Daemons

logo The world is awash with unseen magic that comes from the dark dimensions between time and space. It was introduced into the world when the great intra-spatial gateways of the Old Ones collapsed, creating a rift in space and spewing magically volatile warp-matter over the whole planet. Magic is a malleable energy that can be harnessed and wielded, but the very act of doing so reshapes and changes everyone and everything it comes into contact with. Whether used for good or ill, magic is ultimately corrupting and dangerous.

The ancient gateways continue to leak raw magic from the dark dimension to this day. The dark dimension is home to things of an altogether different order to mortal creatures. These are not living creatures of flesh but a network of ethereal forces whose consciousnesses continually flow and interchange. Individuality and linear thought are meaningless concepts in the dark dimension. In that timeless, spaceless, nothingness there is only endless being: a single moment extending through all eternity.

Just as magic pollutes and disfigures the material world so the dark dimension is reshaped by the world of mortals. Thought, ambition, emotion and other gross forms of individual consciousness leak from the material universe. This focused consciousness overwhelms and transforms the naturally guileless intelligence of the dark dimension. It becomes aware. It coalesces into a kind of distinct consciousness. Things stir in the dark dimension. Gods, daemons and spirits are made manifest in the stuff of the warp. Reshaped in turn by these newly created consciousnesses other lesser beings are created, and so it goes on.

Thus are the gods of the Old World, and the bitterest agents of man‘s own destruction, self-created from the terror of mankind itself. There may be a thousand gods or a million aspects of a single deity - it matters little. The daemon armies of Chaos constantly reshape and reform in the face of man‘s ever shifting fears. Most of all men dread the elemental horrors of life, and these are represented by the four great gods of the Marauder tribes of the north. They are worshipped under many names and in many guises but in the lands of the south they are recognised (by those who dare pursue such studies) as the great powers of Khorne the Blood God, Tzeentch the Changer of the Ways, Nurgle the Plague Lord, and Slaanesh the Lord of Pleasure. These are the Great Gods of Chaos of which all other gods are but parts or conjunctions. In the lands of the Empire many a theologist has been burned for saying as much.

daemons

Daemon army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Daemon Hordes

Infantry

4

3

5+

-

3

75

3/-

-

Daemon Swarm

Infantry

2

4

-

-

3

45

-/4

*1

Daemon Cavalry

Cavalry

4

3

5+

-

3

110

-/3

-

Daemon Hounds

Cavalry

3

3

5+

-

3

90

-/2

-

Daemon Chariots

Chariot

3

3

5+

-

3

95

-/3

-

Daemon Beasts

Monster

5

4

5+

-

3

200

-/1

-

Daemon Flyers

Monster

2

3

5+

-

3

80

-/1

*2

Greater Daemon

Monster

8

6

4+

-

1

280

-/1

*3

 

Daemon Overlord

General

+2

-

-

9

1

125

1

*4

Daemon Lord Hero

Hero

+1

-

-

8

1

80

-/1

-

Daemon Sorcerer

Wizard

+1

-

-

8

1

90

-/1

-

Daemonic Wings

Special

-

-

-

-

-

+10

-/1

*5

Favour of the Gods

Special

+1

-

-

-

-

+50

-/1

*6

Wizard

Special

-

-

-

-

-

+25

0–1

-

Special rules

Army rules

Ignore Terror

All units ignore the -1 Attack penalty in combat for fighting terrifying troops – you cannot frighten them at all.

Daemonic Instability

At the start of the player’s own Command phase, before making any initiatives moves, all friendly Daemon units that have taken at least 1 casualty (i.e. lost at least 1 stand out of 3) must make a ‘Daemonic Instability’ test. Roll a D6. If the unit has lost 2 stands (i.e. has only 1 stand remaining from 3) and is further away than 20cm from a friendly Daemon Wizard deduct 1 from the roll.

0-1

One stand is destroyed – the daemons fade away and are absorbed back into the Realm of Chaos from which they came. Remove one stand from play. If a character is with the unit and the last stand is removed the character is destroyed too.

