0-1 Greater Daemon

Source: Codex: Chaos Space Marines (2002), p. 23; Chapter Approved – Codex: Chaos Space Marines Q&A (v3.0), p. 1

HQ

0-1 Greater Daemon

Pts/Model WS BS S T W I A Ld Sv
Bloodthirster 205 9 0 8 6 4 4 5 10 3+/4+
Great Unclean One 150 5 3 7 6 6 2 3 10 -/4+
Lord of Change 160 8 4 6 6 4 6 3 10 -/4+
Keeper of Secrets 160 7 3 7 6 4 4 5 10 -/4+

Number/squad: 1

Weapons: Although they may carry weapons, the effectiveness of Greater Daemons is exactly as shown on the profile above.

Options: Greater Daemons may not select from the Chaos Armoury except for Major and Minor psychic powers. See the Sorcerers special rule for more details.

Character: Each Greater Daemon is an independent character and follows all the Independent Character special rules as given in the Warhammer 40,000 rulebook except those relating to being shot at. Because of their sheer size it is always possible to fire at a Greater Daemon even if it has joined a unit or is within 6" of another viable target.

Transport: A Greater Daemon may not ride in a transport vehicle.

Special Rules

Possession: A Greater Daemon must possess another model to enter the battlefield. See the Greater Daemons and Possession special rule for more details.

Fearsome: Greater Daemons have the Daemonic Visage Daemonic Ability.

Fearless: Greater Daemons never take Morale checks, never fall back and cannot be pinned.

Monstrous Creature: Greater Daemons are huge and powerful opponents. They roll 2D6 for Armour Penetration and ignore their opponents' armour saves in close combat.

Invulnerable: Greater Daemons are unnatural creatures, made from the very stuff of Chaos itself and are therefore very difficult to destroy. They may therefore make an Invulnerable save against all wounds they take, even those that would normally permit no save.

Bloodthirsters are martial daemons clad in the brass armour of Khorne. They, of all the Greater Daemons, receive a 3+ armour save as well as a 4+ Invulnerable save and may choose which to use against any attack.

Daemonic Gifts: A Keeper of Secrets has the Warp Scream ability (see Gifts of Slaanesh). A Great Unclean One has the Nurgling Infestation and Nurgle's Rot abilities (see Gifts of Nurgle). The Bloodthirster and the Lord of Change have wings. This allows them to move as if they had the Daemonic Flight ability. Because of their strength and power, a winged Greater Daemon does not have to take a test if it lands in difficult terrain.

Sorcerers: All Greater Daemons, except the Bloodthirster, have psychic powers. Each may select any one psychic power from the Chaos Armoury at no cost. They may have additional Minor Psychic Abilities at the normal points cost.

  • A Lord of Change may select a power available to sorcerers with the Mark of Tzeentch, and does not have to pass a Psychic test to use a psychic power.
  • A Great Unclean One may select a power available to sorcerers with the Mark of Nurgle.
  • A Keeper of Secrets may select a power available to sorcerers with the Mark of Slaanesh.

Living Icons: Greater Daemons are all aligned with one of the Chaos Gods; Bloodthirsters serve Khorne, Great Unclean Ones serve Nurgle, Keepers of Secrets serve Slaanesh and Lords of Change serve Tzeentch. Such is the power of Greater Daemons that each counts as an Icon of the deity they serve so lesser Daemons can be summoned adjacent to them.

Khornate Frenzy: A Bloodthirster must always assault and perform a sweeping advance whenever possible.

Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): A Great Unclean One's Nurgling Infestation bonus attacks do not ignore Armour saves just because the host is a monstrous creature — the Nurglings themselves aren't monstrous creatures. As a general point, Nurgling Infestation attacks are made at the WS of the infested host but use the Strength and Initiative stated for the Nurglings, and do not benefit from any special weapons or attack modes the host possesses. The Invulnerable save applies to all wounds a Greater Daemon takes, even those from weapons that allow no Armour save — but not to weapons that specifically deny an Invulnerable save (such as a C'tan phase knife, a Warscythe, or a Dreadaxe); against those, no save at all is possible.