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Daemons of Malal – 7th ed

Forces of Malal

The forces of the Renegade God has always been solitary and spread thin. But what they lack in
proper cohesive force they make up for pure power and cunning. The forces of both mortal and
daemon alike both strive to honor their Anarchic lord through varying contradictions and
staunched atheistic beliefs. Like their god before them, the forces of Malal are extraordinary
different from the usual and identifiable hordes of blood drenched Bloodletters of Khorne, to
the shifting masses of Tzeentch, from the erotic Daemonettes of Slaanesh and the decaying
corpses of Plaguebearers of Nurgle. The daemons of Malal are best described as masses of
gnarled bones, hollowed scales, insectoid legs and color ranging from the absolute opposites of
black and white. They look different, weird and bizarrely out of place against Chaos, and in
many regards that is still Malal's greatest strength.

As mentioned, the forces of Malal do not believe in the existence of other gods; even their own
parental god, Malal, is put into question by his followers. While the irony may prove a bit much
to the eyes of the Imperium or other Chaos warbands, to the forces of Malal, one thing stands
clear; kill all the believers.

Guardian of Contradictions
A Guardian prowling upon the black and white void of Malal's realm, looking for its next daemonic prey to feast
upon.

The Guardian of Contradictions are the Greater Daemons of Malal and are thus, his most
powerful loyal subjects. Resembling a skeletal jackal, these daemons are incredibly disciplined
and methodical. Rather than going head first into battle in a blinding rage like a Bloodthirster or
in ecstatic arousal like a Keeper of Secrets, the Guardians stand on the back lines forming battle
plans and strategic actions against their foes.

While Guardians are few in number in contrast to the Greater Daemons of the other Chaos
Gods, they make up for this with quality gear and weaponry that can break a Bloodthirster in
two. Indeed it is a common sight to see a Guardian go up against several winged heralds of
Khorne only to see the Guardian slaughtering Khorne's favored sons with relative ease.

Guardians of Contradictions wield the extremely dangerous and volatile Etherblades whose
aura of un-Chaos dissipates any chaotic influences before slicing a daemon in two. The nature
of the Guardians is to reverse the nature of whichever Daemon it faces. For example, in close
combat, a follower of Khorne would suddenly lose the will to fight and the feelings of hate and
anger before being slain by a Guardian. A follower of Slaanesh would lose all her orgasmic
delight and be installed with immense feelings of depression, dread and fear before being
reduced into a cowering and sobbing wreck. A follower of Tzeentch would lose all his cognitive
and ambitious willpower and be replaced with intense idiocy and bewilderment that would
infuriate the complex plans of Tzeentch. Lastly a follower of Nurgle would lose all diseases and
decay after returning into a pristine and healthy body before being disintegrated by the
contradicting energies of a Guardian. It is of this reason why the Guardian of Contradictions are
feared throughout the realms of Chaos.

Whereas the Guardian is composed mainly of a large bipedal, skeletal jackal, it also comprises a
second minor entity of that of a young woman forming the end of its tail. This secondary entity
compose of a young beautiful woman, connected either by the neck to the Guardian or through
her tailbone. If it is the latter, she resembles something overall human, albeit naked and her
limbs being insectoid in appearances. It can be said that the minor entities whose main body
has yet to fully form are immature, while those with the body of a full adult women are the
matured entity. These secondary entities are separate to that of the main Guardian, possessing
a different mind of its own. While a Guardian is cold, calculative and merciless, the female
entity is manipulative, formal and of high class. These entities prefer to wear modest clothes
once they fully mature and often 'ride' on the backs of their Guardians as warmounts. When
not in battle, these females discuss to their mortal followers on what next plan to do. If a
particular mortal gains her favor, she would then allow him to impregnate her while her
Guardian sits uncomfortably close. Once her and her favored mortal has done doing their
business, she then later gives birth to a new Guardian juvenile. This act on daemonic
impregnation is shocking, as not even Slaanesh's Daemonettes would go this far. However the
female entity insists that it is done out of necessity rather than depravity and they feel no
arousal whatsoever.

When Guardians of Contradictions are not in battle, they stand busy guarding the Eternal
Mansion of Malal.

Maidens of Malal
A Maiden of Malal.

