*
Daemonic Instability, Deep Strike, Independent Character
D6 Exalted Daemonic Reward (30pts) (Exalted Rewards, Hellforged Artefacts), Greater Locus of Fecundity (25pts) (*), Psyker Level 2 (50pts) (Plague Discipline)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (Fear, 5+ Invulnerable Save)
Daemonic Instability, Deep Strike, Independent Character
D6 Exalted Daemonic Reward (30pts) (Exalted Rewards, Hellforged Artefacts), Greater Locus of Fecundity (25pts) (*), Palanquin of Nurgle (40pts) (Very Bulky), Psyker Level 2 (50pts) (Plague Discipline)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (Fear, 5+ Invulnerable Save)
Change Discipline, Daemonic Instability, Deep Strike, Independent Character
D6 Daemonic Reward (20pts) (Greater Rewards, Greater Magic Weapons), D6 Daemonic Reward (10pts) (Lesser Rewards, Magic Weapons), Exalted Locus of Conjuration (25pts) (*), Psyker Level 3 (50pts)
Hatred (Daemon of Nurgle), Re-roll all Saving throws results of 1, Tzeentch Psyker Powers
Daemon (Fear, 5+ Invulnerable Save)
Daemonic Instability, Deep Strike, Plague Discipline, Poisoned (4+)
D6 Daemonic Reward (20pts) (Greater Magic Weapons, Greater Rewards), D6 Exalted Daemonic Reward (30pts) (Exalted Rewards, Hellforged Artefacts), Psyker Level 3 (50pts)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (Fear, 5+ Invulnerable Save)
Daemonic Instability, Deep Strike, Warpflame
5x Flamers (115pts)
Hatred (Daemon of Nurgle), Re-roll all Saving throws results of 1, Tzeentch Psyker Powers
Daemon (Fear, 5+ Invulnerable Save)
Blue Horrors, Brotherhood of Sorcerers, Change Discipline, Daemonic Instability, Deep Strike, Magic Made Manifest
Instrument of Chaos (10pts) (*), Iridescent Horror (5pts), 16x Pink Horrors (144pts)
Hatred (Daemon of Nurgle), Re-roll all Saving throws results of 1, Tzeentch Psyker Powers
Daemon (5+ Invulnerable Save, Fear)
*
Blasted Standard (10pts)
Daemonic Instability, Deep Strike
Instrument of Chaos (10pts) (*), 12x Plaguebearers (108pts)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (Fear, 5+ Invulnerable Save)
*
Plague Banner (10pts)
D6 Daemonic Reward (20pts) (Greater Rewards, Greater Magic Weapons)
Daemonic Instability, Deep Strike
Instrument of Chaos (10pts) (*), 12x Plaguebearers (108pts)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (Fear, 5+ Invulnerable Save)
*
Plague Banner (10pts)
D6 Daemonic Reward (20pts) (Greater Rewards, Greater Magic Weapons)
Daemonic Instability, Deep Strike, Lamprey's Bite, Slashing Attack
3x Screamers (75pts)
Hatred (Daemon of Nurgle), Re-roll all Saving throws results of 1, Tzeentch Psyker Powers
Daemon (Fear, 5+ Invulnerable Save)
Daemonic Instability, Deep Strike
D6 Daemonic Reward (20pts) (Greater Rewards, Greater Magic Weapons), D6 Exalted Daemonic Reward (30pts) (Exalted Rewards, Hellforged Artefacts), Daemonic Flight (40pts), Warp-forged Armour (20pts)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (Fear, 5+ Invulnerable Save), Psyker Level 3 (75pts) (Plague Discipline)
Daemonic Resilience, Deep Strike
Phlegm Bombardment (30pts)
Hatred (Daemon of Tzeencth), Shrouded, Slow & Purposeful
Daemon (5+ Invulnerable Save, Fear)
Name | Unit Type | WS | BS | S | T | W | I | A | LD | Save | Pg | Ref |
Daemon Prince (Daemonic Flight, Warp-forged Armour) | Flying Monstrous Creature (Character) | 9 | 5 | 6 | 5 | 4 | 8 | 5 | 9 | 3+ | ||
Flamers of Tzeentch | Jump, Infantry | 2 | 4 | 4 | 4 | 2 | 4 | 2 | 7 | - | ||
