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There is no limit to the number of rapacious warp entities eager to feast on the flesh and souls of the living. They have infinite different forms and equally infinite malice. Each of the Chaos Gods has their own favourite servants however and it is these who fill the ranks of their Daemon armies, waging eternal war for the glory of the infernal masters and their own vindictive satisfaction.
Weapons: Each type of Daemon has a range of daemonic abilities. Some of these are innate, others are conferred by the weapons they carry.
Bloodletters of Khorne fight with great warp-forged Hellblades, which function like power weapons. They are clad in the Brass Armour of Khorne and receive a 3+ armour save. They must charge and make a sweeping advance whenevr possible.
Horrors of Tzeentch use the Daemonic Fire ability to hurl sorcerous flames at their enemies. Any number of Horrors may be upgraded to Flamers of Tzeentch at +6 points per model. Flamers have the same profile but additionally have the ability to use Doombolt with no Psychic test required.
Daemonettes of Slaanesh can use the Warp Scream ability (see the Book of Slaanesh on page 59) and have Daemonic Talons.
Plaguebearers of Nurgle carry Nurgle's Rot (see Book of Nurgle) and have the Daemonic Venom ability representing the virulent slime that seeps from their knives and talons (note that the extra attack is already included in their profile above).
Summoned: Daemon packs are always summoned to the battlefield. See the Summoning specia rules for more details.
Invulnerable: Daemons are unnatural creatures, made from the very stuff of Chaos itself and are therefore very difficult to destroy. They all have the Daemonic Aura ability and have a 5+ Invulnerable save in addition to the normal armour save shown on their profile.
Instability: Daemon packs are subject to Daemonic Instability, see p. 12 for more details.
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