14" 2+ 2+ 6 6 8 6 9 4+ Subtract 1 from the Leadership of enemy units that are within 12" of Be'lakor in the Morale phase. You can re-roll any failed hit rolls of 1 made for friendly DAEMON units within 6" of Be'lakor. You can re-roll failed saving throws for Be'lakor. 2 1 Smite and 2 powers from the Dark Hereticus discipline Melee Melee +1 -5 3 - 6" 2+ 2+ 5 7 7 5 8 5+ Each time this model finishes a charge move, roll a D6 for each enemy model within 1" of it; that model's unit suffers a mortal wound for each roll of 5+. If this model slays any models with its Crushing Impact ability, it immediately regains one lost wound. Melee Melee 4 -3 1 After a Blood Throne makes its close combat attacks, you can attack with its attendants. Make 2 additional attacks, using this weapon profile. Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2 instead of 1. 8" 3+ 3+ 5 4 4 3 7 4+ 8" 3+ 3+ 5 4 4 4 7 4+ If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and 1 slain Bloodcrusher is instead added to the unit. You can add 1 to hit rolls made for this unit whilst it contains 20 or more models. 6" 3+ 3+ 4 3 1 2 7 6+ If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Bloodletters are instead added to the unit. * 2+ * 7 7 16 * 10 3+ - M BS A 9-16+ 12" 2+ 6 5-8 8" 3+ 4 1-4 6" 4+ 2 8" Assault D3 User -3 D3 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. 6" 5+ - 2 3 1 1 7 6+ 6" 5+ - 1 3 1 2 7 6+ 12" 5+ 3+ 4 4 2 3 7 6+ 12" 5+ 3+ 4 4 2 2 7 6+ Once in each of your opponent’s Psychic phases, you can select one model in this unit to attempt to resist a psychic power in the same manner as a PSYKER by taking a Deny the Witch test. To do so, that model must be within 24" of the enemy model manifesting that psychic power. 10" 3+ - 4 4 2 2 7 6+ Melee Melee User -1 1 - 10" 3+ 6+ 4 4 2 2 7 6+ 8" Assault D6 4 0 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Melee Melee User -1 1 - 6" 2+ 2+ 5 4 4 3 8 6+ 10" 2+ - 5 5 6 4 8 6+ Karanak can attempt to deny two psychic powers in each enemy Psychic phase. When both armies have been set up, choose one enemy CHARACTER on the battlefield. You can add 1 to hit and wound rolls for Karanak's attacks when they target this character. Melee Melee User -2 2 - * 2+ 2+ 6 7 16 * 10 6+ 2 2 Smite and three powers from the Tzeentch discipline. Whenever a Lord of Change attempts to manifest or deny a psychic power, add the bonus shown in its Damage table. - M A Psychic Test Bonus 9-16+ 12" 5 +2 5-8 8" 4 +1 1-4 6" 3 0 Melee Melee User -2 3 Each time a Character is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 1" of the character before it is removed. This model knows one additional psychic power from the Tzeentch discipline and can attempt to manifest one additional psychic power in each of your Psychic phases. When this model successfully denies a psychic power, the PSYKER unit that attempted to manifest that power loses it and cannot attempt to manifest it again this battle. When an enemy unit suffers mortal wounds as the result of a psychic power manifested by this model, that enemy unit suffers 1 additional mortal wound (e.g. if this model manifested Smite, the nearest visible enemy unit would suffer D3 + 1 mortal wounds). If this model is on the battlefield at the start of your turn, roll one D6; on a 1 or 6 you immediately gain one Command Point. When this model would lose a wound as a result of an attack, roll one D6; on a 6 that wound is not lost. After a unit has finished resolving all of its attacks against this model, this model regains one lost wound for each wound it negated because of this ability. When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. Melee Melee +1 -3 D6 When attacking with this weapon, you must subtract 1 from the hit roll. Increase the range of this model's Smite power from 18" to 30" When you set up a unit of Nurglings during deployment, they can either be set up in their deployment zone, or anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models Because of their diminutive size, Nurglings only receive the benefits of their Disgustingly Resilient ability against attacks with a Damage characteristic of 1. 5" 4+ 4+ 2 2 4 4 7 6+ Melee Melee User 0 1 You can re-roll wound rolls of 1 for this weapon. 6" 4+ 4+ 3 3 1 1 7 6+ 18" Assault 2 User 0 1 - If this unit moves over any enemy units in its Movement phase (and it did not Fall Back), you can choose one of those enemy units and roll a D6 for each Screamer in this unit. Each roll of 6 inflicts a mortal wound on the enemy unit. 16" 4+ - 4 4 2 3 7 6+ * * 2+ 7 7 16 * 9 3+ - M WS A 9-16+ 8" 2+ 6 5-8 6" 3+ 7 1-4 4" 4+ 8 All units, friend or foe, within 8" of Skarbrand do not take Morale tests, and add 1 to their Attacks characteristic. Furthermore, any unit that wishes to fall back whilst within 3" of Skarbrand must first roll 3D6. If the total is greater than the highest Leadership characteristic in that unit then it cannot Fall Back this turn. 8" Assault D6 5 -1 1 This weapon automatically hits its target. Melee Melee x2 -4 D6 You can re-roll failed hit rolls for this weapon. Melee Melee User -2 1 Make 2 hit rolls instead of 1 for each attack made with this weapon. When fighting with this weapon, choose one of the profiles below. 6" 3+ 3+ 5 7 7 2 7 3+ Each time this model finishes a charge move, roll a D6 for each enemy model within 1" of it; that model's unit suffers a mortal wound for each roll of 5+. If this model slays any models with its Crushing Impact ability, it recovers one lost wound. 48" Heavy D6 8 -2 D3 Units targeted by this weapon do not gain any bonus to their saving throws for being in cover. 7" 2+ 2+ 5 4 4 4 8 3+ You can re-roll hit and wound rolls for attacks made by Skulltaker that target a CHARACTER. You can add 1 to hit rolls made for friendly BLOODLETTER units that are within 8" of Skulltaker in the Fight phase. Melee Melee User -3 3 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of D3+3. * * 2+ 7 7 16 * 10 3+ - M WS A 9-16+ 12" 2+ 6 5-8 8" 3+ 4 1-4 6" 4+ 2 Melee Melee x2 -4 D6 Each time you roll to determine how much damage this weapon inflicts, roll two dice and discard the lowest result. When attacking with this weapon, choose one of the profiles below. Melee Melee User -2 1 Make 2 hit rolls instead of 1 for each attack made with this weapon. * 2+ * 7 7 16 * 10 3+ - M BS A 9-16+ 12" 2+ 6 5-8 8" 4+ 4 1-4 6" 6+ 2 You can re-roll any failed hit rolls for attacks made by this model against CHARACTERS. 8" Assault 1 +1 -3 3 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. 8" Assault D6 5 -1 1 This weapon automatically hits its target. 8" 2+ 2+ 5 5 5 3 8 4+ Melee Melee 5 -1 1 After this model makes its close combat attacks, you can attack with its mount. Make 3 additional attacks using this weapon profile. Melee Melee User -3 D3 Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 3 instead of D3. If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll. Melee Melee User -2 3 - Melee Melee +1 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. 24" Assault 2 4 -1 2 - Melee Melee User -2 2 Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead. * 3+ 2+ 6 7 16 * 10 6+ If your army is Battle-forged, you receive an additional D3 Command Points if Kairos Fateweaver is your Warlord. - M A Psychic Test Bonus 9-16+ 12" 5 +2 5-8 8" 3 +1 1-4 6" 1 0 3 3 Smite and all powers from the Tzeentch discipline Whenever Kairos Fateweaver attempts to manifest or deny a psychic power, add the bonus shown in its Damage table. In addition, increase the range of the Smite power from 18" to 36" for this model. Melee Melee +2 -3 D6 Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 6" of the character and more than 1” from any enemy models before they are removed as a casualty. 6" 4+ 3+ 3 3 4 2 8 6+ Roll a D6 each time a friendly TZEENTCH DAEMON model within 9" of the Changeling loses a wound; on a 6 the model is surrounded by a twisting aura of change and does not lose the wound. When the Changeling fights, you can choose an enemy INFANTRY model within 1" of the Changeling. The Changeling has that model's Weapon Skill, Strength, Toughness, and Attacks Characteristics until the end of the phase. 