Malal Daemonkin: Difference between revisions

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#'''Spite:''' Warp Charge 1. ''The psyker fills his followers with the will to harm others beyond the point where there is anything to gain from doing so.'' Spite is a blessing that targets a single friendly unit within 24". Whenever that unit suffers casualties, the unit that caused the casualties suffers a single hit for each wound inflicted. These hits are resolved at the same strength value as the affected units toughness and the same AP as the affected units armor save. When in close combat these hits are resolved after the Initiative 1 step and count towards combat resolution.
#'''Spite:''' Warp Charge 1. ''The psyker fills his followers with the will to harm others beyond the point where there is anything to gain from doing so.'' Spite is a blessing that targets a single friendly unit within 24". Whenever that unit suffers casualties, the unit that caused the casualties suffers a single hit for each wound inflicted. These hits are resolved at the same strength value as the affected units toughness and the same AP as the affected units armor save. When in close combat these hits are resolved after the Initiative 1 step and count towards combat resolution.
#'''Juxtaposition:''' Warp Charge 1. ''The psyker releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.'' Juxtaposition is a Nova power with a range of 6". Any friendly unit hit by Juxtaposition has the Shrouded special rule until the controlling players next game turn. Any enemy unit hit by Juxtaposition must take a blind test.
#'''Juxtaposition:''' Warp Charge 1. ''The psyker releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.'' Juxtaposition is a Nova power with a range of 6". Any friendly unit hit by Juxtaposition has the Shrouded special rule until the controlling players next game turn. Any enemy unit hit by Juxtaposition must take a blind test.
#'''Weapon Virus:''' Warp Charge 1. ''The psyker infects the ranged weapons of the enemy with his malevolent will, causing them to sabotage their wielders.'' Weapon Virus is a malediction power with a range of 24”. Whilst this power is in effect, all of the target units ranged weapons have the Get’s Hot! Special rule.
#'''Drain Life:''' Warp Charge 2. ''The psyker takes a deep breath, sucking the life out of those who stand before him.'' Drain Life is a Witchfire power with the following profile: R Template S6 AP4 Assault 1. Drain Life causes Instant Death on a To Wound roll of 6. If the casting psyker caused at least one unsaved wound with this power they gain a wound, up to a maximum of 10.
#'''Drain Life:''' Warp Charge 2. ''The psyker takes a deep breath, sucking the life out of those who stand before him.'' Drain Life is a Witchfire power with the following profile: R Template S6 AP4 Assault 1. Drain Life causes Instant Death on a To Wound roll of 6. If the casting psyker caused at least one unsaved wound with this power they gain a wound, up to a maximum of 10.
#'''Vortex of Annihilation:''' Warp Charge 2. ''A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy.'' Vortex of Annihilation is a Witchfire power with the following profile: R36", S* AP* Assault 1, Massive Blast. A model hit by this must pass a Strength test (models without a strength value automatically pass) or be removed as a casualty with no saves of any kind allowed.
#'''Vortex of Annihilation:''' Warp Charge 2. ''A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy.'' Vortex of Annihilation is a Witchfire power with the following profile: R36", S* AP* Assault 1, Massive Blast. A model hit by this must pass a Strength test (models without a strength value automatically pass) or be removed as a casualty with no saves of any kind allowed.
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#'''Juxtaposition (Cast on a 8+):''' ''The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.'' Remains in Play. Juxtaposition is both an Augment and a Hex spell that affects all models in the casters unit and models that are in base contact with the casters unit. Allied units have all To Hit rolls made against them suffer a -1 penalty while all To Hit rolls made against affected enemy units gain a +1 bonus.
#'''Juxtaposition (Cast on a 8+):''' ''The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.'' Remains in Play. Juxtaposition is both an Augment and a Hex spell that affects all models in the casters unit and models that are in base contact with the casters unit. Allied units have all To Hit rolls made against them suffer a -1 penalty while all To Hit rolls made against affected enemy units gain a +1 bonus.
#'''Drain Life (Cast on a 9+):''' ''The Wizard takes a deep breath, sucking the life out of those who stand before him.'' Drain Life is a direct damage spell that is cast on the Wizard himself. It enables him to unleash a Strength 4 Breath Weapon attack. If this attack causes a single unsaved wound, the caster regains a wound lost earlier in the battle. The caster can increase the power of this spell to Strength 5. If he does so, the casting value is increased to 11+.
#'''Drain Life (Cast on a 9+):''' ''The Wizard takes a deep breath, sucking the life out of those who stand before him.'' Drain Life is a direct damage spell that is cast on the Wizard himself. It enables him to unleash a Strength 4 Breath Weapon attack. If this attack causes a single unsaved wound, the caster regains a wound lost earlier in the battle. The caster can increase the power of this spell to Strength 5. If he does so, the casting value is increased to 11+.
#'''Weapon Virus (Cast on a 11+):''' ''The psyker infects the ranged weapons of the enemy with his malevolent will, causing them to sabotage their wielders.'' Remains in Play. Weapon Virus is a malediction power with a range of 24”. Whilst this power is in effect, all of the target units ranged weapons inflict a hit on their wielder on a To Hit roll of 6+. If the weapon does not roll To Hit and instead rolls an Artillery dice, the controlling player rolls two Artillery dice and takes the higher value. If either of the dice are a misfire, no shot is fired and the controlling player rolls on whichever misfire chart they are subject to.
#'''Vortex of Annihilation (Cast on a 15+):''' ''A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy.'' Remains in play. The Vortex is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Vortex will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass a Strength test or be slain outright with no saves except Magic Resistance allowed. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Vortex travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Vortex collapses in upon itself and is removed. A particularly brave Wizard can infuse the Vortex of Annihilation with more power, so that it uses the large round template instead. If he does so, the casting value is 25+.
#'''Vortex of Annihilation (Cast on a 15+):''' ''A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy.'' Remains in play. The Vortex is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Vortex will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass a Strength test or be slain outright with no saves except Magic Resistance allowed. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Vortex travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Vortex collapses in upon itself and is removed. A particularly brave Wizard can infuse the Vortex of Annihilation with more power, so that it uses the large round template instead. If he does so, the casting value is 25+.
#'''Schismatic Lance (Cast on a 18+):''' ''The Wizard fires a blast of darklight from the palm of his hand.'' Schismatic Lance is a Magic Missile with a range of 36". It causes a Strength 8 hit that has the Multiple Wounds (D3) special rule and penetrates ranks in the same manner as a shot from a Bolt Thrower. Armour saves are not permitted against wounds caused by Schismatic Lance. If the target does not have the Undead, Nekharan Undead or Daemonic special rule, all failed To Wound rolls caused by this spell must be re-rolled.
#'''Schismatic Lance (Cast on a 18+):''' ''The Wizard fires a blast of darklight from the palm of his hand.'' Schismatic Lance is a Magic Missile with a range of 36". It causes a Strength 8 hit that has the Multiple Wounds (D3) special rule and penetrates ranks in the same manner as a shot from a Bolt Thrower. Armour saves are not permitted against wounds caused by Schismatic Lance. If the target does not have the Undead, Nekharan Undead or Daemonic special rule, all failed To Wound rolls caused by this spell must be re-rolled.

Revision as of 14:48, 9 December 2020

A 40k fandex created by /tg/ in attempts to provide some rules for Malal's lore, what little there is. This is an expansion to Codex: Chaos Space Marines, Codex: Chaos Daemons and Imperial Armor Volume XIII for Warhammer 40k and an expansion for Warriors of Chaos, Beastmen, Daemons of Chaos and Storm of Magic for Warhammer Fantasy. If you wish for fluff describing all of this then refer to the Forces of Malal page.

Mortals Dedicated to Malal

Warhammer 40k 8th edition

  • Mark of Malal: Add Malal to the list of gods that you may replace the < Mark of Chaos > keyword with.
  • Icon of Anarchy: Costs 10 points. Malal units only. You can re-roll To Wound rolls of 1 on attacks made by units with an Icon of Anarchy.
  • Icon of Vengeance: Add Malal to the list of units unable to take it.
  • Covenant of Malal: Add Covenant of Malal to the list of keywords that you may replace the < Chaos Covenant > keyword with. Any Infantry unit with the keyword re-rolls To Hit rolls of 1.

Warhammer 40k 7th edition

  • Mark of Malal: Grants all shooting and melee attacks the Rending special rule. In addition, a Psyker with the Mark of Malal must generate at least one of his powers from the Discipline of Malal. A Chaos Lord with the Mark of Malal allows Null Knights to be taken as troop choices. Refer to the chart below for costs:
    • HQ choices: 15 points
    • Chaos Space Marines, Havocs, Chaos Bikers, Raptors and Chosen: 3 pts/model
    • Chaos Cultists: 2 pts/model
    • Possessed Marines, Obliterators, Warp Talons: 4 pts/model
    • Chaos Terminators and Mutilators: 5 pts/model
    • Chaos Spawn: 6 pts/model
  • Icon of Anarchy: Grants all shooting and melee attacks the Shred special rule. May only be taken by a model with the Mark of Malal. Refer to the chart below for costs:
    • Chaos Space Marines, Raptors and Havocs: 30 points
    • Chosen, Possessed Marines and Chaos Bikers: 35 points
    • Chaos Terminators: 40 points
  • Dedication to Malal: Grants all shooting and melee attacks the Rending, Shred and Sunder special rules. Refer to the chart below for costs:
    • Contemptor Dreadnoughts and Ferrum Infernus Dreadnoughts: 20 points
    • Decimator Daemon Engines: 25 points
  • Daemon Titan/Knight of Malal: A model with this special rule gains the Daemon and Hatred (Daemons) special rules. In addition, the Titan/Knight’s shooting, stomp and melee attacks have the Rending, Shred and Sunder special rules, Stomp attacks may re-roll the result on the table against vehicles and Destroyer weapons may re-roll the result on the Destroyer Weapon Attack Table. A Daemon Titan/Knight of Malal counts as being a Daemon aligned with Malal. Refer to the chart below for costs:
    • Chaos Knights: 75 points
    • Warhound Titans: 100 points
    • Reaver Battle Titans: 200 points.
  • Covenant of Malal: Any unit that contains at least one model with this special rule has the Prefered Enemy (Everything!) special rule.
  • Dedicated to Malal: A unit of Ogryn Brutes dedicated to Malal gain the Shred special rule for Melee and Hammer of Wrath Attacks. A unit of Ogryn Brutes may take the Dedicated to Malal special rule for 35 pts.
  • Parasite Ticks: Parasite Ticks are added to the list of Chaos Rewards that a model can take. They cost 35 points and may only be taken by a model with a Mark of Malal. See the Daemonic Gifts section for its effects.

