Chaos Daemons

Homebrew by guitarninja

A Chaos Daemon, or simply Daemon, also known as a "Neverborn" amongst the forces of Chaos, is an intelligent and usually malevolent entity of the Warp comprised of purely psychic energy. Daemons are sentient embodiments of Chaos and collectively the greatest servants of the Chaos Gods and of Chaos itself as a universal force.

Daemons are created at the whim of one of the four major Chaos Gods from a fraction of the god's own power within the Immaterium and act as an extension of its will. A Daemon's appearance and intrinsic character reflect the god's own nature. These Daemons may be reabsorbed into the god's psychic signature in the Warp at their whim.

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Composition

A CHAOS DAEMON KillTeam is composed of:

- 

1 CHAOS DAEMON operative selected from the following list:

  • KHORNE BLOODREAPER- TZEENTCH IRIDESCENT- SLAANESH ALLURESS- NURGLE PLAGUERIDDEN

9 CHAOS DAEMON operatives selected from the following list:

  • KHORNE BLOODLETTER- TZEENTCH PINK HORROR- SLAANESH DAEMONETTE- NURGLE PLAGUEBEARER

Other than FIGHTER operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Daemon:
This operative ignores the Piercing weapon rule.

Powers of Chaos:

  • You cannot use more than one POWER OF CHAOS per activation or counteraction.
  • You cannot use each POWER OF CHAOS more than once per turning point.
  • If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. KHORNE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).

Powers Of Khorne

Flaming Strike

Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting, the first time you strike with a critical success during that sequence. Until the end of that sequence, that operative’s melee weapon has the Shock weapon rule.

Berzerker Rage

Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this POWER OF CHAOS).

Killing Blow

Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting or retaliating and you strike with a normal or critical success. Inflict d3 additional damage with that strike.

Call to Slaughter
Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, when it incapacitates an enemy operative within its control range. Select one other ready friendly CHAOS DAEMON operative that’s visible to and within 3" of the incapacitated enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Whirling Death
Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is incapacitated, roll 1D3. Inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.

Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on a friendly NURGLE DAEMON operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly CHAOS DAEMON BLUE HORROR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Bloodreaper
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
2+
4/6
Abilities
Champion of KhorneDaemonPowers of Chaos

Champion of Khorne: During this operative's activation, it may perform a free Fight action and it is allowed to perform two Fight actions.

CHAOS DAEMON, CHAOS, DAEMON, KHORNE, LEADER, BLOODLETTER, BLOODREAPER
Pink Horror Iridescent
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Coruscating Flames
4
2+
3/4
Fists
3
4+
2/3
Abilities
Champion of TzeenchDaemonPowers of Chaos

Champion of Tzeench: During this operative's activation, it may perform a free Shoot action and it is allowed to perform two Shoot actions.

CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, LEADER, PINK HORROR, IRIDESCENT
Alluress
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
2+
4/5
Abilities
Champion of SlaaneshDaemonPowers of Chaos

Champion of Slaanesh: During this operative's activation, it may perform a free Charge action.

CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, LEADER, DAEMONETTE, ALLURESS
Plagueridden
A 2
M 5"
S 5+
W 9
Weapons
ATK
HIT
DMG
Plaguesword
4
2+
4/6
Abilities
Champion of NurgleDaemonDisgustingly ResilientPowers of Chaos

Champion of Nurgle: During this operative's activation, it may perform a Pick-up or Mission action.

CHAOS DAEMON, CHAOS, DAEMON, NURGLE, LEADER, PLAGUEBEARER, PLAGUERIDDEN
Bloodletter Fighter
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/6
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, FIGHTER
Pink Horror Fighter
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Fists
3
4+
2/3
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
Blue Horror
A 2
M 6"
S 6+
W 6
Weapons
ATK
HIT
DMG
Fizzing Flames (Rng 6")
4
4+
2/3
Fists
3
5+
2/3
Abilities
DaemonGroup ActivationPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, BLUE HORROR
Brimstone Horror
A 2
M 5"
S 6+
W 5
Weapons
ATK
HIT
DMG
Fists
2
5+
2/3
Abilities
DaemonGroup ActivationSmall

Small: This operative cannot use any weapons that are not on its datacard, cannot use POWERS OF CHAOS, or perform unique actions.

CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, BRIMSTONE HORROR
Daemonette Fighter
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
Plaguebearer Fighter
A 2
M 5"
S 5+
W 8
Weapons
ATK
HIT
DMG
Plaguesword
4
3+
4/6
Abilities
DaemonDisgustingly ResilientPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER
Equipment

Grisly Trophy:
Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.


Instrument of Chaos:
Once per Turning point a friendly CHAOS DAEMON operative can use this equipment. If it does, until the end of the Turning Point, each time a friendly CHAOS DAEMON operative within 3" and visible to this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.


Ritual Daggers:
Operatives are equipped with the following melee weapon for the battle:

<table width="100%" class="eqtable"> <tr> <th>Name</th> <th>A</th> <th>BS</th> <th>D</th> </tr> <tr> <td>Ritual Dagger</td> <td>3</td> <td>4+</td> <td>3/4</td> </tr> <tr><th colspan="4">Special Rules</th></tr> <tr><td colspan="4">Balanced</td></tr> </table>

Daemonic Icon:
Use this equipment when a friendly CHAOS DAEMON operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this equipment again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.


Ploys

Strategic - Daemonsight:
Whenever you are selecting a valid target for a friendly CHAOS DAEMON operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).


Strategic - Prey on the Weak:
Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.


Strategic - Reality Shift:
You can immediately change the order of up to three friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.


Strategic - Symbol of Terror:
Until the end of the Turning Point, when determining control of an objective marker that any friendly LEADER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.


Firefight - Daemonic Mockery:
Use this firefight ploy when a friendly CHAOS DAEMON operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).


Firefight - Ephemeral Regeneration:
Use this Firefight Ploy when a friendly CHAOS DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.


Firefight - Time Surge:
Use this Firefight Ploy when a friendly CHAOS DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.


Firefight - Warp Walk:
Use this firefight ploy during a friendly CHAOS DAEMON operative's activation, when it performs an action in which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.