Unmodified import from the Chaos Space Marine 2003 Codex.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Great Unclean One | 5 | 3 | 7 | 6 | 6 | 2 | 3 | 10 | -/4+ | 150 |
Unit Size: 1 Great Unclean One.
Wargear: None.
Options: None.
Psychic Abilities: Choose any number of the following psychic powers: Doombolt (15 points), Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), Minor Psychic Powers (10 points each), and Nurgle Minor Psychic Powers (10 points each).
Special Rules
Fearless: The Greater Daemon automatically passes all Morale Checks they are required to make.
Daemonic Visage: Models that lose a in close combat against the Greater Daemon take their Morale Test with a -2 modifier to the Leadership.
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: The Greater Daemon can be used as icons for the purposes of summoning daemons aligned to the same God.
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Nurgle’s Rot: Any model within 6” of a model with Nurgle’s Rot must roll a D6 at the end of the Daemon army’s Shooting Phase. On a roll of 6 the unit takes a wound, with armour and invulnerable saves taken as normal.
Nurgling Infestation: During melee the Great Unclean One additionally makes D6 attacks at Strength 3 and Initiative 3, normal saves allowed.
Notes: Unmodified import from the Chaos Space Marine 2003 Codex.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Keeper of Secrets | 7 | 3 | 7 | 6 | 4 | 4 | 5 | 10 | -/4+ | 160 |
Unit Size: 1 Keeper of Secrets.
Wargear: None.
Options: None.
Psychic Abilities: Choose any number of the following psychic powers: Doombolt (15 points), Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), Minor Psychic Powers (10 points each), and Slaanesh Minor Psychic Powers (10 points each).
Special Rules
Fearless: The Greater Daemon automatically passes all Morale Checks they are required to make.
Daemonic Visage: Models that lose a in close combat against the Greater Daemon take their Morale Test with a -2 modifier to the Leadership.
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: The Greater Daemon can be used as icons for the purposes of summoning daemons aligned to the same God.
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Warp Scream: Any model in close combat with the Keeper of Secrets has their Initiative value reduced by 1 to a minimum of 1.
Notes: Unmodified import from the Chaos Space Marine 2003 Codex.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Lord of Change | 8 | 4 | 6 | 6 | 4 | 6 | 3 | 10 | -/4+ | 160 |
Unit Size: 1 Lord of Change.
Wargear: None.
Options: None.
Psychic Abilities: Choose any number of psychic powers; Doombolt (15 points), Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), Minor Psychic Powers (10 points each), Bolt of Change (30 points), Twisting Path (15 points), and Tzeentch Minor Psychic Powers (10 points each).
Special Rules
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Models with Daemonic Flight advance 3D6” after an assault and fall back 3D6”.
Daemonic Visage: Models that lose a in close combat against the Greater Daemon take their Morale Test with a -2 modifier to the Leadership.
Fearless: The Greater Daemon automatically passes all Morale Checks they are required to make.
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: The Greater Daemon can be used as icons for the purposes of summoning daemons aligned to the same God.
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Notes: Unmodified import from the Chaos Space Marine 2003 Codex.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Herald of Khorne | 4 | 0 | 5 | 4 | 2 | 4 | 3 | 10 | 3+/5+ | 46 |
Herald of Nurgle | 4 | 0 | 4 | 4(5) | 2 | 4 | 3 | 10 | -/5+ | 31 |
Herald of Slaanesh | 4 | 0 | 4 | 4 | 2 | 4 | 2+1 | 10 | -/5+ | 47 |
Herald of Tzeentch | 2 | 3 | 4 | 3 | 2 | 2 | 1 | 10 | -/5+ | 36 |
Unit Size: 1-2 Heralds of Chaos.
Herald of Khorne
Wargear: A Herald of Khorne must select one weapon; Axe of Khorne (20 points), Berserker Glaive (40 points), or Hellblade (10 points).
Options: The Herald of Khorne may choose any number; Collar of Khorne (5 points), Daemonic Rune (35 points), Daemonic Visage (5 point), Feel No Pain (10 points), Juggernaut (35 points), and Rage of Khorne (15 points).
Special Rules
Frenzy: The Herald of Khorne must always assault and perform a sweeping advance whenever possible.