Warhammer Fantasy

  • Mark of Malal: Grants the Killing Blow special rule. Refer to the chart below for costs.
    • Rank-And-File units (except for Chaos Ogres): 3 pts/model
    • Chaos Ogres: 6 pts/model
    • Characters, Chariots and Monsters: 15 points
    • Chaos Spawn, Great Chaos Spawn and Great Spined Chaos Beast (Storm of Magic): 30 points
  • Forsaken of Malal: Forsaken of Malal have the Fight in Extra Ranks special rule. 2 pts/model
  • Spawn of Malal: Spawn of Malal have the Hatred special rule. 10 pts/model
  • Giant of Malal: Giants of Malal have +1 Movement. 10 points
  • Parasite Ticks: Parasite Ticks are added to the Mounts list. They cost 60 points and may only be taken by a model with the Mark of Malal.
  • Chaos Sorcerers: Chaos Sorcerers and Sorcerer Lords with the Mark of Malal use spells from the Lore of Fire or the Lore of Malal.

Special Rules related to Malal

Warhammer 40k 8th edition

  • Destroy Everything!: A unit with this rule can reroll all hitrolls of 1.
  • Daemonic Allegiance: Add Malal to the list of keywords that must be added to a model with this special rule. Models that choose Malal have the Destroy Everything! ability.

Warhammer 40k 7th edition

  • Daemon of Malal: Grants the Daemon, Hatred (Daemon), and Preferred Enemy (Everything!) special rules. In addition, units that are composed entirely of models with this special rule are treated as having Assault Grenades. Refer to the chart below for costs:
    • Daemon Princes and Soul Grinders: 15 points
    • Chaos Furies: 2 pts/model
    • Spined Chaos Beasts: 5 pts/model
  • Nemesis of the Dark Gods: Daemons of Malal roll on the same Warp Storm table as seen in Codex: Chaos Daemons. Rolls that results in a Dark God making an attack treat units with the Daemon of Malal special rule as their rival god. Add the Herald of Malal to the list of heralds that may be summoned with the Daemonic Possession result and Hook Horrors to the list of units that may be summoned through the Summoned from the Warp result.

Malefic Discipline

  • Summoning: Add 10 Hook Horrors of Malal and 1 Beast of Malal to the list of units that may be summoned with this spell.
  • Sacrifice: Add 1 Herald of Malal to the list of models that may be summoned with this spell.
  • Incursion: Add 3 Parasite Riders to the list of units that may be summoned with this spell.
  • Possession: Add 1 Guardian of Contradictions to the list of models that may be summoned with this spell.

Warhammer Fantasy

  • Daemon of Malal: Enemy units in Base Contact with a Daemon of Malal suffer a -1 penalty to Leadership. Refer to the chart below for costs:
    • Daemon Princes and Soul Grinders: 10 points
    • Chaos Furies: 2 pts/model
  • Nemesis of the Dark Gods: Daemons of Malal roll on the same Reign of Chaos table as seen in Daemons of Chaos. Rolls that results in a Dark God making an attack treat units with the Daemon of Malal special rule as their rival god. Add the Herald of Malal to the list of heralds that may be summoned with the Daemonic Possession result and Hook Horrors to the list of units that may be summoned through the Summoned from Beyond result.

Age of Sigmar

  • Daemon Princes that choose to be Immortal Champions of Malal retain the Cursed Soul-Eater ability instead of gaining a new ability. They also add Malal to their list of keywords.
  • Chaos Furies add Malal to the list of keywords they may have applied to themselves due to the Shadows of the Dark Gods ability.
  • Soul Grinders add Malal to the list of keywords they may have applied to themselves due to the Daemon Engine of the Dark Gods ability.
  • Add Malal to the list of keywords that models with the Mark of Chaos ability may take. Chaos Lords, Chaos Lords on Daemonic Mounts and Chaos Lords on Manticores that choose to have a Mark of Malal re-roll to wound rolls of 1 when attacking with a Hellforged Glaive, Ruinous Broadsword, Chaos Rune-Axes, Cursed Warhammer, Daemon Blade, Chaos Lance or Chaos Flail.
  • Forsaken and Chaos Spawn add Malal to the list of keywords that they may have applied to themselves due to the Cursed of the Dark Gods ability.
  • Chaos Warshrines add Malal to the list of keywords that they may have applied to themselves due to the Dedicated to Chaos ability. Chaos Warshrines with the Malal keyword grant the following benefit when using the Favour of the Ruinous Powers ability:
    • Favour of Malal: Crushing a meticulously crafted item made by himself or someone close to him, the Shrinemasters followers find their weapons crushing the armor and protections that their foes rely on. Enemy units must re-roll save rolls of 6 against attacks made by the unit. If you picked a Mortal Malal unit then enemy units must re-roll all successful save rolls against attacks made by the unit.

Daemonic Ritual

Add Malal to the list of Chaos Gods that a model performing a Daemonic Ritual may choose.

Malal Sorcery

Discipline of Malal/Anarchy

Warhammer 40k 8th edition

A MALAL PSYKER that can use powers from the Dark Hereticus discipline can replace one of its Dark Hereticus powers with It Should Not Be.

  1. It Should Not Be: The Wizard stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected. It Should Not Be has a warp charge value of 7. If manifested, roll 2D6. The closest visible enemy unit within 18" of the psyker suffers a mortal wound for each point that the total exceeds their Leadership.
  2. Spite: The Wizard fills his followers with the will to harm others beyond the point where there is anything to gain from doing so. Spite has a warp charge value of 5. If manifested, pick a Malal Daemon unit within 18" of the psyker. All casualties inflicted on that unit inflict an automatic hit on the unit that inflicted it until your next psychic phase, the hit has a Strength value equal to the units Toughness, the minimum AP value required to completely ignore the units Save and a Damage value equal to the units Wounds.
  3. Juxtaposition: The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light. Justaposition has a Warp Charge value of 7. If manifested, any unit attacking an allied unit within 6" of the casting model must subtract 1 from their hit rolls and all enemy units within 6" of the caster must subtract 1 from their hit rolls until the start of your next psychic phase.
  4. Drain Life: The Wizard takes a deep breath, sucking the life out of those who stand before him. Drain Life has a warp charge value of 5. 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 5+. For each mortal wound inflicted, the casting model regains a lost wound.
  5. Vortex of Annihilation: Vortex of Annihilation has a warp charge value of 8. 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 and 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+.
  6. Schismatic Lance: Warp Charge 3. The Psyker fires a blast of darklight from the palm of his hand. Schismatic Lance has a warp charge value of 6. If manifested, select a visible enemy model within 12" and draw a line between them and the psyker. Roll a D6 for each model the centre of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound.

Warhammer 40k 7th edition

It Should Not Be (Primaris Power): Warp Charge 1. The Psyker stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected. It Should Not Be is a Malediction that targets an enemy unit within 24". That unit must take a morale check or Daemonic Instability test (note that Daemons from the Codex: Khorne Daemonkin must still take a Daemonic Instability test despite not having that rule). If the affected unit is a vehicle then it suffers a Crew Shaken result that cannot be ignored.

  1. Spite: Warp Charge 1. The psyker fills his followers with the will to harm others beyond the point where there is anything to gain from doing so. Spite is a blessing that targets a single friendly unit within 24". Whenever that unit suffers casualties, the unit that caused the casualties suffers a single hit for each wound inflicted. These hits are resolved at the same strength value as the affected units toughness and the same AP as the affected units armor save. When in close combat these hits are resolved after the Initiative 1 step and count towards combat resolution.
  2. Juxtaposition: Warp Charge 1. The psyker releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light. Juxtaposition is a Nova power with a range of 6". Any friendly unit hit by Juxtaposition has the Shrouded special rule until the controlling players next game turn. Any enemy unit hit by Juxtaposition must take a blind test.
  3. Weapon Virus: Warp Charge 1. The psyker infects the ranged weapons of the enemy with his malevolent will, causing them to sabotage their wielders. Weapon Virus is a malediction power with a range of 24”. Whilst this power is in effect, all of the target units ranged weapons have the Get’s Hot! Special rule.
  4. Drain Life: Warp Charge 2. The psyker takes a deep breath, sucking the life out of those who stand before him. Drain Life is a Witchfire power with the following profile: R Template S6 AP4 Assault 1. Drain Life causes Instant Death on a To Wound roll of 6. If the casting psyker caused at least one unsaved wound with this power they gain a wound, up to a maximum of 10.
  5. Vortex of Annihilation: Warp Charge 2. A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy. Vortex of Annihilation is a Witchfire power with the following profile: R36", S* AP* Assault 1, Massive Blast. A model hit by this must pass a Strength test (models without a strength value automatically pass) or be removed as a casualty with no saves of any kind allowed.
  6. Schismatic Lance: Warp Charge 3. The Psyker fires a blast of darklight from the palm of his hand. Schismatic Lance is a Beam power with the following profile: R12" S10 AP1 Assault 1, Lance.

Lore of Malal

Destruction brings Creation (Daemons of Chaos lore attribute): When a Daemon casts a spell from the Lore of Malal that causes one or more unsaved wounds, choose a unit of Hook Horrors or Paradoxes within 12" of the caster and roll a D6 for each wound caused. If it is a unit of Hook Horrors, add 1 model to the unit for each result of 5 or 6. If it is a unit of Paradoxes, add 1 model to the unit for each result of 6. Models are added one at a time to the back rank. If the back rank is full at any point, or the unit has a single rank of at least 5 models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and do not award additional victory points.