1 1 Smite and 1 power from the Tzeentch discipline. Melee Melee * * * When the Changeling fights, choose a melee weapon carried by any enemy Infantry model within 1" of the Changeling. The Trickster's Staff uses that weapon's profile until the end of the phase. 12" 4+ 4+ 3 3 4 2 8 6+ Enemy PSYKERS within 12" of this model subtract 1 from their Psychic tests. If an enemy PSYKER within 12" fails a Psychic test, their psychic power is syphoned and they cannot attempt to manifest it again in this battle. Though not a PSYKER, the Blue Scribes automatically manifest one randomly selected psychic power from the Tzeentch discipline in your Psychic phase. In addition, if the Blue Scribes syphoned any psychic powers in the last enemy Psychic phase they will also automatically manifest the Smite psychic power. No Psychic test is taken to use any of these powers, and they cannot be denied. Where the result of the Psychic test matters, the psychic power is treated as having been manifested with the minimum roll possible and without rolling a double. Melee Melee User 0 1 6" 4+ 3+ 3 3 4 2 8 6+ 1 1 Smite and 2 powers from the Tzeentch discipline Melee Melee User -1 1 Each time this weapon slays an enemy model, the bearer recovers 1 lost wound. Increase the range of this model's Smite power from 18" to 24". 12" 4+ 3+ 3 3 4 2 8 6+ 1 1 Smite and 2 powers from the Tzeentch discipline 14" 4+ 3+ 3 5 8 3 8 5+ 1 1 Smite and 2 powers from the Tzeentch discipline An Iridescent Horror counts as a Pink Horror for the purposes of this unit’s other abilities. When a Psychic test or Deny the Witch test is taken for this unit, roll one D6 instead of 2D6. In addition, when this unit manifests Smite whilst it contains fewer than 10 Pink Horrors, the closest visible enemy unit within 18" can only suffer 1 mortal wound, irrespective of the result of the Psychic test. 1 1 Smite - When a Pink Horror in this unit is destroyed in any phase other than the Morale phase, you can add up to 2 Blue Horrors to this unit before removing that Pink Horror from play. When a Blue Horror in this unit is destroyed in any phase other than the Morale phase, you can add 1 Pair of Brimstone Horrors to this unit before removing that Blue Horror from play. When adding a model to this unit using this ability, it must be placed in unit coherency and more than 1" away from any enemy models (if a model cannot be placed in this way, it is not added to the unit). Matched Play: Models added to this unit using the Split ability must be paid for with reinforcement points, but can take the unit above its starting size. Pink Horrors have an invulnerable save of 4+. Blue Horrors have an invulnerable save of 5+. Pairs of Brimstone Horrors have an invulnerable save of 6+. Whilst this unit contains 20 or more Pink Horrors, the Type characteristic of Coruscating Flames that models in this unit are equipped with is Assault 3. Before manifesting or denying a psychic power with this unit, select one model in this unit to be the source. When manifesting or denying that psychic power, measure distances and, if required, line of sight from that model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer mortal wounds if the Perils of the Warp causes the last model in this unit to be slain. If this unit has any Daemonic Icons, then when a Morale test is taken for this unit, on a roll of 1 it is automatically passed and you can return up to D6 destroyed Pink Horrors from this unit to the battlefield with 1 wound remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield). 6" 4+ 4+ 3 3 1 2 7 6+ 18" Assault 2 User 0 1 - 10" 3+ 3+ 5 4 4 3 8 6+ 14" 4+ 3+ 5 5 8 3 8 5+ 5" 2+ 2+ 5 5 8 4 8 6+ The Tally of Pestilence starts the battle at 0. Whilst Epidemius is on the battlefield, add 1 to the Tally whenever a unit (friend or foe) is destroyed by a Nurgle Daemon unit, and look up the result on the chart below. The results are cumulative, but are lost if Epidemius is destroyed. No effect Re-roll hit rolls of 1 for all friendly NURGLE DAEMONS. Increase the Move characteristics of all friendly NURGLE DAEMONS by 1. Increase the Strength characteristics of all friendly NURGLE DAEMONS by 1. Increase the Toughness characteristics of all friendly NURGLE DAEMONS by 1. Increase the Attacks characteristics of all friendly NURGLE DAEMONS by 1. Re-roll rolls of 1 for friendly NURGLE DAEMONS Disgustingly Resilient ability. Melee Melee User -3 1 You can re-roll failed wound rolls for this weapon. 5" 2+ 2+ 5 5 4 3 8 6+ 1 1 Smite and one power from the Nurgle discipline * 2+ 3+ * 7 18 * 10 6+ 2 1 Smite and two powers from the Nurgle Discipline - M S A 10-18+ 7" 7 5 5-9 5" 6 4 1-4 3" 5 3 Roll a D6 at the end of your charge phase if this model made a successful charge diring that phase; on a 4+ you can select one enemy unit within 1" to suffer a mortal wound. This model has a Toughness characteristic of 8. Add 1 to all Disgustingly Resilient rolls made for this model. When a charge roll is made for this model, add 1 to the result. In addition, this model's Crushing Bulk ability inflicts D3 mortal wounds on a 2+, instead of inflicting 1 mortal wound on a 4+. When resolving an attack made with a melee weapon by this model, a successful hit roll scores 1 additional hit if the attack's Strength characteristic is at least twice the target's Toughness characteristic. In each of your Shooting phases, you can select one enemy unit that is visble to this model and roll one D6 for each model in that unit that is within 12" of this model (to a maximum of 7 dice). For each roll of 3+, that unit suffers 1 mortal wound. Subtract 1 from the Leadership characteristic of enemy units whilst they are within 12" of any models with this ability from your army (subtract 2 instead if they are within 6"). Melee Melee +1 -3 D6 You can re-roll failed wound rolls for this weapon. Melee Melee +1 -1 D3 If a Great Unclean One with a doomsday bell attempts to summon a unit of NURGLE DAEMONS to the battlefield using a Daemonic Ritual you can roll 4 dice instead of 3 for this summoning roll. In addition, at the start of each of your turns, you may roll a D6 for each NURGLE DAEMON unit within 7" of any friendly Great Unclean Ones with a doomsday bell; on a 4+ a single slain model is returned to that unit. 7" Assault 3 User -3 2 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. Excess damage from this weapon is not lost; instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed. Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. If a Great Unclean One is armed with a bileblade, it can use it to hook out a portion of its own rotting guts as an offering to Nurgle each time it attempts to manifest a psychic power. If it does so, the Great Unclean One immediately suffers a mortal wound (which you may attempt to ignore due to being Disgustingly Resilient) before you take the Psychic test, but you can then add 1 to the result. If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them. 5" 4+ 4+ 4 4 1 1 7 6+ 5" 4+ 4+ 4 4 1 2 7 6+ If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Plaguebearers are instead added to the unit. Beasts of Nurgle sometimes feel left out of the fun, and so bound forth to join in whenever they can. This unit can perform Heroic Interventions as if they were CHARACTERS. Roll a D6 for each enemy unit that Falls Back within 1" of this unit; on a 4+ that unit suffers a mortal wound. 6" 4+ - 4 5 5 D6 7 6+ Melee Melee User 0 2 You can re-roll failed wound rolls for this weapon. 