Daemonkin of Malice 9.2
Daemonkin of Malice 9.2
1 1/23
Codex Heretic Astartes: Chaos Space Marines
This opus is based on Codex Heretic Astartes: Chaos Space Marines, which you will need to use this Kill Team as the
profiles and point costs for many abilities and pieces of wargear are found within it. Point costs are intended for
each model WITHOUT the equipment listed. The price of the wargear must be added to each model when
calculating cost. Remember to always use the most recent rules updates from Chapter Approved!
FACTION KEYWORDS
All models in this list have the CHAOS, MALICE and <WARBAND> keywords. The <WARBAND> keyword works in the same
way as all keywords that are highlighted in brackets.
THE CANT OF MALICE
As long as the number of models in your Kill Team currently on the battlefield is exactly 11, all models in your Kill
Team gain a 3+ invulnerable save.
MODEL AVAILABILITY
You must adhere to the following model requirements when building your Kill Team:
1 Team Leader model
1-20 Core models
0-3 Special models
ABILITIES
The following abilities are common to several Daemonkin of Malice units:
Children of Destruction
You can re-roll failed hit and wound rolls of 1 for a model with this special rule when targeting a KHORNE, TZEENTCH,
NURGLE or SLAANESH model in the Fight phase.
Endless Droning
Enemy models must substract 1 from their Leadership characteristic for each unit with this ability within 3” of them
(to a maximum of -3).
Daemonic Ritual (amended)
Instead of moving in the Movement phase, a Daemonkin of Malice team leader may attempt to summon a Daemon
onto the battlefield. When doing so, roll a D6 and add the result to the number of the current Battle Round. If the
total exceeds the Ritual Value of the daemon you're attempting to summon, the ritual is succesful. A roll of a 1
always fails.
Place the summoned daemon within 12” of your Team Leader and more than 9” away from enemy models; it may
not move this turn but may otherwise act normally.
You do not need to pay reinforcement points for these daemons. When playing in a campaign, models summoned in
this way do not remain in your Kill Team after the battle ends. You do not pay Reinforcement points for these
Daemons and they are are ignored for the purpose of Rout tests. Do not add them to your roster for campaign play.
Daemonkin of Malice warbands can summon the following daemons:
Hook Horror – Ritual Value 6
Chaos Fury – Ritual Value 8
WARGEAR LIST
Daemonkin of Malice Kill Teams use the wargear lists found inside Codex Heretic Astartes: Chaos Space Marines.
Note that these Psychic Powers are worded using the general rules for all Psychic Powers, and therefore are further
affected by the Heralds of Ruins rules regarding Psychic Powers.
DECLINING DISCIPLINE
D6 Psychic Power
Traitor's Mist Warp Eversion
Traitor's Mist has a Warp Charge value of 6. If Warp Eversion has a warp charge value of 5. If
manifested, choose a friendly <WARBAND> unit manifested, roll three dice. For each result of a 6,
1 within 11” of the Psyker. Until the end of your 4 the closest enemy unit within 11” of the psyker
next Movement phase, that unit's Move suffers a mortal wound. Roll six dice instead if there
characteristic is increased by 6” and it gains the is an enemy PSYKER or DAEMON model within 11” of
ability to FLY. the psyker.
Reality Mine
Soul Feast
Reality Mine has a warp charge value of 5. If
Soul Feast has a warp charge value of 6. If
manifested, pick a point within 18” of the Psyker
manifested, the closest enemy unit within 18” of
2 and more than 3” from enemy units and place a 5
the psyker suffers a mortal wound. If a mortal
marker there. If an enemy unit moves within 3”
wound is inflicted this way, the Psyker regains 1
of the marker, it suffers D3 mortal wounds and
wound previously lost in the battle.
the marker is removed.
Light of Komus
Castigate Light of Komus has a warp charge value of 7. If
Castigate has a warp charge value of 5. If manifested, choose a friendly or enemy unit within
3 manifested, the closest enemy unit within 18” of 6 18” of the Psyker. Until the beginning of your next
the Psyker makes a Fight sequence against itself, Psychic phase, all models in that unit gain Hideous
using one of its melee weapons of your choice. Mutations, but cannot use their other melee
weapons to attack.
PHILOSOPHIES
Daemonkin of Malice kill teams have access to exclusive Philosophies, as described below, in addition to the ones
found in the Kill Team rulebook. You can pick one of these philosophies for your Kill Team instead of the ones
presented in the main rules (remember that your Kill Team can only have one Philosophy).
PHILOSOPHIES
+3 TP if, before the beginning of the battle, you declare that you will only target friendly units
Cannibal Corpses
that are within 1” of enemy units with Tactical Actions.