It Should Not Be (Signature Spell; Cast on a 5+): The Wizard stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected. It Should Not Be is a Hex that targets an enemy unit within 24". That unit must take a Panic or Daemonic Instability test. The wizard can choose to extend the range of this spell to 48". If he does so, the casting value is increased to 8+.

  1. Spite: (Cast on a 8+) The Wizard fills his followers with the will to harm others beyond the point where there is anything to gain from doing so. Remains in Play. Spite is an augment spell with a range of 24". Whenever that unit suffers casualties, the unit that caused the casualties suffers a single hit for each wound inflicted. These hits are resolved at the same strength value as the affected units toughness and ignore armor saves. When in close combat these hits are resolved after the Initiative 1 step and count towards combat resolution. The wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 16+.
  2. Juxtaposition (Cast on a 8+): The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light. Remains in Play. Juxtaposition is both an Augment and a Hex spell that affects all models in the casters unit and models that are in base contact with the casters unit. Allied units have all To Hit rolls made against them suffer a -1 penalty while all To Hit rolls made against affected enemy units gain a +1 bonus.
  3. Drain Life (Cast on a 9+): The Wizard takes a deep breath, sucking the life out of those who stand before him. Drain Life is a direct damage spell that is cast on the Wizard himself. It enables him to unleash a Strength 4 Breath Weapon attack. If this attack causes a single unsaved wound, the caster regains a wound lost earlier in the battle. The caster can increase the power of this spell to Strength 5. If he does so, the casting value is increased to 11+.
  4. Weapon Virus (Cast on a 11+): The psyker infects the ranged weapons of the enemy with his malevolent will, causing them to sabotage their wielders. Remains in Play. Weapon Virus is a malediction power with a range of 24”. Whilst this power is in effect, all of the target units ranged weapons inflict a hit on their wielder on a To Hit roll of 6+. If the weapon does not roll To Hit and instead rolls an Artillery dice, the controlling player rolls two Artillery dice and takes the higher value. If either of the dice are a misfire, no shot is fired and the controlling player rolls on whichever misfire chart they are subject to.
  5. Vortex of Annihilation (Cast on a 15+): A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy. Remains in play. The Vortex is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Vortex will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass a Strength test or be slain outright with no saves except Magic Resistance allowed. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Vortex travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Vortex collapses in upon itself and is removed. A particularly brave Wizard can infuse the Vortex of Annihilation with more power, so that it uses the large round template instead. If he does so, the casting value is 25+.
  6. Schismatic Lance (Cast on a 18+): The Wizard fires a blast of darklight from the palm of his hand. Schismatic Lance is a Magic Missile with a range of 36". It causes a Strength 8 hit that has the Multiple Wounds (D3) special rule and penetrates ranks in the same manner as a shot from a Bolt Thrower. Armour saves are not permitted against wounds caused by Schismatic Lance. If the target does not have the Undead, Nekharan Undead or Daemonic special rule, all failed To Wound rolls caused by this spell must be re-rolled.

Daemonic Gifts

Warhammer 40k 7th edition

Daemons of Malal rolls on the same tables as seen in Codex: Chaos Daemons. They also have their own gifts of Malal.

The weapons of Malal sap the abilities of their wielders foes, turning their own strengths against them.

Lesser Reward: 0. Parascythe: Melee weapon, enemies struck with this weapon must take armor and invulnerable saves at a -2 penalty (which means that 5+ saves of either type have no effect). This accumulates with other penalties to their saves.

Greater Rewards: 0. Sickle of Ruin : AP4 melee. In each Assault Phase, roll a d3 and select one of the following effects for the rest of the assault phase:

  • Increase the Strength and Attack values of the wielder by the result (To a maximum of 10).
  • Reduce enemies Weapon Skill and Initiative in base contact by the result (To a minimum of 1). This penalty can only be applied to a model once per turn.

Instruments of Chaos: If, when you roll on the Warp Storm table, you roll a result where a dark god makes an attack on the battlefield, you may re-roll a single dice to determine if a unit is hit or not for each friendly Daemon of Malal model with an Instrument of Chaos currently on the table. Otherwise, the rules are the same as in Codex: Chaos Daemons.

Icons of Chaos: The rules can be found in Codex: Chaos Daemons. A unit may upgrade their Icon into the following:

  • Banner of Destruction: This banner crafted from a nihilist turns the protections of those it gazes upon against them. A Banner of Destruction is an Icon of Chaos. Once per game, during the Shooting Phase, the Icon bearer may make a shooting attack with the following profile: Range: 24" Assault 12 S:* AP:* Pinning. Hits from this Banner wound equal to the targets best save (for example, a model with a 4+ invulnerable save is wounded on a 4+) and cannot be saved against.

Parasite Tick: The Herald rides a scuttling insect that sucks from the warp reflection of the landscape it strides across.The model receives +1 Strength, +1 Wounds, +1 attacks and its unit type becomes cavalry.

The Portalglyph: Add Hook Horrors to the list of models that may be summoned with The Portalglyph.

Vessel of Xemn'yn'me'X the Void: The Greater Daemon that has become infused into the hull of this war machine is known as Xemn'yn'me'X the Void, a Guardian of Contradictions that was captured and twisted by the other Chaos Gods into its opposite, a being that wishes to protect instead of destroy. Upon being recovered by Malal, it was bound to a cage that will draw it back inside should it's link to the materium be destroyed. Malal will occasionally allow its mortal followers to bind it into a machine of war, it using its powers to bolster the defenses of those around it. Should its vessel be destroyed the daemon briefly reverts back to its original will and will use this moment to destroy what it was bound into. This Legacy of ruin may be taken by a single Chaos Space Marine vehicle at a cost of +15 points or +20 points for a Super-Heavy vehicle. This vehicle has the Fear and Daemonic Possession special rules. In addition, any unit equipped with an Icon of Anarchy within 12" may re-roll any unsuccessful saves. Should a model with this legacy lose its last HP it suffers an Explodes! result on the vehicle damage table. If the model is a Super-Heavy vehicle it suffers a Titanic Explosion instead.

Warhammer Fantasy

Daemons of Malal rolls on the same tables as seen in Daemons of Chaos. They also have their own gifts of Malal:

Lesser Reward: 0. Parascythe: This large weapon resembles a farming tool and appears to phase through protections both physical and magical as if they aren't there, severing the life of all it strikes. Great Weapon. Attacks made with this weapon cause penalties to Ward Saves as if they were Armor Saves.

Greater Rewards: 0. Sickle of Ruin: Each Sickle of Ruin is crafted from the remains of a permanently slain Greater Daemon or Daemon Prince. The remains try in vain to reform themselves from ambient magic or physical energy. In each Close Combat Phase, roll a d3 and select one of the following effects for the rest of the assault phase:

  • Increase the Strength and Attack values of the wielder by the result (To a maximum of 10).
  • Reduce the Weapon Skill and Initiative of all enemy units in base contact by the result (To a minimum of 1). This penalty can only be applied to a model once per turn.

Daemonic Loci

Warhammer Fantasy

  • Lesser Locus of Decimation: The bearer and its unit have the Terror special rule.
  • Greater Locus of Obliteration: The bearer and its unit have the Killing Blow special rule.
  • Exalted Locus of Oblivion: When the bearer or its unit charges an enemy unit within 11" they may only elect to hold as their charge reaction.

Warhammer 40k 7th edition

  • Lesser Locus of Decimation: Grants the Crusader special rule.
  • Greater Locus of Obliteration: Adds +1 Leadership, and allows a reroll on Daemonic Instability tests once per turn. Keep the second roll even if worse.
  • Exalted Locus of Oblivion: When charging an enemy unit within 6", that unit cannot Overwatch or use Counter Attack.

Warhammer 40k 8th edition

  • MALAL - LOCUS OF OBLITERATION: All enemy units within 6" of any MALAL DAEMON units has -1 leadership.

Malal Deamon Warlord Traits Table

Warhammer 40k 8th edition

If your Warlord has the Daemon of Malal special rule it can roll on the table below instead of those in Warhammer 40:000: The Rules or Codex: Chaos Daemons.

  1. Master of the Warp Path: Even the most chaotic Warp Storms can be stilled by this Daemon, allowing itself or its forces to appear exactly where they wish. During deployment, you can setup your Warlord and one additional unit in the Warp instead of placing them on the battlefield. At the end of any of your Movement phases they can rip into reality to arrive on the battlefield – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
  2. Destroyer: This Daemons mere presence threatens to unwind reality. Each time your Warlord fights, it can make a single Destroyer attack instead of its normal close combat attacks. If it does, make a single hit roll; if successful, the target suffers D3 mortal wounds.
  3. Scourer: This Daemon is completely dedicated to ensuring that nothing but featureless wastelands are left in its wake. Increase all damage inflicted by your Warlord by 1.
  4. Devourer of Warp-Horrors: The Warp-spawned Horrors that attempt to take advantage of the lapses in concentration of this daemon or its followers will find themselves dragged into its gaping maw instead. Roll a dice each time an allied model suffers Perils of the Warp; on a 3+ your Warlord’s absorbs the Warp Horror such that they do not suffer Perils of the Warp and the Warlord regains a lost wound.
  5. Warp Ripper: The Daemon's proximity causes weapons to strike harder and bite deeper then they otherwise would. Re-roll hit rolls of 1 for friendly MALAL DAEMON units that charged this turn and are within 11" of your Warlord when they fight.
  6. Unmaker of the Mind: The Daemon causes even the strongest of wills to become brittle. All enemy units within 11" of the Warlord suffer a -1 leadership penalty, and can't re-roll morale tests .

Warhammer 40k 7th edition

If your Warlord has the Daemon of Malal special rule it can roll on the table below instead of those in Warhammer 40:000: The Rules or Codex: Chaos Daemons.

