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=Army Special Rules= Same as the [[Legions of Chaos]] special rules from the Glotkin book, repeated here: By default, all options follow the basic rules of their original armies unless otherwise contradicted, but there are some additions. * Daemonic Alignment: Daemon units can only be joined by characters who are aligned to the same [[Chaos God]] as they follow. Similarly, they can only benefit from Inspiring Presence or Hold Your Ground if the model providing these effects is aligned to their patron god. Only Daemonic characters can join Daemonic units. * Beastlords, Doombulls, Great Bray-Shamans, Wargors, Gorebulls, Bray-Shamans, Gor Herds, Ungor Herds, Ungor Raiders, Tuskgor Chariots, Minotaurs, Centigors, Bestigor Herds, and Razorgor Chariots can all buy Marks of Chaos. For a unit, the cost is 2pts per model for [[Khorne]], [[Nurgle]] or [[Tzeentch]] and 1pt per model for [[Slaanesh]]. For a Hero, Lord, Chariot or Monster, the cost is 10pts for a Khorne/Nurgle/Tzeentch mark and 5pts for a Slaanesh mark. * Beastmen Ambush is modified- notably, you don't have to match an ambushing unit with a deployed unit. * Beastmen Lords and Heroes count as Chaos Champions and so use the rules for Eye of the Gods, but if they receive the Daemonhood reward, they instead trade it for the Spawndom reward. * A slightly modified version of the Eye of the Gods chart (result 7 gives a result based on what mark the champion has, or if he has no mark) is used. * In an End-Times LoC army, Daemonic Instability is replaced with Unbreakable and Unstable. * A modified version of the Daemonic "Reign of Chaos" table is used (regardless of whether or not the army you field includes any Daemons); long story short- when you roll for Winds of Magic, consult the chart for random FUN. Most of the results are actually pretty good for the LOC player- results 5-6 and 8-9 don't target your own units like the Daemon version, and result 7 will probably do something. Results 2-4 are still bad for you though (although 2 and 4 only are if you are fielding Daemons). ===Chaos Ascendant=== '''Chaos Ascendant''' is a special set of rules introduced in the Glottkin Book in the same vein of the [[End Times Magic]] rules that would be later introduced in the Khaine Book. Both give a grand boost to their respective armies, but Chaos Ascendant are ultimately conditional and only occur based on consent between both players, whereas End Times Magic can be forced upon the game by either player.. *You must select a [[Chaos Gods|Chaos God]] to be ascendant. This should ideally be the one with the most units dedicated to them, but if you have two Chaos armies, you'll need to roll off. **All Daemons replace Daemonic Instability with Unbreakable and Unstable. However, Daemons of the Ascendant God get to lose Unstable, making them even tougher to remove. **Mortal Champions marked by the Ascendant God get to re-roll any die they want on the Eye of the Gods Table, making things more likely to be in your favor. **If you ever roll doubles on the Reign of Chaos table, you can always replace that result with "Summoned from Beyond", meaning you can now drop in a pack of your Ascendant God's lesser daemons in the field. It makes the lack of synergy between the Daemons and Mortals a little less bothersome by not forcing you to take as many Daemons on the field. **'''Summon Infernal Legion''': This is a spell that all Chaos Wizards learn by default. It casts on a 14+ and summons 100 points worth of models with the Daemonic special rule within 12" of the caster and 1" away from anything else (Units with more than 5 models need to be in ranks of 5). This can be upped to summon 150 Points of Daemonic units to up the casting to a 17+, or 200 points for a 20+. This cannot be dispelled by any means, so you can enjoy spamming this to all fuck until you forget that you need those die for something more useful than more daemons.
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