Attention Seeker
Beasts of Nurgle can issue and accept challenges, as if they were Characters.
Beasts of Nurgle can issue and accept challenges, as if they were Characters.
Beasts of Nurgle can issue and accept challenges, as if they were Characters.
All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain Fight in Extra Ranks (1).
Any enemy unit in base contact with Azazel suffers a -1 penalty to its LD value.
All enemy units within 8" of a Lord of Change suffer a -1 penalty to their WS and BS. This has no effect on Animated Constructs or Daemons of Tzeentch.
Friendly Beasts of Nurgle within 8" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.
This is a S 5 Breath Weapon as described in the Warhammer rulebook.
For each Wound Rotigus successfully Regenerates in close combat, he inflicts a S 4 Hit on the model which caused the Wound.
Scaarac has a Breath Weapon Attack with S 5 and Ignores Armour Saves.
All friendly Daemons of Khorne within 12" of Skaarac may re-roll failed charge distances.
Once during the battle, at the start of your turns, you can set up a Venom Thicket (see the Warhammer Rulebook) within 3" of Horticulous Slimux and more than 1" away from any other model or terrain feature.
Daemons of Khorne have treat Daemons of Tzeentch and Nurgle as Suspicious Allies, and Daemons of Slaanesh as Desperate Allies. All of the rules below also apply to mounts.
They have Hatred (Daemons of Slaanesh) and Magic Resistance (1) and Strength Bonus (1).
Daemons of Nurgle treat Daemons of Khorne and Slaanesh as Suspicious Allies, and Daemons of Tzeentch as Desperate Allies. All of the rules below also apply to mounts.
They have Hatred (Daemons of Tzeentch). Enemy models in base contact with a Daemon of Nurgle suffer a -1 penalty to their WS.
Daemons of Slaanesh treat Daemons of Tzeentch and Nurgle as Suspicious Allies, and Daemons of Khorne as Desperate Allies. All of the rules below also apply to mounts.
They have Hatred (Daemons of Khorne) and Armour Piercing (2).
Daemons of Tzeentch treat Daemons of Khorne and Slaanesh as Suspicious Allies, and Daemons of Nurgle as Desperate Allies. All of the rules below also apply to mounts.
They have Hatred (Daemons of Nurgle), and re-roll Ward save results of 1. Wizards that are a Daemon of Tzeentch can also re-roll channelling results of 1.
All models with Daemonic have Fear, Immunity (Poisoned Attacks, Psychology), Magical Attacks (including all weapons) and Ward save (5+) (except mounts). In addition, they are also subject to the following special rule:
Daemonic Instability: When a unit of Daemons loses a combat it must take a special kind of Break test called a Daemonic Instability test, instead of taking a normal Break test. To do this, use the following procedure:
1) Calculate combat result as normal and roll 2D6.
2) If the dice roll is a double 1 or double 6, something unexpected happens:
Double 1 Reality Blinks: All Wounds suffered by the unit this Close Combat phase, including any Wounds suffered by characters that have joined it, are restored, and any models removed as casualties in this phase immediately return to play in their earlier positions. Wounds restored in this manner still count as having been inflicted for the purposes of combat results.
Double 6 Banished! Remove the unit from play as a casualty.
3) Now (assuming the unit has not been wiped out when resolving a double 6) apply the difference in combat results as a penalty to the Daemons' LD characteristics. For every point by which the 2D6 roll exceeds this modified LD value, the unit suffers one additional Wound, with no saves of any kind allowed.
If characters are present in the unit, the controlling player first allocates Wounds to the unit (up to their current Wounds), then divides remaining Wounds as equally as possible amongst any characters. Once all Wounds have been allocated, the penalty to the Daemons' LD is discounted. They can, be rerolled if the battle standard is within 12", use the General's Inspiring Presence rule, and/or be tested on unmodified LD if the unit is Stubborn or Steadfast. If a Daemonic unit somehow is Unbreakable, it takes no Daemonic Instability test.
Amon 'Chakai's Ward Save is increased to a 3+ against non-Magical Attacks.
Azazel has a Ward Save (4+).
For each successful To Hit roll by Syll, Esske may reroll one failed To Hit roll the same phase.