  1. Master of the Warp Path: Even the most chaotic Warp Storms can be stilled by this Daemon, allowing itself or its forces to appear exactly where they wish. Before deployment, the Warlord may nominate up to D3 friendly units with the Daemon of Malal special rule. Those units Deep Strike on turn 1 without scattering.
  2. Destroyer: This Daemons mere presence threatens to unwind reality. The Warlord has the Smash special rule. If he already does have Smash, his Smash attacks are resolved at Strength D.
  3. Scourer: This Daemon is completely dedicated to ensuring that nothing but featureless wastelands are left in its wake. Any Blast weapon fired by the Warlord has its size increased by one step (Blasts become Large Blasts, Large Blasts becomes Massive Blasts, Massive Blasts become Apocalyptic Blasts) and Template weapons fired by the Warlord become Hellstorm weapons.
  4. Devourer of Warp-Horrors: The Warp-spawned Horrors that attempt to take advantage of the lapses in concentration of this daemon or its followers will find themselves dragged into its gaping maw instead. As long as the Warlord remains alive, all friendly units with the Daemon of Malal special rule add 1 to their Perils of the Warp rolls. However, every Warp Surge result on the Perils of the Warp table are resolved on the Warlord instead of the casting psyker.
  5. Warp Ripper: The Daemon's proximity causes weapons to strike harder and bite deeper then they otherwise would. The Warlord and all friendly units with the Daemon of Malal special rule within 11" gain the Shred special rule.
  6. Unmaker of the Mind: The Daemon causes even the strongest of wills to become brittle. All enemy units within 11" of the Warlord lose the And They Shall Know No Fear and Stubborn special rules if they have them and replace Fearless with Stubborn (Stubborn does not get lost). If the unit has none of the above rules then it suffers a -1 leadership penalty.

Hellforged Artefacts

Warhammer 40k 8th edition

Add the following to the list of Hellforged Artefacts.

  • The Leech Pendant: The Leech Pendant is imbued with a stolen locus from each of the other four chaos gods. These loci are almost constantly warring with each other and the dominant locus is the one that is currently empowering the bearer though occasionally the essences will work together so that they all empower the bearer. Malal model only. At the start of each turn. Roll a D6. The Leech Pendant grants one of the following bonuses based on the result of the D6 for that turn.
  1. The model benefits from one of the following rules as chosen by the owner: Unstoppable Ferocity, Ephemeral Form, Disgustingly Resilient, Quicksilver Swiftness.
  2. The bearer gains the Disgustingly Resilient rule.
  3. The bearer gains the Unstoppable Ferocity rule.
  4. The bearer gains the Quicksilver Swiftness rule.
  5. The bearer gains the Ephemeral Form rule.
  6. The bearer gains the following rules: Unstoppable Ferocity, Ephemeral Form, Disgustingly Resilient, Quicksilver Swiftness (all of the above).

Warhammer 40k 7th edition

  • The Leech Pendant: 20 points. The Leech Pendant is imbued with a stolen locus from each of the other four chaos gods. These loci are almost constantly warring with each other and the dominant locus is the one that is currently empowering the bearer though occasionally the essences will work together so that they all empower the bearer. At the start of each turn. Roll a D6. The Leech Pendant grants one of the following bonuses based on the result of the D6 for that turn. Note that this artefact does not allow the model or unit to join or be joined by daemons without the Daemon of Malal special rule:
  1. Choose one of the results to take effect.
  2. The bearer and its unit gain the Daemon of Nurgle special rule any To Hit roll of 6 inflicted by it has the Poisoned (2+) special rule.
  3. The bearer and its unit gain the Daemon of Khorne and Furious Charge special rules.
  4. The bearer and its unit gain the Daemon of Slaanesh and Move Through Cover special rules.
  5. The bearer and its unit gain the Daemon of Tzeentch special rule and adds 1 to it's invulnerable save roles/ can reroll psychic tests.
  6. The bearer gains all of the above benefits.
  • Ul’O’Cca, The Black Axe: 25 points. This is a Power Axe with the Rending special rule. Ul’O’Ccca rends on a 4+ instead of a 6+.

Malal Daemons Stratagems

Add these to the list of Stratagems a Battle-forged army that includes any Chaos Daemons detachment can include.

  • Banner of Destruction (1CP): Use this Stratagem before the battle. Choose one of your Malal models with a Daemonic Icon. That icon is upgraded to a Banner of Destruction. In addition to its normal ability, the power of the banner can be used once per battle, at the beginning of any Shooting phase. When used, select a unit within 11". Every model in the unit rolls an armor save, for each save passed, that unit suffers a single mortal wound.
  • Locus of Oblivion (2CP): Use this Stratagem at the start of any charge phase. Select a MALAL DAEMON CHARACTER from your army - until the end of your phase any enemy unit within 6" of the selected character cannot fire Overwatch.
  • Devour (2CP): Use this Stratagem during the fight phase. Every Malal unit regains a lost wound for each wound inflicted.

Nullification Cult

Warhammer 40k 8th edition

Kathal, Anarch of the Sons of Malice (HQ)

Power 8, 130 Points

Name M WS BS S T W A Ld Sv
Kathal 5" 2+ 2+ 4 4 7 5 9 2+


Kathal is a single model armed with War Without End and The 11th Talon. Only one of this model may be included in your army.
Weapon Range Type S AP Damage Abilities
War Without End 8" Assault D6 7 -2 2 This weapon automatically hits its target.
The 11th Talon Melee Melee +1 -3 2 This weapon ignores Invulnerable saves and always wounds on a 4+ unless it has better chances To Wound.
Abilities:
  • Death to the False Emperor
  • Sigil of Corruption: This model has a 4+ invulnerable save.
  • Anarch: You can re-roll failed hit rolls made for friendly Sons of Malice units within 6" of Anarch Kathal.
  • Teleport Strike: During deployment, you can setup Anarch Kathal in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords: Chaos, Malal, Heretic Astartes, Sons of Malice
Keywords: Character, Infantry, Chaos Lord, Terminator, Anarch Kathal

Chaos Lord on Parasite Tick (HQ)

Power Level 8, 115 Points

Name M WS BS S T W A Ld Sv
Chaos Lord on Parasite Tick 8" 2+ 2+ 4 5 6 4 9 3+


A Chaos Lord on Parasite Tick is a single model armed with a chainsword, a bolt pistol, frag grenades and krak grenades. He rides a Parasite Tick which attacks its enemies with its draining bite.
Weapon Range Type S AP Damage Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon.
Frag Grenades 6" Grenade D6 3 0 1 -
Krak Grenades 6" Grenade 1 6 -1 D3
Draining Bite Melee Melee 4 0 1 After this model makes its close combat attacks, you can attack with its mount. Make 3 additional attacks using this weapon profile.
Abilities:
  • Death to the False Emperor
  • Sigil of Corruption: This model has a 4+ invulnerable save.
  • Lord of Malal: You can re-roll all hit rolls of 1 made for friendly Malal Legion units within 6" of this model.
  • Draining Bite: The bite of the Parasite Tick sucks the life force out of its victims. Should it inflict wounds against a Character model with its Draining Bite during the combat phase, this model recovers a single wound lost earlier in the battle.
Faction Keywords: Chaos, Malal, Heretic Astartes, <Legion>
Keywords: Character, Cavalry, Daemon, Chaos Lord

Sorcerer on Parasite Tick (HQ)

Power Level 8, 125 Points

Name M WS BS S T W A Ld Sv
Sorcerer on Parasite Tick 8" 3+ 3+ 4 5 5 3 9 3+


A Sorcerer on Parasite Tick is a single model armed with a force sword, a bolt pistol, frag grenades and krak grenades. He rides a Parasite Tick which attacks its enemies with its draining bite.
Weapon Range Type S AP Damage Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -
Force Axe Melee Melee +1 -2 D3 -
Force Sword Melee Melee User -3 D3 -
Force Stave Melee Melee +2 -1 D3 -
Frag Grenades 6" Grenade D6 3 0 1 -
Krak Grenades 6" Grenade 1 6 -1 D3
Draining Bite Melee Melee 4 0 1 After this model makes its close combat attacks, you can attack with its mount. Make 3 additional attacks using this weapon profile.
Abilities:
  • Death to the False Emperor
  • Draining Bite: The bite of the Parasite Tick sucks the life force out of its victims. Should it inflict wounds against a Character model with its Draining Bite during the combat phase, this model recovers a single wound lost earlier in the battle.
Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Dark Hereticus discipline.
Faction Keywords: Chaos, Malal, Heretic Astartes, <Legion>
Keywords: Character, Cavalry, Daemon, Psyker, Sorcerer

Null Knights (Elites)

Power 7, 17 Points per Model

Name M WS BS S T W A Ld Sv
Null Knight 6" 3+ 3+ 4 4 1 1 7 3+
Null Champion 6" 3+ 3+ 4 4 1 2 8 3+
This unit contains 1 Null Champion and 4 Null Knights. It can include up to 5 additional Null Knights (Power Rating +5), up to 10 additional Null Knights (Power Rating +9) or up to 15 additional Null Knights (Power Rating +14). Each model is armed with a boltgun, a bolt pistol, frag grenades and krak grenades.
Weapons:
Weapon Range Type S AP Damage Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -
Boltgun 24" Rapid Fire 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon.
Grenade Launcher (Frag) 24" Assault D6 3 0 1 -
Grenade Launcher (Krak) 24" Assault 1 6 -1 D3 -
Frag Grenades 6" Grenade D6 3 0 1 -
Krak Grenades 6" Grenade 1 6 -1 D3
Missile Launcher (Frag) 48" Heavy D6 4 0 1 -
Missile Launcher (Krak) 48" Heavy 1 8 -2 D6 -
Demolition Charge 6" Grenade D6 8 -3 D3 -
Wargear Options:
  • Any model may replace its Boltgun with a Chainsword (0pts) or Grenade Launcher (4pts).
  • One Null Knight may replace his boltgun with a Missile Launcher (25pts). If the unit numbers ten or more models, a second Null Knight may do this.
  • The Null Champion may replace his bolt pistol and boltgun with items from the Champion Equipment list.
  • The Null Champion may take a demolition charge (25pts).
  • One Null Marine may take an Icon of Anarchy.
Abilities:
  • Death to the False Emperor
  • Reduce Everything to Rubble: Whenever an attack from this unit rolls a 6 on its To Wound roll, that attack inflicts an additional -3 penalty to armor saves made against it and and causes the maximum possible number of wounds that it can inflict.
Faction Keywords: Chaos, Malal, Heretic Astartes, <Legion>
Keywords: Infantry, Null Knights

