Daemon Princes

(Unit)
Type:

unit

Category:

Characters

Categories:

Faction: Warriors of Chaos, Characters, Faction: Warriors of Chaos - Hordes of Chaos, Chaos Lord, Daemon Prince or Beastlord

LinkId:

3ce1-5619-1734-aa11

Hidden:

false

Options (1)

Profiles:

Unit Troop TypeUnit Size
Daemon Prince

Monstrous Creature

1

Special Rule
Chaos Armour:

A model with this special rule has a Ward save against any wound suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (X+). In addition, a Wizard with this special rile may wear armour without penalty.

Ensorcelled Weapons:

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Note that this special rule may only apply to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapon or any other sort of weapon, this rule cease to apply.

Gaze of the Gods:

During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:

  • 1: Damned by Chaos: The Champion is beset with visions of the Reals of Chaos. This model becomes subject to the Stupidity special rule for the reminder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a maximum of 2).

  • 2: Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains +1 modifier to their Initiative characteristic (to a maximum of 10).

  • 3: Iron Skin: Beneath their baroque armour, the Champion's skin becomes like iron. Until your next Start of Turn sub-phase, this model gains +1 modifier to their Toughness characteristic (to a maximum of 10).

  • 4: Murderous Mutations: Long tentacles whip from beneath this Champion's armour to grasp at their enemies. For the reminder of the game, this model gains +1 modifier to their Weapon Skill characteristic (to a maximum of 10).

  • 5: Dark Fury: A terrible rage grips the Champion. For the reminder of the game, this model gains +1 modifier to their Attacks characteristic (to a maximum of 10).

  • 6: Apotheosis: The Champion is blessed with Daemonic vitality. For the reminder of the game, this model gains +1 modifier to both their Strength and Leadership chracteristics (to a maximum of 10).

Fear:

Models with this special rule cause Fear:

• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.

• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit.

A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.

Immune To Psychology:

If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Regeneration:

Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.

Warp-Spawned:

A model with this special rule cannot make a Regeneration save against a wound caused by a Magical attack. In addition, characters that are not Warp-spawned cannot join units that are, and vice versa.

Unstable:

If a unit with this special rule loses a round of combat, it loses one additional Wound for every combat result point by which it lost. These Wounds are lost after combat results have been calculated but before Break tests are made. These Wounds cannot be recovered by a Regeneration save.

If an Unstable unit contains any Unstable characters, allocate wounds to the unit until each model has been allocated one wound. Any remaining wounds are divided as equally as possible between the character(s) and the unit.

Unbreakable:

If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.

Lore of Chaos:

A Wizard with the 'Lore of Chaos' 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 the spell that corresponds to their Mark of Chaos.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.

Modifiers:

add category General is a Chaos Lord, Exalted Champion or Daemon Prince
1+ selections of General in root-entry (recursive)
increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
Used By (4)
Warriors of Chaos(Catalogue)

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