 
Correspondence of translations with another language
| ES | EN | 
|---|---|
| Arma de mano y escudo | Hand Weapon | 
| Armadura pesada | Heavy armour | 
| Ensorcelled Weapon 
                  R S AP Special Rules
Ensorcelled weapon Combat S -1 -
                 | Ensorcelled Weapon 
              R S AP Special Rules
Ensorcelled weapon Combat S -1 -
             | 
| Armour Bane | Armour Bane | 
| Armoured Hide | Armoured Hide | 
| Chaos Armour 
                  Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
                 | Chaos Armour 
              Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
             | 
| Ataques Flamígeros | Flaming Attacks | 
| Golpetazo | Stomp Attacks | 
| Slashing Attack 
                  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.
                 | Slashing Attack 
              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.
             | 
| Poisoned Attacks | Poisoned Attacks | 
| Attention Seeker 
                  Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
                 | Attention Seeker 
              Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
             | 
| Impactos por Carga | Impact Hits | 
| Vanguardia | Vanguard | 
| Brass bound hoove 
                  R S AP Special Rules
Brass bound hooves Combat S -2 -
                 | Brass bound hoove 
              R S AP Special Rules
Brass bound hooves Combat S -2 -
             | 
| Brazen hide 
                  counts as barding
                 | Brazen hide 
              counts as barding
             | 
| Brazen wheels 
                  The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
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.
                 | Brazen wheels 
              The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
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.
             | 
| Calloused Hide 
                  counts as light armour
                 | Calloused Hide 
              counts as light armour
             | 
| Cannon of Khorne 
                  Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. 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).
                 | Cannon of Khorne 
              Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. 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).
             | 
| Harvester cannon 
                  R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: 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).
                 | Harvester cannon 
              R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: 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).
             | 
| Swiftstride | Fast Cavalry | 
| Daemonic Charge 
                  Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
                 | Daemonic Charge 
              Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
             | 
| Claws And Fangs 
                  counts as hand weapons
                 | Claws And Fangs 
              counts as hand weapons
             | 
| Close Order | Close Order | 
| ers | Counter Charge | 
| Daemon(s) Of Khorne 
                  The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
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.
                 | Daemon(s) Of Khorne 
              The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
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.
             | 
| Daemon(s) Of Nurgle 
                  Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
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.
                 | Daemon(s) Of Nurgle 
              Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
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.
             | 
| Daemon(s) Of Slaanesh 
                  Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
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.
                 | Daemon(s) Of Slaanesh 
              Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
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.
             | 
| Daemon(s) Of Tzeentch 
                  Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
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.
                 | Daemon(s) Of Tzeentch 
              Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
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.
             | 
| Daemonic 
                  Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
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.
                 | Daemonic 
              Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
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.
             | 
| Daemonic flesh 
                  counts as heavy armmour
                 | Daemonic flesh 
              counts as heavy armmour
             | 
| Daemonic talon 
                  R S AP Special Rules
Daemonic talons Combat S -1 -
                 | Daemonic talon 
              R S AP Special Rules
Daemonic talons Combat S -1 -
             | 
| Death’s Heads 
                  Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
                 | Death’s Heads 
              Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
             | 
| Lore Of Daemons 
                  A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
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.
                 | Lore Of Daemons 
              A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
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.
             | 
| Terror | Terror | 
| Plaguesword 
                  From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
                 | Plaguesword 
              From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
             | 
| Zancada Veloz | Swiftstride | 
| Scything blade 
                  counts as a hand weapon
                 | Scything blade 
              counts as a hand weapon
             | 
| Infernal Favour 
                  Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
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 (shown here as ‘X’).
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.
                 | Infernal Favour 
              Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
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 (shown here as ‘X’).
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.
             | 
| Gorefeast 
                  The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
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.
                 | Gorefeast 
              The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
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.
             | 
| Warpflame 
                  R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
                 | Warpflame 
              R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
             | 
| Filth-encrusted claws 
                  counts as hand weapon
                 | Filth-encrusted claws 
              counts as hand weapon
             | 
| First Charge | First Charge | 
| Flames Of Tzeentch 
                  From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
                 | Flames Of Tzeentch 
              From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
             | 
| Volar | Fly | 
| Furious Charge | Furious Charge | 
| Large Target | Large Target | 
| Iron claw 
                  R S AP Special Rules
Iron claw Combat S -3 Killing Blow
                 | Iron claw 
              R S AP Special Rules
Iron claw Combat S -3 Killing Blow
             | 
| Hellblade 
                  Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
                 | Hellblade 
              Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
             | 
| Impaling claw 
                  R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
                 | Impaling claw 
              R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
             | 
| Impetuous | Impetuous | 
| Lamprey's bite 
                  Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
                 | Lamprey's bite 
              Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
             | 
| Loner | Loner | 
| Resistencia a la Magia | Magic Resistance | 
| Many Grasping Claws 
                  counts as a hand weapon
                 | Many Grasping Claws 
              counts as a hand weapon
             | 
| Move Through Cover | Move Through Cover | 
| Soporific Musk 
                  Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
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.
                 | Soporific Musk 
              Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
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.
             | 
| Open Order | Open Order | 
| Piercing Claws 
                  The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
                 | Piercing Claws 
              The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
             | 
| Venomous tail 
                  R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
                 | Venomous tail 
              R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
             | 
| Random Attacks | Random Attacks | 
| Regeneration | Regeneration | 
| Reserve Move | Reserve Move | 
| Scintillating Sorcery 
                  Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (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.
