RED ELF
0-1 Daemon Prince

Daemon Princes are the mortal champions of Chaos who have achieved their unholy ambition and been elevated to Daemonhood by the Chaos gods. They are excellent warriors, lordly creatures of awesome might, but have become so corrupted and changed by their contact with Chaos that it is almost impossible to tell that they were once human.

0-1 DAEMON PRINCE
Points WS BS S T W I A Ld Sv
Daemon Prince
85
6
0
5
4
3
5
3
10
5+

Weapons: All Daemon Princes are armed with a variety of weapons with which to slay their mortal enemies. Some carry more than one weapon and this has already been included on their profiles. This means that Daemon Princes do not receive an extra attack for having an additional close combat weapon.

Options: Daemon Princes may be given a Mark of Chaos and Gifts (including psychic powers) from the Chaos Armoury.

A Daemon Prince may have wings at an additional cost of +10 pts.

SPECIAL RULES

Independent Character: A Daemon Prince is an independent character and follows of all the Independent Character special rules as given in the Warhammer 40,000 rulebook.

Psychic Powers: Daemon Princes can use psychic powers. The powers that they may choose are included in the Armoury section of this list and descriptions of how they work can be found in the Wargear section.

Fearless: Daemon Princes never fall back and cannot be pinned. They are assumed to automatically pass any Morale check.

Monstrous Creature: The Daemon Prince is a huge and terribly strong opponent. It is treated as a Monstrous Creature and therefore rolls 2D6 for armour penetration and ignores its opponent's armour saves in close combat.

Invulnerable: A Daemon Prince is an unnatural creature made from the very stuff of Chaos itself and is therefore very difficult to destroy. It is treated as being Invulnerable and may make an armour save against any and all wounds it takes, even those that would normally pierce its armour or that allow no save to be made.

Wings: A Daemon Prince may have wings. This allows it to make a 12" assault move, ignoring any intervening terrain between it and the target.