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: Heralds can be used as icons for the purposes of summoning daemons aligned to the same God.
Notes: The Herald of Khorne is built using a Bloodletter (26) as the base. Then Daemonic Essence (15), Daemonic Mutation (15) were added. Remove the Hellblade (10) since it is a weapon option.
Herald of Nurgle
Wargear: A Herald of Nurgle must select one weapon; Manreaper (25 points), Pandemic Staff (25 points), or Plague Sword (25 points)
Options: The Herald of Nurgle may choose any number; Daemonic Rune (35 points), Daemonic Visage (5 point), and Nurgling Infestation (20).
Psychic Abilities: Choose any number of the following psychic powers: Choose any number of the following psychic powers: Doombolt (15 points), Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), Minor Psychic Powers (10 points each), and Nurgle Minor Psychic Powers (10 points each).
Special Rules
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: Heralds can be used as icons for the purposes of summoning daemons aligned to the same God.
Nurgle’s Rot: Any model within 6” of a model with Nurgle’s Rot must roll a D6 at the end of the Daemon army’s Shooting Phase. On a roll of 6 the unit takes a wound, with armour and invulnerable saves taken as normal.
Notes: The Herald of Nurgle is based on a Plaguebearer (16), with the addition of Daemonic Essence (15) and Daemonic Mutation (15). Remove the Plague Sword (15) because it is a weapon option. Raised their leadership to 10 to match the Herald of Khorne, but I did not adjust their points on this because with the Instability rule this does not play a major role.
Herald of Slaanesh
Wargear: Daemonic Talons.
Options: The Herald of Slaanesh may choose any number; Allure of Slaanesh (25 points), Aura of Acquiescence (10 points), Daemonic Rune (35 points), Daemonic Visage (5 point), and Steed of Slaanesh (25 points).
Psychic Abilities: Choose any number of the following psychic powers: Choose any number of the following psychic powers: Doombolt (15 points), Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), Minor Psychic Powers (10 points each), and Slaanesh Minor Psychic Powers (10 points each).
Special Rules
Daemonic Talons: If a Herald of Slaanesh rolls a 6 when hitting in close combat they cause an automatic wound with no armour saves allowed. Against vehicles, a roll of 6 allows the model to roll an additional dice to determine the total Armour Penetration score.
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: Heralds can be used as icons for the purposes of summoning daemons aligned to the same God.
Warp Scream: Any model in close combat with a Herald of Slaanesh has their Initiative value reduced by 1 to a minimum of 1.
Notes: The Herald of Slaanesh is based on a Daemonette (16), with the addition of Daemonic Essence (15) and Daemonic Mutation (15). Raised their leadership to 10 to match the Herald of Khorne, but I did not adjust their points on this because with the Instability rule this does not play a major role.
Herald of Tzeentch
Wargear Options: A Herald of Tzeentch may select one weapon; Bedlam Staff (25 points) or Warp Blade (25 points).
Options: The Herald of Tzeentch may choose any number; Daemonic Rune (35 points), Daemonic Visage (5 point), Disc of Tzeentch (25 points) and Eye of Tzeentch (20 points).
Psychic Abilities: Choose any number of the following psychic powers: Choose any number of psychic powers; Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), Minor Psychic Powers (10 points each), Bolt of Change (30 points), Twisting Path (15 points), and Tzeentch Minor Psychic Powers (10 points each).
Special Rules
Doombolt: Flamers may make a shooting attack using the below profile.
Range: 18”
Strengh: 5
Armour Penetration: 4
Type: Assault 3
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: Heralds can be used as icons for the purposes of summoning daemons aligned to the same God.
Notes: Based on the Flamer (21), with Daemonic Essence (15) added.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Bloodletter | 4 | 0 | 5 | 4 | 1 | 4 | 2 | 10 | 3+/5+ | 26 |
Unit Size: 8 - 16 Bloodletters.
Wargear: All Bloodletters are equipped with Hellblades.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Favoured by Khorne: A Khornate deamon unit of 8 or 16 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Frenzy: Bloodletters must charge and make sweeping advances when possible.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Bloodletters can only be summoned from a Khornate icon.