10" 4+ 4+ 4 5 4 1 7 6+ 10" 4+ 4+ 4 5 4 2 7 6+ If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and 1 slain Plague Drone is instead added to the unit. 8" 2+ 2+ 4 3 4 5 8 6+ The Masque of Slaanesh can Advance and/or Fall Back and still charge in the same turn. Your opponent must subtract 1 from any hit rolls in the Fight phase that target a DAEMONETTE unit within 6" of the Masque of Slaanesh. At the beginning of each Fight phase, choose an enemy unit within 1" of the Masque of Slaanesh. For the rest of the phase, add 1 to any hit rolls that target the chosen unit. Melee Melee User -2 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved at an AP of -4 instead of -2 Melee Melee User -1 1 When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack. * 2+ 2+ 6 7 16 * 10 6+ 2 1 Smite and two powers from the Slaanesh discipline - M A Snapping Claws 9-16+ 14" 6 4 5-8 11" 5 3 1-4 7" 4 2 Melee Melee +2 -3 3 When resolving an attack made by a model that has lost one or more wounds from an attack made with this weapon, subtract 1 from the hit roll. Add 2" to this model's Move characteristic. When an Advance or charge roll is made for this model, add 1 to the result. This model has a 4+ invulnerable save. When resolving an attack made with a ranged weapon against this model, subtract 1 from the wound roll. When resolving an attack made with a melee weapon by this model, an unmodified hit roll of 6 scores 1 additional hit. Once per Morale phase, after an enemy unit fails a Morale test but before any models flee that unit, this model can move as if it were your Movement phase, so long as it ends this move closer to the unit that failed that Morale test. In addition, each time an enemy model flees from a unit whilst its unit is within 6" of this model, this model gains 1 lost wound. This model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". In addition, each time this Keeper of Secrets consolidates, it can move up to D3+3" instead of 3. If this model has a ritual knife, after making a consolidate move, select one enemy unit within 1" of this model and roll one D6; on a 2-5 that unit suffers 1 mortal wound, on a 6 that unit suffers D3 mortal wounds. If this model has a sinistrous hand, then at the end of the Fight phase, if any enemy models that are not VEHICLES were destroyed as a result of an attack made with a melee weapon by this model that phase, this model regains up to D3 lost wounds. 7" 2+ 2+ 4 3 4 4 8 6+ 1 1 Smite and one power from the Slaanesh discipline 14" 2+ 2+ 4 3 5 4 8 6+ This model can Advance and charge in the same turn. 1 1 Smite and one power from the Slaanesh discipline 12" 2+ 2+ 4 5 7 6 8 4+ 1 1 Smite and one power from the Slaanesh discipline After this unit finishes a charge move, roll one D6 for each enemy model that is within 1" of this model; for each roll of 6, that model’s unit suffers 1 mortal wound. Melee Melee 4 0 1 When the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. 7-12+ 12" 2+ 8 4-6 10" 3+ 6 1-3 8" 4+ 4 - M WS A * * 2+ 4 5 12 * 8 4+ 1 1 Smite and one power from the Slaanesh discipline Melee Melee 4 0 1 When the bearer fights, it makes 8 additional attacks with this weapon and no more than 8 attacks can be made with this weapon. Whilst this unit contains 20 or more models, increase their Attacks characteristic by 1 . 7" 3+ 3+ 3 3 1 2 7 6+ 7" 3+ 3+ 3 3 1 3 7 6+ If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Daemonettes are instead added to the unit. When a Psychic test is taken for a model within 12" of any enemy models with this ability, subtract 1 from the total. Units within 1" of any enemy models with this ability cannot Fall Back unless they can FLY. 14" 3+ - 4 4 4 4 7 6+ Melee Melee User -1 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -1. Melee Melee User -3 D3 A model can only make a single attack with this weapon each time it fights. 14" 3+ - 4 4 4 5 7 6+ Melee Melee User -1 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of -1. Melee Melee User -3 D3 A model can only make a single attack with this weapon each time it fights. 12" 3+ 3+ 4 5 6 5 8 4+ Melee Melee x2 -1 2 After models riding a Hellflayer make their close combat attacks, you can attack with the chariot's bladed axle. Make D6 additional attacks, using this weapon profile. Melee Melee 4 0 1 After models riding a Hellflayer make their close combat attacks, you can attack with the Steeds of Slaanesh. Make 4 additional attacks, using this weapon profile. 12" 3+ 3+ 4 5 6 5 8 4+ Melee Melee 4 0 1 After models riding a Seeker Chariotl make their close combat attacks, you can attack with the Steeds of Slaanesh. Make 4 additional attacks using this weapon profile. When a charge roll is made for this unit, you can re-roll the dice. 14" 3+ 3+ 3 3 2 3 7 6+ If this unit has a Daemonic Icon, then when a Morale test is taken for this unit, on a roll of 1 it is automatically passed and you can return up to D3 destroyed models from this unit to the battlefield with all of their wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield). * * 3+ 4 5 12 * 8 4+ - M WS A 1-3 8" 4+ 4 4-6 10" 3+ 6 7-12+ 12" 2+ 8 Melee Melee 4 0 1 After models riding an Exalted Seeker Chariot make their close combat attacks, you can attack with the Steeds of Slaanesh. Make 8 additional attacks using this weapon profile. 8" 2+ 2+ 7 6 8 4 9 3+ You can re-roll hit rolls of 1 made for friendly KHORNE DAEMON units within 6". 1 1 Smite and one power from the Nurgle discipline You can re-roll hit rolls of 1 made for friendly NURGLE DAEMON units within 6". 1 1 Smite and one power from the Slaanesh discipline You can re-roll hit rolls of 1 made for friendly SLAANESH DAEMON units within 6". 1 1 Smite and one power from the Tzeentch discipline You can re-roll hit rolls of 1 made for friendly TZEENTCH DAEMON units within 6". Roll a D6 each time an enemy unit fails a Morale test within 12" of any enemy Furies. On a 4+ an additional model from the unit is slain. 12" 4+ - 4 3 1 2 6 6+ Melee Melee User 0 1 - * 4+ * 8 7 14 * 7 3+ - M BS A 8-14+ 8" 4+ 5 4-7 6" 5+ 3 1-3 4" 5+ D3 48" Heavy 3 7 -1 D3 - Melee Melee x2 -3 D6 - 36" Heavy D6 8 -2 3 - Melee Melee User -3 3 You can re-roll failed hit rolls for this weapon. Melee Melee User -2 D3 Make 2 hit rolls for each attack made with this weapon, instead of 1. * 2+ 4+ * 8 24 * 10 2+ - M S A 13-24+ 16" 12 10 7-12 12" 10 8 1-6 8" 8 6 You may use this model's Leadership for friendly Khorne units within 9" of this model when Morale tests are taken. An'ggrath the Unbound may be used to attempt to deny two psychic powers per turn in each enemy Psychic phase and adds +3 to any attempt to do so. On any turn in which An'ggrath the Unbound successfully charges, roll a D6 for each unit within 1" at the end of its charge move. On a result of a 2+, the unit suffers D3 mortal wounds. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ An'ggrath's frenzied death-throes scourge those about him, and each unit within D6" suffers D6 mortal wounds. Melee Melee +3 -4 D6 - 12" Assault 2D6 7 -3 2 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. 