Magic item categories
Daemons Of Chaos

Chaotic Gifts

AEther Blade

The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.

No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).

Many Arms

The Daemon has been blessed with a surfeit of grasping and clawing appendages.

This model has a +1 modifier to its Attacks characteristic

Winged Horror

Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.

Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.

Daemonic Robes

The Daemon is clad in shimmering robes that deflect the fury of incoming blows.

This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.

Gifts Of Khorne

Spell Eater

Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.

This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.

Armour Of Khorne

Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.

The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.

Axe Of Khorne

Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands

Might Of Khorne

Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.

This model has a +1 modifier to its Strength characteristic.

Collar Of Khorne

The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.

The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).

Gifts Of Nurgle

Nurgling Infestation

Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.

Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play.

Sloppity Bilepiper

The infectious tunes of a Bilepiper fill their companions with joyous murrain.

Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.

Spoilpox Scrivener

A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.

Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.

Stream Of Contagion

Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.

R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks

Trappings Of Nurgle

The Daemon is bedecked in rusted armour and rotted robes.

The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.

Gifts Of Slaanesh

Infernal Enrapturess

Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.

Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make.

Allure Of Slaanesh

The Daemon is possessed of a peculiarly captivating and disarming visage.

Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.

Siren Song

The Daemon sings an alluring song, drawing its enemies to their doom.

Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).

Soporific Musk

The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.

Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.

Enrapturing Gaze

The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.

Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.

Gifts Of Tzeentch

Staff Of Change

The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.

R S AP Special Rules
Combat S -1 Flaming Attacks, Magical Attacks

Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.

Will Of Tzeentch

The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.

Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.

Power Vortex

The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.

Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.

Iridescent Corona

Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.

Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.

Twin Heads

Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.

This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.

Note that this does not increase the Wizard’s Level.