Over time this female entity from the Guardian of Contradictions eventually grow more
independent from her Guardian. Once in this state she can cut off the tail connection between
her and her Guardian. Once the female entity from the Guardian of Contradictions are fully
matured she becomes a Maiden of Malal, extremely powerful matriarchs and the Heralds of
Malal. After a Guardian loses their attached Maiden, they will start to grow a new one. The
growth of a Maiden isn't governed by time but by deeds, particularly successful Guardians have
dozens of Maiden daughters.

Whereas the Guardians are the planners and strategy makers of the battlefields, the Maidens
are the priestess of Malal. Their motherly and maternal aspect brings out a bizarre relationship
to her 'children' and would become dangerously overprotective if one of her followers of Malal
gets harmed in front of her. Maidens in this respect form the polar opposition of the paternal
fatherly figure of Nurgle. Putting them at odds with the Plague Father.

While the Inquisition is not sure why a Herald would be so empathetic to her followers, the
most likely theory is to ensure loyalty to Malal. The lack of any maternal experience has been
known to drive the Sons of Malice in a quagmire of mixed emotions. Maidens of Malal are
unlike the seductive and corruptive influence of Slaanesh’s Daemonettes. Whereas Slaaneshi
followers represent the dark, twisted side of feminine lust, the Maidens of Malal represents the
dark, manipulative nature of maternal trust. Indeed it is common to see a Maiden fully dressed
in formal attire, never ever being seen without her clothes save during her brief separation with
her Guardian.

When forced into combat, Maidens of Malal quickly becomes one of the most powerful forces
of the Rogue God. Rending the laws holding their enemies's bodies together apart, these
maidens quickly disintegrate any poor foe who face their wrath. Maidens are also lightning
quick and beyond graceful and acrobatic, leaping into the warzone with splits, somersaults and
agility, like some sort of twisted act of ballet. Their aura of un-Chaos is so potent that it dispels
the powerful spells of even a Lord of Change. In one incident, a Maiden was seen in her modest
form, bisecting a Keeper of Secrets with a single swing of her spear.

Maidens are often found within the Eternal Mansion of Malal acting as teachers, scholars and
practitioners of the dark arts towards aspiring mortals.

Hook Horror

The ruthless carrion eaters of Malal. The Hook Horrors.

Hook Horrors otherwise known as Hooked Carrions are the Lesser Daemons of Malal. These
fiendish daemons act as scavengers in the realm of the Lost God, consuming the flesh and souls
of those Malal had deemed as failures. Like carrion eaters, Hook Horrors resemble a skeletal
vulture with their iconic hooks for hands. Hook Horrors form the basis of Malal's army. Acting
as fast cannon fodder, Hook Horrors leap from the battlefield; their hooks sharp enough to
pierce through the thickest armour with relative ease.
While Hook Horrors are considered 'cannon fodder', they are not to be underestimated. Like
the Guardians of Contradictions, Hook Horrors leek an aura of dread that infects both Chaos
and magic users alike. They are unpredictably fast and agile, evading bullet fire and closing in on
their prey. Hook Horrors are also sadistic. However, they differ from the sadism of Slaaneshi
followers in that, while Slaaneshi followers indulge themselves on the physical pain on others,
Hook Horrors indulge in irony. What this means is that they enjoy the frustrations and pain of a
subject being prevented from showcasing his/her talents.

In this case, Daemonettes are a favored prey for the Hook Horrors. Turning the hunter into the
hunted. It is common to see Hook Horrors carrying Daemonettes into their lairs, placing them in
a magical cage which nullify all sensation from the maidens of the Dark Prince. The lack of
sensation humiliates and starves the pink succubi daemons as they slowly reduce into nothing
more than a anorexic shell of their former selves, suffering eternally from pain, and not the
good form of pain that they seek. In the meantime the Hook Horrors cackle in delight at the
irony of the situation.

Additionally, as is their namesake, A Hook Horror is known for disarming and dismantling
equipment, much to the frustration of combatants.

Pandemonic Paradox of Malal

The scrawling terror of Malal's upholders of Paradoxes.

The Pandemonic Paradoxes of Malal are the beasts that spawn from the Rogue God himself.
These abominations are a horrifying mishmash of fangs, arachnids, mouths and ferocity. They
are utilized as beasts of war, scurrying across the battlefield as their sharp pincers, claws and
enlarged maw rip apart any poor and unfortunate soul. These beasts are sometimes confused
with Chaos Spawn.
Pandemonic Paradoxes are often unleashed in swarms. Their relatively large size means that
they can devour an entire human whole if it wanted to. There have even been cases where
Paradoxes have eaten an entire ogre whole, while there are other cases of the beasts ripping
apart formations of Chaos warriors.