Notes: Direct import from the CSM Codex 2003.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Plaguebearer | 4 | 0 | 4 | 4(5) | 1 | 4 | 2 | 8 | -/5+ | 16 |
Unit Size: 7 – 14 Plaguebearers
Wargear: Plaguebearers are equipped with close combat weapons.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Daemonic Venom: Plaguebearers always wound their enemy on a 4+ in close combat regardless of toughness.
Favoured by Nurgle: A Nurgle deamon unit of 7 or 14 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Nurgle’s Rot: Any model within 6” of a model with Nurgle’s Rot must roll a D6 at the end of the Daemon army’s Shooting Phase. On a roll of 6 the unit takes a wound, with armour and invulnerable saves taken as normal.
Summoned: Plaguebearers can only be summoned from a Nurgle icon.
Notes: Direct import from CSM Codex 2003
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Nurgling Swarm | 3 | 0 | 3 | 3 | 3 | 3 | 3 | 7 | -/5+ | 10 |
Unit Size: 3 – 10 Nurgling Swarms
Wargear: Nurglings are equipped with tiny little teeth and claws.
Options: None.
Special Rules
Favoured by Nurgle: A Nurgle deamon unit of 7 or 14 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Mischievous: Nurglings may never hold table quarters or objectives.
Small Target: Nurglings' cover save is at +1. They do not block line of sight to anything behind them.
Vulnerable to Blasts: Template, Ordnance and Blast marker weapons inflict two wounds instead of one on Nurglings.
Notes: Direct import from CSM Codex 2003
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Daemonette | 4 | 0 | 4 | 3 | 1 | 4 | 1+1 | 8 | -/5+ | 15 |
Unit Size: 6 – 18 Daemonettes.
Wargear: Daemonettes are equipped with Daemonic Talons.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Daemonic Talons: If a Daemonette rolls a 6 when hitting in close combat they cause an automatic wound with no armour saves allowed. Against vehicles, a roll of 6 allows the model to roll an additional dice to determine the total Armour Penetration score.
Favoured by Slaanesh: A Slaanesh deamon unit of 6, 12 or 18 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Daemonettes can only be summoned from a Slaanesh icon.
Warp Scream: Any model in close combat with a daemonette unit has their Initiative value reduced by 1 to a minimum of 1.
Notes: Direct import from CSM Codex 2003
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Horror | 2 | 3 | 4 | 3 | 2 | 2 | 1 | 8 | -/5+ | 17 |
Unit Size: 9 – 18 Horrors
Wargear: Claws.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Daemonic Fire: Horrors may make shooting attacks using the below profile.
Range: 12”
Strengh: 4
Armour Penetration: 6
Type: Assault 2
Favoured by Tzeentch: A Tzeentch deamon unit of 9 or 18 models may apply a +1 on the dice roll when determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Horrors can only be summoned from a Tzeentch icon.
Notes: Direct import from CSM Codex 2003, but without the option to upgrade any models to Flamers.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Bloodcrusher | 4 | 0 | 6 | 4 | 2 | 4 | 3 | 10 | 3/5+ | 61 |
Unit Size: 1 – 8 Bloodcrushers.
Wargear: Bloodcrushers are equipped with Hellblades.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Favoured by Khorne: A Khornate deamon unit of 8 or 16 models may apply a +1 on the dice roll when determining whether the unit is being summoned.
Frenzy: Bloodletters must charge and make sweeping advances when possible.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Bloodletters can only be summoned from a Khornate icon.
Notes: Bloodcrushers are pointed out as Bloodletters with a Juggernaut of Khorne wargear. This does not change their speed, but gives them +1 Strength, +1 Attack and +1 Wound.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Beast of Nurlge | 3 | 0 | 5 | 5 | 2 | 3 | D6 | 9 | -/5+ | 33 |
Unit Size: 3 – 10 Beasts of Nurgle
Wargear: Teeth and claws.
Options: None.
Special Rules
Daemonic Venom: Beasts of Nurgle always wound their enemy on a 4+ in close combat regardless of toughness.
Favoured by Nurgle: A Nurgle deamon unit of 7 or 14 models may apply a +1 on the dice roll when determining whether the unit is being summoned.
Feel No Pain: If the model loses a wound roll a dice. On a 4+ the wound is ignored. This ability cannot be used against weapons whose strength is at least twice the Toughness of the model or against close combat weapons that allow no save.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Beasts of Nurgle can only be summoned from a Nurgle icon.
