New 10th Edition 40k Chaos Daemons are here – from Stratagems, Datasheets, and army rules; here is our codex and index review guide on how to play them.
Updated April 25th, 2025, by Rob Baer. This post has been updated with the latest Warhammer 40k rules and profiles.
The Chaos Daemons are back, and they’re weirder, wilder, and way more dangerous in 10th Edition Warhammer 40k. Whether you’re summoning horrors from the warp to wreck face or just love the idea of eldritch monstrosities oozing across the battlefield, this guide breaks down everything you need to know. From the latest index updates to key rules, top tricks, and the PDFs you’ve been scouring Discord for—we’ve got you covered.
Playing Chaos Daemons isn’t just about chucking a Bloodthirster on the table and hoping it makes it to turn two. Each Chaos God has its own flavor of carnage, and getting the most out of your force means knowing when to lean into synergy, when to throw down the big threats, and when to let your opponent stew in dread.
This guide digs into the tactics that matter, how to make the most of their unique mechanics, and what’s new in the codex so your next warp-spawned army hits hard—and looks terrifying doing it.
How Chaos Daemons Play in 10th Edition
Chaos Daemons don’t just play the game—they haunt it. These warp-spawned nightmares bring raw, unpredictable power to the battlefield, mixing brutal melee, reality-warping abilities, and faction-specific tricks that’ll keep your opponent guessing (and sweating). Whether it’s a tide of Bloodletters, Great Unclean Ones, or a trio of Greater Daemons crashing through dimensions, this army is anything but subtle.
Each Chaos God brings their own flavor of mayhem. Khorne hits like a freight train, Tzeentch bends reality (and your opponent’s patience), Nurgle just won’t die, and Slaanesh moves faster than you can say “initiative.” Played well, Daemons can dominate the board with speed, force, and terrifying psychic pressure. But don’t let all that power fool you—this army takes finesse. You’ve got to know your god-specific strengths and commit to the weirdness.
Strengths:
- Tons of variety thanks to the four Chaos Gods
- Strong melee threats across multiple unit types
- Unique deployment tricks and board control tools
- Solid synergy between units and god-specific buffs
Weaknesses:
- Glass-cannon units that hit hard but fold fast
- Leadership and positioning are everything
- Some armies can counter Daemon tricks with the right tools
- Can be swingy—expect wild turns of fortune
If you’re into armies that look like a heavy metal album cover, break the rules of reality, and reward bold, aggressive play with chaos-fueled carnage, Chaos Daemons are calling your name—from somewhere deep in the Warp. Daemons players have a lot to look forward to in 10th Edition!
Core Army Rule
One of the major mechanics getting a facelift is the Shadow of Chaos. This isn’t just some fluff-driven rule—it’s a fundamental part of how this army operates on the board. Controlling objectives spreads your army’s influence, and when your forces fight within the Shadow, things get nasty for your opponent.
- Your deployment zone? Always in the Shadow.
- Control half of No Man’s Land? It’s in the Shadow for the phase.
- Dominate half of your opponent’s deployment? You guessed it—more Shadow.
The kicker? Your units gain battle-shock buffs, recover wounds, and even bring back lost models. Meanwhile, enemy units suffer battle-shock penalties, and if they fail, they take mortal wounds. Winning the mission now doubles as a way to pressure your opponent into chaos-fueled despair in the Chaos Daemons 10th edition codex/index.
Daemonic Pact Allies Rule Changes
If you’re one of the many dedicated god (Emperor’s Children/Thousand Sons/World Eaters/Death Guard) players who liked tossing in a Daemon or two for flair (or tactical edge), well, things just got spicier—and not necessarily in a good way. Thanks to the recent shake-up in how Chaos Daemons work with other armies, the way you build your list might need a rethink.
Here’s the short version: Daemonic Pact is the new rule that lets you bring in Legiones Daemonica (regular Daemon Units) units, but only if your army is 100% Heretic Astartes (regular Chaos Space Marines) or Chaos Knights. And there’s a hard cap—500 points of daemons in a standard 2,000-point game. That’s right, no more casual Nurglings chilling with your Death Guard.
If you’re playing Death Guard, World Eaters, or Emperor’s Children (and probably Thousand Sons when they drop), you’ll need to use the full-on chaos daemon detachment from their codex to bring them along (especially if you want something like a Keeper of Secrets), which means you’re swapping out your usual tricks for a lot of warp-fueled weirdness.
It gets weirder. The Masque of Slaanesh? Still perfectly legal in a Chaos Knights list, but not in an Emperor’s Children army. Let that sink in.
