Chaos Rules
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Daemonic Aura
A daemon is a creature of the warp given shape in the material world, and it draws on the warp for whatever power it wields. Every rule on this page holds for all daemons of Chaos, save where an entry sets one of them aside.
Warp energy sheathes almost every daemon and hardens its body against harm. That sheath is the Daemonic Aura, and it grants a saving throw of 4+ on a D6, thrown as an Armour Save is thrown.
No Save Modifier reaches the aura. Where ordinary armour is worsened by whatever struck it, the daemonic throw stands at 4+ against everything, so even a Lascannon hit may be turned aside.
The aura is worth nothing against a psychic attack, or against a Force Weapon. A daemon struck by either takes the damage with no throw of any kind.
Two entries stand outside this rule. A Bloodthirster carries living brass in place of the aura, and the Horrors of Tzeentch are granted no save at all.
Carried by Beasts of Nurgle, Bloodletters, Daemonettes, Discs of Tzeentch, Fiends, Flamers, Flesh Hounds, Great Unclean One, Juggernauts, Keeper of Secrets, Lord of Change, Nurgling Base, Plaguebearers, Steeds.
Daemon Cavalry
Three daemons on this page bear a rider, either another daemon or a mortal Champion of a Chaos God. They are the Steed of Slaanesh, the Disc of Tzeentch and the Juggernaut of Khorne.
A Steed and a Disc are Cavalry, and the ordinary rules for a mounted model govern them.
Where a mortal Champion sits astride any of the three, the mount's Daemonic Aura is of no effect, and the rider's own armour saving throw is used in its place.
Juggernauts of Khorne
A Juggernaut is too vast and too savage to count as a mount, so it and its rider are handled apart.
Shooting at the pair calls for the usual roll To Hit, after which each hit is placed with a D6: a score of 1 to 3 falls on the rider, and a score of 4 to 6 on the Juggernaut. Damage is then worked out against whichever was struck, and should one of the two be slain the other fights on alone.
A weapon with a burst area treats them as two targets, and both are hit where both stand beneath the template.
In Hand-to-Hand Combat the rider and the beast each fight on their own account, as a Multiple Combat is fought, and an enemy may aim its attacks at either.
Carried by Discs of Tzeentch, Steeds.
Flight
Some Greater Daemons bear wings and take to the air, though the lift comes from the warp rather than from the wings. A flying daemon bounds up, comes down and settles at once, and does not stay aloft.
In place of a normal move a daemon may take to the air and cross up to 18". That distance falls to 12" where the flight crosses woods or a single-storey building, and to 6" over anything higher. Nominate the landing point and throw the Scatter Dice: a hit sets the model down on the spot chosen, and an arrow carries it D3" the way the arrow points.
A daemon may declare a charge on an enemy up to 18" off and fly to reach it, declaring the charge as any other model does. Having landed it may take a further normal move, so it reaches its target unless it comes down on something else.
A daemon that lands on an enemy is engaged in Hand-to-Hand Combat at once, charge or no charge. The two models are set side by side and the combat is fought out as normal.
A Greater Daemon takes no harm from coming down on a vehicle, or in Difficult Terrain.
Carried by Bloodthirster, Lord of Change.
Attacks
The tentacles strike D6 times in Hand-to-Hand Combat, and the number is thrown afresh at the start of every combat round.
Their slime eats through armour of any sort, and a wound the Beast inflicts allows no armour saving throw.
Carried by Beasts of Nurgle.
Aura of Slaanesh
The seductive power of the daemon catches every enemy in base contact with it. Each such model takes a Leadership Test at the opening of every Hand-to-Hand Combat phase, thrown on 2D6 against Leadership as a psychology test is thrown.
A model that fails throws no attack dice whatever for that round.
Carried by Keeper of Secrets.
Bound
A Flamer moves in leaps, and crosses an obstacle or an intervening model with no penalty to its move.
Carried by Flamers.
Cavalry
See Cavalry in General Rules.
Carried by Discs of Tzeentch, Steeds.
Chaos Armour
The brass of this armour lives, grown into the daemon and lit from within by its own unquenchable fire, and it can never be shed.
