Daemons of Chaos

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Rules and Equipments used by the army

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Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test. Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test. Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Attention Seeker
Beasts of Nurgle can issue and accept challenges, as if they were Characters.
Attention Seeker
Beasts of Nurgle can issue and accept challenges, as if they were Characters.
Aura of Fury
All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain Fight in Extra Ranks (1).
Aura of Fury
All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain Fight in Extra Ranks (1).
Aura of Slaanesh
Any enemy unit in base contact with Azazel suffers a -1 penalty to its LD value.
Aura of Slaanesh
Any enemy unit in base contact with Azazel suffers a -1 penalty to its LD value.
Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn. If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase. If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn. If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase. If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
Barrage of Knowledge
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.
Barrage of Knowledge
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.
Beast Handler
Friendly Beasts of Nurgle within 8" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.
Beast Handler
Friendly Beasts of Nurgle within 8" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.
Bellow of Endless Fury
This is a S 5 Breath Weapon as described in the Warhammer rulebook.
Bellow of Endless Fury
This is a S 5 Breath Weapon as described in the Warhammer rulebook.
Blubber and Bile
For each Wound Rotigus successfully Regenerates in close combat, he inflicts a S 4 Hit on the model which caused the Wound.
Blubber and Bile
For each Wound Rotigus successfully Regenerates in close combat, he inflicts a S 4 Hit on the model which caused the Wound.
Burning Blood
Scaarac has a Breath Weapon Attack with S 5 and Ignores Armour Saves.
Burning Blood
Scaarac has a Breath Weapon Attack with S 5 and Ignores Armour Saves.
Call of the Skull Throne
All friendly Daemons of Khorne within 12" of Skaarac may re-roll failed charge distances.
Call of the Skull Throne
All friendly Daemons of Khorne within 12" of Skaarac may re-roll failed charge distances.
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Cultivating the Garden of Nurgle
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.
Cultivating the Garden of Nurgle
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.
Daemon of Khorne
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).
Daemon of Khorne
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).
Daemon of Nurgle
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.
Daemon of Nurgle
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.
Daemon of Slaanesh
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).
Daemon of Slaanesh
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).
Daemon of Tzeentch
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.
Daemon of Tzeentch
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.
Daemonic
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.
Daemonic
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.
Daemonic Aura
Amon 'Chakai's Ward Save is increased to a 3+ against non-Magical Attacks.
Daemonic Aura
Amon 'Chakai's Ward Save is increased to a 3+ against non-Magical Attacks.
Dark Halo
Azazel has a Ward Save (4+).
Dark Halo
Azazel has a Ward Save (4+).
Deadly Symbiosis
For each successful To Hit roll by Syll, Esske may reroll one failed To Hit roll the same phase.
Deadly Symbiosis
For each successful To Hit roll by Syll, Esske may reroll one failed To Hit roll the same phase.
Discordant Disruption
All enemy Wizards within 18" of an Infernal Enrapturess whose casting roll contains any double suffers a S 4 Hit for each double rolled.
Discordant Disruption
All enemy Wizards within 18" of an Infernal Enrapturess whose casting roll contains any double suffers a S 4 Hit for each double rolled.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
Extreme Contagion
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.
Extreme Contagion
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.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fleeting Dance of Death
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.
Fleeting Dance of Death
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.
Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Formless Horror
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.
Formless Horror
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.
Frenzy
Frenzied troops gain +1 A and Immunity (Psychology). Berserk Rage A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction. If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy. A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by. Losing Frenzy Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
Frenzy
Frenzied troops gain +1 A and Immunity (Psychology). Berserk Rage A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction. If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy. A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by. Losing Frenzy Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
Gorefeast
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.
Gorefeast
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.
Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Harmonic Alignment
All Daemons of Slaanesh within 6" of an Infernal Enrapturess may re-roll failed Ward saves.
Harmonic Alignment
All Daemons of Slaanesh within 6" of an Infernal Enrapturess may re-roll failed Ward saves.
Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hellfire
The Bloodthirster gains a S 5 Breath Weapon with Flaming Attacks.
Hellfire
The Bloodthirster gains a S 5 Breath Weapon with Flaming Attacks.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D3)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D3)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
In Death There is Life
All friendly Daemons of Nurgle get Regeneration (6+) while they are within 8" of Horticulous Slimux.
In Death There is Life
All friendly Daemons of Nurgle get Regeneration (6+) while they are within 8" of Horticulous Slimux.
Infernal Iron
All Wizards within 12" of Skaarac suffer a -1 penalty when casting spells.
Infernal Iron
All Wizards within 12" of Skaarac suffer a -1 penalty when casting spells.
Irresistible Challenge
Enemy characters who refuses a Challenge from Shalaxi Helbane suffer D3 S 5 Hits with no armour save allowed.
Irresistible Challenge
Enemy characters who refuses a Challenge from Shalaxi Helbane suffer D3 S 5 Hits with no armour save allowed.
Joyous Battle Fury
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).
Joyous Battle Fury
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).
Kairos Fateweaver Magic
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.
Kairos Fateweaver Magic
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
Karanak may not be the army's General, but may join units of Flesh Hounds.
Karanak
Karanak may not be the army's General, but may join units of Flesh Hounds.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Life Eater
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.
Life Eater
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.
Lithe and Swift
Syll'Esske may re-roll failed charge and pursuit rolls.
Lithe and Swift
Syll'Esske may re-roll failed charge and pursuit rolls.
Locus of Abjuration
This model, and all models in his unit, have Magic Resistance (2).
Locus of Abjuration
This model, and all models in his unit, have Magic Resistance (2).
Locus of Beguilement
Any enemy unit in base contact with this model, or a model in her unit, are subject to Always Strikes Last.
Locus of Beguilement
