Codex: Daemon World Armies


 


Introduction

On the daemon worlds Chaos reigns triumphant! A daemon can move freely between the warp and the daemon worlds. The Chaos Powers regard these worlds as provinces of Chaos in the galaxy of matter - material colonies of their immaterial empires. The four Great Powers continuously compete to possess the daemon worlds. Armies of daemons and their living allies fight huge and bloody battles to determine which of the Chaos Powers will possess them. These battles often last for hundreds of years, so that the entire world becomes little more than a gigantic arena where the opposing forces are pitched against each other.

The Chaos Powers do not, of course, appear in person to lead their armies - they are spectators to events, not participants. Their generals are Greater Daemons and favoured daemon princes who, because they were once alive, understand the nature of both the material universe and the immaterial Realm of Chaos. Once a daemon prince has conquered a world, his grateful patron gives it to him as a gift to rule over as he wishes!

When a daemon prince takes control of his hard-won world he uses his mighty powers to reshape into a form which pleases him. Because of this, every world is different and all are equally spectacular in their own way. The most powerful psykers in the Imperium have reported dreams or visions in which worlds of the Eye of Terror have been revealed to them. On one world a black sun stands in a white sky and smoky threads pour from it onto a tangled black city - this is said to be the home world of the daemon prince Perturabo, formerly the Primarch of the Iron Warriors. Another world has boiling lakes of blood from which spheres of fire float into the sky and spread their light across the firmament - the ruler of this world is the daemon prince Bubonicus, formerly a mortal Champion of Nurgle on one of the myriad lost worlds in the galaxy. Visions of such places disturb the psychically sensitive throughout the entire galaxy.

The Eye of Terror is home to countless millions of living creatures. Many of these are human, or were once human before Chaos perverted them into forms no longer recognisable as such. Every world in the Eye of Terror has its mortal population whose Champions and warbands form the mortal armies of Chaos in the galaxy. Even daemon worlds have mortals who live there and worship their Chaos masters as gods. Cultists who have the means and courage to flee from the Inquisition often make for the Eye of Terror and the welcoming arms of their Chaos masters. Mortals who take refuge in the Eye of Terror can become very powerful Champions of Chaos - many will have dedicated themselves to Chaos and might already be well on the way to daemonhood.

On the daemon worlds life is war: war in the name of Chaos, war fought to amuse or serve the Chaos Powers. Mortal Champions, warbands, mortal and daemonic armies, all battle together in an endless celebration of strife. The Chaos Powers revel in the adoration of their favourite warriors, and savour the blood that is shed willingly in their honour Should the pace of conflict slacken, a Chaos Power will invite a rival Power to send an invading army to one of his worlds so that they can enjoy the sport of battle. The limits and terms of the tournament are determined beforehand: the number of troops, daemons, and Champions to be committed for example. The wager is likely to be possession of the planet itself! The Chaos Powers love such contests and will often gamble whole worlds on the outcome of a single combat between two of their mortal Champions.
 
 

Why Collect a Daemon World Army?

The Daemon World Army is Chaos incarnate.  If you are already a dedicated follower to Chaos, then you will gladly welcome the command of your patron's most potent of forces.   Be warned, though.  The Daemon World army, whilst very powerful in its own way, also has great weaknesses.  Daemons have an almost complete inability to engage in fire fights, so your primary objective will always be to get into close combat.   Fail to do this and your army will be torn apart by laser and shell.  Daemon World armies have, at this time, a distinct lack of any form of Heavy Support.  This may be rectified in the future with rules and modelling guides for Daemonic Engines.   For now, either keep your head down, use a Titan or, if you are a Nurgle player, use the Contagion Plague Engines.  Alternatively, as a stop-gap, you could use the dreadnoughts, Predators and Land Raiders but rule that they MUSt be either Daemonically Possessed or have their God's Vehicle Gift.

On the other hand, the Daemon World army also allows you a great freedom of expression as a painter or modeller.  No daemon need every be identical to its neighbours and those that travel in the Daemon World armies are more wicked and twisted than anything seen outside the Eye of Terror.  And, of course, doing such an army lets you play with some of the best miniatures Games Workshop has ever produced, in huge numbers. . .
 
 

Special Rules

Unless otherwise stated, assume that all the rules listed here follow those laid out in Codex: Chaos Space Marines.

Summoning: The Daemons within these armies are never summoned, they form the rank and file of the horde.  All Daemons, including Greater Daemons, start on the battlefield, deployed as if they were ordinary troops.