If you chose this philospohy, you can remove a friendly Core model as a casualty at the end of
Hatred Inwards
any of your turns. Each time you do so, gain 1 TP.
Guardians of If you chose this philosophy, you can skip one of your turns, with the exception of your first
Contradictions turn. When you do so, gain 5 TP.
Watcher of the You can only choose this Tactical Action if your Team Leader is a Psyker. +2 TP if, before the
Flux beginning of the battle, you declare that you will not attempt to deny the witch in that battle.
Null Might +11 TP if, before the beginning of the battle, you declare that you will not use tactical actions.
TACTICAL ACTIONS
Declare you will use this action during your Movement phase. Remove a friendly core
Soul Offering 1 TP HERETIC ASTARTES INFANTRY model that is within 6” of a friendly DAEMON model with
multiple wounds. That model regains D3 wound previously lost in the battle.
Declare you will use this action when attempting to Deny the Witch. Roll three dice
and keep the highest two when making that Deny the Witch attempt. You can spend
Counterbalance 1 TP
3 TP instead of 1 when using this tactical action; if you do, roll four dice instead and
keep the highest two.
Declare you will use this action at the beginning of any turn. Pick D3+1 enemy
models. Until the end of the next turn, those models lose the following abilities, if
they have them: Unstoppable Ferocity, Ephemeral Form, Disgustingly Resilient,
Rend from Grace 1 TP
Quicksilver Swiftness, Endless Droning, Shield of Faith. You can spend 2 TP instead of
1 when using this stratagem; if you do, increase the amount of affected models to
D3+3.
Declare you will use this action before attacking with a SON OF MALICE in the Shooting
Monarchs of the
1 TP phase. Increase the Strength of all ranged attacks made by that model by 1 and their
Threshold
AP by -1, until the end of that phase.
Declare you will use this action when a friendly model should be removed as a
Will of Malice 1 TP casualty. That model is returned to full Wounds and gains a 2+ invulnerable save. At
the end of the turn, remove that model as a casualty.
Declare you will use this action at the beginning of the Fight phase. Pick a friendly
Surreal Unison 1 TP DAEMON and a friendly HERETIC ASTARTES models that are within 1” of each other. Add 1
to all Hit rolls made for those models this combat phase.
Declare you will use this action at the end of your Movement phase, if the number of
models in your Kill Team currently on the battlefield is less than 11. Place a Cursemite
Parasite Nest 1 TP model anywhere on the battlefield that is more than 9” from enemy units. It is
treated in the same way as a model summoned with Daemonic Ritual for rules
purposes.
Declare you will use this action when an enemy model is removed as a casualty. Your
Soul Evisceration 2 TP
opponent must roll three dice when taking Nerve tests caused by that casualty.
Declare you will use this action when declaring a charge with a CAVALRY model. If that
Abattoir 2 TP charge is succesful, that model can fight twice in the following Fight phase, instead of
just once.
Declare you will use this action during the Psychic phase. Pick an enemy model that is
within 11” of at least three different friendly models with the Endless Droning ability.
Mindsplitting Choir 2 TP
Each time that model attempts to manifest a Psychic power or Deny the Witch in that
Psychic phase, it suffers D3 mortal wounds.
Declare you will use this action after your opponent places a model on the battlefield,
except during deployment. Your opponent must immediately move that model
Reality Shift 3 TP
anywhere on the battlefield that is more than 9” from friendly models and more than
18” from its first location.
DOOMLASHER 27
NAME M WS BS S T W A Ld Sv
Doomlasher 9” 3+ 4+ 4 4 5 3 7 6+
Equipment · Bone Sickles
· Gnashing Teeth
Abilities · Endless Droning
· Daemonic: This model has a 5+ invulnerable save.
· Soul Suckle: This model regains 1 wound previously lost in the battle at the end of any
Fight phase in which it killed an enemy model.
Wargear Options · If your Kill Team includes at least 3 DOOMRIDERS, one may take an Instrument of Malice
and another one may take an Daemonic Icon.
· May take items from the Daemonkin of Malice Armoury.
Keywords · DAEMON, CAVALRY, DOOMRIDER
MALICIOUS CHAMPION 23
NAME M WS BS S T W A Ld Sv
Malicious C. 6” 3+ 3+ 4 4 3 2 8 3+
Equipment · Boltgun
· Bolt Pistol
· Frag Grenade
· Krak Grenade
Abilities · Children of Destruction
Wargear Options · May replace its Boltgun with a Chainsword or an item from the Champion Equipment
list.
· For every 5 MALICIOUS MARINES in your Kill Team, one may replace its Bolt Pistol with a
Plasma Pistol, or replace its Boltgun with an item from the Combi-Weapons, Special
Weapons or Heavy Weapons list, or replace its Boltgun and Bolt Pistol with two
Lightning Claws.