Great Unclean One | Monstrous Creature (Character) | 6 | 3 | 6 | 7 | 6 | 4 | 5 | 9 | - | ||
Herald of Nurgle | Infantry (Character) | 5 | 5 | 5 | 5 | 2 | 4 | 3 | 8 | - | ||
Herald of Nurgle (Palanquin of Nurgle) | Infantry (Character) | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 8 | - | ||
Herald of Tzeentch | Infantry (Character) | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 8 | - | ||
Iridescent Horror | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | - | ||
Pink Horrors of Tzeentch | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | - | ||
Plaguebearers of Nurgle | Infantry | 3 | 3 | 4 | 4 | 1 | 2 | 1 | 7 | - | ||
Plagueridden | Infantry (Character) | 3 | 3 | 4 | 4 | 1 | 2 | 2 | 7 | - | ||
Screamers of Tzeentch | Jetbikes | 3 | 0 | 4 | 4 | 2 | 4 | 3 | 7 | - |
Name | WS | BS | S | Front | Side | Rear | I | A | Type | Pg | HP | Ref |
Soul Grinder of Chaos | 3 | 3 | 6 | 13 | 13 | 11 | 3 | 4 | Vehicle (Walker) | 4 |
Name | Description | Pg | Ref |
Blasted Standard | Once per game, when the unit shoots or attempts to manifest a Witchfire power, any target hit by that attack takes an additional 2D6, Strength 4, AP- hits. | ||
Daemonic Flight | Monstrous Creatures with this Gift are Flying Monstrous Creatures. Other models with this Gift add Jump to their Unit Type. | FAQ | |
Plague Banner | Once per game, for one Fight sub-phase, the unit's melee weapons have Poisoned (2+). | ||
Warp-forged Armour | This grants an armour save of 3+ |
Name | Range | Strength | AP | Type | Pg | Ref |
Flames of Tzeentch | Template | 4 | 4 | Assault1, Warpflame | ||
Harvester Cannon (Flakk) | 48" | 7 | 4 | Heavy 3, Skyfire | ||
Harvester Cannon (Solid) | 48" | 7 | 4 | Heavy 3 | ||
Phlegm Bombardment | 36" | 8 | 3 | Ordnance 1, Large Blast | ||
Plaguesword | - | User | - | Melee, Poisoned (4+), Touch of Rust |
Blue Horrors: When a Pink Horror is slain in close combat place a counter next to its unit. At the Initiative 1 step, an enemy unit that is (or was) locked in combat with Pink Horror unit this phase take a S2 AP- hit for each counter.
Brotherhood of Sorcerers: A unit with this special rule counts as a Mastery Level 1 Psyker. The unit follows all the normal rules for Psykers, with the following clarifications:
. The unit uses the Leadership of its character, if there is one (and he is alive), or the unit, if there isn't a character (or he is dead), for Psychic tests. The unit can never use the leadership of an Independent Character for Psychic tests.
. If the unit suffers the Perils of the Warp, or any other attack that specifically targets Psykers, it is resolved against the character, if there is one (and he is alive), or against a random, non-character model in the unit, if there is no character (or he is dead).
Change Discipline: Primaris: Flickering Fire of Tzeentch:
Warp Charge 1-3. Witchfire. Flickering Fire of Tzeentch is Assault 2D6 if you use one Warp Charge point, Assault 3D6 if you use 2 Warp Charge points and Assault 4D6 if you use 3 Warp Charge points.
Range: 24" S: 5 AP: 4 Type: Soul Blaze, Warpflame
1-2. Tzeentch's Firestorm
Warp Charge 1. Witchfire
Range: 24" S: D6+1 AP: - Type: Assault 1, Blast, Warpflame
3-4. Bolt of Change
Warp Charge 1. Beam
Range: 24" S: D6+4 AP: 2 Type: Assault 1, Warpflame
5-6. Infernal Gateway
Warp Charge 2. Witchfire
Range: 18" S: D6+4 AP: 1 Type: Assault 1, Blast, Warpflame
Daemonic Instability: Cannot join (or be joined by) models without this special rule; autmotically pass Fear, Pinning and Morale tests.
