Regole speciali
Legioni Demoniache

Manifestations

Aura of Despair

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Charged Tendrils

Chilling Yawn

Chitinous Scales

Cloven Hooves

Dark Hide

Dextrous Tentacles

Digestive Vomit

Divining Snout

Grasping Proboscis

Greenfire Eyes

Hammer Hand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Piercing Spike

Red Haze

Roaming Hands

Segmented Shell

Smothering Coils

Sorcerous Antennae

Stiff Upper Lip

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Withering Vapour

Guiding Manifestations

Guiding Brimstone Secretions

Guiding Bronze Backbone

Guiding Broodmother

Guiding Centipede Legs

Guiding Dextrous Tentacles

Guiding Digestive Vomit

Guiding Divining Snout

Guiding Grasping Proboscis

Guiding Horns of Hubris

Guiding Hot Blood

Guiding Incendiary Ichor

Guiding Kaleidoscopic Flesh

Guiding Living Shield

Guiding Mirrored Scales

Guiding Piercing Spike

Guiding Red Haze

Guiding Roaming Hands

Guiding Segmented Shell

Guiding Smothering Coils

Guiding Unhinging Jaw

Guiding Venom Sacs

Guiding Whipcrack Tail

Global

Acid Blood

For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.

Aegis

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.

Avert your Gaze

Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.

Big Brother

Mountain Breaker

The model gains Devastating Charge (+2" Adv) for Charges against units that consist entirely of models with Towering Presence . In addition, the model's Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Writhing Nightmares

Enemy units in base contact with one or more models with Writhing Nightmares suffer -1 Discipline.

Colossal Stature

The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Know Thyself

At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is set to 1.

Tightening Grasp

The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Devour

For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.

Divine Right

The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).

Dominion of Envy

The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.

Dominion of Gluttony

The model must reroll natural to-wound rolls of '1' with its Melee Attacks.

Dominion of Greed

The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.

Dominion of Lust

The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .

Dominion of Pride

Units with more than half of their models with this rule may reroll failed Discipline Tests.

Dominion of Sloth

The model gains Aegis (+1, against Special Attacks).

Dominion of Wrath

The model's attacks ignore Parry.

Elusive

Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Greater Dominion

At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion. All R&F models in the chosen unit gain the Dominion rule in the Character's unit entry until the end of the next Player Turn.

Engine of Damnation

The model's base size is changed to 150×100 mm and its Height is changed to Gigantic. Its Health Points are set to 7, Resilience is set to 6, March Rate is set to 15", and it loses War Platform.

Strixian Spirit

The model gains Fly (6", 18"), Light Troops, +1 Resilience, +1 Health Point, and its Height is changed to Gigantic.

Rising Star

Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.

Falling Star

The model's Offensive Skill and Defensive Skill are set to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Horde Thresher

Changes to the model's profile: • Its base size is changed to 100×100 mm. • Its Health Points are set to 6. • It gains 1 additional Tiller. • It gains 1 additional Draft Beast. • It gains Colossal Stature. • The Chassis gains Impact Hits (3D3).

Legion Thresher

Changes to the model's profile: • Its base size is changed to 100×150 mm. • Its Health Points are set to 8. • It gains 2 additional Tillers. • It gains 2 additional Draft Beasts. • It gains Colossal Stature. • The Chassis gains Impact Hits (4D3).

Firestarter

The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Giant See, Giant Do (DL)

Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.

Hellish Growl

At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.

Half Off

If the model suffers a wound from an attack with Multiple Wounds (X), halve X , rounding fractions up.

Immortal Denizens

Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.

Morphlings

During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.

Omniscience

In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).

Veil Stalker

The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6" of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).

Rage

Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Razor Tentacles

If the attack hits an enemy R&F model and the attacker is Engaged with the target's Flank or Rear Facing, the attacker inflicts additional hits, up to a maximum of 4, with the following rules: • Flank: 1 additional hit for each file of the target's unit after the first. • Rear: 1 additional hit for each rank of the target's unit after the first. • The Strength and Armour Penetration of the additional hits are always set to half the attacker's Strength and Armour Penetration respectively, rounding fractions up. • The additional hits do not generate any further hits, and they are Melee Attacks that are distributed onto the target's unit.

Smother

If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.

Spell Craving

The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Third Eye

At the start of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.