Notes: Basing this unit off the Chaos Spawn entry in the CSM Codex 2003. Then added in Daemonic Venom, Feel No Pain, and Daemonic Aura (but I did take off the 3+ save). This comes to 43 points per model.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Flamer | 2 | 3 | 4 | 3 | 2 | 2 | 1 | 8 | -/5+ | 23 |
Unit Size: 3 – 9 Flamers.
Wargear: Claws.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Doombolt: Flamers may make a shooting attack using the below profile.
Range: 18”
Strengh: 5
Armour Penetration: 4
Type: Assault 3
Favoured by Tzeentch: A Tzeentch deamon unit of 9 or 18 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Horrors can only be summoned from a Tzeentch icon.
Notes: Direct import from the CSM Codex 2003.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Fiend | 4 | 0 | 5 | 4 | 2 | 4 | 2+1 | 8 | -/5+ | 70 |
Unit Size: 1 – 7 Fiends of Slaanesh
Wargear: Daemonic Talons
Options: None.
Special Rules
Daemonic Talons: If a Fiend rolls a 6 when hitting in close combat they cause an automatic wound with no armour saves allowed. Against vehicles, a roll of 6 allows the model to roll an additional dice to determine the total Armour Penetration score.
Favoured by Slaanesh: A Slaanesh deamon unit of 6, 12 or 18 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Fiends can only be summoned from a Slaanesh icon.
Warp Scream: Any model in close combat with a fiend unit has their Initiative value reduced by 1 to a minimum of 1.
Notes: Fiends are a basic build of a daemonette (15) upgraded with essence (15), strength (10), resilience (10), and mutation (10).
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Flesh Hound | 4 | 0 | 5 | 4 | 1 | 5 | 2 | 8 | -/5+ | 21 |
Unit Size: 5 – 10 Flesh Hounds.
Wargear: Claws and fangs.
Options: None.
Special Rules
Cavalry: Cavalry can move up to 6” in the movement phase but can charge 12” in the assault phase if it is within 12” of the enemy.
If a cavalry unit enters difficult terrain roll a D6 for each model. On a 2-6 the models rides through any hazards unscathed, on a 1 the model is removed as a casualty with no saves allowed.
Cavalry can advance up to 3D6” after an assault and fall back 3D6”.
Collar of Khorne: Force weapons lose their special rule against a model with a Collar of Khorne, and any psychic abilities that target the wearer or include them in their area of effect are nullified on a D6 roll of 2+.
Favoured by Khorne: A Khornate deamon unit of 8 or 16 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Frenzy: Bloodletters must charge and make sweeping advances when possible.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Bloodletters can only be summoned from a Khornate icon.
Notes: Direct import from the CSM Codex 2003.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Fury | 4 | 0 | 5 | 4 | 1 | 5 | 2 | 7 | -/5+ | 15 |
Unit Size: 5 – 10 Furies.
Wargear: Tooth and claws.
Options: None.
Special Rules
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Models with Daemonic Flight advance 3D6” after an assault and fall back 3D6”.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Furies can be summoned from any Chaos icon.
Notes: Direct import from the CSM Codex 2003.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Daemonette | 4 | 0 | 4 | 3 | 1 | 4 | 1+2 | 8 | -/5+ | 28 |
Unit Size: 5 – 10 Mounted Daemonettes
Wargear: Daemonic Talons
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Cavalry: Cavalry can move up to 6” in the movement phase but can charge 12” in the assault phase if it is within 12” of the enemy.
If a cavalry unit enters difficult terrain roll a D6 for each model. On a 2-6 the models rides through any hazards unscathed, on a 1 the model is removed as a casualty with no saves allowed.
Cavalry can advance up to 3D6” after an assault and fall back 3D6”.
Daemonic Talons: If a Daemonette rolls a 6 when hitting in close combat they cause an automatic wound with no armour saves allowed. Against vehicles, a roll of 6 allows the model to roll an additional dice to determine the total Armour Penetration score.
Favoured by Slaanesh: A Slaanesh deamon unit of 6, 12 or 18 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Daemonettes can only be summoned from a Slaanesh icon.
Warp Scream: Any model in close combat with a fiend unit has their Initiative value reduced by 1 to a minimum of 1.