When a unit with the Daemonic Instabilitiy special rule loses an assault, it takes a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure:
1.) Take a Leadership test. If the dice roll is a double 1 or a double 6, the Daemons' presence fluctuates:
Double 1 - Reality Blinks: All Wounds suffered by the unit this phase are restored. Any models from this unit killed this turn phase return, in coherency, at least 1" from enemy models. If the returning model's unit is locked in combat, the model Piles In.
Double 6 - Banished!: Remove the entire unit from play as casualties. If locked in combat, the enemy consolidates.
2.) Now, if a double 1 or double 6 wasn't rolled, compare the roll to the Daemons' Leadersrhip, including modifiers. For each point they fail by, the unit siffers an additional Wound, with no saves of any kind.
Daemonic Resilience: Ignore Crew Shaken and Crew Stunned results on a 2+.
Deep Strike: See Main Rule Book
Exalted Locus of Conjuration: This model, and all models in its unit, add +1 to the Strength of all hits caused by psychic powers that they manifest.
Exalted Rewards: Roll a D6:
0 - Hellforged Artefact
The Daemon has a Hellforged Artefact of your choice (pg65). Each can be chosen only once per army. If your army already includes all the Hellforged Artefacts, you cannot swap any further Exalted Rewards for this result.
See Hellforge Artefact Table for weapon Profiles/Rules.
1 - Doubly Blessed
Roll again on this table, re-rolling further results of 1, and once on the Lesser Rewards table. The Daemon has bothese rewards at no additional cost.
2 - Riftbringer
At the end of any Assault phase in which this Daemon causes one or more unsaved Wounds, roll 2 d6, adding 1 to the total for every 3 unsaved wounds the Daemon caused this phase. If the total is less than 9, nothing happens.
If the total is greater than 9 or greater, a new unit of Daemons is created as described for a Summoned from Warp result.
3 - Souleater
At the end of any Assault phase in which this Daemon causes one or more unsaved Wounds, roll a d6, on a 2+ it gains a single Wound (to a max of 10).
Note that this may take the Daemon above its starting number of Wounds.
4 - Unholy Frenzy
The Daemon has the Rage and Rampage special rules.
5 - Warp Tether
The first time the Daemon is slain it is not removed from play as a casualty, but instead is removed from the battlefield.
Any enemy unit locked in combat solely with this model immediately consolidates. The Daemon is then placed in ongoing reserve with a single Wound remaining. If the model with Warp Tether is riding a Chariot, the first time it is slain the entire model is removed and placed in ongoing reserve - the Chariot's remaining Hull Points, damage results, etc. are unaffected.
6 - Winds of Chaos
Range: 24" Strength: 2D6 with AP:4 Type: Assault1, Blast, Flux
(Flux: if 11 or 12 is rolled, resolve at Str: 10, Large Blast instead)
Fear: See Main Rule Book
Greater Locus of Fecundity: This model, and all models in its unit, have the Feel No Pain special rule.
Greater Magic Weapons:
Blade of Blood
Range: - Strength: User with an AP: 2 and Type: Melee, Bloodlust, Specialist Weapon, Unwieldly
Bloodlust:
The bearer of the Blade of Blood has the Rampage special rule.
Mutating Warpblade
Range: - Strength: User with an AP: 3 and Type: Melee, Specialist Weapon, Warp Mutation
Warp Mutation:
If the bearer slays an enemy character or Monstrous Creature, roll a D6: on the roll of a 2+the victim is transformed into a Chaos Spawn under the control of the Daemon player. Place a new Chaos Spawn model (under your control), anywhere within 6" of the victim that is more than 1" from any unit(friend or for) and impassable terrain. Once you have placed the Chaos Spawn remove the victim as a casualty. This Chaos Spawn has the following profile:
Chaos Spawn:
WS: 3 BS: 0 S: 5 T: 5 W: 3 I: 3 A: D6 Ld: 10 Sv: -
Special Rules: Beast, Fearless, Rage, Very Bulky
Chaos Spawn cannot on the turn it is created, but can otherwise act normally. If you do not have a Chaos Spawn model or it cannot placed in accordance with the restriction above, the victim is still removed as a casualty but no Chaos Spawn is placed.
Balesword
Range: - Strength: User with an AP: - and Type: Melee, Instant Death, Poisoned (4+), Touch of Rust, Specialist Weapon
Touch of Rust:
Weapons with this special rule cause a glancing hit on an armour penetration roll of 6, unless the roll would otherwise cause a penetrating hit.