Chaos Daemons Detachment Rules
As if mortals didn’t already have it rough — their willpower leaking out like a busted plasma cell and their enemies getting all juiced up — now daemons using the Daemonic Incursion Detachment can rip open Warp Rifts even closer to their opponents. Because nothing says “bad day” like reality tearing apart right next to you.
This is pretty wild, as it makes charging in with your deep-striking units an actual statistical probability. If you can go up, get some objectives, then deep strike in and get off a bunch of charges, it can be a wild swing turn.
Stratagems
Corrupt Realspace is your go-to dirty trick for holding the line — it messes with enemy morale so hard, anyone getting too close to that objective starts second-guessing their life choices. Fail a Battle-shock test near it? Tough luck — you’re not retaking that point anytime soon.
Remember, an objective’s only claimed when your total Objective Control beats your opponent’s. So if a unit gets dropped to OC 0, they basically just stand around awkwardly — even if there’s no one else in sight.
It seems like a lot of armies will have something like this, where they can grab an objective, pay some CP, and then keep it under their control.
Shadow Legion
Chaos Daemons now have six different detachments, offering plenty of rules variety. If you’re into general mayhem, Daemonic Incursion and Shadow Legion are solid all-around picks. Prefer a god-specific approach? Each of the four Chaos Gods has a detachment tailored to their playstyle:
- Blood Legion (Khorne) – Extra movement when enemies get too close and objective stealing when you wipe out units.
- Scintillating Legion (Tzeentch) – Build up tokens for powerful re-rolls, but your opponent gets to use weaker versions too.
- Plague Legion (Nurgle) – Forces enemy battle-shock tests and stacks buffs for damage output.
- Legion of Excess (Slaanesh) – Trade Fight First for rerolls and use abilities that transfer damage between units.
Each brings a unique playstyle, making monogod armies more viable than ever.
The Daemons Invade Grotmas
The Grotmas Calendar brings exciting new opportunities for Chaos Daemons in Warhammer 40k. Each of the four major Chaos gods has unique detachment rules that grant flavorful abilities and game-changing tactics.
From the seductive gambits of Slaanesh to the unrelenting rage of Khorne, each detachment captures the essence of its patron while adding strategic depth to your army. Let’s take a closer look at the rules and highlights for each, which you can download here!
Legion of Excess: The Seductive Gambit of Slaanesh
The Legion of Excess is Slaanesh’s favored force of calculated risks and devastating precision. By sacrificing the Fight First rule with the Seductive Gambit, your units gain re-rolls to Hit and Wound during charges. This calculated gamble ensures your attacks hit harder, encouraging bold, well-timed charges. Here’s how this detachment excels, blending battlefield mobility, psychological manipulation, and razor-sharp melee precision.
Enhancements to Dominate Combat
Enhancements in the Legion of Excess give Slaanesh’s daemons even sharper claws, boosting performance and spreading despair across the battlefield:
- Dreaming Crown (Aura)
Units within 6″ gain +1 to Hit rolls in melee, turning your daemons into terrifyingly accurate combatants. - False Majesty (Aura)
Friendly units within 6″ gain +1 to Wound rolls in melee, ensuring even the toughest foes feel the sting of Slaanesh’s wrath. - Avatar of Perfection
This Monster-exclusive buff allows re-rolls for Advance and Charge rolls when no friendly units are nearby, rewarding lone wolves with unyielding aggression. - Soul Glutton
Heal D3 wounds after slaying an enemy model in combat, keeping your powerful units alive longer.
Stratagems That Shape the Battlefield
Slaanesh’s stratagems empower your forces with tactical flexibility and psychological warfare:
- Phantasmal Longing
Move through terrain features with ease during your Movement or Charge phase, turning obstacles into advantages. - Sensory Excruciation
Trigger Battle-shock tests across the battlefield for all units within the Shadow of Chaos, potentially disrupting enemy plans—and even affecting your own forces. - Cavalcade of Blades
After a successful charge, roll dice for every model in Engagement Range. Every 4+ deals Mortal Wounds, turning your charges into a whirlwind of destruction. - Archagonists
Enhance the lethality of your units by adding +1 to Wound rolls in melee, ensuring your attacks hit where they hurt most. - Overwhelming Excess
Force an attacking unit to take a Battle-shock test. If they fail, they can’t target your unit, adding a defensive edge to your arsenal.
Plague Legion: Nurgle’s Rotting Presence
The Plague Legion brings Nurgle’s unrelenting decay to Warhammer 40k. Through the Melancholic Miasma, Nurgle’s daemons create an aura of despair, forcing enemy units within 9″ to take Battle-shock tests. Failed tests deal Mortal Wounds via the Shadow of Chaos, slowly but surely dismantling your opponent’s forces.