All enemy Wizards within 18" of an Infernal Enrapturess whose casting roll contains any double suffers a S 4 Hit for each double rolled.
During the Shooting phase, the Exalted Flamer can shoot either Pink Fire or Blue Fire. These do not have Move or Fire. If a misfire is rolled when resolving Pink Fire or Blue Fire, the Exalted Flamer suffers D6 S D6 hits with Flaming Attacks.
Enemy models in base contact with the Great Unclean One at the start of any close combat phase suffer a Wound on the roll of a 5+ which Ignores Armour saves. This has no effect on Animated Constructs or Daemons of Nurgle.
Flaming Attacks. Multiple Shots (D6).
At the end of each round of close combat, Dexcessa can choose to disengage from the combat (before any Break tests are taken). If they do so, they may make a Random Move of 3D6", discarding the highest result. Dexcessa will stop within 1" of any units or impassable terrain, and may turn to face any direction of her choosing at the end of the move.
At the start of each Close Combat phase, choose an enemy model in base contact with the Changeling. The Changeling may increase any or all of his WS, S, T, I and A characteristics to match those of the chosen enemy model until the end of that phase. If the chosen model has more than one value for a characteristic (as is the case with a mounted model), the Changeling may always choose the higher value. The Changeling cannot match the characteristics of an enemy that is fighting in a challenge, unless the Changeling is fighting in the same challenge.
If this chariot's Impact Hits cause unsaved Wounds, immediately roll a D6 for each Wound caused. For each score of 4+, the chariot regains a single Wound lost earlier in the game.
All Daemons of Slaanesh within 6" of an Infernal Enrapturess may re-roll failed Ward saves.
The Bloodthirster gains a S 5 Breath Weapon with Flaming Attacks.
All friendly Daemons of Nurgle get Regeneration (6+) while they are within 8" of Horticulous Slimux.
All Wizards within 12" of Skaarac suffer a -1 penalty when casting spells.
Enemy characters who refuses a Challenge from Shalaxi Helbane suffer D3 S 5 Hits with no armour save allowed.
Dexcessa receives +1 A for each round of close combat after the first, for as a long as they remain in close combat (to a maximum of 10 A total).
At the start of each Magic phase, decide which head Kairos is using this turn. He may only cast spells known to that head during this turn.
Karanak may not be the army's General, but may join units of Flesh Hounds.
Close combat attacks a Screamer makes against Monsters cause Multiple Wounds (D3). This has no effect on Animated Constructs or Forest Spirits.
Roll a D6 for each Wound inflicted by Skaarac in close combat. For each result of a 6, he may restore one Wound previously lost during the battle.
Syll'Esske may re-roll failed charge and pursuit rolls.
This model, and all models in his unit, have Magic Resistance (2).
Any enemy unit in base contact with this model, or a model in her unit, are subject to Always Strikes Last.
At the start of the turn, roll a D6. This model, and all models in his unit, have a S value equal to the result until you roll again.
Spells cast by this model, and any models in his unit, are resolved at +1 S.
If this model, or any model in his unit, scores a 6 To Hit in close combat, the target immediately suffers an additional automatic hit resolved at S 4.
This model, and all models in his unit, have Regeneration (6+).
This model, and all models in his unit, have Frenzy (note that this Frenzy is not lost if the unit loses a round of combat).
This model, and all models in her unit, automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not LD tests).
This model, and all models in her unit, have Always Strikes First.
When a model with Split in this model's unit is slain, you may re-roll dice results of 1-3 to see if it turns into two Blue Horrors.
This model, and all models in his unit, automatically wound in close combat on a To Hit roll of 6+.
This model, and all models in his unit, have Hatred.
If one or more enemy units failed a Panic or Break test during the previous turn (after any re-rolls for special rules such as a Battle Standard Bearer's Hold Your Ground! rule), Be'lakor receives D3 additional power dice in the Magic phase, which only he can make use of. Any unused power dice are discarded at the end of the Magic phase as normal.
All enemy attacks targeting this model suffer a -1 penalty To Hit.
A Palanquin of Nurgle adds +3 to the Unit Strength of any model mounted on them.
A unit of Pink Horrors receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Pink Horror in the unit as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Pink Horror unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers 2D6 S 10 hits.