Lash of Despair
Range: 12" Strength: User with an AP: - and Type: Assault 2D6
Greater Rewards: Roll a D6:
0 - Greater Magic Weapon
The Daemon has a Greater Etherblade. Any Daemon of Khorne can instead choose an Blade of Blood, Any Daemon of Tzeentch can instead choose a Mutating Warpblade, any Daemon of Nurgle can instead choose a Balesword and any Daemon of Slaanesh can instead choose a Lash of Despair.
See Greater Magic Weapons Table for weapon Profiles/Rules.
1 - Corpulescence
The Daemon has +1 Wound and It Will not Die special rule.
2 - Daemonic Resilience
The Daemon has Feel No Pain (4+) special rule.
3 - Dark Blessing
The Daemon re-rolls failed invulnerable saves.
4 - Hellfire Gaze
Range: 18" Strength: 8 with AP: 1 Type: Assault 1, Lance
5 - Touch of Uncreation
The Daemon's close combat attacks have the Armourbane and Fleshbane special rules.
6 - Unbreakable Hide
The Daemon has an Armour Save of 3+.
Hatred (Daemon of Nurgle): See Main Rule Book
Hatred (Daemon of Tzeencth): See Main Rule Book
Hellforged Artefacts: The Eternal Blade
Range: - Strength: +1 with an AP: - and Type: Melee, Gloryseeker, Specialist Weapon
Gloryseeker:
Roll a D3 at the start of each Fight sub-hase of a combat that the bearer is locked in - if attacking with the Eternal Blade, the bearer gains a to his Weapon Skill, Initiative and Attacks characteristics equal to the result of the D3 until the end of the phase.
The Portalglyph
The Portalglyph can be placed once per game, at any point in any of your movement phases. Place a small blast marker or other similar sized marker within 12" of the bearer and scatter 4D6". If the counter ends up off the board, inside/within 1" of a unit or implassable terrain, reduce the scatter distance by the minimum required to avoid the obstacle. Once placed, the portalglyph is treated as an immobilised vehicle with the following profile:
Unit Type: Vehicle Special Rules: Daemon
Armour
BS: 0 F: 12 S: 12 R: 12 HP: 1
At the end of each of your Movement phases after the Portalglyph has been placed, roll a D6. On a score of 4-6 a new unit (under your control) of D6 Daemons (your choise of Bloodletters, Pink Horrors, Plaguebearers or Daemonettes) enters play from the Portalglyph, exactly as if it were a unit deisembarking from a Transport. This unit has no upgrades, but otherwise is treated exactly as a normal unit of its type.
The Doomstone
At the start of each Fight sub-phase of a combat containing a model with the Doomstone, all enemy characters without the Daemon special rule in that combat must take a Leadership test. If the test is passed, nothing happens. If the test is failed, the character suffers a -D6 Leadership penalty for the rest of the game. A model reduced to 0 Leadership in this manner is removed as a casualty with no saves of any kind allowed.
Grimoire of True Names
The bearer of the Grmimoire of True Names can use it at any point during the Movement phase. He can target either a friendly or an enemy unit. The target must be within 24" and contain at least one model with the Daemon special rule. If the target is an enemy, all models in the unit with the Daemon special rule suffer a -1 penalty to their invulnerable saves until the start of your next Movement phase.
If the target is a friendly unit, roll a D6. On a score of 1-2, the Daemon has been unable to overcome his temptation to belittle and punish his allies - all Daemon models in the unit (excluding the bearer of the Grimoire of True Names) suffer a -1 penalty to their invulnerable saves until the start of your next Movement phase. On a score of 3-6, the bearer has successfully followed through on his intentions to empower his allies - all Daemon models (excluding the bearer of the Grimoire of True Names) in the unit have +2 bonus to their invulnerables until the start of your next Movement phase.
Icon of Chaos: When determining the assault result, add one to your total if there are one or more friendly units with an Icon of Chaos locked in that combat.
In Addition, if the first model from a friendly unit arriving by Deep Strike is placed within 6" of at least one model with an Icon of Chaos, the follwoing rules apply:
* If the unit attempting to Deep Strike and the unit with the Icon of Chaos have the same daemonic alignment then the unit attempting to Deep Strike does not scatter.