Warhammer 40k 7th edition

Kathal, Chapter Master of the Sons of Malice (HQ)

220 Points

Name WS BS S T W I A Ld Sv
Kathal 6 5 4 4 4 5 4 10 2+/4++


Unit Composition: The 11th Knight
Unit Type: Infantry (Unique Character)
Wargear:
  • Terminator Armour
  • Sigil of Corruption
  • Melta Bombs
Chaos Artefacts:
  • War Without End: War Without End is the personal weapon of Kathal which he wielded during the "Challenge of the Labyrinth". He first attained it when looting a Purifier from a fight with the Grey Knights, Sanctic enchantments serving in place of special fuel. War Without End has the following profile Template, S7, AP4, Assault 1, Soulblaze.
  • The 11th Talon: The 11th Talon is Kathal's reward for clearing the "Challenge of the Labyrinth" and the proof that has cleared it, taken from the Shrine of Malal found at the heart of the Space Hulk "Labyrinth", this Axe pulses with power and will be used to perform the final sacrifice needed to bring Malal to the Material world. The 11th Talon is a Power Axe. In addition, the 11th talon ignores all invulnerable saves always wounds on 4+, unless he would wound with lower.
Warlord Trait: Exalted Champion
Special Rules: Champions of Chaos, Fearless, Independent Character, Veterans of the Long War, Mark of Malal
  • Lord of Malice: In a primary detachment that includes Kathal, Null Knights are troop choices instead of Elites.
Options: Kathal may replace War Without End with a Reaper Autocannon (10pts)

Null Knights (Elites)

100 Points

Name WS BS S T W I A Ld Sv
Null Knight 4 4 4 4 1 4 1 8 3+
Null Champion 4 4 4 4 1 4 2 9 3+

UNIT TYPE: Infantry (Null Champion is a character)

UNIT COMPOSITION: 4 Null Knights, 1 Null Champion

WARGEAR: Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades

SPECIAL RULES: Champions of Chaos (Champion only), Mark of Malal, Fearless

OPTIONS:

  • May include 15 additional Null Knights - 18 pts/model
  • Any Null Knight may:
    • replace his Boltgun with a:
      • CCW - free
      • Grenade Launcher - 3 pts/model
    • take a CCW - 1 pt/model
  • One Null Knight per 10 models may replace his Boltgun with a Missile Launcher (with Frag and Krak missiles) - 15 pts
    • Any Null Knight with a Missile Launcher may take Flakk Missiles - 10 pts
  • The Null Champion may take items from the Melee Weapons and/or Ranged Weapons section of the wargear list.
  • The Null Champion may take a Gift of Mutation - 10 pts
  • The Null Champion may take a Demolition Charge - 20 pts
  • The Null Champion may take Melta Bombs - 5 pts
  • One model in the unit may take a Icon of Anarchy - 25 pts
  • The unit may take the Veterans of the Long War special rule - 1 pt/model
  • The unit may take a Chaos Rhino as a Dedicated Transport.

Warhammer Fantasy

Kaleb Daark (Lord) 375 Points

Name M WS BS S T W I A Ld Troop Type
Kaleb Daark 4 8 3 5 5 3 7 5 9 Infantry (Special Character)


Equipment: Shield
Magic Items:
  • Dreadaxe: Dreadaxe is a living axe, bearing part of the soul of a Guardian of Contradictions. As the weapon strikes its jaws close, biting deep into the soul-stuff of his victim. As the soul of the victim is sucked out the body shrivels away to almost nothing. If Kaleb Daark inflicts an unsaved wound, Dreadaxe will attempt to drain the victims soul. The victim must take a Leadership test. If the test is failed then the victim is automatically killed (no saves allowed). In addition, the victim's soul feeds Malal, Dreadaxe and Kaleb. The leadership of the victim is then divided by three with any remainder ignored. One third goes to Malal and is ignored for the purposes of the game, one third goes to Dreadaxe, and the last third goes to Kaleb. The points that go into Dreadaxe can be used in the next round of combat only as a 'to wound' bonus. All points are used at once and are not carried over. The points that go to Kaleb are retained in a pool. A maximum of 1 point may be used in any turn to modify any dice rolled by Kaleb by 1.
  • Leech Armor: Kaleb Daark is a pale man with white hair, which is the only visibly apparent affect of the strain from his relationship with Malal. Most of the strain from that relationship comes from the Leech Armor that he wears which drains him in order to toughen itself. Chaos Armor. The Leech Armor grants a 4+ Ward Save and the Magic Resistance (1) special rule. For each wound that Kaleb suffers, his Ward Save suffers a -1 penalty (so if he has two wound remaining he has a 5+ Ward Save and if he has one wound remaining he has a 6+ Ward Save). If Kaleb regains any lost wound for any reason, he loses the penalty to his Ward Save.
Special Rules: Eye of the Gods, Mark of Malal
Options: May ride a Daemonic Mount: 35 points
  • The Daemonic Mount may be upgraded to have Barding: 15 points

Age of Sigmar

Kaleb Daark

M W Sv Brv
5" 5 * 8
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Dreadaxe 1" 4 3+ 3+ - D3
Wounds Suffered Save
0 2+
1 3+
2 4+
3 5+
4+ 6+

DESCRIPTION: Kaleb Daark is a single model. He wields the biting Dreadaxe that sucks the soul out of its victims and guards against enemy attacks with a Chaos Runeshield.

ABILITIES:

Chaos Runeshield: Roll a dice each time Kaleb Daark suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

Dreadaxe: Every time Kaleb Daark slays a hero or monster with Dreadaxe, the bravery of the victim is then divided by three with any remainder ignored. One third goes to Malal and is ignored for the purposes of the game, one third goes to Dreadaxe, and the last third goes to Kaleb. The points that go into Dreadaxe can be used in the next round of combat in order to add a +1 bonus to its To Wound rolls. All points are used at once and are not carried over. The points that go to Kaleb recover lost wounds. Any excess are discarded.

KEYWORDS: Chaos, Mortal, Malal, Hero, Kaleb Daark

Malal Chaos Lord

M W Sv Brv
5" 5 4+ 8
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Parascythe 2" 3 3+ 3+ -5 D3

DESCRIPTION: A Malal Chaos Lord is a single model. He wields an enormous Parascythe.

ABILITIES:

Killing Blow: Every To Hit roll of 6 made with the Parascythe inflicts a Mortal Wound.

COMMAND TRAITS:

Lord of Demolition: Emanating limitless spite, the Chaos Lord exhorts his followers to break everything they can get ahold of until it all ends up for naught. Until your next Hero phase, add 1 to the Damage characteristic of any melee weapon used by Mortal Malal units within 6" of this model.

KEYWORDS: Chaos, Mortal, Malal, Hero, Malal Chaos Lord

Malal Chaos Lord on Parasite Tick

M W Sv Brv
10" 7 4+ 8
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Sickle of Ruin 1" 6 3+ 3+ -1 1
Draining Bite 1" 3 4+ 4+ - 1

DESCRIPTION: A Malal Chaos Lord on Parasite Tick is a single model. He wields a Chaos Runeshield and Sickle of Ruin.

ABILITIES:

Chaos Runeshield: Roll a dice each time a Malal Chaos Lord on Parasite Tick suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

Draining Bite: On a turn when this model inflicts casualties with its Draining Bite, it gains a 3+ save until its next combat phase.

Devour Essence: A Malal Chaos Lord on Parasite Tick heals 1 wound at the end of any combat phase in which it killed any models with its Draining Bite. If it killed any Heroes or Monsters, it heals D3 wounds instead.

COMMAND TRAITS:

Draining Aura: The Malal Chaos Lord on Parasite Tick focuses on a single target, sapping their abilities. If a Malal Chaos Lord on Parasite Tick uses this ability, select a single enemy unit within 11". That unit must subtract one from all To Hit, To Wound and Saves it makes until the next Hero phase.

KEYWORDS: Chaos, Mortal, Malal, Hero, Malal Chaos Lord on Parasite Tick

Lesser Daemon of Malal

Warhammer 40k - 8th Edition

Hook Horrors (Troops)

Power 5, 9 Points per Model

Name M WS BS S T W A Ld Sv
Hook Horror 6 3+ 4+ 4 3 1 2 7 6+
Reaver 6 3+ 4+ 4 3 1 3 7 6+
This unit contains 1 Reaver and 9 Hook Horrors. It can include up to 10 additional Hook Horrors (Power Rating +5) or up to 20 additional Hook Horrors (Power Rating +10). Each model attacks with Tearing Hooks.
Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 2 -
Wargear Options:
  • For every 10 models in the unit, one Hook Horror may take an Instrument of Chaos (10pts)
  • For every 10 models in the unit, one Hook Horror may take a Daemonic Icon (25pts)
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Unsettling: The low drone of the Hook Horrors unsettles even the stoutest of hearts. If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from the Leadership of all units within 1" of it.
  • Daemonic Icon: 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 Hook Horrors are instead added to the unit.
  • Instrument of Chaos: A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Infantry, Hook Horrors

Warhammer 40k - 7th Edition

Hook Horrors (Troops)

90 Points

Name WS BS S T W I A Ld Sv
Hook Horror 4 3 4 3 1 4 2 7 -
Reaver 4 3 4 3 1 4 3 7 -

UNIT TYPE: Infantry.