It grants an armour saving throw of 3+. That throw is worsened by an ordinary Save Modifier, which the Daemonic Aura is not; but neither a Force Weapon nor a psychic attack undoes it, which the aura cannot claim.
Carried by Bloodthirster.
Cloud of Flies
Black flies swarm about the daemon and go for the eyes, ears and mouths of whatever it fights.
An enemy set against a Plaguebearer in Hand-to-Hand Combat takes -1 on its Combat Score.
Carried by Plaguebearers.
Collar of Khorne
The collar drinks the warp energy about it, feeding the daemon and shielding it from the sorcery of its foes.
No psychic Force Weapon can hurt a Flesh Hound, and a psychic attack aimed at one fails of its own accord.
Carried by Flesh Hounds.
Crush
A Juggernaut that charges into Hand-to-Hand Combat makes Crush attacks for that turn. Should it win the combat round, every hit it struck causes a wound outright, whatever the Toughness of the foe and whatever armour the foe wears.
A Crush attack on a vehicle lands without a roll, and the attacker names the location struck. Armour Penetration for a Juggernaut is ordinarily 5+2D6; crushing raises it to 5+3D6.
Carried by Juggernauts.
Fear
See Fear in Psychology.
Carried by Beasts of Nurgle, Bloodletters, Daemonettes, Discs of Tzeentch, Fiends, Flamers, Flesh Hounds, Horrors of Tzeentch, Juggernauts, Nurgling Base, Plaguebearers, Steeds.
Flame Attacks
Flame engulfs whatever a Flamer strikes in Hand-to-Hand Combat. A successful strike causes D3 wounds in place of one.
Carried by Flamers.
Juggernauts of Khorne
See Daemon Cavalry.
Carried by Juggernauts.
Move
A Disc hovers at about head height above the ground. It moves as a model on foot moves and takes the same penalties for Terrain, save that water, marsh and other soft going cost it nothing.
Carried by Discs of Tzeentch.
Shoot Flame
A Flamer may loose warp flame in the Shooting Phase out to 6". Whatever it strikes takes D6 hits at Strength 3.
Carried by Flamers.
Slime Trail
The Beast leaves a slick trail behind it, and a crowd of attackers fouls itself in the slime.
Models attacking the Beast gain none of the usual advantages of numbers: no extra attack for each opponent beyond the first, and no Combat Score Modifier for each opponent beyond the first.
Carried by Beasts of Nurgle.
Soporific Musk
A sweet odour hangs about the Fiend and dulls the wits of anything set against it.
An enemy in Hand-to-Hand Combat with a Fiend counts each of its Fumbles at double, so an attack dice that scores a 1 adds +2 to that enemy's Combat Score rather than +1. Any Critical Hit the enemy lands is disregarded.
Carried by Fiends.
Split
A Pink Horror that takes a wound is not slain. Remove the model and set two Blue Horrors in its place, and they fight on until each in turn takes a wound and is removed.
Neither colour of Horror is granted a Daemonic Aura saving throw, and this dividing stands in its place.
Carried by Horrors of Tzeentch.
Stream of Corruption
The daemon looses a steaming stream over its foes in the Shooting Phase. Lay the teardrop Flamer Template and work out casualties as for any Template Weapon.
Whatever the stream catches is hit at Strength 7.
Carried by Great Unclean One.
Terror
See Terror in Psychology.
Carried by Bloodthirster, Great Unclean One, Keeper of Secrets, Lord of Change.
The Space Marine Rapid Fire Rule
See The Space Marine Rapid Fire Rule in Shooting Phase.
Carried by Chaos Space Marine Champion, Chaos Space Marine Commander, Chaos Space Marine Hero, Chaos Space Marine Squad, Chaos Space Marine Terminator Squad, Noise Marine Champion, Noise Marine Squad.
Tongue Attack
The Steed lashes out with its tongue, and that attack joins the rider's own as a mount's attacks do under the Cavalry rules. Throw one further attack dice for the tongue, kept apart from the rest.
Where the tongue scores higher than any other of the model's attack dice, it has bound its victim fast: the enemy's Combat Score is cut by D3 before the two scores are set against each other.
Carried by Steeds.