Within the realm of Malal, these arachnids skulk around in Malal's Nest of Ironies. Here the
beasts spin webs of fine silk stronger than steel. The webs are constructed in such a way that it
can trap even the very fundamental ideas and thoughts of individuals traveling through the
immaterium itself. In this case, followers of Tzeentch must be especially cautious when
traversing through the warp as they are likely to be tangled and devoured by the beasts like a
fly through a spiders web. This web follows them into the materium but is only visible via witch
sight. Those who are physically inside the web will feel a tug at their existence which though
non-fatal, will make every instinct they have scream to escape this web. This feeling when near
a Paradox has been nicknamed the Voice of Banishment, even though it is not a voice in the
strictest sense.

Limbo-Ticks of the Anti-God

The voracious swarm of Malal's Parasite Ticks.

Often shortened to just Limbo-Ticks, Limbo-Ticks otherwise known as Parasite Ticks are the
main steeds of Malal. As their name suggests, these monstrosities resemble overgrown ticks
the size of a horse. To further install its nightmarish nature, these abominations have the eery
resemblances of a human skull with its legs made from human-like hands.

Despite its size, these steeds are lightning fast, outrunning even the best horses. Most often
than not, these daemonic Ticks utilize its speed to hunt down and feast on the corpses of
Nurglings, mulching down on their soft and plump flesh.
While this will greatly anger a Great Unclean One, they can't do much as their rot doesn't affect
these steeds, if anything it further alerts the Ticks on who is a bigger target to feast upon.
Limbo-Ticks infest the Moving Towers of Malal, living in every crevice and hole in the crumbling
tower, striking at anything that gets too close.

Because of their ferocity and immunity to Nurgle's rot, it has been seen as a favored mount
among the followers of Malal. Limbo-Ticks are considered as the 'light' steed in contrast to the
Nightmare's 'heavy' steed. This is because Limbo-Ticks despite their ferocity are relatively weak,
to the point where even a humble arrow is enough to penetrate the light carapace of these
terrors of the dark. Thus they are used in packs to overcompensate their fragility.

Nightmares

The incredibly territorial Nightmares of the Rogue God.

Nightmares also known as the horses of Malal are another steed of Malal. Looking more akin to
the horses employed by knightly orders, these beasts are not to be underestimated for their
appetite can only be quenched by the flesh of Malal's foes in contrast to the more benign and
herbivorous horses found in the Materium. The Nightmares are as stubborn and as vicious as
any inhabitants of Malal's domain and it shows. Sporting wicked talons on their hoofs, sharp
jagged teeth in its maw and a weaponized tail of either a mace or a scorpions stinger, these
mounts are as easily able to crush and maim their own riders as its enemies.

Nightmares are incredibly temperamental and only the most powerful heralds of Malal would
have the willpower and strength to subdue the beast. In battle, Nightmares are effective long-
distance runners and a more powerful alternative than the Limbo-Ticks. While Nightmares are
on a whole much slower than the Limbo-Ticks, they make up for it by being incredibly tough.
Indeed it is common to see handgun fire simply being deflected through the ethereal skin of a
Nightmare. It is for this reason that the most accomplished of Malal's followers are given the
gift of this versatile mount.

Nightmares can be found free roaming the plateaus and plains of the Barbed Forests of Doubt
where every tree and even grass are warped into cruel, spiked barbs that can cut deep into a
person. Anyone who upsets Malal get sent here where they will be viciously ripped to pieces by
the forest if the Nightmares themselves have not torn them apart first.

Parasite Riders

Parasite Riders, also known as Doomriders, are heralds of Malal favored enough to be given the
privileged to mount on the steeds known as Limbo-Ticks or Nightmares. These relentless
Calvary of the Anti-God shows no equal, mercilessly punishing the ranks of Chaos without even
a hint of stopping.

Parasite Riders often form in groups of three but can sometime form in a lance of eleven to
further complement Malal. They often are used to scout a place and provide flanking attacks
and support to other forces of Malal.

When a Parasite Rider becomes accomplished enough, he/she will be promoted to a


Doomhunter. These Doomhunters act as leaders of a Calvary charge, often equipped with the
best anti-Chaos weapons. Doomhunters are notorious for skewering multiple enemies at once,
before chucking their lifeless bodies aside like mannequins. In the realm of Malal, Doomhunters
and Parasite Riders often train with one another in the Great Oval of Unbelief.