Chaos Armoury: Certain characters within the Daemon World army, where noted, have access to the Chaos Armoury as laid out in Codex: Chaos Space Marines.   The normal rules for choosing equipment apply.

My God is the Stronger:  Daemon World armies revolve around one Chaos Power and one alone.  Whilst Chaos forces outside the Eye of Terror may forge alliances, however temporary, the jealous Chaos Gods will never allow this in the battles they watch over themselves.  If you pick a Khorne army, for example, then you may ONLY include Khorne models.
 
 

Daemon World Army List

HQ

1 Daemon Prince
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Daemon Prince
85
6
0
5
4
3
5
3
10
5+

Weapons:  All Daemon Princes are armed with a variety of weapons.   Some carry more than one weapon, or weapons of varying types.  In all cases, use the profile as shown above.  Daemon Princes do not gain the benefit of using two close combat weapons, nor do they gain any benefit from any special effects close combat weapons may have.

Options:  Daemon Princes leading Daemon World armies MUST be given the Mark of their Chaos Power and may also take Chaos Gifts (including Psychic Powers) from the Chaos Armoury.  A Daemon Prince may also have wings at an additional cost of +10 points.

Special Rules

Independant Character

Psychic Powers:  The Daemon Prince may use any psychic power purchased for it.

Fearless:  Daemon Princes never fall back and cannot be pinned.   They are assumed to automatically pass any Morale Check.

Monstrous Creature: The Daemon Prince rolls 2D6 for armour penetration against vehicles and ignores its opponent's armour saves in close combat.

Invulnerable:  The Daemon Princes 5+ save is counted as being Invulnerable.

Wings:  If a Daemon Prince has wings, it is able to make a 12" assault move, ignoring terrain.
 
 

Chaos Sorcerer
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Chaos Sorcerer
30
5
5
4
4
1
5
2
9
3+

Options:  The Chaos Sorcerer may be given any equipment allowed from the Chaos Armoury.

Special Rules

Independant Character

Psychic Powers: The Chaos Sorcerer may use any psychic power purchased for him.

Khorne Armies:  Daemon World armies following Khrone may not take a Chaos Sorcerer.
 
 

Elites

Greater Daemon
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Bloodthirster
140
9
0
8
6
4
4
5
10
5+
Great Unclean One 80 5 3 7 5 6 2 3 10 5+
Lord of Change 115 8 4 6 6 4 6 3 10 5+
Keeper of Secrets 105 7 0 7 6 4 4 5 10 5+

Weapons:  There can be a great variation in the weaponry taken by Greater Daemons, but regardless of how the model is armed, they never gain the benefits of an additional close combat weapon.

Psychic Powers:  All Greater Daemons, except for the Bloodthirster, have psychic powers.  The Great Unclean One has Stream of Corruption, the Keeper of Secrets has Fleshy Curse and the Lord of Change has Flame of Tzeentch.   In addition, the Lord of Change never needs to take a Psychic Test to use his power.

Special Rules

Independant Character

Fearsome:  If a Greater Daemon wins an assault, their opponets have to fall back automatically without a Morale Check being taken.

Fearless: Greater Daemons never fall back and cannot be pinned.   They are assumed to automatically pass any Morale Check.

Monstrous Creature: Greater Daemons roll 2D6 for armour penetration against vehicles and ignore their opponent's armour saves in close combat.

Invulnerable:  A Greater Daemon's 5+ save is counted as being Invulnerable.

Wings:  The Bloodthirster and Lord of Change both have wings and are able to make a 12" assault move, ignoring terrain.
 
 

Chaos Space Marines
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Chaos Space Marine
15
4
4
4
4
1
4
1
9
3+
Aspiring Champion +15 4 4 4 4 1 4 2 10 3+

Squad: A Chaos Space Marine Squad consists of between five and ten models.

Weapons:  Bolter or Bolt Pistol and Close Combat Weapon.

Options: Up to one Chaos Marine may have: Missile Launcher +10, Autocannon +10, Heavy Bolter +5, Lascannon +15.  One other Chaos Marine may have: Meltagun +10, Flamer +3, Plasma Pistol +5, Plasma Gun +6.  The entire squad may be given Frag Grenades at +1 per model and Krak Grenades at +2 per model.  One of the Chaos Marines may be made into an Aspiring Champion for +15 points.  The Aspiring Champion may choose equipment from the Chaos Armoury.

Rhino:  The entire squad may be transported in a Rhino for +50 points, but the Rhino MUST have the Daemon World army's God's Vehicle Gift.
 