At the start of the game, before deployment, nominate one character in the enemy army – this is the quarry of Khorne that Karanak has come to claim. Karanak re-rolls failed To Hit and To Wound rolls against the chosen character.
Skarbrand can never lose his Frenzy. In addition, while Skarbrand is alive, all units within 12" (friendly and enemy) of him are subject to Hatred.
All friendly Daemons of Slaanesh within 18" of Syll'Esske may re-roll 1's To Hit in close combat.
The Bloodthirster gains Hatred (Characters) and gains 3" to its charge range when charging a unit containing any characters.
All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their WS and I. This has no effect on Daemons of Slaanesh.
Be'lakor has a Ward save (6+), and any missile attacks targeting him have a -2 To Hit modifier.
Skulltaker must always issue a challenge, or accept a challenge if one is offered.
If a unit of Screamers moves over one or more unengaged enemy units in the Remaining Moves sub-phase, choose one of those units – it suffers D3 S 4 attacks per Screamer. These attacks hit on a 4+ and are treated as shooting attacks.
Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this.
Models in base contact with one or more Fiends of Slaanesh suffer a -1 penalty to both WS and I. This has no effect on Daemons of Slaanesh.
Whenever an enemy successfully casts a spell (including bound spells, etc.) place a counter next to the Blue Scribes. At the start of your next Magic phase, the Blue Scribes can make a channelling attempt for each counter. Once the Blue Scribes have attempted to channel, remove all counters from them.
When a Pink Horror is slain in close combat (not removed as a result of Daemonic Instability). Roll a D6; on the result of 1-3, the Pink Horror will explode, inflicting an automatic S 3 on the unit that inflicted the Wound, distributed as a missile attack. On the roll of a 4-6, the Pink Horror will split into two Blue Horrors instead; replace the slain Pink Horror with two Blue Horror models at the back of the unit. If you do not have access to enough Blue Horrors, treat the result as having rolled a 1-3 instead. When resolving attacks against a unit with both Pink and Blue Horrors present, the Blue Horrors are targeted and removed as casualties first.
At the start of each of your Shooting phases, all enemy units within 6" of Rotigus suffer D3 S 4 Hits.
At the start of each of your turns, one enemy Character within 12" and Line of Sight of Syll'Esske must take a Psychology test. If failed, no units can use that model's LD until the start of your next turn.
At the start of each of your close combat phases, choose one friendly Daemon of Khorne unit within 12". The target unit may re-roll failed To Wound rolls of 1's until the start of your next close combat phase.
All enemy units within 12" of Be'lakor suffer -1 to their LD.
At the start of each of the controlling player's Close Combat phases, the Masque must choose one dance to perform. These abilities target one enemy unit (which may be in combat). Each dance has a range of 12" and does not require line of sight. Until the end of the phase, the target suffers a penalty to the characteristic stated (to a minimum of 1).
One enemy model, chosen by the Daemon player, is doomed to perish by Amon 'Chakai. All close combat and shooting attacks against this model will automatically hit. This lasts until the end of the battle, even if Amon 'Chakai is killed.
Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by Daemons of Nurgle (friend or foe) and by spells from the Lore of Nurgle.
At the start of each of your turns, consult the Tally of Pestilence table to determine the effect of the Tally of Pestilence. Note that these effects are cumulative. If Epidemius is killed, these effects are immediately lost.
All friendly models within Line of Sight of Synessa may use their LD. In addition, any spells that Synessa casts can be targeted at all enemies within Line of Sight, regardless of range.
Any Daemon of Khorne whose unit is within 6" of a Herald on a Blood Throne of Khorne benefits from the Herald's locus, exactly as if it were in the same unit.
Any Daemon of Slaanesh whose unit is within 6" of a Herald on an Exalted Chariot of Slaanesh benefits from the Herald's locus, exactly as if it were in the same unit.
If this model is slain, before removing it, every model within D6" suffers a S 5 Hit which Ignores Armour saves.
During the Shooting phase, the Infernal Enrapturess can play either Cacophonous Melody or Euphonic Blast. These are missile attacks.
Enemy units in base contact with N'Kari are at +1 to be Hit in close combat.