Any enemy unit in base contact with this model, or a model in her unit, are subject to Always Strikes Last.
Locus of Change
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.
Locus of Change
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.
Locus of Conjuration
Spells cast by this model, and any models in his unit, are resolved at +1 S.
Locus of Conjuration
Spells cast by this model, and any models in his unit, are resolved at +1 S.
Locus of Contagion
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.
Locus of Contagion
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.
Locus of Fecundity
This model, and all models in his unit, have Regeneration (6+).
Locus of Fecundity
This model, and all models in his unit, have Regeneration (6+).
Locus of Fury
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).
Locus of Fury
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).
Locus of Grace
This model, and all models in her unit, automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not LD tests).
Locus of Grace
This model, and all models in her unit, automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not LD tests).
Locus of Swiftness
This model, and all models in her unit, have Always Strikes First.
Locus of Swiftness
This model, and all models in her unit, have Always Strikes First.
Locus of Transmogrification
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.
Locus of Transmogrification
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.
Locus of Virulence
This model, and all models in his unit, automatically wound in close combat on a To Hit roll of 6+.
Locus of Virulence
This model, and all models in his unit, automatically wound in close combat on a To Hit roll of 6+.
Locus of Wrath
This model, and all models in his unit, have Hatred.
Locus of Wrath
This model, and all models in his unit, have Hatred.
Lord of Torment
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.
Lord of Torment
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.
Loremaster (Lore of Slaanesh)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Lore of Slaanesh)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Magic Resistance (1)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magic Resistance (1)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Mesmerising Lepidoptera
All enemy attacks targeting this model suffer a -1 penalty To Hit.
Mesmerising Lepidoptera
All enemy attacks targeting this model suffer a -1 penalty To Hit.
Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Pink Horror Magic
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.
Pink Horror Magic
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.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Prey of the Blood God
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.
Prey of the Blood God
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.
Rage Embodied
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.
Rage Embodied
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.
Random Attacks (D3+1)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Attacks (D3+1)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Attacks (D6)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Attacks (D6)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Regal Authority
All friendly Daemons of Slaanesh within 18" of Syll'Esske may re-roll 1's To Hit in close combat.
Regal Authority
All friendly Daemons of Slaanesh within 18" of Syll'Esske may re-roll 1's To Hit in close combat.
Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Regeneration (6+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Regeneration (6+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Relentless Hunter
The Bloodthirster gains Hatred (Characters) and gains 3" to its charge range when charging a unit containing any characters.
Relentless Hunter
The Bloodthirster gains Hatred (Characters) and gains 3" to its charge range when charging a unit containing any characters.
Scythes
Impact Hits (+1).
Scythes
Impact Hits (+1).
Sensual barrage
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.
Sensual barrage
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.
Shadow Form
Be'lakor has a Ward save (6+), and any missile attacks targeting him have a -2 To Hit modifier.
Shadow Form
Be'lakor has a Ward save (6+), and any missile attacks targeting him have a -2 To Hit modifier.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skulls for the Skull Throne!
Skulltaker must always issue a challenge, or accept a challenge if one is offered.
Skulls for the Skull Throne!
Skulltaker must always issue a challenge, or accept a challenge if one is offered.
Slashing Attack
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.
Slashing Attack
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.
Slime Trail
Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this.
Slime Trail
Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this.
Soporific Musk
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.
Soporific Musk
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.
Spell Syphon
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.
Spell Syphon
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.
Split
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.
Split
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.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Streams of Brackish Filth
At the start of each of your Shooting phases, all enemy units within 6" of Rotigus suffer D3 S 4 Hits.
Streams of Brackish Filth
At the start of each of your Shooting phases, all enemy units within 6" of Rotigus suffer D3 S 4 Hits.
Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Subvert
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.
Subvert
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.
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Butcher's Due
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.
The Butcher's Due
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.
The Dark Master
All enemy units within 12" of Be'lakor suffer -1 to their LD.
The Dark Master
All enemy units within 12" of Be'lakor suffer -1 to their LD.
The Eternal Dance
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).
The Eternal Dance
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).
The Hand of Destiny
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.
The Hand of Destiny
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.
The Tally of Pestilence
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.
The Tally of Pestilence
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.
The Voice of Slaanesh
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.
The Voice of Slaanesh
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.
Totem of Endless Bloodletting
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.
Totem of Endless Bloodletting
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.
Totem of Endless Pleasure
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.
Totem of Endless Pleasure
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.
Undying Hate
If this model is slain, before removing it, every model within D6" suffers a S 5 Hit which Ignores Armour saves.
Undying Hate
If this model is slain, before removing it, every model within D6" suffers a S 5 Hit which Ignores Armour saves.
Versatile Instrument
During the Shooting phase, the Infernal Enrapturess can play either Cacophonous Melody or Euphonic Blast. These are missile attacks.
Versatile Instrument
During the Shooting phase, the Infernal Enrapturess can play either Cacophonous Melody or Euphonic Blast. These are missile attacks.
Ward Save (3+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (3+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Willing Prey
Enemy units in base contact with N'Kari are at +1 to be Hit in close combat.
Willing Prey
Enemy units in base contact with N'Kari are at +1 to be Hit in close combat.