2-3

The unit becomes confused - if not already confused the stand becomes confused as it is torn between this world and the next.

4-5

No effect – unless the unit is confused in which case it ceases to be confused as it is favoured with the invigorating power of Chaos.

6

The unit regains one stand. The regained stand is placed directly behind, in front or beside another stand from the same unit, and facing the same direction. If it is impossible to position the stand in in this manner then the stand cannot be added.

Special rules

1. Daemon Swarms

These cannot be driven back by shooting and do not roll for drive backs. A Daemon Swarm cannot be given a magic item.

2. Daemon Flyers

These can fly. Daemon flyers are an exception to the normal conventions for basing monsters in that they face the long edge of the stand in the same way as infantry rather than the short edge as most other monsters.

3. Greater Daemons

Greater Daemons can fly regardless of whether the actual model has wings – aerial propulsion is deemed feasible by sheer effort of will.

Greater Daemons cause terror in their enemies. A Greater Daemon that has accumulated 4-5 hits at the end of the Shooting or Combat phase and is no longer engaged in combat is deemed to have been badly hurt. Once a Greater Daemon is badly hurt accumulated hits are discounted and its Hits and Attacks values are halved for the rest of the battle (to 3 Hits and 4 Attacks).

4. Daemon Overlord

The Daemon Overlord is the army’s General and has the option of having the powers of a Wizard for additional 25 points. If given magical powers the Daemon Overlord can be given a magic item restricted to either a General or a Wizard. Note that the Daemon Overlord is still a General and his command range extends over the whole battlefield as for other Generals.

5. Daemonic Wings

Some of the creatures of the deep vaults of hell may have wings, some of them fly on hovering discs and some even have the ability of disappearing and reappearing wherever they want on the battlefield. Daemon characters may be given the ability of flying.

6. Favour of the Gods

Demon Overlord, Lords or Sorcerers can be given the Favour of the Gods. The character gains then +1 extra Attack and causes terror in its enemies as described in the Warmaster rulebook.

infantry

Daemonic spells

Summon Daemons

4+ to cast Range 60cm

With a sulphurous blast of elemental power fresh Daemons emerge from the warp to reinforce their beleaguered kindred.

This spell can be cast on any friendly Daemon unit of three stands that has lost one or two stands as casualties. It does not matter whether the Wizard can see the unit or not.

The unit regains one stand. The regained stand is placed directly behind, in front or beside another stand from the same unit, and facing the same direction. If the unit is already in combat the additional stand can be placed so that it touches the enemy and will count as charging if the unit charged. If it is impossible to position the stand in this manner, the spell cannot be cast and will not work.

Daemonic Rage

5+ to cast Range 30cm

A keening cry of pure power rises upon daemonic lips as magical energy surges through their eldritch bodies.

This spell affects every friendly unit within range.

The spell lasts during the following Combat phase.

Every unit gains a bonus +1 attack. This attack can be allocated to any stand in the unit and can be allocated to a different stand in each combat round.

Sorcerous Blast

5+ to cast Range 30cm

With a single gesture a bolt of black lightning leaps from fingertip to the foe, searing the enemy with a blast of dark power.

This spell can be cast on an enemy unit. The Wizard must be able to see his target to use this spell. The spell cannot be directed at a unit engaged in combat.

The Sorcerous Blast is treated like three ordinary shooting attacks except that armour has no effect (all targets count as having no armour). A unit can be driven back by a Sorcerous Blast as with ordinary shooting.

Frenzy of Chaos

6+ to cast Range 30cm

Rumbling thunderous power surges through the daemonic ranks driving all into a frenzied thirst for blood.

This spell can be cast upon a friendly unit which is engaged in combat and that is within range. The Sorcerer does not have to be able to see the target to cast the spell.

The effect lasts until the end of the following Combat phase. The unit can re-roll any failed attacks in combat: take any dice that fail to score hits and roll them again. Note that you cannot re-roll a dice that has already been re-rolled either because of a spell, magic item or any other reason.

greater daemon