
And finally the fragile but fast Daemons of Slaanesh. Then the slow but extremely resilient Daemons of Nurgle. Then the magic wielding Daemons of Tzeentch. First the straightforward close-combat monsters that are the Daemons of Khorne. Their hosts are divided in four distinctive trends of units.

The Daemons of Chaos are a powerful yet fickle army, whose prowess waxes and wanes with the Winds of Magic and prone to simply fading away from the material world when deprived of the Winds. Most of the time the Gods and Daemons war amongst themselves, but occasionally they will set their attention to the material plane, spelling doom for all its inhabitants. All four rule separate realms inhabited by specific Daemons, each one a shard of their master's power and a reflection of the concepts they embody, as well as Beasts of Chaos and other thematic monsters.


What hope can there be for the mortal world? It is assailed by nightmares and its most dangerous dreams, each one given murderous form by the power of ancient and terrible gods."īeyond the veil of reality lies the Realm of Chaos, a world of roaming magic where thoughts and feelings are given form, and where the Four Chaos Gods live: Khorne, Tzeentch, Nurgle and Slaanesh. "They come to claim us for their dark masters, to choke the world in decadence, to drown it in disease and blood.