This detachment thrives on attrition, grinding down enemies with resilience and pestilence while ensuring your Nurgle units remain on the battlefield.
Enhancements to Empower the Rot
The Plague Legion’s enhancements bolster your units and ensure the horrors of decay are ever-present:
- Cankerblight (Aura)
Each time an enemy unit within 6″ fails a Battle-shock test, one model in that unit is destroyed outright—perfect for eliminating key threats. - Font of Spores (Aura)
Nearby units gain improved Armour Penetration, making even Nurgle’s slower units more lethal. - Maggot Maws
Force enemy units within 6″ to take Battle-shock tests and deal D3 Mortal Wounds on a successful roll, combining offense with disruption. - Droning Shroud (Aura)
Limit enemy ranged attacks by preventing units outside 18″ from targeting allies near the bearer.
Stratagems to Spread the Rot
Nurgle’s stratagems enhance your ability to wear down opponents while keeping your forces in the fight:
- Foetid Resurgence
Bring back destroyed models or heal Monsters in your Command phase, ensuring the plague keeps spreading. - Murkshadows
Boost Infantry mobility by adding 5″ to their Movement characteristic, helping Nurgle’s typically slow units keep up with the battle. - Seeping Virulence
Score Critical Hits on unmodified Hit rolls of 5+ in melee, ensuring your attacks stick and pile on the damage. - Fever Visions
Add +1 to Hit rolls in melee or shooting, and force an enemy unit hit by your attacks to take a Battle-shock test. - Plague of Woes
Chain Battle-shock tests by forcing additional units within 9″ to test after an initial failed check, spreading despair across enemy lines.
Blood Legion: Khorne’s Unstoppable Fury
The Blood Legion channels the raw, unyielding rage of Khorne, embodying an aggressive, combat-driven playstyle. With the Murdercall rule, Khorne’s units surge toward nearby enemies after they move, keeping the fight close and relentless. Objective control is bolstered by Blood Tainted, which locks objectives under your control until opponents can physically overpower your forces.
This detachment thrives on unrelenting combat, ensuring your forces deal devastating blows while holding the battlefield.
Enhancements to Unleash the Fury
Enhancements in the Blood Legion amplify the power and brutality of Khorne’s units, ensuring every model contributes to the carnage:
- Gateway Unto Damnation
Transforms the death of a Khorne Monster into a catastrophic explosion, dealing D3+3 Mortal Wounds if it has already destroyed a unit in the game. - Slaughterthirst (Aura)
Grants the Lance ability to nearby units’ melee weapons, increasing their effectiveness against tougher targets. - Fury’s Cage
Sacrifice D3+1 wounds to re-roll Hit and Wound rolls for a Khorne Monster in combat, making their strikes devastatingly precise. - Brazenmaw
Add +2 to Charge rolls for the bearer’s unit, ensuring they hit combat sooner and with more impact.
Stratagems to Fuel the Bloodlust
Khorne’s stratagems are tailored to enhance aggression, keep the fight going, and ensure your enemies feel the fury of the Blood God:
- Wrath Undeniable
If your unit is destroyed in melee, roll a D6 for each model. On a 4+, the model can fight before being removed, ensuring no blow goes unanswered. - Sheathed in Brass
Temporarily grants your unit a 3+ Save during your opponent’s Shooting phase, allowing Khorne’s forces to weather incoming fire. - Blood Begets Skulls
Charge after advancing, ensuring your units reach combat as quickly as possible to spill blood for the Blood God. - Fools’ Flight
Punish enemies who Fall Back by immediately charging them, keeping your forces in relentless pursuit. - Skulls Beget Blood
Hurl flaming skulls at nearby enemies, dealing Mortal Wounds to soften them up before combat.
Scintillating Legion: Tzeentch’s Fates in Flux
The Scintillating Legion channels Tzeentch’s ever-shifting schemes into a battlefield of unpredictability. Through the Fates in Flux rule, you and your opponent can re-roll crucial rolls using Flux tokens, adding a layer of strategic tension to every phase of the game.
The detachment thrives on manipulation and control (just like any good Pink Horror), using clever abilities and stratagems to turn the tide of battle. This is a faction built for those who enjoy intricate gameplay and outwitting their opponents through misdirection.