· One MALICIOUS MARINE in your Kill Team may take a Icon of Emptiness. No more than one
model in your Kill Team may have a Icon of Emptiness.
· May take items from the Daemonkin of Malice Armoury.
Keywords · HERETIC ASTARTES, INFANTRY, MALICIOUS MARINE
DREAD CHAMPION 26
NAME M WS BS S T W A Ld Sv
Dread Rider 9” 3+ 3+ 4 4 4 2 8 3+
Equipment · Power Axe
· Bolt Pistol
· Frag Grenade
· Krak Grenade
· Mutant Hooves and Teeth
Abilities · Children of Destruction
· Trampling Charge: This model's mount makes 4 attacks instead of 2 with its Mutant
Hooves and Teeth in a turn in which it charged.
Wargear Options · May replace its Power Axe with a Power Lance or Power Sword.
· May replace its Bolt Pistol with a Black Shield or an item from the Champion
Equipment list.
· One DREAD KNIGHT in your Kill Team may take a Icon of Emptiness. No more than one
model in your Kill Team may have a Icon of Emptiness.
· May take items from the Daemonkin of Malice Armoury.
Keywords · HERETIC ASTARTES, CAVALRY, DREAD KNIGHT
FIRSTBORN 55
NAME M WS BS S T W A Ld Sv
Firstborn 6” 2+ 3+ 5 5 5 4 9 2+
Equipment · Paradox Blade
· Parasite Bolter
Abilities · Children of Destruction
· Chosen of the Ungod: This model has a 5+ Invulnerable save.
Wargear Options · One SON OF MALICE in your Kill Team may replace its Parasite Bolter with a Warp Husher
or a Leech-Launcher.
· May replace its Parasite Bolter with an Anti-Real Shield.
· May replace its Paradox Blade with a Dreadaxe or a Dark Maul.
· One SON OF MALICE in your Kill Team may take a Icon of Emptiness. No more than one
model in your Kill Team may have an Icon of Emptiness.
· May take items from the Daemonkin of Malice Armoury.
Keywords · HERETIC ASTARTES, INFANTRY, SON OF MALICE
Hook Horror
CANNIBAL 5
NAME M WS BS S T W A Ld Sv
Cannibal 6” 4+ 5+ 3 3 1 1 5 6+
Cannibal C. 6” 4+ 5+ 3 3 1 2 6 6+
Equipment · Autogun
Abilities · Feast in the name of the God: Add 1 to the Strength characteristic of this model as long
as it is within 6” of a friendly DAEMON model.
Wargear Options · May replace its Autogun with an Autopistol and Brutal Assault Weapon.
· For every ten CANNIBALS in your Kill Team, one may replace its Autogun with a Heavy
Stubber or a Flamer.
· For every ten CANNIBALS in your Kill Team, one may be upgraded to a Cannibal Champion
for free. A Cannibal Champion may replace its Autogun with a Shotgun.
Keywords · HERETIC ASTARTES, INFANTRY, CANNIBAL
CURSEMITE 3
NAME M WS BS S T W A Ld Sv
Cannibal 8” 4+ – 2 2 1 2 8 6+
Equipment · Bloodsucking Proboscis
Abilities · Mutoid Vermin: You can only include up to four of this model in your Kill Team. For
each Special model in your Kill Team, up to one of this model does not take up a Core
slot.
· Leaping Insectoids: You can re-roll failed charge rolls for this unit. In addition, whenever
this unit piles in or consolidates, it can move up to 6” instead of 3”.
Keywords · BEAST, MUTOID VERMIN, CURSEMITE
MALICIOUS BIKER
21
Maximum of 3 of this unit in your Kill Team.
NAME M WS BS S T W A Ld Sv
Malicious Biker 14” 3+ 3+ 4 5 2 1 7 3+
Equipment · Combi-Bolter
· Bolt Pistol
· Frag Grenade
· Krak Grenade
Abilities · Children of Destruction
· Turbo-Boost: When this model Advances, add 6” to its Move characteristif for that
Movement phase instead of rolling a die.
Wargear Options · May replace its Bolt Pistol with a Chainsword.
· For every three SON OF MALICE BIKER in your Kill Team, one may either take an item from
the Special Weapons list, or replace its Combi-Bolter with an item from the Special
Weapons list.
· One MALICIOUS BIKER in your Kill Team may take a Icon of Emptiness. No more than one
model in your Kill Team may have a Icon of Emptiness.
· May take items from the Daemonkin of Malice Armoury.
Keywords · HERETIC ASTARTES, INFANTRY, MALICIOUS BIKER
HELLWING
15
Maximum of 5 of this unit in your Kill Team.
