Daemons
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Keeper of Secrets | 6 | 9 | 10 | 7 | 7 | 8 | 7 | 6 | 10 |
Daemon Prince | 6 | 7 | 7 | 6 | 5 | 4 | 8 | 5 | 10 |
Daemonette Champ | 4 | 7 | 6 | 5 | 3 | 1 | 7 | 4 | 10 |
Daemonette | 4 | 6 | 5 | 4 | 3 | 1 | 6 | 3 | 10 |
Fiend of Slaanesh | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 3 | 8 |
Steed of Slaanesh | 12 | 3 | 0 | 4 | 5 | 1 | 6 | 1 | 10 |
Special Rules
All daemons have a 4+ daemon save that is negated by magic weapons
Keeper of Secrets and Daemon Princes cause Terror
Daemon Princes can fly and are Immune to Psycology
Daemonettes, Fiends, and Steeds of Slaanesh all cause Fear
If a unit of Daemonettes has a musician in the unit then it carries the Siren Flute, which causes the enemy that the unit charges unable to stand and shoot. The Undead and Daemons are not effected by this
Fiends of Slaanesh have 3 attacks, one of them being its tail. Work this attack out separately. If it hits the enemy must take an armour save immedietely. If it fails then the model hit takes 1 automatic wound
Fiends have a Soporific Musk, which causes enemy models in base-to-base contact deduct -1 from all their rolls to hit
Steeds of Slaanesh attack with their tounges. For this you first roll to hit, if it hits then the enemy is snared and draged towards the rider. Complete the attack with the riders strength and weapon. If the enemy is not slain, then it is set free
Daemonettes can use Slaanesh spells.A unit with 1-5 models have 1 spell, 6-10 have 2 spells, 11-15 have 3 spells, and 16 and up have 4 spells. This ability makes them wizards, therefore they can hold Winds of Magic cards