Special rules

Daemon of Malal: Hatred (Daemons). Enemy units in Base Contact with a Daemon of Malal
suffer a -1 penalty to Leadership.

Lore of Malal

1. It Should Not Be (Cast on a 5+): The Wizard stills the Warp around his opponents,
creating a horrible feeling of emptiness in those affected. It Should Not Be is a Hex that
targets an enemy unit within 24". That unit must take a Panic or Daemonic Instability
test.
2. Spite: (Cast on a 8+) The Wizard fills his followers with the will to harm others beyond
the point where there is anything to gain from doing so. Remains in Play. Spite is an
augment spell with a range of 24". Whenever that unit suffers casualties, the unit that
caused the casualties suffers a single hit for each wound inflicted. These hits are
resolved at the same strength value as the affected units’ toughness and ignore armor
saves. When in close combat these hits are resolved after the Initiative 1 step and count
towards combat resolution.
3. Juxtaposition (Cast on a 8+): The Wizard releases a contrasting blast of energy that
somehow shrouds allies in darkness and blinds enemies with light. Remains in Play.
Juxtaposition is both an Augment and a Hex spell that affects all models in the casters
unit and models that are in base contact with the casters unit. Allied units have all To Hit
rolls made against them suffer a -1 penalty while all To Hit rolls made against affected
enemy units gain a +1 bonus.
4. Drain Life (Cast on a 9+): The Wizard takes a deep breath, sucking the life out of those
who stand before him. Drain Life is a direct damage spell that is cast on the Wizard
himself. It enables him to unleash a Strength 4 Breath Weapon attack. If this attack
causes a single unsaved wound, the caster regains a wound lost earlier in the battle.
5. Schismatic Lance (Cast on a 10+): The Wizard fires a blast of darklight from the palm of
his hand. Schismatic Lance is a Magic Missile with a range of 36". It causes a Strength 8
hit that has the Multiple Wounds (D3) special rule and penetrates ranks in the same
manner as a shot from a Bolt Thrower. Armour saves are not permitted against wounds
caused by Schismatic Lance.
6. Vortex of Annihilation (Cast on a 15+): A tiny warp breach is created that is so chaotic
that not even daemons will dare use if for the risk of getting ripped into nothingness by
its entropy. Remains in play. The Vortex is a magical vortex that uses the small round
template. Once the template is placed, the player then nominates the direction in which
the Vortex will move. To determine how many inches the template moves, roll an
artillery dice and multiply the result by 3. Any model touched by the template must pass
a Strength test or be slain outright with no saves except ward saves allowed. If the result
on the artillery dice is a misfire, center the template on the caster and roll a scatter dice
and a D6. The template moves the number of inches equal to the result of the D6, in the
direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the
Hit! symbol). In either event, in subsequent turns, the Vortex travels in a random
direction and moves a number of inches equal to the roll on an artillery dice. If a misfire
is rolled in subsequent turns, the Vortex collapses in upon itself and is removed.

Gifts of Malal

The Leech Pendant: 20 points. The Leech Pendant is imbued with a stolen locus from each of
the other four chaos gods. These loci are almost constantly warring with each other and the
dominant locus is the one that is currently empowering the bearer though occasionally the
essences will work together so that they all empower the bearer. Roll a D6 at the start of each
turn. The Leech Pendant grants one of the following bonuses based on the result. Note that this
artefact does not allow the model or unit to join or be joined by daemons without the Daemon
of Malal special rule:
1) Choose one of the results to take effect.
2) The bearer and its unit gain the Daemon of Nurgle special rule any To Hit roll of 6
inflicted by it has the Poisoned (2+) special rule.
3) The bearer and its unit gain the Daemon of Khorne and Furious Charge special rules.
4) The bearer and its unit gain the Daemon of Slaanesh and Move Through Cover
special rules.
5) The bearer and its unit gain the Daemon of Tzeentch special rule and adds 1 to it's
invulnerable save roles/ can reroll psychic tests.
6) The bearer gains +1 Weapon Skill, Strength and Attacks.

Parascythe: 25 pts. This large weapon resembles a farming tool and appears to phase through
protections both physical and magical as if they aren't there, severing the life of all it strikes.
Great Weapon. Attacks made with this weapon cause penalties to Ward Saves as if they were
Armor Saves.