Magic Items usable by the army

PL EN

Magic Standards usable by the army

PL EN

Units od the army

PL EN
Bloodthirster
Bloodthirster
Lord of Change
Lord of Change
Great Unclean One
Great Unclean One
Keeper of Secrets
Keeper of Secrets
Gaunt Summoner of Tzeentch
Gaunt Summoner of Tzeentch
Daemon Prince
Daemon Prince
Infernal Enrapturess
Infernal Enrapturess
Blood Throne
Blood Throne
Palanquin of Nurgle
Palanquin of Nurgle
Disc of Tzeentch
Disc of Tzeentch
Juggernaut of Khorne
Juggernaut of Khorne
Syll'esske
Syll'esske
The Masque of Slaanesh
The Masque of Slaanesh
The Blue Scribes
The Blue Scribes
The Changeling
The Changeling
Skaarac the Bloodborn
Skaarac the Bloodborn
Skulltaker
Skulltaker
Epidemius
Epidemius
Karanak
Karanak
Synessa
Synessa
Skarbrand
Skarbrand
Rotigus
Rotigus
Shalaxi Helbane
Shalaxi Helbane
Mazarall the Butcher
Mazarall the Butcher
Kairos Fateweaver
Kairos Fateweaver
Dexcessa
Dexcessa
Amon 'Chakai
Amon 'Chakai
Azazel
Azazel
Be'lakor
Be'lakor
Ku'gath Plaguefather
Ku'gath Plaguefather
N'Kari
N'Kari
Special Characters
Special Characters
Bloodletter
Bloodletter
Burning Chariot
Burning Chariot
Screamer
Screamer
Blue Horror
Blue Horror
Plague Toad
Plague Toad
Steed of Slaanesh
Steed of Slaanesh
Daemonette
Daemonette
Exalted Flamer
Exalted Flamer
Alluress
Alluress
Plaguebearer
Plaguebearer
Rot Fly
Rot Fly
Herald
Herald
Horticulous Slimux
Horticulous Slimux
Special Characters
Special Characters
Bloodletters of Khorne
Bloodletters of Khorne
Plaguebearers of Nurgle
Plaguebearers of Nurgle
Pink Horrors of Tzeentch
Pink Horrors of Tzeentch
Chaos Furies
Chaos Furies
Flesh Hounds of Khorne
Flesh Hounds of Khorne
Nurglings
Nurglings
Seekers of Slaanesh
Seekers of Slaanesh
Bloodcrushers of Khorne
Bloodcrushers of Khorne
Pox Riders of Nurgle
Pox Riders of Nurgle
Flamers of Tzeentch
Flamers of Tzeentch
Bloodbeasts of Khorne
Bloodbeasts of Khorne
Beasts of Nurgle
Beasts of Nurgle
Fiends of Slaanesh
Fiends of Slaanesh
Firewyrms of Tzeentch
Firewyrms of Tzeentch
Plague Drones of Nurgle
Plague Drones of Nurgle