Notes: Taken from the entry in Chapter Approved.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Screamer | 4 | 0 | 4 | 4 | 1 | 5 | 1 | 8 | -/5+ | 15 |
Unit Size: 5 – 10 Screamers.
Wargear: Tooth and claws.
Options: None.
Special Rules
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Models with Daemonic Flight advance 3D6” after an assault and fall back 3D6”.
Favoured by Tzeentch: A Tzeentch deamon unit of 9 or 18 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Furious Charge: When this unit charges all models are given +1 Initiative and +1 Strength.
Hit and Run: At the end of a round of close combat the unit may choose to break off
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Summoned: Screamers can only be summoned from a Tzeentch icon.
Notes: Direct import from the CSM Codex 2003.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Plague Drone | 4 | 0 | 4 | 5(6) | 1 | 4 | 3 | 8 | -/5+ | 36 |
Unit Size: 5 - 10 Plague Drones
Wargear: Daemonic Venom.
Options: A single model can be upgraded to carrying a Chaos Icon (10 points).
Special Rules
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Daemonic Venom: Plague Drones always wound their enemy on a 4+ in close combat regardless of toughness.
Favoured by Nurgle: A Nurgle deamon unit of 7 or 14 models may apply a +1 on the dice roll with determining whether the unit is being summoned.
Instability: Daemon units that fail a Morale Check do not flee like normal units. Instead, any time a Daemon unit takes a Morale Check the unit suffers one wound for each point they fail the Morale Check by.
Invulnerable: Daemons have a 5+ Invulnerable save.
Nurgle’s Rot: Any model within 6” of a model with Nurgle’s Rot must roll a D6 at the end of the Daemon army’s Shooting Phase. On a roll of 6 the unit takes a wound, with armour and invulnerable saves taken as normal.
Summoned: Plague Drones can only be summoned from a Nurgle icon.
Notes: Based on a Plaguebearer (16) with Daemonic Flight (10) and Daemonic Mutation (10)
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Daemon Prince | 6 | 3 | 5 | 5 | 2 | 5 | 3 | 10 | 3+/5+ | 75 |
Unit Size: 1 Daemon Prince.
Mark of Chaos: The Daemon Prince may choose one of the four marks of chaos for +10 points.
Mark of Khorne: Gain +1 Attack and Frenzy.
Mark of Nurgle: Gain +1 Toughness.
Mark of Slaanesh: Gain Warp Scream.
Mark of Tzeentch: Automatically pass all psychic tests.
Weapon Options: The Daemon Prince may choose one Daemon Weapon; Dark Blade (25 points), Dreadaxe (25 points), Ether Lance (35 points), or Kai Gun (25 points).
Princes with the Mark of Khorne may additionally choose from Axe of Khorne (20 points) or Berserker Glaive (40 points).
Princes with the Mark of Nurgle may additionally choose from Manreaper (25 points), Pandemic Staff (25 points), or Plague Sword (25 points).
Princes with the Mark of Slaanesh may additionally choose from Lash of Torment (25 points) or Needle of Desire (25 points).
Princes with the Mark of Tzeentch may additionally choose from the Bedlam Staff (25 points) or Warp Blade (25 points).
Gifts of the Gods: The Daemon Prince may choose up to 100 points of the Gifts of the Gods; Daemonic Armour (20 points), Daemonic Essence (15 points), Daemonic Flight (20 points), Daemonic Mutation (15 points), Daemonic Resilience (10 points), Daemonic Rune (35 points), and Daemonic Visage (5 points).
Princes with the Mark of Khorne may additionally choose from Collar of Khorne (5 points), Feel No Pain (10 points), Rage of Khorne (15 points), and Talisman of Burning Blood (5 points).
Princes with the Mark of Nurgle may additionally choose from Nurgle’s Rot (5 points) and Nurgling Infestation (20 points).
Princes with the Mark of Slaanesh may additionally choose from Allure of Slaanesh (25 points) and Aura of Acquiescence (10 points).
Princes with the Mark of Tzeentch may additionally choose from Eye of Tzeentch (20 points) and Talisman of Tzeentch (5 points).