NAME M WS BS S T W A Ld Sv
Hellwing 12” 3+ 3+ 4 4 1 1 7 3+
Equipment · Bolt Pistol
· Chainsword
· Frag Grenade
· Krak Grenade
Abilities · Children of Destruction
· Endless Droning
· Raptor Strike: (Codex: Chaos Space Marines page 141)
Wargear Options · One Hellwing in your Kill Team may replace its Bolt Pistol and Chainsword with a Plasma
Pistol and Chainsword or an item from the Special Weapons list. If your Kill Team
includes 5 Hellwings, a second one may do so.
· One Hellwing in your Kill Team may take a Icon of Emptiness. No more than one model
in your Kill Team may have a Icon of Emptiness.
· May take items from the Daemonkin of Malice Armoury.
Keywords · HERETIC ASTARTES, JUMP PACK, FLY, DAEMON, INFANTRY, HELLWING
Beast of Malice
BEAST OF MALICE 38
NAME M WS BS S T W A Ld Sv
Beast of Malice 10” 3+ – 5 4 4 4 7 6+
Equipment · Mantis Sickles
· Dreadful Bite
Abilities · Endless Droning
· Daemonic: This model has a 5+ invulnerable save.
· Soul Suckle: This model regains 1 wound previously lost in the battle at the end of any
Fight phase in which it killed an enemy model.
Keywords · DAEMON, BEAST, BEAST OF MALICE
SPAWN OF MALICE 25
NAME M WS BS S T W A Ld Sv
Thunderer 7” 4+ – 5 5 4 D6 9 5+
Equipment · Hideous Mutations
Abilities · Endless Droning
· Mutated Beyond Reason (Codex: Chaos Space Marines page 140)
Keywords · DAEMON, BEAST, SPAWN OF MALICE
SON OF MALICE
40
Maximum of 3 of this unit in your Kill Team.
NAME M WS BS S T W A Ld Sv
Son of Malice 6” 2+ 3+ 5 5 3 3 8 2+
Equipment · Paradox Blade
· Parasite Bolter
Abilities · Children of Destruction
· Chosen of the Ungod: This model has a 5+ Invulnerable save.
· Children Kill Team: If your Team Leader is a Firstborn, Sons of Malice may be taken as
core.
Wargear Options · One Son of Malice in your Kill Team may replace its Parasite Bolter with a Warp Husher
or a Leech-Launcher.
· May replace its Parasite Bolter with an Anti-Real Shield.
· May replace its Paradox Blade with a Dreadaxe or a Dark Maul.
· One Son of Malice in your Kill Team may take a Icon of Emptiness. No more than one
model in your Kill Team may have an Icon of Emptiness.
· May take items from the Daemonkin of Malice Armoury.
Keywords · HERETIC ASTARTES, INFANTRY, SON OF MALICE
Dreadaxe 7 Combi-Flamer
Viperstaff 7
Viperblade 5
OHER WARGEAR
WARGEAR ABILITIES
Anti-Real
A model with an Anti-Real Shield has a 3+ invulnerable save.
Shield
Black Shield A model with a Black Shield has a 5+ invulnerable save.
Each time you succesfully pass a Rout test and at least one of the dice shows a 1, you can return up
to D6 Hook Horrors previously slain in the battle onto the battlefield within 6” of the bearer of the
Daemonic icon and more than 1” away from enemy models.
Icon In addition, each time the model carrying the icon succesfully passes a Nerve test and at least one
of the dice shows a 1, you can return a single Hook Horror slain previously in the battle onto the
battlefield within 6” of the bearer and more than 1” away from enemy models.
Icon of Roll three dice and discard the highest one when taking Nerve tests for HERETIC ASTARTES models
Emptiness within 6” of the bearer of the icon.
Instrument of Add 1” to the Advance and Charge rolls of all MALICE DAEMON models within 6” of a model with an
Malice Instrument of Malice.
The following base sizes are recommended for use with this opus:
Team Leaders
Slasher: 25mm round base
Doomlasher: 40mm round base
Faithless Acolyte: 32mm round base
Malicious Champion: 32mm round base
Malicious Biker Champion: Bike base
Dread Champion: 75x42mm oval base
Hellwing Champion: 32mm round base
Firstborn: 40mm round base
Talon Champion: 32mm round base
Core
Hook Horror: 25mm round base
Cannibal: 25 mm round base
Cursemite: 25mm round base
Malicious Marine: 32mm round base
Malicious Biker: Bike base
Dread Knight: 74x42mm oval base
Hellwing: 32mm round base
Punished: 32mm round base
Special
Doomrider: 40mm round base
Beast of Malice: 50mm round base
Spawn of Malice: 50mm round base
Chaos Fury: 25mm round base
Son of Malice: 40mm round base
Talon of Malice: 32mm round base