                 | Scintillating Sorcery 
              Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (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.
             | 
| Skirmishers | Skirmishers | 
| Slime Trail 
                  In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
                 | Slime Trail 
              In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
             | 
| Wizard | Wizard | 
| Staff of Tzeentch 
                  counts as great weapon
                 | Staff of Tzeentch 
              counts as great weapon
             | 
| Tentacles 
                  counts as a hand weapon
                 | Tentacles 
              counts as a hand weapon
             | 
| Writhing tentacles 
                  R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
                 | Writhing tentacles 
              R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
             | 
| Totem Of Endless Bloodletting 
                  A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
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.
                 | Totem Of Endless Bloodletting 
              A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
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.
             | 
| ES | EN | 
|---|---|
| AEther Blade 
                  The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
                 | AEther Blade 
              The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
             | 
| Allure Of Slaanesh 
                  The Daemon is possessed of a peculiarly captivating and disarming visage.
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.
                 | Allure Of Slaanesh 
              The Daemon is possessed of a peculiarly captivating and disarming visage.
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.
             | 
| Armour Of Khorne 
                  Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
                 | Armour Of Khorne 
              Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
             | 
| Trappings Of Nurgle 
                  The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
                 | Trappings Of Nurgle 
              The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
             | 
| Axe Of Khorne 
                  Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks,  Requires Two Hands
                 | Axe Of Khorne 
              Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks,  Requires Two Hands
             | 
| Staff Of Change 
                  The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks,  Magical Attacks
Notes: 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.
                 | Staff Of Change 
              The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks,  Magical Attacks
Notes: 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.
             | 
| Many Arms 
                  The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
                 | Many Arms 
              The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
             | 
| Siren Song 
                  The Daemon sings an alluring song, drawing its enemies to their doom.
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).
                 | Siren Song 
              The Daemon sings an alluring song, drawing its enemies to their doom.
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).
             | 
| Collar Of Khorne 
                  The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
                 | Collar Of Khorne 
              The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
             | 
| Iridescent Corona 
                  Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
                 | Iridescent Corona 
              Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
             | 
| Daemonic Robes 
                  The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
                 | Daemonic Robes 
              The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
             | 
| Infernal Enrapturess 
                  Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
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.
                 | Infernal Enrapturess 
              Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
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.
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| Enrapturing Gaze 
                  The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
                 | Enrapturing Gaze 
              The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
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| Stream Of Contagion 
                  Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
                 | Stream Of Contagion 
              Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
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| Winged Horror 
                  Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
                 | Winged Horror 
              Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
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| Nurgling Infestation 
                  Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
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.
                 | Nurgling Infestation 
              Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
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.
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| Spell Eater 
                  Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
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.
                 | Spell Eater 
              Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
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.
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| Might Of Khorne 
                  Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
                 | Might Of Khorne 
              Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
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| Soporific Musk 
                  The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
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.
                 | Soporific Musk 
              The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
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.
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| Sloppity Bilepiper 
                  The infectious tunes of a Bilepiper fill their companions with joyous murrain.
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.
                 | Sloppity Bilepiper 
              The infectious tunes of a Bilepiper fill their companions with joyous murrain.
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.
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| Power Vortex 
                  The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
                 | Power Vortex 
              The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
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| Spoilpox Scrivener 
                  A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
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.
                 | Spoilpox Scrivener 
              A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
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.
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| Twin Heads 
                  Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
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.
                 | Twin Heads 
              Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
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.
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| Will Of Tzeentch 
                  The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
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.
                 | Will Of Tzeentch 
              The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
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.
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| ES | EN | 
|---|---|
| Banner Of Acquiescence 
                  Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
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).
                 | Banner Of Acquiescence 
              Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
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).
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| Banner Of Change 
                  So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
                 | Banner Of Change 
              So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
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| Banner Of Discord 
                  The air around this warped banner shimmers with the explosive unbinding of enemy spells.
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.
                 | Banner Of Discord 
              The air around this warped banner shimmers with the explosive unbinding of enemy spells.
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.
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| Banner Of Unholy Victory 
                  Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
                 | Banner Of Unholy Victory 
              Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
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| Rapturous Standard 
                  Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
                 | Rapturous Standard 
              Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
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| Standard Of Seeping Decay 
                  A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
                 | Standard Of Seeping Decay 
              A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
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| Siren Standard 
                  A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
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.
                 | Siren Standard 
              A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
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.
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| Great Standard Of Sundering 
                  Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
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.
                 | Great Standard Of Sundering 
              Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
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.
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| Icon Of Endless War 
                  This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
                 | Icon Of Endless War 
              This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
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| Icon Of Eternal Virulence 
                  Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
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.
                 | Icon Of Eternal Virulence 
              Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
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.
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| Icon Of Sorcery 
                  The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
                 | Icon Of Sorcery 
              The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
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| Rotten Icon 
                  Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
                 | Rotten Icon 
              Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
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| Skull Totem 
                  The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
                 | Skull Totem 
              The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
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| Standard Of Chaotic Glory 
                  This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
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).
                 | Standard Of Chaotic Glory 
              This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
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).
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| Totem Of Eternal War 
                  The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
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.
                 | Totem Of Eternal War 
              The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
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.
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