RED ELF
Greater Daemon

It is impossible to describe the true horrors that are the Greater Daemons. They are the physical manifestations of the evil and despicable Chaos powers. Of all the followers of the Chaos gods, they are truly the closest in nature and spirit to their overlords.

GREATER DAEMON
Points WS BS S T W I A Ld Sv
Bloodthirster
140
9
0
8
6
4
4
5
10
5+
Great Unclean One
80
5
3
7
5
6
2
3
10
5+
Lord of Change
115
8
4
6
6
4
6
3
10
5+
Keeper of Secrets
105
7
0
7
6
4
4
5
10
5+

Weapons: All Greater Daemons are armed with a variety of weapons with which to slay their mortal enemies. Some, like the Bloodthirster, carry more than one weapon, but this has been included on their profiles, so they do not receive an extra attack for having an additional close combat weapon.

Psychic Powers: All Greater Daemons, apart from the Bloodthirster, have psychic powers. The powers each have are listed below and the effects of these are described in the Chaos Gifts section. The Lord of Change may use his psychic powers without having to take a Psychic test, but other Greater Daemons must take a Psychic test as normal.

The Daemon has many forms. You must know them all. You must tell the Daemon from his disguise and root him out from the hidden places. Trust no-one. Trust not even yourself. It is better to die in vain than to live in abomination. The zealous martyr is praised for his valour: the craven and the unready are justly abhorred.
The First Book of Indoctrinations

Great Unclean One: Stream of Corruption

Lord of Change: Flame of Tzeentch

Keeper of Secrets: Fleshy Curse

SPECIAL RULES

Possession: A Greater Daemon must possess another model in order to enter the battlefield (see the special rules in the introduction to the army list).

Independent Character: Greater Daemons are independent characters and follow all the Independent Character special rules as given in the Warhammer 40,000 rulebook.

Fearsome: If the Greater Daemon wins an assault their opponents automatically have to fall back without a Morale check being taken. Opponents that never fall back or ignore Morale checks ignore this effect and will not fall back.

Fearless: Greater Daemons never fall back and cannot be pinned. They are assumed to automatically pass any Morale test.

Monstrous Creature: Greater Daemons are huge and terribly strong opponents. They are treated as Monstrous Creatures and therefore 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 and are therefore very difficult to destroy. They are treated as being Invulnerable and therefore may make an armour save against any and all wounds they take, even those that would normally pierce their armour or that allow no save to be made.

Wings: The Bloodthirster and the Lord of Change have wings. This allows them to make a 12" assault move, ignoring any intervening terrain between them and the target.