Whenever you roll for the Winds of Magic, total the two highest dice scores and immediately resolve the result shown below:
D6 | Result |
2 | The Winds Recede: All units with Daemon Instability special rule (friend or foe) must immediately take a Daemonic Instability test on their unmodified Leadership. |
3 | Punished by the Gods: Randomly select one character with the Daemonic Instability special rule (friend or foe – if there are no characters with the Daemonic Instability special rule currently on the board, count this as The Eye of the Storm instead). The selected character must immediately take a Leadership test, losing 1 Wound (with no saves of any kind allowed) for each point by which the test is failed. |
4 | Chaotic Ebb: All models with the Daemonic Instability special rule (friend or foe) suffer a -1 penalty to their ward saves until your next roll for the Winds of Magic. |
5 | Storm of Fire: Roll a D6 for each enemy unit and each friendly unit that contains one or more Daemons of Nurgle or models with the Mark of Nurgle on the board. Do not roll for units that are engaged in close combat. On the roll of a 6, place a small round template centred directly over the centre of the unit – this then scatters D6".Any models wholly or partially beneath the template 's final position suffer a single Strength 4 hit with the Flaming Attacks special rule. |
6 | Rot, Glorious Rot*: Roll a D6 for each enemy unit and each friendly unit that contains one or more Daemons of Tzeentch, or models with the Mark of Tzeentch, on the board. Do not roll for units engaged in close combat. On the roll of a 6, that unit suffers D6 +3 Strength 3 hits, with no armour saves allowed. |
7 | The Eye of the Storm: Nothing happens. |
8 | The Dark Prince Thirsts*: Roll a D6 for each enemy unit and each friendly unit that contains one or more Daemons of Khorne, or models with the Mark of Khorne, on the board. Do not roll for units that are engaged in close combat. On the roll of a 6, that unit must take a Leadership test on 3D6, adding the results together. If the test is passed, nothing happens. Otherwise, for each point by which the unit failed the test, it suffers a Wound, with no armour saves allowed. |
9 | Khorne's Wrath*: Roll a D6 for each enemy unit and each friendly unit that contains one or more Daemons of Slaanesh, or models with the Mark of Slaanesh, on the board. Do not roll for units that are engaged in close combat. On the roll of a 6, place a small round template centred directly over the centre of the unit – this then scatters 3D6".Resolve damage as you would from a stone thrower shot. |
10 | Chaotic Surge: All models with the Daemonic Instability special rule (friend and foe) gain a +1 bonus to their ward saves until you next roll for the Winds of Magic. |
11 | Daemonic Possession**: Randomly select one enemy Wizard on the board who does not have the Daemonic Instability special rule (if there are no eligible Wizards currently on the board, count this as The Eye of the Storm instead). The selected Wizard must pass a Leadership test or be removed as a casualty with no saves of any kind allowed. If the Leadership test is failed then before removing the Wizard, place a Herald of Khorne, Tzeentch, Nurgle or Slaanesh (your choice) anywhere within 6" of the slain model that is more than 1" from all units and impassable terrain. If you choose a Herald of Tzeentch, generate its spell immediately. This Herald can act normally in the turn it is created. If you do not have a spare Herald of Chaos model, or if one cannot be placed on the board according to the aforementioned restrictions, the selected Wizard is removed as a casualty but no Herald is placed. |
12 | Summoned from Beyond**: Place a new unit consisting of 2D6 +3 Bloodletters, Pink Horrors, Plaguebearers or Daemonettes (you choose). When placing this unit, it can be placed anywhere on the battlefield at least 1" away from all units, buildings and impassable terrain.It can be placed in any legal formation, so long as the unit 's front rank contains at least five models. If the summoned unit cannot be placed (because there is not enough room or you do not have enough models), the unit does not enter play at all. |
* Hits and Wounds caused by these results are treated as having been made by magical attacks.
** New units created by these results do not have any upgrades or award victory points, but are otherwise treated exactly as for other units of their type.