UNIT COMPOSITION: 10 Hook Horrors

SPECIAL RULES: Daemon of Malal, Daemonic Instability, Deep Strike

OPTIONS:

  • May include up to 10 additional Hook Horrors - 9 pts/model.
  • May upgrade one Hook Horror to a Reaver - 5 pts
  • A Reaver may take up to 20 points of Daemonic Rewards in any combination:
    • Lesser Reward - 10 pts each
    • Greater Reward - 20 pts each
  • One Hook Horror may take an Instrument of Chaos - 10 pts
  • A different Hook Horror may take an Icon of Chaos - 10 pts
    • The Icon of Chaos may be upgraded to a Banner of Destruction - 10 pts

Warhammer Fantasy

Hook Horrors (Core)

13 Points per model

Name M WS BS S T W I A Ld Troop Type
Hook Horror 5 4 3 4 3 1 4 2 7 Infantry
Reaver 5 4 3 4 3 1 4 3 7 Infantry

UNIT SIZE: 10+

SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

  • May upgrade one Hook Horror to a Reaver - 10 pts
  • May upgrade one Hook Horror to a musician - 10 pts
  • May upgrade one Hook Horror to a standard bearer - 10 pts
    • May take a Magic Standard worth up to - 25 pts

Age of Sigmar

Hook Horrors of Malal

M W Sv Brv
5" 1 5+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Tearing Hooks 1" 2 4+ 4+ - 1

DESCRIPTION: A unit of Hook Horrors of Malal has 10 or more models, each armed with Tearing Hooks.

Reaver: The leader of this unit is the Reaver. A Reaver makes 3 attacks rather than 2.

Icon Bearer: Models in this unit may be Icon Bearers. If you roll a 1 when making a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D6 Hook Horrors to the unit.

Screacher: Models in this unit can be Screachers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Screachers.

ABILITIES:

Destroy Everything!: Each time you make a To Hit or To Wound of 1 for a Hook Horror's Tearing Hooks, that model can immediately re-roll the roll. Hook Horrors can make one extra attack with their Tearing Hooks each time you make a hit or wound roll of 2 or less if their unit contains 20 or more models.

Unsettling: Any unit that suffers casualties from a Hook Horror unit in the Combat Phase suffers a -2 penalty to their Bravery in the following Battleshock phase. This penalty can only be applied once.

Locus of Decimation: In the Charge phase, your opponent must make a Battleshock test for each unit charged by one or more units of Hook Horrors that are within 6" of a Maiden of Malal Hero from your army.

MAGIC: Chaos Wizards know the Summon Hook Horrors of Malal spell, in addition to any others they know.

Summon Hook Horrors of Malal: Summon Hook Horrors of Malal has a casting value of 6. If successfully cast, you can set up a unit of up to 10 Hook Horrors within 14" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 20 Hook Horrors instead.

KEYWORDS: Chaos, Daemon, Malal, Hook Horrors

Beast of Malal

Warhammer 40k - 8th Edition

Paradox of Malal (Elites)

Power Level 2, 42 Points per model

Name M WS BS S T W A Ld Sv
Paradoxes 10" 3+ - 5 4 4 3 6+ -
This unit contains 1 Paradox of Malal. It can include up to 8 additional Paradoxes (Power Rating +2 per model). Each model attacks with Mantis Scythes and a Gaping Maw.
Weapons Range Type S AP D Abilities
Mantis Scythes Melee Melee User -1 2 -
Gaping Maw Melee Melee User -3 D3 A model can only make a single attack with this weapon each time it fights.
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Voice of Banishment: Enemy units within 1" of a Paradox of Malal suffers a -1 penalty to their Leadership.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Beasts, Paradox of Malal

Warhammer 40k - 7th Edition

Pandemonic Paradox of Malal (Elites)

45 Points

Name WS BS S T W I A Ld Sv
Paradoxes 4 - 5 4 4 4 3 7 -

UNIT TYPE: Beast.

UNIT COMPOSITION: 1 Paradox

SPECIAL RULES: Daemon of Malal, Daemonic Instability, Deep Strike, Very Bulky, Voice of Banishment.

Voice of Banishment: Enemy units that are in combat with the Paradox suffer a -3 penalty to their leadership.

OPTIONS:

  • May include up to 8 additional Paradoxes - 45 pts/model.

Warhammer Fantasy

Paradox of Malal (Special)

65 Points per model

Name M WS BS S T W I A Ld Troop Type
Paradoxes 7 4 0 5 4 4 4 3 7 Monstrous Beast

UNIT SIZE: 1+

SPECIAL RULES: Daemon of Malal, Daemonic, Voice of Banishment.

Voice of Banishment: Unsaved wounds inflicted by Pandemonic Paradoxes count as two for the purposes of combat resolution.

Age of Sigmar

Paradox of Malal

M W Sv Brv
8" 5 5+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Mantis Scythes 2" 3 4+ 4+ - 1
Gaping Maw 1" 1 4+ 3+ 1 D3

DESCRIPTION: A unit of Paradoxes of Malal has any number of models. They attack with Mantis Scythes and a Gaping Maw.

ABILITIES:

Voice of Banishment: Any unit that suffers casualties from a Paradox unit in the Combat Phase suffers a -4 penalty to their Bravery in the following Battleshock phase. This penalty can only be applied once and overrides Unsettling.

Locus of Obliteration: If the To Hit roll for a Paradoxes Mantis Scythes is 6 or more, and the Paradox is within 6" of a Maiden of Malal hero, the attack inflicts a Mortal Wound.

MAGIC: Chaos Wizards know the Summon Paradoxes of Malal spell, in addition to any others they know.

Summon Paradoxes of Malal: Summon Paradoxes of Malal has a casting value of 6. If successfully cast, you can set up a Paradox of Malal within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 3 Paradoxes of Malal instead.

KEYWORDS: Chaos, Daemon, Malal, Paradoxes

Steed of Malal

Warhammer 40k - 8th Edition

Doomriders (Fast Attack)

Power 8, 35 Points per Model

Name M WS BS S T W A Ld Sv
Doomriders 9 3+ 4+ 4 4 3 2 7 6+
Doomhunter 9 3+ 4+ 4 4 3 3 7 6+
This unit contains 1 Doomhunter and 2 Doomriders. It can include up to 3 additional Doomriders (Power Rating +7), up to 6 additional Bloodcrushers (Power Rating +14) or up to 9 additional Doomriders (Power Rating +21). Each model is attacks with Tearing Hooks and rides a Parasite Tick that attacks with a Draining Bite.
Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 2 -
Draining Bite Melee Melee 4 0 1 After this model makes its close combat attacks, you can attack with its mount. Make 3 additional attacks using this weapon profile.
Wargear Options:
  • For every 10 models in the unit, one Hook Horror may take an Instrument of Chaos (10pts)
  • For every 10 models in the unit, one Hook Horror may take a Daemonic Icon (25pts)
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Draining Bite: On a turn in which the Doomriders inflict casualties with their Draining Bite, they're invulnerable save improves to 4+ until their next combat phase.
  • Daemonic Icon: 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 Doomrider is instead added to the unit.
  • Instrument of Chaos: A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Cavalry, Doomriders

Warhammer 40k - 7th Edition

Doomriders (Fast Attack)

105 Points

Name WS BS S T W I A Ld Sv
Doomriders 4 3 4 4 3 4 3 7 -
Doomhunter 4 3 4 4 3 4 4 7 -

UNIT TYPE: Cavalry

UNIT COMPOSITION: 3 Doomriders

SPECIAL RULES: Daemon of Malal, Daemonic Instability, Deep Strike

OPTIONS:

  • May include up to 6 additional Doomriders - 35 pts/model.
  • May upgrade one Parasite Rider to a Doomhunter - 5 pts
  • A Parasite Hunter may take up to 20 points of Daemonic Rewards in any combination:
    • Lesser Reward - 10 pts each
    • Greater Reward - 20 pts each
  • One Parasite Rider may take an Instrument of Chaos - 10 pts
  • A different Parasite Rider may take an Icon of Chaos - 10 pts
    • The Icon of Chaos may be upgraded to a Banner of Destruction - 10 pts

Warhammer Fantasy

Doomriders (Special)

60 Points each

Name M WS BS S T W I A Ld Unit Type
Doomriders 5 4 3 4 3 1 4 2 7 Monstrous Cavalry
Doomhunter 5 4 3 4 3 1 4 3 7 Monstrous Cavalry
Parasite Tick 8 4 0 4 4 3 4 3 7 -

UNIT SIZE: 3+

SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

  • May upgrade one Doomrider to a Doomhunter - 10 pts
  • May upgrade one Doomrider to a musician - 10 pts
  • May upgrade one Doomrider to a Standard Bearer - 10 pts
    • May take a Magic Standard worth up to - 25 pts

Age of Sigmar

Doomriders of Malal

M W Sv Brv
10" 4 5+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Tearing Hooks 1" 2 4+ 4+ - 1
Draining Bite 1" 3 4+ 4+ - 1

DESCRIPTION: A unit of Doomriders of Malal has 3 or more models. The Hook Horror riders wield Tearing Hooks while the Parasite Ticks inflict Draining Bites on their victims.

Reaver: The leader of this unit is the Doomhunter. A Doomhunter makes 3 attacks rather than 2.

Icon Bearer: Models in this unit may be Icon Bearers. If you roll a 1 when making a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D3 Doomriders to the unit.

Rattlers: Models in this unit can be Rattlers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Rattlers.

ABILITIES:

Draining Bite: On a turn when a Doomriders of Malal units inflicts casualties with its Draining Bite, that unit gains a 4+ save until its next combat phase.

Unsettling: Any unit that suffers casualties from a Doomrider of Malal unit in the Combat Phase suffers a -2 penalty to their Bravery in the following Battleshock phase. This penalty can only be applied once.

Locus of Oblivion: Any unit wounded by a Doomrider of Malal unit within 12" of any Maiden of Malal Heroes cannot gain any benefits from any Command Traits.

MAGIC: Chaos Wizards know the Summon Doomriders of Malal spell, in addition to any others they know.

Summon Doomriders of Malal: Summon Hook Horrors of Malal has a casting value of 6. If successfully cast, you can set up a Doomrider of Malal within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 10 or more, set up a unit of up to 3 Doomriders of Malal instead.

