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==Special Rules== *'''Daemonic:''' Your core rule. Every unit in your army comes stock with Magical Attacks(for all attacks), Fear, Immunity (Psychology, Poisoned Attacks), and a 5++ Ward Save. **''Daemonic Instability:'' However, they are far from invincible. Instead of a break test, they must test for instability, a special test where you roll 2d6 and deal a number of wounds equal to the difference between this roll and the unit's Leadership score (rolling a double 1 has any wounds the unit suffers that turn undone, while a double 6 outright kills the unit without question). **''Alignment:'' Each of the 4 gods (Khorne, Nurgle, Tzeentch, and Slaanesh) all grant their respective daemons a unique trait as well as Hatred for their opposite number. ***''Daemons of Khorne:'' Grants Strength Bonus(1) on a turn where they charge, Magic Resistance (1), and Hatred (Daemons of Slaanesh) ***''Daemons of Nurgle:'' Enemy models suffer -1 to WS while in base contact with Daemons of Nurgle and Hatred (Daemons of Tzeentch) ***''Daemons of Tzeentch:'' Grants a re-roll of channeling and ward save results of 1 and Hatred (Daemons of Nurgle) ***''Daemons of Slaanesh:'' Grants Armour Piercing (2) and Hatred (Daemons of Khorne) *'''Reign of Chaos:''' The RANDOM* party that has become synonymous with Chaos. Has been rebalanced to be more often beneficial when a hindrance (both sides' daemons will be affected). Rolling the god smiting will hit all your enemies but will hit friendlies that worship the opposing god, so a reason not to run too many gods in an army. When rolling for Winds of Magic, take the total (or divide the roll by the number of dice pairs when playing in 4000+ point games) then read here: **'''2-The Winds Recede:''' Your army tests Instability. If you have a re-roll, use it now. **'''3 - Punished by the Gods:''' A random character with Daemonic Instability must test Leadership, losing a wound for each point this test is failed by. **'''4 - Chaotic Ebb:''' All models with Daemonic Instability are reduced (down to 6++ Ward for the majority). Reroll is possible. **'''5 - Storm of Fire:''' Roll a d6 for each unengaged enemy and friendly Nurgle unit on board. On a 6, they're targeted by a scattering S4 flaming magical blast. **'''6 - Rot, Glorious Rot:''' Roll a d6 for each unengaged enemy and friendly Tzeentch unit on board. On a 6, they take d6+3 S3 magical hits that ignore armour. **'''7 - Eye of the Storm:''' Nothing. Proceed as normal. **'''8 - The Dark Prince Thirsts:''' Roll a d6 for each unengaged enemy and friendly Khorne unit on board. On a 6, they must test Leadership on 3d6 and must take a wound for each point it is failed by, no armor saves allowed. **'''9 - Khorne's Wrath:''' Roll a d6 for each unengaged enemy and friendly Slaanesh unit on board. On a 6, they're targeted by a magical S3(9) Stone Thrower shot with 3d6" scatter, which just might harm yourself as well. **'''10 - Chaotic Surge:''' All models with Daemonic Instability get a 6++ Ward Save, which can stack with your own to make it a 4++ save. You want this one. **'''11 - Daemonic Possession:''' One random enemy wizard without Daemonic Instability must test Leadership. If they fail, they die and you get to place a naked Herald (if available) in their place. With how good most Wizards are at Leadership, don't expect much unless your enemy's army is known for crap Leadership. **'''12 - Summoned from Beyond:''' Summon a pack of d6+3 lesser daemons with a front rank of 5+ models. Congrats, you now have a mob of disposable minions who won't even award VP for dying! *'''Allies rules:''' to make it easier to reference, daemons treat units from a different god as suspicious Allies, causing them to not benefit from most leadership and magic support. Also, the opposites Khorn and Slaanesh, and, Nurgle and Tzeentch, treat each other as Desperate allies, causing them to also consider them expendable and enemies for abilities and spells. This encourages you to pick one god to make up the majority of your front lines while your free to take other units that don't need to stand near your generals like flankers and artillery.
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