Sickle of Ruin: 50 pts. Each Sickle of Ruin is crafted from the remains of a permanently slain
Greater Daemon or Daemon Prince. The remains try in vain to reform themselves from ambient
magic or physical energy. In each Close Combat Phase, roll a d3 and select one of the following
effects for the rest of the combat phase:

 Increase the Strength and Attack values of the wielder by the result (To a maximum of
10).
 Reduce the Weapon Skill and Initiative of all enemy units in base contact by the result
(To a minimum of 1). This penalty can only be applied to a model once per turn.

Daemonic Loci

Lesser Locus of Decimation: The bearer and its unit have the Terror special rule.

Greater Locus of Obliteration: The bearer and its unit have the Killing Blow special rule.

Exalted Locus of Oblivion: When the bearer or its unit charges an enemy unit within 11" they
may only elect to hold as their charge reaction.

Lords

Guardian of Contradictions

375 points

Name M WS BS S T W I A Ld Troop Type


Guardian of Contradictions 9 8 6 6 6 5 8 6 9 Monster (Character)

EQUIPMENT: Hand Weapon

MAGIC: A Guardian of Contradictions is a Level 1 Wizard who uses spells from the Lore of Fire
or Lore of Malal.

SPECIAL RULES: Daemon of Malal, Daemonic, Large Target, Terror

OPTIONS:

 May be upgraded to a:

o Level 2 Wizard - 35 pts

o Level 3 Wizard - 70 pts

o Level 4 Wizard - 105 pts

 May take Daemonic Gifts totaling up to 100 pts

Daemon prince of Malal

310 points

Name M WS BS S T W I A Ld Troop Type

Daemon prince 8 8 0 5 5 4 7 5 8 Monster (Character)

EQUIPMENT: Hand Weapon

MAGIC: A Daemon prince that is a Wizard uses spells from the Lore of Fire or the Lore of Malal.

SPECIAL RULES: Daemon of Malal, Daemonic, Large Target, Terror

OPTIONS:

 May be upgraded to a:

o Level 1 Wizard - 50 pts

o Level 2 Wizard - 85 pts

May take Daemonic Gifts totaling up to 75 pts.


Hero

Maiden of Malal

90 points

Name M WS BS S T W I A Ld Troop Type

Maiden of Malal 5 6 5 4 4 2 6 4 8 Infantry (Character)

MAGIC: A Maiden of Malal that is a Wizard uses spells from the Lore of Fire or the Lore of
Malal.

SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

 May be upgraded to a Level 1 Wizard - 35 pts

 May be mounted on a Parasite Tick - 45 pts

 May take one of the following:

o Lesser Locus of Decimation - 25 pts

o Greater Locus of Obliteration - 60 pts

o Exalted Locus of Oblivion - 75 pts

 May take Daemonic Gifts totaling up to 50 pts

Core

Hook Horrors

13 Points per model

Name M WS BS S T W I A Ld Troop Type

Hook Horror 5 4 3 4 3 1 4 2 7 Infantry

Reaver 5 4 3 4 3 1 4 3 7 Infantry

UNIT SIZE: 10+


SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

 May upgrade one Hook Horror to a Reaver +10 pts

 May upgrade one Hook Horror to a musician +10 pts

 May upgrade one Hook Horror to a standard bearer +10 pts

o May take a Magic Standard worth up to +25 pts

Chaos furies of Malal

14 Points per model

Name M WS BS S T W I A Ld Troop Type

Chaos furies 4 3 0 4 3 1 4 1 2 Flying unit

UNIT SIZE: 5+

SPECIAL RULES: Daemon of Malal, Daemonic, flying unit

Special

Pandemonic Paradox of Malal

65 Points per model

Name M WS BS S T W I A Ld Troop Type

Paradoxes 7 4 0 5 4 4 4 3 7 Monstrous Beast

UNIT SIZE: 1+

SPECIAL RULES: Daemon of Malal, Daemonic, Voice of Banishment.

Voice of Banishment: Unsaved wounds inflicted by Pandemonic Paradoxes count as two for the
purposes of combat resolution.