* If the unit attempting to Deep Strike and the unit with the Icon of Chaos do not have the same daemonic alignment but are entirely composed of models with the Daemon special rule, then the unit attempting to Deep Strike scatters just D6" instead of the usual amount.
* If either the unit attempting to Deep Strike or the unit with the Icon of Chaos is not entirely composed of models with the Daemon special rule, the Icon of Chaos has no additional effect.
Independent Character: See Main Rule Book
Instrument of Chaos: When a unit with an Instrument of Chaos in Deep Strike reserve successfully passes its Reserve Roll, you can also choose another unit.
This must be a unit that:
a) is entirely composed of models with the Daemon special rule.
b) is still in Deep Strike reserve
c) has yet to make a Reserve Roll this turn.
If you do so, the chosen unit automatically arrive from reserve (no roll is made).
In addition, Instruments of Chaos can effect certain results on the Warp Storm table, as described below:
- If, you roll a Khorne's Wrath result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Khorne model with an Instrument of Chaos currently on the table.
- If, you roll a Storm of Fire result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Tzeentch model with an Instrument of Chaos currently on the table.
- If, you roll a Rot, Glorious Rot result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Nurgle model with an Instrument of Chaos currently on the table.
- If, you roll a The Dark Prince Thirsts result, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Slaanesh model with an Instrument of Chaos currently on the table.
Lamprey's Bite: A Screamer can subsitute all of its normal close combat attacks for a single special attack with the following profile:
Range: - Strength: 5 with AP: 2 and Type: Melee, Armourbane
Lesser Rewards: Roll a D6:
0 - Magic Weapon
The Daemon has an Etherblade. Any Daemon of Khorne can instead choose an Axe of Khorne, Any Daemon of Tzeentch can instead choose a Staff of Change, any Daemon of Nurgle can instead choose a Plague Flail and any Daemon of Slaanesh can instead choose a Witstealer Sword.
See Magic Weapons Table for weapon Profiles/Rules.
1 - Burning Blood
Whenever the Daemon suffers an unsaved Wound in close combat, the enemy unit that caused the Wound immediately suffers D3 Strength 4 hits with a AP 0f 5 with no cover saves allowed. Any unsaved Wounds caused in this manner count towards combat resolution, but do not count towards the the total Wounds caused by the Daemon for the purposes of the Riftbringer or Souleater Exalted Reward.
2 - Cleaving Strike
In close combat, any To Hit rolls of 6 made by the Daemon are resolved at twice the Daemon's Strength (to a max of 10).
3 - Corrosive Breath
Range: Template, Strength: 5 with AP: 5 Type: Assault 1, Armourbane
4 - Spell Breaker
The Daemon has the Adamantium Will special rule.
5 - Warp Breath
Range: 18" Strength: 8 with AP: 4 Type: Assault 1, Soul Blaze
6 - Warp Strider
The Daemon, and his unit, add +1 to their reserve rolls.
Magic Made Manifest: A unit of 11-15 generates 2 Warp Charge points; a unit of 16-20 generates 3 Warp Charge poits.
Magic Weapons:
Axe of Khorne
Range: - Strength: User with an AP: 2 and Type: Melee, Decapitating Blow, Specialist Weapon
Decapitating Blow:
Any To Wound rolls of 6 made by this special weapon have the Instant Death special rule.
Staff of Change
Range: - Strength: +2 with an AP: 4 and Type: Melee, Concussive, Specialist Weapon, Warpdoom
Warpdoom:
If a non-vehicle character or Monstrous Creature loses its last Wound to a close combat attack from a Staff of Change, it immediately explodes. Every unit within D6" (including the wielder and any friendly units) suffers D6 Strength 5 AP - hits.
Plague Flail
Range: - Strength: +1 with an AP: - and Type: Melee, Contagion, Specialist Weapon
Contagion:
A model that suffers an unsaved wound from this weapon must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves allowed.
Witstealer Sword
Range: - Strength: User with an AP: 5 and Type: Melee, Rending, Specialist Weapon, Witsteal
Witsteal:
When a model suffers an unsaved Wound from this weapon, it must immediately pass an Initiative test or suffer an additional Wound with no armour or cover saves allowed.
Plague Discipline: Primaris: Stream of Corruption
Warp Charge 1. Witchfire.