 

Troops

Daemon Packs
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Daemon
10
4
0
4
4
1
4
2
10
5+

Pack:  Daemon Packs consist of between five and ten Daemons.

Special Rules

Invulnerable:  A Daemon's 5+ save is counted as being Invulnerable.

Khorne Daemons: Bloodletters have +1 Strength.

Nurgle Daemons: Plaguebearers have +1 Toughness.

Slaaneshi Daemons:  Daemonettes have +1 Attacks

Tzeentch Daemons: Pink and Blue Horrors can fire magical flames.   Each model has the following attack, which hits on a 4+:  Range 12", Strength 4, AP6, Assault 2.  No psychic test is required to use this attack.
 
 

Nurglings (Nurgle Daemon World armies only)
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Nurgling
9
3
0
3
3
3
3
3
7
5+

Swarm:  The Nurgling Swarm consists of between three and ten Nurgling Bases.

Invulnerable:  A Nurglings' 5+ save is counted as being Invulnerable.
 
 

Beastmen Pack
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Beastman
6
4
3
3
4
1
3
1
7
6+
Beastman Champion +10 4 3 3 4 2 4 2 8 6+

Pack:  A Beastman Pack consists of between five and twenty models.

Weapons: Close Combat Weapon.

Options:  Any Beastman in the pack may take an additional close combat weapon for +1 points.  Any Beastman in the pack may take a Shield (giving a 5+ Save in close combat only) for +1 points.  These two benefits may not be combined on one model.  One Beastman may be made into a Beastman Champion for +10 points.   The Beastman Champion may choose up to 25 points of equipment from the Chaos Armoury.
 
 

Minotaur Pack
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Minotaur
30
4
3
5
4
3
3
2
9
6+

Packs:  A Minotaur Pack consists of between three and ten models.

Options: All Minotaurs have a close combat weapon and may purchase an additional one for +5 point each.
 
 

Troll Pack
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Troll
25
3
1
5
4
3
1
3
4
4+

Packs:  A Minotaur Pack consists of between three and ten models.

Special Rules

Regeneration:  Trolls have an almost supernatural ability to heal the most grevious of wounds within seconds.  To represent this, their 4+ Save is considered to be Invulnerable.

Stupid:  Trolls are extremely thick-witted creatures.  At the start of every turn, roll a die for each Troll Pack.  On the roll of a 1, it will sit in place for the whole turn, doing nothing.  If attacked in close assault whilst this happens, the Trolls may strike back.
 
 

Fast Attack

Daemonic Beasts
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Beast
12
4
0
4
4
1
5
1
10
5+

Pack: Daemonic Beast Packs consist of between five and ten Beasts.

Special Rules

Cavalry:  Beasts are treated as Cavalry.

Invulnerable:  A Beast's 5+ save is counted as being Invulnerable.

Khorne Beasts: Flesh Hounds have +1 Strength.

Slaaneshi Beasts: Fiends of Slaanesh have +1 Attacks.

Tzeentch Beasts:  Flamers can fire magical flames.  Each model has the following attack, which hits on a 4+:  Range 12", Strength 4, AP6, Assault 2.  No psychic test is required to use this attack.

Nurgle Beasts:  Beasts of Nurgle have the following profile: WS:3, S:3, T:5, I:3, A:D6, Ld:6.  All other characteristics are the same as normal Daemonic Beasts, but are not treated as Cavalry.
 
 

Daemonic Cavalry
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Cavalry
20
4
0
4
4
1
5
2
10
5+

Pack: Daemonic Cavalry Packs consist of between five and ten models.

Special Rules

Cavalry:  Daemonic Cavalry are treated as Cavalry.

Invulnerable:  A Cavalry's 5+ save is counted as being Invulnerable.

Slaaneshi Beasts: Daemonettes riding Steeds of Slaanesh have +1 Attacks.

Tzeentch Beasts:  Discs of Tzeentch ignore all terrain when they move.

Nurgle Beasts:  Plague Bearers riding Beasts of Nurgle add +1 to their Toughness.
 
 

Juggernauts of Khorne (Khorne Daemon World Armies only)
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Juggernaut
45
4
0
5
6
2
5
4
10
5+

Pack: Juggernaut Packs consist of between one and five models.

Special Rules

Invulnerable:  A Juggernaut's 5+ save is counted as being Invulnerable.
 
 

Chaos Hound Pack
 
Troop Type Points
WS
BS
S
T
W
I
A
Ld
Sv
Chaos Hound
8
4
0
4
4
1
4
2
6
5+

Pack: Chaos Hound Packs consist of between five and ten models.