Parasite riders

60 Points each
Name M WS BS S T W I A Ld Unit Type

Parasite riders 5 4 3 4 3 1 4 2 7 Monstrous Cavalry

Parasite hunter 5 4 3 4 3 1 4 3 7 Monstrous Cavalry

Parasite Tick 8 4 0 443 43 7 -

UNIT SIZE: 3+

SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

 May upgrade one Parasite rider to a Parasite hunter - 10 pts

 May upgrade one Parasite rider to a musician - 10 pts

 May upgrade one Parasite rider to a Standard Bearer - 10 pts

o May take a Magic Standard worth up to - 25 pts

Rare

Doomriders

70 Points each

Name M WS BS S T W I A Ld Unit Type

Doomriders 5 5 3 5 4 1 4 2 7 Monstrous Cavalry

Doomhunter 5 5 3 5 4 1 4 3 7 Monstrous Cavalry

Nightmare 7 5 0 553 53 7 -

UNIT SIZE: 3+

EQUIPMENT: Parascythe, barding

SPECIAL RULES: Daemon of Malal, Daemonic

OPTIONS:

 May upgrade one Doomrider to a Doomhunter - 10 pts


 May upgrade one Doomrider to a musician - 10 pts

 May upgrade one Doomrider to a Standard Bearer - 10 pts

o May take a Magic Standard worth up to - 25 pts


Special characters

Kaleb Daark (Lord) 375 Points

Name M WS BS S T W I A Ld Troop Type

Kaleb Daark 4 8 3 5 5 3 7 5 9 Infantry (Special Character)

Equipment: Shield, Leech Armor, Dreadaxe

Special Rules: Eye of the Gods, Mark of Malal

Magic Items:

 Dreadaxe: Dreadaxe is a living axe, bearing part of the soul of a Guardian of Contradictions.
As the weapon strikes its jaws close, biting deep into the soul-stuff of his victim. As the soul
of the victim is sucked out the body shrivels away to almost nothing. If Kaleb Daark inflicts
an unsaved wound, Dreadaxe will attempt to drain the victims soul. The victim must take a
Leadership test. If the test is failed then the victim is automatically killed (no saves allowed).
In addition, the victim's soul feeds Malal, Dreadaxe and Kaleb. The leadership of the victim
is then divided by three with any remainder ignored. One third goes to Malal and is ignored
for the purposes of the game, one third goes to Dreadaxe, and the last third goes to Kaleb.
The points that go into Dreadaxe can be used in the next round of combat only as a 'to
wound' bonus. All points are used at once and are not carried over. The points that go to
Kaleb are retained in a pool. A maximum of 1 point may be used in any turn to modify any
dice rolled by Kaleb by 1.

 Leech Armor: Kaleb Daark is a pale man with white hair, which is the only visibly apparent
affect of the strain from his relationship with Malal. Most of the strain from that
relationship comes from the Leech Armor that he wears which drains him in order to
toughen itself. Chaos Armor. The Leech Armor grants a 4+ Ward Save and the Magic
Resistance (1) special rule. For each wound that Kaleb suffers, his Ward Save suffers a -1
penalty (so if he has two wound remaining he has a 5+ Ward Save and if he has one wound
remaining he has a 6+ Ward Save). If Kaleb regains any lost wound for any reason, he loses
the penalty to his Ward Save.

Options: May ride a Daemonic Mount +35 points, may be upgraded to have Barding +15 points

Solipsism (Hero) 170 points


Name WS BS S T W I A Ld Unit Type
Solipsism 6 5 4 4 2 6 5 8 Infantry (Special Character)

Daemonic gifts: Sickle of Ruin, Greater Locus of Obliteration

SPECIAL RULES: Daemon of Malal, Daemonic, Nothing Besides The Self, The Self is All, Out of
Sight, Out of Mind, Out of Reality

 Nothing Besides The Self: All things are the same, all things are the self, when the Self is
removed all things must be removed. Any enemy unit locked in combat with Solipsism or his
unit gains the Daemonic Instability special rule or loses that special rule if they already have
it.
 The Self Is All: What benefits the self benefits all, what harms the self harms all. All models
with the Daemon of Malal Special Rule (including Solipsism) within 6" may, at the beginning
of the Assault phase, either increase their Strength and Attacks by 1, or decrease the WS
and Initiative of any enemy models in base contact by 1 (this penalty can only be applied
once per turn). This ability stacks with the effects of a Sickle of Ruin.
 Out of Sight, Out of Mind, Out of Reality: If the self cannot realize the existence of the non-
self, the non-self cannot exist. If a model cannot draw Line of Sight to Solipsism then any
attacks made by it cannot harm him (for example, if a template scatters outside of the
model's line of sight onto Solipsism then Solipsism is treated as not having been hit). If
Solipsism is in a unit this special rule does not affect the ability for enemy units to harm his
unit.

OPTIONS: May be mounted on a Parasite Tick +45 pts

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