Range: Template S: - AP: 3 Type: Assault 1, Poisoned (4+)
1-2. Plague Wind
Warp Charge 1. Witchfire
*Has no effect on Vehicles*
Range: 12" S: 1 AP: 3 Type: Assault 1, Large Blast, Poisoned (4+)
3-4. Miasma of Pestilence
Warp Charge 1. Blessing
At the start of each Fight sub-phase roll a D3. Until the end of the phase, all enemy units locked in combat with the Psyker, or his unit, suffer penalties to both WS and Initiative equal to the result.
5-6. Rancid Visitations
Warp Charge 2. Nova. Range: 12"
Each target unit must pass a Toughness test or take a Wound (no armour or cover saves). If a model slain, its unit must pass another Toughness test, or suffer a Wound (no armour or cover saves). Repeat until test is passed or the unit is destroyed.
Poisoned (4+): See Main Rule Book
Shrouded: A unit that contains at least one model with this special rule counts its cover saves as being 2 points better than normal.
Note that a model with the Shrouded special rule always has a cover save of at least 5+, even if it's in the open.
Cover save bonuses from Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save)
Slashing Attack: If a unit of Screamers moves over one or more unengaged enemy units with its Turbo-boost movement, choose one of those units - it suffers D3 Strength 4 hits with AP - per Screamer that moved over it. Use the final positon of the Screamers for Wound allocation; vehicles are always hit on their side armor.
Slow & Purposeful: See Main Rule Book
Tzeentch Psyker Powers: Daemons of Tzeentch add +3 modifier to their Leadership when manifesting powers.
Very Bulky: See Main Rule Book
Warp Storm table: Roll 2 D6 at the start of your Shooting Phase. (Primary Detachment only)
2 - The Storm Abates: All units with Daemonic Instability take a Daemonic Instability test
3 - Punished by the Gods: One daemon Character tests on Leadership with 3D6 and takes wounds like Daemonic Instability (even if embarked on a Chariot). If no characters are on the table, The Warp is Calm instead.
4 - Warp Ebb: All daemons -1 invulnerable save
5 - Storm of Fire: Roll D6 for all enemies and Nurgle units, on a 6 hit by a large blast template centered over any model in the unit, it then scatters. Each model (friend or foe) under the template is hit S4, AP5 Type: Barrage, Ignores Cover
6 - Rot, Glorious Rot: Roll D6 for all enemies and Tzeentch units, on 6 the unit suffers D6 hits with S4 Ap3 Type: Poison (4+), Ignores Cover. Vehicles are hit on their side armour.
7 - The Warp is Calm: Nothing happens
8 - The Dark Prince Thirsts: Roll d6 for all enemies and Khorne units. On a roll of 6 the unit suffers D6 hits with S6, Ap- Type: Ignores Cover, Rending. Vehicles are hit on their side armour.
9 - Khorne's Wrath: Roll D6 for all enemies and Slaanesh units, on a 6 hit by a small blast template centered over any model in the unit, it then scatters. Each model (friend or foe) under the template is hit S8, AP3 Type: Barrage
10 - Warp Surge: +1 bonus to invulnerable save for daemons until next Warp Storm roll (yours or foe).
11 - Daemonic Possesion: One enemy non-daemon psyker on the table must take a Leadership with 3D6 or be remove as a casualty with no saves of any kind allowed. If the test is failed before removing the Psyker, place a Herald of (your choice) anywhere within 6" of the target and is more than 1" away from any unit or impassable terrain, this model cannot charge the turn it arrives but otherwise acts normally. If unable to be place or no Herald model is available, still remove Psyker. If no non-daemon enemy Psykers are on the table, the Warp is Calm instead.
12 - Summoned fron the Warp: A new unit of your choice (bloodletters, plaguebearers, pink horrors or daemonettes) of size 2D6+3 models immediately Deep Strike onto the table. If you do not have enough models to place the entire unit on the board, place as many as you have models for - the ecess are destroyed. These units have no upgrades but are other wise treated exactly as any unit of its type.
Warpflame: Units that take Wounds from this attack take a Toughness test. If failed, they suffer D3 Wounds (no armour or cover saves). If passed, they gain Feel No Pain, (6+) or +1 to Feel No Pain rolls for the rest of the game.