7" 2+ 3+ 6 6 8 5 9 3+ Uraka's controlling player may attempt to deny a single psychic power in each enemy Psychic phase. Uraka the Warfiend gains a bonus to his characteristics based on the number of models removed from play with the Bloody Arc attack ability. The benefits are in the table below and Uraka gains the benefits of the current score reached and all previous scores for the duration of the game. No benefit +1 Move +1 Strength An additional +1 Strength and +1 Attacks For each additional point scored, Uraka heals 1 Wound. Melee Melee +2 -3 2 For each wound roll of 6 made using this weapon, the Damage value of that attack is increased to D6. If a model is slain as a casualty by one of these enhanced attacks, add +1 to Uraka's Unholy Frenzy total. * Assault D3 User -3 D6 The range of this weapon is equal to Uraka's current Strength in inches. Unless Uraka successfully charges or piles in to the unit targeted by this attack in the Shooting phase, he may not use the Bloody Arc attack ability in the Fight phase of a turn in which he has attack with Vengeful Cast. * * 4+ 7 7 12 * 9 4+ - M WS A 7-12+ 8" 2+ 6 4-6 6" 3+ 5 1-3 4" 4+ 4 If an enemy PSYKER is within 9" of this model, their player must subtract 1 from their rolls to manifest psychic powers for that PSYKER. Friendly models within 9" attemptiong a Daemonic Ritual can also re-roll their summoning roll when doing so. All units which do not have the MARK OF KHORNE within 6" of Samus subtract 1 from their Ld characteristic. Melee Melee User -3 3 When attacking Infantry models with this weapon, add 1 to your wound rolls. * 2+ 2+ 8 8 27 * 10 3+ 3 3 Smite and 3 powers from the Tzeentch discipline WheneverAetaos'rau'keres attempts to manifest or deny a psychic power, add the bonus shown in its Damage table. In addition, increase the range of the Smite psychic power to 48" for Aetaos'rau'keres. - M A Psychic Test Bonus 13-27+ 20" 6 +2 6-12 14" 4 +1 1-5 8" 2 +0 You may use this model's Leadership for friendly TZEENTCH units within 9" of this model when Morale tests are taken. Any successfully manifested enemy psychic power directed against Aetaos'rau'keres is reflected back on a D6 roll of 5+, the effects of the psychic power are ignored and the manifesting PSYKER suffers a mortal wound. You may re-roll any failed attempt by Aetaos'rau'keres to invoke a Daemonic Ritual. If at the beginning of the controlling player's Shooting phase, any LORD OF CHANGE or DAEMON PRINCE is within 12" of Aetaos'rau'keres, roll a D6. On a result of 4+, the Staff of Cataclysm's ranged attack must be used against the closest LORD OF CHANGE or DAEMON PRINCE (friend or foe, contrary to the usual rules for selecting targets). When this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ it explodes with sorcerous energy, and each unit within D6" suffers D6 mortal wounds. 60" Assault 2D6 9 -4 3 This weapon can be fired within 1" of an enemy unit and can target enemy units within 1" of friendly models. If a unit of at least 10 INFANTRY models has its last models slain by this attack, a unit of 3 FLAMERS OF TZEENTCH is added to your army and immediately placed within 6” of the slain unit and more than 1" from any enemy models before it is removed. Melee Melee x2 -4 3 Against VEHICLE, BUILDING, or MONSTER targets this weapon becomes Damage 6. Melee Melee User -3 D6 Any hit that rolls a 6 for its wound rolls immediately inflicts D3 mortal wounds on the target unit in addition to any other damage. * 2+ 2+ 7 8 20 * 10 4+ 3 3 Smite and two powers from the Slaanesh discipline - M A Ld Penalty 11-20+ 12" 6 -2 4-10 9" 5 -1 1-3 6" 4 0 Add 1 to any save rolls made for Zarakynel against Melee attacks. Zarakynel can both Advance and/or Fall Back and still charge in the same turn, in addition, its charge distance roll is not affected by terrain. You may use this model's Leadership for friendly SLAANESH units within 6" of this model when Morale tests are taken. Subtract the penalty shown in this model's Damage table from the Leadership of enemy units within 6" of Zarakynel. Melee Melee User -2 D6 Each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 instead of -1. Melee Melee +1 -4 3 Each time you make a wound roll of 4+ with this weapon, it inflicts 3 mortal wounds instead of its normal damage against the target unit. 5" 3+ 3+ 6 7 8 5 9 5+ You can re-roll failed hit rolls of 1 during the Fight phase for all friendly models with THE TAINTED keyword within 6" of this model. 9" Pistol 2D3 * -2 1 Attacks made with this weapon automatically hit the selected target. This weapon always wounds on a result of a 2+ unless the target unit has the VEHICLE keyword, in which case a result of 6+ is required. Melee Melee +2 -3 D3 When targeting a unit with this weapon during the Fight phase, add +3 to the Damage caused if the target unit has the Infantry keyword. Melee Melee +3 -1 1 If an attack made with this weapon causes an unsaved wound to a model, roll a D6. On a 4+, the model suffers an additional D6 wounds. * * 4+ 6 8 12 * 10 4+ - M WS A 7-12+ 7" 2+ 5 4-6 5" 3+ 4 1-3 3" 4+ 3 If an enemy Psyker is within 9" of this model, their player must subtract 1 from their rolls to manifest psychic powers for that Psyker. Friendly models within 9" attempting a Daemonic Ritual can also re-roll their summoning roll when doing so. Each time Cor'bax Utterblight successfully completes a charge move, roll a D6 for each enemy unit within 1". For each roll of a 2+, that unit suffers a mortal wound. Cor'bax's feculent mass is a seething, half-liquid horror that simply flows over obstacles and swamps anything, be it blade or bullet, that strikes it, with little outward effect. Cor'bax ignores any penalty to charge rolls made for him because of terrain. In addition, when making rolls for Cor'bax's Disgustingly Resilient ability against wounds caused by attacks with a Damage of 1, wounds are ignored on a 4+. When this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ it explodes in a tide of filth, and each unit within D6" suffers D6 mortal wounds. Melee Melee User -3 3 All rolls of 6 to hit with this weapon become 3 hits each. Melee Melee 2 0 1 After this model makes their close combat attacks, the canker worms infesting Cor'bax make their attacks separately. Make D6 additional attacks using this weapon profile. 7" 4+ 4+ 5 5 4 3 7 6+ 7" Pistol 1 4 0 1 - Melee Melee 5 -1 D3 All hit rolls of a 6 made when using this weapon generate a single additional automatic hit. If this unit contains 6 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them for the duration of that phase. 7" 4+ 4+ 5 5 5 3 7 6+ 7" Pistol 1 4 0 1 - Melee Melee 5 -1 D3 All hit rolls of a 6 made when using this weapon generate a single additional automatic hit. Melee Melee 4 0 1 After all other attacks have been made by a model equipped with this weapon during the Fight phase, it may make 2 additional attacks using this weapon profile, re-rolling all failed wound rolls. If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and one slain Pox Rider is returned to the unit. * * - 7 6 12 * 6 4+ - M WS A 7-12+ 10" 3+ 8 4-6 8" 4+ 5 1-3 4" 5+ 3 * * 4 0 1 Normal attacks cannot be made with this weapon. Instead, roll a D6 each time a Spined Chaos Beast ends a charge move within 1" of an enemy unut, or an enemy unit ends a pile-in move witihn 1" of the Spined Chaos Beast. On a 2+ that enemy unit suffers a single automatic hit. Melee Melee User -1 2 - Melee Melee x2 -3 D6 Only one attack may be made with this weapon per Fight phase. If a model is slain as a result of this attack, the Spined Chaos Beast heals 1 wound. * 4+ - * 5 10 * 10 4+ Whenever a roll is made to set one of the Giant Chaos Spawn's mutable characteristics (see Damage table) and a 1 or a 6 is rolled on any D6 or D3, the Giant Chaos Spawn gains D3 Wounds. This may be used to take it above its starting total of 10 wounds. If the Giant Chaos Spawn ever reaches a total of 20 or more Wounds, it gains the Titanic keyword until its Wounds total is reduced to 19 or less. - M S A 20+ 8+D6" 6+D6 6+D6 10-19 6+D6" 6+D3 6+D3 5-9 3+D3" 3+D6 3+D6 1-4 D6" 2D6 2D6 At the start of each turn, the Giant Chaos Spawn's mutable characteristics are reset, and the first time it is called upon to use, test, or roll for Movement, Strength, or Attacks, a new roll is made to determine that characteristic based on the number of Wounds the model currently possesses. That roll is then used for that characteristic until the end of the current turn, at which point it is once again reset. Melee Melee User -1 D3 * 2+ 2+ * 9 22 * 10 6+ 3 3 Smite and two powers from the Nurgle discipline - M S A 11-22+ 7" 10 6 6-10 5" 8 5 1-5 3" 6 4 You may use this model's Leadership for friendly Nurgle units within 6" of this model when Morale tests are taken. Your opponent must subtract 1 from any hit rolls that target friendly NURGLE and DAEMON units within 6" of Scabeiathrax the Bloated in the Fight phase. When this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ it explodes in a tide of filth and each unit within D6" suffers D6 mortal wounds. 