Psychic Powers: The Daemon Prince, unless they have the Mark of Khorne, may choose any number of Psychic Powers; Doombolt (15 points), Gift of Chaos (20 points), Mass Mutation (25 points), Winds of Chaos (20 points), and Minor Psychic Powers (10 points each).
Princes with the Mark of Nurgle may additionally choose Nurgle Minor Psychic Powers (10 points each).
Princes with the Mark of Slaanesh may additionally Slaanesh Minor Psychic Powers (10 points each).
Princes with the Mark of Tzeentch may additionally choose Bolt of Change (30 points), Twisting Path (15 points), and Tzeentch Minor Psychic Powers (10 points each).
Special Rules
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Notes: This is using the rules of the Chaos Lt with Daemonic Stature and Daemonic Aura already added. Then only certain weapons and gifts of the gods are available to make this creature either a psychic power caster or melee monster.
Model | WS | BS | S | Front | Side | Rear | I | A | Pts |
---|---|---|---|---|---|---|---|---|---|
Soul Grinder | 3 | 3 | 5(10) | 12 | 12 | 11 | 3 | 4 | 145 |
Unit Size: 1 Soul Grinder.
Weapons: Two Dreadnought close combat weapons and a storm bolter.
Options: None.
Special Rules
Walker: See Vehicle chapter in the Main Rule Book for details.
Notes: Vehicle design rules.
Model | BS | Front | Side | Rear | Pts |
---|---|---|---|---|---|
Hellcannon | 3 | 12 | 10 | 10 | 110 |
Unit Size: 1 Hellcannon
Weapons: Earthshaker Cannon
Options: None
Special Rules
Lumbering: The Hellcannon can move up to 6" a turn. They must always move straight ahead, and can pivot up to 90 degrees at the end of the move. The Hellcannon can fire all of their weapons even if they moved.
Open-Topped: See Vehicle chapter in the Main Rule Book for details.
Notes: Vehicle design rules.
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Be’lakor | 6 | 3 | 5 | 5 | 4 | 5 | 3 | 10 | 3+/5+ | 245 |
A Chaos Daemon army of 2000 points or more can include Be’lakor as an HQ choice. Be’lakor must be the general if chosen.
Unit Size: 1 Be’lakor
Wargear: Dark Blade
Special Rules
Bolt of Change: Ba’lekor may attempt to use this psychic power during the shooting phase. On a successful psychic test use the below profile to make a shooting attack.
Range: 24”
Strengh: 8
Armour Penetration: 2
Type: Assault 1
Chaos Undivided: Be’lakor was able to use the Ruinous Powers’ jealousy to curry favour with all four Gods as they competed for his allegiance. Thus, Be’lakor gained a portion of each of their powers and is able to ignore the Ancient Enemies army special rule when constructing an army.
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Models with Daemonic Flight advance 3D6” after an assault and fall back 3D6”.
Daemonic Visage: Models that lose a in close combat against the Greater Daemon take their Morale Test with a -2 modifier to the Leadership.
Doombolt: Ba’lekor may attempt to use this psychic power during the shooting phase. On a successful psychic test use the below profile to make a shooting attack.
Range: 18”
Strengh: 5
Armour Penetration: 4
Type: Assault 3
Fearless: Be’lakor automatically passes all Morale Checks they are required to make.
Fueled by Pain: Be’lakor may use this psychic power during the assault phase. It does not require a psychic test to be used, but cannot be used if another psychic power was used by him this turn. For every close combat attack that wounds Be’lakor, but is stopped by his armour save, he may make an additional attack after all other attacks (including power fists) have been resolved, but before combat results are determined. The Be’lakor may fight as normal in the phase this power is used.
Invulnerable: Daemons have a 5+ Invulnerable save.
Living Icon: Be’lakor acts as a chaos icon for all daemons regardless of God.
Miasma of Pestilence: On Be’lakor’s shooting phase he may attempt to use this psychic power. Place the small blast marker at any point within the Be’lakor’s line of sight and roll the Scatter Dice and a D6 to determine its final location (counting the target symbol as a hit). Any enemy unit with models under the template must make an immediate Morale check or fall back using the normal rules.
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Rage of Khorne: When Be’lakor charges he gains +D3 attacks instead of the normal +1.
