Chaos

(Force)
Categories: Support, Squads, Characters, Daemons
EntryId: 7428-ade3-bde5-7955
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Categories
Rules (8)
Daemonic Animosity
Whenever you have daemons of rival Chaos Gods within 12" of each other at the start of your turn, and they are not engaged in close combat, make a Daemon Animosity test for each Greater Daemon or each unit of Daemons to determine how it reacts to the proximity of its closest rivals. This does not affect daemonic creatures used as mounts or rewards
1-2: Remove the rivals from play, but don't count as destroyed for VP
3-4: The daemons will not move or do anything else this turn, but can fight back if in close combat
5-6: Continue normally with no further effect
Daemon Summoning Points
Points are earned differently per each god.
Khorne: Each hit scored by a Chaos model in close combat scores 1 Khorne summoning point. Models with the Mark of Khorne score 2 points per hit

Nurgle: Each wound inflicted on an enemy model by shooting or in close combat scores 1 summoning point. Wounds inflicted on the enemy by models that bear the Mark of Nurgle earn 2 summoning points.

Slaanesh: Every time an enemy unit takes a Leadership test for any reason then you score a number of Slaanesh points equal to half (rounding up) of the Leadership value of the unit taking the test. If a model with the Mark of Slaanesh forces the test they get the full value instead of half.

Tzeentch: Each force card used by either side in the psychic phase scores 1 point (Ultimate Force is worth 3). Models that bear the Mark of Tzeentch earns 2 points rather than 1. Force cards discarded unused do not earn any summoning points, but force cards used for psychic powers that are nullified do count
Possessing Models
May possess a model with expenditure of summoning points. A daemon model can possess any other model in the Chaos Space Marine army which bears its Mark of Chaos, with the exception that Greater Daemons can only enter play by possessing a Chaos Champion, Chaos Sorcerer or Chos Lord that bears their mark. 
Remove the model that has been possessed and replace it with the daemon model at the end of the psychic phase. Models that are in close combat may be possessed as well. 
The model is treated as killed for all victory point purposes. Models that die this way do not count as casualties for Break test.
Daemons that are not Greater Daemons must still enter play in units of 3 or more.
Daemonic Possession
A daemonic model can possess any other model in the Chaos Space Marine army which bears a Mark of Chaos, with the exception that Greater Daemons can only enter play by possessing a Chaos Champion, Chaos SOrcerer, or Chaos Lord that bears their Mark. Remove the possessed model and replace it with the daemon at the end of the psychic phase, at the asme time or normal summoning. Models that are in close combat may be possessed.
The model that has been possessed is killed by this transformation and treated as a casualty for VP purposes, but do not count for taking a Break test. Regular daemons must still enter in units of 3.
Possessing Teleporting Troops
Roll a D6 each time a model that does not belong to the Chaos army teleports in a battle where there are Daemon models waiting to be summoned. This applies to models teleporting by any means including Warp Spiders, Terminators and the Warp Jump Wargear card or psychic powers. 
On a 1, the model is posssessed by a daemon, remove it from play and replace with a model from the Chaos player. Grey Knights and Inquisitors of the Ordo Malleus are immune to this
Daemon Banishment
If there are no units with a Mark of Chaos alligned to the Daemons on the table then any Daemons left are removed from play that are alligned to that god.
Daemon Gift Table
Daemon Gifts are randomly assigned using the numbers provided next to each Gift.
1 - Cannot be Possessed
Any Daemonic Attack Warp Cards played on this model have no effect. If this power is rolled for a model
lacking psychic powers, roll again.
2 - Weapon Jinx
The model may use this power whenever an enemy model makes a ranged attack at him. Roll a D6; on a 6, the
weapon being fired at him is jammed.
3 - Fearful Aura
The model causes Fear.
4 - Freeze Time
The model may add D6" to his basic Movement rate.
5 - Sense Presence
The model may detect any model within 12". Enemy models within this range may not hide
6 - Daemon Shot
The model will always hit a target he can see and within range on a 2+. No to-hit modifiers apply.
7 - Walk Through Walls
The model may move through walls or other obstacles less than 1" thick.
8 - Mirror Image
The model may disengage at the start of any close combat phase without penalty.
9 - Bang-Flash
The model can make an attack exactly as if he were throwing a Photon Flash grenade.
10 - Daemonic Protection
The model is protected by a Daemonic Aura (4+ unmodified save).
Rapid Fire
If a Chaos Space Marine doesn't move at all and not in close combat, they can use Rapid Fire. Each Chaos Space Marine may fire their storm bolter, boltgun, or bolt pistol twice instead of once as normal. Other members in the squad using different weapons may still fire normally.