9" Pistol 2D6 6 -2 D3 This weapon hits automatically. Melee Melee +2 -4 6 - Melee Melee 2 0 1 After a model accompanied by Nurglings makes its close combat attacks, you can attack with the Nurglings. Make D6 additional attacks, using this weapon profile. You can re-roll wound rolls of 1 for these attacks. +1 Attack +1 Strength +1 Toughness 7 18" If manifested, select a visble friendly TZEENTCH DAEMON unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase. 8 18" If manifested, select an enemy unit that is within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army within 6" of the character and more than 1" from any enemy models before they are removed as a casualty. Melee Melee 4 0 1 After a model rifing a Disc of Tzeentch makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile. 18" Heavy 3 +4 -4 D3 - 12" Pistol D6 User -2 1 This weapon automatically hits its target. Melee Melee User -1 1 - Melee Melee 4 0 2 After a model riding a Rot Fly makes its close combat attacks you can attack with its mount. Make 4 additional attacks using this weapon profile. You can re-roll failed wound rolls for these attacks. 12" Assault 2 4 0 1 You can re-roll wound rolls of 1 for this weapon. 6" Assault D6 4 0 1 This weapon can be fired even if there are enemy units within 1" of the bearer, and attacks made with this weapon can target enemy units within 1" of friendly units. Melee Melee 4 0 1 When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. 8 12" If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves. 6 12" If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to the model's Strength characteristic and 1 to its Attacks characteristic. 6 6" If manifested, select a visible enemy model within 6" of the psyker and roll a D6. If the result is greater than the enemy's Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed. 5 18" If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+. 6 N/A If manifested, you can re-roll a single dice roll later in your turn. 5 18" If manifested, pick a friendly TZEENTCH DAEMON unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit's shooting weapons. 8 12" If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to it; that model's unit, and every other unit (friend or foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+. Add 1 to your Warlord's Attacks characteristic whilst there are more enemy models within 8" of it than there are friendly models. Add 1 to your Warlord's Strength characteristic. Roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose that wound and you can re-roll all failed hit and wound rolls made for it until the end of your next turn. Add 1 to the result of the first Psychic tests made for your Warlord in each Psychic phase. You can re-roll failed Morale tests for friendly TZEENTCH DAEMON units within 9" of your Warlord. Add 6" to the range of the first psychic power manifested by your Warlord in each Psychic phase. Add 1 to your Warlord's Wounds characteristic. Your opponent must subtract 1 from all hit rolls that target your Warlord if the attacking unit is within 7". Your warlord has a Save characteristic of 4+. Add 3" to your Warlord's Movement characteristic. Each time you make a wound roll of 6+ for youe Warlord in the Fight phase, the target suffers a mortal wound in addition to any other damage. Add 1 to your Warlord's Attacks characteristic. * 2+ 3+ * 7 18 * 10 6+ 2 2 Smite and 3 from Nurgle Discipline Each time Rotigus successfully manifests a psychic power with a Psychic test of 7 or more, the closest enemy unit to him suffers a mortal wound after the effects of the psychic power have been resolved. - M S A 10-18+ 7" 7 5 5-9 5" 6 4 1-4 3" 5 3 7" Assault 2D6 User -3 1 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. Melee Melee User -1 1 Each time Rotigus fights, he can make D6 additional attacks with this weapon. Melee Melee +1 -2 3 You can re-roll failed wound rolls for this weapon. Melee Melee 2 0 1 Each time a model attended by Nurglings fights, it can make D6 additional attacks with this weapon. You can re-roll wound rolls of 1 for these attacks. 5" 2+ 2+ 5 6 9 4 8 4+ You can re-roll failed charge rolls for friendly units of Beasts of Nurgle that are within 6" of Horticulous Slimux. In addition, you can add 1 to hit rolls made for friendly units of Beasts of Nurgle that are within 12" of Horticulous Slimux Roll a D6 for each enemy unit that Falls Back within 1" of Horticulous Slimux; on a 4+ that unit suffers a mortal wound. At the start of your turn, if any models (friend or foe) were slain during the last turn, one NURGLE DAEMON model within 7" of Horticulous Slimux regains 1 lost wound. At the end of your Movement phase, you can add a new Feculent Gnarlmaw to your army (containing one Feculent Gnarlmaw). Set it up within 3" of Horticulous Slimux and more than 1" away from any other models and terrain features. Horticulous Slimux cannot use this ability if he performed a Daemonic Ritual this turn. Melee Melee +1 -3 D3 You can re-roll all failed wound rols for this weapon. Melee Melee 7 -4 3 After Horticulous Slimux makes his close combat attacks, you can attack with Mulch. Make 1 additional attack, using this weapon profile. 5" 2+ 2+ 5 5 4 3 8 6+ Whenever a NURGLE DAEMON unit takes a Morale test within 6" of any friendly Sloppity Bilepipers, roll 2 dice instead of 1 and discard the highest result. In addition, each time a unit fails a Morale test within 6" of any enemy Sloppity Bilepipers, one addtional model is removed from that unit. Add 1 to the Attacks characteristic of Nurglings and GREAT UNCLEAN ONE units that are within 6" of any friendly Sloppity Bilepipers. In addition, Nurglings and GREAT UNCLEAN ONE units can declare a charge even if they advanced in their Movement phase if they are within 6" of any friendly Sloppity Bilepipers. Melee Melee User 0 1 You can re-roll wound rolls of 1 made for this weapon. 5" 2+ 2+ 5 5 4 3 8 6+ Add 2" to the Movement characteristic of all PLAGUEBEARER INFANTRY units within 6" of one or more models with this ability. Add 1 to all hit rolls made for PLAGUEBEARER units within 6" of one or more friendly models with this ability. In addition, if you make a hit roll of 7+ for a PLAGUEBEARER unit within 6" off one or more friendly models with this ability, you can immediately make one additional attack at the same target with the same weapon (these bonus attacks cannot themselves generate any further attacks). 6" Pistol D3 3 0 1 You can re-roll wound rolls of 1 made for this weapon. Melee Melee User -1 1 You can re-roll wound rolls of 1 made for this weapon. Melee Melee User 0 1 You can re-roll failed wound rolls for this weapon. Melee Melee User -3 1 When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 2 for that attack. Melee Melee 5 -1 1 When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. When resolving an attack made with this weapon in a turn in which the bearer made a charge move, this weapon has a Strength characteristic of +2 for that attack. 