Notes: Be’lakor represents a daemon prince that has manipulate all the Chaos Gods and become something unique in the Realms of Chaos. He can lead a daemon army made of all four chaos gods because he is not devoted to any single one and is able to keep their jealousies at bay. His profile is based on a Sorcerer Lord (70) with Daemonic Stature (15), Daemonic Flight (20), Daemonic Aura (15), Daemonic Essence (15), Daemonic Visage (5), the Dark Blade (25) and Doombolt (15). To represent his gifts from all four gods he also has Rage of Khorne (15), Fuelled by Pain (10), Miasma of Pestilence (10) and Bolt of Change (30).
Model | WS | BS | S | T | W | I | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Fateweaver | 3 | 6 | 5 | 5 | 4 | 5 | 3 | 10 | 3+/5+ | 305 |
A Chaos Daemon army of 2000 points or more can include Fateweaver as an HQ choice. If chosen as the General counts as a Tzeentch Daemon.
Unit Size: 1 Fateweaver
Wargear: None.
Special Rules
Bolt of Change: Fateweaver may attempt to use this psychic power during the shooting phase. On a successful psychic test use the below profile to make a shooting attack.
Range: 24”
Strengh: 8
Armour Penetration: 2
Type: Assault 1
Daemonic Flight: Models with Daemonic Flight may move up to 12” during the movement phase and may charge up to 6” in the assault phase.
When moving, the unit ignores the effects of terrain unless they end their move in it. If the unit enters difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model is removed as a casualty with no saves allowed.
Models with Daemonic Flight advance 3D6” after an assault and fall back 3D6”.
Daemonic Visage: Models that lose a in close combat against the Greater Daemon take their Morale Test with a -2 modifier to the Leadership.
Eye of Tzeentch: Fateweaver may re-roll either a single armour save, a single to hit roll, or a single to wound roll in each of his turns.
Foresight: Fateweaver’s prophetic powers warns him of the enemy’s movements, allow him to direct the daemonic fire of Tzeentch daemons. This psychic power is used at the start of the Daemons of Chaos player’s turn. Nominate one Daemon unit within 6” of Fateweaver (including himself). This unit may re-roll any missed shooting to hit rolls until the start of the next Eldar turn. If the unit is using a weapon that scatters, the Scatter dice may be re-rolled if a ‘hit’ is not scored on the first roll.
Living Icon: Be’lakor acts as a chaos icon for all daemons regardless of God.
Monstrous Creature: A monstrous creature’s melee attacks always ignore armor saves and when attacking vehicles roll 2D6 and add Strength to determine armour penetration.
Master of the Warp: Fateweaver may cast two psychic powers per turn instead of the normal limit of one.
Omniscience: Fateweaver scries all possible futures to see where his foes will attack. This psychic power is used at the start of the Daemons of Chaos player’s turn. Nominate one Daemon unit with a model within 6” of Fateweaver (including himself). This unit may re-roll any failed armour saves until the start of the next Daemons of Chaos turn.
Oracle of Tzeentch: Fateweaver automatically passes all psychic tests they would required to take.
Talisman of Tzeentch: While Fateweaver is on the battlefield opposing psykers suffer a -1 modifier to their Leadership for psychic tests.
Wind of Chaos: This psychic power can be used in the Shooting phase. On a successful psychic test place the flamer template so that its narrow end is touching the psyker. Any models fully or partially under the template suffer one wound on a D6 roll of 4+, no armour or cover saves allowed (invulnerable saves may be taken as normal). Models without a Toughness characteristic are unaffected.
Notes: Fateweaver is a powerful greater daemon of Tzeentch that servers as an oracle to the God of Deceptions. His gift is an extreme amount of prescience by knowing all possible futures. According to lore he is a Lord of Change that has been weakened by being cast into the Well of Eternity. He is built using the profile of a Chaos Lord (60) with Mark of Tzeentch (10). Granted him Daemonic Stature (15), but increasing his BS and lowering his WS instead of the normal profile change. He also gains Daemonic Essence (15), Daemonic Flight (15), Daemonic Resilience (10), Daemonic Visage (5). He is also going to the equivalent of 6 thrall wizards (30), Eye of Tzeentch (20), Talisman of Tzeentch (15), Personal Icon (10). For powers he has Bolt of Change (30), Wind of Chaos (20), Fortune (20), and Guide (30).