Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make
Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play Note that these Nurgling Swarms are not worth any Victory Points
Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).
Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.
Enemy models engaged in combat with this model cannot use the Strike First special rule.
Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.
This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.
A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a
-D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).
A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes.
When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack.
If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of
10).
Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model.
This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a 'Cleaving Blow'. Enemy models which troop type is 'regular infantry' 'heavy infantry', 'regular cavalry', 'heavy cavalry' or 'war beasts' are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make. Note that this is a modifier to the result of a roll- it does not negate a roll of a natural double 1.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules: • Daemonic Instability • Fear • Immune to Psychology • Magical Attacks • Unbreakable • Warp-spawned A character with this special rule cannot join a unit without this special rule, and vice versa.
Friendly units with the same Daemonic Alignment as this model reduce the number of wounds suffered due to the Daemonic Instability special rule by 1 whilst within 12" of this model. In addition, friendly units with the same Daemonic Alignment as this model that roll a natural double 6 when making a Leadership test for Daemonic Instability whilst within 12" of this model are not immediately removed from play. Instead, they lose a number of Wounds equal to the amount by which they failed the test
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below: • Plague Wind (Daemons Of Nurgle) • Pink Fire (Daemons Of Tzeentch) • Cacophonic Hymn (Daemons Of Slaanesh) • Gift Of Mutation (Daemons Of Tzeentch)
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by. A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.