12" Pistol D6 User -1 1 This weapon automatically hits its target. Each Feculent Gnarlmaw in this unit must be set up within 6" of each other, and none can be set up within 1" of any terrain feature. After it is set up, a Feculent Gnarlmaw is treated as a terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities. All NURGLE DAEMON units - except VEHICLES and MONSTERS - that are completely within 7" of any Feculent Gnarlmaws receive the benefit of cover, but you add 2 to their saving throws instead of 1 (remember invulnerable saves are not benefitted by cover). At the start of your turn, roll a D6 for every unit that is within 3" of any Feculent Gnarlmaws; on a 4+, that unit suffers 1 mortal wound, but on a 6 it suffers D3 mortal wounds instead. NURGLE units are unaffected by this ability. NURGLE DAEMON units that are within 7" of any Feculent Gnarlmaws at the start of their turn can shoot and/or charge this turn, even if they Fell Back or Advanced. You can re-roll any of the dice used in the summoning roll when a CHAOS CHARACTER from your army that is within 7" of any Feculent Gnarlmaw attempts to summon a unit of NURGLE DAEMONS to the battlefield using a Daemonic Ritual. CHARACTERS in a KHORNE Chaos Daemons detachment have the following ability: You can re-roll charge rolls for KHORNE DAEMON units that are within 6" of a friendly model with the Locus of Rage in the Charge phase. CHARACTERS in a NURGLE Chaos Daemons detachment have the following ability:Each time you make a wound roll of 6+ for a NURGLE DAEMON unit within 6" of any friendly model with the Locus of Virulence, that attack inflicts 1 additional damage. CHARACTERS in a SLAANESH Chaos Daemons detachment have the following ability: All SLAANESH DAEMON units within 6" of a friendly model with the Locus of Swiftness in the Charge phase can declare a charge even if they advanced in their Movement phase. CHARACTERS in a TZEENTCH Chaos Daemons detachment have the following ability: Roll 2 dice at the start of each Fight phase and discard the highest result. Until the end of that phase, each time your opponent targets a TZEENTCH DAEMON unit within 6" of a friendly model with the Locus of Trickery and makes a hit roll that, after re-rolls but before modifiers, matches your remaining dice result, that hit roll fails. * 4+ * 8 8 14 * 7 3+ All enemy VEHICLE units within 1" of a Plague Hulk of Nurgle must subtract 1 from their saving throws. 8-14+ 7" 4+ 3 4-7 5" 5+ 3 1-3 3" 6+ D3 36" Heavy D6 6 -3 2 Against INFANTRY targets, failed wound rolls for this weapon are re-rolled. 7" Pistol D6 5 -2 1 This weapon automatically hits its target. Melee Melee x2 -3 D6 - Melee Melee User -3 3 You can re-roll failed hit rolls for this weapon. Melee Melee +1 -4 D3 Re-roll all failed wound rolls for this weapon when targeting a CHARACTER. KHORNE model with blade of blood or hellforged sword only. A'rgath replaces the model's blade of blood or hellforged sword. Melee Melee +3 -4 D6 Re-roll all failed wound rolls for this weapon when targeting a TITANIC unit. Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to the normal damage. KHORNE model with axe of Khorne, great axe of Khorne or daemonic axe only. Skullreaver replaces the bearer's axe. Melee Melee +3 -4 D6 - Melee Melee +2 -3 D3 Re-roll all failed wound rolls made for this weapon. NURGLE model with plaguesword, balesword, bileblade or hellforged sword only. Corruption replaces the bearer's plaguesword, balesword, bileblade or hellforged sword. Melee Melee User -5 1 Invulnerable saves cannot be taken against this weapon. TZEENTCH HERALD only. Soul Bane replaces the bearer's ritual dagger. Add 1 to the bearer's Psychic tests whenever it attempts to manifest Smite. SLAANESH HERALD only. The Slothful Claws replace the bearer's ravaging claws. Melee Melee +1 -2 2 Each time you make a wound roll of 4+ for this weapon, that hit is resolved with an AP of -4 instead of -2. Melee Melee +1 -3 3 Each time a model is slain by this weapon, the bearer regains one lost wound. Re-roll all failed wound rolls made for this weapon when targeting an AELDARI unit. SLAANESH model with witstealer sword or hellforged sword only. Soulstealer replaces the bearer's sword. 7" 2+ 2+ 4 3 4 2 8 6+ When a Psychic test is taken for a model within 24" of any enemy models with this ability, that model suffers Perils of the Warp on a roll that includes any doubles. When this model attempts to summon a SLAANESH DAEMON unit using the Daemonic Ritual ability, add 3 to the summoning roll. In addition, at the start of your turn, roll one D6 for each SLAANESH DAEMON unit from your army within 6" of any friendly models with this ability; on a 6 you can return one destroyed model from that unit to the battlefield with all of its wounds remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). 18" Assault 6 4 -1 1 - 24" Assault 1 8 -3 3 - - - - - - When you choose this weapon to shoot with, select one of the profiles below. Melee Melee User -1 2 When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack. Roll one D6 at the end of the Fight phase if any enemy models were slain by the bearer that phase, adding 2 to the result if any of the slain models was a CHARACTER; on a 4+, the bearer regains D3 lost wounds. The wearer of the Armour of Scorn has a 4+ invulnerable save and can attempt to deny one Psychic power in each enemy Psychic phase. Each time you make a wound roll of 6+ for a friendly KHORNE DAEMON unit within 6" of the bearer of the Crimson Crown, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These extra attacks cannot themselves generate any further attacks. Add 1 to your Warlord’s Attacks characteristic. In addition, while there are any enemy CHARACTERS within 6" of your Warlord, add another 1 to your Warlord’s Attacks characteristic. After it is set up, a Skull Altar is treated as a terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by attacks or abilities. If a Skull Altar is summoned using a Daemonic Ritual and set up with its base touching the base of a KHORNE DAEMON INFANTRY CHARACTER that performed that ritual, you can immediately place that character on the Skull Altar’s platform – the level area at the top of the stairs. A Skull Altar cannot be set up on an objective marker, and must be set up more than 1" from any other terrain. A model’s Locus of Rage ability (see Codex: Chaos Daemons) has a range of 12" instead of 6" while they are within 8" of any Skull Altars. Subtract 1 from Psychic tests taken for PSYKERS within 8" of any Skull Altars. You can re-roll any of the dice rolled when you make a summoning roll for a CHAOS CHARACTER from your army that is within 8" of any Skull Altars when it attempts to summon a KHORNE DAEMON unit to the battlefield using a Daemonic Ritual. If a KHORNE DAEMON INFANTRY CHARACTER’s base is on a Skull Altar’s platform (the level area at the top of the stairs), the Skull Altar is said to be occupied by that character. Improve that character’s invulnerable save by 1, to a maximum of 3+ (so an invulnerable save of 5+ becomes 4+). In addition, while a KHORNE DAEMON unit is wholly within 16" of any occupied Skull Altars, add 1 to the Attacks characteristic of all models in that unit. 9" 2+ 2+ 4 6 8 8 9 4+ You can re-roll Morale tests taken for friendly SLAANESH DAEMON units whilst they are within 6" of this model. When this model is chosen to fight with for the first time in the Fight phase, it can only make attacks with one of its equipped weapons. In addition, after making a consolidation move for the first time in the Fight phase, this model can make a number of attacks equal to its Attacks characteristic with its other equipped weapon. If this model made a charge move this turn, these attacks can only be ade against a unit that this model declared a charge against this turn. Melee Melee +3 -3 3 - 6" Assault D6 User -2 1 This weapon can be fired even if there are enemy units within 1" of the bearer, and attacks made with this weapon can target enemy units within 1" of friendly units. Melee Melee User -1 1 Make D3 hit rolls instead of 1 for each attack made with this weapon. 