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DEMONS for HAIL CAESAR v11

For the Sledgehammer Fantasy World

Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry up to 33% No more than a third of the units in the army can be cavalry.
Specials up to 16.6% No more than one sixth of the units in the army can be specials.
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can contain
1+ units of Cavalry/Chariots and Specials. Typically these fought on the flanks.
Maximum number of Sorcerers = Number of Divisions /2 rounded up.

TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Killer Demons 7 7 3/0 5+ 6 MI, Move 7.5”, Strong 33
Pestilence Demons 5 5 2/0 5+ 8 MI 30
Pleasure Demons 6 6 3 5+ 6 LI, Move 9” 33
Knowledge Demons 5 5 3 4/18 5+ 6 MI, 360° shooting, Long shooting value goes down by -1 30
for each wound

Cavalry/Chariots
Demon Flyers/Furies 4 4 2 5+ 6 LF, Fly 39
Demon Hounds of Killing 7 5 3/0 5+ 6 LC 44
Demon Cavalry 9 6 3/2 5+ 6 MC 45
Demon Chariots 9 5 3/2 3+ 6 HCh 51

Specials
Demon Beasts 10 7 3/2 5+ 8 HC 60
Demon Swarm 2 2 2 5+ 6 LI, Swarm 20
Burning for Knowledge 3 3 3 4/18 5+ 4 LI, small, 360° shooting & Long shooting value goes down 26
by -1 for each wound-

Commanders
Demon Lord of Killing 6 5 3/2 0 3+ 6 LR:8 HF, Fly, CommUnit, ToughFighters, Huge 88
Demon Lord of Pestilence 4 3 2/1 0 3+ 8 LR:8 HI, CommUnit, Huge, CommWizard 70
Demon Lord of Pleasure 5 4 2/1 0 4+ 6 LR:8 HI,Move 9”, CommUnit, Huge, CommWizard 55
Demon Lord of Knowledge 4 3 2 2/18 4+ 6 LR:8 HF, Fly 45”, CommUnit, Huge, CommMage 83
Chosen Hero 0-1 0-1 LR:8 10
Champion 0-1 0-1 LR:7 (Free) 0
Knowledge Sorcerer 0 0 IC Mage 15
Sorcerer 0 0 IC Wizard 10

Although Pestilence Demons and Demon Beasts have Stamina of 8 they are standard frontage units, this represents their hardiness and difficultly
to kill.

One of the Demon Lords or Chosen Hero must be designated the Tyrant General (Does not have to command a Division/Brigade see p83c)

Demons, all Demons;


1. Are immune to Fear, FearOO and Terrifying units including Elephants.
2. Always have an unmodified Morale Save. Crossbows, Handguns, Artillery, Lance and Magic etc do not modify the Daemons Morale Save,
ever.
3. Suffer an Instability Test when they are wounded (receive a casualty) at the end of a shooting or combat phase, roll a D6, if the score is
less than their current casualties they suffer one additional casualty. So rolling equal to or over their current casualties has no effect.
Wounds that are carried over to a unit that is supporting are counted as a casualty, so are rolled for as above. The test is applied
immediately and DOES NOT count towards shooting casualties or the difference in casualties in a hand to hand Break Test. It DOES count
towards being Shaken and Shattered in the turn that it was caused and so is applied before Break Tests.
Demonic Spells
SUMMON DEMONS 4+ to cast (Knowledge Sorcerer 3+) Range 18”, No LoS to a Daemonic unit
With a sulphurous blast of elemental power fresh Demons emerge from the warp to reinforce their beleaguered kindred.
The spell can be cast on any Daemonic unit within range regardless of whether the Wizard can see the unit or not as long as it has suffered 2 or
more casualties. On a 4, one casualty is removed, on a 5, two casualties are removed, on a 6 three casualties are removed. The Tzeentch Mage on
a 3, two casualties are removed.

DEMONIC RAGE 5+ to cast (Knowledge Sorcerer 4+) Range 18” radius, No LoS to all friendly units
A keening cry of pure power rises upon daemonic lips as magical energy surges through their eldritch bodies.
This spell affects every friendly unit within range. The spell lasts during the following Combat phase. Every unit gains a bonus +1 attack to Clash or
Sustain.

SORCEROUS BLAST 5+ to cast (Knowledge Sorcerer 4+) Range 18”, LoS to enemy units
With a single gesture a bolt of black lightning leaps from fingertip to the foe, searing the enemy with a blast of dark power.
This spell is cast on an enemy unit. The Wizard must be able to see his target to use this spell. The spell cannot be directed at a unit engaged in
combat. The Sorcerous Blast is treated like three ordinary shooting attacks except that Morale Saves have no effect (all targets count as having no
Morale Save). Take Break Tests as with ordinary shooting.

FRENZY OF CHAOS 6+ to cast (Knowledge Mage 5+) Range 18”, No LoS to a Daemonic unit
Rumbling thunderous power surges through the daemonic ranks driving all into a frenzied thirst for blood.
This spell can be cast upon a friendly unit which is engaged in combat and that is within range. The Sorcerer does not have to be able to see the
target to cast the spell. The effect lasts until the end of the following Combat phase. The unit can re-roll any failed attacks in combat: take any dice
that fail to score hits and roll them again. Note that you cannot re-roll a dice that has already been re-rolled either because of a spell, magic item
or any other reason.

Steve

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