Enhancements for Strategic Superiority
The Scintillating Legion’s enhancements give your forces unparalleled precision and survivability:
- Infernal Puppeteer
Monsters can measure range and line of sight through nearby daemons, allowing for perfect positioning and devastating ranged attacks. - Inescapable Eye
Gain additional Flux tokens in your Command phase, letting you keep the momentum of re-rolls in your favor. - Neverblade
Improve the Strength, Attacks, and Armour Penetration of melee weapons while granting a +1 to Hit rolls, turning Monsters into close-combat powerhouses. - Improbable Shield (Aura)
Nearby units gain Feel No Pain 4+ against Psychic Attacks and Mortal Wounds, making them far more resilient to devastating abilities.
Stratagems for Control and Chaos
Tzeentch’s Warhammer 40k Codex Chaos Daemons stratagems offer ways to frustrate your opponent, enhance your forces, and create chaos at key moments:
- Flickering Reality
Roll a D6 and deny all unmodified Hit rolls of that number for the rest of the phase, shutting down enemy attacks and mitigating damage. - Impossible Eclipse
Extend your Shadow of Chaos to selected battlefield areas, gaining control over key zones for a tactical edge. - Pyrogenesis
Add +2 to the Strength of your unit’s weapons—or spend a Flux token for an even greater bonus, including improved Armour Penetration. - Fateborne Nightmares
Allow units to move through terrain during the Movement or Charge phase, giving flexibility to reposition or engage targets. - Delirium Unmade
Remove units from the battlefield at the end of the Fight phase, placing them into Strategic Reserves to set up for future turns.
New 10th Edition Warhammer 40k Daemons Datasheets
With 18 wounds, a 5+ FNP, a 4+ Invulnerable save, 10 Toughness, and -1 to hit, this model should be pretty hard to bring down. From the looks of it, Extra melee Attacks means it will get to attack with all three profiles (see the rule below) and get a ton of attacks.
Then, improving the AP of melee weapons is pretty strong, so we’ll have to see the points, but it looks interesting for now.
Let’s compare it with the 9th Edition Warhammer 40k Chaos Daemons Codex.
- Loses two wounds but gains three Toughness
- Keeps the 4+/4+
- Doesn’t degrade as badly
- Piercing Strike has higher Strength and more damage potential but is more volatile
- Sweeping Strike actually gets more than double the attacks (up to 14)
- Gains shooting attacks as psychic
- The Dark Master Aura is very interesting; if you can get a unit within 6″ of Be’lakor (no matter where on the map), you can deep strike within 6″ of the enemy.
Two Units Returning
On the bright side, two familiar faces are back from the warp. Karanak returns with a few glow-ups: a new torrent shooting attack, AP-3 claws, anti-character 3+, and—thank the Dark Gods—a 3+ Feel No Pain that actually works against mortals now. Plus, he buffs his pals with rerolls to wound instead of the old lethal hits nonsense. Not bad for 75 points (especially when leading Flesh Hounds).
And for Slaanesh fans, Hellflayers have rolled back onto the battlefield, sharper than before but slightly squishier. The invuln took a hit, but the offensive output is up, making them a glass cannon with more… cannon.
Latest 40k Rules Updates For Chaos Daemons:
The latest updates for the Chaos Daemons Codex 10th Edition rules will be released in what Games Workshop calls a Balance Dataslate, sometimes along with accompanying points changes as well.
You can see all the latest Balance Dataslate updates here in our post, which breaks down the most recent changes.
How To Play Warhammer 40k Chaos Daemons: Points
You can find the latest points for playing this faction in 10th Edition Warhammer 40k here on our Munitorum Field Manual Points Updates Page.
Chaos Daemons YouTube Review:
Watch the video below for some more 40k Chaos Daemons Codex insights into the faction.
Final Thoughts on the Daemons Codex, Index, & How to Play Them
The Chaos Deamons codex and Chaos Daemons index is shaping up to be one of the wildest, most chaotic releases we’ve seen in a long time. Daemons have always brought the weird and the wonderful, but now it looks like they’re getting some serious mechanical bite to go with all that madness. With revamped detachments, terrifying new tricks, and more ways to bend reality than a coven of Tzeentchian sorcerers, there’s a lot to sink your claws into.
Will it be the unstoppable force that steamrolls every tournament? Way too early to say. But one thing’s for sure — the forces of the Warp aren’t pulling any punches. Whether you’re summoning a brand-new horde or giving your existing nightmares a fresh twist, this book is stacked with ways to keep your enemies guessing (and panicking).
So, which detachment are you eyeing up? Are you leaning toward a tide of blood-soaked brutality, or does a sneaky, reality-warping approach sound more your style? Either way, get ready to throw the battlefield into total chaos — because subtlety left the building a long time ago.
All the Latest Warhammer Rules & Model Rumors
Do you like the Chaos Daemons rules for 10th Edition Warhammer 40k in this guide? Will you be playing them?