6" Assault 6 6 -2 2 This weapon can be fired even if there are enemy units within 1" of the bearer, and attacks made with this weapon can target enemy units within 1" of friendly units. If this model has a shining aegis, then when it would lose a wound, roll one D6; on a 6 that wound is not lost. If that wound would be lost as a result of a mortal wound, that wound is not lost on a 5+ instead of 6. When resolving an attack made with a melee weapon against this model, subtract 1 from the wound roll. This model can perform a Heroic Intervention if there are any enemy units within 6" of it instead of 3" if any of those enemy units is a CHARACTER, and when doing so can move up to 6" instead of 3" so long as it ends that move closer to the closest enemy CHARACTER model. In addition, when this model makes a pile-in move within 6" of any enemy CHARACTER units, it can move up to 6" instead of 3" so long as it ends that move closer to the closest enemy CHARACTER model. * 2+ 2+ 6 7 16 * 10 6+ - M Snapping Claws A 9-16+ 14" 4 6 5-8 11" 3 5 1-4 7" 2 4 2 1 Smite and two powers from the Slaanesh discipline - Melee Melee x2 -4 D6 When resolving an attack made with this weapon against a CHARACTER unit, on a wound roll of 6+ this weapon has a Damage characteristic of 6 for that attack. Melee Melee User -3 3 When the bearer fights, it makes a number of additional attacks with this weapon equal to the number shown in its damage table. When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack. 12" 2+ 2+ 4 5 8 8 8 6+ When a Psychic test or Deny the Witch test is taken for this model, add 1 to the total. When this model would lose a wound as a result of a mortal wound, roll one D6; on a 2+ that wound is not lost. When a unit within 6" of any enemy models with this ability is chosen to Fall Back, roll 3D6; if the total is greater than or equal to that unit’s Leadership characteristic, that unit cannot Fall Back this turn. 2 2 Smite and 2 powers from the Slaanesh Discipline - Melee Melee +1 -2 3 When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. 12" 2+ 2+ 4 5 6 5 8 4+ 1 1 Smite and one power from the Slaanesh discipline Melee Melee 4 0 1 When the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. Melee Melee x2 -1 2 When the bearer fights, it makes D6 additional attacks with this weapon and no more than that number of attacks can be made with this weapon. The power of the banner can be used once per battle, just before the bearer's unit declares a charge. When used, the bearer's unit can charge 3D6" instead of 2D6". The power of the banner can be used once per battle, just before the bearer's unit fights. When used, increase the Damage characteristic of all plagueswords carried by the bearer's unit to 2 until the end of the phase. The power of the banner can be used once per battle, at the beginning of any Psychic phase. When used, roll 9 dice; for each roll of 6, the closest visible enemy unit within 9" suffers 1 mortal wound. The power of the banner can be used once per battle, just before the bearer's unit fights. When used, you can re-roll all failed hit rolls for the bearer's unit until the end of the phase. This model has a Save characteristic of 2+. This model cannot lose more than 8 wounds in the same phase. Any damange inflicted after this point in the same phase has no effect. Add 1 to the Damage characteristic of all weapons this model is equipped with. If, in the Charge phase, this model makes a charge move, is charged or performs a Heroic Intervention, add 1 to its Strength and Attacks characteristic until the end of the following Fight phase. This is cumulative with the Unstoppble Ferocity ability. This model is consdered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table. When a charge roll is made for this model, add 2 to the result. In addition, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". Melee Melee +3 -4 D6 When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead. Roll one D6 each time an attack made with a melee weaon by a model with this Relic destroys an enemy model; on a 5+ the model with this Relic regains 1 lost wound after it has resolved all of its close combat attacks for that fight. A model cannot regain more than 8 lost wounds during the same turn as the result of this artefact. Enemy PSYKERS suffer Perils of the Warp on any Psychic test that includes any double whilst they are within 16" of this model. Enemy PSYKERS that suffer Perisl of the Warp whilst they are within 16" of this model suffer 3 mortal wounds (do not roll to determine how many mortal wounds are inflicted). The bearer of the Endless Grimoire knows 1 additional power from the Tzeentch Discipline. The wearer of the Impossible Robe has a 4+ invulnerable save. In addition, once per game you can re-roll a single failed saving throw for the wearer, but if the re-roll results in a 1, the wearer is immediately slain. Melee Melee +2 -3 D6 When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to the normal damage. Roll one D6 when a psychic power manifested by a model with this Relic destroys an enemy model; on a 4+, the model with this Relic immediately regains 1 lost wound. A model cannot regain more than 9 lost wounds during the same turn as the result of this Relic. At the beginning of your opponent's turn, select one enemy CHARACTER model within 12" of a model with this Relic. You and your opponent then roll off; your opponent adds the Leadership characteristic of their model to the result, and you add the Leadership characteristic of the model with this Relic to your result. If your total equals or beats your opponent's, then all aura abilities that their CHARACTER model has cannot be used until the beginning of your opponent's next turn. Roll a D6 each time the bearer kills an enemy model in the Fight phase whilst within 7" of one or more friendly units of Plaguebearers. On a 4+, you can add a single Plaguebearer to one of those units. Enemy units must subtract 1 from their Leadership characteristic whilst they are within 7" of the bearer of the Entropic Knell. 7" Assault 6 +1 -3 2 The bearer can make attacks with this weapon whilst within 1" of an enemy unit, and attacks with this weapon can target enemy units within 1" of friendly units. Excess damage from this weapon is not lost; instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed. A model with this Relic knows one additional psychic power from the Nurgle discipline. In addition, ... A model with this Relic regains 1 lost wound at the end of each phase in which it lost any wounds. Add 1 to the bearer's Attacks characteristic. Add a further 1 each time the bearer slays a CHARACTER or MONSTER. Once per game, at the start of any enemy phase, the bearer of the Forbidden Gem can use it to hypnotise a single enemy CHARACTER within 12". Roll 3D6, if the total exceeds that model's Leadership characteristic, it cannot act until the end of the phase (i.e. it cannot move, manifest psychic powers, shoot, charge or fight) and it cannot use any abilities on its datasheet that affect another unit (e.g. aura abilities and abilities that heal other models). Melee Melee +2 -3 3 When the bearer fights, it can make 2 additional attacks with this weapon. In addition, subtract 1 from hit rolls for attacks made by a model that has lost any wounds from this weapon. 6" Assault 6 6 -3 2 The bearer can make attacks with this weapon whilst within 1" of an enemy unit, and attacks with this weapon can target enemy units within 1" of friendly units. Attacks made with this weapon automatically wound (no wound roll is made) unless the target is a VEHICLE or TITANIC unit. When a model with this Relic takes a Psychic test whilst attempting to manifest psychic powers from the Slaanesh discipline, add 1 to the result. In addtion, when a Deny the Witch test is taken for a model with this Relic, add 1 to the result. Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn). If they do so, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS. Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have the choice of allegiance, such as Furies, the unit when summoned will have this keyword.) This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds. If your Army contains a unit with the Arch-daemonic Ritual rule, they may instead of being deployed normally be summoned like other Daemons to the battlefield, although with greater risk to the summoner as befits their power and perilous nature. The usual rules for Daemonic Rituals apply with the following alterations: When attempting an Arch-daemonic Ritual, the summoning player must first declare which unit they are attempting to summon by name beforehand, and only characters with the same Mark of Chaos as the unit you wish to summon can be userd to summon the unit. When attempting to summon a unit using an Arch-daemonic Ritual, roll up to nine dice - this is your summoning roll. You can summon one new unit with the Arch-daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword as the summoning character. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is within 12" of the summoning character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If yourArch-daemonic Ritual summoning roll included any doubles, your summoning character then suffers a mortal wound. If it contained any triples, then the summoning character is slain instead (note that the summoning can still be successful, even if the summoning character perishes in the attempt). Use this Stratagem when choosing your army. Pick a KHORNE Chaos Daemons Detachment (that is, a Chaos Daemons Detachment in which every unit has the KHORNE keyword) from your army to be a Legion of Skulls Specialist Detachment. BLOODLETTER units in that Detachment gain the LEGION OF SKULLS keyword. Melee Melee User 1 You can re-roll wound rolls of 1 for this weapon. Melee Melee User 0 1 You can re-roll failed wound rolls for this weapon. Add 1 to the Strength characteristic of KHORNE DAEMON units within 6" of one or more friendly models with this ability. Friendly KHORNE DAEMON units within 6" of this model when they take a Morale test can use this model's Leadership instead of their own. Friendly TZEENTCH DAEMON units within 6" of this model when they take a Morale test can use this model's Leadership instead of their own. Friendly NURGLE DAEMON units within 6" of this model when they take a Morale test can use this model's Leadership instead of their own. When a Morale test is taken for a friendly SLAANESH DAEMON unit within 6" of this model, you can use this model’s Leadership characteristic instead of that unit’s. Add 1 to any invulnerable saving throws made for this unit. Add 1 to the Strength characteristic of TZEENTCH DAEMON units within 6" of one or more friendly models with this ability. Add 1 to the Strength characteristic of NURGLE DAEMON units within 6" of one or more friendly models with this ability. After this model finishes a charge move, roll one D6 for each enemy model that is within 1" of this model; for each roll of 5+ that enemy model’s unit suffers 1 mortal wound. This unit always fights first in the Fight phase, even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound. If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with. 5 7" If manifested, the closest enemy unit within 7" if the psyker and visible to it suffers D3 mortal wounds if it has fewer than 10 models, or D6 mortal wounds if it has 10 models or more. 7 18" If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Add 1 to wound rolls made by that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage. 5 18" If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. One model in that unit regains D3 wounds lost wounds. KHORNE Daemon Princes have an Attacks characteristic of 5, instead of 4. Units with this ability have a 5+ invulnerable save. 6 18" If manifested, roll 2D6 (adding 2 to the result if the Psychic test result was more than 10). The closest enemy unit that is within 18" of the psyker and visible to it suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic. 6 18" If manifested, the nearest enemy unit that is within 18" of the psyker and visible to it is struck by unbearable pain. Your opponent must subtract 1 from all hit rolls made by this unit until the start of your next Psychic Phase. 8 18" If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker that is within 1" of an enemy unit. That unit can fight as if it were the Fight phase. 8 18" If manifested, select a enemy CHARACTER that is within 18" of the psyker and visible to it (excluding the opponent's Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases. You can re-roll hit rolls of 1 made for friendly DAEMON units within 6", but only if they owe their allegiance to the same Chaos God e.g. KHORNE DAEMON units are only affected by KHORNE Daemon Princes. 6 3" If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase. 5 18" If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+. 7 18" If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase. 6" 3+ 3+ 4 3 1 1 7 6+ Melee Melee +2 -3 2 After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile. Melee Melee User 0 1 14" 3+ 3+ 3 3 2 2 7 6+ This unit has a 4+ invulnerable save. 7 7" If manifested, roll a D6 for every unit (excluding NURGLE units) within 7" of the psyker. On a 4+ the unit being rolled for suffers D3 mortal wounds. 6 18" If manifested, select an enemy unit that is within 18" of the psyker and visible to it. Until the start of your next Psychic phase, subtract 1 from the target unit's Toughness characteristic. 6 18" If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must select 1 from all hit rolls that target that unit. 5 18" If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound - on a 6 that model does not lose a wound. 6 18" If manifested, select an enemy unit that is within 18" of the psyker and visible to them. Roll a D6 for each model in the unit; the unit suffers a mortal wound for each roll of 6. 6 12" If manifested, enemy units must subtract 1 from their Leadership characteristic until the start of your next Psychic phase whilst they are within 12" of the psyker. Each unmodified hit roll of 6 made for this model in the Fight phase scores 2 hits instead of 1. Each time your Warlord fights, it can make a single Devastating Blow attack instead of its normal close combat attacks. If it does, make a single hit roll; if successful, the targets suffers D3 mortal wounds. Re-roll hit rolls of 1 for friendly KHORNE DAEMON units that charged this turn and are within 8" of your Warlord when they fight. Each time an enemy unit fails a Morale test within 8" of your Warlord, one additional model flees from that unit. Roll a dice each time your Warlord suffers perils of the Warp; on a 2+ your Warlord's psychic mastery is such that they do not suffer Perils of the Warp. Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if this Warlord failed a saving throw against a weapon that inflicts 3 damage, it will only lose 2 wounds. Re-roll wound rolls of 1 in the Shooting phase for friendly TZEENTCH DAEMON units that are within 9" of your Warlord. Roll a D6 at the end of your charge phase if this model made a successful charge during that phase; on a 4+ you can select one enemy unit within 1" of this model to suffer a mortal wound. Roll a dice for each enemy unit that is within 1" of your Warlord at the start of your turn. On a roll of 4+ that unit suffers a mortal wound. Add 1 to all wound rolls made by your Warlord in the Fight phase unless it is targeting a VEHICLE. Roll a dice each time your Warlord loses a wound in the Fight phase. On a 4+ the unit that inflicted that wound is splashed by acidic ichor and suffers a mortal wound after all of its own attacks have been resolved. If your Warlord charges in the Charge phase, add D3 to their Attacks characteristic until the end of the ensuing Fight phase (roll at the end of the Charge phase). Add 1 to the Strength characteristic of models in SLAANESH DAEMON units whilst their unit is within 6" of any friendly models with this ability. Your opponent must subtract 1 from Psychic tests made for enemy units within 9" of a Chanting Horror. Add 2 to the Strength of the Juggernaut's bladed horn attack if the model charged in the same turn. Re-roll hit rolls of 1 for friendly SLAANESH DAEMON units whilst they are within 6" of this model. Enemy models subtract 1 from their Attacks characteristic (to a minimum of 1) whilst they are within 6" of your Warlord. This does not affect enemy VEHICLES. You can re-roll all failed hit and wound rolls for attacks made by your Warlord in the Fight phase against CHARACTERS. When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll. When resolving an attack made by this model, re-roll a wound roll of 1.