KEYWORDS: Chaos, Daemon, Malal, Hook Horrors, Parasite Ticks

Greater Daemon of Malal

Warhammer 40k - 8th Edition

Guardian of Contradictions (HQ)

Power 12, 240 points

Name M WS BS S T W A Ld Sv
Guardian of Contradictions * * 2+ 6 7 14 * 10 6+
Remaining W M WS A
7-12+ 12" 2+ 6
4-6 9" 3+ 5
1-3 6" 4+ 4
A Guardian of Contradictions is a single model armed with an Etherblade, a set of Malefic Talons and Maiden Scythes.
Weapon Range Type S AP D Abilities
Etherblade Melee Melee User -4 3 - Inflicts D6 additional wounds to all units with the Daemonic or Psyker keyword
Malefic Talons Melee Melee User -2 2 Each time the model fights, it can make 1 additional attack with this weapon.
Maiden Scythes Melee Melee 4 -1 2 Each time the model fights, it can make 4 additional attacks with this weapon.
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Greater Daemon: Friendly Malal Daemon units within 6" of this model when they take a Morale test can use this model’s Leadership instead of their own.
  • Aura of Parasitism: For each wound inflicted by the Guardian of Contradiction in the controlling player's turn, roll a D6 at the end of the turn, on a 4+ the Guardian of Contradictions re-gains a lost wound.
Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Malal discipline.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Character, Monster, Psyker, Guardian of Contradictions

Warhammer 40k - 7th Edition

Guardian of Contradictions (HQ)

210 points.

Name WS BS S T W I A Ld Sv
Guardian of Contradictions 8 6 6 6 5 8 6 9 -

UNIT TYPE: Monstrous Creature (Character)

EQUIPMENT: Etherblade

SPECIAL RULES: Daemon of Malal, Daemonic Instability, Deep Strike, Psyker (Mastery Level 1), Aura of Parasitism

PSYKER: A Guardian of Contradictions generates his powers from the Telekinesis, Anarchy and Daemonology (Malefic) disciplines.

AURA OF PARASITISM: For each wound inflicted by the Guardian of Contradiction in the controlling player's turn, roll a D6 at the end of the turn, on a 4+ the Guardian of Contradictions re-gains a lost wound.

LORD OF ANARCHY: If your army includes a Guardian of Contradictions, Daemon Princes from this codex with the Daemon of Malal upgrade are Heavy Support choices rather than HQ choices.

OPTIONS:

  • May take up to 50 points of Daemonic Rewards, in any combination:
    • Lesser Rewards - 10 pts
    • Greater Rewards - 20 pts
    • Exalted Rewards - 30 pts
  • May be upgraded to a:
    • Psyker (Mastery Level 2) - 25 pts
    • Psyker (Mastery Level 3) - 50 pts

Warhammer Fantasy

Guardian of Contradictions (Lord)

375 points

Name M WS BS S T W I A Ld Troop Type
Guardian of Contradictions 9 8 6 6 6 5 8 6 9 Monster (Character)

EQUIPMENT: Hand Weapon

MAGIC: A Guardian of Contradictions is a Level 1 Wizard who uses spells from the Lore of Fire or Lore of Malal.

SPECIAL RULES: Daemon of Malal, Daemonic, Large Target, Terror

OPTIONS:

  • May be upgraded to a:
    • Level 2 Wizard - 35 pts
    • Level 3 Wizard - 70 pts
    • Level 4 Wizard - 105 pts
  • May take Daemonic Gifts totaling up to 100 pts

Age of Sigmar

Guardian of Contradictions

M W Sv Brv
10" 10 4+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Maiden Scythes 3" * 3+ 4+ - 1
Etherblade 2" 2 3+ * -2 D3
Malefic Claws 1" 4 4+ * -1 2
Wounds Suffered Maiden Scythes Etherblade Malefic Claws
0-2 5 3+ 3+
3-4 4 4+ 4+
5-6 3 4+ 4+
7-8 2 5+ 5+
9+ 1 5+ 6+

DESCRIPTION: A Guardian of Contradiction is a single model. It fights with an Etherblade and Malefic Claws while the Maiden on its tail fights with its Maiden Scythes.

ABILITIES:

Aura of Parasitism: A Guardian of Contradictions heals 1 wound at the end of any combat phase in which it killed any models. If it killed any Heroes or Monsters, it heals D3 wounds instead.

Unmaker of the Mind: Each Wound inflicted by the Guardians Maiden Scythes causes the unit to suffer a -1 leadership penalty in the ensuing Battleshock phase.

COMMAND ABILITY:

Warp Ripper: If a Guardian of Contradictions uses this ability, select a Malal Daemon unit within 12". In your next Combat phase, all of that units attacks deal 1 additional damage.

MAGIC: A Guardian of Contradictions is a wizard. It can cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and It Should Not Be spells.

It Should Not Be: The Guardian of Contradictions creates a horrible feeling of emptiness that emanates from itself. It Should Not Be has a casting value of 6. If successfully cast, all enemy units within 6" of the Guardian of Contradictions must roll 2 dice and discard the lowest one during the next Battleshock phase.

Summon Daemons: Chaos Wizards know the Summon Guardian of Contradictions spell, in addition to any others they know.

Summon Guardian of Contradictions: Summon Guardian of Contradictions has a casting value of 9. If successfully cast, you can set up a Guardian of Contradictions within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

KEYWORDS: Chaos, Daemon, Malal, Monster, Hero, Wizard, Guardian of Contradictions

Exalted Daemon of Malal

Age of Sigmar

Exalted Greater Daemon of Malal

M W Sv Brv
10" 15 3+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Maiden Scythes 3" * 3+ 4+ - 1
Etherblade 2" 4 3+ * -2 D3
Malefic Claws 2" 5 4+ * -1 2
Wounds Suffered Maiden Scythes Etherblade Malefic Claws
0-2 6 3+ 3+
3-4 5 3+ 3+
5-6 4 4+ 4+
7-8 3 4+ 4+
9-10 2 5+ 5+
11+ 1 5+ 5+

DESCRIPTION: An Exalted Greater Daemon of Malal is a single model. It fights with an Etherblade and Malefic Claws while the Maiden on its tail fights with its Maiden Scythes.

ABILITIES:

Aura of Parasitism: An Exalted Greater Daemon of Malal heals 1 wound at the end of any combat phase in which it killed any models. If it killed any Heroes or Monsters, it heals D3 wounds instead.

Unmaker of the Mind: Each Wound inflicted by the Exalted Greater Daemon of Malal Maiden Scythes causes the unit to suffer a -1 leadership penalty in the ensuing Battleshock phase.

COMMAND ABILITY:

Warp Ripper: If an Exalted Greater Daemon of Malal uses this ability, select a Malal Daemon unit within 12". In your next Combat phase, all of that units attacks deal 1 additional damage.

MAGIC: An Exalted Greater Daemon of Malal is a wizard. It can cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and It Should Not Be spells.

It Should Not Be: The Exalted Greater Daemon of Malal creates a horrible feeling of emptiness that emanates from itself. It Should Not Be has a casting value of 6. If successfully cast, all enemy units within 6" of the Guardian of Contradictions must roll 2 dice and discard the lowest one during the next Battleshock phase.

Summon Daemons: Chaos Wizards know the Summon Exalted Greater Daemon of Malal spell, in addition to any others they know.

Summon Exalted Greater Daemon of Malal: Summon Exalted Greater Daemon of Malal has a casting value of 9. If successfully cast, you can set up an Exalted Greater Daemon of Malal within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

KEYWORDS: Chaos, Daemon, Malal, Monster, Hero, Wizard, Exalted Greater Daemon of Malal

Maiden of Malal

Warhammer 40k - 8th Edition

Maiden of Malal (HQ)

Power 3, 70 points

Name M WS BS S T W A Ld Sv
Maiden of Malal 6" 2+ 2+ 4 4 4 4 8 6+
A Maiden of Malal is a single model armed with Maiden Scythes.
Weapon Range Type S AP D Abilities
Maiden Scythes Melee Melee User -1 2 -
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Herald of Malal: Add 1 to the Strength characteristic of friendly Malal Daemon units within 6" of one or more models with this ability.
Psyker: This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Malal discipline.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Character, Infantry, Psyker, Maiden of Malal

Maiden of Malal on Parasite Tick(HQ)

Power 5, 100 points

Name M WS BS S T W A Ld Sv
Maiden of Malal 9" 2+ 2+ 5 4 4 4 8 6+
A Maiden of Malal is a single model armed with Maiden Scythes and rides on a Parasite Tick that attacks with a Draining Bite.
Weapon Range Type S AP D Abilities
Maiden Scythes Melee Melee User -1 2 -
Draining Bite Melee Melee 4 0 1 After this model makes its close combat attacks, you can attack with its mount. Make 3 additional attacks using this weapon profile.
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Herald of Malal: Add 1 to the Strength characteristic of friendly Malal Daemon units within 6" of one or more models with this ability.
  • Draining Bite: The bite of the Parasite Tick sucks the life force out of its victims. Should it inflict wounds against a Character model with its Draining Bite during the combat phase, this model recovers a single wound lost earlier in the battle.
Psyker: This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Malal discipline.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Character, Cavalry, Psyker, Maiden of Malal

Warhammer 40k - 7th Edition

45 points (Herald)

Name WS BS S T W I A Ld Sv
Maiden of Malal 6 5 4 4 2 6 4 8 -

UNIT TYPE: Infantry (Character).

SPECIAL RULES: Daemon of Malal, Daemonic Instability, Deep Strike, Independent Character

PSYKER: A Maiden of Malal that is a Psyker generates powers from the Telekinesis, Anarchy and Daemonology (Malefic) disciplines.

OPTIONS:

  • May take up to 30 points of Daemonic Rewards, in any combination:
    • Lesser Rewards - 10 pts
    • Greater Rewards - 20 pts
    • Exalted Rewards - 30 pts
  • May be upgraded to a:
    • Psyker (Mastery Level 1) - 25 pts
    • Psyker (Mastery Level 2) - 50 pts
  • May take one of the following:
    • Lesser Locus of Decimation - 10 pts
    • Greater Locus of Obliteration - 20 pts
    • Exalted Locus of Oblivion - 25 pts
  • May take a Parasite Tick - 45 pts

Warhammer Fantasy

90 points (Hero)

Name M WS BS S T W I A Ld Troop Type
Maiden of Malal 5 6 5 4 4 2 6 4 8 Infantry (Character)

MAGIC: A Maiden of Malal that is a Wizard uses spells from the Lore of Fire or the Lore of Malal.

SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

  • May be upgraded to a Level 1 Wizard - 35 pts
  • May be mounted on a Parasite Tick - 45 pts
  • May take one of the following:
    • Lesser Locus of Decimation - 25 pts
    • Greater Locus of Obliteration - 60 pts
    • Exalted Locus of Oblivion - 75 pts
  • May take Daemonic Gifts totaling up to 50 pts

Age of Sigmar

Maiden of Malal

M W Sv Brv
5" 5 5+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Sickle of Ruin 1" 5 4+ 4+ -1 D3

DESCRIPTION: A Maiden of Malal is a single model that wields a deadly Sickle of Ruin.

ABILITIES:

Rip, Tear, Kill: If a unit is wiped out within 11" of the Herald of Malal during the Combat phase, the Herald of Malal may make an additional round of attacks.

Unsettling: Any unit that suffers casualties from a Herald of Malal unit in the Combat Phase suffers a -2 penalty to their Bravery in the following Battleshock phase. This penalty can only be applied once.

MAGIC: Chaos Wizards know the Summon Maiden of Malal spell, in addition to any others they know.

Summon Maiden of Malal: Summon Maiden of Malal has a casting value of 5. If successfully cast, you can set up a Herald of Malal within 14" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

KEYWORDS: Chaos, Daemon, Malal, Hook Horror, Hero, Maiden of Malal

Maiden of Malal on Parasite Tick

M W Sv Brv
10" 6 5+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Sickle of Ruin 1" 5 4+ 4+ - D3
Draining Bite 1" 3 4+ 4+ - 1

DESCRIPTION: A Maiden of Malal is a single model that wields a deadly Sickle of Ruin. It rides atop a repulsive Parasite Tick that inflicts Draining Bites on its victims.

ABILITIES:

Draining Bite: On a turn when this model inflicts casualties with its Draining Bite, it gains a 4+ save until its next combat phase.

Unsettling: Any unit that suffers casualties from a Maiden of Malal in the Combat Phase suffers a -2 penalty to their Bravery in the following Battleshock phase. This penalty can only be applied once.

Devour Essence: A Maiden of Malal on Parasite Tick heals 1 wound at the end of any combat phase in which it killed any models with its Draining Bite. If it killed any Heroes or Monsters, it heals D3 wounds instead.

MAGIC: Chaos Wizards know the Summon Maiden on Parasite Tick spell, in addition to any others they know.

Summon Maiden on Parasite Tick: Summon Maiden on Parasite Tick has a casting value of 6. If successfully cast, you can set up a Maiden of Malal on Parasite Tick within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

KEYWORDS: Chaos, Daemon, Malal, Hook Horrors, Hero, Herald on Parasite Tick

Solipsism

Warhammer 40k - 8th Edition

Solipsism (HQ)

Power 4, 80 points (Herald)

Name M WS BS S T W A Ld Sv
Solipsism 6" 2+ 2+ 4 4 4 4 8 6+
Solipsism is a single model that attacks with Maiden Scythes. Only one of this model may be included in your army.
Weapon Range Type S AP D Abilities
Maiden Scythes Melee Melee User -1 2 -
Abilities:
  • Daemonic
  • Destroy Everything!
  • Daemonic Ritual
  • Nothing Besides the Self: Any model that suffers 1 or more wounds from Solipsism during the combat phase suffers a -1 leadership penalty until the next combat phase.
  • The Self is All: Add 1 to the Strength and Attacks characteristic of friendly Malal Daemon units within 6" of Solipsism. This does not stack with the bonus from the Herald of Malal rule.
  • Out of Sight, Out of Mind, Out of Reality: No attack can be made against Solipsism where the attacker does not have Line of Sight to Solipsism.
Faction Keywords: Chaos, Malal, Daemon
Keywords: Character, Infantry, Maiden of Malal, Solipsism

Warhammer 40k - 7th Edition

100 points (Herald)

Name WS BS S T W I A Ld Sv
Solipsism 6 5 4 4 2 6 5 9 -

UNIT COMPOSITION: Solipsism

UNIT TYPE: Infantry (Character)

DAEMONIC REWARDS: Etherblade, Greater Locus of Obliteration (already represented in profile)

SPECIAL RULES: Daemon of Malal, Daemonic Instability, Deep Strike, Independent Character

  • Nothing Besides The Self: All things are the same, all things are the self, when the Self is removed all things must be removed. Any enemy unit locked in combat with Solipsism or his unit gains the Daemonic Instability special rule or loses that special rule if they already have it.
  • The Self Is All: What benefits the self benefits all, what harms the self harms all. All models with the Daemon of Malal Special Rule (including Solipsism) within 6" may, at the beginning of the Assault phase, either increase their Strength and Attacks by 1, or decrease the WS and Initiative of any enemy models in base contact by 1 (this penalty can only be applied once per turn). This ability stacks with the effects of a Sickle of Ruin.
  • Out of Sight, Out of Mind, Out of Reality: If the self cannot realize the existence of the non-self, the non-self cannot exist. If a model cannot draw Line of Sight to Solipsism then any attacks made by it cannot harm him (for example, if a blast weapon scatters outside of the model's line of sight onto Solipsism then Solipsism is treated as not having been hit). If Solipsism is in a unit this special rule does not affect the ability for enemy units to harm his unit.

OPTIONS: May take a Parasite Tick - 45 pts

Warhammer Fantasy

170 points (Hero)

Name WS BS S T W I A Ld Unit Type
Solipsism 6 5 4 4 2 6 5 8 Infantry (Special Character)

DAEMONIC GIFTS: Sickle of Ruin, Greater Locus of Obliteration

SPECIAL RULES: Daemon of Malal, Daemonic, Nothing Besides The Self, The Self is All, Out of Sight, Out of Mind, Out of Reality

Nothing Besides The Self: All things are the same, all things are the self, when the Self is removed all things must be removed. Any enemy unit locked in combat with Solipsism or his unit gains the Daemonic Instability special rule or loses that special rule if they already have it.

The Self Is All: What benefits the self benefits all, what harms the self harms all. All models with the Daemon of Malal Special Rule (including Solipsism) within 6" may, at the beginning of the Assault phase, either increase their Strength and Attacks by 1, or decrease the WS and Initiative of any enemy models in base contact by 1 (this penalty can only be applied once per turn). This ability stacks with the effects of a Sickle of Ruin.

Out of Sight, Out of Mind, Out of Reality: If the self cannot realize the existence of the non-self, the non-self cannot exist. If a model cannot draw Line of Sight to Solipsism then any attacks made by it cannot harm him (for example, if a template scatters outside of the model's line of sight onto Solipsism then Solipsism is treated as not having been hit). If Solipsism is in a unit this special rule does not affect the ability for enemy units to harm his unit.

OPTIONS: May be mounted on a Parasite Tick - 45 pts

Age of Sigmar

Solipsism

M W Sv Brv
5" 5 5+ 10
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Sickle of Ruin 1" 5 3+ 4+ -1 1

DESCRIPTION: Solipsism is a single model armed with a deadly Sickle of Ruin.

ABILITIES:

Rip, Tear, Kill: If a unit is wiped out within 11" of Solipsism during the Combat phase, then Solipsism may make an additional round of attacks.

Nothing Besides the Self: Any unit that suffers casualties from Solipsism unit in the Combat Phase suffers a -2 penalty to their Bravery in the following Battleshock phase. This penalty stacks with instances of the Unsettling Ability and Voice of Banishment ability.

KEYWORDS: Chaos, Daemon, Malal, Hook Horror, Hero, Solipsism

Changes to/New Formations

Daemon Cohort of Malal (AoS)

Organisation: The Daemon Cohort of Malal consists of the following units:

  • 1 Guardian of Contradictions
  • 1 Maiden of Malal or Maiden of Malal on Parasite Tick
  • 3 units of Hook Horrors of Malal
  • 1 units of Paradoxes of Malal or Doomriders of Malal

Abilities:

  • All Consuming Devourers: Enemy wizards attempting to harness the Winds of Magic may find the Winds ripped right out their hands into the mouth of the cohort. All units in a Daemon Cohort of Malal can attempt to unbind spells in each enemy hero phase as if they were a Wizard. If they already are a Wizard then they add +2 to the result of any unbinding rolls made for it.
  • Unmaker of the Mind: In the face of the Cohort of Malal, even the strongest of minds become brittle. All enemy units within 11" of one or more models from the Daemon Cohort of Malal suffer a -1 penalty to their Bravery.

Daemonic Incursion

Command (0-3)

  • Daemon Lord: Add the Guardian of Contradictions to the list of units that may be taken as part of this.

Core (1+)

  • Paradox Vanguard: A Herald of Malal or Solipsism and 11 units of Hook Horrors. All units in this formation gain Hatred and any enemy units engaged in assault take a -2 penalty to all their Fear tests. Any friendly Daemon units within 12" benefit from the Herald's Loci.

Auxiliary (1+):

  • Unholy Hive: Herald of Malal on a Parasite Tick and 11 units of Doomriders or Beasts of Malal in any combination. Any units without some form of dedication to Malal within 6" of unit from this formation count as going through Difficult and Dangerous terrain when moving. In addition, Hammer of Wrath Attacks made by units in this formation gain the Rending special rule.

Black Crusade

Auxiliary (1+):

  • Veterans of the Legions: Add Null Knights to the list of units that may be taken as part of this formation.

Devastation of Existence (Apocalypse)

Formation Type: Battle Formation
Composition:

  • 1 Herald of Malal or Solipsism
  • 11 units of Hook Horrors or Doomriders in any combination

Formation Restrictions: None
Special Rules:

  • Parasitic Devastation: Whenever a unit from this formation is targeted by a Dark God via the Warp Storm table, you may re-direct the attack against an enemy unit of your choice on the battlefield.
  • Masters of Entropy: Reavers and Doomriders from this formation grant the bonuses from Lesser and Greater Rewards (except for weapons) to their entire unit. In addition, the units from this formation are not limited to only being able to throw a single grenade per turn.